Piecewise Rapidly-Exploring Random Tree Star

Shayan Sheikhrezaei, H. Yeh, S. Kwon
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Abstract

In this paper, we propose the piecewise technique of Rapidly-exploring Random Tree-Star (P-RRT*) algorithm used in low or medium specification agent(s) (rovers) in the two- dimensional (2-D) workspace. The traditional RRT, RRT*, and other path planning algorithms however efficient they have become; all treat a given environment as a whole and attempt to find a feasible path. This may result in higher memory utilization and a significant increase in processing time.We utilize the RRT* algorithm as the base and integrate it with the piecewise approach. Through P-RRT* technique, given an environment with no obstacles, we attempt to minimize the three vital elements used in the RRT* path planning algorithm (memory, power consumption, and time).A 2D simulation is utilized for demonstration purposes. Given a large workspace, we simulate over subregional workspaces where the number of nodes and step size are adjusted properly to minimize the cost. The simulation results show that dividing the entire simulation workspace into subregions and treating each subregion as a new workspace not only reduces memory utilization and processing time but also the power consumption as a result.The simulation results are shown versus the traditional RRT* algorithm; similar constraints are set for both the piecewise RRT* technique and the traditional RRT* algorithm; meaning that the number of nodes and step size is the same for both methods.
分段快速探索随机树星
在本文中,我们提出了快速探索随机树-星(P-RRT*)算法的分段技术,用于低或中等规格的代理(漫游车)在二维(2-D)工作空间。传统的RRT、RRT*和其他路径规划算法无论多么高效;它们都将给定的环境视为一个整体,并试图找到一条可行的路径。这可能导致更高的内存利用率和处理时间的显著增加。我们以RRT*算法为基础,将其与分段方法相结合。通过P-RRT*技术,给定一个没有障碍物的环境,我们试图最小化RRT*路径规划算法中使用的三个重要元素(内存、功耗和时间)。二维模拟用于演示目的。给定一个大的工作空间,我们在分区工作空间上进行模拟,其中适当地调整节点数量和步长以最小化成本。仿真结果表明,将整个仿真工作空间划分为子区域并将每个子区域作为一个新的工作空间,不仅可以降低内存利用率和处理时间,还可以降低功耗。对比了传统RRT*算法的仿真结果;分段RRT*技术与传统的RRT*算法设置了相似的约束条件;这意味着两种方法的节点数量和步长是相同的。
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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