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Sampling Techniques for Probabilistic Roadmap Planners
Roland Geraerts and Mark Overmars IAS-8 March 2004
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Overview Probabilistic roadmaps Test scenes PRM choices Sampling
Variation of running times Conclusions Important choices Collision checking Node adding Sampling Uniform Advanced
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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’
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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
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Test Scenes Comparison of techniques
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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
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PRM choices Collision checking on local path Neighbor selecting
Incremental Binary Rotate-at-s Neighbor selecting Nearest-k Component-k Visibility
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Collision Checking Rotate-at-s Incremental Binary
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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
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Neighbor Selecting Nearest-k Component-k Component Visibility
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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
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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
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Uniform Sampling Random Grid
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Uniform Sampling Cell Halton (variants)
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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
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Advanced Sampling Gaussian Bridge test
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Advanced Sampling Obstacle based Nearest contact
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Advanced Sampling Medial axis
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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
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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
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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
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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
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