Hardness of 2D Motion Planning Under Obstacle Uncertainty

Abstract

We consider the problem of motion planning in the presence of uncertain obstacles, modeled as polytopes with Gaussian-distributed faces (PGDF). A number of practical algorithms exist for motion planning in the presence of known obstacles by constructing a graph in configuration space, then efficiently searching the graph to find a collision-free path. We show that such a class of algorithms is unlikely to be practical in the domain with uncertain obstacles. In particular, we show that safe 2D motion planning among PGDF obstacles is $NP-$hard with respect to the number of obstacles, and remains $NP-$hard after being restricted to a graph. Our reduction is based on a path encoding of MAXQHORNSAT and uses the risk of collision with an obstacle to encode variable assignments and literal satisfactions. This implies that, unlike in the known case, planning under uncertainty is hard, even when given a graph containing the solution. We further show by reduction from \(3\)-SAT that both safe 3D motion planning among PGDF obstacles and the related minimum constraint removal problem remain \(NP\)-hard even when restricted to cases where each obstacle overlaps with at most a constant number of other obstacles.

Main Idea

This paper aims to answer “how much harder is motion planning under obstacle uncertainty than motion planning with known obstacles?” Even though the motion planning problem with known obstacles is known to be PSPACE-hard, we have many practically effective algorithms for generating motions plans.

In light of this, how does one show computational hardness results that provide insight to the real hardness of the problem and guide the development of algorithms to solve it? Simply showing that the new problem is PSPACE-hard (or even a stronger result) would not provide any new information.

We attempt to solve this problem by showing the following things:

  1. Graph based methods for solving motion planning rely on the motion plan being captured in a graph of small size. If this graph can be identified, motion planning can be reduced to a shortest path problem which is easy to solve in polynomial time. We show that this method does cannot work with obstacle uncertainty.
  2. The reason that the above method works in the known obstacle case is that the system is memoryless. It does not matter how you got to a particular state. This does not hold true for the unknown obstacle case. We show how this property leads to the hardness result. In other words, motion planning with uncertainty is harder than motion planning with known obstacles because it matters which trajectory was chosen to get a configuration.

We then proceed to show two results.

  1. Motion planning with estimated obstacles remains hard when restricted to a point robot in two dimensions, PGDF obstacles. It remains hard when restricted to searching a graph as well.

  2. Motion planning in estimated obstacles in 3 dimensions remains hard even when each obstacle overlaps with at most a constant number of other obstacles. The result relies on converting a 3SAT instance to a graph embedded in \(\mathbb R^3\) paired with a set of random obstacles. Navigation through the graph forces the robot to go through two stages. In the first the robot is forced to choose which obstacles it must go near. This corresponds to choosing an assignment of variables in the 3SAT. The second state can only be successfully navigated if the right path was chosen in the first stage. The above method relies on constructing the graph and random obstacles such that collisions between the first and second stages are correlated in just the right way.

While the construction presented in this paper conforms to reasonable conditions, all hope is not lost. The result suggests that it is really the long term interactions between collision probabilities that make the problem hard. It suggests several paths towards efficient planning with obstacle uncertainty:

  1. Finding a locally optimal solution
  2. Assuming the problem has limited long-term interactions between nodes in the graph.