601 research outputs found

    Bayesian Active Edge Evaluation on Expensive Graphs

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    Robots operate in environments with varying implicit structure. For instance, a helicopter flying over terrain encounters a very different arrangement of obstacles than a robotic arm manipulating objects on a cluttered table top. State-of-the-art motion planning systems do not exploit this structure, thereby expending valuable planning effort searching for implausible solutions. We are interested in planning algorithms that actively infer the underlying structure of the valid configuration space during planning in order to find solutions with minimal effort. Consider the problem of evaluating edges on a graph to quickly discover collision-free paths. Evaluating edges is expensive, both for robots with complex geometries like robot arms, and for robots with limited onboard computation like UAVs. Until now, this challenge has been addressed via laziness i.e. deferring edge evaluation until absolutely necessary, with the hope that edges turn out to be valid. However, all edges are not alike in value - some have a lot of potentially good paths flowing through them, and some others encode the likelihood of neighbouring edges being valid. This leads to our key insight - instead of passive laziness, we can actively choose edges that reduce the uncertainty about the validity of paths. We show that this is equivalent to the Bayesian active learning paradigm of decision region determination (DRD). However, the DRD problem is not only combinatorially hard, but also requires explicit enumeration of all possible worlds. We propose a novel framework that combines two DRD algorithms, DIRECT and BISECT, to overcome both issues. We show that our approach outperforms several state-of-the-art algorithms on a spectrum of planning problems for mobile robots, manipulators and autonomous helicopters

    A Novel Approach To Intelligent Navigation Of A Mobile Robot In A Dynamic And Cluttered Indoor Environment

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    The need and rationale for improved solutions to indoor robot navigation is increasingly driven by the influx of domestic and industrial mobile robots into the market. This research has developed and implemented a novel navigation technique for a mobile robot operating in a cluttered and dynamic indoor environment. It divides the indoor navigation problem into three distinct but interrelated parts, namely, localization, mapping and path planning. The localization part has been addressed using dead-reckoning (odometry). A least squares numerical approach has been used to calibrate the odometer parameters to minimize the effect of systematic errors on the performance, and an intermittent resetting technique, which employs RFID tags placed at known locations in the indoor environment in conjunction with door-markers, has been developed and implemented to mitigate the errors remaining after the calibration. A mapping technique that employs a laser measurement sensor as the main exteroceptive sensor has been developed and implemented for building a binary occupancy grid map of the environment. A-r-Star pathfinder, a new path planning algorithm that is capable of high performance both in cluttered and sparse environments, has been developed and implemented. Its properties, challenges, and solutions to those challenges have also been highlighted in this research. An incremental version of the A-r-Star has been developed to handle dynamic environments. Simulation experiments highlighting properties and performance of the individual components have been developed and executed using MATLAB. A prototype world has been built using the WebotsTM robotic prototyping and 3-D simulation software. An integrated version of the system comprising the localization, mapping and path planning techniques has been executed in this prototype workspace to produce validation results

    Generation of Paths in a Maze using a Deep Network without Learning

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    Trajectory- or path-planning is a fundamental issue in a wide variety of applications. Here we show that it is possible to solve path planning for multiple start- and end-points highly efficiently with a network that consists only of max pooling layers, for which no network training is needed. Different from competing approaches, very large mazes containing more than half a billion nodes with dense obstacle configuration and several thousand path end-points can this way be solved in very short time on parallel hardware

    Fuzzy A* for optimum Path Planning in a Large Maze

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     Traditional A* path planning, while guaranteeing the shortest path with an admissible heuristic, often employs conservative heuristic functions that neglect potential obstacles and map inaccuracies. This can lead to inefficient searches and increased memory usage in complex environments. To address this, machine learning methods have been explored to predict cost functions, reducing memory load while maintaining optimal solutions. However, these require extensive data collection and struggle in novel, intricate environments. We propose the Fuzzy A* algorithm, an enhancement of the classic A* method, incorporating a new determinant variable to adjust heuristic cost calculations. This adjustment modulates the scope of scanned vertices during searches, optimizing memory usage and computational efficiency. In our approach, unlike traditional A* heuristics that overlook environmental complexities, the Fuzzy A* employs a dynamic heuristic function. This function, leveraging fuzzy logic principles, adapts to varying levels of environmental complexity, allowing a more nuanced estimation of the path cost that considers potential obstructions and route feasibility. This adaptability contrasts with standard machine learning-based solutions, which, while effective in known environments, often falter in unfamiliar or highly complex settings due to their reliance on pre-existing datasets. Our experimental framework involved 100 maze-solving trials in diverse maze configurations, ranging from simple to highly intricate layouts, to evaluate the effectiveness of Fuzzy A*. We employed specific metrics such as path length, computational time, and memory usage for a comprehensive assessment. The results showcased that Fuzzy A* consistently found the shortest paths (99.96% success rate) and significantly reduced memory usage by 67% and 59% compared to Breadth-First-Search (BFS) and traditional A*, respectively. These findings underline the effectiveness of our modified heuristic approach in diverse and challenging environments, highlighting its potential for real-world pathfinding applications

    Multi-Agent Path Planning for Locating a Radiating Source in an Unknown Environment

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    A situation is addressed in which multiple autonomous agents are used to search an unknown environment for a target, the position and orientation of which is known with respect to each agent. A controlling framework is proposed to inform and coordinate the agents’ movements in order to reduce the time required to locate the target. Four primary variables are considered: the cost function used to select the agents’ paths, the number of agents in a given scenario, the distance over which the agents are assumed to communicate, and the size of the environment in which the agents are operating. It was found that a cost function that balances progress toward the target with exploration of the environment is generally most effective for all combinations of the other variables. More agents and greater communication are beneficial, to a point, in larger environments, although these may be less effective in smaller ones
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