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1.
Games and simulations frequently model scenarios where obstacles move, appear, and disappear in an environment. A city environment changes as new buildings and roads are constructed, and routes can become partially blocked by small obstacles many times in a typical day. This paper studies the effect of using local updates to repair only the affected regions of a navigation mesh in response to a change in the environment. The techniques are inspired by incremental methods for Voronoi diagrams. The main novelty of this paper is that we show how to maintain a 2D or 2.5D navigation mesh in an environment that contains dynamic polygonal obstacles. Experiments show that local updates are fast enough to permit real‐time updates of the navigation mesh. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   

2.
Autonomous navigation in open and dynamic environments is an important challenge, requiring to solve several difficult research problems located on the cutting edge of the state of the art. Basically, these problems may be classified into three main categories: (a) SLAM in dynamic environments; (b) detection, characterization, and behavior prediction of the potential moving obstacles; and (c) online motion planning and safe navigation decision based on world state predictions. This paper addresses some aspects of these problems and presents our latest approaches and results. The solutions we have implemented are mainly based on the followings paradigms: multiscale world representation of static obstacles based on the wavelet occupancy grid; adaptative clustering for moving obstacle detection inspired on Kohonen networks and the growing neural gas algorithm; and characterization and motion prediction of the observed moving entities using Hidden Markov Models coupled with a novel algorithm for structure and parameter learning.  相似文献   

3.
In robotics, grid maps are often used for solving tasks like collision checking, path planning, and localization. Many approaches to these problems use Euclidean distance maps (DMs), generalized Voronoi diagrams (GVDs), or configuration space (c-space) maps. A key challenge for their application in dynamic environments is the efficient update after potential changes due to moving obstacles or when mapping a previously unknown area. To this end, this paper presents novel algorithms that perform incremental updates that only visit cells affected by changes. Furthermore, we propose incremental update algorithms for DMs and GVDs in the configuration space of non-circular robots. These approaches can be used to implement highly efficient collision checking and holonomic path planning for these platforms. Our c-space representations benefit from parallelization on multi-core CPUs and can also be integrated with other state-of-the-art path planners such as rapidly-exploring random trees.In various experiments using real-world data we show that our update strategies for DMs and GVDs require substantially less cell visits and computation time compared to previous approaches. Furthermore, we demonstrate that our GVD algorithm deals better with non-convex structures, such as indoor areas. All our algorithms consider actual Euclidean distances rather than grid steps and are easy to implement. An open source implementation is available online.  相似文献   

4.
Through the development of management and intelligent control systems, we can make useful decision by using incoming data. These systems are used commonly in dynamic environments that some of which are been rule-based architectures. Event–Condition–Action (ECA) rule is one of the types that are used in dynamic environments. ECA rules have been designed for the systems that need automatic response to certain conditions or events. Changes of environmental conditions during the time are important factors impacting a reduction of the effectiveness of these rules which are implied by changing users demands of the systems that vary over time. Also, the rate of the changes in the rules are not known which means we are faced with the lack of information about rate of occurrence of new unknown conditions as a result of dynamics environments. Therefore, an intelligent rule learning is required for ECA rules to maintain the efficiency of the system. To the best knowledge of the authors, ECA rule learning has not been investigated. An intelligent rule learning for ECA rules are studied in this paper and a method is presented by using a combination of multi flexible fuzzy tree (MFlexDT) algorithm and neural network. Hence data loss could be avoided by considering the uncertainty aspect. Owing to runtime, speed, and also stream data in dynamic environments, a hierarchical learning model is proposed. We evaluate the performance of the proposed method for resource management in the Grid and e-commerce as case studies by modeling and simulating. A case study is presented to show the applicability of the proposed method.  相似文献   

5.
Steering and navigation are important components of character animation systems to enable them to autonomously move in their environment. In this work, we propose a synthetic vision model that uses visual features to steer agents through dynamic environments. Our agents perceive optical flow resulting from their relative motion with the objects of the environment. The optical flow is then segmented and processed to extract visual features such as the focus of expansion and time‐to‐collision. Then, we establish the relations between these visual features and the agent motion, and use them to design a set of control functions which allow characters to perform object‐dependent tasks, such as following, avoiding and reaching. Control functions are then combined to let characters perform more complex navigation tasks in dynamic environments, such as reaching a goal while avoiding multiple obstacles. Agent's motion is achieved by local minimization of these functions. We demonstrate the efficiency of our approach through a number of scenarios. Our work sets the basis for building a character animation system which imitates human sensorimotor actions. It opens new perspectives to achieve realistic simulation of human characters taking into account perceptual factors, such as the lighting conditions of the environment.  相似文献   

6.
This paper presents a probabilistic framework for reasoning about the safety of robot trajectories in dynamic and uncertain environments with imperfect information about the future motion of surrounding objects. For safety assessment, the overall collision probability is used to rank candidate trajectories by considering the probability of colliding with known objects as well as the estimated collision probability beyond the planning horizon. In addition, we introduce a safety assessment cost metric, the probabilistic collision cost, which considers the relative speeds and masses of multiple moving objects in which the robot may possibly collide with. The collision probabilities with other objects are estimated by probabilistic reasoning about their future motion trajectories as well as the ability of the robot to avoid them. The results are integrated into a navigation framework that generates and selects trajectories that strive to maximize safety while minimizing the time to reach a goal location. An example implementation of the proposed framework is applied to simulation scenarios, that explores some of the inherent computational trade-offs.  相似文献   

7.
This paper addresses the problem of navigating in a provably safe manner a mobile robot with a limited field-of-view placed in a unknown dynamic environment. In such a situation, absolute motion safety (in the sense that no collision will ever take place whatever happens in the environment) is impossible to guarantee in general. It is therefore settled for a weaker level of motion safety dubbed passive motion safety: it guarantees that, if a collision takes place, the robot will be at rest.  相似文献   

8.
This paper presents a new sonar based purely reactive navigation technique for mobile platforms. The method relies on Case-Based Reasoning to adapt itself to any robot and environment through learning, both by observation and self experience. Thus, unlike in other reactive techniques, kinematics or dynamics do not need to be explicitly taken into account. Also, learning from different sources allows combination of their advantages into a safe and smooth path to the goal. The method has been succesfully implemented on a Pioneer robot wielding 8 Polaroid sonar sensors. Cristina Urdiales is a Lecturer at the Department of Tecnología Electrónica (DTE) of the University of Málaga (UMA). She received a MSc degree in Telecommunication Engineering at the Universidad Politécnica de Madrid (UPM) and her Ph.D. degree at University of Málaga (UMA). Her research is focused on robotics and computer vision. E.J. Pérez was born in Barcelona, Spain, in 1974. He received his title of Telecommunication Engineering from the University of Málaga, Spain, in 1999. During 1999 he worked in a research project under a grant by the Spanish CYCIT. From 2000 to the present day he has worked as Assistant Professor in the Department of Tecnología Electrónica of the University of Málaga. His research is focused on robotics and artificial vision. Javier Vázquez-Salceda is an Associate Researcher of the Artificial Intelligence Section of the Software Department (LSI), at the Technical University of Catalonia (UPC). Javier obtained an MSc degree in Computer Science at UPC. After his master studies he became research assistant in the KEMLg Group at UPC. In 2003 he presented his Ph.D. dissertation (with honours), which has been awarded with the 2003 ECCAI Artificial Intelligence Dissertation Award. The dissertation has been also recently published as a book by Birkhauser-Verlag. From 2003 to 2005 he was researcher in the Intelligent Systems Group at Utrecht University. Currently he is again member of the KEMLg Group at UPC. His research is focused on theoretical and applied issues of Normative Systems, software and physical agents' autonomy and social control, especially in distributed applications for complex domains such as eCommerce or Medicine. Miquel Sànchez-Marrè (Barcelona, 1964) received a Ph.D. in Computer Science in 1996 from the Technical University of Catalonia (UPC). He is Associate Professor in the Computer Software Department (LSI) of the UPC since 1990 (tenure 1996). He was the head of the Artificial Intelligence section of LSI (1997–2000). He is a pioneer member of International Environmental Modelling and Software Society (IEMSS) and a board member of IEMSS also, since 2000. He is a member of the Editorial Board of International Journal of Applied Intelligence, since October 2001. Since October 2004 he is Associate Editor of Environmental Modelling and Software journal. His main research topics are case-based reasoning, machine learning, knowledge acquisition and data mining, knowledge engineering, intelligent decision-support systems, and integrated AI architectures. He has an special interest on the application of AI techniques to Environmental Decision Support Systems. Francisco Sandoval was born in Spain in 1947. He received the title of Telecommunication Engineering and Ph.D. degree from the Technical University of Madrid, Spain, in 1972 and 1980, respectively. From 1972 to 1989 he was engaged in teaching and research in the fields of opto-electronics and integrated circuits in the Universidad Politécnica de Madrid (UPM) as an Assistant Professor and a Lecturer successively. In 1990 he joined the University of Málaga as Full Professor in the Department of Tecnología Electrónica. He is currently involved in autonomous systems and foveal vision, application of Artificial Neural Networks to Energy Management Systems, and in Broad Band and Multimedia Communication.  相似文献   

9.
This paper presents a generic traffic priority language, called KYKLOFORTA, used by autonomous robots for collision-free navigation in a dynamic unknown or known navigation space. In a previous work by X. Grossmman (1988), a set of traffic control rules was developed for the navigation of the robots on the lines of a two-dimensional (2-D) grid and a control center coordinated and synchronized their movements. In this work, the robots are considered autonomous: they are moving anywhere and in any direction inside the free space, and there is no need of a central control to coordinate and synchronize them. The requirements for each robot are i) visual perception, ii) range sensors, and iii) the ability of each robot to detect other moving objects in the same free navigation space, define the other objects perceived size, their velocity and their directions. Based on these assumptions, a traffic priority language is needed for each robot, making it able to decide during the navigation and avoid possible collision with other moving objects. The traffic priority language proposed here is based on a set of primitive traffic priority alphabet and rules which compose pattern of corridors for the application of the traffic priority rules.  相似文献   

10.
We present a novel approach for efficient path planning and navigation of multiple virtual agents in complex dynamic scenes. We introduce a new data structure, Multi-agent Navigation Graph (MaNG), which is constructed using first- and second-order Voronoi diagrams. The MaNG is used to perform route planning and proximity computations for each agent in real time. Moreover, we use the path information and proximity relationships for local dynamics computation of each agent by extending a social force model [Helbing05]. We compute the MaNG using graphics hardware and present culling techniques to accelerate the computation. We also address undersampling issues and present techniques to improve the accuracy of our algorithm. Our algorithm is used for real-time multi-agent planning in pursuit-evasion, terrain exploration and crowd simulation scenarios consisting of hundreds of moving agents, each with a distinct goal.  相似文献   

11.
Path planning is a fundamental problem in many areas, ranging from robotics and artificial intelligence to computer graphics and animation. Although there is extensive literature for computing optimal, collision‐free paths, there is relatively little work that explores the satisfaction of spatial constraints between objects and agents at the global navigation layer. This paper presents a planning framework that satisfies multiple spatial constraints imposed on the path. The type of constraints specified can include staying behind a building, walking along walls, or avoiding the line of sight of patrolling agents. We introduce two hybrid environment representations that balance computational efficiency and search space density to provide a minimal, yet sufficient, discretization of the search graph for constraint‐aware navigation. An extended anytime dynamic planner is used to compute constraint‐aware paths, while efficiently repairing solutions to account for varying dynamic constraints or an updating world model. We demonstrate the benefits of our method on challenging navigation problems in complex environments for dynamic agents using combinations of hard and soft, attracting and repelling constraints, defined by both static obstacles and moving obstacles. Copyright © 2014 John Wiley & Sons, Ltd.  相似文献   

12.
Most of the studies on gender differences in spatial abilities have focused on traditional paper and pencil cognitive tests, while these differences have been less investigated in navigational tasks carried out in complex virtual environments (VEs). The aim of the present study has been to evaluate gender differences in route and survey knowledge by means of specific tasks (route-learning, pointing, landmark-placing) carried out in two separate VEs. In addition the male and female participants were subjected to a battery of spatial abilities tests and specific self-report questionnaires. The results showed a significant difference favouring males in the survey tasks, as well as in the spatial abilities tests; on the contrary, no gender differences were found in the route task. Moreover, a different pattern of correlations among the measures were found in the male and female sub-groups.  相似文献   

13.
This article presents a powerful new algorithm for reinforcement learning in problems where the goals and also the environment may change. The algorithm is completely goal independent, allowing the mechanics of the environment to be learned independently of the task that is being undertaken. Conventional reinforcement learning techniques, such as Q‐learning, are goal dependent. When the goal or reward conditions change, previous learning interferes with the new task that is being learned, resulting in very poor performance. Previously, the Concurrent Q‐Learning algorithm was developed, based on Watkin's Q‐learning, which learns the relative proximity of all states simultaneously. This learning is completely independent of the reward experienced at those states and, through a simple action selection strategy, may be applied to any given reward structure. Here it is shown that the extra information obtained may be used to replace the eligibility traces of Watkin's Q‐learning, allowing many more value updates to be made at each time step. The new algorithm is compared to the previous version and also to DG‐learning in tasks involving changing goals and environments. The new algorithm is shown to perform significantly better than these alternatives, especially in situations involving novel obstructions. The algorithm adapts quickly and intelligently to changes in both the environment and reward structure, and does not suffer interference from training undertaken prior to those changes. © 2005 Wiley Periodicals, Inc. Int J Int Syst 20: 1037–1052, 2005.  相似文献   

14.
Self-explanation prompts are considered to be an important form of scaffolding in the comprehension of complex multimedia materials. However, there is little theoretical understanding to date of self-explaining prompt formats tailored to different expertise levels of learners to help them fully exploit the advantages of dynamic multi-representational materials. To address this issue, this study designed two types of self-explaining prompts: the reasoning-based prompts asked the learners to reason the action run of the animation; the predicting-based prompts asked the learners to predict the upcoming action of the animation, and then asked for reasoning if they made a wrong prediction. Furthermore, multiple indicators including learning outcome, cognitive load demand, learning time, and learning efficiency were used to interpret the prompts’ effects on different expertise levels of learners. A total of 244 undergraduate students were randomly assigned to one of the three conditions: a control and two different self-explaining prompt conditions. The results indicate that the learning effects of self-explaining prompts depend on levels of learner expertise. Based on the results, this study makes recommendations for adaptive self-explaining prompt design.  相似文献   

15.
Performing general human behavior by experts’ navigation is expected to be realized as wearable technologies and computing systems are further developed. We have proposed and developed the prototype of the advanced behavior navigation system (BNS) using augmented reality technology. Utilizing the BNS, an expert can guide a non-expert to perform a variety of tasks. The BNSs are useful in tasks to be performed in harsh and hazardous environments, such as factories, construction sites, and areas affected by natural disasters (e.g. earthquakes and tsunamis). In this paper, we present a BNS that is specifically designed to operate in harsh environments, with characteristics such as wet or dusty conditions. The implementation, experimental results, and evaluation of the BNS prototypes are presented.  相似文献   

16.
17.

This article describes a novel qualitative navigation method for mobile robots in indoor environments. The approach is based on qualitative representations of variations in sensor behavior between adjacent regions in space. These representations are used to localize and guide planning and reaction. Off-line, the system accepts as input a line-based diagram of the environment and generates a map based on a simple qualitative model of sensor behavior. During execution, the robot controller integrates this map into a reaction module. This architecture has been tested both in simulation and on a real mobile robot. Results from both trials are provided.  相似文献   

18.
19.
Population based incremental learning algorithms and selection hyper-heuristics are highly adaptive methods which can handle different types of dynamism that may occur while a given problem is being solved. In this study, we present an approach based on a multi-population framework hybridizing these methods to solve dynamic environment problems. A key feature of the hybrid approach is the utilization of offline and online learning methods at successive stages. The performance of our approach along with the influence of different heuristic selection methods used within the selection hyper-heuristic is investigated over a range of dynamic environments produced by a well known benchmark generator as well as a real world problem, referred to as the Unit Commitment Problem. The empirical results show that the proposed approach using a particular hyper-heuristic outperforms some of the best known approaches in literature on the dynamic environment problems dealt with.  相似文献   

20.
In this paper we present a radiosity algorithm for dynamic scenes with a high level of frame-to-frame coherence. The algorithm is restricted to dynamic environments, where the object's movement is known a priori and the viewpoint is static. Each image is computed as the sum of two images: the base-level image, computed in a pre-process, and the frame-level image computed incrementally at each frame. The computation of the images is based on an importance-driven heuristic approach. The results of the implementation are analysed and discussed. © 1997 John Wiley & Sons, Ltd.  相似文献   

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