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These are the user uploaded subtitles that are being translated: 1 00:00:02,303 --> 00:00:12,303 [MUSIC] 2 00:00:15,570 --> 00:00:17,602 Hi, my name is CJ Taylor. 3 00:00:17,602 --> 00:00:21,782 I'm going to be your instructor for this section on Computational Motion Planning. 4 00:00:21,782 --> 00:00:24,818 I thought I'd begin by talking a little bit about the kinds of problems you're 5 00:00:24,818 --> 00:00:26,110 going to be solving in this module. 6 00:00:27,390 --> 00:00:30,180 Motion planning is actually a specialized version with 7 00:00:30,180 --> 00:00:31,831 more general AI planning problem. 8 00:00:32,960 --> 00:00:35,380 The goal of a general purpose planning problem 9 00:00:35,380 --> 00:00:38,770 is to come up with a sequence of actions that accomplish a given goal. 10 00:00:39,930 --> 00:00:43,550 Consider for example the problem that we would be facing if we were trying to 11 00:00:43,550 --> 00:00:45,950 design a robot that was supposed to do our laundry. 12 00:00:47,010 --> 00:00:50,824 We would love for that robot to be able to come up with the entire sequence of 13 00:00:50,824 --> 00:00:53,420 actions that needed to be performed on it's own. 14 00:00:53,420 --> 00:00:56,900 From finding laundry, taking it downstairs, 15 00:00:56,900 --> 00:01:02,646 putting it in the washing machine, taking it out; folding it; etc., etc. 16 00:01:02,646 --> 00:01:05,970 The Motion Planning Problem is actually more specifically 17 00:01:05,970 --> 00:01:10,970 concerned with coming up with plans to move a robot from one location to another. 18 00:01:10,970 --> 00:01:13,020 To get it from Point A to Point B. 19 00:01:14,270 --> 00:01:18,500 In many cases, this boils down to a kind of geometry problem. 20 00:01:18,500 --> 00:01:22,540 Where the goal is to guide the robot through a particular trajectory that 21 00:01:22,540 --> 00:01:25,900 avoids all the obstacles that we know about in the environment. 22 00:01:25,900 --> 00:01:30,840 This basic approach can be applied to a wide variety of robotic systems 23 00:01:30,840 --> 00:01:35,900 including relatively simple robots that roll around on the ground, to robotic 24 00:01:35,900 --> 00:01:39,649 arms with multiple degrees of freedom, to systems like these quadrotors shown here. 25 00:01:40,970 --> 00:01:43,740 Let's begin our explanation with a simple example, PacMan. 26 00:01:44,760 --> 00:01:47,990 I'm betting that many of you've played this game once or twice in your life. 27 00:01:47,990 --> 00:01:51,780 And you remember that when your noble PacMan eats one of those computer 28 00:01:51,780 --> 00:01:56,510 generated ghosts, those ghosts would automatically run back to their lair 29 00:01:56,510 --> 00:01:58,919 to regenerate and then come back and hunt you down again. 30 00:02:00,510 --> 00:02:03,440 I was never very good at this time, so the end always came quickly for me. 31 00:02:04,550 --> 00:02:08,420 But I was always impressed by how quickly and efficiently the computer was able to 32 00:02:08,420 --> 00:02:12,630 guide the ghosts back from wherever they got eaten to the goal. 33 00:02:12,630 --> 00:02:15,320 So this is a problem that we're going to consider in the next set of slides. 34 00:02:17,430 --> 00:02:20,099 On this slide, we see a simple depiction of a Pac-Man problem. 35 00:02:21,330 --> 00:02:25,760 In this picture the robots are constrained to move around on a grid of cells. 36 00:02:25,760 --> 00:02:30,310 At any point in time, our ghost can move north, south, east or 37 00:02:30,310 --> 00:02:32,220 west to any adjacent cell. 38 00:02:33,780 --> 00:02:37,500 The limitations are that it cannot go outside the playing area or 39 00:02:37,500 --> 00:02:39,480 enter any of the black grid cells. 40 00:02:39,480 --> 00:02:41,324 These correspond to obstacles in our world. 41 00:02:42,560 --> 00:02:47,197 Our goal then is to come up with a sequence of steps that will take the robot 42 00:02:47,197 --> 00:02:52,533 from the starting location, the green cell, to the goal location, the red cell. 43 00:02:52,533 --> 00:02:56,078 Now, if we think each of the unoccupied grid cells as a node, 44 00:02:56,078 --> 00:02:59,208 and draw lines between adjacent nodes as shown here, 45 00:02:59,208 --> 00:03:02,491 we end up with a mathematical structure called a graph. 46 00:03:05,369 --> 00:03:09,629 A graph is composed of a set of nodes typically denoted by the letter V and 47 00:03:09,629 --> 00:03:13,960 a set of edges denoted by the letter E, which link those nodes together. 48 00:03:15,380 --> 00:03:18,760 Graphs are a mathematical contract which are actually very useful for 49 00:03:18,760 --> 00:03:21,449 modeling a wide variety of maps in the real world. 50 00:03:22,750 --> 00:03:26,718 For instance, this transit map can be thought of as a graph where the nodes 51 00:03:26,718 --> 00:03:28,254 corresponds to stations and 52 00:03:28,254 --> 00:03:31,525 the edges correspond to rail links between those stations. 53 00:03:34,681 --> 00:03:38,531 Next figure shows a form of a mileage chart where the nodes correspond to cities 54 00:03:38,531 --> 00:03:41,169 and the edges correspond to toll roads between them. 55 00:03:42,240 --> 00:03:45,140 Here we may be interested in finding a path 56 00:03:45,140 --> 00:03:49,200 from one city to the other that minimizes the amount of money that we have to pay. 57 00:03:49,200 --> 00:03:51,540 The world wide web is actually a form of a graph. 58 00:03:51,540 --> 00:03:55,380 Where the nodes are web pages and the edges are links between them. 59 00:03:55,380 --> 00:03:56,320 In many situations, 60 00:03:56,320 --> 00:04:00,150 we may choose to associate numbers with the edges in the graph. 61 00:04:00,150 --> 00:04:04,190 For example, in the Toll Chart example that we were talking about previously, 62 00:04:04,190 --> 00:04:06,970 we chose to associate numerical values with each of those 63 00:04:06,970 --> 00:04:10,700 edges which corresponded to the tolls that we would have to pay. 64 00:04:10,700 --> 00:04:14,910 We're going to be doing this quite a bit in our various motion planning problems 65 00:04:14,910 --> 00:04:16,170 where these edge-awaits, 66 00:04:16,170 --> 00:04:21,209 we'll refer to costs or distances that we might be interested in minimizing. 67 00:04:23,520 --> 00:04:27,440 If we go back to our pacman problem, we can implicitly associate 68 00:04:27,440 --> 00:04:31,950 a unit distance or cost with each of the edges between adjacent nodes in our graph. 69 00:04:34,350 --> 00:04:38,430 Now that we've abstracted our PacMan problem to a graph, 70 00:04:38,430 --> 00:04:41,400 our problem is one of finding a path from one node in the graph, 71 00:04:41,400 --> 00:04:44,720 the start node to another node, the end node. 72 00:04:45,720 --> 00:04:49,660 In this setting a path is simply a sequence of consecutive edges 73 00:04:49,660 --> 00:04:51,270 that lead from one node to another. 74 00:04:53,020 --> 00:04:56,070 Immediately, you'll notice that there may be many different paths that would 75 00:04:56,070 --> 00:04:56,850 solve this problem. 76 00:04:58,130 --> 00:05:03,640 Often we are interested in finding a path that minimizes some cost or 77 00:05:03,640 --> 00:05:04,990 distance metric. 78 00:05:04,990 --> 00:05:09,279 So, for instance, we may be interested in finding the path from the start node to 79 00:05:09,279 --> 00:05:12,009 the end node that uses the minimum number of edges.7458

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