The Path-Planning problem is a basic issue in mobile robotics, in order to allow the robots to solve more complex tasks, for example, an exploration assignment in which the distance given by the planner is taken as a utility measure. Among the different proposed approaches, algorithms based on an exact cell decomposition of the environment are very popular. In this paper, we present a new algorithm for universal path planning in cell decomposition, using a raster scan method for computing the Exact Euclidean Distance Transform (EEDT) for each cell in the map. Our algorithm computes, for every cell in the map, the point sequence to the goal. For each sequence, the sub-goals are selected near to the vertices of the obstacles, reducing the total distance to the goal without post processing. At the end, we obtain a smooth path up to the goal without the need for post-processing. The paths are computed by visibility verification among the cells, exploiting the processing performed in the neighbouring cells.
Distance transform (DT) and Voronoi diagrams (VDs) have found many applications in image analysis. Euclidean distance transform (EDT) can generate forms that do not vary with the rotation, because it is radially symmetrical, which is a desirable characteristic in distance transform applications. Recently, parallel architectures have been very accessible and, particularly, GPU-based architectures are very promising due to their high performance, low power consumption and affordable prices. In this paper, a new parallel algorithm is proposed for the computation of a Euclidean distance map and Voronoi diagram of a binary image that mixes CUDA multi-thread parallel image processing with a raster propagation of distance information over small fragments of the image. The basic idea is to exploit the throughput and the latency in each level of memory in the NVIDIA GPU; the image is set in the global memory, and can be accessed via texture memory, and we divide the problem into blocks of threads. For each block we copy a portion of the image and each thread applies a raster scan-based algorithm to a tile of pixels. Experiment results exhibit that our proposed GPU algorithm can improve the efficiency of the Euclidean distance transform in most cases, obtaining speedup factors that even reach 3.193.
We present a comparative study of probabilistic logic factored Markov decision processes (PL-fMDPs), classification and regression trees (CART), and multilayer perceptrons (MLPs) for behavior selection in self-driving cars. While CART and MLPs are widely used in decision-making, PL-fMDPs have been recently proposed for autonomous behavior selection with promising results. We carried out three main tests to evaluate these models: (i) learning and testing with examples taken from a simulated self-driving vehicle in a race-like scenario, (ii) comparison with actions of human drivers, and (iii) navigation of a self-driving car in two adverse and unknown road scenarios. In the first and third tests, CART slightly outperformed MLPs, and both narrowly surpassed PL-fMDPs. However, PL-fMDPs showed noticeably better alignment with the decisions of human drivers in the second test, at the cost of increased learning and testing time. The results demonstrate the competitiveness of all three approaches, although the definitive superiority of any one model was not observed across all evaluation contexts. This reinforces the need to explore hybrid approaches that combine symbolic, probabilistic, and connectionist models to leverage their respective strengths and mitigate their limitations for autonomous driving in self-driving cars.
Estimating position and orientation (pose) of an object in real time constitutes an important issue for vision-based control of robots. In this paper, we present a nonlinear controller design based on vision and its application in a quadrotor. Experiment results show good performance of the proposed controller using “real-time” optical flow and image processing.
Insects are good examples of ground locomotion because they can adapt their gait pattern to propel them in any direction, over uneven terrain, in a stable manner. Nevertheless, replicating such locomotion skills to a legged robot is not a straightforward task. Different approaches have been proposed to synthesize the gait patterns for these robots; each approach exhibits different restrictions, advantages, and priorities. For the purpose of this document, we have classified gait pattern generators for multi-legged robots into three categories: precomputed, heuristic, and bio-inspired approaches. Precomputed approaches rely on a set of precalculated motion patterns obtained from geometric and/or kinematic models that are performed repeatedly whenever necessary and that cannot be modified on-the-fly to adapt to the terrain changes. On the other hand, heuristic and bio-inspired approaches offer on-line adaptability, but parameter-tuning and heading control can be difficult. In this document, we present the K3P algorithm, a real-time kinematic gait pattern generator conceived to command a legged robot. In contrast to other approaches, K3P enables the robot to adapt its gait to follow an arbitrary trajectory, at an arbitrary speed, over uneven terrain. No precomputed motions for the legs are required; instead, K3P modifies the motion of all mechanical joints to propel the body of the robot in the desired direction, maintaining a tripod stability at all times. In this paper, all the specific details of the aforementioned algorithm are presented, as well as different simulation results that validate its characteristics.