51 research outputs found

    Online Exploration of Polygons with Holes

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    We study online strategies for autonomous mobile robots with vision to explore unknown polygons with at most h holes. Our main contribution is an (h+c_0)!-competitive strategy for such polygons under the assumption that each hole is marked with a special color, where c_0 is a universal constant. The strategy is based on a new hybrid approach. Furthermore, we give a new lower bound construction for small h.Comment: 16 pages, 9 figures, submitted to WAOA 201

    Approximation Algorithms for the Two-Watchman Route in a Simple Polygon

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    The two-watchman route problem is that of computing a pair of closed tours in an environment so that the two tours together see the whole environment and some length measure on the two tours is minimized. Two standard measures are: the minmax measure, where we want the tours where the longest of them has smallest length, and the minsum measure, where we want the tours for which the sum of their lengths is the smallest. It is known that computing a minmax two-watchman route is NP-hard for simple rectilinear polygons and thus also for simple polygons. Also, any c-approximation algorithm for the minmax two-watchman route is automatically a 2c-approximation algorithm for the minsum two-watchman route. We exhibit two constant factor approximation algorithms for computing minmax two-watchman routes in simple polygons with approximation factors 5.969 and 11.939, having running times O(n^8) and O(n^4) respectively, where n is the number of vertices of the polygon. We also use the same techniques to obtain a 6.922-approximation for the fixed two-watchman route problem running in O(n^2) time, i.e., when two starting points of the two tours are given as input.Comment: 36 pages, 14 figure

    Online Searching with an Autonomous Robot

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    We discuss online strategies for visibility-based searching for an object hidden behind a corner, using Kurt3D, a real autonomous mobile robot. This task is closely related to a number of well-studied problems. Our robot uses a three-dimensional laser scanner in a stop, scan, plan, go fashion for building a virtual three-dimensional environment. Besides planning trajectories and avoiding obstacles, Kurt3D is capable of identifying objects like a chair. We derive a practically useful and asymptotically optimal strategy that guarantees a competitive ratio of 2, which differs remarkably from the well-studied scenario without the need of stopping for surveying the environment. Our strategy is used by Kurt3D, documented in a separate video.Comment: 16 pages, 8 figures, 12 photographs, 1 table, Latex, submitted for publicatio

    The Visibility Freeze-Tag Problem

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    In the Freeze-Tag Problem, we are given a set of robots at points inside some metric space. Initially, all the robots are frozen except one. That robot can awaken (or “unfreeze”) another robot by moving to its position, and once a robot is awakened, it can move and help to awaken other robots. The goal is to awaken all the robots in the shortest time. The Freeze-Tag Problem has been studied in different metric spaces: graphs and Euclidean spaces. In this thesis, we look at the Freeze-Tag Problem in polygons, and we introduce the Visibility Freeze-Tag Problem, where one robot can awaken another robot by “seeing” it. Furthermore, we introduce a variant of the Visibility Freeze-Tag Problem, called the Line/Point Freeze Tag Problem, where each robot lies on an awakening line, and one robot can awaken another robot by touching its awakening line. We survey the current results for the Freeze-Tag Problem in graphs, Euclidean spaces and polygons. Since the Visibility Freeze-Tag Problem bears some resemblance to the Watchman Route Problem, we also survey the background literature on the Watchman Route Problem. We show that the Freeze-Tag Problem in polygons and the Visibility Freeze-Tag Problem are NP-hard, and we present an O(n)-approximation algorithm for the Visibility Freeze-Tag Problem. For the Line/Point Freeze-Tag Problem, we give a polynomial time algorithm for the special case where all the awakening lines are parallel to each other. We prove that the general case is NP-hard, and we present an O(1)- approximation algorithm

    Multi-Agent Deployment for Visibility Coverage in Polygonal Environments with Holes

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    This article presents a distributed algorithm for a group of robotic agents with omnidirectional vision to deploy into nonconvex polygonal environments with holes. Agents begin deployment from a common point, possess no prior knowledge of the environment, and operate only under line-of-sight sensing and communication. The objective of the deployment is for the agents to achieve full visibility coverage of the environment while maintaining line-of-sight connectivity with each other. This is achieved by incrementally partitioning the environment into distinct regions, each completely visible from some agent. Proofs are given of (i) convergence, (ii) upper bounds on the time and number of agents required, and (iii) bounds on the memory and communication complexity. Simulation results and description of robust extensions are also included
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