A Cooperative Game Hybrid Optimization Algorithm Applied to UAV Inspection Path Planning in Urban Pipe Corridors
Abstract
:1. Introduction
- (i)
- A cost function is formulated to transform path planning into an optimization problem. Considering all grids in the corridors as obstacles, the safety cost function is formulated for the corridor grid map model.
- (ii)
- A hybrid algorithm of SPSO and DE algorithms based on the Nash bargaining theory is proposed by introducing a Nash bargaining cooperation game model, which dramatically increases the searching ability of the algorithms.
- (iii)
- SPSO, PSO, and DE are introduced in comparative analysis experiments to evaluate the effectiveness of the GSPSODE algorithm.
- (iv)
- A high-precision urban pipe corridor 3D grid map model and scenario based on the RflySim platform are constructed as an experimental verification environment for UAV inspection path planning schemes to evaluate the effectiveness and feasibility of the path planning scheme generated by the GSPSODE algorithm.
2. Problem Formulation and Model Construction
2.1. Map of Urban Pipe Corridors
2.2. Constraints
- (I)
- Path length constraints
- (II)
- Safety and feasibility constraints
- (III)
- Smooth constraints
2.3. Overall Cost Function
3. GSPSODE for UAV Path Planning
3.1. Nash Bargaining Cooperation Game Model
3.2. Spherical Vector Particle Swarm Optimization (SPSO)
- (I)
- SPSO is one of the PSO variants, which is created by introducing a spherical vector coordinate system. Each path is encoded as a set of vectors used to describe the movement of the UAV between neighboring waypoints, as represented by the three components of magnitude , elevation , and azimuth , corresponding to the UAV’s speed, turn angle, and climb angle. The flight path is represented by a N × 3D hyper spherical vector consisting of N nodes. The SPSO algorithm where is the position of the particle, and then, is the velocity increase in that particle, is shown in Equation (9):
- (II)
- Consider each path as a volume-less particle in a N × 3D search space, flying in the search space at a certain speed, which is dynamically adapted according to its own flight experience and that of its companions. The ith particle is denoted as = (,, …,), and the best position it experiences is denoted as a 1 × N-dimensional vector . The best position experienced by all particles in the population is denoted as a 1 × N-dimensional vector . and are, respectively, the 1 × 3D spherical vector and velocity . For each generation, the update is performed according to the following Equation (10):
- (III)
- To determine and , it is necessary to map the flight path in the spherical vector coordinate system to path used for evaluating the costs. The mapping ξ: of vector to waypoint and the local and global best positions can be computed as Equations (11) and (12):
3.3. Differential Evolution (DE)
- (I)
- First, a mutation operation is performed to select two individuals from among the parent individuals to generate a difference vector, which is scaled by a scale factor and then summed with the base vector to generate the experimental individual.
- (II)
- Then, crossover operations are performed on the parent individuals and the corresponding experimental individuals to generate new offspring individuals. Common types of crossovers are binomial and exponential, etc.
- (III)
- Finally, a selection operation is performed between the parent and offspring individuals, and individuals meeting the requirements are saved to the next generation population.
3.4. The Proposed Algorithm
- (I)
- The initial populations of the two players, SPSO and DE, are evaluated independently by the cost function, and all solutions of the two players are evaluated to select the best solution for the first and second players.
- (II)
- The two better solutions are compared, so that the best solution is chosen as the disagreement point in the first round of the game. Since the game has the same conditions for both players and is symmetric, the values are equal in the first round.
- (III)
- In each round of the game, the two players each run N times, and in each iteration, the best solutions and their evaluation values are stored for the first player in and the second player in , respectively, which means that N elite solutions are stored in the sets and for each iteration:
- (IV)
- The feasible set is the Cartesian product of the best solutions of the two players in N iterations:
- (V)
- After N iterations, SPSO and DE enter the game environment and play the cooperative game based on the Nash bargaining theory, and the unique solution = is selected as the best solution due to the Pareto optimality property.
- (V)
- is the game profit of the first player, which is used as the base vector in the DE mutation operator in the next iteration, resulting in a change in the DE mutation operator. is the second player’s game profit, which acts as the lead particle in SPSO to update the particle velocity vector in the next iteration, changing the direction of the particle’s motion. In addition, the only solution in this round of Nash bargaining is seen as a point of disagreement in the next round of Nash bargaining.
- (VII)
- If the conditions of the protocol are satisfied, the best value from the two values is chosen as the final solution; otherwise, the game is repeated for the next round.
4. Results and Analysis
4.1. Scenario Setup
4.2. Comparative Analysis
4.3. RflySim Simulation
5. Conclusions
Author Contributions
Funding
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
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Reference | Contributions | Limitation |
---|---|---|
Hao, L. et al. (2020) [18] | This paper proposes a modified PSO called MPSO. A chaos-based non-linear inertia weight is used to balance capacities better. | Its convergence and stability lack theoretical support. There are some parameters in MPSO, which increase the difficulty of problem solving. |
Shin, J.-J. et al. (2020) [19] | An improved particle swarm optimization (PSO) algorithm is proposed for finding an optimal path, which is composed of pre-processing steps, multi-swarm PSO algorithm, and post-processing steps. | It is not suitable to include constraints related to UAV maneuvering; therefore, this may lead to large errors between the planned path and the flight path. |
Phung, M. et al. (2021) [20] | This paper presents a new algorithm named spherical-vector-based particle swarm optimization (SPSO) algorithm, which efficiently searches the configuration space of the UAV via the correspondence between the particle position and the speed, turn angle, and climb/dive angle of the UAV. | The optimization algorithm converges quickly and easily falls into local optimum. |
Dadvar, M. et al. (2021) [26] | This paper proposes a new algorithm, which uses a coalition or cooperation model in the game theory to combine the DE and PSO algorithms to maintain a balance between the exploration and exploitation capabilities by preventing population stagnation and avoiding the local optimum. | Failure to incorporate the maneuvering characteristics of the UAV into the algorithm does not further improve its navigation capabilities. |
This work |
|
Algorithm | Parameters |
---|---|
GSPSODE | = 1000, = 2000 |
SPSO | = 1, = 1.5, = 1.5 |
PSO | = 1, = 1.5, = 1.5 |
DE | CR = 0.9, F = 0.5, r = 0.98 |
GA | Pc = 0.2, Pm = 0.2 |
ACO | α = 10, β = 1, γ = 1, τ0 = 1.2 |
Algorithm | Evaluation Scores | Scene 1 | Scene 2 | Scene 3 |
---|---|---|---|---|
GSPSODE | Best | 5.68 × 104 | 4.69 × 104 | 6.70 × 104 |
Mean | 5.70 × 104 | 4.70 × 104 | 6.70 × 104 | |
Std | 24.58 | 35.46 | 30.77 | |
Runtimes(s) | 151.25 | 122.16 | 166.58 | |
SPSO | Best | 5.72 × 104 | 4.72 × 104 | 6.95 × 104 |
Mean | 5.73 × 104 | 4.75 × 104 | 6.97 × 104 | |
Std | 63.38 | 88.25 | 240.13 | |
Runtimes(s) | 102.12 | 98.31 | 117.40 | |
PSO | Best | 5.95 × 104 | 4.74 × 104 | 7.14 × 104 |
Mean | 5.96 × 104 | 4.76 × 104 | 7.16 × 104 | |
Std | 94.23 | 207.91 | 274.21 | |
Runtimes(s) | 96.12 | 81.20 | 112.64 | |
DE | Best | 5.79 × 104 | 4.79 × 104 | 7.17 × 104 |
Mean | 5.80 × 104 | 4.83 × 104 | 7.20 × 104 | |
Std | 102.73 | 132.53 | 310.13 | |
Runtimes(s) | 80.28 | 72.61 | 105.83 | |
GA | Best | 6.02 × 104 | 4.94 × 104 | 7.20 × 104 |
Mean | 6.05 × 104 | 4.97 × 104 | 7.24 × 104 | |
Std | 120.63 | 191.38 | 361.75 | |
Runtimes(s) | 161.19 | 149.83 | 180.66 | |
ACO | Best | 5.72 × 104 | 4.77 × 104 | 7.09 × 104 |
Mean | 5.75 × 104 | 4.80 × 104 | 7.13 × 104 | |
Std | 89.17 | 62.14 | 100.62 | |
Runtimes(s) | 79.12 | 63.13 | 103.52 |
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Wang, C.; Zhang, L.; Gao, Y.; Zheng, X.; Wang, Q. A Cooperative Game Hybrid Optimization Algorithm Applied to UAV Inspection Path Planning in Urban Pipe Corridors. Mathematics 2023, 11, 3620. https://doi.org/10.3390/math11163620
Wang C, Zhang L, Gao Y, Zheng X, Wang Q. A Cooperative Game Hybrid Optimization Algorithm Applied to UAV Inspection Path Planning in Urban Pipe Corridors. Mathematics. 2023; 11(16):3620. https://doi.org/10.3390/math11163620
Chicago/Turabian StyleWang, Chuanyue, Lei Zhang, Yifan Gao, Xiaoyuan Zheng, and Qianling Wang. 2023. "A Cooperative Game Hybrid Optimization Algorithm Applied to UAV Inspection Path Planning in Urban Pipe Corridors" Mathematics 11, no. 16: 3620. https://doi.org/10.3390/math11163620
APA StyleWang, C., Zhang, L., Gao, Y., Zheng, X., & Wang, Q. (2023). A Cooperative Game Hybrid Optimization Algorithm Applied to UAV Inspection Path Planning in Urban Pipe Corridors. Mathematics, 11(16), 3620. https://doi.org/10.3390/math11163620