Embedded Motion Control 2017 Group 2: Difference between revisions
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=== Open door === | === Open door === | ||
The door opening function simply checks the average laser distance in 3 zones left right and in front. After checking the distance it will ring the bell wait a few seconds and check again. If one of the distances has increased over a certain threshold the door is considered opened and the maze solver will decide to go through this door. | The door opening function simply checks the average laser distance in 3 zones left right and in front. After checking the distance it will ring the bell wait a few seconds and check again. If one of the distances has increased over a certain threshold the door is considered opened and the maze solver will decide to go through this door. During this routine other the main loop doesn't execute any other tasks. | ||
=== Set-point generation === | === Set-point generation === |
Revision as of 13:05, 21 June 2017
This Wiki describes the development and implementation process of software which can control Pico and help him to find the exit of a maze. Pico is a driving robot which has a Laser Range finder (LRF) sensor to view the world. It has an omni-base from which odometry measurements are available, unfortunately these measurements are prone to errors. The LRF can be compared to eyes of a human and the odometry to proprioception we have to sense where our limbs are. The only thing Pico is missing is the equivalent to a brain, the autonomous software which is to be developed. Unlike many other implementations seen this year, an intelligent way of solving is used instead of following a wall.
TODO
- Matthijs:
- evaluatie corridor challenge
- Gmapping mist veel dingen (instellingen, trade-offs, accuracy, wat kan er mis gaan?) + visualisatie
- Set point generation mist reden waarom
- Set point mist inleidend verhaal
- Joeri:
- lopend verhaal van potential field maken
- Joep:
- maze challenge architectuur / intro
- visualiser
- Rens:
- Sil:
- Daniel:
- Joeri/Iedereen: recommendation (Joeri hoofdverantwoordelijk)
Group Members
Name: | Report name: | Student id: |
Matthijs van der Burgh | M.F.B. van der Burgh | 0771381 |
Joep Linssen | J.M.H.G.H. Linssen | 0815502 |
Sil Schouten | S. Schouten | 0821521 |
Daniël Pijnenborg | D.H.G. Pijnenborg | 0821583 |
Rens Slenders | R. Slenders | 1028611 |
Joeri Roelofs | J. Roelofs | 1029491 |
Yanick Douven | Y.G.M. Douven | Tutor |
Initial design
Our initial design shows our basic strategy for solving the maze challenge. It contains roughly the following.
Introduction: The goal of this project is to autonomously get out of an unknown maze with the PICO robot, as fast as possible. The robot has sensors, actuators and a computer on board to navigate through the maze. The computer runs on Linux 14.04 and the programming language used for the software is C++. In this section the initial design is discussed, which consist of the requirements, functions, components, specifications and interfaces. This design will be used to build structured software and define required interfaces.
Requirements: To solve the maze problem the following points are required
- Finding the exit
- Finding and opening the door
- Avoiding obstacles at all times
- The maze should be solved within 5 min
- All tasks must be executed autonomously
- The system should work on any maze
- The robot mustn't get trapped in loops
Functions: The functions which have to be implemented are subdivided into the different contexts. Motion functions describe how the software gets input from and supplies output to PICO. Skill functions describe how different skills are executed in the software. Lastly Task functions implement task scheduling.
The motion functions have been determined as:
- Basic actuation Give PICO the ability to move around and rotate
- Getting information Receive information from LRF and odometry sensors.
- Opening door Make a sound to open door.
The more advanced skill functions are:
- Mapping Use information from ”Get information” to determine and save a map of the environment. This creates the world model for PICO.
- Localisation Determine where PICO is located in the map created in ”Mapping”. This will most likely be implemented in the same function.
- Object avoidance Use current LRF data to make sure PICO does never hit a wall.
- Maze solving Use the map in combination with current and previous locations within the map to determine a route out of the maze.
- Door and exit detection Using the map to detect if possible doors have been found and if PICO has finished the maze.
The task control implements switching between the following tasks:
- Map making Done throughout the challenge to improve current map.
- Finding doors Done in first stage of the challenge when no door has been found yet
- Finding the exit Once a door has been found and opened the task is to go through the door and finish the challenge.
Initial software architechture
The initial design can be put into a diagram, which is shown in the figure below. Below it, a short recap of the skill, world model and task contexts are given — in order of execution.
SLAM
The slam algorithm is designed to use the raw odometry and laser data and process this into a robot pose and world features. The robot pose is defined as the current position and rotation of PICO with respect to the initial pose of PICO. Features are defined as re-observable landmarks, in our case corners of walls, and are saved as locations with respect to the initial pose of PICO. A possible method of SLAM is the well known EKF SLAM, but many different types of SLAM exist.
After evaluating multiple SLAM algorithms, it has been decided that aforementioned EKF SLAM fits bests with the posed problem. The reason for this choice is that it works well in circumstances where there are clear landmarks — in our case corners. Another benefit is that these landmarks can be readily used in the primitive detection. It is also effective for problems of moderate size, the data size will not become huge and slow to process for a few hundred landmarks.
World model
The world model is a data structure that holds the detected features, primitives and pose of the robot. It takes feature and pose data from the SLAM algorithm this information is used by primitive detection to find primitives within the world model. Primitives are locations where a major change of movement direction is possible, a point where a decision has to be made.
The data in the world model is used by the state machine and maze solver to solve the maze challenge. Note that the world model does not do any data processing itself, it is merely a container of data.
State machine
Solving the maze is done in three states:
- Find door
- In this state the maze solver will have to detect if a possible door is near Pico, if so the state is changed to Open door.
- Open door
- When a possible door has been found the bell is to be rang, after which it has to be checked if the door opened. There are two possible outcomes, either there was a door, which opened, or there was no door. In the first case state changes to Find exit, else the state reverts back to Find door
- Find exit
- In the find exit state Pico does not search for doors anymore and has to detect if the exit is crossed in which case Pico has to stop.
Maze solver
The maze solver implements a maze solving algorithm that is able to cope with loops in a maze, for example Trémaux. It takes primitive and pose data from the world model. If Pico is within range of a primitive, a decision is made in which direction to move next and sends this data to the driving skill.
Driving
In the driving skill a driving strategy is to be implemented which is able to avoid obstacles while driving in a set direction, taken from the maze solver. Avoiding obstacles means that laser data is required to measure distances to objects in the world.
For the driving skill the best method was chosen to be a potential field method would be the best choice. Correct implementation makes sure Pico will never hit a wall while driving towards a desired location. A downside of this method is that Pico might get stuck if there a wrong decision is made.
Corridor challenge
The strategy for the corridor challenge was to have basic feature detection and potential field working, as well as some form of set-point generation. For feature detection only jumps in the laser data were used, as this indicates corner points of the corridor. This made set-point generation relatively easy, the set-point has to be set just after the first detected corner on the left or right of Pico. Using this strategy, Pico was able to complete the corridor challenge and delivered with a fourth place. This could have been better, if Pico did not hit the wall twice. The reason for hitting the wall has two causes, divided over the lower and upper part of the software.
Pico was able to detect the corridor early, while it was still far from the corridor. Unfortunately, it also decided early to drive into this corridor. This does not mean that the set-point was placed incorrectly, as it was still placed in the middle of the corridor. But the set-point attracted Pico to the right. This is where the second cause comes in play, the potential-field. The potential-field was not tuned correctly and the radius of Pico was taken into account. This means that the Repulsive forces did not tend to infinity, if Pico's sides were close the wall. This is added afterwards and reduced touching the walls to nearly zero during the following tests. Another way to prevent rapid change of direction is to smoothly switch between set-points, which is also added for the maze challenge.
Software architecture post-corridor
After the corridor challenge it was decided to take a slightly different approach on the SLAM algorithm and split it into SLAM for localisation and feature detection. This is change has been made since SLAM is already implemented and tested within ROS and known to be robust, and therefore focus can be placed on other crucial tasks as primitive detection.
Maze challenge
General toolset
A distinction is made between skills, which are divided in classes, and toolset functions, which implement supporting functionality. Some of these functions help cope with the non-ideality of the real-world, for example in the ideal situation Pico is placed aligned with the maze correctly every time, laser data is noise free and odometry data starts at 0 everytime. Violations of these situations have to be handled, and preferably only at one point in the code; this provides clarity and, most importantly, negates the situation where two modules would operate on different sets of data, while they should not.
Initialisation
The Maze Solver relies on the directions from the Primitive Detection being correct in the world frame: NORTH, EAST, SOUTH and WEST with respect to the initial rotation of the robot have to actually represent this. Furthermore, since the architecture requires that a new Decision Point can be found by driving in one of these cardinal directions. This adds the requirement of the robot being initialised perpendicular to a wall. Since all corners are approximately right angled this results in available directions at every Decision Point corresponding to the actual NORTH, EAST, SOUTH and WEST.
Solving this problem is fairly straight forward using Feature Detection. From the first two features, which are always in the same section, the angle between the two points is calculated. This angle is then used to turn Pico such that is in alignment with it. This is repeated until the angle is within a threshold of approximately 3 degrees. This process is shown in simulation in Fig. figfigfigfigfigfigfigfigfigfigfigfigfigfigfigfigfigfigfigfig
After aligning with a wall the first decision is made according to a laser measurement which measures for open directions in the starting position. Finally the starting pose of the mapping is set to the aligned pose, which will be used to retrieve pose data at different locations.
Shadow point filtering
Using the Laser Range Finder in practise raises a problem when scanning an ending wall: shadow points appear. They are ghost measurements, placed at an arbitrary distance behind the wall, but always at exactly the angle to the ending, and are caused by the way the sensor works (detecting reflected laser points). An example of such shadow points is depicted in Fig. figfigfigfigfigfigfigfigfigfigfigfigfigfigfigfigfigfigfigfig. Since they negatively effect the Feature Detection and Potential Field, they need to be filtered out.
The Shadow Point Filter uses one attribute of these points to discern and detect them: they commonly don't have many other measured points around them. It thus looks before and after the point in the laser data array for N steps, and checks whether less than M of these points are within a radius r of it. Is this the case, then the point is either removed or set to distance 100. Thus, we keep track of two different arrays, which each have their own usefulness for different applications.
The filter with parameters {N, M, r} = {10, 5, 0.1} applied on the previously depicted figure, is shown in Fig. figfigfigfigfigfigfigfigfigfigfigfigfigfigfigfigfigfigfigfig
Main skill set
The main skill set implements, as the name suggests, skill functions defined in the architecture.
SLAM
Because of the chosen maze-solving algorithm, a global position is required. The odometry of Pico is inaccurate and therefore useless for determining the position Pico. Localisation on the laser range finder, improves the accuracy of the position. Because the environment is unknown, SLAM, simultaneous localisation and mapping, is needed. Various SLAM algorithms are available. Choosing the correct algorithm, implementing it and tuning it can take a lot of effort, therefore Gmapping[1][2] in ROS is used. Gmapping is a implementation of a highly efficient Rao-Blackwellized particle filter.
Gmapping is only used to provide Pico with a more accurate global position than provided by the odometry. The created map is not used for detection of primitives, therefore the accuracy of the map is irrelevant.
Gmapping is combined with TF[3]. TF handles all the different coordinate frames and their transformations. TF also allows us to transform points in a specific frame to an other frame.
Feature detection
For determining the locations of decision points corner and segment features are required, from which primitive detection can generate decision points. Corner features are defined as locations where two, connected walls meet i.e. a corner, segment features are the features which are not corners which describe beginning and end points of wall segments. In Fig. figfigfigfigfigfigfigfigfigfigfigfigfigfigfig these features are shown, corner features in red and segment features in blue. Since the laser data contains values showing out-of-range data these values are set equal to 100 indicating an open section. In these out-of-range sections no features are set.
The strategy to find segment features is based on the difference between two consecutive laser points, if the difference is greater than a threshold value (set at 0.3) a segment is detected and both points are set as segment features. For the corner features a split and merge algorithm is applied to every segment (from an even segment feature to the next segment feature, i.e. from 0 to 1 and 2 to 3).
The split and merge algorithm works in the following sequence:
- starting node = segment beginning, ending node = segment end
- dx and dy are calculated between starting and ending node
- distance between measured data and straight line is calculated as:
dist = abs( dy*x - dx*y + x(start)*y(start) - y(end)*x(start) )/ sqrt( dy^2 + dx^2 )
- check if all points are within threshold
if(maximum distance > threshold)
- ending node = index of maximum value
- index of maximum value is a corner node
- goto 2
- done
The split and merge algorithm is also shown in Fig. figfigfigfigfigfigfigfigfigfigfigfigfigfigfig, with some resulting examples in Fig. figfigfigfigfigfigfigfigfigfigfigfigfigfigfig. This split and merge algorithm is tested in Matlab first of which executable code is provided in File:Split-and-merge-matlab.zip. As a comparison to the Matlab code also a snippet of the class implementing the algorithm is posted. For completeness a simple animation of the algorithm is shown in Fig. figfigfigfigfigfigfigfigfigfigfigfigfigfigfig.
Dependencies: Feature detection uses laser data as its input, therefore the quality of the output depends on the accuracy of the data. If accurate data is supplied the parameters defining the strictness of the detection (i.e. the maximum allowed distance between calculated and measured lines) can be increased. This however comes with a major drawback that shadow points result in walls being split into multiple sections, as the laser data makes a jump for shadow points. To prevent this a basic shadow-point filter is implemented.
Another possible cause of error is how out of range data is handled, if this data is discarded there is are circumstances where two sections are joint together. This happens when the range before an out of range section is equal to the range after an out of range section. A result is that two sections are joint and therefore primitive detection will give a wrong output. An example of this behaviour is shown in Fig. figfigfigfigfigfigfigfigfigfigfigfigfigfigfig where the difference is shown in the corridor challenge case.
Trade offs: As mentioned in the Dependencies, the shadow point filter plays a large role in the quality of the features. In this a trade-off has to be made between filtering bad data and removing relevant information. A strict shadow point filter takes out shadow points but also leads to far-away, correct laser data being removed as well (as one laser increment leads to large range difference.
Primitives
The maze can be split up into primitives, part of the maze where the robot can make a significant change in driving direction. The four directions are north, east, south and west. These directions are with respect to the global map. In addition, each direction can contain a possible door. To determine what kind of primitive a certain part of the maze is, features and sections are used, as described in the feature detection. The features location is relative to the robot, so within the local map. To check if the robot is possible to drive in one of the four directions, first the possible directions in the local map are determined. These local directions are: straight, back, right and left.
Primitive detection
Detection of primitives can be done using different methods. The two methods examined are make a correlation between the laser data and all possible primitives or use the features and sections. To make the correlation work it is important that for every possible primitive a laser pattern is defined. The feature and section detection is already made and works robust. Because of these reasons the second option is chosen.
The local direction straight is possible if no section exists in front of the robot or if the section in front of the robot is more than 1.2 meters away. A section is in front of pico when it has a feature in the first and second quadrant. For the straight section it is also checked if it can be a possible door, which is done by looking if the horizontal wall is less then 1.6 meter and if it contains two vertical walls next to the horizontal wall. In the figure below is shown an example of a straight section and a straight section with a door.
The local direction back is always possible because it is the direction where the robot is coming from.
The local direction right is possible if enough space is in between two sections or a right section is 1.2 meters away. To determine the space in between two sections, a low and high section need to found. The terms high and low refer to the number of the section which is found by feature detection. These sections are therefore chronologically ordered in counterclockwise fashion. The low section is the closest section to Pico having the first feature in the fourth quadrant (see image for definition). The high section is the next section starting in either the fourth or first quadrant, which is closets to Pico. In Fig. figfigfigfigfigfigfig an example is shown of a high and low section with enough space in between them to be considered a decision point, also a right section which is far away is shown.
The local direction left uses the same method as take a right turn only now the features in the second and third quarter are used.
Since all directions are determined locally but the maze solver requires global directions, the local directions are converted using the current rotation of Pico into global directions.
Door detection right and left
Door detection of doors in front has been explained in the go straight detection, however the maze can also have doors left and right of a corridor. Since the profile of a door is subject to strict constraints a distance based detection is implemented. Four consecutive features are sufficient to detect these doors. Using the definitions as stated in Fig. figfigfigfigfigfigfigfig doors are detected in the following manner
- x, y, d, n_actual, n are calculated which are lengths between nodes
- It is checked if width of door matches definition
- if ( x>0.5 && x<1.5 ) goto 3
- else goto 5
- It is checked if depth of door matches definition, within a treshold of 0.12
- if ( d>(0.3-threshold) && d<(0.3 + thresh) ) goto 4
- else goto 5
- Check if the expected distance between p1 and p2 is equal with the actual distance between p1 and p2. Again within a margin.
- if abs(n-n_actual) < 0.1*n_actual
- door is detected and a decisionpoint is placed in the middle of p4 and p1
- if abs(n-n_actual) < 0.1*n_actual
- Increment feature
Decision point
In addition to the global directions also the location of a primitive needs to be determined because this is used by the maze solver and the set-point generator. The location of a primitive is called a decision point (DP) and has a global x and y coordinate in the map. The global x location from the robot to the DP must be exactly in the middle of a right/left turn or 0.5 meter in front of a dead end or a door. The global y location from the robot to the DP is zero. To get the global x and y in the map the x and y location of the robot needs to be added. To improve robustness, decision points can only be determined when the robot has a certain angle and an averaging filter is used to filter away wrong decision points. If the robot differs ±0.3 rad from the driving direction then the primitives cannot be determined robust anymore and are filtered away.
Simulation
In the GIF below, the robot drives through a simple maze. In the left corner is shown if the robot angle allows to search for new primitives. In the right corner is shown the output of the maze solver. When the robot drives through the maze it finds two decision points. The first decision point contains a possibility to go to right and left. Both possibilities are detected with a low and a high section. The second decision point contains a possibility to go right and is also detected with a low and high section.
Trade off
Using different filters on the primitive detection made the primitive detection in general a lot robuster but also had some negative effects on the detection. The negative effects were missing decision point because not all parameters of the filters were fully tuned and not all threshold on ranges which determine when searching for primitives is allowed were fully tuned.
Conclusion
The code for determining the primitives became bigger and bigger along the project. This due to fixing bugs and adding new cases. To make the code work without any bugs or missing cases, it needs a lot of time testing in simulation.
Maze solver
The mazesolver is designed to make decisions at each primitive, it has to make decisions in such a way that it will find its way out the maze in preferably the shortest path. It also has to make sure that the robot does not get stuck in a loop.
There are multiple possible algorithms for designing a mazesolver. Since it is not know where the exit of the maze is strategies using a heuristic, like A* will not be considerd. A few options that we did consider are:
Wall follower
This algorithm is very simple it always follows the wall on one side of Pico, which has the disadvantage that there is a possibility for endless loops. An example of a maze explored by a wall-follower algorithm is shown in Fig. figfigfigfigfigfig.
Pledge algorithm This is an extension of the wall follower algorithm. Next to following a wall, this algorithm also keeps a count of the sum of the turns to avoid obstacles. Using this count it can avoid getting stuck in loops and is therefore a viable option to solve the problem.
Trémaux's algorithm/ Depth-first search The Trémaux's algorithm is an algorithm that remembers the decisions made on a crossing, it uses this information to prevent it form entering the same path twice and thus it should avoid endless loops. This algorithm will also be quicker compared to pledge as it has memory. A visualisation of Trémaux's algorithm is shown in Fig. figfigfigfigfigfigfigfig
The algorithm has the following steps:
- Mark each path once, when you follow it. The marks need to be visible at both ends of the path. Therefore, if they are being made as physical marks, rather than stored as part of a computer algorithm, the same mark should be made at both ends of the path.
- Never enter a path which has two marks on it.
- If you arrive at a junction that has no marks (except possibly for the one on the path by which you entered), choose an arbitrary unmarked path, follow it, and mark it.
- Otherwise:
- If the path you came in on has only one mark, turn around and return along that path, marking it again. In particular this case should occur whenever you reach a dead end.
- If not, choose arbitrarily one of the remaining paths with the fewest number of marks (zero if possible, else one), follow that path, and mark it.
Depth-first is a special class of the Trémaux algorithm, where the solver has a preferred order of choosing paths. Its name comes from the fact that this algorithm will always explore an entire branch of a tree before going to the next one.
Breadth-first search With breadth first we will first check how many nodes there are connected to the current node and explore these in a fixed order by number, during each exploration the new connected nodes will be numbered incrementally. The biggest difference with Depth-first search is that at each node first all the options are explored before going one node deeper. An in depth explanation can be found in this video, for the interested reader.
The wall follower algorithm is not suitable for our application since the maze to be solved might have loops. The Pledge algorithm however might work, but is still a relatively dumb search method and will be slow for large mazes. Trémaux's algorithm/depth-first is already a bit smarter since it keeps track of the intersections it has been on. This requires some memory but not an entire map of the maze, since it is simply possible to follow wall back to the last intersection. Only the coordinates of each intersection with the explored options have to be remembered. This algorithm is better suited for our application than the breadth first algorithm since the breadth first would require the robot to drive back after each iteration while the depth-first only has to drive back on a dead end. Therefore it is decided to use the depth-first algorithm as the maze solver to be implemented.
Implementation
To implement the Depth-first algorithm a class is created to keep track of the nodes at which decisions where made and calculate the next direction to be explored. Such a node would contain its position in the world frame, and the options for each of the for directions. The for directions are NORTH, EAST, SOUTH and WEST with respect to the initial robot pose and are always thus absolute directions in the world frame.
The options for each direction are:
-1 : there is a wall in this direction 0 : the first time I entered this node, I came from this direction. 1 : there is a free path in this direction 2 : there was a door in this direction 3 : there is an exit trough here.
These were chosen in this way such that the maze solver just can pick the direction with the highest value. After choosing a direction it is set to -1 in the node, this ensures that the robot will not take the same direction the next time it comes at this node. If the robot finds a node with no options to explore it will return to the previous node and explore the next option of this node. If the robot encounters a node that is already in its list but is not a parent to the previous node it will turn around and it will mark the path in that node as explored, -1, this will prevent the robot form exploring the same path twice from different directions.
Dependencies
If for some reason the maze solver encounters a node which has only -1 options it will be in a deadlock since no direction is valid according to the algorithm. This situation could occur if a decision point was missed and Pico drives to an already explored node. Also having a decision point explored two times results in similar behaviour, this should however not occur as the function to call the maze solver should filter out only good decision points. If a deadlock occurs however, the best option is to reinitialise the software and start solving the maze as if it had not been explored before.
Scheduler
To ensure the maze solver only makes decisons at actual decision points, a separate function to call the maze solver was created. This function checks if a new primitive really is a new primitive or that it rather is the previous primitive just shifted a bit, further it checks if we are close enough to the primitive to make a decision. Finally if there is a possible door detected this function will first call a function to check for a door and then call the maze solver with the outcome of this function.
Open door
The door opening function simply checks the average laser distance in 3 zones left right and in front. After checking the distance it will ring the bell wait a few seconds and check again. If one of the distances has increased over a certain threshold the door is considered opened and the maze solver will decide to go through this door. During this routine other the main loop doesn't execute any other tasks.
Set-point generation
The setpoint generator provides the system with a global setpoint. This setpoint is afterwards transformed to a local setpoint. This is required, because the potential-field uses only local information. The setpoint is only a position. The rotation of the robot is handled by the potential-field.
The setpoint generator places the setpoint on a straight line in direction chosen by the maze solver. To prevent Pico from touching the walls, the setpoints are always placed on a predefined distance from the center of pico. Therefore the input of the potential-field is bounded at a controllable level. The closer Pico is to the decision point the further sideways the setpoint is placed. This is implemented by constraining one coordinate to the coordinate of the decision point and the other coordinate is free to be calculated, so that the setpoint is at the desired distance. The constrained coordinate is depended of the chosen direction. This is shown in Figure. figfigfigfigfigfig.
Potential field
Uitleg potential field mist Trade-offs missen, hoe is dit getuned
A potential-field algorithm is designed to make sure PICO never collides with walls and to drive trough the maze. A schematic of the repelling and attraction forces is made shown in Fig. figfigfigfigfigfigfigfigfigfig. The green dot is the desired position of the robot, which is the output of the setpoint-generator, the blue dotted circle is the range of the LRF. It is not require to use the full range of the LRF because avoiding collision is only relevant in close range to any walls. For this reason the range of the potential field is limited to 4 meters. A snippet of the potential-field class is given to show how this is implemented in c++ as this simple class shows the structure of other classes as well.
Repelling forces
The repelling forces are calculated by the following formulas:
r_rep is the length of the repelling force vector. a Is the angle of the laser beam in rad, r is corresponding the measured range of the laser. The measured distance is then r subtracted by r_pico the range between the borders of PICO and the LRF sensor. This is done to make sure the force goes to infinity when the robot is at collision with the wall. The laser data (a,r) is converted to(x,y), after this is done the length is calculated and this is taken to the power -3, the closer to the wall the bigger the force. This length is scaled with a factor F_bad, this factor had to be determined during tests. F_bad is tuned by placing the robot in a corridor while driving forward, if F_bad is too high Pico would vibrate true the corridor. If F_bad is too low than Pico would hit walls.
Attraction force
The attraction forces are calculated by a quadratic equation:
r_att is the length of the attraction force vector, setpoint_x,setpoint_y are coordinates in the body frame generator by the setpoint-generator, F_good is the tunable parameter during tests. A setpoint is set with the tuned F_bad parameter and F_good is increased until Pico would actually drive to the setpoint.
a_att is the angle of the vector in rad.
F_a is the attraction force vector. A quadratic equation is used to increase the attraction force for set points far away. The closer to the set point the lower the attraction force.
Speed calculation
Speed is calculated based on the repelling and attraction forces. First both vectors are added to obtain a total force:
F_tot is the sum of the attraction and repelling forces.
A_tot is the angle between the x and y component of F_tot. These parameters are converted to speed parameters:
The speed parameters vx,vy are limited on +-0.3m/s and vt on +-1.2rad/s because driving slower guaranteed avoiding walls at all times and made it easier for the primitive detection to detect decisionpoints.
A gif is made to show what happends to Ftot and Atot, represented by the blue line. Whenever pico is in the center of a corridor the repelling forces on both sides cancel each other out, so Ftot ~ Fatt. Whenever pico moves close to a wall the repelling forces increase with a power of 3 because it is devided with a number smaller than 1. Close to walls Ftot~Frep.
Evaluation maze challenge
Numerous parts of the code were changed after the last test session and therefore only tested in simulation. The placement of decision points in open space was added after last test session. Another problem was the speed limit of PICO. The speed limit was reduced from 0.3 to 0.15, because this improved the primitive detection in simulation. This speed limit turned out to be too low, although it improved primitive detection. Due to the friction, PICO was not turning to desired orientation, which stopped Pico from driving. This was embedded in the code to make Pico straight ahead in corridors and not rotated. Besides the driving problem, the other parts of the code were working correctly. After opening the door one decision point was missed and caused Pico to be in a loop where it was stuck in that corner.
Solving the maze in simulation
The mazes of this and last year are solved by the code version which was used during the maze challenge. A short gif is shown inf Fig. figfigfgifgifgifig where all parts of our code are working together. The red dot is the generated set-point, the blue line is the total force of the potential field, the purple dots are the detected features and the blue dots are the decision points placed by the primitive detection. In the upper right corner the decision points with the directions are shown. The Upper left corner shows the chosen direction of the maze-solver and the current rotation of the robot. Whenever the angle of Pico with respect to the starting position shows in red, the robot is in an incorrect rotation and the primitive detection is temporarily disabled, because it will not produce correct decision points when rotated 45 degrees.
Full simulation of current and last year show that the implementation works in simulation. Analyse wat er nog fout gaat in filmpjes
Recommendation
Testing code in simulation is nice for debugging code but alot of things are not in the simulation environment, for example our speed adjustment from 0.3 to 0.15 max speed worked great in simulation but during the maze challenge it got stuck due to friction. It is important to know what needs to be tested, a few test sessions were wasted because of bad preparation and debugging during test sessions. Appointments on how data is exchanged between classes is also important, for example should the array be a column or row vector. We had some problems with that while combining all parts of the code. A more robust way of detecting primitives has te be designed. Instead of disabling the primitive detection on certain robot angles and averaging the placed decision point a more general way of detecting primitives is required.