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Localization & Navigation II

Localization & Navigation II. Topological Representations: What makes a good landmark?. Perceivable from many different viewpoints Persistence Distinct features Readily recognizable Unique features Avoid sensor aliasing. What would make good landmarks in the EB?.

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Localization & Navigation II

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  1. Localization & Navigation II

  2. Topological Representations:What makes a good landmark? • Perceivable from many different viewpoints • Persistence • Distinct features • Readily recognizable • Unique features • Avoid sensor aliasing

  3. What would make good landmarks in the EB?

  4. Navigation with a Relational Graph • Graph representation: G = (V,E) • Landmarks and paths connecting • DAG • Paths can contain additional information • Pathing • Graph search • Shortest Path Algorithm • Dijkstra’s Shortest Path

  5. Example: Distinctive Places

  6. Distinctive Places

  7. Distinctive Places Hill-Climbing Algorithm to get position at the landmark

  8. Triangulation • A single landmark can be used as a beacon • Given 2 landmarks the robot’s pose can be constrained on the arc of a circle • Given 3 landmarks the robot’s pose can be determined to a point

  9. Metric Representations • Coordinate system representation • Path is decomposed into waypoints • As opposed to landmarks • Path planning is usually based on some measure of optimal or best path • Graph search or graph coloring methods

  10. World Representations

  11. Meadow Map • Extend boundaries to accommodate size of robot • Divide free space into convex polygons • Connecting corners • Create waypoints by determining the midpoints of lines that border two polygons • Use graph search method for path planning

  12. Meadow Map What problems would the robot encounter using a Meadow Map? Are there other problems with using a Meadow Map?

  13. Voronoi Graph • A Voronoi Graph is formed by paths equidistant from the two closest objects • This generates a very safe roadmap which avoids obstacles as much as possible

  14. Voronoi Graph • Use a graph search method for path planning • Advantages and Disadvantages?

  15. Regular Grid • Subdivide space into same size grid spaces • Use center of square or vertices as waypoints • Considered as 4 connected or 8 connected

  16. Regular Grid • Advantages & Disadvantages?

  17. Quadtree Representation • Recursively divides a square into four smaller squares until each square is either filled with free space or non-free space • Center of squares are used as waypoints

  18. Wave Front Planners • Graph Coloring Algorithm • From the goal destination “color” each bordering region with a value indicating its proximity, continue from each region until the start region is colored. • Follow the gradient toward the goal

  19. Wave Front Planner • World Representation • You could always use a large region and distances • However, a grid can be used for simplicity

  20. Wave Front Planner: Connectivity • 8-Point Connectivity • 4-Point Connectivity

  21. The Wavefront Planner: Setup

  22. The Wavefront in Action (Part 1) • Starting with the goal, set all adjacent cells with “0” to the current cell + 1 • 4-Point Connectivity or 8-Point Connectivity?

  23. The Wavefront in Action (Part 2) • Now repeat with the modified cells • This will be repeated until no 0’s are adjacent to cells with values >= 2 • 0’s will only remain when regions are unreachable

  24. The Wavefront in Action (Part 3) • Repeat again...

  25. The Wavefront in Action (Part 4) • And again...

  26. The Wavefront in Action (Part 5) • And again until...

  27. The Wavefront in Action (Done) • You’re done • Remember, 0’s should only remain if unreachable regions exist

  28. The Wavefront, Now What? • To find the shortest path always move toward a cell with a lower number • The numbers generated by the Wavefront planner are roughly proportional to their distance from the goal Two possible shortest paths shown

  29. Can difficult terrain be modeled?

  30. Graph Search • The activity of looking for a sequence of actions that solves (achieves) the goal (goal state) • Plan: sequence of actions to achieve a goal • State-Space Search • Initial State • Set of Actions • Goal Test • Search Tree: root is the initial state, each successive level is a state expanded from its parent by the application of a valid action

  31. 8-Tile Puzzle

  32. Search Strategy: choosing which state to expand next.

  33. Search Strategies • Uninformed or blind searches • Breadth First Search, Depth First Search Systematic, exhaustive search

  34. Heuristic Search • Heuristic • “Rule of thumb” • a way to measure good a state is to get to your goal • Examples • Parking: what would be a good heuristic to find your car?

  35. Search Strategies • Informed or heuristic searches • Use domain knowledge to determine which state looks most promising to expand next • Heuristic Function h(n) = estimate of the path cost from state n to the goal h(n) = 0 if and only if n is a goal state

  36. Informed Search Strategies Best First or Greedy Search: Expand the state that is estimated to be closest to the goal

  37. Informed Search Strategies Branch & Bound: Expand the state that is estimated to be closest to the goal f(n) = g(n) + h(n) g(n) = actual cost of path going through state n f(n) is estimated cost of the cheapest solution that goes through state n

  38. Branch & Bound f(n) = g(n) + h(n)

  39. A* Search • Admissible Heuristic: Always underestimates the actual cost of the path • A* search is Branch & Bound with an admissible heuristic • Why is it important for h(n) to “underestimate” the actual cost?

  40. Search Space Comparison • Breadth First Search Space • Shaded region is A* Search Space • The better h(n) estimates the actual cost, the smaller the search space • A* and it variations used mostly for navigation

  41. Search: A* • f(n) = g(n) + h(n) • g(n) Cost of going from the starting state to state n • h(n) heuristic estimate of the cost of going from state n to the goal state • Guaranteed to find a solution if one exists • Will find the optimal solution

  42. Admissible Heuristics for Pathing Straight Line Distance h(A) = sqrt((A.x-goal.x)^2 + (A.y-goal.y)^2) Manhattan Distance h(A) = (abs(A.x-goal.x) + abs(A.y-goal.y)) Diagonal Distance h(A) = max(abs(A.x-goal.x), abs(A.y-goal.y)) Use a weighting factor to estimate the cost of traversing difficult terrain.

  43. A* Primer • Create a node containing the goal state node_goal • Create a node containing the start state node_start • Put node_start on the open list • While the OPEN list is not empty • { • Get the node off the open list with the lowest f-value and call it node_current • If node_current is the same state as node_goal we have found the solution; return solution • Generate each state node_successor that can come after node_current • For each node_successor of node_current • { •         Set the cost of this node to be the cost of node_current plus the cost to get to node_successor •         If this node is on the OPEN list but the existing one is better then discard this successor; break •         If this node is on the CLOSED list but the existing one is better then discard this successor; break • Remove occurrences of this state from OPEN and CLOSED •         Set the parent of node_successor to node_current •         Set h-value to be the estimated distance to node_goal •         Add this node to the OPEN list by f-value •     } • Return failure Do you have to have an OPEN and CLOSED list?

  44. A* Example: European Vacation

  45. On the Road to Bucharest A* Pathing: Arad to Bucharest

  46. Optimal (Shortest) Path • A* chooses which location to expand based on the value f(n) = g(n) + h(n) • If h(n) is admissible, A* will generate all paths that underestimate the actual path cost, thereby guaranteeing that the solution path found is the optimal one.

  47. Additional Points • Cost of Travel • Additional costs associated with path or region. • Terrain • Uphill & down hill costs • An efficient data structure is important for storing the Open and Close lists. • Suggestions? • Variations • IDA* (Iterative Deepening) • Bi-directional • D* (Dynamic Planning) • Hierarchical A* A* Demo

  48. Obstacles • What should the robot do if it cannot complete the plan? • Alternatives • D* • Dijkstra’s Shortest Path Algorithm

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