避障路径规划的递归补偿算法

C. Chung, G. Saridis
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引用次数: 3

摘要

在许多路径规划算法中,都试图根据欧氏距离来优化起点和目标之间的路径。由于移动对象被压缩到配置空间中的一个点,Findpath问题可以被表述为一个图搜索问题。这就是所谓的VGruph算法。Lozano-Perez指出了VGmph算法的缺点。第一个缺点与移动对象的旋转有关。采用切片投影法解决了这一问题。然而,当障碍物是三维的时候,VGruph算法存在严重的缺陷。针对VGraph算法的不足,提出了递归补偿算法。递归补偿算法是在不增加vgru复杂度的情况下,在三维空间中寻找无碰撞的最短路径,并证明该算法能保证三维空间中收敛到最短路径。递归补偿算法简化了VGmph,既节省了表示VGmph的存储空间,又节省了图搜索时间。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Recursive Compensation Algorithm For Obstacle Avoidance Path Planning
In many path-planning algorithms, attempts are made to optimize the path between the start and the goal in terms of Euclidean distance. Since the moving object is shrunk to a point in the configuration space, the Findpath problem can be formulated as a graph-searching problem. This is known as the VGruph Algorithm. Lozano-Perez points out the drawbacks of the VGmph Algorithm. The first drawback is related with rotation of a moving object. This drawback has been solved by using the sliced projection method. However, the VGruph Algorithm has serious drawbacks when the obstacles are three-dimensional. The Recursive Compensation Algorithm is proposed to solve the drawbacks of the VGraph Algorithm. The Recursive Compensation Algorithm is to find the collision-free shortest path in 3D without increasing the compelexity of the VGruph and it is proved to guarantee the convergence to the shortest path in 3D. Simplifying the VGmph, the Recursive Compensation Algorithm can save not only the memory space to represent the VGmph but also the graph-searching time.
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