Randomized Planning for Short Inspection Paths

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Randomized Planning for Short Inspection Paths Tim Danner Lydia E. Kavraki Department of Computer Science Rice University

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Randomized Planning for Short Inspection Paths. Tim Danner Lydia E. Kavraki Department of Computer Science Rice University. Outline. Introduction Art Gallery and Watchman Route Problems Adding Realism 2-D Algorithm Selecting Guards Connecting Guards Results 3-D Algorithm - PowerPoint PPT Presentation

Transcript of Randomized Planning for Short Inspection Paths

Page 1: Randomized Planning for Short Inspection Paths

Randomized Planning for Short Inspection Paths

Tim Danner Lydia E. Kavraki

Department of Computer Science

Rice University

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Outline• Introduction• Art Gallery and Watchman Route Problems• Adding Realism• 2-D Algorithm

– Selecting Guards– Connecting Guards– Results

• 3-D Algorithm– Differences– Preliminary Results

• Future Work

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IntroductionProblem Definition

• Robot with vision capabilities

• Workspace W

• Path p

• Boundary dW W

dW

p

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IntroductionProblem Definition

• Find a short p from which every point on dW is visible

W

dW

p

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IntroductionUses

• Autonomous inspection of spacecraft exterior

• Flying camera building inspection

• Virtual reality architecture walkthrough

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Art Gallery Problem

• Find minimal number of positions for guards to stand so that every point in a gallery is “visible” to at least one guard

• “Visible” is defined as the line of sight between the guard and the point lies entirely in W

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Watchman Route Problem

• For workspace W, find the shortest path p in W such that every point on the boundary dW can be seen by a point on path p

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Adding Realism

• “Straight-line” visibility is not very realistic for real sensors

• Length of line of sight must have a maximum• Angle of incidence of line of sight must have a

maximum – 60 degrees is a typical value• System is adaptable for different sensors• 2-D vs 3-D

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Angle of Incidence

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2-D Algorithm

• Sensing with real sensors is time consuming

• Two parts to the algorithm:– Solve “art gallery problem” to find locations for

sensing locations - “guards”– Connect the guards with a short path, the

“watchman route”

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2-D AlgorithmSelecting the Guards

• True minimal set of guards is an NP-hard problem

• Randomized planner is used in this case

• Uses Gonzalez-Banos and Latombe’s randomized, incremental algorithm

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2-D AlgorithmSelecting the Guards

• Main structure is a loop• At each iteration, a point x on the border

dW of W that is not yet guarded is chosen randomly

• Construct region which can see x (same as region which x can see)

• Apply two range constraints: limited length line of sight and angle of incidence

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Choose a point x

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Construct its visibility region

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Apply maximum line of sight constraint

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Apply angle of incidence constraint

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Select new guards from blue outlined region

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2-D AlgorithmSelecting the Guards

• Sample region k times, evaluating each point as a possible new guard

• Sample which can cover the largest portion of the new length of border is chosen as the new guard and guarded border is updated

• Loop repeats until the entire border is guarded

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2-D AlgorithmSelecting the Guards

• One problematic case is sharp interior angles

• A “disproportionately large” number of guards may be needed and hard to place

• Incremental loop can be terminated

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2-D AlgorithmConnecting the Guards

• Basically, find an order to connect guards out of a possible n! orders

• Connect guards using a graph algorithm

• In this manner, the problem becomes a “traveling salesman problem”

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2-D AlgorithmConnecting the Guards

• Actually use an approximation to the TSP – pre-order walk of a Minimum Spanning Tree

• Applies in cases where the triangle inequality holds, which is the case for graphs in R2 and R3 (which our graph of guards is)

• Path length is bounded by 2X actual TSP for complete graphs

• If workspace is connected, then the graph is complete (for an inspection path to exist, the space must be connected)

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2-D AlgorithmConnecting the Guards

• Shortest Paths Graph (SPG)– One node for each guard– One edge for each pair of guards– Weight is assigned to each edge (i,j) that is

equal to the shortest collision-free path from point i to j

– May be straight line or more complex

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SPG - Guard locations are nodes

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2-D AlgorithmConnecting the Guards

• Shortest path between two points is done by constructing and searching another graph, the workspace-guard roadmap

• Workspace-guard roadmap has one node for each vertex on dW and one node for each guard

• Has an edge between a pair of nodes i and j if and only if it is collision-free

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SPG - Add nodes at vertices

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SPG - Add edges

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Use MST for short path

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2-D AlgorithmConnecting the Guards

• Complete graph has n2 edges, but we can use a shortcut

• Only connect close points, by dividing workspace into rectangular grid

• About 10 nodes per cell

• Connection is made with a moving 3X3 window

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2-D AlgorithmConnecting the Guards

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2-D AlgorithmNote

• The default is to inspect the interior

• To inspect an exterior, surround entire workspace with a rectangle and mark it guarded

W

W

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2-D AlgorithmExperimental Results

• Most computing time spent creating visibility polygons

Guard GuardSelection Connection

Figure # Edges Time (s) Time (s)1 9 0.55 0.072 36 4.74 1.023 1026 729.79 328.13

Figure 1 Figure 2

Figure 3

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3-D Algorithm

• Necessary for real workspaces

• Algorithm is very similar

• Difficulty – computing visibility polyhedrons in 3-D instead of visibility polygons in 2-D

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3-D AlgorithmSelecting the Guards

• Visual constraints remain simple

• Two steps will require visibility volumes– Determining a sampling region– Determining what surfaces a sampled point can

see

• However, explicitly computing visibility polyhedron can be avoided

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3-D AlgorithmSelecting the Guards

• Determining sampling region utilizes constraint sphere and cone– Compute the intersection of these– Randomly sample this region and test if point is

valid

• Both of these are much easier than computing a visibility polyhedron

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3-D AlgorithmSelecting the Guards

• Once points are sampled, need to:– Determine what surfaces can be seen by them– Subtract already guarded surfaces

• Use a front to back checking method, clipping each additional surface with the previous ones

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3-D AlgorithmSelecting the Guards

Front

Back

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3-D AlgorithmSelecting the Guards

• Complications– Need a way of defining order– Resolving circular problems– Selecting adequate data structure

• Binary Space Partitioning Tree for defining front to back order

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3-D AlgorithmConnecting the Guards

• No analog to creating the optimal shortest paths as in 2-D

• Shortest path is most likely not around vertices• Instead of augmenting guard roadmap with

workspace vertices, random planner is used

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3-D AlgorithmPreliminary Results

Two Cubes20 Seconds

Four Cubes & Three Tetrahedra143 Seconds

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Future Work

• Considering dynamics in “path goodness” criteria

• Visiting areas rather than points

• Considering non-omnidirectional cameras