Coverage path planning (CPP) is a field of study which objective is to find a path that covers every point of a certain area of interest. Recently, the use of Unmanned Aerial Vehicles (UAVs) has become more proficient in various applications such as surveillance, terrain coverage, mapping, natural disaster tracking, transport, and others. The aim of this paper is to design efficient coverage path planning collision-avoidance capable algorithms for single or multi UAV systems in cluttered urban environments. Two algorithms are developed and explored: one of them plans paths to cover a target zone delimited by a given perimeter with predefined coverage height and bandwidth, using a boustrophedon flight pattern, while the other proposed algorithm follows a set of predefined viewpoints, calculating a smooth path that ensures that the UAVs pass over the objectives. Both algorithms have been developed for a scalable number of UAVs, which fly in a triangular deformable leader-follower formation with the leader at its front. In the case of an even number of UAVs, there is no leader at the front of the formation and a virtual leader is used to plan the paths of the followers. The presented algorithms also have collision avoidance capabilities, powered by the Fast Marching Square algorithm. These algorithms are tested in various simulated urban and cluttered environments, and they prove capable of providing safe and smooth paths for the UAV formation in urban environments.
Multi-UAV systems are attracting, especially in the last decade, the attention of researchers and companies of very different fields due to the great interest in developing systems capable of operating in a coordinated manner in complex scenarios and to cover and speed up applications that can be dangerous or tedious for people: search and rescue tasks, inspection of facilities, delivery of goods, surveillance, etc. Inspired by these needs, this work aims to design, implement and analyze a trajectory planning and collision avoidance strategy for multi-UAV systems in 3D environments. For this purpose, a study of the existing techniques for both problems is carried out and an innovative strategy based on Fast Marching Square—for the planning phase—and a simple priority-based speed control—as the method for conflict resolution—is proposed, together with prevention measures designed to try to limit and reduce the greatest number of conflicting situations that may occur between vehicles while they carry out their missions in a simulated 3D urban environment. The performance of the algorithm is evaluated successfully on the basis of certain conveniently chosen statistical measures that are collected throughout the simulation runs.
This paper presents a new approach for geometrically constrained path planning applied to the field of robotic grasping. The method proposed in this paper is based on the Fast Marching Square (FM $\, ^2$ ) and a path calculation approach based on an optimization evolutionary filter named Differential Evolution (DE). The geometric restrictions caused by the link lengths of the kinematic chain composed by the robot arm and hand are introduced in the path calculation phase. This phase uses both the funnel potential of the surroundings created with FM $\, ^2$ and the kinematic constraints of the robot as cost functions to be minimized by the evolutionary filter. The use of an optimization filter allows for a near-optimal solution that satisfies the kinematic restrictions, while preserving the characteristics of a path computed with FM $\, ^2$ . The proposed method is tested in a simulation using a robot composed by a mobile base with two arms.
The advancement of robotics in recent years has driven the growth of robotic applications for more complex tasks requiring manipulation capabilities. Recent works have focused on adapting learning methods to manipulation applications which are stochastic and may not converge. In this paper, a kinesthetic learning method based on fast marching square is presented. This method poses great advantages such as ensuring convergence and is based on learning from the experience of a human demonstrator. For this purpose, the demonstrator teaches paths by physically guiding one of the UR3 arms of a mobile manipulator. After this first phase, the fast marching Learning method is used to make the robot learn from this experience. As a novelty, an auto-learning functionality is presented, which provides the kinesthetic learning algorithm with an exploration capacity. The base of this algorithm is not only using the information provided by the taught trajectories, but also expanding its ability in order to explore unknown states of the environment. The effectiveness of the proposed method has been evaluated through simulations in 2D and 3D environments and in a real mobile manipulator. The learning process is analyzed with other 2D learning approaches using the LASA dataset and it is tested in complex 3D scenarios with different obstacles, proving its effectiveness.
1 December 2023 in IEEE Transactions on Intelligent Transportation Systems
Swarms composed of multiple unmanned aerial vehicles (UAVs) are emerging as a key tool in various application fields including aerial surveillance, urban search and rescue, and package delivery. In this context, trajectory planning remains one of the principal concerns regarding complex robotic applications. This paper proposes a 4D path planning algorithm based on the Fast Marching Square (FM $^2$ ) method for multi-UAV teams in high-dimensional 3D environments with multiple obstacles. The 4D-FM $^2$ algorithm integrates a time-dependent speed function within the Fast Marching (FM) framework. The proposed algorithm was tested in a simulated urban scenario and results demonstrate that the algorithm effectively plans safe, optimal solutions to the shortest path problem for UAVs while avoiding obstacles and other drones, even in complex situations. Additionally, the algorithm excels in providing smooth speed profiles for the vehicles. Furthermore, the study also successfully evaluated the effect of various implementation parameters on the algorithm’s outcome, such as the number of concurrent missions and the velocity of the vehicles. Moreover, computational time was kept within acceptable limits, and the method demonstrated overall good performance in terms of air traffic flow. The main contribution of this work is the introduction of a novel 4D trajectory planning algorithm that implicitly incorporates UAV movement and speed and hence the spatio-temporal realization of the path during the planning phase, leveraging the light propagation phenomenon. This approach efficiently addresses the presence of other UAVs and environmental obstacles, thereby preventing collisions and avoiding unnecessary airspace blockages.
In this paper, we propose a coverage method for the search of lost targets or debris on the ocean surface. The OSCAR data set is used to determine the marine currents and the differential evolution genetic filter is used to optimize the sweep direction of the lawnmower coverage and get the sweep angle for the maximum probability of containment. The position of the target is determined by a particle filter, where the particles are moved by the ocean currents and the final probabilistic distribution is obtained by fitting the particle positions to a Gaussian probability distribution. The differential evolution algorithm is then used to optimize the sweep direction that covers the highest probability of containment cells before the less probable ones. The algorithm is tested with a variety of parameters of the differential evolution algorithm and compared to other popular optimization algorithms.