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These are the user uploaded subtitles that are being translated: 1 00:00:00,680 --> 00:00:03,600 In the example that we've been talking about so far, what we want to do, 2 00:00:03,600 --> 00:00:06,610 is come up with a procedure that the computer can use 3 00:00:06,610 --> 00:00:11,070 to guide the robot from its start location to its end location, 4 00:00:11,070 --> 00:00:13,630 while minimizing the total number of steps that are performed. 5 00:00:15,090 --> 00:00:16,530 For this particular problem, 6 00:00:16,530 --> 00:00:19,840 where we're planning paths on the grid, it turns out that we can employ 7 00:00:19,840 --> 00:00:24,070 a particularly simple procedure known as the grassfire, or brush fire, algorithm. 8 00:00:26,930 --> 00:00:29,870 Conceptually, we're going to begin by marking the destination 9 00:00:29,870 --> 00:00:31,695 node with a distance value of 0. 10 00:00:32,970 --> 00:00:36,610 Then, we find all of the nodes that are 1 step away from the destination, and 11 00:00:36,610 --> 00:00:38,500 mark them with a 1. 12 00:00:38,500 --> 00:00:41,118 Then, all the nodes that are 2 steps away, mark them with a 2.. 13 00:00:41,118 --> 00:00:45,904 All of the nodes that are 3 steps away, mark with a 3, etc, etc, 14 00:00:45,904 --> 00:00:48,910 etc, until we encounter the start node. 15 00:00:51,410 --> 00:00:52,987 For every cell in the grid, 16 00:00:52,987 --> 00:00:57,653 the distance value that it gets marked with indicates the minimum number of steps 17 00:00:57,653 --> 00:01:01,378 that it would take to go from that point to the destination node. 18 00:01:01,378 --> 00:01:06,097 Note how the numbers radiate outward from the destination node, like a fire, 19 00:01:06,097 --> 00:01:07,107 hence the name. 20 00:01:08,971 --> 00:01:13,598 Practically speaking, one way that you would actually run this procedure, 21 00:01:13,598 --> 00:01:15,671 is by maintaining a list of nodes. 22 00:01:15,671 --> 00:01:20,567 On every iteration of the algorithm, you would take the first node off the list, 23 00:01:20,567 --> 00:01:25,607 mark all of its unvisited neighbors with the current nodes distance value plus 1, 24 00:01:25,607 --> 00:01:27,984 and then add them to the end of the list. 25 00:01:29,528 --> 00:01:33,275 This slide outlines the basic marketing algorithm in pseudo-code. 26 00:01:34,520 --> 00:01:38,640 For those of you that studied graph-based algorithms before, you'll recognize that 27 00:01:38,640 --> 00:01:43,970 this is a simple example of a bread first search algorithm applied to our graph, 28 00:01:43,970 --> 00:01:45,250 starting at the destination node. 29 00:01:46,910 --> 00:01:50,110 Let's see how this marking procedure helps us to solve our original problem. 30 00:01:51,190 --> 00:01:54,310 In this example, once our start node has been marked, 31 00:01:54,310 --> 00:01:56,860 we can construct the shortest path to the goal 32 00:01:56,860 --> 00:02:00,790 by repeatedly moving into the adjacent cell with the smallest distance value. 33 00:02:02,280 --> 00:02:05,700 This slide shows a path from the start to the goal that is constructed 34 00:02:05,700 --> 00:02:06,210 in this manner. 35 00:02:07,360 --> 00:02:11,070 Note that if two neighbors have the same distance value, 36 00:02:11,070 --> 00:02:12,640 you can choose one arbitrarily. 37 00:02:13,710 --> 00:02:16,540 This happens when the shortest path to the goal is not unique. 38 00:02:16,540 --> 00:02:21,173 You could also reverse this algorithm by starting at the start node and 39 00:02:21,173 --> 00:02:26,764 iterating towards the destination, and you end up with a path with the same length. 40 00:02:26,764 --> 00:02:30,421 Here's another example of running the grassfire algorithm on another grid. 41 00:02:30,421 --> 00:02:32,647 Once again, we start at the destination and 42 00:02:32,647 --> 00:02:36,960 proceed to mark nodes in order, based on their distance from the goal. 43 00:02:36,960 --> 00:02:39,900 In this case, however, the algorithm terminates at this point, 44 00:02:39,900 --> 00:02:42,609 where there are no more nodes that can be reached from the destination. 45 00:02:43,920 --> 00:02:48,080 At this point, we can conclude that since the start node has not been marked, 46 00:02:48,080 --> 00:02:50,560 there is no path from the start to the destination. 47 00:02:52,150 --> 00:02:56,060 So, we see that the grassfire algorithm has the following desirable properties. 48 00:02:56,060 --> 00:02:58,000 If a path exist between the start and 49 00:02:58,000 --> 00:03:01,709 the destination node, it will find one with the fewest number of edges. 50 00:03:03,310 --> 00:03:06,620 If no path exists, the algorithm will discover that fact and 51 00:03:06,620 --> 00:03:07,410 report it to the user. 52 00:03:09,760 --> 00:03:13,070 In this sense, we say that the grassfire algorithm is complete. 53 00:03:13,070 --> 00:03:15,900 It covers all of the possible cases. 54 00:03:15,900 --> 00:03:18,990 Another question that we might to ask about the planning procedure 55 00:03:18,990 --> 00:03:20,589 is how much work does it require. 56 00:03:21,780 --> 00:03:25,570 If we think about running our grassfire algorithm on a regular grid, 57 00:03:25,570 --> 00:03:27,270 as in our examples, 58 00:03:27,270 --> 00:03:31,100 we notice that every grid cell is marked at most once during this procedure. 59 00:03:32,100 --> 00:03:34,920 More formally we can say that the amount of computational effort 60 00:03:34,920 --> 00:03:39,360 that we'd need to expend in order to run the grassfire algorithm on a grid 61 00:03:39,360 --> 00:03:41,759 grows linearly with the number of nodes. 62 00:03:43,450 --> 00:03:46,990 We can express this a little bit more formally using big o notations as follows. 63 00:03:48,320 --> 00:03:53,381 Practically speaking all this means is that if we consider two grids one 64 00:03:53,381 --> 00:03:58,850 10 by 10 and the other 20 by 20 we would expect that it would take approximately 65 00:03:58,850 --> 00:04:03,030 four times as long to run the grassfire algorithm on the second problem. 66 00:04:03,030 --> 00:04:06,336 Since it has four times as many nodes as the first instance. 67 00:04:08,091 --> 00:04:12,720 It's also interesting to note that we can use exactly the same kind of procedure to 68 00:04:12,720 --> 00:04:18,260 plan past for a robot that could move in three dimensions, for example, quadrotor. 69 00:04:18,260 --> 00:04:21,775 Here we can imagine breaking the work space of the robot into 70 00:04:21,775 --> 00:04:25,502 a three dimensional grid where each cell is acute and then using 71 00:04:25,502 --> 00:04:30,299 the grassfire algorithm to plan a path between two different cells in that grid. 72 00:04:32,571 --> 00:04:37,969 If we compare the work required to run the grassfire algorithm on a 100 73 00:04:37,969 --> 00:04:43,720 by 100 grid in 2D and a 100 by 100 by 100 grid in 3D. 74 00:04:43,720 --> 00:04:47,155 We see that the latter planning problem should require about 75 00:04:47,155 --> 00:04:51,886 a 100 times more effort, or take 100 time longer to run on the same computer. 76 00:04:53,644 --> 00:04:55,520 We could actually take this a little bit further. 77 00:04:56,680 --> 00:05:00,620 Imagine planning paths on a grid in six dimension. 78 00:05:00,620 --> 00:05:03,860 Now I know that at first this sounds like a bit of overkill. 79 00:05:03,860 --> 00:05:07,210 Planning paths in two dimensions and three dimensions make sense. 80 00:05:07,210 --> 00:05:08,610 We can imagine robots that do that. 81 00:05:10,160 --> 00:05:13,110 But it seems a little bit odd to be considering a robot that moves in 82 00:05:13,110 --> 00:05:13,900 six dimensions. 83 00:05:15,340 --> 00:05:19,849 However, as we will see when we start to consider more complicated robotic 84 00:05:19,849 --> 00:05:24,287 platforms like robotic arms, we're going to find systems that are going 85 00:05:24,287 --> 00:05:27,810 to have us planning paths in six dimensions and even more. 86 00:05:27,810 --> 00:05:32,669 A six dimensional cube with 100 elements on each side would contain a grand 87 00:05:32,669 --> 00:05:37,230 total of 10 to the 12 nodes which is a very large number. 88 00:05:37,230 --> 00:05:40,950 Actually to put it into perspective that's approximately equal to the number of fish 89 00:05:40,950 --> 00:05:43,820 in the ocean or the number of stars in the Andromeda galaxy. 90 00:05:45,730 --> 00:05:49,130 At this point it becomes very difficult to imagine running 91 00:05:49,130 --> 00:05:53,040 any computation that would involve visiting all the nodes in such a grid. 92 00:05:54,680 --> 00:05:57,980 At this point we're probably going to need a different kind of algorithm to solve 93 00:05:57,980 --> 00:06:00,130 these kinds of planning problems. 94 00:06:00,130 --> 00:06:04,270 It turns out that this behavior with the amount of computational effort required to 95 00:06:04,270 --> 00:06:08,450 solve the problem grows exponentially as we increase the number of dimensions or 96 00:06:08,450 --> 00:06:12,890 degrees of freedom is a characteristic feature of motion planning problems and 97 00:06:12,890 --> 00:06:15,160 something that we're going to see as we move forward.9254

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