Bouncing Robots in Rectilinear Polygons

Onur Çağırıcı, Yeganeh Bahoo, S. LaValle
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引用次数: 1

Abstract

In this paper, we describe a bouncing strategy (smart strategy) for a mobile robot that uses one bit of memory for feedback, and guarantees that the robot will traverse all the rooms (and doorways) of a 2D environment. The environment is modeled as a rectilinear polygon (also called orthogonal polygon), and the rooms and the doorways are defined by the decomposition algorithm we describe. Such a decomposition helps the robot to not go back to a room after leaving. We also define the notion of “virtual doors” that have the ability to let the robot through, or make the robot bounce from them. We compared three different types of bouncing rules: smart, random, billiard. The smart strategy grantees to reach to target. Although the random strategy on average behaves the same as the smart strategy, there are rectilinear polygons in which the robot cannot reach the target in the expected time steps. On the other hand, the billiard bouncing strategy can cause the robot to become trapped.
直线多边形中的弹跳机器人
在本文中,我们描述了一种移动机器人的弹跳策略(智能策略),该策略使用一位内存作为反馈,并保证机器人将穿越2D环境的所有房间(和门口)。环境被建模为一个直线多边形(也称为正交多边形),房间和门口由我们描述的分解算法定义。这样的分解有助于机器人在离开房间后不回到房间。我们还定义了“虚拟门”的概念,它有能力让机器人通过,或者让机器人从门上弹开。我们比较了三种不同类型的弹跳规则:智能、随机和台球。聪明的策略保证达到目标。尽管随机策略的平均行为与智能策略相同,但存在机器人无法在预期时间步长内到达目标的直线多边形。另一方面,台球式的弹跳策略会使机器人陷入困境。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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