2 LITERATURE SURVEY
Comprehensive review of path planning and obstacle
avoidance methods can be found in (Latombe, 1991).
Algorithms usually used in mobile robotics are di-
vided there into two types: local and global. Local
approaches find only optimal direction from the ac-
tual position using information from a local area of
the robot. While locality of these approaches leads
to low computational time, generated trajectories are
not guaranteed to be globally optimal. Moreover, un-
availability of a full path can cause problems to low-
level regulators and strategy planning methods that
can need a full path for their better decision process.
Vector Field Histograms VFH (Borenstein and Ko-
ren, 1991), originally developed for obstacle avoid-
ance of robots equipped with sonars are a typical ex-
ample of local approaches. Similarly to a rotating
sonar exploring a space in 360 range, VFH obtains
histogram distances to the closest obstacle in each di-
rection. Directions whose distance is smaller than an
adaptive threshold are selected from this histogram.
Value of the threshold depends on a distance of the
robot to the goal position. The direction that has the
smallest angle to vector SC is chosen as optimal robot
heading. VFH cannot solve situations with high den-
sity of obstacles and with U-shape obstacles. Both
types of the workspace configurations caused move-
ments oscillation.
The most widely used collision avoidance method
is Potential Field (Khatib, 1986). It minimizes a
penalty function Z that consists of two parts. The re-
pulsive one describes influence of the obstacles in the
workspace, while the attractive part expresses inten-
tion to go to the desired point. In the other words, the
repulsive part discriminates paths that are close to ob-
stacles - it has a maximum in a centre of each obstacle
and decreases with a distance. The attractive part has
a global minimum in the goal of the robot and uni-
formly grows with a distance to the goal. The biggest
problem of this approach is that optimisation can fin-
ish in a local minimum and therefore a globally opti-
mal path is not guaranteed to be found. The Potential
Field algorithm is used in this paper for comparison
with the following penalty function:
Z(x, y) =
(x − G
x
)
2
+ (y − G
y
)
2
+
+c
1
(
1
x − A
x
−
1
x − B
x
+
1
y − A
y
+
1
y − B
y
) +
+c
2
N
j=1
(exp(−c
3
((x − P
jx
)
2
+ (y − P
jy
)
2
))). (1)
G is the desired position of the robot, [P
jx
, P
jx
] are
coordinates of a center of j−th obstacle, A is a left
bottom corner of the playground (we suppose that the
workspace has a rectangular shape with boards along
it), B is a right top corner of the playground and c
i
are
constants weighting influences of the attractive and
repulsive parts.
Visibility Graph approach VG (Kunigahalli and
Russell, 1994) constructs a visibility graph (VG) of
vertices of polygons representing obstacles. It means
that two vertices are connected in VG if there are visi-
ble. A shortest path is then determined using standard
Dijkstra algorithm (Jorgen and Gutin, 1979). The
path found by this algorithm is typically close to the
obstacles, which often leads to collisions because ro-
bots cannot follow the planned path precisely. Grow-
ing of the obstacles by a certain value can solve this
problem, but it is not clear how to optimally determine
this value.
Occupancy Grid (Braunl and Tay, 2001) divides
a workspace into disjoint cells that cover the whole
space. The value of a cell is one if a part of any ob-
stacle is inside the cell or zero otherwise. Centres of
zero-valued cells are nodes of the graph, while edges
connect neighbouring nodes.
Voronoi Diagrams (VD) (Aurenhammer and Klein,
2000) divide a workspace into disjoint cells also.
Given a set P of points in the plane, one cell of VD is
a set of points that are closer to the specific point than
to any other point in P . For robotic purposes, the set
P contains centres of robots (excluding the one the
plan is generated for) plus points representing boards
around the playfield. One possibility is to represent
each barrier by a set of points placed along each bar-
rier, but it increases computation time. The second
way is to compute generalized VD where the set P
can contain lines also. As it the previously mentioned
algorithms, a shortest path in the graph where neigh-
bouring cells of VD are connected can be found by
Dijkstra algorithm.
VD find very safe paths, i.e. the paths are generated
as far as possible from obstacles. This is useful in
dense environments, while paths generated in sparse
spaces are needlessly long and cautious.
3 ELLIPTIC NET
In this section we introduce a novel obstacle avoid-
ance algorithm - Elliptic Net that is designed to have
a small computational complexity and to avoid disad-
vantages of above-described methods. The main idea
of the algorithm is to cover a whole working environ-
ment by a set of nodes and construct a graph, where
neighboring nodes are connected by an edge.
The algorithm consists of three main steps. In the
first one, topology of the net is created in a general
position (see Figure 1). A number of points in the net
depends on a distance between the start and the goal
position. In order to increase a speed of the algorithm,
ELLIPTIC NET - A PATH PLANNING ALGORITHM FOR DYNAMIC ENVIRONMENTS
373