Mobile Robot Navigation on Partially Known Maps Usign the a Star Algorithm-muntean Paul
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Transcript of Mobile Robot Navigation on Partially Known Maps Usign the a Star Algorithm-muntean Paul
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Mobile Robot Navigation on Partially
Known Maps using the A* Algorithm
Paul-Ioan MUNTEAN
Technical University of Cluj-Napoca, RomaniaFaculty of Automation & Computer Science, Department of Automation & Applied Informatics
http://aut.utcluj.ro
Paul I. Muntean
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Outline:
1. Introduction
2.Testing the A* Algorithm
3.Developping the Path Planning application
4.Testing the Path Planning app. On the P2 simulator
5.Testing the Path Planning application on P2
6.Future improvements of the Path P. Algorithm
7.Conclusions
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Introduction
Pros and contras for using the A* Algorithm.
Cons:
it uses huge amounts of memory to
keep the data of proceeding nodes.
Limited regarding path planning in
3D space but optimized it copes even
with this problem.
A* must insert nodes into a sortedOpen List (the cost of the insertion
can be logarithmic in the length of the
list).
Pros:
Offers advantages of Dijkstra
algorithm and Best-First-Search.
It has many optimized variants
like the bidirectional A* or D*.
It can be easilly abstracted and
be used in many fields of studylike computer games ex: Counter
Strike ,bots path planning.
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Introduction
A* Algorithm description.
The A* algorithm uses a best-first search and finds the least-cost path from a
given initial node to one goal node (out of one or more possible goals).
The path-cost function, which is the cost from the starting node to the current
node (usually denoted g(x)) and an admissible "heuristic estimate" of the distance
to the goal (usually denoted h(x)). F=G+ H (1)
Starting with the initial node, it maintains a priority queue of nodes to be traversed,
known as the open list.
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Offline Testing of the A* Algorithm.
Characteristics of the application
Guarantee high accuracy using Kernel32.dll
The results have four decimals
The path from start to goal position is the shortest
Figure2. Path Determined from start to goal
Testing the A* algorithm by using different algorithm parameters.
One cell equals ten centimeters
Figure1. GUI of the A* testing application
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Offline Testing of the A* Algorithm.
Testing the A* algorithm by using different algorithm parameters.
T.N. H D F. P. F. T [sec]
1 0 y yes m 0.0975
2 1 y yes m 0.0302
3 2 y yes m 0.0104
4 3 y yes m 0.0033
5 4 y yes m 0.0034
6 0 y yes M(x,y) 0.1025
7 1 y yes M(x,y) 0.0494
8 2 y yes M(x,y) 0.0275
9 3 y yes M(x,y) 0.0173
10 4 y yes M(x,y) 0.0110
11 5 y yes M(x,y) 0.0108
12 6 y yes M(x,y) 0.0087
13 7 y yes M(x,y) 0.0075
14 8 y yes M(x,y) 0.0078
15 0 y yes D. S. 0.108
16 1 y yes D. S. 0.0286
17 2 y yes D. S. 0.0114
18 3 y yes D. S. 0.0034
19 4 y yes D. S. 0.0037
20 0 y yes E 0.1120
21 1 y yes E 0.0499
22 2 y yes E 0.0254
23 3 y yes E 0.0205
24 4 y yes E 0.0146
25 5 y yes E 0.0153
26 0 y yes SQR 0.1235
27 1 y yes SQR 0.0155
28 2 y yes SQR 0.0012
29 3 y yes SQR 0.0011
30 4 y yes SQR 0.001531 0 y no m 30
32 1 y no m 1.3443
33 2 y no m 0.0124
34 3 y no m 0.0322
35 0 y no M(x,y) 10.685
36 1 y no M(x,y) 2.7441
37 2 y no M(x,y) 30
38 0 y no D. S. 30
39 1 y no D. S. 1.3152
40 2 y no D. S. 0.0358
41 3 y no D. S. 0.345342 0 y no E 25.305
43 1 y no E 2.2041
44 2 y no E 30
45 0 y no SQR 25.966
46 1 y no SQR 30
Table 1.Test Results for A* vs A* Fast Table 2.Test Results for A* vs A* Fast
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Implementation of the Path Plannig program
Figure3. Overview of the s. implementation Figure4. ArRobot task tree
Real RobotCommunication protocol
ArRobot Class ,(send control Commands and receive
sensor data (odometry, sonar) from the robot)
Control Algorithm
UI
SIP (Server Information packet)
The branches priority
Timeout
Reality two more(action handling and
state reflection) (Action handling handles theinternal actions which can be added to this branch andstate reflection updates the robots internal information. )
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From Code to Class Diagram to Path Planning app.A* algorithm pseudo code
Components of the Class Diagram
Componets of the GUI
Loaded Map,Partialy known.
Next Step Simulation with the Pioneer Simulator.
Implementation of the Path Plannig program
Figure7. GUI of Path P. ApplicationFigure6 . Class Structure of p.p. app.Figure5. A* algorithm
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Offline Testing of the A* Algorithm.
Path Planning with the Pioneer Robot Simulator.
Figure 8. Map loaded in the
Path Planning Application.
Figure 9.First Map loaded in the
Pioneer Robot Simulator
Figure 10.Second Map loaded in
the Pioneer Robot Simulator
7.55x8.46meters , 1:120 scale7.55x8.46meters , 1:120 scale 7.55x8.46meters , 1:120 scale
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Offline Testing of the A* Algorithm.
Path Planning with the Pioneer Robot Simulator.
Two unknown environments.
Handling partially unknown maps.
Real world environment.
Test run Fast Mode Map Time [sec]
1 Yes S.Map 40
2 No S.Map 45
3 Yes F.Map 61
4 No F.Map 47
Table 3.Test results for the path planning application.
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Online Testing of the A* Algorithm.
Path Planning with the real Pioneer 2 Robot.
The path planning application communicates directly with the real Pionner 2 Robot.
As testing area the C12 laboratory was used with an obstacle which was not present on the map loaded in
the simulator.
The starting position of the robot is the left lower corner of the room where we consider to have 0 on the x
axis and 0 on the yaxis.The initial coordinates of the robot when it starts are the same so it is of big
importance to have an agreement betwen the starting coordinates of the robot and the (0,0) coordinates of
the map.
The robot is set there and after selecting the starting position on the map which coresponds to the actual
position of the robot we select the desired position on the map where we want the robot to go.
Along his path it is placed a 15 x 50 x 50 box which represent the unknown obstacle. The robot folows the
path and when it reaches the obstacles after a few turns and action needed to avoid it passes the obstale
and continuos on the path to the final destination.
The goal possition is reached and then the robot stops.
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Online Testing of the A* Algorithm.
Path Planning with the real Pioneer 2 Robot.
Figure11. C12 Laboratory on Dorobantilor Street. Positionof the robot.
Start and Stop positions.
Red line, path.
The PC Desktop.
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Online Testing of the A* Algorithm.
Path Planning with the real Pioneer 2 Robot.
Figure 12.Path planning with the Pionner 2 Robot Figure 13.Going between the desks
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Online Testing of the A* Algorithm.
Path Planning with the real Pioneer 2 Robot, other tests.
Figure 14.Going to the entrance dor. Figure 15.Going from start to goal position and back
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Possible Improvements of Path Planning
A distrubuted path planning algorithm
Figure16. Map composed of cells
Characteristics of the Multi Cell Area
BSCHandshake procedure
Controller knows only his area
Vehicle moves across the cells
Figure17. Control S. with Coordinator.
Figure 18. GUI of Robot Com
Result:The Pioneer 2 can be controlled in a
multi distributed controll manner.
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Conclusions
The process of developing a path planning application it is a gradual process
starting with algorithm understanding ,determining the limits of the A*,simulating
the path planning algorithm on the Simulator, simulation on the real robot andcontinuous tuning of the application;
Using more advanced sensors and methods of interpreting raw data from them
could be the key for obtaining a system that is capable to cope with more
demanding terrains.
Sensor fusion which can be helpful in obtaining a better result.
Future improvements can be made by using the Distributed Control application.
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Special Thanks:
To: supervisor Radu Robotin.
-forcontinuous help andguidance.
Department of Automation.
Thank You for Your Attention!
Paul I. Muntean