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Randomized Motion Planning
Jean-Claude Latombe Computer Science Department Stanford University
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Goal of Motion Planning
Answer queries about connectivity of a space Classical example: find a collision-free path in robot configuration space among static obstacles Examples of additional constraints: Kinodynamic constraints Visibility constraints
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Outline Bits of history Approaches Probabilistic Roadmaps Applications
Conclusion
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Shakey (Nilsson, 1969): Visibility graph
Early Work Shakey (Nilsson, 1969): Visibility graph
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Mathematical Foundations
Lozano-Perez, 1980: Configuration Space C = S1 x S1
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Computational Analysis
Reif, 1979: Hardness (lower-bound results)
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Exact General-Purpose Path Planners
- Schwarz and Sharir, 1983: Exact cell decomposition based on Collins technique - Canny, 1987: Silhouette method
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Heuristic Planners Khatib, 1986: Potential Fields
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Other Types of Constraints
E.g., Visibility-Based Motion Planning Guibas, Latombe, LaValle, Lin, and Motwani, 1997
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Outline Bits of history Approaches Probabilistic Roadmaps Applications
Conclusion
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Criticality-Based Motion Planning
Principle: Select a property P over the space of interest Compute an arrangement of cells such that P stays constant over each cell Build a search graph based on this arrangement Example: Wilson’s Non-Directional Blocking Graphs for assembly planning Other examples: Schwartz-Sharir’s cell decomposition Canny’s roadmap
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Criticality-Based Motion Planning
Advantages: Completeness Insight Drawbacks: Computational complexity Difficult to implement
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Sampling-Based Motion Planning
Principle: Sample the space of interest Connect sampled points by simple paths Search the resulting graph Example: Probabilistic Roadmaps (PRM’s) Other example: Grid-based methods (deterministic sampling)
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Sampling-Based Motion Planning
Advantages: Easy to implement Fast, scalable to many degrees of freedom and complex constraints Drawbacks: Probabilistic completeness Limited insight
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Outline Bits of history Approaches Probabilistic Roadmaps Applications
Conclusion
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Motivation Computing an explicit representation of the admissible
space is hard, but checking that a point lies in the admissible space is fast
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Probabilistic Roadmap (PRM)
admissible space milestone mb mg [Kavraki, Svetska, Latombe,Overmars, 95]
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Sampling Strategies Multi vs. single query strategies
Multi-stage strategies Obstacle-sensitive strategies Lazy collision checking Probabilistic biases (e.g., potential fields)
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PRM With Dynamic Constraints in State x Time Space
mb mg endgame region m’ = f(m,u) [Hsu, Kindel, Latombe, and Rock, 2000]
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Relation to Art-Gallery Problems
[Kavraki, Latombe, Motwani, Raghavan, 95]
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Narrow Passage Issue
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Desirable Properties of a PRM
Coverage: The milestones should see most of the admissible space to guarantee that the initial and goal configurations can be easily connected to the roadmap Connectivity: There should be a 1-to-1 map between the components of the admissible space and those of the roadmap
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Complexity Measures e-goodness [Kavraki, Latombe, Motwani, and Raghavan, 1995] Path clearance [Kavraki, Koulountzakis, and Latombe, 1996] e-complexity [Overmars and Svetska, 1998] Expansiveness [Hsu, Latombe, and Motwani, 1997]
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Expansiveness of Admissible Space
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Expansiveness of Admissible Space
The admissible space is expansive if each of its subsets has a large lookout Prob[failure] = K exp(-r) Lookout of F1
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Two Very Different Cases
Expansive Poorly expansive
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A Few Remarks Big computational saving is achieved at the cost of slightly reduced completeness Computational complexity is a function of the shape of the admissible space, not the size needed to describe it Randomization is not really needed; it is a convenient incremental scheme
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Outline Bits of history Approaches Probabilistic Roadmaps Applications
Conclusion
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Design for Manufacturing and Servicing
General Motors General Motors General Electric [Hsu, 2000]
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Robot Programming and Placement
[Hsu, 2000]
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Graphic Animation of Digital Actors
The Motion Factory [Koga, Kondo, Kuffner, and Latombe, 1994]
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Digital Actors With Visual Sensing
Simulated Vision Kuffner, 1999 Segment environment Render false-color scene offscreen Scan pixels & record IDs Actor camera image Vision module image
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[Kuffner and Inoue, 2000] (U. Tokyo)
Humanoid Robot [Kuffner and Inoue, 2000] (U. Tokyo)
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[Kindel, Hsu, Latombe, and Rock, 2000]
Space Robotics robot obstacles air thrusters gaz tank air bearing [Kindel, Hsu, Latombe, and Rock, 2000]
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Total duration : 40 sec
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Autonomous Helicopter
[Feron, 2000] (AA Dept., MIT)
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Interacting Nonholonomic Robots
y1 x2 d x1 y2 q1 q2 (Grasp Lab - U. Penn)
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Map Building [Gonzalez, 2000]
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Next-Best View Computation
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Map Building [Gonzalez, 2000]
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Map Building [Gonzalez, 2000]
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Radiosurgical Planning
Cyberknife System (Accuray, Inc.) CARABEAMER Planner [Tombropoulos, Adler, and Latombe, 1997]
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Radiosurgical Planning
• < Tumor < 2200 2000 < B2 + B4 < 2200 2000 < B4 < 2200 2000 < B3 + B4 < 2200 2000 < B3 < 2200 2000 < B1 + B3 + B4 < 2200 2000 < B1 + B4 < 2200 2000 < B1 + B2 + B4 < 2200 2000 < B1 < 2200 2000 < B1 + B2 < 2200 • 0 < Critical < 500 0 < B2 < 500 T C B1 B2 B3 B4
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Sample Case 50% Isodose Surface 80% Isodose Surface
Conventional system’s plan CARABEAMER’s plan
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Reconfiguration Planning for Modular Robots
Casal and Yim, 1999 Xerox, Parc
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Prediction of Molecular Motions
Ligand-protein binding Protein folding [Singh, Latombe, and Brutlag, 1999] [Apaydin, 2000]
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Capturing Energy Landscape
[Apaydin, 2000]
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Outline Bits of history Approaches Probabilistic Roadmaps Applications
Conclusion
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Conclusion PRM planners have successfully solved many diverse complex motion problems with different constraints (obstacles, kinematics, dynamics, stability, visibility, energetic) They are easy to implement Fast convergence has been formally proven in expansive spaces. As computers get more powerful, PRM planners should allow us to solve considerably more difficult problems Recent implementations solve difficult problems with many degrees of freedom at quasi-interactive rate
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Issues Relatively large standard deviation of planning time
No rigorous termination criterion when no solution is found New challenging applications …
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Planning Minimally Invasive Surgery Procedures Amidst Soft-Tissue Structures
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Planning Nice-Looking Motions for Digital Actors
A Bug’s Life (Pixar/Disney) Toy Story (Pixar/Disney) Antz (Dreamworks) The Artist’s perspective on animated characters Animation Variables (AVARS) FEATURES: Kinematic hierarchy of geometric primitives Moving joints change shape and/or position Situated in some scenario or storyline Graphical representation of a “personality” Top 3 movies and video games Contrasts the different approaches to motion: MOVIES: off-line ray-tracing hand-animated GAMES: real-time polygon rend. Captured or hand-animated canned motions + real-time blending, warping, IK If you have a good algorithm for generating motion for off-line animation, it will apply to real-time games in years (if you believe Moore’s law) Tomb Raider 3 (Eidos Interactive) The Legend of Zelda (Nintendo) Final Fantasy VIII (SquareOne)
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Dealing with 1,000s of Degrees of Freedom
Protein folding
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Main Common Difficulty
Formulating motion constraints
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