It’s been a long time since I blogged about anything, time to change that. I’ll force myself (glued to the desk) to write every week about my progress in my Master Thesis. Since I’m somewhat 6 weeks behind I’ll cover two blog posts, first one about obstacle avoidance and the VFH algorithm and a second one about localization with a particle filter.
Avoiding Obstacles
A small recap of my Master Thesis. I’m trying to improve the localization of a robot using DASH7 tags. The idea is that I can localize a robot using a laser and a map of the environment but that localization is somewhat inaccurate. Using the DASH7 tags I can tell the robot more about its environment and thus increase the localization.
But before all that can happen the robot first needs to drive around autonomously without hitting any static (closet, chair, table,…etc) or dynamic objects (humans, cats, dogs,…etc). This is the first part of my research, we already know that we are going to use the VFH algorithm now an important step is to configure it.
Heading over to the Player/Stage manually I found out that the VFH algorithm is implemented and allows to configure almost every calculation resulting in a staggering 25+ different parameters, holy cow.
Settings up the different tests
I decided to test two different parts, first the robot should drive to a specific location. When using the VFH algorithm we get a new interface (planner) that allows to send the robot to a specific location relative to its starting position (which is always 0,0).
The first test should drive the robot to a specific location (1,1). The second test will see if the robot can drive sequentially to different coordinates and the robot drives in a square.
- Test1: Drive to a specific location
- Test 2: Drive in a Square
The next three tests deal with obstacle avoidance. All the test are quite easy, the robot drives 5m straight and I place different objects in front of it and the robot should avoid them. If the robot drives into the objects or fails to avoid them in a reasonable time the parameters are changed and tested again.
Firstly, we should test and see if the robot can avoid typical domestic objects. I tested a flowerpot, closet, table with chairs, chairs and anything else I could find. Secondly, we should test and see if the robot can pass through a door (typically 80cm here in Belgium). Finally, we also test dynamic objects, I walk towards the robot and the robot should avoid me.
- Avoid a flowerpot
- Avoid a closet
- Avoid a typical chair
- Avoid a table with 4 chairs
- Pass between two objects (like a door)
Results and Parameters changed
I’m only going to talk about my findings and what parameters I changed to avoid a typical obstacle. If I don’t mention a parameter it means I never changed it and left the value default.
max_speed
I first changed this to 1.2 since the Pioneer robot could handle around 1.2m/s, boy I couldn’t be more wrong. I got a lot of warnings about exceeding speed and velocity and other crap in the console. After lowering the value drastically I ended up with a save 0.4 which is two times more than the default. In reality the robot drives blazing fast around obstacles so I’m happy.
safety_dist
The safety distance determines what distance the robot must keep from an object at all times (regardless of the free_space_cutoff). It comes in two versions, when standing still and moving at 1m/s. This parameter will greatly influence if the robot pass between two objects or not. If I change both to 0.10 (default) then the robot can pass between a door opening, and a chair. If I increase it to 0.20 it won’t go under the chair and avoids it but cannot pass between a door.
free_space_cutoff
The parameters come in two version, when standing still and when moving at 1m/s. The parameters influences when the robot starts avoiding an object. A high value (2000000.0) will drive the robot nearly against the obstacle before avoiding it while a lower value will make sure that the robot starts early with the obstacle avoiding. The parameter doesn’t have a unit so it’s a bit guessing, I picked the following values based on my test results: free_space_cutoff_1ms 100000 & free_space_cutoff_0ms 200000.
min_turnrate & max_turnrate
I changed them and then I got a lot of warnings about right wheel velocity and left wheel velocity. Not that good so I left them default.
distance_epsilon & angle_epsilon
When the robot drives a goal the distance and angle epsilon will determine what error is acceptable. If I increase the parameters I don’t really care if the robot arrives exactly at the goal, if I lower both values then I want a precise result (based on the slipping odometry). The robot will keep driving around and turn till it arrives at it goal. So with a higher precision it can take a while till the robot thinks its at the goal. I increased the accuracy: distance_epsilon 0.2 & angle_epsilon 5.
Remarks about test results
So all the test succeeded and the robot could avoid all the obstacles. A big problem remains, as mentioned in the safety_dist parameter, is that the robot can avoid a table with chairs (using 0.2 for safety_dist) but cannot through a door. Change the parameter so the robot can go through a door (using 0.1 for safety_dist) then the robot will also attempt to go through the table with chairs and gets stuck.
I still have to test and see if any other parameters can solve this problem. I’m thinking about obs_cutoff that doesn’t have an explanation on the VFH page of Player project.
The last test was a person walk towards the robot also works quite well. The VFH algorithm doesn’t take into account the velocity of objects, so a moving person towards the robot is quite difficult. The test showed that the person also needs to take a small step in a direction (right or left) and the robot will do the same. If you walk straight then you step on the robot or the robot drives over your toes.
Conclusion
The robot can avoid static and dynamic objects. If I found a solution for my door-table problem then I’ll post an update (it is quite important for a domestic environment).














