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f*(n)=g*(n)+h*(n)
f*(n)=g*(n)+h*(n)
1
B A
• But since you’re starting at A and can only look 1 node ahead, this is
what you see: E
D 1.4
1
B A
E
1.4
2.24
D
1.4
1
B A
• Two choices for n: B, D
• Do both
¾ f*(B)=1+2.24=3.24
¾ f*(D)=1.4+1.4=2.8
• Can’t prune, so much keep going (recurse)
¾ Pick the most plausible path first => A-D-?-E
1
• A-D-?-E F E
¾ “stand on D” 1
1.4
¾ Can see 2 new nodes: F, E
D
¾ f*(F)=(1.4+1)+1=3.4 1.4
¾ f*(E)=(1.4+1.4)+0=2.8
1
• Three paths B A
¾ A-B-?-E >= 3.24
¾ A-D-E = 2.8
¾ A-D-F-?-D >=3.4
1
B A
Notes:
A* is hard to use for path planning where there are factors other than
distance to consider in generating the path, such as terrain conditions
Wavefront Planners
Undesirable
terrain
Open
area
obstacle
Interleaving Path Planning and Reactive Execution
• Graph-based planners generate a path and sub-paths or sub-segments
• When does the robot think it has reached (x,y)? What about encoder
error?
¾ Need a Termination condition, usually +/- width of robot
Trulla Example
Two Example Approaches
• If compute all possible paths in advance, not a problem
• D* ( by Tony Stentz)
¾ Run A* over all possible pairs of nodes
¾ Solution to sub-goal obsession: continuously update the map and
dynamically repair the A* paths affected by the changes in the map ->
continuously replanning
¾ Event-driven scheme to trigger replanning
• Trulla (by Ken Hughes)
¾ By-product of wave propagation style is path to everywhere
¾ Using dot-product of the path vector and the actual vector as an
affordance to trigger replanning
Two Example Approaches (continued)
• Both algorithms don’t handle the situation where the real world is
actually friendlier, which means an obstacle thought to be there really
isn’t.
• The robot could achieve a significant savings in navigation by
opportunistically going through the gap
6.2.1
Potential Field Path Planning
frontiers
Robot
• Rate the frontiers current
¾ Centroid position
repeat
• (continuously localize and map
as you go)
GVG (Generalized Voronoi Graph)
Essentially, the robot tries to move ahead but stay in the middle or at a
tangent to surrounding objects. This path is a GVG edge.
If encounter branches in
the GVG edges, choose
one at random to follow
dead end
Starting point
Reaches deadend at 9, backtracks
Goes back and catches missing areas
Discussion of Exploration
• Both methods work OK indoors, not so clear on utility outdoors
• GVG
¾ Susceptible to noise, hard to recover nodes
• Frontier
¾ Have to rate the frontiers so don’t trash