1,040 research outputs found

    Fusion of aerial images and sensor data from a ground vehicle for improved semantic mapping

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    This work investigates the use of semantic information to link ground level occupancy maps and aerial images. A ground level semantic map, which shows open ground and indicates the probability of cells being occupied by walls of buildings, is obtained by a mobile robot equipped with an omnidirectional camera, GPS and a laser range finder. This semantic information is used for local and global segmentation of an aerial image. The result is a map where the semantic information has been extended beyond the range of the robot sensors and predicts where the mobile robot can find buildings and potentially driveable ground

    System of Terrain Analysis, Energy Estimation and Path Planning for Planetary Exploration by Robot Teams

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    NASAā€™s long term plans involve a return to manned moon missions, and eventually sending humans to mars. The focus of this project is the use of autonomous mobile robotics to enhance these endeavors. This research details the creation of a system of terrain classification, energy of traversal estimation and low cost path planning for teams of inexpensive and potentially expendable robots. The first stage of this project was the creation of a model which estimates the energy requirements of the traversal of varying terrain types for a six wheel rocker-bogie rover. The wheel/soil interaction model uses Shiblyā€™s modified Bekker equations and incorporates a new simplified rocker-bogie model for estimating wheel loads. In all but a single trial the relative energy requirements for each soil type were correctly predicted by the model. A path planner for complete coverage intended to minimize energy consumption was designed and tested. It accepts as input terrain maps detailing the energy consumption required to move to each adjacent location. Exploration is performed via a cost function which determines the robotā€™s next move. This system was successfully tested for multiple robots by means of a shared exploration map. At peak efficiency, the energy consumed by our path planner was only 56% that used by the best case back and forth coverage pattern. After performing a sensitivity analysis of Shiblyā€™s equations to determine which soil parameters most affected energy consumption, a neural network terrain classifier was designed and tested. The terrain classifier defines all traversable terrain as one of three soil types and then assigns an assumed set of soil parameters. The classifier performed well over all, but had some difficulty distinguishing large rocks from sand. This work presents a system which successfully classifies terrain imagery into one of three soil types, assesses the energy requirements of terrain traversal for these soil types and plans efficient paths of complete coverage for the imaged area. While there are further efforts that can be made in all areas, the work achieves its stated goals

    Efficient exploration of unknown indoor environments using a team of mobile robots

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    Whenever multiple robots have to solve a common task, they need to coordinate their actions to carry out the task efficiently and to avoid interferences between individual robots. This is especially the case when considering the problem of exploring an unknown environment with a team of mobile robots. To achieve efficient terrain coverage with the sensors of the robots, one first needs to identify unknown areas in the environment. Second, one has to assign target locations to the individual robots so that they gather new and relevant information about the environment with their sensors. This assignment should lead to a distribution of the robots over the environment in a way that they avoid redundant work and do not interfere with each other by, for example, blocking their paths. In this paper, we address the problem of efficiently coordinating a large team of mobile robots. To better distribute the robots over the environment and to avoid redundant work, we take into account the type of place a potential target is located in (e.g., a corridor or a room). This knowledge allows us to improve the distribution of robots over the environment compared to approaches lacking this capability. To autonomously determine the type of a place, we apply a classifier learned using the AdaBoost algorithm. The resulting classifier takes laser range data as input and is able to classify the current location with high accuracy. We additionally use a hidden Markov model to consider the spatial dependencies between nearby locations. Our approach to incorporate the information about the type of places in the assignment process has been implemented and tested in different environments. The experiments illustrate that our system effectively distributes the robots over the environment and allows them to accomplish their mission faster compared to approaches that ignore the place labels

    Scouting algorithms for field robots using triangular mesh maps

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    Labor shortage has prompted researchers to develop robot platforms for agriculture field scouting tasks. Sensor-based automatic topographic mapping and scouting algorithms for rough and large unstructured environments were presented. It involves moving an image sensor to collect terrain and other information and concomitantly construct a terrain map in the working field. In this work, a triangular mesh map was first used to represent the rough field surface and plan exploring strategies. A 3D image sensor model was used to simulate collection of field elevation information.A two-stage exploring policy was used to plan the next best viewpoint by considering both the distance and elevation change in the cost function. A greedy exploration algorithm based on the energy cost function was developed; the energy cost function not only considers the traveling distance, but also includes energy required to change elevation and the rolling resistance of the terrain. An information-based exploration policy was developed to choose the next best viewpoint to maximise the information gain and minimize the energy consumption. In a partially known environment, the information gain was estimated by applying the ray tracing algorithm. The two-part scouting algorithm was developed to address the field sampling problem; the coverage algorithm identifies a reasonable coverage path to traverse sampling points, while the dynamic path planning algorithm determines an optimal path between two adjacent sampling points.The developed algorithms were validated in two agricultural fields and three virtual fields by simulation. Greedy exploration policy, based on energy consumption outperformed other pattern methods in energy, time, and travel distance in the first 80% of the exploration task. The exploration strategy, which incorporated the energy consumption and the information gain with a ray tracing algorithm using a coarse map, showed an advantage over other policies in terms of the total energy consumption and the path length by at least 6%. For scouting algorithms, line sweeping methods require less energy and a shorter distance than the potential function method

    Flexible Supervised Autonomy for Exploration in Subterranean Environments

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    While the capabilities of autonomous systems have been steadily improving in recent years, these systems still struggle to rapidly explore previously unknown environments without the aid of GPS-assisted navigation. The DARPA Subterranean (SubT) Challenge aimed to fast track the development of autonomous exploration systems by evaluating their performance in real-world underground search-and-rescue scenarios. Subterranean environments present a plethora of challenges for robotic systems, such as limited communications, complex topology, visually-degraded sensing, and harsh terrain. The presented solution enables long-term autonomy with minimal human supervision by combining a powerful and independent single-agent autonomy stack, with higher level mission management operating over a flexible mesh network. The autonomy suite deployed on quadruped and wheeled robots was fully independent, freeing the human supervision to loosely supervise the mission and make high-impact strategic decisions. We also discuss lessons learned from fielding our system at the SubT Final Event, relating to vehicle versatility, system adaptability, and re-configurable communications.Comment: Field Robotics special issue: DARPA Subterranean Challenge, Advancement and Lessons Learned from the Final

    Deep Reinforcement Learning for Autonomous Ground Vehicle Exploration Without A-Priori Maps

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    Autonomous Ground Vehicles (AGVs) are essential tools for a wide range of applications stemming from their ability to operate in hazardous environments with minimal human operator input. Effective motion planning is paramount for successful operation of AGVs. Conventional motion planning algorithms are dependent on prior knowledge of environment characteristics and offer limited utility in information poor, dynamically altering environments such as areas where emergency hazards like fire and earthquake occur, and unexplored subterranean environments such as tunnels and lava tubes on Mars. We propose a Deep Reinforcement Learning (DRL) framework for intelligent AGV exploration without a-priori maps utilizing Actor-Critic DRL algorithms to learn policies in continuous and high-dimensional action spaces directly from raw sensor data. The DRL architecture comprises feedforward neural networks for the critic and actor representations in which the actor network strategizes linear and angular velocity control actions given current state inputs, that are evaluated by the critic network which learns and estimates Q-values to maximize an accumulated reward. Three off-policy DRL algorithms, DDPG, TD3 and SAC, are trained and compared in two environments of varying complexity, and further evaluated in a third with no prior training or knowledge of map characteristics. The agent is shown to learn optimal policies at the end of each training period to chart quick, collision-free exploration trajectories, and is extensible, capable of adapting to an unknown environment without changes to network architecture or hyperparameters. The best algorithm is further evaluated in a realistic 3D environment.Comment: Ā©\copyright 2023 the authors. This work has been accepted to Advances in Artificial Intelligence and Machine Learning for publication under a Creative Commons License CC BY 4.

    Spatial-learning and representation in animats

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    An Algorithmic Framework for Robot Navigation in Unknown Terrains.

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    The problem of navigating a robot body through a terrain whose model is a priori known is well-solved problem in many cases. Comparatively, a lesser number of research results have been reported about the navigation problem in unknown terrains i.e., the terrains whose model are not a priori known. The focus of our work is to obtain an algorithmic framework that yields algorithms to solve certain navigational problems in unknown terrains. We consider a finite-sized two-dimensional terrain populated by a finite set of obstacles OO = \{O\sb1,O\sb2,\...,O\sb{n}\} where O\sb{i} is a simple polygon with a finite number of vertices. Consider a circular body R, of diameter Ī“ā‰„\delta\geq O, capable of translational and rotational motions. R houses a computational device with storage capability. Additionally, R is equipped with a sensor system capable of detecting all visible vertices and edges. We consider two generic problems of navigation in unknown terrains: the Visit Problem, VP, and the Terrain model acquisition Problem, TP. In the visit problem, R is required to visit a sequence of destination points d\sb1,d\sb2,\...,d\sb{M} in the specified order. In the terrain model acquisition problem, R is required to acquire the model of the terrain so that it can navigate to any destination without using sensors and by using only the path planning algorithms of known terrains. We present a unified algorithmic framework that yields correct algorithms to solve both VP and TP. In this framework, R \u27simulates\u27 a graph exploration algorithm on an incrementally-constructible graph structure, called the navigation course, that satisfies the properties of finiteness, connectivity, terrain-visibility and local-constructibility. Additionally, we incorporate the incidental learning feature in our solution to VP so as to enhance the performance. We consider solutions to VP and TP using navigation courses based two geometric structures, namely the visibility graph and the Voronoi diagram. In all the cases, we analyze the performance of the algorithms for VP and TP in terms of the number of scan operations, the distance traversed and the computational complexity
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