This document compares three popular path planning algorithms: A*, greedy best first search, and jump point search. It implements the algorithms in MATLAB using grid-based maps with random start/goal points and static obstacles. The algorithms are evaluated based on computational complexity, time complexity, and space complexity. Jump point search generally has the best performance out of the three algorithms as it can make long jumps along straight lines in the grid, exploring fewer nodes than A*.
Path Planning for Mobile Robot Navigation Using Voronoi Diagram and Fast Marc...Waqas Tariq
For navigation in complex environments, a robot needs to reach a compromise between the need for having efficient and optimized trajectories and the need for reacting to unexpected events. This paper presents a new sensor-based Path Planner which results in a fast local or global motion planning able to incorporate the new obstacle information. In the first step the safest areas in the environment are extracted by means of a Voronoi Diagram. In the second step the Fast Marching Method is applied to the Voronoi extracted areas in order to obtain the path. The method combines map-based and sensor-based planning operations to provide a reliable motion plan, while it operates at the sensor frequency. The main characteristics are speed and reliability, since the map dimensions are reduced to an almost unidimensional map and this map represents the safest areas in the environment for moving the robot. In addition, the Voronoi Diagram can be calculated in open areas, and with all kind of shaped obstacles, which allows to apply the proposed planning method in complex environments where other methods of planning based on Voronoi do not work.
Artificial Intelligence in Robot Path Planningiosrjce
IOSR Journal of Computer Engineering (IOSR-JCE) is a double blind peer reviewed International Journal that provides rapid publication (within a month) of articles in all areas of computer engineering and its applications. The journal welcomes publications of high quality papers on theoretical developments and practical applications in computer technology. Original research papers, state-of-the-art reviews, and high quality technical notes are invited for publications.
Path Finding Solutions For Grid Based Graphacijjournal
Any path finding will work as long as there are no obstacles on distractions along the way. A genetic A*
algorithm has been used for more advanced environments in graph. Implementation of the path finding
algorithm for grid based graph with or without obstacles.
A Path Planning Technique For Autonomous Mobile Robot Using Free-Configuratio...CSCJournals
This paper presents the implementation of a novel technique for sensor based path planning of autonomous mobile robots. The proposed method is based on finding free-configuration eigen spaces (FCE) in the robot actuation area. Using the FCE technique to find optimal paths for autonomous mobile robots, the underlying hypothesis is that in the low-dimensional manifolds of laser scanning data, there lies an eigenvector which corresponds to the free-configuration space of the higher order geometric representation of the environment. The vectorial combination of all these eigenvectors at discrete time scan frames manifests a trajectory, whose sum can be treated as a robot path or trajectory. The proposed algorithm was tested on two different test bed data, real data obtained from Navlab SLAMMOT and data obtained from the real-time robotics simulation program Player/Stage. Performance analysis of FCE technique was done with existing four path planning algorithms under certain working parameters, namely computation time needed to find a solution, the distance travelled and the amount of turning required by the autonomous mobile robot. This study will enable readers to identify the suitability of path planning algorithm under the working parameters, which needed to be optimized. All the techniques were tested in the real-time robotic software Player/Stage. Further analysis was done using MATLAB mathematical computation software.
Path Planning for Mobile Robot Navigation Using Voronoi Diagram and Fast Marc...Waqas Tariq
For navigation in complex environments, a robot needs to reach a compromise between the need for having efficient and optimized trajectories and the need for reacting to unexpected events. This paper presents a new sensor-based Path Planner which results in a fast local or global motion planning able to incorporate the new obstacle information. In the first step the safest areas in the environment are extracted by means of a Voronoi Diagram. In the second step the Fast Marching Method is applied to the Voronoi extracted areas in order to obtain the path. The method combines map-based and sensor-based planning operations to provide a reliable motion plan, while it operates at the sensor frequency. The main characteristics are speed and reliability, since the map dimensions are reduced to an almost unidimensional map and this map represents the safest areas in the environment for moving the robot. In addition, the Voronoi Diagram can be calculated in open areas, and with all kind of shaped obstacles, which allows to apply the proposed planning method in complex environments where other methods of planning based on Voronoi do not work.
Artificial Intelligence in Robot Path Planningiosrjce
IOSR Journal of Computer Engineering (IOSR-JCE) is a double blind peer reviewed International Journal that provides rapid publication (within a month) of articles in all areas of computer engineering and its applications. The journal welcomes publications of high quality papers on theoretical developments and practical applications in computer technology. Original research papers, state-of-the-art reviews, and high quality technical notes are invited for publications.
Path Finding Solutions For Grid Based Graphacijjournal
Any path finding will work as long as there are no obstacles on distractions along the way. A genetic A*
algorithm has been used for more advanced environments in graph. Implementation of the path finding
algorithm for grid based graph with or without obstacles.
A Path Planning Technique For Autonomous Mobile Robot Using Free-Configuratio...CSCJournals
This paper presents the implementation of a novel technique for sensor based path planning of autonomous mobile robots. The proposed method is based on finding free-configuration eigen spaces (FCE) in the robot actuation area. Using the FCE technique to find optimal paths for autonomous mobile robots, the underlying hypothesis is that in the low-dimensional manifolds of laser scanning data, there lies an eigenvector which corresponds to the free-configuration space of the higher order geometric representation of the environment. The vectorial combination of all these eigenvectors at discrete time scan frames manifests a trajectory, whose sum can be treated as a robot path or trajectory. The proposed algorithm was tested on two different test bed data, real data obtained from Navlab SLAMMOT and data obtained from the real-time robotics simulation program Player/Stage. Performance analysis of FCE technique was done with existing four path planning algorithms under certain working parameters, namely computation time needed to find a solution, the distance travelled and the amount of turning required by the autonomous mobile robot. This study will enable readers to identify the suitability of path planning algorithm under the working parameters, which needed to be optimized. All the techniques were tested in the real-time robotic software Player/Stage. Further analysis was done using MATLAB mathematical computation software.
International Journal of Engineering Research and Applications (IJERA) is an open access online peer reviewed international journal that publishes research and review articles in the fields of Computer Science, Neural Networks, Electrical Engineering, Software Engineering, Information Technology, Mechanical Engineering, Chemical Engineering, Plastic Engineering, Food Technology, Textile Engineering, Nano Technology & science, Power Electronics, Electronics & Communication Engineering, Computational mathematics, Image processing, Civil Engineering, Structural Engineering, Environmental Engineering, VLSI Testing & Low Power VLSI Design etc.
APPLYING R-SPATIOGRAM IN OBJECT TRACKING FOR OCCLUSION HANDLINGsipij
Object tracking is one of the most important problems in computer vision. The aim of video tracking is to extract the trajectories of a target or object of interest, i.e. accurately locate a moving target in a video sequence and discriminate target from non-targets in the feature space of the sequence. So, feature descriptors can have significant effects on such discrimination. In this paper, we use the basic idea of many trackers which consists of three main components of the reference model, i.e., object modeling, object detection and localization, and model updating. However, there are major improvements in our system. Our forth component, occlusion handling, utilizes the r-spatiogram to detect the best target candidate. While spatiogram contains some moments upon the coordinates of the pixels, r-spatiogram computes region-based compactness on the distribution of the given feature in the image that captures richer features to represent the objects. The proposed research develops an efficient and robust way to keep tracking the object throughout video sequences in the presence of significant appearance variations and severe occlusions. The proposed method is evaluated on the Princeton RGBD tracking dataset considering sequences with different challenges and the obtained results demonstrate the effectiveness of the proposed method.
Hough Transform: Serial and Parallel ImplementationsJohn Wayne
Abstract – Circle detection has been widely applied in image processing applications. Hough transform, the most popular method of shape detection, normally takes a long time to achieve reasonable results, especially for large images. Such perfor- mance makes it almost impossible to conduct real-time image processing with sequential algorithms on community computers. Recently, OpenCL was developed providing a programming paradigm to explore the tremendous computational power for operations on vectors, matrices and high-dimensional matrices.
In this paper, five different approaches of sequential and parallelized Hough transform algorithms are researched using CPU and GPU execution. Experimental results indicate that the realized Hough transform on GPUs can achieve up to 4000 times speedup over the serial version on CPU. With other efficient image scaling algorithms, real-time circle extraction can be achieved with GPU support.
A Comparative Study of DOA Estimation Algorithms with Application to Tracking...sipij
Tracking the Direction of Arrival (DOA) Estimation of a moving source is an important and challenging
task in the field of navigation, RADAR, SONAR, Wireless Sensor Networks (WSNs) etc. Tracking is carried
out starting from the estimation of DOA, considering the estimated DOA as an initial value, the Kalman
Filter (KF) algorithm is used to track the moving source based on the motion model which governs the
motion of the source. This comparative study deals with analysis, significance of Non-coherent,
Narrowband DOA (Direction of Arrival) Estimation Algorithms in perception to tracking. The DOA
estimation algorithms Multiple Signal Classification (MUSIC), Root-MUSIC& Estimation of Signal
Parameters via Rotational Invariance Technique (ESPRIT) are considered for the purpose of the study, a
comparison in terms of optimality with respect to Signal to Noise Ratio (SNR), number of snapshots and
number of Antenna elements used and Computational complexity is drawn between the chosen algorithms
resulting in an optimum DOA estimate. The optimum DOA Estimate is taken as an initial value for the
Kalman filter tracking algorithm. The Kalman filter algorithm is used to track the optimum DOA Estimate.
Motion planning and controlling algorithm for grasping and manipulating movin...ijscai
Many of the robotic grasping researches have been focusing on stationary objects. And for dynamic moving
objects, researchers have been using real time captured images to locate objects dynamically. However,
this approach of controlling the grasping process is quite costly, implying a lot of resources and image
processing.Therefore, it is indispensable to seek other method of simpler handling… In this paper, we are
going to detail the requirements to manipulate a humanoid robot arm with 7 degree-of-freedom to grasp
and handle any moving objects in the 3-D environment in presence or not of obstacles and without using
the cameras. We use the OpenRAVE simulation environment, as well as, a robot arm instrumented with the
Barrett hand. We also describe a randomized planning algorithm capable of planning. This algorithm is an
extent of RRT-JT that combines exploration, using a Rapidly-exploring Random Tree, with exploitation,
using Jacobian-based gradient descent, to instruct a 7-DoF WAM robotic arm, in order to grasp a moving
target, while avoiding possible encountered obstacles . We present a simulation of a scenario that starts
with tracking a moving mug then grasping it and finally placing the mug in a determined position, assuring
a maximum rate of success in a reasonable time.
Design and Implementation of Mobile Map Application for Finding Shortest Dire...Eswar Publications
The shortest path problem is an approach towards finding the shortest and quickest path or route from a starting point to a final destination, four major algorithms are peculiar to solving the shortest path problem. The algorithms include Dijkstra’s Algorithm, Floyd-Warshall Algorithm, Bellman-Ford Algorithm and Alternative Path Algorithm. This research work is focused on the design of mobile map application for finding the shortest
route from one location to another within Yaba College of Technology and its environ. The design was focused on
Dijkstra’s algorithm that source node as a first permanent node, and assign it 0 cost and check all neighbor nodes
from the previous permanent node and calculate the cumulative cost of each neighbor nodes and make them
temporary, then chooses the node with the smallest cumulative cost, and make it as a permanent node. The different nodes that lead to a particular destination were identified, the distance and time from a source to a destination is calculated using the Google map. The application then recommends the shortest and quickest route to the destination.
Simulation for autonomous driving at uber atgYu Huang
Testing Safety of SDVs by Simulating Perception and Prediction
LiDARsim: Realistic LiDAR Simulation by Leveraging the Real World
Recovering and Simulating Pedestrians in the Wild
S3: Neural Shape, Skeleton, and Skinning Fields for 3D Human Modeling
SceneGen: Learning to Generate Realistic Traffic Scenes
TrafficSim: Learning to Simulate Realistic Multi-Agent Behaviors
GeoSim: Realistic Video Simulation via Geometry-Aware Composition for Self-Driving
AdvSim: Generating Safety-Critical Scenarios for Self-Driving Vehicles
Appendix: (Waymo)
SurfelGAN: Synthesizing Realistic Sensor Data for Autonomous Driving
AbstractWe design an software to find optimal(shortest) path .docxaryan532920
Abstract
We design an software to find optimal(shortest) path on the University of Minnesota map by using the A* algorithm. Using GUI (Graphical User Interface) to visualize the path on the map and print the list, which contains the transient nodes. It is definitely efficient way for students to make route planning in the campus. The approach supports that query the shortest path and manage the time in the campus.
Maps are kind of diagrammatic form that represents physical features such as buildings and roads, and maps play an essential role in the development of civilization. Most of people are familiar with using maps to find routes and locate their position on the maps. However, it is very challenge to find a shortest path in the real world. Therefore, using computers and algorithms are efficient ways to solve route planning problems. Using graph theories to take the place of real buildings and available roads with nodes and edges, then a transportation network has been established by connecting them. Meanwhile, computer software can generate a shortest path in such transportation network. The path shows the optimal solution in the corresponding transportation network, what is more, the tool we designed should be tested against real world, complex situation in order to detect any bugs existing in it.
Map is a graphic way to represent spatial concepts. A type which people most familiar with is transportation map. Map is a medium of interaction between human and environment. That is because vision of human cannot satisfied human when they make plan according to environment. An accurate map could help human to learn where they are, and make correct decision. For the record, Napoleon Bonaparte did that we owe the first systematic use of maps in the conduct of war. \cite{p2}Accurate information on map helped French Emperor to coordinate geographically expansive campaigns and discrete armies in the field. They indicate positions of enemy armies and do prediction by labelling on map. By calculating distance and highlighted important topographical features on map, predication could be much more accurate. As “a means of visualizing and managing the future,” the Napoleonic map was “the central part of an information-transformation system”\cite{p3}
Technology helped map develop more quickly. Map helps human learn a more accurate world, and also makes life of human more convenient. For example, when students join a new university, or they want to know about campus, students could use visual map software installed in smartphones to get rough idea about it. Map cannot show all detail about each building in campus but it could provide students the most accurate shapes of buildings in vertical view, distance between them and relations of positions. All these information could help students to learn their campus better. However, it is difficult for some of students to find a route between two location in a complicated campus which is with a big ar.
Determination of the optimum route is often encountered in daily life. The purpose of the optimum route itself is to find the best trajectory of the two pairs of vertices contained in a map or graph. The search algorithm applied is A*. This algorithm has the evaluation function to assist the search. The function is called heuristic. Two methods which have been introduced as a step to obtain the value of heuristic function are by using Euclidean and Manhattan distance. Both of these methods create the optimum distance in shortest path problem, but these functions gain the different results. This research performs the development of the heuristic function using Euclidean, Manhattan, Euclidean Square and a new method to compare the results.
This presentation discuses the following topics:
What is A-Star (A*) Algorithm in Artificial Intelligence?
A* Algorithm Steps
Why is A* Search Algorithm Preferred?
A* and Its Basic Concepts
What is a Heuristic Function?
Admissibility of the Heuristic Function
Consistency of the Heuristic Function
International Journal of Engineering Research and Applications (IJERA) is an open access online peer reviewed international journal that publishes research and review articles in the fields of Computer Science, Neural Networks, Electrical Engineering, Software Engineering, Information Technology, Mechanical Engineering, Chemical Engineering, Plastic Engineering, Food Technology, Textile Engineering, Nano Technology & science, Power Electronics, Electronics & Communication Engineering, Computational mathematics, Image processing, Civil Engineering, Structural Engineering, Environmental Engineering, VLSI Testing & Low Power VLSI Design etc.
APPLYING R-SPATIOGRAM IN OBJECT TRACKING FOR OCCLUSION HANDLINGsipij
Object tracking is one of the most important problems in computer vision. The aim of video tracking is to extract the trajectories of a target or object of interest, i.e. accurately locate a moving target in a video sequence and discriminate target from non-targets in the feature space of the sequence. So, feature descriptors can have significant effects on such discrimination. In this paper, we use the basic idea of many trackers which consists of three main components of the reference model, i.e., object modeling, object detection and localization, and model updating. However, there are major improvements in our system. Our forth component, occlusion handling, utilizes the r-spatiogram to detect the best target candidate. While spatiogram contains some moments upon the coordinates of the pixels, r-spatiogram computes region-based compactness on the distribution of the given feature in the image that captures richer features to represent the objects. The proposed research develops an efficient and robust way to keep tracking the object throughout video sequences in the presence of significant appearance variations and severe occlusions. The proposed method is evaluated on the Princeton RGBD tracking dataset considering sequences with different challenges and the obtained results demonstrate the effectiveness of the proposed method.
Hough Transform: Serial and Parallel ImplementationsJohn Wayne
Abstract – Circle detection has been widely applied in image processing applications. Hough transform, the most popular method of shape detection, normally takes a long time to achieve reasonable results, especially for large images. Such perfor- mance makes it almost impossible to conduct real-time image processing with sequential algorithms on community computers. Recently, OpenCL was developed providing a programming paradigm to explore the tremendous computational power for operations on vectors, matrices and high-dimensional matrices.
In this paper, five different approaches of sequential and parallelized Hough transform algorithms are researched using CPU and GPU execution. Experimental results indicate that the realized Hough transform on GPUs can achieve up to 4000 times speedup over the serial version on CPU. With other efficient image scaling algorithms, real-time circle extraction can be achieved with GPU support.
A Comparative Study of DOA Estimation Algorithms with Application to Tracking...sipij
Tracking the Direction of Arrival (DOA) Estimation of a moving source is an important and challenging
task in the field of navigation, RADAR, SONAR, Wireless Sensor Networks (WSNs) etc. Tracking is carried
out starting from the estimation of DOA, considering the estimated DOA as an initial value, the Kalman
Filter (KF) algorithm is used to track the moving source based on the motion model which governs the
motion of the source. This comparative study deals with analysis, significance of Non-coherent,
Narrowband DOA (Direction of Arrival) Estimation Algorithms in perception to tracking. The DOA
estimation algorithms Multiple Signal Classification (MUSIC), Root-MUSIC& Estimation of Signal
Parameters via Rotational Invariance Technique (ESPRIT) are considered for the purpose of the study, a
comparison in terms of optimality with respect to Signal to Noise Ratio (SNR), number of snapshots and
number of Antenna elements used and Computational complexity is drawn between the chosen algorithms
resulting in an optimum DOA estimate. The optimum DOA Estimate is taken as an initial value for the
Kalman filter tracking algorithm. The Kalman filter algorithm is used to track the optimum DOA Estimate.
Motion planning and controlling algorithm for grasping and manipulating movin...ijscai
Many of the robotic grasping researches have been focusing on stationary objects. And for dynamic moving
objects, researchers have been using real time captured images to locate objects dynamically. However,
this approach of controlling the grasping process is quite costly, implying a lot of resources and image
processing.Therefore, it is indispensable to seek other method of simpler handling… In this paper, we are
going to detail the requirements to manipulate a humanoid robot arm with 7 degree-of-freedom to grasp
and handle any moving objects in the 3-D environment in presence or not of obstacles and without using
the cameras. We use the OpenRAVE simulation environment, as well as, a robot arm instrumented with the
Barrett hand. We also describe a randomized planning algorithm capable of planning. This algorithm is an
extent of RRT-JT that combines exploration, using a Rapidly-exploring Random Tree, with exploitation,
using Jacobian-based gradient descent, to instruct a 7-DoF WAM robotic arm, in order to grasp a moving
target, while avoiding possible encountered obstacles . We present a simulation of a scenario that starts
with tracking a moving mug then grasping it and finally placing the mug in a determined position, assuring
a maximum rate of success in a reasonable time.
Design and Implementation of Mobile Map Application for Finding Shortest Dire...Eswar Publications
The shortest path problem is an approach towards finding the shortest and quickest path or route from a starting point to a final destination, four major algorithms are peculiar to solving the shortest path problem. The algorithms include Dijkstra’s Algorithm, Floyd-Warshall Algorithm, Bellman-Ford Algorithm and Alternative Path Algorithm. This research work is focused on the design of mobile map application for finding the shortest
route from one location to another within Yaba College of Technology and its environ. The design was focused on
Dijkstra’s algorithm that source node as a first permanent node, and assign it 0 cost and check all neighbor nodes
from the previous permanent node and calculate the cumulative cost of each neighbor nodes and make them
temporary, then chooses the node with the smallest cumulative cost, and make it as a permanent node. The different nodes that lead to a particular destination were identified, the distance and time from a source to a destination is calculated using the Google map. The application then recommends the shortest and quickest route to the destination.
Simulation for autonomous driving at uber atgYu Huang
Testing Safety of SDVs by Simulating Perception and Prediction
LiDARsim: Realistic LiDAR Simulation by Leveraging the Real World
Recovering and Simulating Pedestrians in the Wild
S3: Neural Shape, Skeleton, and Skinning Fields for 3D Human Modeling
SceneGen: Learning to Generate Realistic Traffic Scenes
TrafficSim: Learning to Simulate Realistic Multi-Agent Behaviors
GeoSim: Realistic Video Simulation via Geometry-Aware Composition for Self-Driving
AdvSim: Generating Safety-Critical Scenarios for Self-Driving Vehicles
Appendix: (Waymo)
SurfelGAN: Synthesizing Realistic Sensor Data for Autonomous Driving
AbstractWe design an software to find optimal(shortest) path .docxaryan532920
Abstract
We design an software to find optimal(shortest) path on the University of Minnesota map by using the A* algorithm. Using GUI (Graphical User Interface) to visualize the path on the map and print the list, which contains the transient nodes. It is definitely efficient way for students to make route planning in the campus. The approach supports that query the shortest path and manage the time in the campus.
Maps are kind of diagrammatic form that represents physical features such as buildings and roads, and maps play an essential role in the development of civilization. Most of people are familiar with using maps to find routes and locate their position on the maps. However, it is very challenge to find a shortest path in the real world. Therefore, using computers and algorithms are efficient ways to solve route planning problems. Using graph theories to take the place of real buildings and available roads with nodes and edges, then a transportation network has been established by connecting them. Meanwhile, computer software can generate a shortest path in such transportation network. The path shows the optimal solution in the corresponding transportation network, what is more, the tool we designed should be tested against real world, complex situation in order to detect any bugs existing in it.
Map is a graphic way to represent spatial concepts. A type which people most familiar with is transportation map. Map is a medium of interaction between human and environment. That is because vision of human cannot satisfied human when they make plan according to environment. An accurate map could help human to learn where they are, and make correct decision. For the record, Napoleon Bonaparte did that we owe the first systematic use of maps in the conduct of war. \cite{p2}Accurate information on map helped French Emperor to coordinate geographically expansive campaigns and discrete armies in the field. They indicate positions of enemy armies and do prediction by labelling on map. By calculating distance and highlighted important topographical features on map, predication could be much more accurate. As “a means of visualizing and managing the future,” the Napoleonic map was “the central part of an information-transformation system”\cite{p3}
Technology helped map develop more quickly. Map helps human learn a more accurate world, and also makes life of human more convenient. For example, when students join a new university, or they want to know about campus, students could use visual map software installed in smartphones to get rough idea about it. Map cannot show all detail about each building in campus but it could provide students the most accurate shapes of buildings in vertical view, distance between them and relations of positions. All these information could help students to learn their campus better. However, it is difficult for some of students to find a route between two location in a complicated campus which is with a big ar.
Determination of the optimum route is often encountered in daily life. The purpose of the optimum route itself is to find the best trajectory of the two pairs of vertices contained in a map or graph. The search algorithm applied is A*. This algorithm has the evaluation function to assist the search. The function is called heuristic. Two methods which have been introduced as a step to obtain the value of heuristic function are by using Euclidean and Manhattan distance. Both of these methods create the optimum distance in shortest path problem, but these functions gain the different results. This research performs the development of the heuristic function using Euclidean, Manhattan, Euclidean Square and a new method to compare the results.
This presentation discuses the following topics:
What is A-Star (A*) Algorithm in Artificial Intelligence?
A* Algorithm Steps
Why is A* Search Algorithm Preferred?
A* and Its Basic Concepts
What is a Heuristic Function?
Admissibility of the Heuristic Function
Consistency of the Heuristic Function
PATH FINDING SOLUTIONS FOR GRID BASED GRAPHacijjournal
Any path finding will work as long as there are no obstacles on distractions along the way. A genetic A*
algorithm has been used for more advanced environments in graph. Implementation of the path finding
algorithm for grid based graph with or without obstacles.
Implementation of D* Path Planning Algorithm with NXT LEGO Mindstorms Kit for...idescitation
Autonomous Robots use various Path Planning
algorithms to navigate, to the target point. In the real world
situation robot may not have a complete picture of the obstacles
in its environment. The classical path planning algorithms
such as A*, D* are cost based where the shortest path to the
target is calculated based on the distance to be travelled. In
order to provide real time shortest path solutions, cost
computation has to be redone whenever new obstacles are
identified. D* is a potential search algorithm, capable of
planning shortest path in unknown, partially known and
changing environments. This paper brings out the simulation
of D* algorithm in C++ and the results for different test cases.
It also elucidates the implementation of the algorithm with
NXT LEGO Mindstorms kit using RobotC language and
evaluation in real time scenario.
Optimized Robot Path Planning Using Parallel Genetic Algorithm Based on Visib...IJERA Editor
An analysis is made for optimized path planning for mobile robot by using parallel genetic algorithm. The
parallel genetic algorithm (PGA) is applied on the visible midpoint approach to find shortest path for mobile
robot. The hybrid ofthese two algorithms provides a better optimized solution for smooth and shortest path for
mobile robot. In this problem, the visible midpoint approach is used to make the effectiveness for avoiding
local minima. It gives the optimum paths which are always consisting on free trajectories. But the
proposedhybrid parallel genetic algorithm converges very fast to obtain the shortest route from source to
destination due to the sharing of population. The total population is partitioned into a number subgroups to
perform the parallel GA. The master thread is the center of information exchange and making selection with
fitness evaluation.The cell to cell crossover makes the algorithm significantly good. The problem converges
quickly with in a less number of iteration.
In order to achieve the wide range of the robotic application it is necessary to provide iterative motions
among points of the goals. For instance, in the industry mobile robots can replace any components between
a storehouse and an assembly department. Ammunition replacement is widely used in military services.
Working place is possible in ports, airports, waste site and etc. Mobile agents can be used for monitoring if
it is necessary to observe control points in the secret place. The paper deals with path planning programme
for mobile robots. The aim of the research paper is to analyse motion-planning algorithms that contain the
design of modelling programme. The programme is needed as environment modelling to obtain the
simulation data. The simulation data give the possibility to conduct the wide analyses for selected
algorithm. Analysis means the simulation data interpretation and comparison with other data obtained
using the motion-planning. The results of the careful analysis were considered for optimal path planning
algorithms. The experimental evidence was proposed to demonstrate the effectiveness of the algorithm for
steady covered space. The results described in this work can be extended in a number of directions, and
applied to other algorithms.
What is A * Search? What is Heuristic Search? What is Tree search Algorithm?Santosh Pandeya
What is A * Search? What is Heuristic Search? What is Tree search Algorithm?
Moving from one place to another is a task that we humans do almost every day. We try to find the shortest path that enables us to reach our destinations faster and make the whole process of traveling as efficient as possible. In the old days, we would trial and error with the paths available and had to assume which path taken was shorter or longer.
What is a Search Algorithm?
Tree search Algorithm
Breadth-First Search
Depth-First Search
Bidirectional Search
Uniform Cost Search
Iterative Deepening Depth-First Search
Heuristic Search
Manhattan distance
Pure Heuristic Search
A * Search
Formula
A * Search Explanation
Similar to artifical intelligence final paper (20)
What is A * Search? What is Heuristic Search? What is Tree search Algorithm?
artifical intelligence final paper
1. COMPARISION OF VARIOUS POPULAR PATH PLANNING ALGORITHMS
1Koyya Shiva Karthik Reddy, 2Vishnunandan Venkatesh
Department of Electrical and Electronics Engineering
Rochester institute of Technology
ABSTARCT
Path planning is a complex task where usually the
robot has to consider many conditions in the
environment apart from just following a map to reach
the desired destination/goal. In the current project
various popular path planning algorithms are compared
in terms of their complexities of time and space. The
algorithms were implemented in a known environment
based upon grid based maps in MATLAB with random
goal, start and obstacles as nodes of the matrix. Three
algorithms were choose, A* algorithm as the baseline
which was then compared against greedy best first
search and joint point search.
Keywords: A*, Greedy best first search, Jump point
search,path planning
INTRODUCTION
The paper is divided into IV section the I section talks
about the previous work and related research in this
field, the second section will talk about all 3 algorithm
we are implementing , the III section will talk about the
future work that needs to be done and IV section will
discuss the result of the work achieved.
Before talking about the implementation of the
algorithms the following assumptions are made by us
towards solving our problem:
Point Robot with Ideal Localization
Workspace is bounded and known
Static source, goal
Number of obstacles are finite and static
Our path planning algorithms implement grid based
maps. Grid-based approaches overlay a grid on
configuration space, and assume each configuration is
identified with a grid point.
I. PREVIOUS RESEARCH IN THE FIELD
1. Hierarchical A-Star Algorithm for Big Map
Navigation in Special Areas
This paper addresses the use of A* in the case
for path planning of a large map. The paper
talks about a variation of A* called the
hierarchical A* algorithm where it basically
divides large maps into layers of smaller maps
and then applies the A* algorithm to the
smaller maps individually to find the shortest
path. Then all the shortest paths of the smaller
maps are arranged in hierarchy to obtain the
best path for the entire map. This method is
useful when the map is a country or a state etc.
In our case we don't have a very large map. Our
map is limited to an indoor environment as we
plan to implement the system to a mobile robot.
So we don't need to implement hierarchical A*.
Apart from this crucial point the algorithm we
plan to implement end of the day is the Jump
Point Search which would be much efficient
than the A*.
2. Path Planning of Automated Guided
Vehicles Based on Improved A-Star
Algorithm
The motive behind this paper is to implement
A* in Automated Guided Vehicles. The
improvement over regular A* in the paper is
the removal of diagonal paths. An obstacle
avoidance technique is also implemented where
the AGV (Automated Guided Vehicle) avoids
collision with obstacles. Technically the
improved algorithm is the A* without diagonal
movements.
Our Base algorithm is very similar to this case
where since we look to implement the path
planning algorithm in a mobile robot we also
excluded diagonal paths (i.e. paths are only in
the left, right, up, down directions and don’t
move diagonally across nodes in the map.). Our
algorithm also avoids obstacles. The advantage
we plan to present is that we will implement
the Jump point search which will be much
efficient than regular A* algorithm.
2. 3. Path finding of 2D & 3D Game Real-Time
Strategy with Depth Direction A*Algorithm
for Multi-Layer
A comparison of all the various path planning
algorithms such as A*, Depth First Search,
Iterative Deepening, Breadth First Search,
Dijkstra’s Algorithm, Best First Search, A-Star
Algorithm (A*), Iterative Deepening A*.
Besides, the paper proposes Depth Direction
A*.
Depth Direction A* is very similar to our
proposed Jump Point Search and with the help
of this paper we see proof that Depth Direction
A* is faster than a* although it evaluates more
nodes. This is also a proof that Jump Point
Search is faster than A* as it is very similar to
Depth Direction A*.
4. Path Planning for Virtual Human Motion
Using Improved A* Algorithm
This paper utilises weights to reduce search
steps and to ignore nodes that have obstacles.
This in turn reduces the time. The
improvement is the adding of weights.
This concept of using weights to ignore nodes
with obstacles is similar to how we ignore
obstacles when we calculate the value of
F=G+H and thereby we save time. We do this
by giving all our obstacles a value of infinity in
the map. During the search whenever any node
in the map has a value of infinity the obstacle is
detected in the map. Thus it is ignored with
logical conditions. The method implemented in
the above paper is also similarly implemented
in ours.
5. Optimization using Boundary Lookup
Jump Point Search
One of the crucial information that significantly
differentiates our project and the above paper is
that in the paper above the obstacles are
dynamic in the map. The search method used is
Jump point search. Since obstacles are dynamic
for every instance of real time, the path
planning algorithm is implemented with the
map being updated at those instances of real
time. Hence when a map is stored in memory
during one implementation of the Jump Point
Search then at the next instance of time the
current map is deleted from the cache and a
new map is made and the algorithm is
implemented again.
In our implementation of the project the map
consists of static obstacles. There may be real
time obstacles that are dynamic along the path
but these obstacles don’t change the map. Only
the static obstacles are taken in the map . A
simple obstacle avoider is used in the execution
avoiding real time dynamic obstacles without
making any changes to the map.
6. Sensor-Based Path-Planning Algorithms
for a Nonholonomic Mobile Robot
A nonholonomic system in physics and
mathematics is a system whose state depends
on the path taken in order to achieve it. Thus it
is basically a path planning system. In this
paper depth first search and best first search are
used to implement path planning for a mobile
robot. Sensors are used to avoid obstacles along
the path. Depth first search and greedy best
first search are okay to implement when the
map is an indoor based map and is not very
complex. In cases where the map is complex
the algorithm takes a lot of time to find the path
Our proposed project will be very fast when
compared to the above paper's proposed system
as we use a much efficient path planning
algorithm which is the Jump Point Search.
II. ALGORITHMS EXPLANATION
A. A* algorithm: A* is graph search algorithm
that finds the least-cost path from a given
initial node to one goal node (out of one or
more possible goals). It uses a distance-
plus-cost heuristic function (usually
denoted f(x)) to determine the order in
which the search visits nodes in the tree.
The f(x) is the sum of the h(x) heuristic
which is the distance of any current node
from the goal and g(x) which is the
distance of the current node from the
start.
A-Star Algorithm Pseudo Code
Create Start Node with Current
Position Add Start Node to
Queue
While Queue Not Empty
Sort Node Queue by f(N) Value in Ascending
Get First Node From Queue call Node “N”
If N is Goal Then Found and Exit
Loop Else
3. Mark N Node as Visited Expand each reachable Node
from N call Node
“Next N” f(Next N) = g(Next N) + h(Next N) Loop
FIGURE 1 A*:
B. Greedy best first search: The Best-First-Search
algorithm works in a similar way, except that it
has some estimate or called a heuristic of how
far from the goal any vertex is. Instead of
selecting the vertex closest to the starting point,
it selects the vertex closest to the goal.
Best First Search Pseudo Code
Create Start Node with Current Position
Add Start Node to Queue
While Queue Not Empty
Sort Node Queue by Cost Value in Ascending
Get First Node From Queue call Node “N”
If N is Goal Then Found and Exit Loop
Else
Mark N Node as Visited
Expand each reachable Node from N call Node “Next N”
Loop
FIGURE 2 GREEDY
C. Jump point search: Jump point search is an
optimization to the A* search algorithm path
finding algorithm for uniform-cost grids. It
reduces symmetries in the search procedure by
means of graph pruning, eliminating certain
nodes in the grid based on assumptions that can
be made about the current node's neighbours, as
long as certain conditions relating to the grid
are satisfied. As a result, the algorithm can
consider long jumps along straight (horizontal,
vertical and diagonal) lines in the grid , rather
than the small steps from one grid position to
the next as in A*.
FIGURE 3 JUMP POINT SEARCH
III. RESULTS
The results of any path planning algorithm
can be compared in terms of the 3 factors
1. Computational complexity:
Computational complexity of any
algorithm is described in terms of
number of resources the algorithm used
to reach the desired result the resources
can be CPU time or memory or other
resources.
2. Time complexity: time complexity is
defined as the time taken by the
algorithm to find the path between the
start and the goal.
3. Space complexity: space complexity is
the amount of nodes or units it had to
explore before reaching the goal, more
the nodes explored more the memory
utilization.
For the obstacle course as shown in figure
1, 2 and 3 all the three algorithms were
compared in a 7x7 grid the size 7x7 was
choose so that the path can easily be
visualized . The table 1 below shows the
results for all three algorithms.
4. FIGURE1
The algorithms were also compared for
maps as large 5000x5000 so as to test the
limits, the algorithms worked fine in those
maps as well, even with random obstacle
path.
A thing that should be noted here is that the
results in the table show that the jump point
search has the best result but it may not be
the case every time in a few special cases
greedy and A* might overpower jump
point search.
Appendix 1 shows the results of the
implementations.
IV. FUTURE WORK
Path planning is not a new technology it
has been extensively researched for more
than past 30 years but the recent
development are mainly focused to
improve the computational complexity of
these algorithms. As a future extension of
this project the algorithms can be further
optimised for better performance and be
can tested on a mobile robot in a real
environment with dynamic obstacle course.
Real time implementation and tackling of
problems like SLAM will be a good future
prospect for this project.
V. REFRENCES
[1]. Haifeng Wang; Jiawei Zhou; Guifeng
Zheng; Yun Liang, "HAS: Hierarchical A-
Star Algorithm for Big Map Navigation in
Special Areas," in Digital Home (ICDH),
2014 5th International Conference on ,
vol., no., pp.222-225, 28-30 Nov. 2014
[2]. Chunbao Wang; Lin Wang; Jian Qin;
Zhengzhi Wu; Lihong Duan; Zhongqiu Li;
Mequn Cao; Xicui Ou; Xia Su; Weiguang
Li; Zhijiang Lu; Mengjie Li; Yulong
Wang; Jianjun Long; Meiling Huang;
Yinghong Li; Qiuhong Wang, "Path
planning of automated guided vehicles
based on improved A-Star algorithm,"
in Information and Automation, 2015 IEEE
International Conference on , vol., no.,
pp.2071-2076, 8-10 Aug. 2015
[3]. Khantanapoka, K.; Chinnasarn, K.,
"Pathfinding of 2D & 3D game real-time
strategy with depth direction A∗ algorithm
for multi-layer," in Natural Language
Processing, 2009. SNLP '09. Eighth
International Symposium on , vol., no.,
pp.184-188, 20-22 Oct. 2009
[4]. Junfeng Yao; Chao Lin; Xiaobiao Xie;
Wang, A.J.; Chih-Cheng Hung, "Path
Planning for Virtual Human Motion Using
Improved A* Star Algorithm,"
in Information Technology: New
Generations (ITNG), 2010 Seventh
International Conference on , vol., no.,
pp.1154-1158, 12-14 April 2010
[5]. Traish, J.; Tulip, J.; Moore, W.,
"Optimization using Boundary Lookup
Jump Point Search," in Computational
Intelligence and AI in Games, IEEE
Transactions on ,vol.PP,no.99, pp.1-1