Dynamic search on the GPU

Path finding is a fundamental, yet computationally expensive problem in robotics navigation. Often times, it is necessary to sacrifice optimality to find a feasible plan given a time constraint due to the search complexity. Dynamic environments may further invalidate current computed plans, requiring an efficient planning strategy that can repair existing solutions. This paper presents a massively parallelized wavefront-based approach to path planning, running on the GPU, that can efficiently repair plans to accommodate world changes and agent movement, without having to restart the wavefront propagation process. In addition, we introduce a termination condition which ensures the minimum number of GPU iterations while maintaining strict optimality constraints on search graphs with non-uniform costs.

[1]  Sebastian Thrun,et al.  Anytime Dynamic A*: An Anytime, Replanning Algorithm , 2005, ICAPS.

[2]  J. Kuffner Efficient Optimal Search of Euclidean-Cost Grids and Lattices , 2004 .

[3]  Glenn Reinman,et al.  A modular framework for adaptive agent-based steering , 2011, SI3D.

[4]  Mubbasir Kapadia,et al.  Navigation and steering for autonomous virtual humans. , 2013, Wiley interdisciplinary reviews. Cognitive science.

[5]  Glenn Reinman,et al.  Footstep navigation for dynamic crowds , 2011, SI3D.

[6]  Richard E. Korf,et al.  Distributed Tree Search and Its Application to Alpha-Beta Pruning , 1988, AAAI.

[7]  Nathan R. Sturtevant,et al.  Benchmarks for Grid-Based Pathfinding , 2012, IEEE Transactions on Computational Intelligence and AI in Games.

[8]  Avi Bleiweiss Scalable Multi Agent Simulation on the GPU , 2011 .

[9]  Luciana Porcher Nedel,et al.  GPU Accelerated Path-Planning for Multi-agents in Virtual Environments , 2009, 2009 VIII Brazilian Symposium on Games and Digital Entertainment.

[10]  Anupam Shukla,et al.  A Focused Wave Front Algorithm for Mobile Robot Path Planning , 2011, HAIS.

[11]  Andrew V. Goldberg,et al.  PHAST: Hardware-Accelerated Shortest Path Trees , 2011, 2011 IEEE International Parallel & Distributed Processing Symposium.

[12]  Vipin Kumar,et al.  Parallel search algorithms for robot motion planning , 1993, [1993] Proceedings IEEE International Conference on Robotics and Automation.

[13]  Adolfy Hoisie,et al.  Performance Analysis of Wavefront Algorithms on Very-Large Scale Distributed Systems , 1998, Wide Area Networks and High Performance Computing.

[14]  Nils J. Nilsson,et al.  A Formal Basis for the Heuristic Determination of Minimum Cost Paths , 1968, IEEE Trans. Syst. Sci. Cybern..

[15]  João Luiz Dihl Comba,et al.  Real-time multi-agent path planning on arbitrary surfaces , 2010, I3D '10.

[16]  John R. Gilbert,et al.  Solving path problems on the GPU , 2010, Parallel Comput..

[17]  Dinesh Manocha,et al.  ClearPath: highly parallel collision avoidance for multi-agent simulation , 2009, SCA '09.

[18]  Norman I. Badler,et al.  Multi-domain real-time planning in dynamic environments , 2013, SCA '13.

[19]  Richard E. Korf,et al.  Depth-First Heuristic Search on a SIMD Machine , 1993, Artif. Intell..

[20]  Maxim Likhachev,et al.  D*lite , 2002, AAAI/IAAI.

[21]  Andrew V. Goldberg,et al.  PHAST: Hardware-accelerated shortest path trees , 2013, J. Parallel Distributed Comput..

[22]  Maxim Likhachev,et al.  High-dimensional planning on the GPU , 2010, 2010 IEEE International Conference on Robotics and Automation.

[23]  Jean-Claude Latombe,et al.  Robot motion planning , 1970, The Kluwer international series in engineering and computer science.

[24]  Nathan R. Sturtevant,et al.  Partial Pathfinding Using Map Abstraction and Refinement , 2005, AAAI.