Sampling-based Motion Planners (SMPs) have become increasingly popular as they provide collision-free path solutions regardless of obstacle geometry in a given environment. However, their computational complexity increases significantly with the dimensionality of the motion planning problem. Adaptive sampling is one of the ways to speed up SMPs by sampling a particular region of a configuration space that is more likely to contain an optimal path solution. Although there are a wide variety of algorithms for adaptive sampling, they rely on hand-crafted heuristics; furthermore, their performance decreases significantly in high-dimensional spaces. In this paper, we present a neural network-based adaptive sampler for motion planning called Deep Sampling-based Motion Planner (DeepSMP). DeepSMP generates samples for SMPs and enhances their overall speed significantly while exhibiting efficient scalability to higher-dimensional problems. DeepSMP's neural architecture comprises of a Contractive AutoEncoder which encodes given workspaces directly from a raw point cloud data, and a Dropout-based stochastic deep feedforward neural network which takes the workspace encoding, start and goal configuration, and iteratively generates feasible samples for SMPs to compute end-to-end collision-free optimal paths. DeepSMP is not only consistently computationally efficient in all tested environments but has also shown remarkable generalization to completely unseen environments. We evaluate DeepSMP on multiple planning problems including planning of a point-mass robot, rigid-body, 6-link robotic manipulator in various 2D and 3D environments. The results show that on average our method is at least 7 times faster in point-mass and rigid-body case and about 28 times faster in 6-link robot case than the existing state-of-the-art.
@cite_3 proposed the Informed-RRT* algorithm which takes an initial solution from RRT* algorithm to define an ellipsoidal region from which new samples are drawn to minimize the initial solution for a given cost function. Although Informed-RRT* demonstrated enhanced convergence towards an optimal solution, this method suffers in situations where finding an initial path solution takes most of the computation time. To address this limitation, proposed Batch Informed Trees (BIT*) @cite_16 . BIT* is an incremental graph search technique where an ellipsoidal subset, containing configurations to update the graph, is incrementally enlarged. BIT* is shown empirically to outperform prior methods such as RRT* and Informed-RRT*. However, confining a graph search to ellipsoidal region slows down the performance of an algorithm in maze-like scenarios especially where the start and goal configurations are very close to each other, but the path among them traverses a complicated maze stretching waypoints far away from the goal. Furthermore, such a method would not translate to non-stationary environments or unseen environments.
@cite_16 @cite_3
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During the last decade, incremental sampling-based motion planning algorithms, such as the Rapidly-exploring Random Trees (RRTs), have been shown to work well in practice and to possess theoretical guarantees such as probabilistic completeness. However, no theoretical bounds on the quality of the solution obtained by these algorithms, e.g., in terms of a given cost function, have been established so far. The purpose of this paper is to fill this gap, by designing efficient incremental samplingbased algorithms with provable optimality properties. The first contribution of this paper is a negative result: it is proven that, under mild technical conditions, the cost of the best path returned by RRT converges almost surely to a non-optimal value, as the number of samples increases. Second, a new algorithm is considered, called the Rapidly-exploring Random Graph (RRG), and it is shown that the cost of the best path returned by RRG converges to the optimum almost surely. Third, a tree version of RRG is introduced, called RRT∗, which preserves the asymptotic optimality of RRG while maintaining a tree structure like RRT. The analysis of the new algorithms hinges on novel connections between sampling-based motion planning algorithms and the theory of random geometric graphs. In terms of computational complexity, it is shown that the number of simple operations required by both the RRG and RRT∗ algorithms is asymptotically within a constant factor of that required by RRT. Rapidly-exploring random trees (RRTs) are pop- ular in motion planning because they find solutions efficiently to single-query problems. Optimal RRTs (RRT*s) extend RRTs to the problem of finding the optimal solution, but in doing so asymptotically find the optimal path from the initial state to every state in the planning domain. This behaviour is not only inefficient but also inconsistent with their single-query nature. For problems seeking to minimize path length, the subset of states that can improve a solution can be described by a prolate hyperspheroid. We show that unless this subset is sam- pled directly, the probability of improving a solution becomes arbitrarily small in large worlds or high state dimensions. In this paper, we present an exact method to focus the search by directly sampling this subset. The advantages of the presented sampling technique are demonstrated with a new algorithm, Informed RRT*. This method retains the same probabilistic guarantees on complete- ness and optimality as RRT* while improving the convergence rate and final solution quality. We present the algorithm as a simple modification to RRT* that could be further extended by more advanced path-planning algorithms. We show exper- imentally that it outperforms RRT* in rate of convergence, final solution cost, and ability to find difficult passages while demonstrating less dependence on the state dimension and range of the planning problem. In this paper we present a novel probabilistic sampling-based motion planning algorithm called the Fast Marching Tree algorithm FMT*. The algorithm is specifically aimed at solving complex motion planning problems in high-dimensional configuration spaces. This algorithm is proven to be asymptotically optimal and is shown to converge to an optimal solution faster than its state-of-the-art counterparts, chiefly PRM* and RRT*. The FMT* algorithm performs a 'lazy' dynamic programming recursion on a predetermined number of probabilistically drawn samples to grow a tree of paths, which moves steadily outward in cost-to-arrive space. As such, this algorithm combines features of both single-query algorithms chiefly RRT and multiple-query algorithms chiefly PRM, and is reminiscent of the Fast Marching Method for the solution of Eikonal equations. As a departure from previous analysis approaches that are based on the notion of almost sure convergence, the FMT* algorithm is analyzed under the notion of convergence in probability: the extra mathematical flexibility of this approach allows for convergence rate bounds-the first in the field of optimal sampling-based motion planning. Specifically, for a certain selection of tuning parameters and configuration spaces, we obtain a convergence rate bound of order On −1 d+? , where n is the number of sampled points, d is the dimension of the configuration space, and ? is an arbitrarily small constant. We go on to demonstrate asymptotic optimality for a number of variations on FMT*, namely when the configuration space is sampled non-uniformly, when the cost is not arc length, and when connections are made based on the number of nearest neighbors instead of a fixed connection radius. Numerical experiments over a range of dimensions and obstacle configurations confirm our theoretical and heuristic arguments by showing that FMT*, for a given execution time, returns substantially better solutions than either PRM* or RRT*, especially in high-dimensional configuration spaces and in scenarios where collision-checking is expensive. We present ( RRT^ X ), the first asymptotically optimal sampling-based motion planning algorithm for real-time navigation in dynamic environments (containing obstacles that unpredictably appear, disappear, and move). Whenever obstacle changes are observed, e.g., by onboard sensors, a graph rewiring cascade quickly updates the search-graph and repairs its shortest-path -to-goal subtree. Both graph and tree are built directly in the robot’s state space, respect the kinematics of the robot, and continue to improve during navigation. ( RRT^ X ) is also competitive in static environments—where it has the same amortized per iteration runtime as RRT and RRT* ( ( n ) ) and is faster than RRT# ( ( ^2 n ) ). In order to achieve (O ( n ) ) iteration time, each node maintains a set of (O ( n ) ) expected neighbors, and the search graph maintains ( )-consistency for a predefined ( ). Abstract Rapidly-exploring Random Tree star (RRT*) has recently gained immense popularity in the motion planning community as it provides a probabilistically complete and asymptotically optimal solution without requiring the complete information of the obstacle space. In spite of all of its advantages, RRT* converges to optimal solution very slowly. Hence to improve the convergence rate, its bidirectional variants were introduced, the Bi-directional RRT* (B-RRT*) and Intelligent Bi-directional RRT* (IB-RRT*). However, as both variants perform pure exploration, they tend to suffer in highly cluttered environments. In order to overcome these limitations we introduce a new concept of potentially guided bidirectional trees in our proposed Potentially Guided Intelligent Bi-directional RRT* (PIB-RRT*) and Potentially Guided Bi-directional RRT* (PB-RRT*). The proposed algorithms greatly improve the convergence rate and have a more efficient memory utilization. Theoretical and experimental evaluation of the proposed algorithms have been made and compared to the latest state of the art motion planning algorithms under different challenging environmental conditions and have proven their remarkable improvement in efficiency and convergence rate. Sampling-based algorithms such as the Rapidly-exploring Random Tree (RRT) have been recently proposed as an effective approach to computationally hard motion planning problem. However, while the RRT algorithm is known to be able to find a feasible solution quickly, there are no guarantees on the quality of such solution, e.g., with respect to a given cost functional. To address this limitation, the authors recently proposed a new algorithm, called RRT*, which ensures asymptotic optimality, i.e., almost sure convergence of the solution returned by the algorithm to an optimal solution, while maintaining the same properties of the standard RRT algorithm, both in terms of computation of feasible solutions, and of computational complexity. In this paper, the RRT* algorithm is extended to deal with differential constraints. A sufficient condition for asymptotic optimality is provided. It is shown that the RRT* algorithm equipped with any local steering procedure that satisfies this condition converges to an optimal solution almost surely. In particular, simple local steering procedures are provided for a Dubins' vehicle as well as a double integrator. Simulation examples are also provided for these systems comparing the RRT and the RRT* algorithms. The Rapidly-exploring Random Tree (RRT) algorithm, based on incremental sampling, efficiently computes motion plans. Although the RRT algorithm quickly produces candidate feasible solutions, it tends to converge to a solution that is far from optimal. Practical applications favor “anytime” algorithms that quickly identify an initial feasible plan, then, given more computation time available during plan execution, improve the plan toward an optimal solution. This paper describes an anytime algorithm based on the RRT* which (like the RRT) finds an initial feasible solution quickly, but (unlike the RRT) almost surely converges to an optimal solution. We present two key extensions to the RRT*, committed trajectories and branch-and-bound tree adaptation, that together enable the algorithm to make more efficient use of computation time online, resulting in an anytime algorithm for real-time implementation. We evaluate the method using a series of Monte Carlo runs in a high-fidelity simulation environment, and compare the operation of the RRT and RRT* methods. We also demonstrate experimental results for an outdoor wheeled Incremental sampling-based motion planning algorithms such as the Rapidly-exploring Random Trees (RRTs) have been successful in efficiently solving computationally challenging motion planning problems involving complex dynamical systems. A recently proposed algorithm, called the RRT*, also provides asymptotic optimality guarantees, i.e., almost-sure convergence to optimal trajectories (which the RRT algorithm lacked) while maintaining the computational efficiency of the RRT algorithm. In this paper, time-optimal maneuvers for a high-speed off-road vehicle taking tight turns on a loose surface are studied using the RRT* algorithm. Our simulation results show that the aggressive skidding maneuver, usually called the trail-braking maneuver, naturally emerges from the RRT* algorithm as the minimum-time trajectory. Along the way, we extend the RRT* algorithm to handle complex dynamical systems, such as those that are described by nonlinear differential equations and involve high-dimensional state spaces, which may be of independent interest. We also exploit the RRT* as an anytime computation framework for nonlinear optimization problems. Abstract The sampling-based motion planning algorithm known as Rapidly-exploring Random Trees (RRT) has gained the attention of many researchers due to their computational efficiency and effectiveness. Recently, a variant of RRT called RRT* has been proposed that ensures asymptotic optimality. Subsequently its bidirectional version has also been introduced in the literature known as Bidirectional-RRT* (B-RRT*). We introduce a new variant called Intelligent Bidirectional-RRT* (IB-RRT*) which is an improved variant of the optimal RRT* and bidirectional version of RRT* (B-RRT*) algorithms and is specially designed for complex cluttered environments. IB-RRT* utilizes the bidirectional trees approach and introduces intelligent sample insertion heuristic for fast convergence to the optimal path solution using uniform sampling heuristics. The proposed algorithm is evaluated theoretically and experimental results are presented that compares IB-RRT* with RRT* and B-RRT*. Moreover, experimental results demonstrate the superior efficiency of IB-RRT* in comparison with RRT* and B-RRT in complex cluttered environments. In this paper, we present Batch Informed Trees (BIT*), a planning algorithm based on unifying graph- and sampling-based planning techniques. By recognizing that a set of samples describes an implicit random geometric graph (RGG), we are able to combine the efficient ordered nature of graph-based techniques, such as A*, with the anytime scalability of sampling-based algorithms, such as Rapidly-exploring Random Trees (RRT). The RRT* algorithm has efficiently extended Rapidly-exploring Random Trees (RRTs) to endow it with asymptotic optimality. We propose Goal-Rooted Feedback Motion Trees (GR-FMTs) that honor state input constraints and generate collision-free feedback policies. Given analytic solutions for optimal local steering, GR-FMTs obtain and realize safe, dynamically feasible, and asymptotically optimal trajectories toward goals. Second, for controllable linear systems with linear state input constraints, we propose a fast method for local steering, based on polynomial basis functions and segmentation. GR-FMTs with the method obtain and realize trajectories that are collision-free, dynamically feasible under constraints, and asymptotically optimal within a set we define. The formulation includes linear or quadratic programming of small sizes, where constraints are identified by root-finding in low or medium order of polynomials and added progressively. Rapidly-exploring Random Tree star (RRT*) is a recently proposed extension of Rapidly-exploring Random Tree (RRT) algorithm that provides a collision-free, asymptotically optimal path regardless of obstacles geometry in a given environment. However, one of the limitation in the RRT* algorithm is slow convergence to optimal path solution. As a result it consumes high memory as well as time due to the large number of iterations utilised in achieving optimal path solution. To overcome these limitations, we propose the potential function based-RRT* that incorporates the artificial potential field algorithm in RRT*. The proposed algorithm allows a considerable decrease in the number of iterations and thus leads to more efficient memory utilization and an accelerated convergence rate. In order to illustrate the usefulness of the proposed algorithm in terms of space execution and convergence rate, this paper presents rigorous simulation based comparisons between the proposed techniques and RRT* under different environmental conditions. Moreover, both algorithms are also tested and compared under non-holonomic differential constraints. During the last decade, sampling-based path planning algorithms, such as probabilistic roadmaps (PRM) and rapidly exploring random trees (RRT), have been shown to work well in practice and possess theoretical guarantees such as probabilistic completeness. However, little effort has been devoted to the formal analysis of the quality of the solution returned by such algorithms, e.g. as a function of the number of samples. The purpose of this paper is to fill this gap, by rigorously analyzing the asymptotic behavior of the cost of the solution returned by stochastic sampling-based algorithms as the number of samples increases. A number of negative results are provided, characterizing existing algorithms, e.g. showing that, under mild technical conditions, the cost of the solution returned by broadly used sampling-based algorithms converges almost surely to a non-optimal value. The main contribution of the paper is the introduction of new algorithms, namely, PRM* and RRT*, which are provably asymptotically optimal, i.e. such that the cost of the returned solution converges almost surely to the optimum. Moreover, it is shown that the computational complexity of the new algorithms is within a constant factor of that of their probabilistically complete (but not asymptotically optimal) counterparts. The analysis in this paper hinges on novel connections between stochastic sampling-based path planning algorithms and the theory of random geometric graphs. Path planning in complicated 3D environments with narrow passages and rooms is a challenging problem, which is usually time consuming for geometric searching methods or incomplete for sampling-based methods. Focusing on these issues, this paper presents a new algorithm named 2D Voronoi-based Random Tree which combines the completeness of the voronoi diagram based 2D path searching methods and the efficiency of sampling based path planning methods. In this method, 2D voronoi diagram is created and used to guide the growth of random trees in complicated 3D environments. In each iteration of random trees growth, a new node on voronoi edges is selected by moving forward to the target with a fix step length along edges. And then, the 3D particles are distributed locally around this node and be selected according to a cost function for the random trees growth. By doing so, this method can find a valid path in complicated 3D environments with narrow passages and rooms while improving its efficiency and completeness. To demonstrate its effectiveness, efficiency and robustness, the proposed method is examined and compared with RRT algorithm in various practical complex 3D environments. In (2015), we proposed a graph-based formulation that links and clusters person hypotheses over time by solving a minimum cost subgraph multicut problem. In this paper, we modify and extend (2015) in three ways: (1) We introduce a novel local pairwise feature based on local appearance matching that is robust to partial occlusion and camera motion. (2) We perform extensive experiments to compare different pairwise potentials and to analyze the robustness of the tracking formulation. (3) We consider a plain multicut problem and remove outlying clusters from its solution. This allows us to employ an efficient primal feasible optimization algorithm that is not applicable to the subgraph multicut problem of (2015). Unlike the branch-and-cut algorithm used there, this efficient algorithm used here is applicable to long videos and many detections. Together with the novel pairwise feature, it eliminates the need for the intermediate tracklet representation of (2015). We demonstrate the effectiveness of our overall approach on the MOT16 benchmark ( 2016), achieving state-of-art performance. The Rapidly Exploring Random Tree Star (RRT*) is an extension of the Rapidly Exploring Random Tree path finding algorithm. RRT* guarantees an optimal, collision free path solution but is limited by slow convergence rates and inefficient memory utilization. This paper presents APGD-RRT*, a variant of RRT* which utilizes Artificial Potential Fields to improve RRT* performance, providing relatively better convergence rates. Simulation results under different environments between the proposed APGD-RRT* and RRT* algorithms demonstrate this marked improvement under various test environments. Sampling-based optimal planners, such as RRT*, almost-surely converge asymptotically to the optimal solution, but have provably slow convergence rates in high dimensions. This is because their commitment to finding the global optimum compels them to prioritize exploration of the entire problem domain even as its size grows exponentially. Optimization techniques, such as CHOMP, have fast convergence on these problems but only to local optima. This is because they are exploitative, prioritizing the immediate improvement of a path even though this may not find the global optimum of nonconvex cost functions. This paper presents a method for solving inverse mapping of a continuous function learned by a multilayer feedforward mapping network. The method is based on the iterative update of input vector toward a solution, while escaping from local minima. The input vector update is determined by the pseudo-inverse of the gradient of Lyapunov function, and, should an optimal solution be searched for, the projection of the gradient of a performance index on the null space of the gradient of Lyapunov function. The update rule is allowed to detect an input vector approaching local minima through a phenomenon called "update explosion". At or near local minima, the input vector is guided by an escape trajectory generated based on "global information", where global information is referred to here as predefined or known information on forward mapping; or the input vector is relocated to a new position based on the probability density function (PDF) constructed over the input vector space by Parzen estimate. The constructed PDF reflects the history of local minima detected during the search process, and represents the probability that a particular input vector can lead to a solution based on the update rule. The proposed method has a substantial advantage in computational complexity as well as convergence property over the conventional methods based on Jacobian pseudo-inverse or Jacobian transpose. > Manipulating multiple movable obstacles is a hard problem that involves searching high-dimensional C-spaces. A milestone method for this problem was able to compute solutions for monotone instances. These are problems where every object needs to be transferred at most once to achieve a desired arrangement. The method uses backtracking search to find the order with which objects should be moved. This paper first proposes an approximate but significantly faster alternative for monotone rearrangement instances. The method defines a dependency graph between objects given minimum constraint removal paths (MCR) to transfer each object to its target. From this graph, the approach discovers the order of moving objects by performing topological sorting without backtracking search. The approximation arises from the limitation to consider only MCR paths, which minimize, however, the number of conflicts between objects. To solve non-monotone instances, this primitive is incorporated in a higher-level incremental search algorithm for general rearrangement planning, which operates similar to Bi-RRT. Given a start and a goal object arrangement, tree structures of reachable new arrangements are generated by using the primitive as an expansion procedure. The integrated solution achieves probabilistic completeness for the general non-monotone case and based on simulated experiments it achieves very good success ratios, solution times and path quality relative to alternatives. The RRT* algorithm has recently been proposed as an optimal extension to the standard RRT algorithm [1]. However, like RRT, RRT* is difficult to apply in problems with complicated or underactuated dynamics because it requires the design of a two domain-specific extension heuristics: a distance metric and node extension method. We propose automatically deriving these two heuristics for RRT* by locally linearizing the domain dynamics and applying linear quadratic regulation (LQR). The resulting algorithm, LQR-RRT*, finds optimal plans in domains with complex or underactuated dynamics without requiring domain-specific design choices. We demonstrate its application in domains that are successively torque-limited, underactuated, and in belief space.