skip to main content


Title: Hardness of Motion Planning with Obstacle Uncertainty in Two Dimensions
We consider the problem of motion planning in the presence of uncertain obstacles, modeled as polytopes with Gaussian-distributed faces (PGDFs). A number of practical algorithms exist for motion planning in the presence of known obstacles by constructing a graph in configuration space, then efficiently searching the graph to find a collision-free path. We show that such an exact algorithm is unlikely to be practical in the domain with uncertain obstacles. In particular, we show that safe 2D motion planning among PGDF obstacles is [Formula: see text]-hard with respect to the number of obstacles, and remains [Formula: see text]-hard after being restricted to a graph. Our reduction is based on a path encoding of MAXQHORNSAT and uses the risk of collision with an obstacle to encode variable assignments and literal satisfactions. This implies that, unlike in the known case, planning under uncertainty is hard, even when given a graph containing the solution. We further show by reduction from [Formula: see text]-SAT that both safe 3D motion planning among PGDF obstacles and the related minimum constraint removal problem remain [Formula: see text]-hard even when restricted to cases where each obstacle overlaps with at most a constant number of other obstacles.  more » « less
Award ID(s):
1763311
NSF-PAR ID:
10326294
Author(s) / Creator(s):
;
Date Published:
Journal Name:
The International Journal of Robotics Research
Volume:
40
Issue:
10-11
ISSN:
0278-3649
Page Range / eLocation ID:
1151 to 1166
Format(s):
Medium: X
Sponsoring Org:
National Science Foundation
More Like this
  1. null (Ed.)
    Abstract A novel, exact algorithm is presented to solve the path planning problem that involves finding the shortest collision-free path from a start to a goal point in a two-dimensional environment containing convex and non-convex obstacles. The proposed algorithm, which is called the shortest possible path (SPP) algorithm, constructs a network of lines connecting the vertices of the obstacles and the locations of the start and goal points which is smaller than the network generated by the visibility graph. Then it finds the shortest path from start to goal point within this network. The SPP algorithm generates a safe, smooth and obstacle-free path that has a desired distance from each obstacle. This algorithm is designed for environments that are populated sparsely with convex and nonconvex polygonal obstacles. It has the capability of eliminating some of the polygons that do not play any role in constructing the optimal path. It is proven that the SPP algorithm can find the optimal path in O(nn r2 ) time, where n is the number of vertices of all polygons and n ̓ is the number of vertices that are considered in constructing the path network (n ̓ ≤ n). The performance of the algorithm is evaluated relative to three major classes of algorithms: heuristic, probabilistic, and classic. Different benchmark scenarios are used to evaluate the performance of the algorithm relative to the first two classes of algorithms: GAMOPP (genetic algorithm for multi-objective path planning), a representative heuristic algorithm, as well as RRT (rapidly-exploring random tree) and PRM (probabilistic road map), two well-known probabilistic algorithms. Time complexity is known for classic algorithms, so the presented algorithm is compared analytically. 
    more » « less
  2. null (Ed.)
    Given two points s and t in the plane and a set of obstacles defined by closed curves, what is the minimum number of obstacles touched by a path connecting s and t? This is a fundamental and well-studied problem arising naturally in computational geometry, graph theory (under the names Min-Color Path and Minimum Label Path), wireless sensor networks (Barrier Resilience) and motion planning (Minimum Constraint Removal). It remains NP-hard even for very simple-shaped obstacles such as unit-length line segments. In this paper we give the first constant factor approximation algorithm for this problem, resolving an open problem of [Chan and Kirkpatrick, TCS, 2014] and [Bandyapadhyay et al., CGTA, 2020]. We also obtain a constant factor approximation for the Minimum Color Prize Collecting Steiner Forest where the goal is to connect multiple request pairs (s1, t1), . . . , (sk, tk) while minimizing the number of obstacles touched by any (si, ti) path plus a fixed cost of wi for each pair (si, ti) left disconnected. This generalizes the classic Steiner Forest and Prize-Collecting Steiner Forest problems on planar graphs, for which intricate PTASes are known. In contrast, no PTAS is possible for Min-Color Path even on planar graphs since the problem is known to be APX- hard [Eiben and Kanj, TALG, 2020]. Additionally, we show that generalizations of the problem to disconnected obstacles in the plane or connected obstacles in higher dimensions are strongly inapproximable assuming some well-known hardness conjectures. 
    more » « less
  3. This paper presents a hybrid online Partially Observable Markov Decision Process (POMDP) planning system that addresses the problem of autonomous navigation in the presence of multi-modal uncertainty introduced by other agents in the environment. As a particular example, we consider the problem of autonomous navigation in dense crowds of pedestrians and among obstacles. Popular approaches to this problem first generate a path using a complete planner (e.g., Hybrid A*) with ad-hoc assumptions about uncertainty, then use online tree-based POMDP solvers to reason about uncertainty with control over a limited aspect of the problem (i.e. speed along the path). We present a more capable and responsive real-time approach enabling the POMDP planner to control more degrees of freedom (e.g., both speed AND heading) to achieve more flexible and efficient solutions. This modification greatly extends the region of the state space that the POMDP planner must reason over, significantly increasing the importance of finding effective roll-out policies within the limited computational budget that real time control affords. Our key insight is to use multi-query motion planning techniques (e.g., Probabilistic Roadmaps or Fast Marching Method) as priors for rapidly generating efficient roll-out policies for every state that the POMDP planning tree might reach during its limited horizon search. Our proposed approach generates trajectories that are safe and significantly more efficient than the previous approach, even in densely crowded dynamic environments with long planning horizons. 
    more » « less
  4. We investigate the problem of recovering jointly [Formula: see text]-rank and [Formula: see text]-bisparse matrices from as few linear measurements as possible, considering arbitrary measurements as well as rank-one measurements. In both cases, we show that [Formula: see text] measurements make the recovery possible in theory, meaning via a nonpractical algorithm. In case of arbitrary measurements, we investigate the possibility of achieving practical recovery via an iterative-hard-thresholding algorithm when [Formula: see text] for some exponent [Formula: see text]. We show that this is feasible for [Formula: see text], and that the proposed analysis cannot cover the case [Formula: see text]. The precise value of the optimal exponent [Formula: see text] is the object of a question, raised but unresolved in this paper, about head projections for the jointly low-rank and bisparse structure. Some related questions are partially answered in passing. For rank-one measurements, we suggest on arcane grounds an iterative-hard-thresholding algorithm modified to exploit the nonstandard restricted isometry property obeyed by this type of measurements. 
    more » « less
  5. Worm-like robots have demonstrated great potential in navigating through environments requiring body shape deformation. Some examples include navigating within a network of pipes, crawling through rubble for search and rescue operations, and medical applications such as endoscopy and colonoscopy. In this work, we developed path planning optimization techniques and obstacle avoidance algorithms for the peristaltic method of locomotion of worm-like robots. Based on our previous path generation study using a modified rapidly exploring random tree (RRT), we have further introduced the Bézier curve to allow more path optimization flexibility. Using Bézier curves, the path planner can explore more areas and gain more flexibility to make the path smoother. We have calculated the obstacle avoidance limitations during turning tests for a six-segment robot with the developed path planning algorithm. Based on the results of our robot simulation, we determined a safe turning clearance distance with a six-body diameter between the robot and the obstacles. When the clearance is less than this value, additional methods such as backward locomotion may need to be applied for paths with high obstacle offset. Furthermore, for a worm-like robot, the paths of subsequent segments will be slightly different than the path of the head segment. Here, we show that as the number of segments increases, the differences between the head path and tail path increase, necessitating greater lateral clearance margins. 
    more » « less