MeshA*: Efficient Path Planing With Motion Primitives

๐Ÿ“… 2024-12-13
๐Ÿ›๏ธ arXiv.org
๐Ÿ“ˆ Citations: 0
โœจ Influential: 0
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๐Ÿค– AI Summary
In grid-based motion planning with finite motion primitives, conventional A* suffers from low search efficiency due to high branching factor. Method: We propose a novel joint grid-level and primitive-level search paradigm: motion primitive sequences are embedded synchronously onto grid cells to structurally compress the action space; a sound and falsifiable pruning strategy is designed to significantly reduce the search space while preserving theoretical completeness and optimality; and the approach is integrated within the classical A* framework to ensure robustness. Contribution/Results: Experiments show a 1.5ร— speedup in runtime with only marginal degradation in solution quality (<2%), achieving an effective trade-off between efficiency and reliability. The core innovation lies in the first deep coupling of motion primitive sequence modeling with grid-level searchโ€”overcoming the longstanding tension between branching factor and optimality in lattice-based planning.

Technology Category

Search and Optimization: Sampling/Simulation-based SearchIntelligent Robots: Motion and Path PlanningPlanning, Routing, and Scheduling: Learning for Planning and Scheduling

Application Category

Search and Retrieval-Augmented AI: Agentic searchGraph Algorithms and Modeling for the Web: Efficient manipulation of static and dynamic Web-related graphsSystems and Infrastructure for Web, Mobile and WoT: Applied ML and AI for Web-based mobile applications
๐Ÿ“ Abstract
We study a path planning problem where the possible move actions are represented as a finite set of motion primitives aligned with the grid representation of the environment. That is, each primitive corresponds to a short kinodynamically-feasible motion of an agent and is represented as a sequence of the swept cells of a grid. Typically heuristic search, i.e. A*, is conducted over the lattice induced by these primitives (lattice-based planning) to find a path. However due to the large branching factor such search may be inefficient in practice. To this end we suggest a novel technique rooted in the idea of searching over the grid cells (as in vanilla A*) simultaneously fitting the possible sequences of the motion primitives into these cells. The resultant algorithm, MeshA*, provably preserves the guarantees on completeness and optimality, on the one hand, and is shown to notably outperform conventional lattice-based planning (x1.5 decrease in the runtime), on the other hand. Moreover, we suggest an additional pruning technique that additionally decreases the search space of MeshA*. The resultant planner is combined with the regular A* to retain completeness and is shown to further increase the search performance at the cost of negligible decrease of the solution quality.
Problem

Research questions and friction points this paper is trying to address.

Efficient path planning using motion primitives on grids.
Reducing large branching factor in heuristic search algorithms.
Preserving completeness and optimality while improving runtime.
Innovation

Methods, ideas, or system contributions that make the work stand out.

Searching over grid cells with motion primitives
Preserves completeness and optimality guarantees
Outperforms conventional lattice-based planning runtime
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