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From videogames to autonomous trucks: A new algorithm for lattice-based motion planning

机译:从视频游戏到自动驾驶卡车:基于格的运动计划的新算法

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Autonomous navigation in real-world environments is still a challenging task in many respects. One of the key open challenges is fast planning of physically executable complex maneuvers under non-holonomic constraints. In recent years, lattice-based motion planners have been successfully used to generate kinematically and kinodynamically feasible motions for non-holonomic vehicles. However, it is not clear yet what algorithms are best to efficiently explore the lattice state space, while at the same time ensuring real-time performance. Here, we show how motion planning can greatly benefit from tapping into the latest results in path planning on grids, and we present a new version of Time-Bounded A*. Our version is designed to work for high-dimensional motion planning problems in real-world robotic applications. We demonstrate our algorithm in simulation and on a full-size autonomous truck.
机译:在许多方面,现实世界中的自主导航仍然是一项艰巨的任务。关键的开放挑战之一是在非完整约束下快速规划物理可执行的复杂演习。近年来,基于晶格的运动计划器已成功地用于为非完整车辆生成运动学和运动学上可行的运动。但是,尚不清楚哪种算法最有效地探索晶格状态空间,同时又能确保实时性能。在这里,我们展示了如何利用网格路径规划中的最新结果来极大地受益于运动规划,并展示了新版的Time-Bounded A *。我们的版本旨在解决现实机器人应用中的高维运动计划问题。我们在仿真和全尺寸自动卡车上演示了我们的算法。

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