Obstacle Avoidance
Obstacle Avoidance
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INTRODUCTION
As the robot moves around, range readings are taken and projected into
the Certainty Grid, as explained above. Simultaneously, the algorithm scans a
small square window of the grid. The size of the window is 33x33 cells (i.e.,
3.30x3.30m) and its location is such that the robot is always at its centre.
Each occupied cell inside the window applies a repulsive force to the
robot, "pushing" the robot away from the cell. The magnitude of this force is
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(-) is a specially defined operator for two operands, and (in degrees), and is
used in the form c = (-). The result, c (in degrees), is the shortest rotational
difference between and therefore, c is always in the range -180 < c < 180.
other hand, occur at random and therefore produce mostly isolated cells with
low certainty values. Summation of repulsive forces from occupied cells (Eq.
2) makes the robot highly responsive to clusters of filled cells, while almost
completely ignoring isolated cells.
2. The VFF method does not require the robot to stop for data acquisition
and evaluation, or for corner negotiation (as in the cases reported in
[6,8,9,11,12,19]). Except for the artificially introduced effect of
damping (see discussion in Section 3.1), the VFF method allows the
robot to negotiate all obstacles while it travels at up to its maximum
velocity.
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3. Updating the grid-map with sensor information and using the grid-map
for navigation is two independent tasks that are performed
asynchronously, each at its optimal pace. The edge detection method, by
contrast, requires the following activities to be performed in sequence:
detect an obstacle, stop the robot, measure the obstacle (find its edges),
recalculate path, and resume motion.
4. The grid representation for obstacles lends itself easily to the integration
of data from groups of similar, as well as from different types of sensors
(such as vision, touch, and proximity), in addition to data from previous
runs or from pre-programmed stationary obstacles (such as walls).
DYNAMIC MOTION ENHANCEMENTS FOR ROBOTS RUNNING AT
HIGH SPEEDS
The effect of this damping method is that the robot experiences the repulsive
forces at their full magnitude, as it approaches the obstacle frontally (with -cos
=1). As the robot turns toward a direction alongside the obstacle’s boundary,
the repulsive forces are weakened by the factor 0.75*cosθ , and will be at
their minimum value when the robot runs parallel to the boundary. Notice that
setting w=0 is undesirable, since the robot will eventually run into an obstacle
as it approaches it at a very small angle.
Careful examination of Eq. 8 reveals the fact that the damped sum of
repulsive forces, F' may become negative (thereby actually attracting the
robot), as the robot moves away from the obstacle (and cos >0). We found the
attraction-effect to improve damping and reduce oscillatory motion.
The intuitive way to control the speed of a mobile robot in the VFF
environment is to set it proportional to the magnitude of the sum of all forces,
. Thus, if the path was clear, the robot would be subjected only to
the target force and would move toward the target, at its maximum speed.
Repulsive forces from obstacles, naturally opposed to the direction of F t (with
disregard to the damping effect discussed above), would reduce the magnitude
of the resultant R, thereby effectively reducing the robot’s speed in the
presence of obstacles. However, we have found that the overall performance
can be substantially improved by setting the speed command proportional to
cos (see Eq. 9). This function is given by:
With this function, the robot still runs at its maximum speed if no
obstacles are present. However, in the presence of obstacles, speed is reduced
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only if the robot is heading toward the obstacle (or away from it), thus creating
an additional damping effect. If, however, the robot moved alongside an
obstacle boundary, its speed is almost not reduced at all and it moves at its
maximum speed, thereby greatly reducing the overall travel-time.
Fig. 2b shows the joint effect of both damping measures on the resulting
path.
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One problem inherent to the basic VFF method is the possibility for the
robot to get "Trapped." This situation may occur when the robot runs into a
dead end (e.g., inside a U shaped obstacle). Traps can be created by a variety of
different obstacle configurations, and different types of traps can be
distinguished. This section presents a comprehensive set of heuristic rules to
recover from different trap conditions. Chattergy [10] presented some heuristic
local path planning solutions for various obstacle configurations (and trap
conditions), based on distance measurements to the obstacle. While his
approach to recovery from a single trap is similar to ours (through wall-
following, see discussion below), his solution to the problem of multiple traps
differs completely from ours. Also, Chattergy offers no solution to the inside-
wall problem (as discussed in section 4.2).
follow that wall indefinitely, since the condition for exiting WFM
will not be satisfied.
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rotates on the spot until its heading is directed toward the target again, and
resumes motion in
VFF mode.
Fig. 8 shows a run of the robot with actual ultrasonic data, obtained in
real-time during the robot’s motion. Partitions were set up in the lab such as to
resemble the simulated obstacles in Fig. 3. The robot ran at a maximum speed
of 0.78 m/sec and achieved an average speed of 0.53 m/sec. The maximal
range for the sensors was set to 2 m, which is why only part of the rightmost
wall is shown, whereas the rear wall and most of the leftmost wall remained
undetected.
Each dot in Fig. 8 represents one cell in the Certainty Grid. In our
current implementation Certainty Values (CVs) range only from 0 to 3. CV = 0
means no sensor reading has been projected into the cell during the run (no dot
at all). CV = 1 (or CV = 2) means that one (or two) readings have been
projected into the cell, and this is shown in Fig. 8 with dots comprising of 1 (or
2) pixels. CV = 3 means that 3 or more readings have been projected into the
same cell, and this is represented by a 4-pixel dot in Fig. 8.
CONCLUSIONS
A comprehensive obstacle avoidance approach for fast-running mobile
robots, denoted as the VFF method, has been developed and tested on our
experimental mobile robot CARMEL. The VFF method is based on the
following principles:
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