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A Cost-Effective Approach to Smooth A* Path Planning for Autonomous Vehicles

Schichler, Lukas, Festl, Karin, Solmaz, Selim, Watzenig, Daniel

arXiv.org Artificial Intelligence

Path planning for wheeled mobile robots is a critical component in the field of automation and intelligent transportation systems. Car-like vehicles, which have non-holonomic constraints on their movement capability impose additional requirements on the planned paths. Traditional path planning algorithms, such as A* , are widely used due to their simplicity and effectiveness in finding optimal paths in complex environments. However, these algorithms often do not consider vehicle dynamics, resulting in paths that are infeasible or impractical for actual driving. Specifically, a path that minimizes the number of grid cells may still be too curvy or sharp for a car-like vehicle to navigate smoothly. This paper addresses the need for a path planning solution that not only finds a feasible path but also ensures that the path is smooth and drivable. By adapting the A* algorithm for a curvature constraint and incorporating a cost function that considers the smoothness of possible paths, we aim to bridge the gap between grid based path planning and smooth paths that are drivable by car-like vehicles. The proposed method leverages motion primitives, pre-computed using a ribbon based path planner that produces smooth paths of minimum curvature. The motion primitives guide the A* algorithm in finding paths of minimal length and curvature. With the proposed modification on the A* algorithm, the planned paths can be constraint to have a minimum turning radius much larger than the grid size. We demonstrate the effectiveness of the proposed algorithm in different unstructured environments. In a two-stage planning approach, first the modified A* algorithm finds a grid-based path and the ribbon based path planner creates a smooth path within the area of grid cells. The resulting paths are smooth with small curvatures independent of the orientation of the grid axes and even in presence of sharp obstacles.


Multi-Goal Optimal Route Planning Using the Cell Mapping Technique

Karagounis, Athanasios

arXiv.org Artificial Intelligence

This manuscript explores the complexities of multi-objective path planning, aiming to optimize routes against a backdrop of conflicting performance criteria. The study integrates the cell mapping approach as its foundational concept. A two-pronged search strategy is introduced; initially, the cell mapping technique is utilized to develop a comprehensive database, encompassing all cells within the specified area. This database records the performance metrics for the most efficient routes from each cell to the designated target. The second phase involves analyzing this database to pinpoint the extent and count of all Pareto optimal routes from a selected starting cell to the target. This analysis contributes to solving the overarching multi-objective optimization challenge inherent in path planning. To validate this approach, case studies are included, and the results are benchmarked against the well-established multi-objective A* (MOA*) method. The study discovers that while the cell mapping method achieves similar outcomes to the MOA* method for routes originating from a single point, it demonstrates superior computational benefits, particularly when the starting and ending points are in separate, non-overlapping areas.


Fine-Grained Complexity Analysis of Multi-Agent Path Finding on 2D Grids

Geft, Tzvika

arXiv.org Artificial Intelligence

Multi-Agent Path Finding (MAPF) is a fundamental motion coordination problem arising in multi-agent systems with a wide range of applications. The problem's intractability has led to extensive research on improving the scalability of solvers for it. Since optimal solvers can struggle to scale, a major challenge that arises is understanding what makes MAPF hard. We tackle this challenge through a fine-grained complexity analysis of time-optimal MAPF on 2D grids, thereby closing two gaps and identifying a new tractability frontier. First, we show that 2-colored MAPF, i.e., where the agents are divided into two teams, each with its own set of targets, remains NP-hard. Second, for the flowtime objective (also called sum-of-costs), we show that it remains NP-hard to find a solution in which agents have an individually optimal cost, which we call an individually optimal solution. The previously tightest results for these MAPF variants are for (non-grid) planar graphs. We use a single hardness construction that replaces, strengthens, and unifies previous proofs. We believe that it is also simpler than previous proofs for the planar case as it employs minimal gadgets that enable its full visualization in one figure. Finally, for the flowtime objective, we establish a tractability frontier based on the number of directions agents can move in. Namely, we complement our hardness result, which holds for three directions, with an efficient algorithm for finding an individually optimal solution if only two directions are allowed. This result sheds new light on the structure of optimal solutions, which may help guide algorithm design for the general problem.


Efficient Incremental Search for Moving Target Search

Sun, Xiaoxun (University of Southern California) | Yeoh, William (University of Southern California) | Koenig, Sven (University of Southern California)

AAAI Conferences

Incremental search algorithms reuse information from previous searches to speed up the current search and are thus often able to find shortest paths for series of similar search problems faster than by solving each search problem independently from scratch. However, they do poorly on moving target search problems, where both the start and goal cells change over time. In this paper, we thus develop Fringe-Retrieving A* (FRA*), an incremental version of A* that repeatedly finds shortest paths for moving target search in known gridworlds. We demonstrate experimentally that it runs up to one order of magnitude faster than a variety of state-of-the-art incremental search algorithms applied to moving target search in known gridworlds.