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No! Bug-0 Finish Repeat: Finish Finish 1. Head toward the goal - PDF document

1/17/2012 Purposes Introduce simple algorithms with little geometric sophistication Motion Planning for a Point Robot (1/2) ( ) Present two extreme approaches: purely (sensor-based) reactive strategies and omniscient off-line planners


  1. 1/17/2012 Purposes � Introduce simple algorithms with little geometric sophistication Motion Planning for a Point Robot (1/2) ( ) � Present two extreme approaches: purely (sensor-based) reactive strategies and omniscient off-line planners � Illustrate that motion planning requires predictive models 1 2 Bug Algorithms Problem Assumptions: The world is a two-dimensional plane � free space The robot is modeled as a point � The obstacles have bounded perimeters and are � in finite number Start Finish obstacle The robot has no prior knowledge of locations � and shapes of the obstacles and shapes of the obstacles The robot senses perfectly its position (~GPS) � free path obstacle and can measure traveled distance The robot’s touch sensor can perfectly detect � contact with an obstacle, allowing the robot to track the contour of the obstacle The robot has small computational power and Finish � small amount of memory, but can compute the obstacle direction toward the goal from its current Start position, as well as the distance between two points 3 4 Bug-0 Algorithm Is Bug-0 Guaranteed to Work? No! Bug-0 Finish Repeat: Finish Finish 1. Head toward the goal 2. If the goal is attained then g stop 3. If contact is made with an obstacle then follow the Start obstacle’s boundary (toward the left) until heading toward the goal is possible Start Start again. 5 6 1

  2. 1/17/2012 Bug-1 Algorithm Path Followed by Bug-1? Finish Bug-1: Bug-1: Repeat: Repeat: L 2 1. Head toward the goal 1. Head toward the goal Finish 2. If the goal is attained then stop 2. If the goal is attained then stop 3 3. If contact is made with an obstacle If contact is made with an obstacle 3. 3 If contact is made with an obstacle If contact is made with an obstacle then circumnavigate the obstacle, then circumnavigate the obstacle, identify the closest point L i to the identify the closest point L i to the goal in the obstacles’ boundary, and goal in the obstacles’ boundary, and L 1 return to this point by the shortest return to this point by the shortest path along the obstacle’s boundary path along the obstacle’s boundary Start Start 7 8 Han Can Bug-1 Recognize that Distance Traveled T by Bug-1? the goal is not reachable? � Lower bound? Bug-1: T ≥ D Repeat: Finish (where D is the straight-line distance 1. Head toward the goal from Start to Finish) 2. If the goal is attained then stop 3. 3 If contact is made with an obstacle If contact is made with an obstacle then circumnavigate the obstacle, identify the closest point L i to the � Upper bound? goal in the obstacles’ boundary, and T ≤ D + 1.5 × Σ P i return to this point by the shortest path along the obstacle’s boundary Start 4. If the direction from L i toward the (where Σ P i is the sum of the perimeters goal points into the obstacle then of all the obstacles) the goal can’t be reached. Stop 9 10 Distance Traveled T by Bug-1? Distance Traveled T by Bug-1? � Lower bound? � Lower bound? T ≥ D T ≥ D (where D is the straight-line distance (where D is the straight-line distance from Start to Finish) from Start to Finish) � Upper bound? � Upper bound? T ≤ D + 1.5 × Σ P i T ≤ D + 1.5 × Σ P i (where Σ P i is the sum of the perimeters (where Σ P i is the sum of the perimeters of all the obstacles) of all the obstacles) 11 12 2

  3. 1/17/2012 Bug-2 Algorithm Path Followed by Bug-2? Bug-2: Bug-2: Finish Repeat: Repeat: 1. Head toward the goal along the 1. Head toward the goal along the Finish leave point goal-line goal-line 2. If the goal is attained then stop f g p 2. If the goal is attained then stop f g p 3. If a hit point is reached then 3. If a hit point is reached then follow the obstacle’s boundary follow the obstacle’s boundary hit point (toward the left) until the goal- (toward the left) until the goal- goal-line line is crossed at a leave point line is crossed at a leave point Start closer to the goal than any closer to the goal than any Start previous hit point on the same previous hit point on the same side of the goal in the goal-line side of the goal in the goal-line 13 14 Path Followed by Bug-2? Path Followed by Bug-2? Bug-2: Bug-2: Repeat: Repeat: 1. Head toward the goal along the 1. Head toward the goal along the goal-line goal-line 2. If the goal is attained then stop f g p 2. If the goal is attained then stop f g p 3. If a hit point is reached then 3. If a hit point is reached then Finish Finish follow the obstacle’s boundary follow the obstacle’s boundary (toward the left) until the goal- (toward the left) until the goal- line is crossed at a leave point line is crossed at a leave point Start Start closer to the goal than any closer to the goal than any previous hit point on the same previous hit point on the same side of the goal in the goal-line side of the goal in the goal-line 15 16 Han Can Bug-2 Recognize that Distance Traveled T by Bug-2? the goal is not reachable? � Lower bound? Bug-2: T ≥ D Repeat: (where D is the straight-line distance from 1. Head toward the goal along the Finish Start to Finish) goal-line 2. If the goal is attained then stop f g p 3. If a hit point is reached then � Upper bound? follow the obstacle’s boundary T ≤ D + Σ n i P i (toward the left) until the goal- line is crossed at a leave point (where P i is the perimeter of obstacle i, n i is closer to the goal than any the number of hit points in obstacle i, and the Start previous hit point on the same sum Σ is taken over all the obstacles) side of the goal in the goal-line 17 18 3

  4. 1/17/2012 Worst Case for Bug-2? Distance Traveled T by Bug-2? Finish � Lower bound? T ≥ D Arbitrarily small maze (where D is the straight-line distance from Start to Finish) � Upper bound? T ≤ D + 0.5 ×Σ n i P i (where the sum Σ is taken over all the obstacles intersected by the goal-line, P i is the perimeter of intersected obstacle i, n i is the Start number of times the goal-line intersects obstacle i) 19 20 Which one --- Bug-1 or Bug-2 --- does better? Variant of Bug-2 Bug-2 does better than Bug-1 Bug-1 does better than Bug-2 Bug-2’: Finish Finish Repeat: 1. Head toward the goal along the Finish goal-line 2. If the goal is attained then stop f g p 3. If a hit point is reached then follow the obstacle’s boundary (toward the left) until the goal- line is crossed at a leave point that has not been visited yet Start Start Start 21 22 Bug Extensions Planning requires models � Add more sensing capabilities � Bug algorithms don’t plan ahead. They are not really motion planners, but “reactive � For example, add 360-dg range sensing motion strategies” � To plan its actions, a robot needs a (possibly imperfect) predictive model of the effects of its actions, so that it can choose among several possible combinations of actions 23 24 4

  5. 1/17/2012 Notion of Competitive Ratio The Bridge-River Problem � Bug algorithms are examples of online algorithms where a robot discovers its environment while moving Problem: � � The competitive ratio of an online algorithm A is the A lost hiker reaches a river. There is a bridge across the river, but it maximum over all possible environments of the ratio of is not known how far away it is, or if it is upstream or downstream. y , p the length of the path computed by A by the length of The hiker is exhausted and wishes to find the bridge while minimizing the path computed by an optimal offline algorithm B path length. that is given a model of the environment Solution: � The optimal solution consists of moving alternatively in the upstream � What is the competitive ratio of Bug-1 and Bug-2 and downstream directions, exploring 1 distance unit downstream, relative to an algorithm always computes the shortest then 2 units (from the original starting position) upstream, then 4 path? downstream, and continuing in powers of 2 until the bridge is found. What is the competitive ratio of this method? � 25 26 The Bridge-River Problem Calculation of competitive ratio: � Let us number the moves 1, 2, 3, ..., i , ... � After move i the hiker stands 2 i − 1 units away from the starting position S , � downstream if i is odd and upstream otherwise downstream if i is odd, and upstream otherwise. In the worst case, the bridge is at distance d = 2 k − 1 + ε from S , for an arbitrarily � small ε > 0 and some k ≥ 1 . In this case, the hiker does not find the bridge at move k , and must perform move k + 1 and then a fraction of move k + 1 . � Each unsuccessful move i = 1, 2, ..., k +1 leads the hiker to travel a round-trip distance of 2 × 2 i − 1 . So, overall the hiker travels: � 2 × ( 2 0 + 2 1 + 2 2 + ... + 2 − 1 + 2 ) + = 2 × ( 2 + 1 − 1 ) + 2 − 1 + ε < 9 k k k k d d The competitive ratio is bounded by 9 . � This bound is a tight. For any r < 9 , there exists d such that the hiker travels more � than r × d . 27 5

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