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A modified A* application to a highly dynamic unstructured environment

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Tiago P. Nascimento, Member, IEEE, André G. S. Conceição, and António Paulo Moreira, Member, IEEE T. P. Nascimento, and A. P. Moreira are with the Department of Electrical and Computer Engineering, Faculty of Engineering from University of Porto and INESC-Porto, Porto, 4200-465 Portugal (e-mail: tiagopn@ieee.org and amoreira@fe.up.pt). A. G. S. Conceição is with Department of Electrical Engineering, Federal University of Bahia, Salvador BA, Brazil. (e-mail: andre.gustavo@ufba.br)

ARTIGO CIENTÍFICO 10 robótica

A Modified A* Application to a Highly Dynamic Unstructured Environment ABSTRACT This paper presents an application of a modified A* path planning algorithm in a highly unstructured environment. The A* allows the robot to get to the target fast and with few collisions, avoiding obstacles that move as fast as, or even faster than the robot. Two major changes were made, the consideration of an obstacle’s safe distance (slack) and an suboptimal value K for gaining in processing time. Some simulations were made using a crowded and highly dynamic environment with twelve randomly moving obstacles. In these first simulations, a middle sized 5DPO robot was used improving the issues involving the robot in following the planned path. Index Terms – Path planning, mobile robots, obstacle avoidance, dynamic unstructured environment.

I. INTRODUCTION PATH planning algorithms form a well known area of research in mobile robotics. It’s a study that involves from a single robot movement to a group of mobile robots moving in a specific formation. Issues like static or mobile obstacles avoidance, known or unknown worlds and structured or unstructured environments and single or multiple robots’ motion are the main study cases in path planning. In

Figure 1. The 5DPO Middle Size Robot.

this paper it’s presented an application of the A* path planning algorithm as a strategy for robot motion planning in the attempt to avoid a crowd of mobile obstacles, sometimes even faster than the robot itself. For instance it’s considered a simple target for the robot to reach. Motion planning algorithms are widely used nowadays. UAV path planning [1], mobile robot outdoor navigation [2], mobile robot indoor navigation [3] and even in video games [4] can be found path planning algorithms to be the solution for many motion planning issues. In this work, it’s used the indoor environment for mobile robot path planning aiming a preset target while avoiding mobile obstacles in high velocities. The robots used are the omnidirectional robots used in the Middle-size League (see Fig. 1) from soccer robot championships. A good modeling and control for this platform can be found in [5], [6] and [7] respectively. Many path planning techniques rose over the years. One among the most famous is the artificial potential field approach. This methodology has been widely used and it states that the collision-free trajectory is generated along the negative gradient of the defined attractive and repulsive potential-field functions. The subsequent studies can be found in [8], [9], and [10]. Nonetheless, the potential-field method is not straightforwardly applicable to mobile vehicles with kinematic constraints since, in the potential-field design, the robot is usually treated as a simple particle. Another major problem is since it’s an essentially fastest descent optimization method, it can get trapped into local minima of the potential function other than the goal configuration [11]. Over the years solutions for the motion planning problems were also found in

artificial intelligence algorithms such as neural networks and fuzzy logic. In early years the use of fuzzy logic was an option for easy controllable systems [12], [13]. Recently, neural networks approaches rose showing considerable results. In [14], the authors propose a neural network based path planner used in multiples nonholonomic mobile robots with moving obstacles. Other authors use neural network approach of non moving obstacles avoidance [15]. Among the most famous is also the Roadmap method. This method can be seen in [16] where a computational geometry data structure was proposed to solve the problem of an optimal path generation between a source and a destination in the presence of simple disjoint polygonal obstacles. In [17] a good application of the Roadmap method is applied where the use of multiple mobile robots in a common environment such as underground mining and warehouse management problem are considered despite no randomly moving obstacles are used. The Roadmap method is well applied for low-dimension configuration spaces and sometimes, depending of the approach, no easy to implement [11]. Finally, the last method among the most classic algorithms for path planning is the Cell Decomposition [11]. In this category are famous and efficient algorithms such as A*, D*, ARA* and AD*. The A* algorithm is the oldest. It’s well applied with static [18] and dynamic obstacles [3]. The advantage nowadays of the Cell Decomposition methods is that with the current technology, it is no longer applied to indoor or small spaces. It can be applied from UAV obstacle avoidance [1] to unknown environments [2]. In [19] it was developed an approximate celldecomposition method in which obsta-


Note now how A* recalculates the path in order to avoid the collision points. As it can be also observed in Table I, the results made by A* are satisfactory, not only in terms of getting to the target point, but on avoiding collisions in a crowded environment that even for humans can be sometimes unavoidable.

which provided the financial and technical support for this work.

based navigation of a mobile robot in an uns-

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VI. CONCLUSION This paper presented a new application of the grid-based path planning algorithm A* using two modifications: slack and sub-optimal K value. The first modification builds a security space around the obstacles making them bigger, while the second allows the A* to calculate a faster path making the processing time smaller. Some simulations were made using a crowded and highly dynamic environment with twelve randomly moving obstacles. The simulations were divided in two types of environments: structured and unstructured. The path planner A* built an entire path around the obstacle. In a static environment the robot passed through the obstacles avoiding them successfully. In a unstructured environment the A* algorithm had to re-plan the path to succeed in reaching the target point while avoiding the obstacles. The path construction made by A* was considerable, not only in terms of getting to the target point, but on avoiding collisions in a crowded environment.

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