LOCAL NAVIGATION. Dynamic adaptation of global plan to local conditions A.K.A. local collision avoidance and pedestrian models

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Transcription:

LOCAL NAVIGATION 1

LOCAL NAVIGATION Dynamic adaptation of global plan to local conditions A.K.A. local collision avoidance and pedestrian models 2

LOCAL NAVIGATION Why do it? Could we use global motion planning techniques? http://grail.cs.washington.edu/projects/crowdflows/ http://gamma.cs.unc.edu/crowd/ Issues Computationally expensive Assumes global knowledge of dynamic environment 3

LOCALITY Limited knowledge local techniques It is reasonable to assume agents can have global knowledge of static environment UAVs can have maps Robots can know the building they operate in Access to google maps, etc. But can they know what is happening out of sight? People often drive into traffic jams because they didn t know it was there (until too late) 4

LOCALITY What is local? What information matters most? Imminent interaction What information can you know? Line-of-sight visibility Aural perception (less precise, but goes around corners) Explicit communication (information passing) 5

LOCALITY Imminent interaction Define temporally (ideal) What can I possibly interact/collide with in the next τ seconds? Anything beyond τ is unimportant and may lead to invalid predictions 6

LOCALITY Assume approximately uniform speeds Temporal locality spatial locality Distance simply time * speed PROS Seems plausible Computationally efficient spatial queries CONS Poor for scenarios with widely varying speeds Pedestrians vs. cars This is the common practice 7

LOCALITY Computational constraints Assumption: spatial local neighborhood: r = 5 m Roughly 3.75 seconds at average walking speed. Average area of person: A = 0.113 m 2 Maximum number of neighbors: ~700 Too many Pick the k-nearest 0.24m 0.15m 8

LOCAL COLLISION AVOIDANCE Given Preferred velocity Local state Compute Collision-free (feasible) velocity 9

LOCAL COLLISION AVOIDANCE Models define a mechanism for balancing the two factors Represent the effect of preferred velocity Represent the effect of dynamic obstacles Model the interactions of the two 10

LOCAL COLLISION AVOIDANCE Four classes of models Cellular Automata (Today) Social Forces (Today) Geometric (Next week) Miscellaneous (Next week) 11

CELLULAR AUTOMATA Game of Life http://www.bitstorm.org/gameoflife/ Applications in biology and chemistry Used in vehicular traffic simulation (Cremer and Ludwig,1986) Borrowed into pedestrian simulation 12

CELLULAR AUTOMATA Decomposition of domain into a grid of cells Agents in a single cell Cell holds one agent Simple rules for moving agents toward goal G 13

CELLULAR AUTOMATA Blue & Adler, (1998, 1999) Simple uni- and bi-directional flow Heavily rule-based Rules for determining lane changes Rules for advancing Rules are all heuristic and carefully tuned to an abstract, artificial scenario lane changes Multiple-cell movements 14

CELLULAR AUTOMATA Statistical CA - Burstedde et al., 2001 Accounting for pref. vel Pref. vel matrix of probabilities Direction of travel selected probabilistically (target cell) G 15

CELLULAR AUTOMATA Statistical CA - Burstedde et al., 2001 Accounting for neighbors Rules If target cell is already occupied, don t move If two agents have the same target, winner based on relative probabilities (loser stays still) G 16

CELLULAR AUTOMATA Statistical CA - Burstedde et al., 2001 Complex behaviors from floor fields Mechanism for long-range interaction Contributes to probability matrix Leads to aggregate behaviors Lane formation, etc. 17

CELLULAR AUTOMATA Implications Homogeneous pedestrians Same speed, same abilities, same floor fields Horizontal/vertical vs. diagonal Large timestep Cell size ~ 0.4 m 0.4m/time step 1.34 m/s in ~3 time steps timestep = 0.3 s Highly discretized paths (zig zags) Density limits due to simple collision handling Can t move into currently occupied cells 18

CELLULAR AUTOMATA Extensions Hexagonal floor fields [Maniccam, 2003] Replace quads with hexagons Six directions with uniform speeds Multi-cell agents [Kirchner et al., 2004] Smaller cells Agents occupy multiple cells Agents move multiple cells Deemed too expensive to be worth it 19

CELLULAR AUTOMATA Extensions Real-coded CA [Yamamoto et al., 2007] Support heterogeneous speeds Improve trajectories (Handling collisions unclear in the paper) 20

CELLULAR AUTOMATA Still alive and well Tawaf [ Sarmady et al., 2010] High-level behaviors [Bandini et al., 2007] Update algorithm analysis [Bandini et al., 2013] 21

SOCIAL FORCES Agent with preferred and actual velocities. Driving force pushes current velocity towards preferred velocity. Neighboring agents apply repulsive force. Forces are linearly combined and transformed into acceleration. Velocity changes by the acceleration. G 22

SOCIAL FORCE Arose in the 70s [Hirai & Tarui, 1975] Partially inspired by sociologists attraction to field theory Resurgence in the 90s [Helbing and Molnár, 1995] Defined many of the traits that are seen in many of the current models These are not potential field methods, per se They planning doesn t follow the gradient of the field The field implies an acceleration 23

SOCIAL FORCE [HELBING & MOLNAR, 1995] Driving force F d = m(v 0 v )/ τ Exponential repulsive forces F r = Ae (-d/r) A Gaussian function where σ = R/sqrt(2) Infinite support (theoretically) Compact support practically: 6σ Exponential evaluated at 3σ 0.011 24

SOCIAL FORCE [HELBING & MOLNAR, 1995] Elliptical contours of repulsion field Models personal space in front is more important than to the side Treats backwards more important than side Implies orientation (defined as the direction of motion) Undefined for stationary agents 25

SOCIAL FORCE [HELBING & MOLNAR, 1995] Weighted directions Relative to direction of preferred velocity Discontinuous: 1 or c, based on direction 1 c -π -θ 0 θ π Attractive forces Random fluctuations This is not what you have in Menge 26

SOCIAL FORCE [HELBING & MOLNAR, 1995] Implications Full response is linear combination of individual responses 2 nd -order equation The velocity you pick depends on the time step Dense populations stiff systems Smooth compact support high derivative at small distances Parameter tuning Force magnitudes depend on circumstances 27

SOCIAL FORCE [HELBING & FARKAS, 2000] Social force simulation of escape panic Removed: Direction weighting Elliptical force fields Random perturbations Attractive forces Added compression and friction forces This is what you have in Menge Considered (by me) to be the simplest social force model 28

SOCIAL FORCE Johansson et al., 2007 Restores elements from the 1995 paper Directional weight (varies smoothly) Elliptical equipotential lines Introduces relative velocity term Relative velocity term (This is an option for the next HW) 29

SOCIAL FORCE Chraibi et al., 2010 Generalized Centrifugal Force (GCF) Includes a relative velocity term Directional weight Repulsive force based on inverse distance Changes representation of agents to elliptical Shape of ellipse changes w.r.t. speed Faster longer, narrower ellipse Shorter narrow, wider ellipse 30

SOCIAL FORCE Predictive Karamouzas, et al. 2009 and Zanlungo, et al., 2010 Compute force based on predicted interactions Computation of individual forces is similar Karamouzas adds new method for combining forces Iterative calculation and combination Does not guarantee that they won t cancel each other out (Zanlungo is also an option for the next HW) 31

SOCIAL FORCE Force-based approaches Other models which use forces Forces are derived from ad hoc rules HiDAC OpenSteer Autonomous Pedestrians 32

QUESTIONS? 33