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These are the user uploaded subtitles that are being translated: 1 00:00:00,380 --> 00:00:04,907 In the probabilistic roadmap procedure, the basic idea was to construct 2 00:00:04,907 --> 00:00:09,880 a roadmap of the free space consisting of random samples and edges between them. 3 00:00:09,880 --> 00:00:13,881 Once that had been constructed, you could connect your desired start and 4 00:00:13,881 --> 00:00:18,300 endpoints to this graph and plan a path from one end to the other. 5 00:00:18,300 --> 00:00:22,940 Note that the first phase constructs a generic roadmap of the entire 6 00:00:22,940 --> 00:00:27,280 free space without considering any particular pair of start and end points. 7 00:00:27,280 --> 00:00:31,180 The advantage of this approach is that you can reuse the roadmap over and 8 00:00:31,180 --> 00:00:34,720 over again to answer multiple planning problems. 9 00:00:34,720 --> 00:00:35,970 There are times though, 10 00:00:35,970 --> 00:00:40,060 when you're only interested in answering one specific planning problem. 11 00:00:40,060 --> 00:00:41,710 And in those situations, 12 00:00:41,710 --> 00:00:45,650 it can be wasteful to construct roadmaps that span the entire free space. 13 00:00:46,840 --> 00:00:51,620 In these situations, it may be better to use procedures that explicitly consider 14 00:00:51,620 --> 00:00:54,560 the start and the goal locations in the sampling procedure. 15 00:00:56,260 --> 00:00:59,390 In this section, we will describe one such approach. 16 00:00:59,390 --> 00:01:02,560 The Rapidly Exploring Random Tree or RRT Method. 17 00:01:03,800 --> 00:01:06,310 Like the probabilistic roadmap technique, 18 00:01:06,310 --> 00:01:10,260 this approach works by generating random samples and connecting them together 19 00:01:10,260 --> 00:01:13,110 to form a graph, but the sampling scheme is a bit different. 20 00:01:14,610 --> 00:01:20,390 The RRT procedure proceeds by constructing a special kind of graph called a tree, 21 00:01:20,390 --> 00:01:23,510 where every node is connected to a single parent and 22 00:01:23,510 --> 00:01:26,280 the tree is rooted at a given starting location. 23 00:01:26,280 --> 00:01:30,810 The following animation shows how the algorithm evolves to construct a tree 24 00:01:30,810 --> 00:01:33,840 in a two-dimensional configuration space containing obstacles. 25 00:01:35,860 --> 00:01:40,050 Notice how the graph grows outward organically from the start or 26 00:01:40,050 --> 00:01:42,049 seed location at the center of the figure. 27 00:01:43,800 --> 00:01:47,745 The basic tree construction algorithm is outlined here in pseudocode. 28 00:01:49,730 --> 00:01:53,810 Just as in the PRM procedure, the basic algorithm proceeds 29 00:01:53,810 --> 00:01:57,340 by sampling points at random and connecting them to the current graph. 30 00:01:58,440 --> 00:02:01,370 The difference lies in the way the construction is carried out. 31 00:02:02,770 --> 00:02:07,380 On every iteration, the system generates a random point in the configurations base 32 00:02:07,380 --> 00:02:08,780 and checks if there's a free space. 33 00:02:09,900 --> 00:02:13,490 It then searches for the closest point in the existing tree and 34 00:02:13,490 --> 00:02:18,110 tries to generate a new node in the tree by moving in a straight line 35 00:02:18,110 --> 00:02:21,170 between the current vertex of the tree and new random vertex. 36 00:02:22,270 --> 00:02:26,900 The distance that it tries to move, delta is a parameter of the algorithm. 37 00:02:28,250 --> 00:02:32,000 Note that id the distance between the random configuration and 38 00:02:32,000 --> 00:02:35,550 the closest existing node in the tree is less than delta, 39 00:02:35,550 --> 00:02:39,400 the algorithm will try to directly connect these two locations. 40 00:02:40,450 --> 00:02:42,830 These sequence of figures shows the basic idea. 41 00:02:44,220 --> 00:02:46,310 The first slide shows the original tree. 42 00:02:47,700 --> 00:02:53,880 Here the red node depicts the new random configuration that the system generates, 43 00:02:53,880 --> 00:02:57,070 while y depicts the closest existing node in the tree. 44 00:02:59,410 --> 00:03:05,650 This next figure shows a new node z, which is generated by finding a configuration 45 00:03:05,650 --> 00:03:10,350 that is distance delta away from y along the line towards x. 46 00:03:12,460 --> 00:03:18,040 Finally, this slide shows the new state of the tree after adding the node z. 47 00:03:20,920 --> 00:03:26,360 If the procedure does not succeed in this process of stepping towards a random node, 48 00:03:26,360 --> 00:03:29,770 it's simply abandons a point and moves on to the next iteration 49 00:03:29,770 --> 00:03:32,140 where it will generate a new random sample and try again. 50 00:03:33,180 --> 00:03:34,736 Like the PRM algorithm, 51 00:03:34,736 --> 00:03:39,530 this procedure assumes that we have some kind of distance function that we can use 52 00:03:39,530 --> 00:03:44,040 to measure the effective displacement between two points in configuration space. 53 00:03:44,040 --> 00:03:47,980 We also use the same local planner procedure to decide whether two 54 00:03:47,980 --> 00:03:52,510 points in configuration space can be linked by a collision free trajectory. 55 00:03:52,510 --> 00:03:55,650 It turns out that this procedure for generating random samples is 56 00:03:55,650 --> 00:04:00,600 very effective at growing trees that explore and span the free space. 57 00:04:00,600 --> 00:04:03,780 Hence, the name, Rapidly Exploring Random Tree or RRT. 58 00:04:05,070 --> 00:04:08,260 In order to construct a path between the stark configuration and 59 00:04:08,260 --> 00:04:12,670 an end configuration, we actually construct two trees. 60 00:04:12,670 --> 00:04:15,330 One rooted at the start location and one at the goal. 61 00:04:16,630 --> 00:04:19,640 The procedure then tries to grow both trees until they meet. 62 00:04:19,640 --> 00:04:22,217 This animation shows the procedure in action 63 00:04:22,217 --> 00:04:25,755 on a two-dimensional configuration space with obstacles. 64 00:04:30,963 --> 00:04:34,790 Here, we have outlined this two-tree procedure in pseudocode. 65 00:04:36,600 --> 00:04:41,220 On every iteration of the algorithm, the system generates a random sample and 66 00:04:41,220 --> 00:04:44,720 tries to grow the current tree towards that random sample. 67 00:04:46,760 --> 00:04:49,610 If it succeeds in adding a new node to the tree, 68 00:04:49,610 --> 00:04:53,450 it tries to connect that new node to the other tree to form a bridge. 69 00:04:54,910 --> 00:04:59,868 Note that if you succeed in finding such a bridge, you can claim success since it 70 00:04:59,868 --> 00:05:03,571 means that you have now forged a path between the two trees. 71 00:05:03,571 --> 00:05:07,878 On every route of this procedure, it swaps the two trees. 72 00:05:07,878 --> 00:05:11,130 That way, both trees are growing towards each other at the same rate. 73 00:05:12,290 --> 00:05:15,353 Here's a depiction of a few rounds of this procedure. 74 00:05:15,353 --> 00:05:18,863 On the first round, we generate a random sample and 75 00:05:18,863 --> 00:05:22,547 grow the blue tree towards that sample as shown here. 76 00:05:25,171 --> 00:05:29,940 We then try to link the newly added node to the red tree by seeing if we can link 77 00:05:29,940 --> 00:05:34,129 the new node that we just added to the closest node in the red tree. 78 00:05:36,046 --> 00:05:39,131 In this case, this linking attempt does not succeed, 79 00:05:39,131 --> 00:05:41,290 because of an intervening obstacle. 80 00:05:43,930 --> 00:05:47,440 In the next round, we generate a new random sample and 81 00:05:47,440 --> 00:05:49,730 try to grow the red tree towards that point. 82 00:05:51,350 --> 00:05:53,580 Once we have done this, we turn around and 83 00:05:53,580 --> 00:05:55,470 try to connect that point to the blue tree. 84 00:05:57,060 --> 00:06:01,400 Here we succeed, so we can now forge her out between the start and 85 00:06:01,400 --> 00:06:02,340 the goal locations. 86 00:06:04,760 --> 00:06:07,534 Like the probabilistic roadmap procedure, 87 00:06:07,534 --> 00:06:11,320 the RRT algorithm is probabilisticly complete. 88 00:06:11,320 --> 00:06:15,527 So, there's a certain probability that the method will find the path from the start 89 00:06:15,527 --> 00:06:16,838 to the goal if one exists. 90 00:06:16,838 --> 00:06:21,098 In practice, the RRT Method is very effective at forging paths in 91 00:06:21,098 --> 00:06:24,046 high-dimensional configuration spaces. 92 00:06:24,046 --> 00:06:28,608 Another important feature of the RRT approach is it can be used on systems that 93 00:06:28,608 --> 00:06:32,129 have dynamic constraints, which limit how they can move. 94 00:06:32,129 --> 00:06:36,392 A simple example of this would be a car-like robot where limits on the turning 95 00:06:36,392 --> 00:06:39,148 radius imply that it can not translate sideways or 96 00:06:39,148 --> 00:06:41,129 turn in place around it's center.9085

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