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Waypoint Sequencing in a Dynamically Shadowed Environment
Jonathan Joo, California Institute of Technology
Advisor: Red Whittaker, Robotics Institute - Carnegie Mellon University
Introduction
References
Results of Sequencing
Waypoint Sequencing Methodology
Brute Force Algorithm
Conclusions
Brute force, greedy, and genetic algorithms offer different
merits for traversing numerous waypoints in time-varying
environments. A good compromise between efficiency and
accuracy is the genetic algorithm, which is significantly faster
than brute force solutions, and generates higher-valued
sequences than greedy solutions.
1. Tompkins, P. (2005). Mission-Directed Path Planning for Planetary Rover Exploration. Carnegie Mellon University.
2. Xia Wang, Bruce L. Golden, and Edward A. Wasil. Using a genetic algorithm to solve the generalized orienteering problem. In
Bruce L. Golden, Edward Wasil, and S Raghavan, editors, The Vehicle Routing Problem: Latest Advances and New Challenges ,
pages 263-273. Springer, 2008.
3. Joanna Karbowska-Chilinska and Pawel Zabielski. Genetic Algorithm Solving the Orienteering Problem with Time Windows. In
Jerzy Switek, Adam Grzech, Pawe Switek, and Jakub M. Tomczak, editors, Advances in Systems Science, volume 240 of
Advances in Intelligent Systems and Computing, pages 609-619. Springer International Publishing, Cham, 2014.
Greedy Algorithm
Genetic Algorithm
Brute force looks at every possible
sequence of paths that could be
generated from the given
waypoints, and chooses the best
one. Brute force offers the benefit
of being guaranteed to generate
the optimal route, but it quickly
becomes intractable. Not practical
for cases more than ~12 waypoints.
Greedy iteratively adds the next
waypoint based on a function of
value, distance, and time. Greedy
offers the benefit of being very
fast, even given hundreds of
waypoints. However, it often
returns suboptimal results,
especially if points are organized in
an unusual manner.
Genetic offers the benefit of
guaranteeing more optimal paths
than greedy, and at much faster
speeds than brute given a large
number of nodes.
It operates much like the biological
process of evolution:
• Missions in these regions by solar-powered rovers thus require
efficient planning to multiple geographically distributed
locations, despite time-varying solar illumination.
• Thus, a waypoint sequencer was developed which maximizes
the value of locations visited within a specified timeframe.
• Each waypoint contains an importance value, a time window
for when it can be visited, as well as a “mission time”
indicating how long a rover must stay at that waypoint before
its value is counted.
Initial Population
Fitness Selection
Mating
Crossover
Mutation
Termination
• Shadow maps of an
environment over a time
period are used to generate
low-resolution graphs using
an 8-connected
decomposition. These
shadow maps feature
changing lighting/shadow
conditions.
• Different sequences of waypoints are generated using various
algorithms. Distances and travel times between waypoints are
evaluated with an A* planner.
• Only feasible paths are returned from the sequencer, taking
into account the rover’s energy usage and time spent in
shadow. If some waypoints are unreachable, they will not be
included in the final sequence.
Brute force, greedy, and genetic algorithms were developed to
address this problem.
• An initial population is generated using combination of
random and greedy algorithms.
• Fitness is determined based on total value of points visited.
• Mating uses a Queen-Bee process.
• Crossover uses Edge
Recombination Crossover (ERC)
• Mutation is either addition of
random waypoints within a
sequence, swapping two random
waypoints, or swapping a subset
of waypoints.
• Termination occurs when the
best sequence in a population is
unchanged for 10 generations.
• Planetary exploration often involves the visitation of a
sequence of waypoint destinations. Planning determines
which waypoints can be reached and in what order.
• Many regions of interest, such as the Lunar poles, exhibit
time-variant shadows which intermittently illuminate or
shadow waypoints.
Figure 1. Log scale plot which compares the average running times of the various
algorithms on different numbers of nodes.
Figure 2. How the genetic and greedy algorithm compare to the optimal brute-force solution
Figure 3. How the genetic algorithm compares to the greedy algorithm. Note that 100% is typically
not achievable, even by brute force, since some waypoints cannot be visited.
0.1
1
10
100
1000
10000
100000
0 20 40 60 80 100
ComputationTime(s)
Number of Nodes
Computation Time vs. Number of Nodes
Brute Genetic Greedy
88
90
92
94
96
98
100
102
2 3 4 5 6 7 8 9 10
%ValueofBruteForceSolution
Number of Nodes
Percent of Brute Force Value Obtained vs. Number of Nodes
Genetic Greedy
0
20
40
60
80
100
10 20 30 40 50 60 70 80 90 100
%ValueofMaximumValue
Number of Nodes
Percent of Maximum Value Obtained vs. Number of Nodes
Genetic Greedy

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  • 1. Waypoint Sequencing in a Dynamically Shadowed Environment Jonathan Joo, California Institute of Technology Advisor: Red Whittaker, Robotics Institute - Carnegie Mellon University Introduction References Results of Sequencing Waypoint Sequencing Methodology Brute Force Algorithm Conclusions Brute force, greedy, and genetic algorithms offer different merits for traversing numerous waypoints in time-varying environments. A good compromise between efficiency and accuracy is the genetic algorithm, which is significantly faster than brute force solutions, and generates higher-valued sequences than greedy solutions. 1. Tompkins, P. (2005). Mission-Directed Path Planning for Planetary Rover Exploration. Carnegie Mellon University. 2. Xia Wang, Bruce L. Golden, and Edward A. Wasil. Using a genetic algorithm to solve the generalized orienteering problem. In Bruce L. Golden, Edward Wasil, and S Raghavan, editors, The Vehicle Routing Problem: Latest Advances and New Challenges , pages 263-273. Springer, 2008. 3. Joanna Karbowska-Chilinska and Pawel Zabielski. Genetic Algorithm Solving the Orienteering Problem with Time Windows. In Jerzy Switek, Adam Grzech, Pawe Switek, and Jakub M. Tomczak, editors, Advances in Systems Science, volume 240 of Advances in Intelligent Systems and Computing, pages 609-619. Springer International Publishing, Cham, 2014. Greedy Algorithm Genetic Algorithm Brute force looks at every possible sequence of paths that could be generated from the given waypoints, and chooses the best one. Brute force offers the benefit of being guaranteed to generate the optimal route, but it quickly becomes intractable. Not practical for cases more than ~12 waypoints. Greedy iteratively adds the next waypoint based on a function of value, distance, and time. Greedy offers the benefit of being very fast, even given hundreds of waypoints. However, it often returns suboptimal results, especially if points are organized in an unusual manner. Genetic offers the benefit of guaranteeing more optimal paths than greedy, and at much faster speeds than brute given a large number of nodes. It operates much like the biological process of evolution: • Missions in these regions by solar-powered rovers thus require efficient planning to multiple geographically distributed locations, despite time-varying solar illumination. • Thus, a waypoint sequencer was developed which maximizes the value of locations visited within a specified timeframe. • Each waypoint contains an importance value, a time window for when it can be visited, as well as a “mission time” indicating how long a rover must stay at that waypoint before its value is counted. Initial Population Fitness Selection Mating Crossover Mutation Termination • Shadow maps of an environment over a time period are used to generate low-resolution graphs using an 8-connected decomposition. These shadow maps feature changing lighting/shadow conditions. • Different sequences of waypoints are generated using various algorithms. Distances and travel times between waypoints are evaluated with an A* planner. • Only feasible paths are returned from the sequencer, taking into account the rover’s energy usage and time spent in shadow. If some waypoints are unreachable, they will not be included in the final sequence. Brute force, greedy, and genetic algorithms were developed to address this problem. • An initial population is generated using combination of random and greedy algorithms. • Fitness is determined based on total value of points visited. • Mating uses a Queen-Bee process. • Crossover uses Edge Recombination Crossover (ERC) • Mutation is either addition of random waypoints within a sequence, swapping two random waypoints, or swapping a subset of waypoints. • Termination occurs when the best sequence in a population is unchanged for 10 generations. • Planetary exploration often involves the visitation of a sequence of waypoint destinations. Planning determines which waypoints can be reached and in what order. • Many regions of interest, such as the Lunar poles, exhibit time-variant shadows which intermittently illuminate or shadow waypoints. Figure 1. Log scale plot which compares the average running times of the various algorithms on different numbers of nodes. Figure 2. How the genetic and greedy algorithm compare to the optimal brute-force solution Figure 3. How the genetic algorithm compares to the greedy algorithm. Note that 100% is typically not achievable, even by brute force, since some waypoints cannot be visited. 0.1 1 10 100 1000 10000 100000 0 20 40 60 80 100 ComputationTime(s) Number of Nodes Computation Time vs. Number of Nodes Brute Genetic Greedy 88 90 92 94 96 98 100 102 2 3 4 5 6 7 8 9 10 %ValueofBruteForceSolution Number of Nodes Percent of Brute Force Value Obtained vs. Number of Nodes Genetic Greedy 0 20 40 60 80 100 10 20 30 40 50 60 70 80 90 100 %ValueofMaximumValue Number of Nodes Percent of Maximum Value Obtained vs. Number of Nodes Genetic Greedy