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Planning and Navigation
6
Competencies for Navigation
• Navigation is composed of localization, mapping and
motion planning
– Different forms of motion planning inside the
cognition loop from R. Siegwart
"Position"
Global Map
Perception Motion Control
Cognition
Real World
Environment
Localization
Path
Environment Model
Local Map
Outline of this Lecture
• Motion Planning
– State-space and obstacle representation
• Work space
• Configuration space
– Global motion planning
• Optimal control (not treated)
• Deterministic graph search
• Potential fields
• Probabilistic / random approaches
– Local collision avoidance
• BUG
• VFH
• ND
• ...
The Planning Problem (1/2)
• The problem: find a path in the work space (physical space) from the initial
position to the goal position avoiding all collisions with the obstacles
• Assumption: there exists a good enough map of the environment for
navigation.
– Topological
– Metric
– Hybrid methods
Coffee room
Corridor
Bill’s office
Topological Map
Coarse Grid Map
(for reference only)
Coffee room
Corridor
Bill’s office
Topological Map
Coarse Grid Map
(for reference only)
The Planning Problem (2/2)
• We can generally distinguish between
– (global) path planning and
– (local) obstacle avoidance.
• First step:
– Transformation of the map into a representation useful for planning
– This step is planner-dependent
• Second step:
– Plan a path on the transformed map
• Third step:
– Send motion commands to controller
– This step is planner-dependent (e.g. Model based feed forward, path
following)
Map Representations
Topological Map
(Continuous Coordinates)
Occupancy Grid Map
(Discrete Coordinates)
K-d Tree Map (Quadtree)
Large memory requirement of grid maps
- > k-d tree recursively breaks the environment into k pieces
- Here k = 4, quadtree
Topological
Map
Topological Maps
+Edges can carry weights
+Standard Graph Theory Algorithms (Dijkstra's
algorithm)
+Good abstract representation
●Several graphs for any world
●Assumption: Robot can travel between nodes
●Tradeoff in # of nodes:
complexity vs. accuracy
- Limited information
Grid World
Two dimensional array of values
Each cell represents a square of real world
Typically a few centimeters to a few dozen centimeters
Alternative Representations
Waste lots of bits for
big open spaces
KD-trees
x < 5
free y<5
occupied free
QuadTree OctTree
Work Space  Configuration Space
• State or configuration q can be described with k values qi
• What is the configuration space of a mobile robot?
Work Space Configuration Space:
Planning in configuration space
the dimension of this
space is equal to the Degrees of Freedom (DoF)
of the robot
Example: manipulator robots
• Mobile robots operating on a flat ground have 3
DoF: (x, y, θ)
• For simplification, in path planning mobile
roboticists often assume that the robot is
holonomic and that it is a point. In this way the
configuration space is reduced to 2D (x,y)
• Because we have reduced each robot to a point,
we have to inflate each obstacle by the size of the
robot radius to compensate.
Configuration Space for a Mobile
Robot
Configuration Space for a Mobile
Robot
Path Planning: Overview of Algorithms
3. Graph Search
– Identify a set edges between nodes within
the free space
– Where to put the nodes?
1. Optimal Control
– Solves truly optimal solution
– Becomes intractable for even moderately
complex as well as nonconvex problems
2. Potential Field
– Imposes a mathematical function over the
state/configuration space
– Many physical metaphors exist
– Often employed due to its simplicity and
similarity to optimal control solutions
Source:
http://mitocw.udsm.ac.tz
Configuration Space for a Mobile Robot
6 - Planning and Navigation
6
16
Potential Field Path Planning Strategies
• Robot is treated as a point under the
influence of an artificial potential field.
• Operates in the continuum
– Generated robot movement is similar
to a ball rolling down the hill
– Goal generates attractive force
– Obstacle are repulsive forces
Khatib, 1986
Potential Fields
Goal: Attractive Force
Large Distance --> Large Force
Model as Spring
Hooke's Law
F = -k X
Obstacles: Repulsive Force
Small Distance --> Large Force
Model as Electrically Charged Particles
Coulomb's law
F= k q1q2 / r2
Oussama Khatib, 1986.
Model navigation as the sum of forces on the robot
attractive
repulsive
16355694.ppt
6 - Planning and Navigation
6
21
Potential Field Generation
• Generation of potential field function U(q)
• Generate artificial force field F(q)
• Set robot speed (vx, vy) proportional to the force
F(q) generated by the field
– the force field drives the robot to the goal























y
U
x
U
q
U
q
U
q
U
q
F rep
att )
(
)
(
)
(
)
(
6 - Planning and Navigation
6
22
Attractive Potential Field
q = [x, y]T qgoal = [xgoal, ygoal]T
• Parabolic function representing the Euclidean distance
to the goal
• Attracting force converges linearly towards 0 (goal)
)
(
)
(
)
(
goal
att
att
att
q
q
k
q
U
q
F






)
(
)
( 2
goal
att
att q
q
k
q
U 


6
Repulsing Potential Field
• Should generate a barrier around all the obstacle
– strong if close to the obstacle
– no influence if far from the obstacle
minimum distance to the object, ρ0 distance of influence of object
Field is positive or zero and tends to infinity as q gets closer to
the object
obst.
Repulsive potential field
6 - Planning and Navigation
6
25
Potential Field Path Planning:
• Notes:
– Local minima problem exists
– problem is getting more complex if the robot is not
considered as a point mass
– If objects are non-convex there exists situations
where several minimal distances exist  can result
in oscillations
Computing the distance
• In practice the distances are computed using sensors, such
as range sensors which return the closets distance to
obstacles
Graph Algorithms
Methods
– Breath First
– Depth First
– Dijkstra
– A* and variants
– D* and variants
– ...
6 - Planning and Navigation
Graph Construction: Cell
Decomposition (1/4)
• Divide space into simple, connected regions called cells
• Determine which open cells are adjacent and construct a connectivity graph
• Find cells in which the initial and goal configuration (state) lie and search for
a path in the connectivity graph to join them.
• From the sequence of cells found with an appropriate search algorithm,
compute a path within each cell.
– e.g. passing through the midpoints of cell boundaries or by sequence
of wall following movements.
• Possible cell decompositions:
– Exact cell decomposition
– Approximate cell decomposition:
• Fixed cell decomposition
• Adaptive cell decomposition
6 - Planning and Navigation
6
29
Graph Construction: Exact Cell
Decomposition (2/4)
6 - Planning and Navigation
6
30
Graph Construction: Approximate Cell Decomposition (3/4)
6 - Planning and Navigation
6
31
Graph Construction: Adaptive Cell
Decomposition (4/4)
6
Graph Search Strategies: Breadth-First Search
B C D
A
E
B C D
A
F
E
B C D
A
G
F
E
B C D
A
F
G
G H I
F
E
B C D
A
F
G
I
D
G H I
F
E
B C D
A
F
G
I K
D
G H I
F
E
B C D
A
H
F
G
I K C
D
G H I
F
E
B C D
A
H
F
G
I K C
D L
A
G H I
F
E
B C D
A
H
F
G
I K C
D L
L
A
G H I
F
E
B C D
A
H
F
G
I K C
D L
L L
A
G H I
F
E
B C D
A
H
F
G
I K C
D L
L L A
A
G H I
F
E
B C D
A
H
K
F
G
I K C
D L
L L A
A
G H I
F
E
B C D
A
H
F
G
I K C
D L
L L A
A
L
G H I
F
E
B C D
A
A=initial
B
C
D
F
G
H
I
K
L=goal
E
H
F
G
I K C
D L
G H I
F
E
B C D
A
First path found!
= optimal
G
G H
F
E
B C D
A
Dijkstra’s Algorithm
A generic path planning problem from vertex I to vertex
VI. The shortest path is I-II-III-V-VI with length 13.
Often highly inefficient
Dijkstra’s Algorithm on a Grid
6 - Planning and Navigation
6
35
Graph Search Strategies: A* Search
 Similar to Dijkstra‘s algorithm, except that it uses a heuristic function h(n)
 f(n) = g(n) + ε h(n)
Dijkstra plus directional heuristic: A*
Graph Search Strategies: D* Search
 Similar to A* search, except that the search starts from the goal outward
 f(n) = g(n) + ε h(n)
 First pass is identical to A*
 Subsequent passes reuse information from previous searches
 For example when after executing the algorithm for a few times, new obstacles
appear.
Sampling-based Path Planning
(or Randomized graph search)
• When the state space is large complete
solutions are often infeasible.
• In practice, most algorithms are only
resolution complete, i.e., only complete if the
resolution is fine-grained enough
• Sampling-based planners create possible
paths by randomly adding points to a tree
until some solution is found
Rapidly Exploring Random Tree (RRT)
 Well suited for high-dimensional search spaces
 Often produces highly suboptimal solutions
Probabilistic Roadmaps (PRM)
• create a tree by randomly sampling points in
the state-space
• test whether they are collision-free
• connect them with neighboring points using
paths that reflects the kinematics of a robot
• use classical graph shortest path algorithms
to find shortest paths on the resulting
structure.
Planning at different length-scales
Take-home lessons
• First step in addressing a planning problem is choosing a
suitable map representation
• Reduce robot to a point-mass by inflating obstacles
• Grid-based algorithms are complete, sampling-based
ones probabilistically complete, but usually faster
• Most real planning problems require a combination of
multiple algorithms
6 - Planning and Navigation
6
43
Obstacle Avoidance (Local Path Planning)
• The goal of the obstacle avoidance
algorithms is to avoid collisions with
obstacles
• It is usually based on a local map
• Often implemented as a more or less
independent task
• However, efficient obstacle avoidance
should be optimal with respect to
– the overall goal
– the actual speed and kinematics of the
robot
– the on boards sensors
– the actual and future risk of collision
• Example: Alice
6 - Planning and Navigation
6
44
Obstacle Avoidance: Bug1
• Following along the obstacle to avoid it
• Each encountered obstacle is once fully circled before it is left
at the point closest to the goal
• Advantages
– No global map required
– Completeness guaranteed
• Disadvantages
– Solutions are often
highly suboptimal
6 - Planning and Navigation
6
45
Obstacle Avoidance: Bug2
• Following the obstacle always on the left or right side
• Leaving the obstacle if the direct connection
between start and goal is crossed

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16355694.ppt

  • 2. 6 Competencies for Navigation • Navigation is composed of localization, mapping and motion planning – Different forms of motion planning inside the cognition loop from R. Siegwart "Position" Global Map Perception Motion Control Cognition Real World Environment Localization Path Environment Model Local Map
  • 3. Outline of this Lecture • Motion Planning – State-space and obstacle representation • Work space • Configuration space – Global motion planning • Optimal control (not treated) • Deterministic graph search • Potential fields • Probabilistic / random approaches – Local collision avoidance • BUG • VFH • ND • ...
  • 4. The Planning Problem (1/2) • The problem: find a path in the work space (physical space) from the initial position to the goal position avoiding all collisions with the obstacles • Assumption: there exists a good enough map of the environment for navigation. – Topological – Metric – Hybrid methods Coffee room Corridor Bill’s office Topological Map Coarse Grid Map (for reference only) Coffee room Corridor Bill’s office Topological Map Coarse Grid Map (for reference only)
  • 5. The Planning Problem (2/2) • We can generally distinguish between – (global) path planning and – (local) obstacle avoidance. • First step: – Transformation of the map into a representation useful for planning – This step is planner-dependent • Second step: – Plan a path on the transformed map • Third step: – Send motion commands to controller – This step is planner-dependent (e.g. Model based feed forward, path following)
  • 6. Map Representations Topological Map (Continuous Coordinates) Occupancy Grid Map (Discrete Coordinates) K-d Tree Map (Quadtree) Large memory requirement of grid maps - > k-d tree recursively breaks the environment into k pieces - Here k = 4, quadtree
  • 8. Topological Maps +Edges can carry weights +Standard Graph Theory Algorithms (Dijkstra's algorithm) +Good abstract representation ●Several graphs for any world ●Assumption: Robot can travel between nodes ●Tradeoff in # of nodes: complexity vs. accuracy - Limited information
  • 9. Grid World Two dimensional array of values Each cell represents a square of real world Typically a few centimeters to a few dozen centimeters
  • 10. Alternative Representations Waste lots of bits for big open spaces KD-trees x < 5 free y<5 occupied free
  • 12. Work Space  Configuration Space • State or configuration q can be described with k values qi • What is the configuration space of a mobile robot? Work Space Configuration Space: Planning in configuration space the dimension of this space is equal to the Degrees of Freedom (DoF) of the robot Example: manipulator robots
  • 13. • Mobile robots operating on a flat ground have 3 DoF: (x, y, θ) • For simplification, in path planning mobile roboticists often assume that the robot is holonomic and that it is a point. In this way the configuration space is reduced to 2D (x,y) • Because we have reduced each robot to a point, we have to inflate each obstacle by the size of the robot radius to compensate. Configuration Space for a Mobile Robot
  • 14. Configuration Space for a Mobile Robot
  • 15. Path Planning: Overview of Algorithms 3. Graph Search – Identify a set edges between nodes within the free space – Where to put the nodes? 1. Optimal Control – Solves truly optimal solution – Becomes intractable for even moderately complex as well as nonconvex problems 2. Potential Field – Imposes a mathematical function over the state/configuration space – Many physical metaphors exist – Often employed due to its simplicity and similarity to optimal control solutions Source: http://mitocw.udsm.ac.tz Configuration Space for a Mobile Robot
  • 16. 6 - Planning and Navigation 6 16 Potential Field Path Planning Strategies • Robot is treated as a point under the influence of an artificial potential field. • Operates in the continuum – Generated robot movement is similar to a ball rolling down the hill – Goal generates attractive force – Obstacle are repulsive forces Khatib, 1986
  • 17. Potential Fields Goal: Attractive Force Large Distance --> Large Force Model as Spring Hooke's Law F = -k X Obstacles: Repulsive Force Small Distance --> Large Force Model as Electrically Charged Particles Coulomb's law F= k q1q2 / r2 Oussama Khatib, 1986. Model navigation as the sum of forces on the robot
  • 21. 6 - Planning and Navigation 6 21 Potential Field Generation • Generation of potential field function U(q) • Generate artificial force field F(q) • Set robot speed (vx, vy) proportional to the force F(q) generated by the field – the force field drives the robot to the goal                        y U x U q U q U q U q F rep att ) ( ) ( ) ( ) (
  • 22. 6 - Planning and Navigation 6 22 Attractive Potential Field q = [x, y]T qgoal = [xgoal, ygoal]T • Parabolic function representing the Euclidean distance to the goal • Attracting force converges linearly towards 0 (goal) ) ( ) ( ) ( goal att att att q q k q U q F       ) ( ) ( 2 goal att att q q k q U   
  • 23. 6 Repulsing Potential Field • Should generate a barrier around all the obstacle – strong if close to the obstacle – no influence if far from the obstacle minimum distance to the object, ρ0 distance of influence of object Field is positive or zero and tends to infinity as q gets closer to the object obst.
  • 25. 6 - Planning and Navigation 6 25 Potential Field Path Planning: • Notes: – Local minima problem exists – problem is getting more complex if the robot is not considered as a point mass – If objects are non-convex there exists situations where several minimal distances exist  can result in oscillations
  • 26. Computing the distance • In practice the distances are computed using sensors, such as range sensors which return the closets distance to obstacles
  • 27. Graph Algorithms Methods – Breath First – Depth First – Dijkstra – A* and variants – D* and variants – ...
  • 28. 6 - Planning and Navigation Graph Construction: Cell Decomposition (1/4) • Divide space into simple, connected regions called cells • Determine which open cells are adjacent and construct a connectivity graph • Find cells in which the initial and goal configuration (state) lie and search for a path in the connectivity graph to join them. • From the sequence of cells found with an appropriate search algorithm, compute a path within each cell. – e.g. passing through the midpoints of cell boundaries or by sequence of wall following movements. • Possible cell decompositions: – Exact cell decomposition – Approximate cell decomposition: • Fixed cell decomposition • Adaptive cell decomposition
  • 29. 6 - Planning and Navigation 6 29 Graph Construction: Exact Cell Decomposition (2/4)
  • 30. 6 - Planning and Navigation 6 30 Graph Construction: Approximate Cell Decomposition (3/4)
  • 31. 6 - Planning and Navigation 6 31 Graph Construction: Adaptive Cell Decomposition (4/4)
  • 32. 6 Graph Search Strategies: Breadth-First Search B C D A E B C D A F E B C D A G F E B C D A F G G H I F E B C D A F G I D G H I F E B C D A F G I K D G H I F E B C D A H F G I K C D G H I F E B C D A H F G I K C D L A G H I F E B C D A H F G I K C D L L A G H I F E B C D A H F G I K C D L L L A G H I F E B C D A H F G I K C D L L L A A G H I F E B C D A H K F G I K C D L L L A A G H I F E B C D A H F G I K C D L L L A A L G H I F E B C D A A=initial B C D F G H I K L=goal E H F G I K C D L G H I F E B C D A First path found! = optimal G G H F E B C D A
  • 33. Dijkstra’s Algorithm A generic path planning problem from vertex I to vertex VI. The shortest path is I-II-III-V-VI with length 13. Often highly inefficient
  • 35. 6 - Planning and Navigation 6 35 Graph Search Strategies: A* Search  Similar to Dijkstra‘s algorithm, except that it uses a heuristic function h(n)  f(n) = g(n) + ε h(n)
  • 36. Dijkstra plus directional heuristic: A*
  • 37. Graph Search Strategies: D* Search  Similar to A* search, except that the search starts from the goal outward  f(n) = g(n) + ε h(n)  First pass is identical to A*  Subsequent passes reuse information from previous searches  For example when after executing the algorithm for a few times, new obstacles appear.
  • 38. Sampling-based Path Planning (or Randomized graph search) • When the state space is large complete solutions are often infeasible. • In practice, most algorithms are only resolution complete, i.e., only complete if the resolution is fine-grained enough • Sampling-based planners create possible paths by randomly adding points to a tree until some solution is found
  • 39. Rapidly Exploring Random Tree (RRT)  Well suited for high-dimensional search spaces  Often produces highly suboptimal solutions
  • 40. Probabilistic Roadmaps (PRM) • create a tree by randomly sampling points in the state-space • test whether they are collision-free • connect them with neighboring points using paths that reflects the kinematics of a robot • use classical graph shortest path algorithms to find shortest paths on the resulting structure.
  • 41. Planning at different length-scales
  • 42. Take-home lessons • First step in addressing a planning problem is choosing a suitable map representation • Reduce robot to a point-mass by inflating obstacles • Grid-based algorithms are complete, sampling-based ones probabilistically complete, but usually faster • Most real planning problems require a combination of multiple algorithms
  • 43. 6 - Planning and Navigation 6 43 Obstacle Avoidance (Local Path Planning) • The goal of the obstacle avoidance algorithms is to avoid collisions with obstacles • It is usually based on a local map • Often implemented as a more or less independent task • However, efficient obstacle avoidance should be optimal with respect to – the overall goal – the actual speed and kinematics of the robot – the on boards sensors – the actual and future risk of collision • Example: Alice
  • 44. 6 - Planning and Navigation 6 44 Obstacle Avoidance: Bug1 • Following along the obstacle to avoid it • Each encountered obstacle is once fully circled before it is left at the point closest to the goal • Advantages – No global map required – Completeness guaranteed • Disadvantages – Solutions are often highly suboptimal
  • 45. 6 - Planning and Navigation 6 45 Obstacle Avoidance: Bug2 • Following the obstacle always on the left or right side • Leaving the obstacle if the direct connection between start and goal is crossed