No Arabic abstract
Online state-time trajectory planning in highly dynamic environments remains an unsolved problem due to the unpredictable motions of moving obstacles and the curse of dimensionality from the state-time space. Existing state-time planners are typically implemented based on randomized sampling approaches or path searching on discretized state graph. The smoothness, path clearance, and planning efficiency of these planners are usually not satisfying. In this work, we propose a gradient-based planner over the state-time space for online trajectory generation in highly dynamic environments. To enable the gradient-based optimization, we propose a Timed-ESDT that supports distance and gradient queries with state-time keys. Based on the Timed-ESDT, we also define a smooth prior and an obstacle likelihood function that is compatible with the state-time space. The trajectory planning is then formulated to a MAP problem and solved by an efficient numerical optimizer. Moreover, to improve the optimality of the planner, we also define a state-time graph and then conduct path searching on it to find a better initialization for the optimizer. By integrating the graph searching, the planning quality is significantly improved. Experiment results on simulated and benchmark datasets show that our planner can outperform the state-of-the-art methods, demonstrating its significant advantages over the traditional ones.
This paper presents a search-based partial motion planner to generate dynamically feasible trajectories for car-like robots in highly dynamic environments. The planner searches for smooth, safe, and near-time-optimal trajectories by exploring a state graph built on motion primitives, which are generated by discretizing the time dimension and the control space. To enable fast online planning, we first propose an efficient path searching algorithm based on the aggregation and pruning of motion primitives. We then propose a fast collision checking algorithm that takes into account the motions of moving obstacles. The algorithm linearizes relative motions between the robot and obstacles and then checks collisions by comparing a point-line distance. Benefiting from the fast searching and collision checking algorithms, the planner can effectively and safely explore the state-time space to generate near-time-optimal solutions. The results through extensive experiments show that the proposed method can generate feasible trajectories within milliseconds while maintaining a higher success rate than up-to-date methods, which significantly demonstrates its advantages.
Motion planners for mobile robots in unknown environments face the challenge of simultaneously maintaining both robustness against unmodeled uncertainties and persistent feasibility of the trajectory-finding problem. That is, while dealing with uncertainties, a motion planner must update its trajectory, adapting to the newly revealed environment in real-time; failing to do so may involve unsafe circumstances. Many existing planning algorithms guarantee these by maintaining the clearance needed to perform an emergency brake, which is itself a robust and persistently feasible maneuver. However, such maneuvers are not applicable for systems in which braking is impossible or risky, such as fixed-wing aircraft. To that end, we propose a real-time robust planner that recursively guarantees persistent feasibility without any need of braking. The planner ensures robustness against bounded uncertainties and persistent feasibility by constructing a loop of sequentially composed funnels, starting from the receding horizon local trajectorys forward reachable set. We implement the proposed algorithm for a robotic car tracking a speed-fixed reference trajectory. The experiment results show that the proposed algorithm can be run at faster than 16 Hz, while successfully keeping the system away from entering any dead-end, to maintain safety and feasibility.
Safe UAV navigation is challenging due to the complex environment structures, dynamic obstacles, and uncertainties from measurement noises and unpredictable moving obstacle behaviors. Although plenty of recent works achieve safe navigation in complex static environments with sophisticated mapping algorithms, such as occupancy map and ESDF map, these methods cannot reliably handle dynamic environments due to the mapping limitation from moving obstacles. To address the limitation, this paper proposes a trajectory planning framework to achieve safe navigation considering complex static environments with dynamic obstacles. To reliably handle dynamic obstacles, we divide the environment representation into static mapping and dynamic object representation, which can be obtained from computer vision methods. Our framework first generates a static trajectory based on the proposed iterative corridor shrinking algorithm. Then, reactive chance-constrained model predictive control with temporal goal tracking is applied to avoid dynamic obstacles with uncertainties. The simulation results in various environments demonstrate the ability of our algorithm to navigate safely in complex static environments with dynamic obstacles.
Existing game-theoretic planning methods assume that the robot knows the objective functions of the other agents a priori while, in practical scenarios, this is rarely the case. This paper introduces LUCIDGames, an inverse optimal control algorithm that is able to estimate the other agents objective functions in real time, and incorporate those estimates online into a receding-horizon game-theoretic planner. LUCIDGames solves the inverse optimal control problem by recasting it in a recursive parameter-estimation framework. LUCIDGames uses an unscented Kalman filter (UKF) to iteratively update a Bayesian estimate of the other agents cost function parameters, improving that estimate online as more data is gathered from the other agents observed trajectories. The planner then takes account of the uncertainty in the Bayesian parameter estimates of other agents by planning a trajectory for the robot subject to uncertainty ellipse constraints. The algorithm assumes no explicit communication or coordination between the robot and the other agents in the environment. An MPC implementation of LUCIDGames demonstrates real-time performance on complex autonomous driving scenarios with an update frequency of 40 Hz. Empirical results demonstrate that LUCIDGames improves the robots performance over existing game-theoretic and traditional MPC planning approaches. Our implementation of LUCIDGames is available at https://github.com/RoboticExplorationLab/LUCIDGames.jl.
This paper presents PANTHER, a real-time perception-aware (PA) trajectory planner in dynamic environments. PANTHER plans trajectories that avoid dynamic obstacles while also keeping them in the sensor field of view (FOV) and minimizing the blur to aid in object tracking. The rotation and translation of the UAV are jointly optimized, which allows PANTHER to fully exploit the differential flatness of multirotors to maximize the PA objective. Real-time performance is achieved by implicitly imposing the underactuated constraint of the UAV through the Hopf fibration. PANTHER is able to keep the obstacles inside the FOV 7.4 and 1.4 times more than non-PA approaches and PA approaches that decouple translation and yaw, respectively. The projected velocity (and hence the blur) is reduced by 64% and 28%, respectively. This leads to success rates up to 3.3 times larger than state-of-the-art approaches in multi-obstacle avoidance scenarios. The MINVO basis is used to impose low-conservative collision avoidance constraints in position and velocity space. Finally, extensive hardware experiments in unknown dynamic environments with all the computation running onboard are presented, with velocities of up to 5.8 m/s, and with relative velocities (with respect to the obstacles) of up to 6.3 m/s. The only sensors used are an IMU, a forward-facing depth camera, and a downward-facing monocular camera.