Embedded Motion Control 2014 Group 10: Difference between revisions

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[http://cstwiki.wtb.tue.nl/index.php?title=File:Time_survey_4K450_EMC10.zip Time survey EMC10]
<br>
== Planning ==
== Planning ==


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* Arrow detection tested on multiple cases with different red patterns in it.
* Arrow detection tested on multiple cases with different red patterns in it.
* Pico experiment
* Pico experiment
* Maze competition
* Maze competition ([https://www.youtube.com/watch?v=zrqAKwZGYJ4 Recorded performanceAttempt I], [https://www.youtube.com/watch?v=Nnmby-JlOso Recorded performanceAttempt II])
 
== Concepts ==
'''Robot program architecture'''
 
Even though the initial idea was to give every distinguishable function its own node, several main functions were placed together in one node, because they have to communicate large matrices with each other.
 
Besides the laser, camera and drive node's provided for the course, two additional nodes were added: the image recognition node and the navigation node. All main functions and their interactions can be seen in the figure below.
 
[[File:Pico node.png|800px]]
 
The program runs three consecutive main steps, listed below.
 
<br>
 
'''Determining strategy'''
 
In the first step, pico determines what strategy to apply, depending on whether an arrow is detected or not. The default strategy is to follow the wall to the right, executed by taking every right turn available. From now on, this method will be called the 'right hand rule'. When an arrow is detected in the distance, the strategy is changed to driving straight forward, towards the arrow. If the arrow is close enough to take the turn, the strategy is set to either the right hand rule or left hand rule, according to the direction of the arrow. When no arrow is detected, the strategy will return to the default right hand rule. This step involves the 'Camera node' and the 'Image recognition node', which will be explained in more detail later. The 'Camera node' sends camera data to the 'Image recognition node', which then searches for an arrow. The image recognition node provides a target direction for the second step, according to any arrows it might recognize.
 
<br>
 
'''Path finding'''
 
In the second step, the strategy determined by step one will be executed with the aid of Dijkstra's shortest path algorithm. This algorithm detects whether a turn is available, and whether it has a dead end or not. It then calculates an optimal path according to the turn options available. This step involves the 'Laser node' and the 'World recognizer" and 'Shortest path algorithm' functions of the 'navigation node'. These two functions will be explained in further detail later on. The 'Laser node' sends laser data to the 'World recognizer' function, which makes a map of the walls currently visible, and stores it in a matrix. The 'Shortest path algorithm' function uses this matrix to determine an optimal path. This optimal path is converted to a desired direction vector, which is used in the third step.
 
<br>
 
'''Collision avoidance'''
 
In the third step, the desired direction vector provided by the previous step is checked for collisions, and altered accordingly. This involves the 'Laser node' and the 'Collision avoidance' function of the 'Navigation node'. The 'Laser node' provides the 'Collision avoidance' function with laser data. This data is used to determine if any walls come within a certain safety range. When this occurs, the desired direction provided by the previous step is altered to avoid collisions. If no collisions are imminent, the desired direction is left unaltered. The possibly altered desired direction is transformed to a velocity command, which is then send to the 'Driver node'.
 
<br>
 
<FONT COLOR="#A4A4A4">
'''Robot program architecture'''
 
The idea of our architecture is to create different process layers. By splitting the incoming signals and combining them later, the tasks can be divided and the different processes can run in parallel. Layers are based on the available sensors as much as possible.
<br>
<br>
[[File:Pico_software_design.png|1200px]]
'''Week 10'''
* Finish wiki


'''Wall detector'''


The wall detector determines whether the robot is close to a wall or not by determining the unblocked distances at its two sides. When either side is too close (within 30cm) it turns parallel to that side, taking a distance of 30cm from the wall.
== Corridor competition concepts ==
<br>
<br>
<FONT COLOR="#000000">
 
== Corridor competition program ==


'''Collision avoidance'''
'''Collision avoidance'''


Since we had some difficulties with installing linux and gazebo, we started to work on the corridor code relatively late. Therefore, we opted for a very basic collision detection algorithm, using one detection area at pico's left and one at pico's right. Both areas range from 0.15m to 0.3m, and check angles in a range of 135 degrees. The collision avoidance system is dormant until an object enters one of the detection area's. Once this happens, pico will turn to the other side, while simultaneously performing a sideways motion away from the obstacle. During this process, pico continues to drive forward. To guarantee that pico does not collide with any objects, we implemented an extra collision detection range. Once on object enters the range of 0.25m at any angle, pico will stop driving forward. The angular and longitudinal corrections, however, will stay active. The different collision ranges are displayed in the image below.  
Since we had some difficulties with installing linux and gazebo, we started working on the corridor code relatively late. Therefore, we opted for a basic collision detection algorithm, using one detection area at pico's left and one at pico's right. Both areas range from 0.15m to 0.3m, and check angles in a range of 135 degrees. The collision avoidance system is dormant until an object enters one of these detection area's. Once this happens, pico will turn to the other side, while simultaneously performing a sideways motion away from the obstacle. During this process, pico continues to drive forward. To guarantee that pico does not collide with any objects, we implemented an extra collision detection range. Once an object enters the range of 0.25m at any angle, pico will stop driving forward. The angular and longitudinal corrections, however, will stay active. The different collision ranges are displayed in the image below.  


[[File:collision.png|200px]]
[[File:collision.png|200px]]
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In this picture, the red area indicates the inner collision detection circle, and the yellow and blue area's represent the left an right side detection area's, respectively.
In this picture, the red area indicates the inner collision detection circle, and the yellow and blue area's represent the left an right side detection area's, respectively.


While the collision avoidance code used during the corridor competition is very robust for avoiding collisions, it induces a saw-tooth like motion, which is obviously sub optimal. It did, however, prove to be sufficient for the corridor competition.
Even though the collision avoidance code used during the corridor competition is very robust for avoiding collisions, it induces a saw-tooth like motion, which is obviously sub optimal. It did, however, prove to be sufficient for the corridor competition.




'''Intersection detection for corridor'''
'''Intersection detection'''


Similarly to the collision avoidance, we opted for a temporary, basic solution for corridor detection. The easiest way to detect corridors is to check for the absence of walls in a certain angle increment. With an angle increment of &alpha; radians, a gap in the wall is detected as a corridor if its width exceeds &alpha; times the distance between pico and said wall. Since our collision avoidance does not guarantee a set distance to the wall, we deemed a this corridor detection system inappropriate for accurate corridor detection.
Similarly to the collision avoidance, we opted for a temporary, basic solution for corridor detection. The easiest way to detect corridors is to check for the absence of walls in a certain angle increment. With an angle increment of &alpha; radians, a gap in the wall is detected as a corridor if its width exceeds &alpha; times the distance between pico and said wall. Since our collision avoidance does not guarantee a set distance to the wall, we deemed this corridor detection system inappropriate for accurate corridor detection.


To prevent the minimum corridor width from scaling with the distance between pico and the wall, we check for the absence of walls in 3 areas per side of pico. The area's have angle increments of 74 degree's, 36 degrees and 24 degrees, with radii of 0.5m, 1.0m and 1.5m, respectively. These detection ranges are displayed in the image below.
To prevent the minimum corridor width from scaling with the distance between pico and the wall, we check for the absence of walls in 3 areas per side of pico. The area's have angle increments of 74 degree's, 36 degrees and 24 degrees, with radii of 0.5m, 1.0m and 1.5m, respectively. These detection ranges are displayed in the image below.
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[[File:pico_detect_intersect.png|400px]]
[[File:pico_detect_intersect.png|400px]]


In this image, the red, green and blue circles are the inner, middle and outer detection radii, respectively, and the dotted lines represent the angles increments. Please note that this picture drawn with an arbitrary scale.
In this image, the red, green and blue circles are the inner, middle and outer detection radii, respectively, and the dotted lines represent the angles increments. Please note that this picture is drawn with an arbitrary scale.


For a gap in a wall to be detected as corridor, all three detection ranges must be free of laser data points. This means that corridors of over 0.6m wide will always be detected, and corridors of under 0.3m in width will be ignored. The exact distance between the wall and pico will determine whether corridors with a width between 0.3m and 0.6m are detected as corridor. Gaps of this size, however, should not exist in the corridor challenge maze.
For a gap in a wall to be detected as corridor, all three detection ranges must be free of laser data points. This means that corridors of over 0.6m wide will always be detected, and corridors of under 0.3m in width will always be ignored. The exact distance between the wall and pico will determine whether corridors with a width between 0.3m and 0.6m are detected as corridor. Gaps of this size, however, should not exist in the corridor challenge.


<FONT COLOR="#A4A4A4">
== Concepts ==
'''Robot program architecture'''


<br>
Even though the initial idea was to give every distinguishable function its own node, several main functions were placed together in one node, because they have to communicate large matrices with each other.
'''Intersection determination'''


Depending on the results from the intersection detection part, Pico will determine which situation he is in. In the maze, these situations could be 4-way intersection, corners and T-junctions. The image below shows how each situation is determined depending on the presence of a wall or corridor in the forward, left or right detectors. At this point, arrows can not yet be detected, so that part of the protocol is skipped. Once arrow recognition is implemented, the arrows will be used to determine the correct corridor to take at T-junctions, or to move towards a T-junction at the end of a corridor, if an arrow is detected in the distance.
Besides the laser, camera and drive node's provided for the course, two additional nodes were added: the image recognition node and the navigation node. All main functions and their interactions can be seen in the figure below.


[[File:navigation_protocol.jpg]]
[[File:Pico node.png|800px]]
<br>
<br>
'''Moving through intersections and corners'''


Once Pico has detected a situation and determined if he want to turn, he will rotate + or - 90 degrees. After the rotation, Pico will drive forward a small distance to position himself fully into the next corridor and will look around once more.
The program runs three consecutive main steps, listed below.
<FONT COLOR="#000000">


== Encountered problems ==
<br>


'''Corridor code'''
'''Determining strategy'''


While programming the corridor code, few problems were encountered. Aside from several compilation errors, the simulations went without any problems. However, the experiments prior to the corridor competition did pose several difficulties. The rotational velocity in gazebo is limited at 0.5 rad/s, but the actual robot did not have such a limitation. Since the rotational velocity in the script was way higher than 0.5 rad/s, the collision detection was over-tuned, resulting in a saw-tooth like path. Additionally, the 90 degree turn was incorrect as well, due to the rotational velocity of over 0.5 rad/s. Both problems were solved by properly re-tuning the rotational velocity constant.
In the first step, pico determines what strategy to apply, depending on whether an arrow is detected or not. The default strategy is to follow the wall to the right, executed by taking every right turn available. From now on, this method will be called the 'right hand rule'. When an arrow is detected in the distance, the strategy is changed to driving straight forward, towards the arrow. If the arrow is close enough to take the turn, the strategy is set to either the right hand rule or left hand rule, according to the direction of the arrow. When no arrow is detected, the strategy will return to the default right hand rule. This step involves the 'Camera node' and the 'Image recognition node', which will be explained in more detail later. The 'Camera node' sends camera data to the 'Image recognition node', which then searches for an arrow. The image recognition node provides a target direction for the second step, according to any arrows it might recognize.


'''Dijkstra's algorithm'''
<br>


As is common with computations as complicated as Dijkstra's shortest path algorithm, several compilation errors were encountered in this part of the code. These were solved by standard compilation error solving techniques. Aside from these compilation errors, several functionality bugs had to be solved. The first bug was caused by improper matrix sizes, resulting in 'segmentation faults'. By expanding both the path storage and cost function matrices, these problems seemed to be solved. In certain cases, however, the segmentation faults continued to exist. This turned out to be caused by not programming the boundaries of the grid, and thus the storage matrix, in algorithm. By implementing these boundaries, several strange numbers in the grid matrix disappeared as well. The boundaries for the walls has been set at the 2nd layer, keeping the outer layer unoccupied. This allows the algorithm to go around walls that reach to the edge of the grid, preventing unnecessary deadlocks. After this change, the algorithm function properly. However, the desired results were not yet obtained. Pico could drive backwards that was shorter, and often turned back into the corridor he just left.
'''Path finding'''


To let our pathing algorithm work as intended, we had to apply some modifications to Dijkstra's algorithm. First, we added the blind spot of pico, and modeled it as a solid wall. This solved the problem of driving backwards. However, pico could still turn back in corridors he had just left. Our first idea to prevent this, was adding a short term map memory. By letting walls remain in the algorithm for a few seconds after disappearing from pico's sight, we would have solved pico's tendency to turn back into corridors, while simultaneously preventing pico from displaying indecisive behavior at moments that walls disappear from the grid. However, short term wall memory turned out to be very hard to implement. With pico driving around and turning simultaneously, the position of old walls had to be corrected often and accurately. Because we did not know the exact position of the laser range finder relative to pico's rotational axis, we did not manage to apply the proper coordinate transformations to the wall. Furthermore, wall memory proved to be extremely susceptible to ghost points, whose harmful effects were amplified by the inflation of the walls in the grid. All these factors combined prompted us to look for alternative solutions.
In the second step, the strategy determined by step one will be executed with the aid of Dijkstra's shortest path algorithm. This algorithm detects whether a turn is available, and whether it has a dead end or not. It then calculates an optimal path according to the turn options available. This step involves the 'Laser node' and the 'World recognizer" and 'Shortest path algorithm' functions of the 'navigation node'. These two functions will be explained in further detail later on. The 'Laser node' sends laser data to the 'World recognizer' function, which makes a map of the walls currently visible, and stores it in a matrix. The 'Shortest path algorithm' function uses this matrix to determine an optimal path. This optimal path is converted to a desired direction vector, which is used in the third step.


Our next idea was to block of the old entrance with artificial blind spots. While relatively simple, this idea proved to be surprisingly effective. After some tuning of the blindspots shape, we solved both the indecisive behavior and pico's tendency to turn back into the corridor he just left. While the artificial blindspots often block old corridors and out of sigh walls, this is not required permanently. The shape of the blindspots reduce pico's possible drive directions to a 90 degree angle in front of him. Combined with the rotational speed of 0.5 rad/s, pico's can not make infinitely small corners, but has a minimum corner range of about 0.4m. Therefore, turning back into the corridor pico just left is physically impossible without stopping or driving forward for some time. Since both possibilities do not occur without a deadlock or detected exit, we can guarantee that pico will never turn back into corridors unintentionally. After this change, our pathing algorithm worked as intended.
<br>


'''Target point'''
'''Collision avoidance'''


The pathing algorithm requires a target point to work, which is dependent on the maze solving strategy currently active. The target point for driving straight forward is easy: in the middle of the most upper row. For the right hand strategy, however, the choice is less intuitive. Originally, we placed the target point at the intersection of the upper row and the column furthest to the right. The idea behind this position was that pico had to drive forward and to the right, making the upper right corner the seemingly ideal choice. However, testing and careful re-evaluation of this position made us realize that pico would give a corridor to the right equal priority to one straight ahead. Therefore, we moved the target point further down the right column. While pico gave right corridors priority over straight corridors, 2 adjacent right corridors with a thin wall in between would result in pico entering the 2nd corridor. To solve this problem, we had to move the target point further down. Once we realized that our artificial blindspots preveted pico from ever going back in previous corridors, we opted to place the target point below pico's possition in the grid, at 30% of the grid height above the lowest row. This target point prioritizes the first corridor to the right, and is even capable of driving circles around a pole. While the latter of those has no practical value, the right hand rule dictates said behavior. It is important to note that, with different parameters in the pathing algorithm and/or artificial blindspots, a target point below pico's position is very dangerous. It can result in pico turning around randomly, or to spin around his own axis, and should therefore never be implemented without the guarantee that the pathing algorithm and artificial blindspots are properly implemented.
In the third step, the desired direction vector provided by the previous step is checked for collisions, and altered accordingly. This involves the 'Laser node' and the 'Collision avoidance' function of the 'Navigation node'. The 'Laser node' provides the 'Collision avoidance' function with laser data. This data is used to determine if any walls come within a certain safety range. When this occurs, the desired direction provided by the previous step is altered to avoid collisions. If no collisions are imminent, the desired direction is left unaltered. The possibly altered desired direction is transformed to a velocity command, which is then send to the 'Driver node'.


'''Deadlock'''
<br>
Ever since we implemented Dijkstra's algorithm, we had to take 'deadlocks' into account. In our script, a deadlock is defined as a situation in which the target point cannot be reached. This usually occurs in a dead end, or when the target point is placed inside a wall. With the boundaries implemented in our grid, the latter is impossible. Dead ends, however, do occur regularly in mazes. When we first implemented deadlock detection, pico would sometimes turn around unnecessarily. Whether this was caused by ghost point or the wall memory, implemented at that time, is unknown, but it prompted us to implement a double check for deadlock situations. The deadlock is only recognized if it occurs at least 2 consecutive iterations.


*to be continued*


== Arrow Detection ==


To recognize or a given arrow is pointed to the left or to the right, and to let Pico react on this, several steps are followed while driving Pico.


== World recognizer ==


'''Steps performed for all pictures:'''
The 'World recognizer' function converts the laser data provided by the 'Laser node' to a matrix used in the 'Shortest path algorithm' function. This matrix contains all areas pico is not allowed to go. The matrix represents a square grid around pico. The amount of cells and cell size are determined before hand. A zero in the matrix means that the respective cell is unoccupied. Each point of the laser data array is transformed to a position in the grid, and every cell in a safety circle with a diameter of 5 cells around this point is marked as occupied. Walls get the number 777 assigned to their cells. Assigning walls with a distinct number allows for easier human reading and coloring options. The safety circle is added to maintain a distance between the walls and the optimal path, and to ignore small gaps as possible corridors. In the picture below, an example of the matrix with detected walls is shown.


[[File:Grid_walls.png|800px]]


'''''Step 1:''''' The ROS image is converted to an Open CV image. Picture used as example:
The walls are represented by the blue line's which are dotted for walls outside pico's vision range. The occupied matrix cells are depicted by the number 777, colored red. The 0 with the green rectangle is the position of pico. As can be seen, angle's of 90 degree are not depicted as such, which can be caused by inaccurate laser data, scaling errors, or inaccuracies in the laser range detectors specifications. However, slight curving of walls does not in navigational errors, and is thus of little importance.


[[File:Arrowfar.png|300px]]
<br>
[[File:Arrow.jpg|300px]]


To prevent pico from driving to his blind spot, all non visible cells are marked as occupied, this time with the number -1. Again, a distinct number for each kind of occupation allows for easier reading and coloring of the matrix. The physical blind spot is expanded by a region on each side, to prevent pico from turning back into the corridor he came from. These artificial blind spots have the added benefit of initiating a deadlock when pico is driving head first into a wall. How this deadlock works is explained in the section about the optimal path algorithm. In the image below, the matrix is shown with blind spots.


'''''Step 2:''''' There are different color spaces to describe pictures. In our case the RGB image is converted to an HSV image using the OpenCv function cvtColor and option CV_BGR2HSV. HSV is commonly used in computer based graphic design. Converting RGB to HSV and vice versa is unambiguous. This results in the following picture:
[[File:Grid_vision.png|800px]]


[[File:Arrow_hsv_(1).jpg|300px]]
Again, the red numbers 777 indicate that a grid is occupied by a wall, and the 0 with green rectangle is pico's position. In addition, each  blue -1 represents a cell in the blind spot. The highlighted area in the blind spot is pico's natural blind spot and the non highlighted areas are the artificial blind spots.
[[File:Arrow_hsv.jpg|300px]]


<br>


'''''Step 3:''''' Not only the red, but also the white pixels are filtered out. In other words the HSV image is tresholded which results in a binary image. This tresholding is done in a certain range of minimum and maximum values for the hue (H), the saturation (S) and the lightness value (V). Because red is both on the left and the right side of the color range, red tresholding is done for two different ranges to capture the whole red spectrum. Tresholding for the different ranges of red is combined to one binary image with the function bitwise.or. Only one range is necessary when tresholding for white pixels. The result of the white tresholding is saved separately. As example, the red tresholded picture looks as follows:
== Shortest path algorithm ==


[[File:Arrow_tresholded_(1).jpg|300px]]
The matrix provided by the 'World recognizer' function is used in the 'Shortest path algorithm' function to determine the optimal path with the use of a modified version of Dijkstra's algorithm. The algorithm starts at pico's position, and looks if the adjacent cells, including diagonal ones, are occupied. In the grid matrix, every adjacent cell with a zero will be occupied, changing the zero for a cost number. The cost number is dependent on how long the path it belongs to is. The shortest path available, thus with the lowest cost number, is the first to be expanded. A horizontal or vertical move adds a cost of two, and a diagonal move a cost of 3. The expansion of paths is looped until the target point is encountered. The target point is represented by a 999 in the matrix, and is placed either above pico, to the right and slightly above, or to the left and slightly above, depending on which target direction has been received from the 'Image recognition node'. In the image below, a the matrix containing the walls and blind spots is depicted after the path finding algorithm.
[[File:Arrow_tresholded.jpg|300px]]


[[File:Grid_path.png|800px]]


'''''Step 4:''''' The binary image gives the different red spots a little bit frayed contours. Therefore the image is blurred, in other words the contours are smoothened and some pixels are filled up to create a fully padded area. This is done with the floodfill algorithm, which works a bit like a minesweeper game. A kernel size of 3X3 is used, which gives sufficient smoothened contours. This results in the following picture:
In this image, the red 777's are again the walls, the blue -1's are the blind spots, the 999 is the target point, in this case for the right hand rule, and the white numbers are the pathing costs. The yellow crosses represent the optimal path.


[[File:Arrow_blurred_(1).jpg|300px]]
The pathing algorithm has some additional features. The most important one is the already mentioned deadlock. When no optimal path can be found for two consecutive iterations, pico initializes a 90 degree turn in the opposite direction of the target point. This does also occur when pico gets stuck. Furthermore, the walls are inflated, as mentioned before, which means that small gaps are not seen as corridors. The path finding algorithm runs twice per second, and outputs a desired direction vector, which is the vector describing the distance between the 5th pathing point and the first pathing point, which is located at pico's position. This point should represent the direction pico should drive to follow the beginning of the path. The fifth point is chosen because it is a compromise between the advantages of the first few points and points further down the path. Points close by have a very large angle increments, for example 45 degrees for the second layer. Points further down the path run the risk of ending up at the other side of walls, in case the path wraps around a wall. Since walls are at least 5 cells wide, this is not possible with the 5th point.
[[File:Arrow_blurred.jpg|300px]]


== Collision avoidance ==


'''''Step 5:''''' With the OpenCV option findcontours the different contours of all the red blobs are found. All the contours are saved as a vector in the vector contours. For each founded contour, the corresponding blob is coloured differently. This results in the following picture:
The "Collision avoidance' function checks the desired direction, provided by the 'Shortest path algorithm' function, for collisions and, if necessary, alters the desired direction. To check for collisions, pico checks the laser data array for the closest laser data point. If this point is within 0.38m of pico, a correction vector is created, pointing away from said closest point. The closer this point is to pico, the larger the correction vector. The desired direction vector and correction vector are then added together to obtain the final direction vector, which is then scaled to 0.2m/s. This mechanism acts like a one way p controller. In the picture below, the principle of the collision avoidance is illustrated.


[[File:Arrow_contours_(1).jpg|300px]]
[[File:Anti_collision.png|400px]]
[[File:Arrow_contours.jpg|300px]]


In this picture, pico is represented by the blue dot,the range of 0.38m is represented by the blue dotted circle, and the red rectangle represents the wall. The green arrow depicts the desired direction vector, the red arrow is the correction vector and the black arrow is the final direction. Please note that this image has objects with arbitrary size, and are thus not scaled properly.


''' <span style="color:#FF0000">If</span> the size of the vector contours is larger than zero the following steps are performed:'''
<br>


== Arrow Detection ==


'''''Step 6:''''' Now the areas inside all different contours are calculated with the OpenCV function contourArea. With a loop the largest area is determined. The largest contour index is stored. When the largest area is found, a closest rectangle is drown around the area with the option boundingRect. This results in the following picture:
In order to detect arrows and determine its direction, a roadmap is designed. The first couple of steps is applied to all evaluated frames, but the second part is conditional. Before analysis is possible, all considered data (ROS RGB) is converted to the OpenCV format. This converted data then is converted to a HSV image. <br>
 
[[File:Arrow_largestcontour_(1).jpg|300px]]
[[File:Arrow_largestcontour.jpg|300px]]
 
 
'''''Step 7:''''' The largest area counts the number of dots of the arrow. A minimum number of dots is set, to determine if an possible arrow can be recognized. If the largest area is bigger than the minimum number of dots, the script preceeds with the next steps. Otherwise the founded contour is too small for accurate arrow recognition. Moreover, Pico is in this case very far from the arrow (> 8 metres) and may first become closer to the arrow before further image processing.
 
 
''' <span style="color:#FF0000">If</span> the largest area is larger than a stated minimum number of dots then is preceded with next steps.  <span style="color:#FF0000">Else</span> an integer PossibleArrow = 0 is sended over a rostopic to let Pico know there is no large enough red blob detected and to preceed with next image.'''
 
 
 
'''''Step 8:''''' The rectangle is now divided in two equal parts, a left and a right part. This is done by creating two different ROI’s (Regions of interest) on base of the coordinates of the rectangle. The x-range of the left part is bounding_rect.x until bounding_rect.x+0.5*bounding_rect.width. The x-range of the right part is bounding_rect.x+0.5*bounding_rect.width until bounding_rect.x+bounding_rect.width. The y-range of the left and right part are the same: bounding_rect.y until bounding_rect.y+bounding_rect.height. This can be visualised as follows:
 
[[File:Arrow_leftright.jpg|300px]]
 
 
'''''Step 9:''''' The number of red dots are calculated for the left part as well as the right part. Moreover, the number of white dots is calculated for the whole rectangle. With this information is determined if an arrow is recognized and to which side the arrow is pointed. The detection of the arrow is determined by the ratio of the red dots between left and right. The ratio must be larger than 1.5 to detect an arrow. Moreover there must be a minimum number of white dots in the rectangle too. This makes the script more robust for red objects in the surroundings as a white t-shirt or a chair for axample.  Three different situations may occur:
 
* '''Situation 1:  <span style="color:#FF0000">If</span> number of red dots right > 1.5*Number of red dots left AND number of white dots > minimum number of white  dots.'''
If this situation occur an arrow to the right is detected and integer PossibleArrow=1 is sended over the topic. In addition, there is checked whether Pico is allready close enough to the arrow to set his target point to the direction of the arrow. The largest area must be larger than a number of pixels. If this is the case, integer PossibleArrow is changed to 3.


* '''Situation 2:  <span style="color:#FF0000">Else if</span> number of red dots left > 1.5*Number of red dots right AND number of white dots > minimum number of white dots.'''
With the use of a threshold, the red pixels are filtered out of the HSV image. The data is put in a binary image in which the originally red parts are white and the different colored surroundings black. Because red can be found in both the left and right side of the HSV color spectrum, two different thresholds were required.<br>
If this situation occur an arrow to the left is detected and integer PossibleArrow=1 is sended over the topic. In addition, there is checked whether Pico is allready close enough to the arrow to set his target point to the direction of the arrow. The largest area must be larger than a number of pixels. If this is the case, integer PossibleArrow is changed to 2.


* '''Situation 3:  <span style="color:#FF0000">Else</span> ratio between red dots left and right is not large enough AND/OR number of white dots is smaller than minimum.'''
After acquiring the frayed binary image it is blurred and then the floodfill algorithm is applied. Using a kernel of size 3x3 results in sufficiently smoothened contours. Now all contours are saved in a contour vector and colored differently. The data now is formatted to an analyzable form.<br>
If this situation occurs, the possible arrow was unfortunately not an arrow and PossibleArrow is changed back to 0. The contour with the largest contour index is erased from the vector contours. However, not the whole contour is erased, but one point is left in the contour. This small contour consisting of 1 point ensures that there are know problems when calling the index of the contour. It gives no unwanted results, because this contour has an infinitesimal contour area. Steps 6 to 9 are performed again for the second largest surface. If still no arrow is found than again for the third largest surface, and so on until no contours are left or the largest area is smaller than the mimimum number of dots.


The analysis start with calculating the area of each different contour. The index of the largest contour is stored and the closest rectangle available is drawn around the corresponding contour. If this largest area contains less pixels than a set minimum, the data is said to not contain an arrow and the algorithm restarts by loading the next considered set of data received from the camera. If the largest area however contains more pixels the analysis continues with the next step. This threshold makes sure not every contour is considered in the analysis, but also prevents the possibility to detect an arrow from a large distance.<br>


'''''Step 10:''''' Once the arrow is detected and its direction is verified, the main node must be told. This is done by sending an integer over a ROS-topic:
After passing the first test, the rectangle is divided in two equal parts by using the base coordinates of the rectangle. In both the right and left part of the rectangle the amount of dots is counted. The amount-of-dots-ratio then is determined and should be at least 1.5 in order for the contour to be an arrow. If this isn’t the case, the algorithm restarts in the same way as stated before. When passing this condition the white area in the rectangle is considered. The original HSV data now is thresheld for the filtering out the white parts. The earlier mentioned largest contour then is used again in order to specify the amount of white dots around the arrow. If there are sufficient white pixels, an arrow is detected. The navigation target then is set to driving straight forward. When the arrow however contains more than a certain amount of dots, the navigation target is said towards the direction of the arrow (using the amount of dots in the two regions of interest).


0: No arrow detected
'''Algorithm testcase'''


1: Small (faraway) arrow detected
In order to test the previously prescribed algorithm, the following images are used as testcase.  
 
2: Large (near) left arrow detected
 
3: Large (near) right arrow detected
 
 
'''Testing script:'''
 
This scripts is tested by running for images in which different situations may occur.


[[File:Arrow1.jpg|100px]]
[[File:Arrow1.jpg|100px]]
Line 284: Line 209:
[[File:Arrowfar6.png|100px]]
[[File:Arrowfar6.png|100px]]


This figures are edited printscreens from a recorded bagfile. Further finetuning of the parameters and testing of the communication over the topic is done while running the script for the whole bagfile.
These figures are edited printscreens from a recorded bagfile. Further finetuning of the parameters testing the scrips and communication is done using bagfiles.


== World recognizer ==
== Additional features ==
A couple of additional functions, not worth their own block in the diagram, have been implemented.


The 'World recognizer' function converts the laser data provided by the 'Laser node' to a matrix used in the 'Shortest path algorithm' function. This matrix contains all areas pico is not allowed to go. The matrix represents a square grid around pico. The amount of cells and cell size are determined before hand. A zero in the matrix means that the respective cell is unoccupied. Each point of the laser data array is transformed to a position in the grid, and every cell in a safety circle with a diameter of 5 cells around this point are marked as occupied. Walls get the number 777 assigned to their cells. Assigning walls with a distinct number allows for easier human reading and coloring options. The safety circle is added to maintain a distance between the walls and the optimal path, and to ignore small gaps as possible corridors. In the picture below, an example of the matrix with detected walls is shown.
'''Entrance detection'''


[[File:Grid_walls.png|800px]]
When the code starts to run, pico's target point is set in the upper middle of the matrix. Once pico encounters walls behind his y axis, or a certain time has passed, the target point is set to the default position. This is done to prevent pico from driving in circles outside the maze.  


The walls are represented by the blue line's which are dotted for walls outside pico's vision range. The occupied matrix cells are depicted by the number 777, colored red. The 0 with the green rectangle is the position of pico. As can be seen, angle's of 90 degree are not depicted as such, which can be caused by inaccurate laser data, scaling errors, or inaccuracies in the laser range detectors specifications. However, slight curving of walls does not in navigational errors, and is thus of little importance.
'''Exit detection'''


<br>
Once pico encounters no walls within two meters in a angle of 90 degrees to the front, his target point is set to the upper middle of the matrix, prompting pico to drive straight forward. Once there are no walls within 2 meters in pico's vision range, the maze is completed, and pico commences a victory dance.


To prevent pico from driving to his blind spot, all non visible cells are marked as occupied, this time with the number -1. Again, a distinct number for each kind of occupation allows for easier reading and coloring of the matrix. The physical blind spot is expanded by a region on each side, to prevent pico from turning back into the corridor he came from. These artificial blind spots have the added benefit of initiating a deadlock when pico is driving head first into a wall. How this deadlock works is explained in the section about the optimal path algorithm. In the image below, the matrix is shown with blind spots.
'''Decoupling of translations and rotations'''


[[File:Grid_vision.png|800px]]
To prevent pico from standing still while turning, we completely decoupled rotating from driving. Translations will not be delayed until pico faces the right direction, but are instead executed sideways if needed. Meanwhile, pico will start to turn towards the direction he is driving. The big advantage of this feature is that, excluding deadlocks, pico will never stand still. The largest disadvantage of this feature is that pico can not prevent collisions when driving backwards. However, by adding the artificial blindspots, we disabled pico's ability to drive backwards, essentially nullifying the disadvantage of decoupling rotations from translations.


Again, the red numbers 777 indicate that a grid is occupied by a wall, and the 0 with green rectangle is pico's position. In addition, each  blue -1 represents a cell in the blind spot. The highlighted area in the blind spot is pico's natural blind spot and the non highlighted areas are the artificial blind spots.
'''Victory dance'''


<br>
Once pico has left the maze, the robot initializes a victory dance. We consider the maze as solved when no walls can be found within 1.5m in any direction. Once this condition is fulfilled, pico will start moving its right, quickly followed by a movement to his left. Thereafter, pico moves right again, back to the position where the dance started, and turns 90 degrees around. After that, the dancing steps are repeated until the end of time. Obviously, the victory dance has no function in its current form, but finding a open spot might be useful for other kinds of robots.


== Shortest path algorithm ==
== Encountered problems ==


The matrix provided by the 'World recognizer' function is used in the 'Shortest path algorithm' function to determine the optimal path with the use of a modified version of Dijkstra's algorithm. The algorithm starts at pico's position, and looks if the adjacent cells, including diagonal ones, are occupied. In the grid matrix, every adjacent cell with a zero will be occupied, changing the zero for a cost number. The cost number is dependent on how long the path it belongs to is. The shortest path available, thus with the lowest cost number, is the first to be expanded. A horizontal or vertical move adds a cost of two, and a diagonal move a cost of 3. The expansion of paths is looped until the target point is encountered. The target point is represented by a 999 in the matrix, and is placed either above pico, to the right and slightly above, or to the left and slightly above, depending on which target direction has been received from the 'Image recognition node'. In the image below, a the matrix containing the walls and blind spots is depicted after the path finding algorithm.
'''Corridor code'''


[[File:Grid_path.png|800px]]
While programming the corridor code, few problems were encountered. Aside from several compilation errors, the simulations went without any problems. However, the experiments prior to the corridor competition did pose several difficulties. The rotational velocity in gazebo is limited at 0.5 rad/s, but the actual robot did not have such a limitation. Since the rotational velocity in the script was way higher than 0.5 rad/s, the collision detection was over-tuned, resulting in a saw-tooth like path. Additionally, the 90 degree turn was incorrect as well, due to the rotational velocity of over 0.5 rad/s. Both problems were solved by properly re-tuning the rotational velocity constant.


In this image, the red 777's are again the walls, the blue -1's are the blind spots, the 999 is the target point, in this case for the right hand rule, and the white numbers are the pathing costs. The yellow crosses represent the optimal path.
'''Dijkstra's algorithm'''


The pathing algorithm has some additional features. The most important one is the already mentioned deadlock. When no optimal path can be found for two consecutive iterations, pico initializes a 90 degree turn in the opposite direction of the target point. This does also occur when pico gets stuck. Furthermore, the walls are inflated, as mentioned before, which means that small gaps are not seen as corridors. The path finding algorithm runs twice per second, and outputs a desired direction vector, which is the vector describing the distance between the 5th pathing point and the first pathing point, which is located at pico's position. This point should represent the direction pico should drive to follow the beginning of the path. The fifth point is chosen because it is a compromise between the advantages of the first few points and points further down the path. Points close by have a very large angle increments, for example 45 degrees for the second layer. Points further down the path run the risk of ending up at the other side of walls, in case the path wraps around a wall. Since walls are at least 5 cells wide, this is not possible with the 5th point.
As is common with computations as complicated as Dijkstra's shortest path algorithm, several compilation errors were encountered in this part of the code. These were solved by standard compilation error solving techniques. Aside from these compilation errors, several functionality bugs had to be solved. The first bug was caused by improper matrix sizes, resulting in 'segmentation faults'. By expanding both the path storage and cost function matrices, these problems seemed to be solved. In certain cases, however, the segmentation faults continued to exist. This turned out to be caused by not programming the boundaries of the grid, and thus the storage matrix, in the algorithm. By implementing these boundaries, several strange numbers in the grid matrix disappeared as well. The boundaries for the walls have been set at the 2nd layer, keeping the outer layer unoccupied. This allows the algorithm to go around walls that reach to the edge of the grid, preventing unnecessary deadlocks. After this change, the algorithm functioned properly. However, the desired results were not yet obtained. Pico could drive backwards, if that was shorter, and often turned back into the corridor he just left.


== Collision avoidance (Phase II) ==
To let our pathing algorithm work as intended, we had to apply some modifications to Dijkstra's algorithm. First, we added the blind spot of pico, and modeled it as a solid wall. This solved the problem of driving backwards. However, pico could still turn back in corridors he had just left. Our first idea to prevent this, was adding a short term map memory. By letting walls remain in the algorithm for a few seconds after disappearing from pico's sight, we would have solved pico's tendency to turn back into corridors, while simultaneously preventing pico from displaying indecisive behavior at moments that walls disappear from the grid. However, short term wall memory turned out to be very hard to implement. With pico driving around and turning simultaneously, the position of old walls had to be corrected often and accurately. Because we did not know the exact position of the laser range finder relative to pico's rotational axis, we did not manage to apply the proper coordinate transformations to the wall. Furthermore, wall memory proved to be extremely susceptible to ghost points, whose harmful effects were amplified by the inflation of the walls in the grid. All these factors combined prompted us to look for alternative solutions.


The "Collision avoidance' function checks the desired direction, provided by the 'Shortest path algorithm' function, for collisions and, if necessary, alters the desired direction. To check for collisions, pico checks the laser data array for the closest laser data point. If this point is within 0.38m of pico, a correction vector is created, pointing away from said closest point. The closer this point is to pico, the larger the correction vector. The desired direction vector and correction vector are then added together to obtain the final direction vector, which is then scaled to 0.2m/s. This mechanism acts like a one way p controller. In the picture below, the principle of the collision avoidance is illustrated.
Our next idea was to block of the old entrance with artificial blind spots. While relatively simple, this idea proved to be surprisingly effective. After some tuning of the blindspots shape, we solved both the indecisive behavior and pico's tendency to turn back into the corridor he just left. While the artificial blindspots often completely block old corridors and out of sigh walls, this is not required for proper navigation. The shape of the blindspots reduce pico's possible drive directions to a 90 degree angle in front of him. Combined with the rotational speed of 0.5 rad/s, pico can not make infinitely small corners, but has a minimum corner range of about 0.4m. Therefore, turning back into the corridor pico just left is physically impossible without stopping or driving forward for some time. Since both possibilities do not occur without a deadlock or detected exit, we can guarantee that pico will never turn back into corridors unintentionally. After this change, our pathing algorithm worked as intended.


[[File:Anti_collision.png|400px]]
'''Target point'''


In this picture, pico is represented by the blue dot,the range of 0.38m is represented by the blue dotted circle, and the red rectangle represents the wall. The green arrow depicts the desired direction vector, the red arrow is the correction vector and the black arrow is the final direction. Please note that this image has objects with arbitrary size, and are thus not scaled properly.
The pathing algorithm requires a target point to work, which is dependent on the maze solving strategy currently active. The target point for driving straight forward is easy: in the middle of the most upper row. For the right hand strategy, however, the choice is less intuitive. Originally, we placed the target point at the intersection of the upper row and the column furthest to the right. The idea behind this position was that pico had to drive forward and to the right, making the upper right corner the seemingly ideal choice. However, testing and careful re-evaluation of this position made us realize that pico would give a corridor to the right equal priority to one straight ahead. Therefore, we moved the target point further down the right column. While pico gave right corridors priority over straight corridors, 2 adjacent right corridors with a thin wall in between would result in pico entering the 2nd corridor. To solve this problem, we had to move the target point further down. Once we realized that our artificial blindspots preveted pico from ever going back in previous corridors, we opted to place the target point below pico's possition in the grid, at 30% of the grid height above the lowest row. This target point prioritizes the first corridor to the right, and is even capable of driving circles around a pole. While the latter of those has no practical value, the right hand rule dictates said behavior. It is important to note that, with different parameters in the pathing algorithm and/or artificial blindspots, a target point below pico's position is very dangerous. It can cause pico to turn around randomly, or to spin around his own axis, and should therefore never be implemented without the guarantee that the pathing algorithm and artificial blindspots are properly implemented.


<br>
'''Deadlock'''


== Additional functions ==
Ever since we implemented Dijkstra's algorithm, we had to take 'deadlocks' into account. In our script, a deadlock is defined as a situation in which the target point cannot be reached. This usually occurs in a dead end, or when the target point is placed inside a wall. With the boundaries implemented in our grid, the latter is impossible. Dead ends, however, do occur regularly in mazes. When we first implemented deadlock detection, pico would sometimes turn around unnecessarily. Whether this was caused by ghost point or the wall memory, which was still implemented at that time, is unknown, but it prompted us to implement a double check for deadlock situations. The deadlock is only recognized if it occurs at least 2 consecutive iterations. After implementing this feature, false deadlocks occurred less frequent, but did not disappear entirely. The few remaining false deadlocks were caused by our second deadlock recognition system. If pico travels significantly less than 0.4m in any time span of 2 seconds, for instance during indecisive behavior, but also when taking sharp corners, a deadlock would be initiated. By re-calibrating the minimum traveled distance threshold, the undesired deadlocks disappeared. After the addition of the artificial blindspots, this second deadlock detection system had become abundant, and was consequently deactivated.
A couple of additional functions, not worth their own block in the diagram, have been implemented.


'''Entrance detection'''
'''Collision avoidance'''
 
When the code starts to run, pico's target point is set in the upper middle of the matrix. Once pico encounters walls behind his y axis, or a certain time has passed, the target point is set to the default position. This is done to prevent pico from driving in circles outside the maze.


'''Exit detection'''
When we wrote our collision avoidance algorithm, we wanted to prevent the saw-tooth like behavior displayed by the code used during the corridor competition. In order to achieve this, we wanted to align pico to the closest wall it could find, using a feedback controller. While we did succeed to do so, pico tended to 'stick' to walls, and did not move away from the wall he was following under any circumstance. To prevent this behavior, we removed the 'pull' side of our feedback controller. Now, the collision avoidance only interferes when pico gets to close to a wall. Due to the nature of feedback controllers with a velocity output, pico will end up driving parallel to the wall if the desired drive direction does not change.


Once pico encounters no walls within two meters in a angle of 90 degrees to the front, his target point is set to the upper middle of the matrix, prompting pico to drive straight forward. Once there are no walls within 2 meters in pico's vision range, the maze is completed, and pico commences a victory dance.
'''HSV thresholds'''


During the threshold determination for both the red and white color in the arrow detection, microsoft paints color pallet is used. The values for H,S and V here are capped at 239. After implementing these values and testing the script we however observed that OpenCV uses totally different maximum values. Experiments resulted in 180,360 and 360 for H,S and V respectively. Due to a lack of time the HSV values weren't optimized for the final alogithm used in the maze contest. This resulted in the inability to properly read arrows.


== Corridor competition ==
== Corridor competition ==


The code used for the corridor competition featured two main features: collision avoidance and intersection detection (see above). The collision avoidance algorithm is always running to correct the drive direction in case Pico is too close to a wall. The intersection detection only runs until an intersection is found, as the corridor will only have 1 exit. If a corridor to the left or right is detected, Pico will turn in that direction and continue driving forward until he has completely exited the corridor. The collision avoidance remains live in order to prevent Pico from hitting any walls during the departure from the corridor.
For the corridor competition, our goal was to successfully complete the challenge. Since pico was able to solve even the most badly build corridors, we were confident that our script could find the exit. It turned out that pico could indeed solve the corridor, although in a sub-optimal way. The straight part of the corridor went quite flawless, but taking the turn did not. Since pico stood still while turning, we lost valuable time. Furthermore, due to pico's distance to the wall at that time, the corridor was detected too early. This meant that the collision avoidance had to guide pico through the exit, resulting in a curved path. Nevertheless, our goal to complete the challenge was reached.


''' Evaluation '''
''' Evaluation '''


Pico was able to navigate out of the corridor. However, it was not flawless. The corridor exit was detected before Pico was in the middle of the exit. After turning Pico was not unable to drive through the exit without hitting a wall and the collision avoidance had to correct Pico's movement. This could have been prevented by placing the detection range more towards the rear of Pico. Additionally another check could be implemented to keep Pico driving forward until the middle of a corridor is detected before stopping and turning.
We learnt several crucial lessons during the corridor competition. The maze was build properly and straight, which meant that we invested too much in robustness, and too little in performance. Furthermore, our simple approach turned out to be inferior to several other groups, not entirely unexpected. To win, or at least perform above average, at the final maze competition, we would have to design a script that allows smooth movements without unnecessary stops. However, pico did complete the corridor challenge as expected, meaning that we could refine and expand our script, and did not have to start over from scratch.
 
Eventually the 'look around-decide-turn' approach was abandoned in favor of an integrated path planning algorithm. By using path planning, Pico can look around and drive towards a certain point simultaneously while keeping a safe distance from the walls at the same time. For robustness reasons, the collision avoidance will remain in place.


== Final maze competition ==
== Final maze competition ==
Line 358: Line 280:
'''Evaluation'''
'''Evaluation'''


The maze challenge went more or less as expected. We had serious doubts about the robustness of the arrow detection, and with only half of the red color range properly implemented, it would be questionable whether or not pico could even read the arrow. It turned out to be the worst of both cases. Pico could not read the arrow, but another object, most likely the door, was detected as an arrow a few moments later. The lackluster performance of the arrow detection was partially compensated by the effectiveness of our navigator. The high level navigation, calculated with Dijkstra's algorithm, immediately detected any dead ends, and always sent pico to the corridor deemed optimal by the selected maze solving strategy. The simple, yet effective low level navigation kept pico around the middle of the corridor, and led the robot around corners in a smooth, curved manner. With the exclusion of the dead end turn, pico never stood still, always moving at maximum velocity. The excellent performance of our navigator enabled us to take the 5th spot, above multiple groups with successfull arrow detection.
The maze challenge went more or less as expected. We had serious doubts about the robustness of the arrow detection, and without proper color thresholds implemented, it would be questionable whether or not pico could even read the arrow. It turned out to be the worst of both cases. Pico could not read the arrow, but another object, most likely the door, was detected as an arrow a few moments later. The lackluster performance of the arrow detection was partially compensated by the effectiveness of our navigator. The high level navigation, calculated with Dijkstra's algorithm, immediately detected aevery dead end, and always sent pico to the corridor deemed optimal by the selected maze solving strategy. The simple, yet effective low level navigation kept pico around the middle of the corridor, and led the robot around corners in a smooth, curved manner. With the exclusion of the dead end turn, pico never stood still, always moving at maximum velocity. The excellent performance of our navigator enabled us to take the 5th spot, above multiple groups with successfull arrow detection.
 
== Path Planning == 
 
<FONT COLOR="#A4A4A4">
The intersection based navigation system only works for perfect situations. In order to make the navigation more robust and able to tackle more complicated situations, a shortest path finding algorithm is implemented.
 
'''Wall detection and representation'''
 
The navigation algorithm uses a matrix to represent the local area around Pico. Collect laser data is placed inside this matrix. The detected walls are inflated to make sure that Pico does not recognize small openings between wall sections. The inflation layer is also used to give the planned path a certain distance parallel to the wall.
 
'''Target point location'''
 
Pico will be provided with three possible target points: Straight ahead, upper left or upper right. If no arrow is detected, the primary direction places the target point left or right. The arrow recognition will communicate if an arrow is detected. If an arrow is seen in the distance, the target is set to straight ahead. If Pico is close enough to an arrow, the arrow determines the target point location.
 
'''Shortest path algorithm'''
 
The empty cells in the matrix are now filled with numbers that correspond to the cost (in terms of distance) of driving to that cell. Using Dijkstra's algorithm, the cheapest path is selected. The found path is used to determine the direction vector.
 
The process is repeated with a frequency of 2 Hz.
 
'''Addition of blind spot'''
 
As Pico is going around a corner, the old corridor might be seen as the shortest path. To prevent this, an artificial blind spot is added behind and slighty left- and right-behind Pico to prevent Pico from turning back into the previous corridor.
 
'''Path planning matrix example'''
 
Below is an image representing the matrix during the path planning stage.
 
-Green: detected walls
 
-Red: inflated walls
 
-Blue: blind spot
 
-Light Blue: target
 
-Yellow: shortest path
 
-White numbers: path cost
 
[[File:pico_excellent.png|800px]]

Latest revision as of 23:07, 2 July 2014

Members of group 10

Bas Houben 0651942
Marouschka Majoor 0660462
Eric de Mooij 0734166
Nico de Mooij 0716343

Time survey EMC10

Planning

Week 1

  • Introduction
  • Install Ubuntu


Week 2

  • Determine the course goals
  • Brainstorm about the robot control architecture
  • Start with the tutorials


Week 3

  • Continue with the tutorials
  • Install ROS/QT
  • Finish robot control architecture
  • Brainstorm about collision principle
  • Brainstorm about navigation


Week 4

  • Meet with the tutor
  • Finish installation
  • Finish tutorials
  • Write collision detection
  • Write corridor navigation
  • Test the written code on Pico
  • Corridor challenge (Recorded performance)


Week 5

  • Meet with tutor
  • Software structure designed
  • Started working on the scripts


Week 6

  • Meet with tutor
  • Software structure design rejected and redesigned
  • First target point/dijkstra based algorithm
  • Pico experiment


Week 7

  • Meet with tutor
  • Target point changer added
  • Artificial blind spots added to the algorithm
  • Arrow detection algorithm designed
  • Experiment


Week 8

  • Prepare final presentation
  • Final presentations
  • Start/Finish detection added
  • Double check for deadlock added
  • First version of Arrow detection added
  • Pico experiment


Week 9


Week 10

  • Finish wiki


Corridor competition concepts

Collision avoidance

Since we had some difficulties with installing linux and gazebo, we started working on the corridor code relatively late. Therefore, we opted for a basic collision detection algorithm, using one detection area at pico's left and one at pico's right. Both areas range from 0.15m to 0.3m, and check angles in a range of 135 degrees. The collision avoidance system is dormant until an object enters one of these detection area's. Once this happens, pico will turn to the other side, while simultaneously performing a sideways motion away from the obstacle. During this process, pico continues to drive forward. To guarantee that pico does not collide with any objects, we implemented an extra collision detection range. Once an object enters the range of 0.25m at any angle, pico will stop driving forward. The angular and longitudinal corrections, however, will stay active. The different collision ranges are displayed in the image below.

Collision.png

In this picture, the red area indicates the inner collision detection circle, and the yellow and blue area's represent the left an right side detection area's, respectively.

Even though the collision avoidance code used during the corridor competition is very robust for avoiding collisions, it induces a saw-tooth like motion, which is obviously sub optimal. It did, however, prove to be sufficient for the corridor competition.


Intersection detection

Similarly to the collision avoidance, we opted for a temporary, basic solution for corridor detection. The easiest way to detect corridors is to check for the absence of walls in a certain angle increment. With an angle increment of α radians, a gap in the wall is detected as a corridor if its width exceeds α times the distance between pico and said wall. Since our collision avoidance does not guarantee a set distance to the wall, we deemed this corridor detection system inappropriate for accurate corridor detection.

To prevent the minimum corridor width from scaling with the distance between pico and the wall, we check for the absence of walls in 3 areas per side of pico. The area's have angle increments of 74 degree's, 36 degrees and 24 degrees, with radii of 0.5m, 1.0m and 1.5m, respectively. These detection ranges are displayed in the image below.

Pico detect intersect.png

In this image, the red, green and blue circles are the inner, middle and outer detection radii, respectively, and the dotted lines represent the angles increments. Please note that this picture is drawn with an arbitrary scale.

For a gap in a wall to be detected as corridor, all three detection ranges must be free of laser data points. This means that corridors of over 0.6m wide will always be detected, and corridors of under 0.3m in width will always be ignored. The exact distance between the wall and pico will determine whether corridors with a width between 0.3m and 0.6m are detected as corridor. Gaps of this size, however, should not exist in the corridor challenge.

Concepts

Robot program architecture

Even though the initial idea was to give every distinguishable function its own node, several main functions were placed together in one node, because they have to communicate large matrices with each other.

Besides the laser, camera and drive node's provided for the course, two additional nodes were added: the image recognition node and the navigation node. All main functions and their interactions can be seen in the figure below.

Pico node.png

The program runs three consecutive main steps, listed below.


Determining strategy

In the first step, pico determines what strategy to apply, depending on whether an arrow is detected or not. The default strategy is to follow the wall to the right, executed by taking every right turn available. From now on, this method will be called the 'right hand rule'. When an arrow is detected in the distance, the strategy is changed to driving straight forward, towards the arrow. If the arrow is close enough to take the turn, the strategy is set to either the right hand rule or left hand rule, according to the direction of the arrow. When no arrow is detected, the strategy will return to the default right hand rule. This step involves the 'Camera node' and the 'Image recognition node', which will be explained in more detail later. The 'Camera node' sends camera data to the 'Image recognition node', which then searches for an arrow. The image recognition node provides a target direction for the second step, according to any arrows it might recognize.


Path finding

In the second step, the strategy determined by step one will be executed with the aid of Dijkstra's shortest path algorithm. This algorithm detects whether a turn is available, and whether it has a dead end or not. It then calculates an optimal path according to the turn options available. This step involves the 'Laser node' and the 'World recognizer" and 'Shortest path algorithm' functions of the 'navigation node'. These two functions will be explained in further detail later on. The 'Laser node' sends laser data to the 'World recognizer' function, which makes a map of the walls currently visible, and stores it in a matrix. The 'Shortest path algorithm' function uses this matrix to determine an optimal path. This optimal path is converted to a desired direction vector, which is used in the third step.


Collision avoidance

In the third step, the desired direction vector provided by the previous step is checked for collisions, and altered accordingly. This involves the 'Laser node' and the 'Collision avoidance' function of the 'Navigation node'. The 'Laser node' provides the 'Collision avoidance' function with laser data. This data is used to determine if any walls come within a certain safety range. When this occurs, the desired direction provided by the previous step is altered to avoid collisions. If no collisions are imminent, the desired direction is left unaltered. The possibly altered desired direction is transformed to a velocity command, which is then send to the 'Driver node'.




World recognizer

The 'World recognizer' function converts the laser data provided by the 'Laser node' to a matrix used in the 'Shortest path algorithm' function. This matrix contains all areas pico is not allowed to go. The matrix represents a square grid around pico. The amount of cells and cell size are determined before hand. A zero in the matrix means that the respective cell is unoccupied. Each point of the laser data array is transformed to a position in the grid, and every cell in a safety circle with a diameter of 5 cells around this point is marked as occupied. Walls get the number 777 assigned to their cells. Assigning walls with a distinct number allows for easier human reading and coloring options. The safety circle is added to maintain a distance between the walls and the optimal path, and to ignore small gaps as possible corridors. In the picture below, an example of the matrix with detected walls is shown.

Grid walls.png

The walls are represented by the blue line's which are dotted for walls outside pico's vision range. The occupied matrix cells are depicted by the number 777, colored red. The 0 with the green rectangle is the position of pico. As can be seen, angle's of 90 degree are not depicted as such, which can be caused by inaccurate laser data, scaling errors, or inaccuracies in the laser range detectors specifications. However, slight curving of walls does not in navigational errors, and is thus of little importance.


To prevent pico from driving to his blind spot, all non visible cells are marked as occupied, this time with the number -1. Again, a distinct number for each kind of occupation allows for easier reading and coloring of the matrix. The physical blind spot is expanded by a region on each side, to prevent pico from turning back into the corridor he came from. These artificial blind spots have the added benefit of initiating a deadlock when pico is driving head first into a wall. How this deadlock works is explained in the section about the optimal path algorithm. In the image below, the matrix is shown with blind spots.

Grid vision.png

Again, the red numbers 777 indicate that a grid is occupied by a wall, and the 0 with green rectangle is pico's position. In addition, each blue -1 represents a cell in the blind spot. The highlighted area in the blind spot is pico's natural blind spot and the non highlighted areas are the artificial blind spots.


Shortest path algorithm

The matrix provided by the 'World recognizer' function is used in the 'Shortest path algorithm' function to determine the optimal path with the use of a modified version of Dijkstra's algorithm. The algorithm starts at pico's position, and looks if the adjacent cells, including diagonal ones, are occupied. In the grid matrix, every adjacent cell with a zero will be occupied, changing the zero for a cost number. The cost number is dependent on how long the path it belongs to is. The shortest path available, thus with the lowest cost number, is the first to be expanded. A horizontal or vertical move adds a cost of two, and a diagonal move a cost of 3. The expansion of paths is looped until the target point is encountered. The target point is represented by a 999 in the matrix, and is placed either above pico, to the right and slightly above, or to the left and slightly above, depending on which target direction has been received from the 'Image recognition node'. In the image below, a the matrix containing the walls and blind spots is depicted after the path finding algorithm.

Grid path.png

In this image, the red 777's are again the walls, the blue -1's are the blind spots, the 999 is the target point, in this case for the right hand rule, and the white numbers are the pathing costs. The yellow crosses represent the optimal path.

The pathing algorithm has some additional features. The most important one is the already mentioned deadlock. When no optimal path can be found for two consecutive iterations, pico initializes a 90 degree turn in the opposite direction of the target point. This does also occur when pico gets stuck. Furthermore, the walls are inflated, as mentioned before, which means that small gaps are not seen as corridors. The path finding algorithm runs twice per second, and outputs a desired direction vector, which is the vector describing the distance between the 5th pathing point and the first pathing point, which is located at pico's position. This point should represent the direction pico should drive to follow the beginning of the path. The fifth point is chosen because it is a compromise between the advantages of the first few points and points further down the path. Points close by have a very large angle increments, for example 45 degrees for the second layer. Points further down the path run the risk of ending up at the other side of walls, in case the path wraps around a wall. Since walls are at least 5 cells wide, this is not possible with the 5th point.

Collision avoidance

The "Collision avoidance' function checks the desired direction, provided by the 'Shortest path algorithm' function, for collisions and, if necessary, alters the desired direction. To check for collisions, pico checks the laser data array for the closest laser data point. If this point is within 0.38m of pico, a correction vector is created, pointing away from said closest point. The closer this point is to pico, the larger the correction vector. The desired direction vector and correction vector are then added together to obtain the final direction vector, which is then scaled to 0.2m/s. This mechanism acts like a one way p controller. In the picture below, the principle of the collision avoidance is illustrated.

Anti collision.png

In this picture, pico is represented by the blue dot,the range of 0.38m is represented by the blue dotted circle, and the red rectangle represents the wall. The green arrow depicts the desired direction vector, the red arrow is the correction vector and the black arrow is the final direction. Please note that this image has objects with arbitrary size, and are thus not scaled properly.


Arrow Detection

In order to detect arrows and determine its direction, a roadmap is designed. The first couple of steps is applied to all evaluated frames, but the second part is conditional. Before analysis is possible, all considered data (ROS RGB) is converted to the OpenCV format. This converted data then is converted to a HSV image.

With the use of a threshold, the red pixels are filtered out of the HSV image. The data is put in a binary image in which the originally red parts are white and the different colored surroundings black. Because red can be found in both the left and right side of the HSV color spectrum, two different thresholds were required.

After acquiring the frayed binary image it is blurred and then the floodfill algorithm is applied. Using a kernel of size 3x3 results in sufficiently smoothened contours. Now all contours are saved in a contour vector and colored differently. The data now is formatted to an analyzable form.

The analysis start with calculating the area of each different contour. The index of the largest contour is stored and the closest rectangle available is drawn around the corresponding contour. If this largest area contains less pixels than a set minimum, the data is said to not contain an arrow and the algorithm restarts by loading the next considered set of data received from the camera. If the largest area however contains more pixels the analysis continues with the next step. This threshold makes sure not every contour is considered in the analysis, but also prevents the possibility to detect an arrow from a large distance.

After passing the first test, the rectangle is divided in two equal parts by using the base coordinates of the rectangle. In both the right and left part of the rectangle the amount of dots is counted. The amount-of-dots-ratio then is determined and should be at least 1.5 in order for the contour to be an arrow. If this isn’t the case, the algorithm restarts in the same way as stated before. When passing this condition the white area in the rectangle is considered. The original HSV data now is thresheld for the filtering out the white parts. The earlier mentioned largest contour then is used again in order to specify the amount of white dots around the arrow. If there are sufficient white pixels, an arrow is detected. The navigation target then is set to driving straight forward. When the arrow however contains more than a certain amount of dots, the navigation target is said towards the direction of the arrow (using the amount of dots in the two regions of interest).

Algorithm testcase

In order to test the previously prescribed algorithm, the following images are used as testcase.

Arrow1.jpg Arrow2test.jpg Arrow3test.jpg Arrow4test.jpg Arrow5test.jpg Arrow6test.jpg

Arrowfar1.png Arrowfar2.png Arrowfar3.png Arrowfar4.png Arrowfar5.png Arrowfar6.png

These figures are edited printscreens from a recorded bagfile. Further finetuning of the parameters testing the scrips and communication is done using bagfiles.

Additional features

A couple of additional functions, not worth their own block in the diagram, have been implemented.

Entrance detection

When the code starts to run, pico's target point is set in the upper middle of the matrix. Once pico encounters walls behind his y axis, or a certain time has passed, the target point is set to the default position. This is done to prevent pico from driving in circles outside the maze.

Exit detection

Once pico encounters no walls within two meters in a angle of 90 degrees to the front, his target point is set to the upper middle of the matrix, prompting pico to drive straight forward. Once there are no walls within 2 meters in pico's vision range, the maze is completed, and pico commences a victory dance.

Decoupling of translations and rotations

To prevent pico from standing still while turning, we completely decoupled rotating from driving. Translations will not be delayed until pico faces the right direction, but are instead executed sideways if needed. Meanwhile, pico will start to turn towards the direction he is driving. The big advantage of this feature is that, excluding deadlocks, pico will never stand still. The largest disadvantage of this feature is that pico can not prevent collisions when driving backwards. However, by adding the artificial blindspots, we disabled pico's ability to drive backwards, essentially nullifying the disadvantage of decoupling rotations from translations.

Victory dance

Once pico has left the maze, the robot initializes a victory dance. We consider the maze as solved when no walls can be found within 1.5m in any direction. Once this condition is fulfilled, pico will start moving its right, quickly followed by a movement to his left. Thereafter, pico moves right again, back to the position where the dance started, and turns 90 degrees around. After that, the dancing steps are repeated until the end of time. Obviously, the victory dance has no function in its current form, but finding a open spot might be useful for other kinds of robots.

Encountered problems

Corridor code

While programming the corridor code, few problems were encountered. Aside from several compilation errors, the simulations went without any problems. However, the experiments prior to the corridor competition did pose several difficulties. The rotational velocity in gazebo is limited at 0.5 rad/s, but the actual robot did not have such a limitation. Since the rotational velocity in the script was way higher than 0.5 rad/s, the collision detection was over-tuned, resulting in a saw-tooth like path. Additionally, the 90 degree turn was incorrect as well, due to the rotational velocity of over 0.5 rad/s. Both problems were solved by properly re-tuning the rotational velocity constant.

Dijkstra's algorithm

As is common with computations as complicated as Dijkstra's shortest path algorithm, several compilation errors were encountered in this part of the code. These were solved by standard compilation error solving techniques. Aside from these compilation errors, several functionality bugs had to be solved. The first bug was caused by improper matrix sizes, resulting in 'segmentation faults'. By expanding both the path storage and cost function matrices, these problems seemed to be solved. In certain cases, however, the segmentation faults continued to exist. This turned out to be caused by not programming the boundaries of the grid, and thus the storage matrix, in the algorithm. By implementing these boundaries, several strange numbers in the grid matrix disappeared as well. The boundaries for the walls have been set at the 2nd layer, keeping the outer layer unoccupied. This allows the algorithm to go around walls that reach to the edge of the grid, preventing unnecessary deadlocks. After this change, the algorithm functioned properly. However, the desired results were not yet obtained. Pico could drive backwards, if that was shorter, and often turned back into the corridor he just left.

To let our pathing algorithm work as intended, we had to apply some modifications to Dijkstra's algorithm. First, we added the blind spot of pico, and modeled it as a solid wall. This solved the problem of driving backwards. However, pico could still turn back in corridors he had just left. Our first idea to prevent this, was adding a short term map memory. By letting walls remain in the algorithm for a few seconds after disappearing from pico's sight, we would have solved pico's tendency to turn back into corridors, while simultaneously preventing pico from displaying indecisive behavior at moments that walls disappear from the grid. However, short term wall memory turned out to be very hard to implement. With pico driving around and turning simultaneously, the position of old walls had to be corrected often and accurately. Because we did not know the exact position of the laser range finder relative to pico's rotational axis, we did not manage to apply the proper coordinate transformations to the wall. Furthermore, wall memory proved to be extremely susceptible to ghost points, whose harmful effects were amplified by the inflation of the walls in the grid. All these factors combined prompted us to look for alternative solutions.

Our next idea was to block of the old entrance with artificial blind spots. While relatively simple, this idea proved to be surprisingly effective. After some tuning of the blindspots shape, we solved both the indecisive behavior and pico's tendency to turn back into the corridor he just left. While the artificial blindspots often completely block old corridors and out of sigh walls, this is not required for proper navigation. The shape of the blindspots reduce pico's possible drive directions to a 90 degree angle in front of him. Combined with the rotational speed of 0.5 rad/s, pico can not make infinitely small corners, but has a minimum corner range of about 0.4m. Therefore, turning back into the corridor pico just left is physically impossible without stopping or driving forward for some time. Since both possibilities do not occur without a deadlock or detected exit, we can guarantee that pico will never turn back into corridors unintentionally. After this change, our pathing algorithm worked as intended.

Target point

The pathing algorithm requires a target point to work, which is dependent on the maze solving strategy currently active. The target point for driving straight forward is easy: in the middle of the most upper row. For the right hand strategy, however, the choice is less intuitive. Originally, we placed the target point at the intersection of the upper row and the column furthest to the right. The idea behind this position was that pico had to drive forward and to the right, making the upper right corner the seemingly ideal choice. However, testing and careful re-evaluation of this position made us realize that pico would give a corridor to the right equal priority to one straight ahead. Therefore, we moved the target point further down the right column. While pico gave right corridors priority over straight corridors, 2 adjacent right corridors with a thin wall in between would result in pico entering the 2nd corridor. To solve this problem, we had to move the target point further down. Once we realized that our artificial blindspots preveted pico from ever going back in previous corridors, we opted to place the target point below pico's possition in the grid, at 30% of the grid height above the lowest row. This target point prioritizes the first corridor to the right, and is even capable of driving circles around a pole. While the latter of those has no practical value, the right hand rule dictates said behavior. It is important to note that, with different parameters in the pathing algorithm and/or artificial blindspots, a target point below pico's position is very dangerous. It can cause pico to turn around randomly, or to spin around his own axis, and should therefore never be implemented without the guarantee that the pathing algorithm and artificial blindspots are properly implemented.

Deadlock

Ever since we implemented Dijkstra's algorithm, we had to take 'deadlocks' into account. In our script, a deadlock is defined as a situation in which the target point cannot be reached. This usually occurs in a dead end, or when the target point is placed inside a wall. With the boundaries implemented in our grid, the latter is impossible. Dead ends, however, do occur regularly in mazes. When we first implemented deadlock detection, pico would sometimes turn around unnecessarily. Whether this was caused by ghost point or the wall memory, which was still implemented at that time, is unknown, but it prompted us to implement a double check for deadlock situations. The deadlock is only recognized if it occurs at least 2 consecutive iterations. After implementing this feature, false deadlocks occurred less frequent, but did not disappear entirely. The few remaining false deadlocks were caused by our second deadlock recognition system. If pico travels significantly less than 0.4m in any time span of 2 seconds, for instance during indecisive behavior, but also when taking sharp corners, a deadlock would be initiated. By re-calibrating the minimum traveled distance threshold, the undesired deadlocks disappeared. After the addition of the artificial blindspots, this second deadlock detection system had become abundant, and was consequently deactivated.

Collision avoidance

When we wrote our collision avoidance algorithm, we wanted to prevent the saw-tooth like behavior displayed by the code used during the corridor competition. In order to achieve this, we wanted to align pico to the closest wall it could find, using a feedback controller. While we did succeed to do so, pico tended to 'stick' to walls, and did not move away from the wall he was following under any circumstance. To prevent this behavior, we removed the 'pull' side of our feedback controller. Now, the collision avoidance only interferes when pico gets to close to a wall. Due to the nature of feedback controllers with a velocity output, pico will end up driving parallel to the wall if the desired drive direction does not change.

HSV thresholds

During the threshold determination for both the red and white color in the arrow detection, microsoft paints color pallet is used. The values for H,S and V here are capped at 239. After implementing these values and testing the script we however observed that OpenCV uses totally different maximum values. Experiments resulted in 180,360 and 360 for H,S and V respectively. Due to a lack of time the HSV values weren't optimized for the final alogithm used in the maze contest. This resulted in the inability to properly read arrows.

Corridor competition

For the corridor competition, our goal was to successfully complete the challenge. Since pico was able to solve even the most badly build corridors, we were confident that our script could find the exit. It turned out that pico could indeed solve the corridor, although in a sub-optimal way. The straight part of the corridor went quite flawless, but taking the turn did not. Since pico stood still while turning, we lost valuable time. Furthermore, due to pico's distance to the wall at that time, the corridor was detected too early. This meant that the collision avoidance had to guide pico through the exit, resulting in a curved path. Nevertheless, our goal to complete the challenge was reached.

Evaluation

We learnt several crucial lessons during the corridor competition. The maze was build properly and straight, which meant that we invested too much in robustness, and too little in performance. Furthermore, our simple approach turned out to be inferior to several other groups, not entirely unexpected. To win, or at least perform above average, at the final maze competition, we would have to design a script that allows smooth movements without unnecessary stops. However, pico did complete the corridor challenge as expected, meaning that we could refine and expand our script, and did not have to start over from scratch.

Final maze competition

First attempt

We had multiple versions of our script ready for the competition. The versions varied from the most basic navigation script, without entrance and exit detection, victory dance and arrow recognition, to the version with all features enabled. The maze of the competition turned out to be relatively simple, but well designed to test each feature required for optimal driving. Therefore, we knew we would not win without the arrow detection, which was not tested in real life yet, and had questionable robustness during simulations. Because we had, and still have, full confidence in the navigational algorithm itself, we opted to run our first try with arrow detection enabled. While it seemed to work momentarily, the script lost track of the first arrow, prompting pico to take the wrong turn. At the end of the corridor, pico correctly detected the deadlock, and started turning. However, during the turn, an unidentified object, most likely the red door, was detected as an arrow. This put the target point at the left side, changing the deadlock turn direction to negative. After turning back a little, the door was out of sight, resetting the turn direction to positive. This process seemed to repeat itself a couple of times, so we elected to abort this attempt.

Second attempt

During the second attempt, we opted to run the script in its most basic version, since entrance detection was not needed. Furthermore, our victory dance could not be performed either, since there was no room available and pico would be turned of once he would cross the finish line. Since we had no arrow detection this time, pico turned to the wrong direction at the first arrow. Once the dead end was in his vision range, pico turned successfully and finished the maze without any further mistakes. The trust in our core navigation turned out to be justified. The end time was 1 minute and 23 seconds, resulting in a respectable fifth position.

Evaluation

The maze challenge went more or less as expected. We had serious doubts about the robustness of the arrow detection, and without proper color thresholds implemented, it would be questionable whether or not pico could even read the arrow. It turned out to be the worst of both cases. Pico could not read the arrow, but another object, most likely the door, was detected as an arrow a few moments later. The lackluster performance of the arrow detection was partially compensated by the effectiveness of our navigator. The high level navigation, calculated with Dijkstra's algorithm, immediately detected aevery dead end, and always sent pico to the corridor deemed optimal by the selected maze solving strategy. The simple, yet effective low level navigation kept pico around the middle of the corridor, and led the robot around corners in a smooth, curved manner. With the exclusion of the dead end turn, pico never stood still, always moving at maximum velocity. The excellent performance of our navigator enabled us to take the 5th spot, above multiple groups with successfull arrow detection.