Sampling Techniques for Probabilistic Roadmap Planners Roland Geraerts and Mark Overmars IAS-8 March 2004
Overview Probabilistic roadmaps Test scenes PRM choices Sampling Variation of running times Conclusions Important choices Collision checking Node adding Sampling Uniform Advanced
Probabilistic Roadmap Method Free space Construction (G =V,E ) Loop c a free sample add c to the vertices V Nc a set of nodes for all c’ in Nc in increasing distance if c’ and c are not connected in G then if local path between c and c’ exists then add the edge c’c to E Forbidden space Sample Local path Colliding path c c’ c c c’ c c c’
Probabilistic Roadmap Method Free space Construction (G =V,E ) Loop c a free sample add c to the vertices V Nc a set of nodes for all c’ in Nc in increasing distance if c’ and c are not connected in G then if local path between c and c’ exists then add the edge c’c to E Query connect sample s and g to roadmap Dijkstra’s shortest path Forbidden space Sample Local path Start / goal Shortest path
Test Scenes Comparison of techniques
Experimental Setup Environment Preprocessing method Single system SAMPLE Same computer Pentium IV 2.66GHz, 1GB memory Same test scenes Cage, clutter, hole, house, rooms, wrench Preprocessing method but single query Average time (s) over 30 runs
PRM choices Collision checking on local path Neighbor selecting Incremental Binary Rotate-at-s Neighbor selecting Nearest-k Component-k Visibility
Collision Checking Rotate-at-s Incremental Binary
Collision Checking – Results incremental binary rotate-at-s cage 2.4 1.9 2.7 clutter 1.8 1.3 3.1 hole 431.9 422.3 1206.7 house 6.4 4.9 47.1 rooms 0.5 0.4 1.1 wrench 0.9
Neighbor Selecting Nearest-k Component-k Component Visibility
Neighbor Strategy Nearest-k Component Component-k Visibility Nearest k neighbors Component Nearest 1 neighbor in each connected component Component-k Nearest k neighbors in each connected component Visibility Only useful nodes, add node/connection only if: Node cannot be connected to other nodes Node can be connected to 2 (or more) connected components
Neighbor Strategy – Results nearest-k comp. comp.-k visibility cage 1.9 3.4 1.6 3.0 clutter 1.3 1.4 2.3 hole 409.5 7428.2 7554.4 102.5 house 4.9 13.0 45.5 rooms 0.4 0.2 6.3 wrench 0.5
Uniform Sampling Random Grid
Uniform Sampling Cell Halton (variants)
Uniform Sampling – Results halton, seed: random grid cell cage 2.3 3.2 1.9 2.0 2.8 clutter 1.2 3.4 1.3 1.5 1.4 hole 433.9 370.4 422.3 201.4 279.5 house 78.7 4.9 10.4 10.0 rooms 0.7 0.8 0.4 wrench 0.5
Advanced Sampling Gaussian Bridge test
Advanced Sampling Obstacle based Nearest contact
Advanced Sampling Medial axis
Advanced Sampling – Results gaussian bridge obstacle NC MA rnd halton cage 7.3 3.1 5.3 5.4 215.9 2.0 clutter 2.8 2.6 7.1 620.4 1.5 hole 8.8 47.5 2.3 7.7 201.4 house 18.0 20.7 13.0 15.7 199.3 10.4 rooms 0.5 0.4 3.5 0.7 wrench 2.7 0.9 1.9 3.8 11.0
Variation of Running Times min avg max st dev without restart 0.03 1.01 60.81 2.32 with restart 0.05 0.88 8.20 1.00
Conclusions Many claims could not be confirmed Local planner Rotate-at-s is worse than binary collision checking Node adding Component-k seems to work best Visibility sampling didn’t perform as well as expected
Conclusions Sampling Small difference between uniform methods Halton didn’t outperform uniform sampling but may be preferred (deterministic) Advanced sampling is only useful in scenes with large open areas and some narrow passages It is not necessarily true that a combination of good techniques is good Reduction of variance is desirable
Questions Home page: www.cs.uu.nl/~roland Mail: roland@cs.uu.nl