3.1.2. A Planner with Targeted Improvements
a) The Informed-RRT* Algorithm with Adaptive Sampling (A-IRRT*): The traditional Informed-RRT* algorithm uses fixed elliptical parameters that cannot dynamically adjust the sampling range based on the obstacle distribution in the underwater environment, making it difficult to achieve a balance between sampling efficiency and global search capability. On the other hand, it does not incorporate dimension sampling preferences tailored to the obstacle avoidance requirements of AUVs 3D navigation, failing to adapt to the anisotropic characteristics of horizontally or vertically distributed underwater obstacles.
To address these issues, we propose targeted improvements and theoretical optimizations to the Informed-RRT* algorithm. These combine the topological characteristics of the underwater 3D environment with the dynamic navigation constraints of the AUVs. The core contributions are twofold: First, we integrate general improvement strategies such as safety margin collision detection and obstacle avoidance weight mechanism into the algorithm framework. This ensures that the sampling and path generation process fully satisfies the geometric constraints and safety obstacle avoidance requirements of the AUVs. Second, we propose a stage-adaptive hybrid sampling strategy and a distance-adaptive iteration control mechanism. In the early stage of path search, it adopts a hybrid mode of relaxed ellipsoidal sampling and free space sampling to expand the effective exploration range. After obtaining an initial path, it switches to adaptive-parameter ellipsoidal sampling, while dynamically adjusting the maximum number of iterations based on the Euclidean distance from the start to the goal. This achieves a dynamic balance between sampling efficiency and path search completeness. The improved adaptive Informed-RRT* algorithm not only solves the problem of traditional Informed-RRT* easily falling into local optima but also further enhances the convergence rate in complex underwater 3D environments. It enables more efficient generation of initial feasible paths that satisfy safety constraints for AUVs. The specific implementation is as follows.
During the initial phase of path search, when no feasible path has been found, this design adopts a hybrid sampling strategy, performing relaxed ellipsoidal sampling with a probability of 60% and free space sampling with a probability of 40%. The initial major axis of the relaxed ellipsoid is set to , i.e., 2.5 times the Euclidean distance from the start to the goal, to expand the early exploration range. Free space sampling ensures that the algorithm can discover feasible regions behind obstacles. Once an initial path is found, the algorithm switches to the standard Informed sampling mode.
This study incorporates the obstacle avoidance weight parameter
into the planning algorithm to adjust the algorithm’s preference for obstacle avoidance in the horizontal and vertical directions. This parameter controls the shape of the ellipsoid along the Z-axis (vertical direction), thereby enabling dimensionally adaptive sampling. The sampling points are transformed from the ellipsoid coordinate frame to the world coordinate frame via the rotation matrix
:
where
are random sampling points within a unit sphere.
When , the vertical (Z-axis) sampling is compressed to zero, and the ellipsoid degenerates into a horizontal two-dimensional ellipse, prioritizing the search for planar paths to avoid vertical perception blind spots. When , the ellipsoid maintains its full 3D shape, allowing full utilization of vertical space for obstacle avoidance.
To balance computational efficiency and path quality, the maximum number of iterations is dynamically adjusted based on the distance between the start and goal points:
where
is the minimum number of iterations,
is the maximum number of iterations, and
is a distance threshold.
For short-distance planning tasks, the algorithm uses fewer iterations to improve real-time performance. For long-distance tasks, the number of iterations is increased to ensure path quality. Simultaneously, to enhance the connectivity of explored regions, the planner incorporates a local exploration mechanism into the sampling strategy, performing local sampling near existing nodes with a probability of 20%. This strategy facilitates denser connections around obstacle boundaries, thereby improving path quality.
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Algorithm 1: A-IRRT* |
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b) Improved Lazy Theta* Algorithm (I-LazyTheta*): When the traditional LazyTheta* algorithm is applied to 3D underwater environments based on OctoMap, it requires performing FCL bounding box collision detection on a large number of grid nodes. Due to the high computational complexity of the FCL collision query mechanism based on convex hull intersection, combined with the fact that nodes in 3D grid scenes are frequently revisited during multi-path search processes, a significant number of redundant collision detection operations occur, resulting in ineffective consumption of computational resources [
31]. This problem is particularly prominent in dense obstacle scenarios and becomes the main bottleneck restricting the planning speed of the algorithm. Furthermore, the floating-point computation mode employed in traditional line-of-sight detection further increases computational overhead and reduces the overall efficiency of path search.
To address the above issues, we propose targeted improvements and optimizations to the Lazy Theta* algorithm. These combine the grid map characteristics of the 3D underwater environment with the search properties of Lazy Theta*. The core contributions are twofold. First, based on integrating general improvement strategies such as safety margin collision detection and obstacle avoidance weight mechanism, we propose a hash table-based collision detection result caching mechanism. Using the grid coordinate triplet
as the unique key, the completed FCL collision query results are stored in a hash table. For repeatedly visited nodes, the cached results are directly retrieved, thereby completely eliminating the computational overhead of redundant collision detection. The cache is cleared before each planning invocation to ensure consistency between the cached results and the dynamically updated state of the current OctoMap. Second, we introduce the 3D Bresenham algorithm into the line-of-sight detection process. It utilizes integer operations to replace traditional floating-point computations, enabling rapid line-of-sight occlusion judgment in discrete grids. This significantly reduces the computational complexity of line-of-sight detection [
32]. In dense obstacle 3D underwater scenarios, the improved Lazy Theta* algorithm substantially reduces the total time consumption of collision detection. It also enhances the computational efficiency of line-of-sight detection, thereby achieving a significant increase in planning speed. This better adapts to the real-time requirements of AUVs 3D path planning. The specific implementation is as follows.
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Algorithm 2: I-LazyTheta* |
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The obstacle avoidance weight parameter
is integrated into the planning algorithm, and a heuristic function that decouples the horizontal and vertical directions is designed. Let the current node be
and the goal node be
. The weighted heuristic function is given by:
where the horizontal and vertical distances and weights are defined as:
Here,
is the obstacle avoidance preference parameter. When
, the cost of vertical movement is amplified by a factor of 11, and the algorithm tends to circumvent obstacles in the horizontal direction. When
, the cost of horizontal movement is amplified, and the algorithm tends to utilize vertical space for obstacle avoidance.
To maintain consistency between the heuristic function and the cost function, the movement cost from node
to node
is defined as: