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The document discusses various algorithms for path planning in robotics, including probabilistic roadmaps, visibility graphs, and search algorithms like Dijkstra and A*. It emphasizes the importance of collision-free motion planning in environments with obstacles and outlines methods for both offline and online planning. Additionally, it covers different search techniques such as BFS, DFS, and A* for efficient pathfinding.

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0% found this document useful (0 votes)
7 views37 pages

51 Map Old

The document discusses various algorithms for path planning in robotics, including probabilistic roadmaps, visibility graphs, and search algorithms like Dijkstra and A*. It emphasizes the importance of collision-free motion planning in environments with obstacles and outlines methods for both offline and online planning. Additionally, it covers different search techniques such as BFS, DFS, and A* for efficient pathfinding.

Uploaded by

f20213000
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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You are on page 1/ 37

AI for Robotics

Path Planning
DR. ABHISHEK SARKAR
MECHANICAL ENGG.
BITS-PILANI, HYDERABAD
Path
• Probilistic Roadmap
⚫ Introduction

⚫ Dijkstra

⚫ A*

⚫ PRM

2
Path Planning

• 3D path planning algorithms include


– visibility graph which works by
connecting visible vertexes of
polyhedron,
– random-exploring algorithms such
as rapidly exploring random tree,
Probabilistic Road Map,
– optimal search algorithms (such as
Dijkstra’s algorithm, A∗, and D∗).
3
Environment perception
and Modeling

• Robots are expected to perform tasks in workspaces populated by


obstacles
• Autonomy requires that the robot is able to plan a collision-free
motion from an initial to a final posture on the basis of geometric
information
• Information about the workspace geometry can be
– entirely known in advance (off-line planning)
– gradually discovered by the robot (on-line planning)

5
Visibility Graph
• A visibility graph is a graph
whose vertices include the
start, target and the
vertices of polygonal
obstacles.

6
Visibility Graph
• Its edges are the edges of
the obstacles and edges
joining all pairs of vertices
that can see each other.

7 https://www.cs.columbia.edu/~allen/F19/NOTES/lozanogrown.pdf
Grown Obstacles
• The Minkowski sum of two
convex polygons P and Q of
m and n vertices
respectively is a convex
polygon P + Q of m + n
vertices.
• P⊕Q = { p+q | p ∈P, q∈Q }

8
Path planning algorithm
• Then the cell decomposition can be stated as follows:
– Divide F into connected regions called cells.
– Determine which cells are adjacent and construct an adjacency
graph.
• The vertices of this graph are cells, and edges join cells that have
a common boundary.

10
Motivation
• Determine which cells the start and goal lie in, and search for
a path in the adjacency graph between these cells.
• From the sequence of cells found in the last step, compute a path
connecting certain points of cells such as their midpoints (centroids)
via the midpoints of the boundaries.

11
Vertical strip
cell decomposition

• The cells joining the start


and target are shaded.
• The resolution of the
decomposition is chosen
to get a collision-free path
dependent on the
sensitivity of controlling
robot’s motion.

12
Trapezoidal
Cell Decomposition

• as

13
Grid representation

• For movements in 8 directions, the


scene decomposition Grid
representation is used.
• Robot size must be smaller than cell
size.
• In the opposite case, we are not able
to determine uniquely the robot
position. This decreases the possible
range of grid.
14
Limitations in
Grid representation

• as

15
Grid representation

16
Grid representation

17
Voronoi Diagram
• A Voronoi diagram of a set of
sites in the plane is a
collection of regions that
divide up the plane.
• Each region corresponds to
one of the sites and all the
points in one region are
closer to the site
representing the region than
to any other site.
18
Example
• RATP open data
website, the public
transport operator in
Paris, at
http://data.ratp.fr

19
What is motion planning?

• Robot Configurations

20
What is motion planning?

• Robot Configurations

21
What is motion planning?

• Robot Configurations

22
What is motion planning?

• Simple idea: grid + search

23
What is motion planning?

• Simple idea: grid + search

24
What is motion planning?

• Create a tree of possible paths

25
What is motion planning?

• Create a tree of possible paths

26
What is motion planning?

• Create a tree of possible paths

27
What is motion planning?

• Create a tree of possible paths

28
Idea

• Create a tree of possible paths

29
Idea

• Create a tree of possible paths

30
Idea

• Create a tree of possible paths

31
Idea

• How can we search possible


paths efficiently?

32
BFS

• Breadth-First Search (BFS)


33
BFS

• BFS is a vertex based technique.


• It uses a Queue data structure which follows first in first out.
• In BFS, one vertex is selected at a time when it is visited and marked
then its adjacent are visited and stored in the queue. It is slower
than DFS.
• BFS is more suitable for searching vertices which are closer to the
given source.
• BFS considers all neighbors first and therefore not suitable for
decision making trees used in games or puzzles.
34
DFS

• Depth-First Search (DFS)


35
DFS

• DFS is a edge based technique.


• It uses the Stack data structure, performs two stages, first visited
vertices are pushed into stack and second if there is no vertices
then visited vertices are popped.
• DFS is more suitable when there are solutions away from source.
• DFS is more suitable for game or puzzle problems. We make a
decision, then explore all paths through this decision. And if this
decision leads to win situation, we stop.

36
Uninformed Search Algorithms

• Depth-limited search - a pre-defined limit


up to which it can traverse the nodes.
Depth-limited search solves one of the
drawbacks of DFS as it does not go to an
infinite path.
• Iterative deepening depth-first search -
a combination of DFS and BFS.
• IDDFS find the best depth limit by gradually
adding the limit until the defined goal
37 state is reached.
Other Search Algorithms

• Bidirectional search - It executes two simultaneous


searches called forward-search and
backwards-search and reaches the goal state.

• Uniform cost search -


It searches the graph
by giving maximum
priority to the lowest
cumulative cost.
38
Informed search algorithms

• Greedy best-first search algorithm - Greedy


best-first search traverses the node by
selecting the path which appears best at
the moment. The closest path is selected
by using the heuristic function.
• A* search algorithm - is a
combination of both uniform
cost search and greedy best-first
search algorithms.
39

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