varying contact points of the mobile system change
its behavior to actuator and driving commands.
We developed a hierarchical roadmap approach
to motion planning for reconfigurable robots. First,
we generate an approximate solution and refine it
in a subsequent phase. The refinement concentrates
on path segments in rough regions and accounts for
the actuators and the robot’s stability and traction.
Since the algorithm does not need a previous ter-
rain/structure classification and does not use any pre-
defined motion sequences, it can be applied to rough
outdoor environments as well as obstacles in urban
surroundings.
The remainder of this paper is organized as fol-
lows: section 2 names related work in this area of
research. Section 3 gives a short overview of our
method and names differences to related works. In
section 4 we introduce the roughness quantification
used. Sections 5 and 6 describe the preliminary plan-
ning and the detailed motion planning phases, respec-
tively. In section 7 we discuss the parameters and
guidelines on how to set them. Experiments are pro-
vided in section 8, and we conclude in 9.
2 RELATED WORK
This section focuses on common approaches to rough
terrain path planning and on previous work using
methods similar to ours, i.e. hierarchical methods,
methods employing a graph-search and algorithms for
tracked robots.
Many algorithms for traversing rough terrain or
climbing structures, like stairs, involve a preceding
classification step (e.g. using line detection to identify
stairs). This information is used to steer the system
during climbing, fixing its heading to the gradient of
the staircase (Mourikis et al., 2007; ?). In (Dornhege
and Kleiner, 2007) a two dimensional A*-search on
behaviour maps is used to find paths in rough environ-
ments for a tracked robot, similar to our model. The
path represents a sequence of predefined skills en-
coded in the behavior maps. Fuzzy rules and Markov
random fields are used to classify the environment and
facilitate skill selection. A comprehensive approach
to traverse rough outdoor terrain as well as stairs is
presented in (Rusu et al., 2009). The framework in-
cludes a mapping component, a terrain classification
and a two-phase planning algorithm. A high-level
planner samples a transition graph across different ter-
rain types and provides an initial path. In the second
phase specialized terrain sub-planners refine the path
and return gait primitives for a RHex robot (e.g. stair-
climbing gait primitives). The approaches above are
limited to the set of terrain types or structures which
are imposed by their classification scheme or the set
of motion sequences. On the contrary, our algorithm
does not rely on such a terrain/structure classification
or on a set of motion sequences. Hence, it can be ap-
plied to a range of different environments.
We utilize a two-phase planning method which
produces an initial approximate solution followed
by a refinement of the initial result. As in (Rusu
et al., 2009), other works also use a similar approach.
Kalakrishnan and colleagues introduced a controller
for fast quadruped locomotion over rough terrain
(Kalakrishnan et al., 2010). The controller decom-
poses the controlling task into several sub-tasks; first,
they generate a terrain reward map using a learned
foothold ranking function and then produce an ap-
proximate path. In subsequent steps this first so-
lution is improved to ensure kinematic reachability
and a smooth and collision-free trajectory. Like our
method, this is a multi-phase algorithm which re-
quires a map and implements a terrain analysis. How-
ever, our terrain analysis relies on a roughness quan-
tification similar to (Molino et al., 2007) instead of
a ranking function of the actuator contacts. On the
contrary, the authors of (Kalakrishnan et al., 2010)
propose a reactive controller to traverse rough terrain
rather than a planning algorithm. Also the terrain in-
teraction of tracked robots is quite distinct compared
to the interaction of their legged robot.
Further, path refinement can also be achieved by
path optimizing methods. CHOMP (Ratliff et al.,
2009) is an optimization method for continuous tra-
jectories using covariant gradient descent. It can op-
timize a path over a variety of criteria. Since it is ap-
plicable to unfeasible paths, it can be used as a stan-
dalone motion planner. STOMP (Kalakrishnan et al.,
2011) is a stochastic path optimizer using a path in-
tegral approach which does not require any gradient
information like CHOMP. Therefore, it can overcome
local minima and more general costs are applicable.
The major drawback of both methods is the limita-
tion to trajectories of a predefined fixed length. This
makes them inapplicable to our problem.
In this work we present a roadmap algorithm for
rough terrain path planning. Roadmap methods are
commonly applied to this problem in the literature.
An Anytime A*-search is used to find paths in a multi-
resolution 4D state lattice for indoor environments
(Rufli et al., 2009). The resolution of the lattice is
adjusted with respect to terrain or task characteristics
(e.g. narrow passages and goal proximity). The on-
line navigation utilizes a precomputation step which
determines paths for constrained areas. In (Miro et al.,
2010) the Fast Marching Method (FMM), a breadth-
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