43,588 research outputs found

    An Efficient Algorithm for Computing High-Quality Paths amid Polygonal Obstacles

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    We study a path-planning problem amid a set O\mathcal{O} of obstacles in R2\mathbb{R}^2, in which we wish to compute a short path between two points while also maintaining a high clearance from O\mathcal{O}; the clearance of a point is its distance from a nearest obstacle in O\mathcal{O}. Specifically, the problem asks for a path minimizing the reciprocal of the clearance integrated over the length of the path. We present the first polynomial-time approximation scheme for this problem. Let nn be the total number of obstacle vertices and let ε(0,1]\varepsilon \in (0,1]. Our algorithm computes in time O(n2ε2lognε)O(\frac{n^2}{\varepsilon ^2} \log \frac{n}{\varepsilon}) a path of total cost at most (1+ε)(1+\varepsilon) times the cost of the optimal path.Comment: A preliminary version of this work appear in the Proceedings of the 27th Annual ACM-SIAM Symposium on Discrete Algorithm

    Efficient motion planning for problems lacking optimal substructure

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    We consider the motion-planning problem of planning a collision-free path of a robot in the presence of risk zones. The robot is allowed to travel in these zones but is penalized in a super-linear fashion for consecutive accumulative time spent there. We suggest a natural cost function that balances path length and risk-exposure time. Specifically, we consider the discrete setting where we are given a graph, or a roadmap, and we wish to compute the minimal-cost path under this cost function. Interestingly, paths defined using our cost function do not have an optimal substructure. Namely, subpaths of an optimal path are not necessarily optimal. Thus, the Bellman condition is not satisfied and standard graph-search algorithms such as Dijkstra cannot be used. We present a path-finding algorithm, which can be seen as a natural generalization of Dijkstra's algorithm. Our algorithm runs in O((nBn)log(nBn)+nBm)O\left((n_B\cdot n) \log( n_B\cdot n) + n_B\cdot m\right) time, where~nn and mm are the number of vertices and edges of the graph, respectively, and nBn_B is the number of intersections between edges and the boundary of the risk zone. We present simulations on robotic platforms demonstrating both the natural paths produced by our cost function and the computational efficiency of our algorithm

    RRT* Combined with GVO for Real-time Nonholonomic Robot Navigation in Dynamic Environment

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    Challenges persist in nonholonomic robot navigation in dynamic environments. This paper presents a framework for such navigation based on the model of generalized velocity obstacles (GVO). The idea of velocity obstacles has been well studied and developed for obstacle avoidance since being proposed in 1998. Though it has been proved to be successful, most studies have assumed equations of motion to be linear, which limits their application to holonomic robots. In addition, more attention has been paid to the immediate reaction of robots, while advance planning has been neglected. By applying the GVO model to differential drive robots and by combining it with RRT*, we reduce the uncertainty of the robot trajectory, thus further reducing the range of concern, and save both computation time and running time. By introducing uncertainty for the dynamic obstacles with a Kalman filter, we dilute the risk of considering the obstacles as uniformly moving along a straight line and guarantee the safety. Special concern is given to path generation, including curvature check, making the generated path feasible for nonholonomic robots. We experimentally demonstrate the feasibility of the framework.Comment: 6 pages, 9 figures, accepted by RCAR 201

    Computing Shortest Paths among Curved Obstacles in the Plane

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    A fundamental problem in computational geometry is to compute an obstacle-avoiding Euclidean shortest path between two points in the plane. The case of this problem on polygonal obstacles is well studied. In this paper, we consider the problem version on curved obstacles, commonly modeled as splinegons. A splinegon can be viewed as replacing each edge of a polygon by a convex curved edge (polygons are special splinegons). Each curved edge is assumed to be of O(1) complexity. Given in the plane two points s and t and a set of hh pairwise disjoint splinegons with a total of nn vertices, we compute a shortest s-to-t path avoiding the splinegons, in O(n+hlog1+ϵh+k)O(n+h\log^{1+\epsilon}h+k) time, where k is a parameter sensitive to the structures of the input splinegons and is upper-bounded by O(h2)O(h^2). In particular, when all splinegons are convex, kk is proportional to the number of common tangents in the free space (called "free common tangents") among the splinegons. We develop techniques for solving the problem on the general (non-convex) splinegon domain, which also improve several previous results. In particular, our techniques produce an optimal output-sensitive algorithm for a basic visibility problem of computing all free common tangents among hh pairwise disjoint convex splinegons with a total of nn vertices. Our algorithm runs in O(n+hlogh+k)O(n+h\log h+k) time and O(n)O(n) space, where kk is the number of all free common tangents. Even for the special case where all splinegons are convex polygons, the previously best algorithm for this visibility problem takes O(n+h2logn)O(n+h^2\log n) time.Comment: 45 pages, 21 figures; to appear in TALG; an extended-abstract appeared in SoCG 201

    Payoff-based Inhomogeneous Partially Irrational Play for Potential Game Theoretic Cooperative Control of Multi-agent Systems

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    This paper handles a kind of strategic game called potential games and develops a novel learning algorithm Payoff-based Inhomogeneous Partially Irrational Play (PIPIP). The present algorithm is based on Distributed Inhomogeneous Synchronous Learning (DISL) presented in an existing work but, unlike DISL,PIPIP allows agents to make irrational decisions with a specified probability, i.e. agents can choose an action with a low utility from the past actions stored in the memory. Due to the irrational decisions, we can prove convergence in probability of collective actions to potential function maximizers. Finally, we demonstrate the effectiveness of the present algorithm through experiments on a sensor coverage problem. It is revealed through the demonstration that the present learning algorithm successfully leads agents to around potential function maximizers even in the presence of undesirable Nash equilibria. We also see through the experiment with a moving density function that PIPIP has adaptability to environmental changes.Comment: 28 pages, 11 figures, submitted to IEEE TA

    Lifelong Multi-Agent Path Finding for Online Pickup and Delivery Tasks

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    The multi-agent path-finding (MAPF) problem has recently received a lot of attention. However, it does not capture important characteristics of many real-world domains, such as automated warehouses, where agents are constantly engaged with new tasks. In this paper, we therefore study a lifelong version of the MAPF problem, called the multi-agent pickup and delivery (MAPD) problem. In the MAPD problem, agents have to attend to a stream of delivery tasks in an online setting. One agent has to be assigned to each delivery task. This agent has to first move to a given pickup location and then to a given delivery location while avoiding collisions with other agents. We present two decoupled MAPD algorithms, Token Passing (TP) and Token Passing with Task Swaps (TPTS). Theoretically, we show that they solve all well-formed MAPD instances, a realistic subclass of MAPD instances. Experimentally, we compare them against a centralized strawman MAPD algorithm without this guarantee in a simulated warehouse system. TP can easily be extended to a fully distributed MAPD algorithm and is the best choice when real-time computation is of primary concern since it remains efficient for MAPD instances with hundreds of agents and tasks. TPTS requires limited communication among agents and balances well between TP and the centralized MAPD algorithm.Comment: In AAMAS 201

    Hybrid DDP in Clutter (CHDDP): Trajectory Optimization for Hybrid Dynamical System in Cluttered Environments

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    We present an algorithm for obtaining an optimal control policy for hybrid dynamical systems in cluttered environments. To the best of our knowledge, this is the first attempt to have a locally optimal solution for this specific problem setting. Our approach extends an optimal control algorithm for hybrid dynamical systems in the obstacle-free case to environments with obstacles. Our method does not require any preset mode sequence or heuristics to prune the exponential search of mode sequences. By first solving the relaxed problem of getting an obstacle-free, dynamically feasible trajectory and then solving for both obstacle-avoidance and optimality, we can generate smooth, locally optimal control policies. We demonstrate the performance of our algorithm on a box-pushing example in a number of environments against the baseline of randomly sampling modes and actions with a Kinodynamic RRT

    Online exploration outside a convex obstacle

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    A watchman route is a path such that a direct line of sight exists between each point in some region and some point along the path. Here, we study watchman routes outside a convex polygon, i.e., in R^2\O, where O is a convex polygon. We study the problem of a watchman route in an online setting, i.e., in a setting where the watchman is only aware of the vertices of the polygon to which it had a direct line of sight along its route. We present an algorithm guaranteeing a ~89.83 competitive ratio relative to the optimal offline path length

    Path Planning in Dynamic Environments with Adaptive Dimensionality

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    Path planning in the presence of dynamic obstacles is a challenging problem due to the added time dimension in search space. In approaches that ignore the time dimension and treat dynamic obstacles as static, frequent re-planning is unavoidable as the obstacles move, and their solutions are generally sub-optimal and can be incomplete. To achieve both optimality and completeness, it is necessary to consider the time dimension during planning. The notion of adaptive dimensionality has been successfully used in high-dimensional motion planning such as manipulation of robot arms, but has not been used in the context of path planning in dynamic environments. In this paper, we apply the idea of adaptive dimensionality to speed up path planning in dynamic environments for a robot with no assumptions on its dynamic model. Specifically, our approach considers the time dimension only in those regions of the environment where a potential collision may occur, and plans in a low-dimensional state-space elsewhere. We show that our approach is complete and is guaranteed to find a solution, if one exists, within a cost sub-optimality bound. We experimentally validate our method on the problem of 3D vehicle navigation (x, y, heading) in dynamic environments. Our results show that the presented approach achieves substantial speedups in planning time over 4D heuristic-based A*, especially when the resulting plan deviates significantly from the one suggested by the heuristic.Comment: Accepted in SoCS 201

    Dynamic Path Planning and Movement Control in Pedestrian Simulation

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    Modeling and simulation of pedestrian behavior is used in applications such as planning large buildings, disaster management, or urban planning. Realistically simulating pedestrian behavior is challenging, due to the complexity of individual behavior as well as the complexity of interactions of pedestrians with each other and with the environment. This work-in-progress paper addresses the tactical (path planning) and the operational level (movement control) of pedestrian simulation from the perspective of multiagent-based modeling. We propose (1) an novel extension of the JPS routing algorithm for tactical planning, and (2) an architecture how path planning can be integrated with a social-force based movement control. The architecture is inspired by layered architectures for robot planning and control. We validate correctness and efficiency of our approach through simulation runs.Comment: This paper was accepted for the preproceedings of The 2nd International Workshop on Agent-based modelling of urban systems (ABMUS 2017), http://www.modelling-urban-systems.com
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