An Efficient Motion Planner Based on Random Sampling - PowerPoint PPT Presentation

About This Presentation
Title:

An Efficient Motion Planner Based on Random Sampling

Description:

... of the collision-free space is extremely time consuming and impractical ... The a priori probability that a short edge be collision-free is rather large ... – PowerPoint PPT presentation

Number of Views:58
Avg rating:3.0/5.0
Slides: 74
Provided by: dyh6
Learn more at: http://ai.stanford.edu
Category:

less

Transcript and Presenter's Notes

Title: An Efficient Motion Planner Based on Random Sampling


1
An Efficient Motion PlannerBased on Random
Sampling
  • Jean-Claude Latombe
  • Computer Science DepartmentStanford University

2
Main 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.)

3
Goal of Motion Planning
  • Answer queries about the connectivity of a space

4
Possible Constraints
  • Collision-free
  • Kino-dynamic
  • Stability
  • Visibility

5
The Beginning
Shakey (Nilsson, 1969) Visibility graph
6
Configuration Space
Represent the robot as a point in a parameter
space
7
Why 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)

8
Outline
  • General Approach
  • Specific Planner
  • Experimental Results
  • Other Applications

9
Probabilistic Roadmap (PRM)
admissible space
Kavraki, Svetska, Latombe,Overmars, 95
10
Relation to Art-Gallery Problems
Kavraki, Latombe, Motwani, Raghavan, 95
11
Narrow Passage Issue
Difficult
12
Probabilistic 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
13
Key Techniques
  • Collision checking / Distance computation
  • Sampling strategies

14
Key Techniques
  • Collision checking / Distance computation
  • Hierarchical approach
  • Feature-based approach
  • Sampling strategies

15
Hierarchical Collision Checking
16
Three-Dimensional Case
17
Collision Checking
18
Collision Checking
19
Performance
  • 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

20
Key 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)

21
Outline
  • General Approach
  • Specific Planner
  • Experimental Results
  • Other Applications

22
SBL 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

23
SBL Planner
24
SBL Planner
m
m is picked at random among the milestones with a
probabilistic distribution inverse to the local
density of sampling
25
SBL Planner
26
SBL Planner
27
SBL Planner
28
SBL Planner
X
29
SBL Planner
The collision-checking work is memorized
30
Why Postponing Collision Checking?
  • The a priori probability that a short edge be
    collision-free is rather large

31
Why 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

32
Path Optimization
33
Outline
  • General Approach
  • Specific Planner
  • Experimental Results
  • Other Applications

34
Single-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
35
Videos
nrobot 5,000 nobst 21,000 Tav 0.6 s
36
Videos
nrobot 5,000 nobst 83,000 Tav 4.42 s
nrobot 3,000 nobst 50,000 Tav 0.17 s
37
Videos
nrobot 3,000 nobst 100 Tav 6.99 s
nrobot 3,000 nobst 50,000 Tav 4.45 s
38
Experimental Data on One Example
nrob 5,000 nobs 21,000
(1 GHz Pentium III processor)
39
Average Performance
Averages over 100 runs
(1GHz Pentium III processor)
40
Convergence of SBL
41
Impact of Lazy Collision Checking
Average performance with lazy collision checking
Average performance without lazy collision
checking
42
Multi-Robot Spot Welding
43
Typical Problem
44
Video
45
Average Running Times
(1 GHz processor)
46
Centralized vs. Decoupled Planning
Averages over 20 runs
 
47
Outline
  • General Approach
  • Specific Planner
  • Experimental Results
  • Other Applications

48
Design for Manufacturing/Servicing
General Motors
General Motors
General Electric
Hsu, 2000
49
Radio-Surgical Planning
Cyberknife System (Accuray, Inc.)
CARABEAMER Planner
Tombropoulos, Adler, and Latombe, 1997

Visibility constraints
50
Radio-Surgical Planning
51
Radio-Surgical Planning
50 Isodose Surface
80 Isodose Surface
Conventional systems plan
CARABEAMERs plan
52
Cyberknife Systems
53
Modular Reconfigurable Robots
Casal and Yim, 1999
Xerox, Parc
54
Humanoid Robot
Kuffner and Inoue, 2000 (U. Tokyo)
Stability constraints
55
Space Robotics
robot
obstacles
air thrusters
gas tank
air bearing
Kindel, Hsu, Latombe, and Rock, 2000
Dynamic constraints
56
Total duration 40 sec
57
Autonomous Helicopter
Feron, 2000 (AA Dept., MIT)
58
Interacting Nonholonomic Robots
59
Map Building
Gonzalez, 2000
60
Next-Best View Computation
61
Map Building
Gonzalez, 2000
62
Map Building
Gonzalez, 2000
63
Graphic Animation of Digital Actors
The MotionFactory
Koga, Kondo, Kuffner, and Latombe, 1994
64
Prediction of Molecular Motions
65
Outline
  • General Approach
  • Specific Planner
  • Experimental Results
  • Other Applications
  • Conclusion

66
Conclusion
  • 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

67
Remaining Issues
  • Relatively large standard deviation of planning
    time
  • No rigorous termination criterion when no
    solution is found
  • New challenging applications

68
Optimal Touring of Multiple Goals
69
Surgical Planning with Soft Tissue
70
Planning 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)
71
1,000s of Degrees of Freedom
Protein folding
72
The End
73
(No Transcript)
Write a Comment
User Comments (0)
About PowerShow.com