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Classical Approaches for Mobile Robot Path

Planning: A Review
2022 International Conference on Computing, Communication, and Intelligent Systems (ICCCIS) | 978-1-6654-6200-6/22/$31.00 ©2022 IEEE | DOI: 10.1109/ICCCIS56430.2022.10037620

Rajat Agrawal Bharat Singh Rajesh Kumar


Department of Electrical Engineering Department of Electrical Engineering Department of Electrical Engineering
Malaviya National Institute of Technology Malaviya National Institute of Technology Malaviya National Institute of Technology
Jaipur, India Jaipur, India Jaipur, India
rajatagarwal686@gmail.com bharatsingh1942@gmail.com rkumar.ee@mnit.ac.in

Abstract—Robotics experts are paying close attention to robot before the path planning process whereas the local methods
motion planning, which has grown into a crucial job in the field consider a small area around the robot. Path planning problem
of navigation. It provides a simple and effective approach to the can be further divided into two sub-problems:
coordination of robots in a complex environment. This article
presents a review of various classical approaches employed for the • To identify all the environmentally safe and practicable
path planning of mobile robots and their performance in a static nodes.
grid environment. This article discusses the various methods • From all the conceivable paths created by joining these
used for disintegrating an environment. Classical approaches are
viable nodes, choose the one that is the most ideal.
classified into two categories: (a) Search-based, and (b) Sample-
based. These algorithms were run on two grid environments and The first sub-problem can be addressed by disintegrating
compared based on the time taken to discover the shortest path, the environment into small environments and taking actions
the length of the path and the number of paths discovered to on these small environments. This can be done using poten-
select the shortest among them. A* algorithm was observed to
be the most optimal search-based algorithm and Fast Marching tial field method, visibility graph method, voronoi diagram
Trees was the most optimal sample-based algorithm in a static method, grid decomposition method and cell decomposition
known environment. method. The second sub-problem can be solved using some
Index Terms—Path planning, Classical approaches, Search- algorithms designed for path planning. The algorithms for
based algorithms, Sample-based algorithms, Cell decomposition, solving the path planning problems can be of two types -
A* algorithm, Fast Marching Trees
Classical approaches and Reactive approaches [3]. Initially,
I. I NTRODUCTION traditional approaches to tackling robot navigational difficul-
ties were quite popular because artificially intelligent solutions
Nowadays, autonomous robots, such as industrial robots in
had not yet been created. The traditional classical based
factories and service robots in public spaces, have gained
approaches are always expected to give the most optimal path.
a lot of attention and are growing rapidly. In increasingly
All these algorithms are however restricted to static environ-
complicated contexts, such as shopping malls, city streets,
ments. They can also be used to discover the path in dynamic
or train stations, these robots are increasingly utilized and
situations, although the processing costs for such operation
coexist alongside people. Path planning is one of the oldest
are considerable. So, these algorithms are only applicable
and most significant challenges for navigation procedures. It
for static environments and not for dynamic environments.
involves finding a collision-free path in a potentially known
Classical approaches are also of two types - Search based and
or unknown environment while avoiding obstacles that the
Sample based. Each of them have their pros and cons which
robotic system may encounter on its way from one point to
is discussed in this review paper.
another. In these circumstances, the robot must navigate a safe
The main contributions of this article are highlighted as
path and collision-free course to provide effective services to
humans. 1) the various methods for disintegrating the environment
The surroundings of the robot can be both static or dynamic and their pros and cons
[1]. For static environments, the position of obstacles, starting 2) the various search based classical approaches and sample
and goal positions are fixed. Whereas, in dynamic environ- based classical approaches for finding the feasible path
ments the position of obstacles and even the starting/goal and their pros and cons
positions can be varying. The real time application deals with 3) a comparative analysis of these algorithms on a static
the dynamic environment, since the obstacles can be moving known and a static unknown environment
in many cases. The process of planning a path begins with This paper is divided into different sections. Section 2
the creation of the map for known surroundings, while the discusses the strategies for disintegrating the environment, as
map is built in real time when the robot explores unknown well as their advantages and disadvantages. Section 3 discusses
environments. [2]. Path planning algorithms can be either search-based classical approaches, whereas Section 4 discusses
global or local. Global methods consider the entire workspace sample-based classical approaches. Section 5 contains the

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Bidirectional A*
Breadth First Search Learning Real-
Time A*
Depth First Search
Real-Time
Search-based A* algorithm Adaptive A*
Best First Search Anytime
Repairing A*
Classical Dijkstra’s algorithm
Approaches Dynamic A*

Fast Marching Trees Bidirectional RRT


Sample-based
Rapidly-Exploring RRT*
Random Trees
Dynamic RRT

Fig. 1: Classification of classical approaches for mobile robot path planning

simulation results and remarks. The conclusion is found in C. Voronoi Diagram Method
Section 6. A Voronoi diagram is created by dividing a plane with n
points into convex polygons, each of which has exactly one
II. M ETHODS OF DISINTEGRATING THE ENVIRONMENT
generating point and all of which have points that are closer
There are five different methods which can be used for to that point than any other point. [6]. The main disadvantage
disintegrating the environment. These techniques are used to of this method is the failure of the method to give the shortest
identify all the possible nodes in the environment that the mo- path. This method is devised to generate an optimal path with
bile robotic system could employ as intermediate configuration a clearance.
sites from the starting point to the end point.
D. Grid Decomposition Method
A. Potential Field Method
In this approach, the vacant space is divided into cells,
This approach treats the robot as a positively charged and the shortest path between the start and target coordinates
particle travelling through a magnetic field. The goal position is found using a graph search algorithm. [7]. With the grid
is considered as negatively changed and the obstacles as well decomposition method, free space is divided into a fixed
as the starting position is considered as positively charged. A number of cells. The process then generates an adjacency
potential function that combines the attraction potential and network by identifying which cells are close to one another,
the repulsive potential drives these charged particles. [4]. This and lastly determines the shortest route between the start
method is cost effective and has ability to solve both local and destination sites using a graph-based method. Grid-based
and global problems. The main issue with this algorithm is approaches that partition free space into a grid include the
the local minimum trap, which is however taken care by some A* and Dijkstra algorithms. This approach can determine the
of the optimization-based approaches. most efficient path in huge environments since the environment
is split into extremely small environments, but it becomes
B. Visibility Graph Method computationally demanding as the grid size grows.
The visible graph of a set of non-intersecting obstacles in
a 2D plane is an undirected graph with edges that are pairs E. Cell Decomposition Method
of vertices that do not overlap any of the barriers and vertices Cell decomposition method divides the vacant area into
that represent the obstacles [5]. The main advantage of this a number of cells depending on the barriers rather than
approach is that it may be applied in dynamical circumstances. equal-sized cells. This algorithm creates cells considering the
Not every point on the map needs to be calculated. Instead, vertices of the obstacles and thus decreases the computation
the graph may be locally updated, which makes it perfect for time [8]. After creation of the cells in the free space by one of
online use. The main disadvantage of this method is that it is the above mentioned methods, an adjacency graph is created
computationally heavy to process and some good algorithms and the shortest path is found out using some graph algorithms.
have to be developed to compute the optimal path from all the This method is comparatively good as compared to grid based
generates feasible nodes. method in terms of time complexity and space complexity but

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this method has some shortcomings when the obstacles are too always found by using Best First Search. It is, nevertheless,
close. This method is also not expected to give the shortest significantly faster than BFS and DFS since it uses the
path but is expected to give a safe and optimal path. heuristic function to quickly direct itself towards the objective.

III. S EARCH BASED C LASSICAL A PPROACHES


D. Dijkstra’s Algorithm
Using graph search methods, search-based planning com-
putes paths or trajectories across a discrete representation Dijkstra can find the shortest path from any starting point
of the problem.Search-based planning faces two challenges: to any destination in an acyclic situation. In a graph, it is
converting the problem into a graph and then searching the used to discover the shortest path. It is concerned with finding
graph for the best solution. Search based approaches can help the shortest path without paying formal regard to the solution’s
us to find an efficient path but at an expense of computation pragmatism. Dijkstra is a dependable path planning algorithm.
time. The various search based path planning algorithms are It uses a lot of memory since it has to calculate all potential
discussed below. outcomes to find the shortest path, and it can’t handle negative
edges [12]. Many enhanced variants based on the applications
A. Breadth First Search (BFS) arose as a result of its limitations.
The Breadth First Explore (BFS) algorithm is used to
traverse or search data structures such as trees and graphs. E. A* Algorithm
Before going on to the nodes at the next depth level, it explores
all of the nodes at the current depth. BFS starts at the robot’s A prominent network traversal path planning algorithm is
starting location (root node) and expands all of the root node’s the A* Algorithm. This algorithm works in a similar way as
successors in search of the goal. A node’s successors are all Dijkstra’s algorithm but instead it moves towards the most
possible paths that the robot could take next. The possible optimal states, thus saving time and space. For approaching
paths include the directions that cause the robot to collide a near-optimal solution with the provided nodes, A* is the
with an obstruction. Those paths will be omitted which leaves most often utilized method. It is commonly employed in static
the workspace. Nodes that the robot has already visited will contexts, but it is also used in dynamic environments [13].
also not be considered. In path planning, BFS helps in finding Dijkstra’s approach simply takes into account how far the
the most optimal path by traversing the nodes in diagonal current node is from the starting node, however this algorithm
manner at different depths [9]. This algorithm is however only also takes into account how far the current node is from both
good if the cost of finding the path is same in all directions. the current node and the final node. The function that this
For larger environment, this algorithm however can have high algorithm uses is given below
computational cost since it have to go deeper into the levels
to find the goal position. This method also have high space F (n) = f 1(n) + f 2(n) (1)
complexity.
where f 1(n) is the cost of moving from initial node to node n,
B. Depth First Search (DFS) and f 2(n) is the cost of moving from node n to final node. It
The complement to breadth first search is depth first search. is less computationally intensive and simpler than many other
It is also an uninformed search method. It expands all the path planning methods, and its efficiency makes it suitable
successors of the starting node from the root node, just as for use on limited and embedded systems. There are some
BFS [10]. When compared to BFS, depth first search typically variations in the A* algorithm which were also used. These
takes far less memory. This is due to the fact that DFS does not were Bidirectional A* algorithm [14], Learning Real Time
always spread out each and every node at different depths. DFS A* algorithm [15], Real Time Adaptive A* algorithm [16],
does not guarantee to find the shortest path for an environment. Anytime Repairing A* algorithm [17] and many more. The
Also, this is a time taking process and sometimes when it dynamic A* algorithm [18] is also designed for static and
does not find the goal node it unnecessarily runs down an unknown settings in which the robot does not know where the
unbounded branch. obstacles are.

C. Best First Search


IV. S AMPLE BASED C LASSICAL A PPROACHES
Unlike BFS and DFS which considers any of the nearby
as the next node from the current node, this algorithm takes Without a graph representation, sample-based planning ap-
into account the cost function. It is a type of heuristic search proaches can handle problems in continuous space. However,
or informed search algorithm. The concept behind Best First some sample based planning methods are equipped to dis-
Search is to utilize an assessment function to determine which cretize the environment. Sampling based approaches run faster
nearby node is the most promising, and then explore that than the search based approaches but they may produce un-
area [11]. It chooses the vertex closest to the goal rather than usually shaped and possibly inefficient pathways. The various
the one closest to the starting point. The shortest path is not sampling based path planning algorithms are discussed below.

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A. Rapidly-Exploring Random Trees (RRT) i7-1050H CPU running at 2.60 GHz on a 16-bit operating
Unlike A* algorithm, RRT does not require a prior infor- system with 16.0 GB of RAM. The programmes were writ-
mation of the path. Rather, it grows throughout all regions and ten in Python, and the simulation results for the different
form a path from start to finish based on the weights applied classical-based techniques outlined above were recorded. For
to each node. RRTs were created to address a wide range of the simulations, two ecosystems with 50 × 30 grids each were
path design issues. They were created primarily to deal with developed. The red node shows the beginning point, while the
real time environments about which the information is not green node represents the destination. Obstacles are indicated
given. These environments can be fully known or partially by black nodes, while travelled nodes will be signified by
known to the mobile robot [19]. RRTs works by rapidly colours other than red, green, and black.
growing the sample spaces, then growing from the starting
point until the tree is close enough to the goal point. The tree
expands to the nearest vertex of the randomly produced vertex
with each iteration. A distance measure is used to choose the
nearest vertex. As a result, we might argue that RRT favors
uncharted territory. RRT’s vertices have a uniform distribution.
Even though the number of edges is limited, the algorithm is
quite straightforward, and RRTs always stay connected. RRT
Connect [20], also known as bi-directional RRTs, is a heuristic
that connects two RRTs, one at the starting point and the other (a) (b)
at the goal position. This method is appropriate for issues
with no differential restrictions. One tree is enlarged with each
iteration, and the new vertex is linked to the nearest vertex of
the other tree. RRT* [21] is an RRT extension that uses triangle
equality to discover the best path from a start to a goal node.
Lower-cost (more optimum) pathways are discovered as the
number of nodes grows. The dynamic RRT algorithm [22] is
also designed for static and unknown environments in which
the robot does not know where the obstacles are. (c) (d)

B. Fast Marching Trees (FMT)


Fast Marching Trees is probabilistic sampling-based algo-
rithm used for mobile robot navigation. This algorithm is
designed primarily to solve mobile robot navigation difficulties
in 2D and 3D domains [23]. By running a slow dynamic
programming recursion on a collection of probabilistically
chosen samples, the FMT basically develops a tree of paths
outward in cost-to-come space. Unlike RRT, FMT generates (e) (f)
optimal nodes within a limited radius for a given set of nodes.
This algorithm is found to perform well than RRT in terms
of solution quality per nodes. If a smoothness constraint is Fig. 2: Simulation results of search based and sample based
imposed on routes, for example, each new branch solves the approaches on first environment in (a), (b) and (c), and on
differentially constrained system with initial circumstances second environment in (d), (e) and (f)
starting from its parent node/state, whose optimal path has
Figure 2 depicts the outcomes of several search-based and
already been found, because FMT constructs its paths out-
sample-based algorithms in two different contexts. Tables 1
wards. Many edges are added at once with no well-defined
and 2 detail the performance of these methods in the first and
parent in graph-based approaches, making it unclear what the
second environments, respectively. Three parameters are used
beginning conditions that must be met for each edge are. Even
to compare performance on these static grid environment:
with RRT, the rewiring process reroutes a differentially limited
path in the middle of the journey, which is a more difficult • Time taken to discover the shortest path

challenge than just concatenating to the conclusion. • Number of nodes investigated


• Number of nodes containing the shortest path
V. S IMULATION R ESULTS AND D ISCUSSIONS For identifying the most optimal solution, the shortest path
The grid environment was chosen to perform simulations and time are prioritised. The path discovered using the Bidi-
because it is simple to set up and can be dissolved into any rectional A* technique was determined to be the most feasible
other environment. The simulations were run on an Intel Core in the first environment based on the results. Fast Marching

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TABLE I: A comparison of classical path planning algorithms TABLE II: A comparison of classical path planning algorithms
on environment 1 in terms of time needed by the algorithm to on environment 2 in terms of time needed by the algorithm to
discover the shortest path, number of nodes investigated, and discover the shortest path, number of nodes investigated, and
number of nodes with the shortest path number of nodes with the shortest path.

Algorithm used Parameters Algorithm used Parameters


Time Number Number of Time Number Number of
needed to of nodes nodes with needed to of nodes nodes with
discover investigated the shortest discover investigated the shortest
the shortest path the shortest path
path (sec) path (sec)
Breadth First Search 0.012583 1161 48 Breadth First Search 0.002708 308 256
Depth First Search 0.566541 1114 189 Depth First Search 0.011404 984 59
Best First Search 0.007576 196 55 Best First Search 0.001485 125 64
Dijkstra’s Algorithm 0.009938 1220 48 Dijkstra’s Algorithm 0.008416 1008 59
A* Algorithm 0.006239 582 48 A* Algorithm 0.008756 747 59
Bidirectional A* 0.006303 568 48 Bidirectional A* 0.012009 924 59
Learning Real-Time A* 0.366647 989 57 Learning Real-Time A* 1389 989 69
Real-Time Adaptive A* 0.013511 1833 48 Real-Time Adaptive A* 0.017423 2122 59
Anytime Repairing A* 0.026165 993 59 Anytime Repairing A* 0.018866 1050 70
Rapidly-Exploring Ran- 0.702834 1177 143 Rapidly-Exploring Ran- 1.254145 1702 186
dom Trees dom Trees
RRT* 24.643154 4216 66 RRT* 22.501164 3891 35
Bidirectional RRT 0.189450 355 100 Bidirectional RRT 0.435024 729 93
Fast Marching Trees 5.257328 889 24 Fast Marching Trees 3.990387 752 26

(a) (b) (a) (b)

(c) (d) (c) (d)

(e) (f) (e) (f)


Fig. 3: Simulation results of dynamic A* algorithm on first Fig. 4: Simulation results of dynamic RRT algorithm on first
environment in (a), (b) and (c), and on second environment environment in (a), (b) and (c), and on second environment
in (d), (e) and (f) in (d), (e) and (f)

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