299 research outputs found

    Reliable Navigation for SUAS in Complex Indoor Environments

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    Indoor environments are a particular challenge for Unmanned Aerial Vehicles (UAVs). Effective navigation through these GPS-denied environments require alternative localization systems, as well as methods of sensing and avoiding obstacles while remaining on-task. Additionally, the relatively small clearances and human presence characteristic of indoor spaces necessitates a higher level of precision and adaptability than is common in traditional UAV flight planning and execution. This research blends the optimization of individual technologies, such as state estimation and environmental sensing, with system integration and high-level operational planning. The combination of AprilTag visual markers, multi-camera Visual Odometry, and IMU data can be used to create a robust state estimator that describes position, velocity, and rotation of a multicopter within an indoor environment. However these data sources have unique, nonlinear characteristics that should be understood to effectively plan for their usage in an automated environment. The research described herein begins by analyzing the unique characteristics of these data streams in order to create a highly-accurate, fault-tolerant state estimator. Upon this foundation, the system built, tested, and described herein uses Visual Markers as navigation anchors, visual odometry for motion estimation and control, and then uses depth sensors to maintain an up-to-date map of the UAV\u27s immediate surroundings. It develops and continually refines navigable routes through a novel combination of pre-defined and sensory environmental data. Emphasis is put on the real-world development and testing of the system, through discussion of computational resource management and risk reduction

    An Efficient Monte Carlo-based Probabilistic Time-Dependent Routing Calculation Targeting a Server-Side Car Navigation System

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    Incorporating speed probability distribution to the computation of the route planning in car navigation systems guarantees more accurate and precise responses. In this paper, we propose a novel approach for dynamically selecting the number of samples used for the Monte Carlo simulation to solve the Probabilistic Time-Dependent Routing (PTDR) problem, thus improving the computation efficiency. The proposed method is used to determine in a proactive manner the number of simulations to be done to extract the travel-time estimation for each specific request while respecting an error threshold as output quality level. The methodology requires a reduced effort on the application development side. We adopted an aspect-oriented programming language (LARA) together with a flexible dynamic autotuning library (mARGOt) respectively to instrument the code and to take tuning decisions on the number of samples improving the execution efficiency. Experimental results demonstrate that the proposed adaptive approach saves a large fraction of simulations (between 36% and 81%) with respect to a static approach while considering different traffic situations, paths and error requirements. Given the negligible runtime overhead of the proposed approach, it results in an execution-time speedup between 1.5x and 5.1x. This speedup is reflected at infrastructure-level in terms of a reduction of around 36% of the computing resources needed to support the whole navigation pipeline

    Decision-theoretic MPC: Motion Planning with Weighted Maneuver Preferences Under Uncertainty

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    Continuous optimization based motion planners require deciding on a maneuver homotopy before optimizing the trajectory. Under uncertainty, maneuver intentions of other participants can be unclear, and the vehicle might not be able to decide on the most suitable maneuver. This work introduces a method that incorporates multiple maneuver preferences in planning. It optimizes the trajectory by considering weighted maneuver preferences together with uncertainties ranging from perception to prediction while ensuring the feasibility of a chance-constrained fallback option. Evaluations in both driving experiments and simulation studies show enhanced interaction capabilities and comfort levels compared to conventional planners, which consider only a single maneuver

    In the Face of Anticipation: Decision Making under Visible Uncertainty as Present in the Safest-with-Sight Problem

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    Pathfinding, as a process of selecting a fixed route, has long been studied in Computer Science and Mathematics. Decision making, as a similar, but intrinsically different, process of determining a control policy, is much less studied. Here, I propose a problem that appears to be of the first class, which would suggest that it is easily solvable with a modern machine, but that would be too easy, it turns out. By allowing a pathfinding to anticipate and respond to information, without setting restrictions on the \structure of this anticipation, selecting the \best step appears to be an intractable problem. After introducing the necessary foundations and stepping through the strangeness of “safest-with-sight, I attempt to develop an method of approximating the success rate associated with each potential decision; the results suggest something fundamental about decision making itself, that information that is collected at a moment that it is not immediately “consumable , i.e. non-incident, is not as necessary to anticipate than the contrary, i.e. incident information. This is significant because (i) it speaks about when the information should be anticipated, a moment in decision-making long before the information is actually collected, and (ii) whenever the model is restricted to only incident anticipation the problem again becomes tractable. When we only anticipate what is most important, solutions become easy to compute, but attempting to anticipate any more than that and solutions may become impossible to find on any realistic machine

    Toward Tactical Autonomy in Aerial Robotics

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    This thesis addresses the issue of the generation of tactical trajectories, as is desirable in the case of robot autonomy in hostile environments. The generation of such trajectory currently lies beyond the purview of contemporary path planning research, which focuses on solutions to the shortest path problem and variations thereof. This novel guidance system is developed as a two-stage process. In the first stage, a graph-based search algorithm is used to generate a global trajectory, as is the norm for state-of-the-art path planners. In the second stage, optimal control techniques are utilized to develop local trajectories that are optimal with respect to user-defined cost matrices over a finite time horizon. The guidance system is implemented for use with quadrotor vehicles. It is tested in simulation and then in flight. In both cases, the trajectory generated by the system makes use of cover present in the environment, rather than fly directly to the goal point. Additionally included is a discussion on modern visual navigation techniques, which, if implemented, would enable autonomous operation in initially unknown environments. In combination with the guidance algorithm developed in this thesis, the resulting system would be fully capable of conducting missions in hostile environment

    Objective Validation of Airport Terminal Architecture using Agent-based Simulations

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    This thesis explores how airport terminal architecture is tested before it is built. The purpose of testing is to make sure an architectural layout aligns with the rest of the airport’s systems. The design of a terminal is a long and expensive process that must accommodate tens of thousands of passengers every hour, the movement of logistics, and control of security. Evaluating spaces for that many people can be difficult to measure, which can result in architects relying on their intuition and experience to judge the impact of a layout for daily operations without objective validation. It is not practical for designers to build a complete airport to see how it works and make renovations after finding aspects that have poor performance. As a result, testing airports requires using mathematical models and simulations to validate how well different systems work together. Designers try to validate architectural layouts in airport terminals by using crowd simulations to approximate passenger behaviour. Existing research in civil engineering and computer science has shown how mathematical models can predict patterns of human activity in the built environment on a large scale. However, these simulations have primarily focused on either modelling passengers as a process flow or people in emergency building evacuation. As a result, existing agent navigation does not consider how passengers use the surrounding architecture for decision-making during daily airport interactions. When passengers enter a terminal for the first time, they can be unaware of what they need to do or how to get there. Instead, passengers rely on using their perception of the environment (the architecture) to inform them what to do. However, there currently are no methods that incorporate architectural perception to validate a building layout in these conditions. This thesis develops an agent-based simulation to validate how well architectural layouts align with the daily operations of an airport terminal. It quantifies the value of a spatial arrangement as a function of people’s interactions in a given space. The model approximates human behaviour based on statistics from existing crowd simulations. It uses spatial analysis, like the isovist and graph theory, for agent navigation and measuring architectural conditions. The proposal incorporates agent perception to provide feedback between people’s decision-making and the influence of the surrounding space. The thesis calculates architectural value using normalized passenger priorities based on typical processing and non-processing airport domains. The success of a terminal layout is dependent on the agent’s ability to complete airport processing and fulfill their priorities. The final value of an architectural layout is determined using statistical methods to provide a probability distribution of likely values. The proposed agent simulation and mathematical models are built using Unity software, which is used to perform several simulation tests in this thesis. Basic functional components of the simulation are validated using existing crowd modelling standards. Tests are also performed to illustrate how different agent perception and priorities influence the value of architectural spaces. Monte Carlo simulations are created for simple terminal layouts to illustrate how changing the floor plan of a security area affects the architectural value for departing passengers. Finally, the architectural values of two real airport terminals are compared against an established passenger experience survey in a basic simulation model. The results of the testing shows that the agent simulation can differentiate between different architectural conditions, within reason, depending on the passengers’ priorities

    Planning under time pressure

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    Heuristic search is a technique used pervasively in artificial intelligence and automated planning. Often an agent is given a task that it would like to solve as quickly as possible. It must allocate its time between planning the actions to achieve the task and actually executing them. We call this problem planning under time pressure. Most popular heuristic search algorithms are ill-suited for this setting, as they either search a lot to find short plans or search a little and find long plans. The thesis of this dissertation is: when under time pressure, an automated agent should explicitly attempt to minimize the sum of planning and execution times, not just one or just the other. This dissertation makes four contributions. First we present new algorithms that use modern multi-core CPUs to decrease planning time without increasing execution. Second, we introduce a new model for predicting the performance of iterative-deepening search. The model is as accurate as previous offline techniques when using less training data, but can also be used online to reduce the overhead of iterative-deepening search, resulting in faster planning. Third we show offline planning algorithms that directly attempt to minimize the sum of planning and execution times. And, fourth we consider algorithms that plan online in parallel with execution. Both offline and online algorithms account for a user-specified preference between search and execution, and can greatly outperform the standard utility-oblivious techniques. By addressing the problem of planning under time pressure, these contributions demonstrate that heuristic search is no longer restricted to optimizing solution cost, obviating the need to choose between slow search times and expensive solutions

    A Hybrid 3D Path Planning Method for UAVs

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    Multi-Objective Pathfinding in Dynamic Environments

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    Traditional pathfinding techniques are known for calculating the shortest path from a given start point to a designated target point on a directed graph. These techniques, however, are inapplicable to pathfinding problems where the shortest path may prove to be hazardous for traversal, or where multiple costs of differing unit-types lie along the same path. Moreover, the shortest path may not be optimal if it requires forfeiting a valuable resource. While strategic methods have been proposed in the past to completely avoid paths determined to be dangerous, these methods lack the functionality to provide agents the ability to decide which resources are more valuable for conservation, and which resources possess the greatest risk at being lost. For environments where risk varies dynamically across edges, we propose a solution that can determine a path of least expected weight based on multiple properties of edges. With this Multi-Objective Pathfinding technique, agents can make decisions influenced by highest priority objectives and their preferences to trading off some resources for others. The solution is based on traditional pathfinding techniques, extending their usability to cover strategic and dynamic scenarios where additional properties contained within the search map could render them useless. Nevertheless, our solution is compatible with problems where the goal is to simply find the least weighted path, otherwise known as the objectively resource-conservative path among a set of vertices in a graph
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