Title: An Efficient Motion Planner Based on Random Sampling
1An Efficient Motion PlannerBased on Random
Sampling
-
- Jean-Claude Latombe
- Computer Science DepartmentStanford University
2Main Collaborators
- Lydia Kavraki (Rice U.)
- David Hsu (U. of North Carolina, Chapel Hill)
- Gildardo Sanchez (ITESM, Mexico)
- James Kuffner (U. of Tokyo)
- Rajeev Motwani (Stanford U.)
3Goal of Motion Planning
- Answer queries about the connectivity of a space
4Possible Constraints
- Collision-free
- Kino-dynamic
5The Beginning
Shakey (Nilsson, 1969) Visibility graph
6Configuration Space
Represent the robot as a point in a parameter
space
7Why Sampling-Based Planning?
- Computing an explicit representation of the
collision-free space is extremely time consuming
and impractical - There exist fast collision-checking algorithms to
test whether any given configuration or short
path is collision-free, or not (0.001 sec or less)
8Outline
- General Approach
- Specific Planner
- Experimental Results
- Other Applications
9Probabilistic Roadmap (PRM)
admissible space
Kavraki, Svetska, Latombe,Overmars, 95
10Relation to Art-Gallery Problems
Kavraki, Latombe, Motwani, Raghavan, 95
11Narrow Passage Issue
Difficult
12Probabilistic Completeness
-
- Under generally satisfied assumptions, if a
solution path exists, the probability that a PRM
planner fails to find one goes to 0 exponentially
in the number of milestones.
Full completeness ? Too costly
Heuristic ? Too unreliable
13Key Techniques
- Collision checking / Distance computation
- Sampling strategies
14Key Techniques
- Collision checking / Distance computation
- Hierarchical approach
- Feature-based approach
- Sampling strategies
15Hierarchical Collision Checking
16Three-Dimensional Case
17Collision Checking
18Collision Checking
19Performance
- Collision checking takes between 0.0001 and .002
seconds for 2 objects of 500,000 triangles each
on a 1-GHz Pentium III - Collision checking is faster when objects collide
or are far apart, and gets slower when they get
closer without colliding - Overall collision checking time grows roughly as
the log of the number of triangles
20Key Techniques
- Collision checking / Distance computation
- Sampling strategies
- Multi-stage strategies
- Obstacle-sensitive strategies
- Multiple vs. single query strategies
- Configuration vs. control sampling
- Single vs. bi-directional sampling
- Lazy collision checking
- Probabilistic biases (e.g., medial axis transform)
21Outline
- General Approach
- Specific Planner
- Experimental Results
- Other Applications
22SBL Planner
- Single-query
- Does not pre-compute a roadmap Hsu, Latombe,
Motwani, 1997 - Bi-directional sampling
- Constructs a roadmap by growing two trees of
milestones rooted at the input query
configuration Hsu, 2000 - Lazy collision checking
- Postpone collision-checking operations until
absolutely needed Bohlin and Kavraki, 2000
23SBL Planner
24SBL Planner
m
m is picked at random among the milestones with a
probabilistic distribution inverse to the local
density of sampling
25SBL Planner
26SBL Planner
27SBL Planner
28SBL Planner
X
29SBL Planner
The collision-checking work is memorized
30Why Postponing Collision Checking?
- The a priori probability that a short edge be
collision-free is rather large
31Why Postponing Collision Checking?
- The a priori probability that a short edge be
collision-free is rather large - The test of an edge is most expensive when it is
actually collision-free - Most edges of a roadmap do not end up in a
solution path
32Path Optimization
33Outline
- General Approach
- Specific Planner
- Experimental Results
- Other Applications
34Single-Robot Examples
nrob 3,000 and nobs 50,000
nrob 5,000 and nobs 21,000
nrob 5,000 nobs 83,000
nrob 3,000 nobs 50
nrob 3,000 and nobs 100
35Videos
nrobot 5,000 nobst 21,000 Tav 0.6 s
36Videos
nrobot 5,000 nobst 83,000 Tav 4.42 s
nrobot 3,000 nobst 50,000 Tav 0.17 s
37Videos
nrobot 3,000 nobst 100 Tav 6.99 s
nrobot 3,000 nobst 50,000 Tav 4.45 s
38Experimental Data on One Example
nrob 5,000 nobs 21,000
(1 GHz Pentium III processor)
39Average Performance
Averages over 100 runs
(1GHz Pentium III processor)
40Convergence of SBL
41Impact of Lazy Collision Checking
Average performance with lazy collision checking
Average performance without lazy collision
checking
42Multi-Robot Spot Welding
43Typical Problem
44Video
45Average Running Times
(1 GHz processor)
46Centralized vs. Decoupled Planning
Averages over 20 runs
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47Outline
- General Approach
- Specific Planner
- Experimental Results
- Other Applications
48Design for Manufacturing/Servicing
General Motors
General Motors
General Electric
Hsu, 2000
49Radio-Surgical Planning
Cyberknife System (Accuray, Inc.)
CARABEAMER Planner
Tombropoulos, Adler, and Latombe, 1997
Visibility constraints
50Radio-Surgical Planning
51Radio-Surgical Planning
50 Isodose Surface
80 Isodose Surface
Conventional systems plan
CARABEAMERs plan
52Cyberknife Systems
53Modular Reconfigurable Robots
Casal and Yim, 1999
Xerox, Parc
54Humanoid Robot
Kuffner and Inoue, 2000 (U. Tokyo)
Stability constraints
55Space Robotics
robot
obstacles
air thrusters
gas tank
air bearing
Kindel, Hsu, Latombe, and Rock, 2000
Dynamic constraints
56Total duration 40 sec
57Autonomous Helicopter
Feron, 2000 (AA Dept., MIT)
58Interacting Nonholonomic Robots
59Map Building
Gonzalez, 2000
60Next-Best View Computation
61Map Building
Gonzalez, 2000
62Map Building
Gonzalez, 2000
63Graphic Animation of Digital Actors
The MotionFactory
Koga, Kondo, Kuffner, and Latombe, 1994
64Prediction of Molecular Motions
65Outline
- General Approach
- Specific Planner
- Experimental Results
- Other Applications
- Conclusion
66Conclusion
- Probabilistic Roadmaps provide an efficient and
reliable computational approach to motion
planning - PRM planners are rather easy to implement
- They have been experimented on very different
problems
67Remaining Issues
- Relatively large standard deviation of planning
time -
- No rigorous termination criterion when no
solution is found - New challenging applications
68Optimal Touring of Multiple Goals
69Surgical Planning with Soft Tissue
70Planning Nice-Looking Motions
A Bugs Life (Pixar/Disney)
Toy Story (Pixar/Disney)
Antz (Dreamworks)
Tomb Raider 3 (Eidos Interactive)
Final Fantasy VIII (SquareOne)
The Legend of Zelda (Nintendo)
711,000s of Degrees of Freedom
Protein folding
72The End
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