Rapidly Exploring Random Tree
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Rapidly Exploring Random Tree
A rapidly exploring random tree (RRT) is an algorithm designed to efficiently search nonconvex, high-dimensional spaces by randomly building a space-filling tree. The tree is constructed incrementally from samples drawn randomly from the search space and is inherently biased to grow towards large unsearched areas of the problem. RRTs were developed by Steven M. LaValle and James J. Kuffner Jr. They easily handle problems with obstacles and differential constraints (nonholonomic and kinodynamic) and have been widely used in autonomous robotic motion planning. RRTs can be viewed as a technique to generate open-loop trajectories for nonlinear systems with state constraints. An RRT can also be considered as a Monte-Carlo method to bias search into the largest Voronoi regions of a graph in a configuration space. Some variations can even be considered stochastic fractals. RRTs can be used to compute approximate control policies to control high dimensional nonlinear systems with ...
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Algorithm
In mathematics and computer science, an algorithm () is a finite sequence of rigorous instructions, typically used to solve a class of specific Computational problem, problems or to perform a computation. Algorithms are used as specifications for performing calculations and data processing. More advanced algorithms can perform automated deductions (referred to as automated reasoning) and use mathematical and logical tests to divert the code execution through various routes (referred to as automated decision-making). Using human characteristics as descriptors of machines in metaphorical ways was already practiced by Alan Turing with terms such as "memory", "search" and "stimulus". In contrast, a Heuristic (computer science), heuristic is an approach to problem solving that may not be fully specified or may not guarantee correct or optimal results, especially in problem domains where there is no well-defined correct or optimal result. As an effective method, an algorithm ca ...
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Linear-quadratic Regulator Rapidly-exploring Random Tree
Linear-quadratic regulator rapidly exploring random tree (LQR-RRT) is a sampling based algorithm for kinodynamic planning. A solver is producing random actions which are forming a funnel in the state space. The generated tree is the action sequence which fulfills the cost function. The restriction is, that a prediction model, based on differential equations, is available to simulate a physical system. Motivation The control theory is using differential equations to describe complex physical systems like an inverted pendulum. A set of differential equations forms a physics engine which maps the control input to the state space of the system. The forward model is able to simulate the given domain. For example, if the user pushes a cart to the left, a pendulum mounted on the cart will react with a motion. The exact force is determined by newton's laws of motion. A solver, for example PID controllers and model predictive control, are able to bring the simulated system into a goal st ...
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Space-filling Tree
Space-filling trees are geometric constructions that are analogous to space-filling curves, but have a branching, tree-like structure and are rooted. A space-filling tree is defined by an incremental process that results in a tree for which every point in the space has a finite-length path that converges to it. In contrast to space-filling curves, individual paths in the tree are short, allowing any part of the space to be quickly reached from the root. The simplest examples of space-filling trees have a regular, self-similar, fractal structure, but can be generalized to non-regular and even randomized/Monte-Carlo variants (see Rapidly exploring random tree). Space-filling trees have interesting parallels in nature, including fluid distribution systems, vascular networks, and fractal plant growth, and many interesting connections to L-systems in computer science. Definition A space-filling tree is defined by an iterative process whereby a single point in a continuous space is ...
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Probabilistic Roadmap
The probabilistic roadmap planner is a motion planning algorithm in robotics, which solves the problem of determining a path between a starting configuration of the robot and a goal configuration while avoiding collisions. The basic idea behind PRM is to take random samples from the configuration space of the robot, testing them for whether they are in the free space, and use a local planner to attempt to connect these configurations to other nearby configurations. The starting and goal configurations are added in, and a graph search algorithm is applied to the resulting graph Graph may refer to: Mathematics *Graph (discrete mathematics), a structure made of vertices and edges **Graph theory, the study of such graphs and their properties *Graph (topology), a topological space resembling a graph in the sense of discre ... to determine a path between the starting and goal configurations. The probabilistic roadmap planner consists of two phases: a construction and a query phase ...
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Any-angle Path Planning
Any-angle path planning algorithms are a subset of pathfinding algorithms that search for a path between two points in space and allow the turns in the path to have any angle. The result is a path that goes directly toward the goal and has relatively few turns. Other pathfinding algorithms such as A* constrain the paths to a grid, which produces jagged, indirect paths. Background Real-world and many game maps have open areas that are most efficiently traversed in a direct way. Traditional algorithms are ill-equipped to solve these problems: * A* with an 8-connected discrete grid graph is very fast, but only looks at paths in 45-degree increments. A quick post-smoothing step can be used to straighten (thus shorten) the jagged output, but the result is not guaranteed to be optimal as it does not look at all the possible paths. (More specifically, they cannot change what side of a blocked cell is traversed.) The advantage is that all optimizations of grid A* like jump point search wi ...
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Nonholonomic
A nonholonomic system in physics and mathematics is a physical system whose state depends on the path taken in order to achieve it. Such a system is described by a set of parameters subject to differential constraints and non-linear constraints, such that when the system evolves along a path in its parameter space (the parameters varying continuously in values) but finally returns to the original set of parameter values at the start of the path, the system itself may not have returned to its original state. Nonholonomic mechanics is autonomous division of Newtonian mechanics. Details More precisely, a nonholonomic system, also called an ''anholonomic'' system, is one in which there is a continuous closed circuit of the governing parameters, by which the system may be transformed from any given state to any other state. Because the final state of the system depends on the intermediate values of its trajectory through parameter space, the system cannot be represented by a conservativ ...
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Any-angle Search
Any-angle path planning algorithms are a subset of pathfinding algorithms that search for a path between two points in space and allow the turns in the path to have any angle. The result is a path that goes directly toward the goal and has relatively few turns. Other pathfinding algorithms such as A* constrain the paths to a grid, which produces jagged, indirect paths. Background Real-world and many game maps have open areas that are most efficiently traversed in a direct way. Traditional algorithms are ill-equipped to solve these problems: * A* with an 8-connected discrete grid graph is very fast, but only looks at paths in 45-degree increments. A quick post-smoothing step can be used to straighten (thus shorten) the jagged output, but the result is not guaranteed to be optimal as it does not look at all the possible paths. (More specifically, they cannot change what side of a blocked cell is traversed.) The advantage is that all optimizations of grid A* like jump point search wi ...
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Real-time Computing
Real-time computing (RTC) is the computer science term for hardware and software systems subject to a "real-time constraint", for example from event to system response. Real-time programs must guarantee response within specified time constraints, often referred to as "deadlines". Ben-Ari, Mordechai; "Principles of Concurrent and Distributed Programming", ch. 16, Prentice Hall, 1990, , page 164 Real-time responses are often understood to be in the order of milliseconds, and sometimes microseconds. A system not specified as operating in real time cannot usually ''guarantee'' a response within any timeframe, although ''typical'' or ''expected'' response times may be given. Real-time processing ''fails'' if not completed within a specified deadline relative to an event; deadlines must always be met, regardless of system load. A real-time system has been described as one which "controls an environment by receiving data, processing them, and returning the results sufficiently quic ...
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Dijkstra's Algorithm
Dijkstra's algorithm ( ) is an algorithm for finding the shortest paths between nodes in a graph, which may represent, for example, road networks. It was conceived by computer scientist Edsger W. Dijkstra in 1956 and published three years later. The algorithm exists in many variants. Dijkstra's original algorithm found the shortest path between two given nodes, but a more common variant fixes a single node as the "source" node and finds shortest paths from the source to all other nodes in the graph, producing a shortest-path tree. For a given source node in the graph, the algorithm finds the shortest path between that node and every other. It can also be used for finding the shortest paths from a single node to a single destination node by stopping the algorithm once the shortest path to the destination node has been determined. For example, if the nodes of the graph represent cities and edge path costs represent driving distances between pairs of cities connected by a dir ...
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A* Search Algorithm
A* (pronounced "A-star") is a graph traversal and path search algorithm, which is used in many fields of computer science due to its completeness, optimality, and optimal efficiency. One major practical drawback is its O(b^d) space complexity, as it stores all generated nodes in memory. Thus, in practical travel-routing systems, it is generally outperformed by algorithms which can pre-process the graph to attain better performance, as well as memory-bounded approaches; however, A* is still the best solution in many cases. Peter Hart, Nils Nilsson and Bertram Raphael of Stanford Research Institute (now SRI International) first published the algorithm in 1968. It can be seen as an extension of Dijkstra's algorithm. A* achieves better performance by using heuristics to guide its search. Compared to Dijkstra's algorithm, the A* algorithm only finds the shortest path from a specified source to a specified goal, and not the shortest-path tree from a specified source to all possi ...
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Graph Search Algorithm
In computer science, graph traversal (also known as graph search) refers to the process of visiting (checking and/or updating) each vertex in a graph. Such traversals are classified by the order in which the vertices are visited. Tree traversal is a special case of graph traversal. Redundancy Unlike tree traversal, graph traversal may require that some vertices be visited more than once, since it is not necessarily known before transitioning to a vertex that it has already been explored. As graphs become more dense, this redundancy becomes more prevalent, causing computation time to increase; as graphs become more sparse, the opposite holds true. Thus, it is usually necessary to remember which vertices have already been explored by the algorithm, so that vertices are revisited as infrequently as possible (or in the worst case, to prevent the traversal from continuing indefinitely). This may be accomplished by associating each vertex of the graph with a "color" or "visitation" s ...
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Theta*
Theta* is an any-angle path planning algorithm that is based on the A* search algorithm. It can find near-optimal paths with run times comparable to those of A*. Description For the simplest version of Theta*, the main loop is much the same as that of A*. The only difference is the \text \_ \text()function. Compared to A*, the parent of a node in Theta* does not have to be a neighbour of the node as long as there is a line-of-sight between the two nodes. Pseudocode Adapted from. function theta*(start, goal) // This main loop is the same as A* gScore(start) := 0 parent(start) := start // Initializing open and closed sets. The open set is initialized // with the start node and an initial cost open := open.insert(start, gScore(start) + heuristic(start)) // gScore(node) is the current shortest distance from the start node to node // heuristic(node) is the estimated distance of node from the goal node // there are many options for the heuris ...
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