コード例 #1
0
    def lazy_states_contraction(self, best_path):
        """Implementation of lazy states contraction algorithm, prunes 
        the path by removing any lazy states

        Arg's: 
            best_path: list of nodes forming the best path
        Returns:
            best_path: pruned best_path

        """
        #lazy states contraction
        curr_idx = 0
        mid_idx = 1
        next_idx = 2
        while next_idx < len(best_path):
            node1 = best_path[curr_idx]
            node2 = best_path[next_idx]

            _, X = steer(node2['state'], node1['state'], self.dt_des,
                         self.steer_order)

            if self.env.check_path_collision(X):
                curr_idx += 1
                mid_idx = curr_idx + 1
                next_idx = curr_idx + 2
                continue

            best_path.pop(mid_idx)
            best_path[curr_idx]['path'] = X

        return best_path
コード例 #2
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    def lazy_states_contraction(self, best_path):
        #lazy states contraction
        curr_idx = 0
        mid_idx = 1
        next_idx = 2
        while next_idx < len(best_path):
            node1 = best_path[curr_idx]
            node2 = best_path[next_idx]
            if self.check_collision(node1['state'][0:3], node2['state'][0:3]):
                curr_idx += 1
                mid_idx = curr_idx + 1
                next_idx = curr_idx + 2
                continue

            _, X = steer(node2['state'], node1['state'], self.dt_des,
                         self.steer_order)

            if self.check_path_collision(X):
                curr_idx += 1
                mid_idx = curr_idx + 1
                next_idx = curr_idx + 2
                continue

            best_path.pop(mid_idx)
            best_path[curr_idx]['path'] = X

        return best_path
コード例 #3
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    def lazy_states_contraction(self, best_path):
        #lazy states contraction
        curr_idx = 0
        mid_idx = 1
        next_idx = 2
        while next_idx < len(best_path):
            node1 = best_path[curr_idx]
            node2 = best_path[next_idx]
            if self.check_collision(node1['state'][0:3], node2['state'][0:3]):
                curr_idx += 1
                mid_idx = curr_idx + 1
                next_idx = curr_idx + 2
                continue

            _, X = steer(node2['state'], node1['state'], self.dt_des,
                         self.steer_order)

            if self.check_path_collision(X):
                curr_idx += 1
                mid_idx = curr_idx + 1
                next_idx = curr_idx + 2
                continue

            best_path.pop(mid_idx)
            best_path[curr_idx]['path'] = X

        #total distance
        s_t = 0
        for node in best_path:
            if node['state'][0] == 0:
                continue
            X = node['path']

            x = X[0, :]
            y = X[1, :]
            z = X[2, :]

            N = X.shape[1]

            dx = x[1:N] - x[0:N - 1]
            dy = y[1:N] - y[0:N - 1]
            dz = z[1:N] - z[0:N - 1]
            ds2 = dx**2 + dy**2 + dz**2
            ds = np.sqrt(ds2)
            s = np.sum(ds)
            s_t += s

        return best_path, s_t
コード例 #4
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    def rrt_plan(self):
        """Function that Runs RRT* with parabolic sampling in the vicinity
        of narrow windows

        Returns:
            best path to the goal
        """

        #Iterate to get converges state
        for it in range(1, self.max_iter):
            if it % 100 == 0:
                print('iteration = ', it)

            #Random sample random point
            state_rand = np.zeros(9)
            state_rand[0] = np.random.uniform(self.x_range[0], self.x_range[1])
            state_rand[1] = np.random.uniform(self.y_range[0], self.y_range[1])
            state_rand[2] = np.random.uniform(self.z_range[0], self.z_range[1])
            #sample velocity
            angle_rand = np.random.uniform(-np.pi / 2., np.pi / 2.)
            state_rand[3:5] = np.array(
                [np.cos(angle_rand), np.sin(angle_rand)])

            #randomly sample a window every 10 iterations, else random rest of space
            if it % 10 == 0:
                win = np.random.choice(self.env.windows)
                #state_rand, next_node = win.generate_parabolic_nodes(it, self.dt_des)
                found_path, state_rand, next_node = self.env.sample_parabolas(
                    win, it, self.dt_des)
                in_win = True
                if not (found_path):
                    continue
            else:
                #check if in window
                in_win, win = self.env.check_in_window(state_rand[0:3])
                if in_win:
                    #state_rand, next_node = win.generate_parabolic_nodes(it, self.dt_des)
                    found_path, state_rand, next_node = self.env.sample_parabolas(
                        win, it, self.dt_des)
                    if not (found_path):
                        continue

            #look for nearby nodes
            Near_nodes, Nearest_node, key_Nearest_node = nearby_nodes(
                state_rand, self.G, self.r_search)

            #Connect to best node
            min_cost = float('inf')
            best_node = None
            for key in Near_nodes.keys():
                node = self.G[key]

                stage_cost, X = steer(node['state'], state_rand, self.dt_des,
                                      self.steer_order)

                if self.env.check_path_collision(X):
                    continue

                total_cost = stage_cost + get_total_cost(self.G, key)

                if total_cost < min_cost:
                    min_cost = total_cost
                    best_node = key
                    best_path = X
                    best_cost = stage_cost

            #Continue if node is not found
            if best_node == None:
                continue

            #Wire new node
            self.G[it] = {
                'parent': best_node,
                'state': state_rand,
                'cost': best_cost,
                'path': best_path,
                'free': True
            }

            #Wire next node if in window
            if in_win:
                self.G[-it] = next_node

            #rewire close nodes to reduce cost
            for key in Near_nodes.keys():
                node = self.G[key]

                stage_cost, X = steer(state_rand, node['state'], self.dt_des,
                                      self.steer_order)

                if self.env.check_path_collision(X):
                    continue

                total_cost = stage_cost + get_total_cost(self.G, it)

                if total_cost < node['cost']:
                    self.G[key]['parent'] = it
                    self.G[key]['cost'] = stage_cost
                    self.G[key]['path'] = X

        #find best node to connect to goal
        min_cost = float('inf')
        best_node = None
        Near_nodes, Nearest_node, key_Nearest_node = nearby_nodes(
            self.state_goal, self.G, self.r_search)
        for key in Near_nodes.keys():
            node = self.G[key]

            stage_cost, X = steer(node['state'], self.state_goal, self.dt_des,
                                  self.steer_order)

            if self.env.check_path_collision(X):
                continue

            total_cost = stage_cost + get_total_cost(self.G, key)

            if total_cost < min_cost:
                min_cost = total_cost
                best_node = key
                best_path = X

        #wire goal state
        self.G['goal'] = {
            'parent': best_node,
            'state': self.state_goal,
            'cost': min_cost,
            'path': best_path,
            'free': True
        }

        #generate best path
        best_path = [self.G['goal']]
        parent = best_node
        while parent != None:
            best_path.append(self.G[parent])
            parent = self.G[parent]['parent']

        return best_path