Rigid Body Path Planning using Mixed-Integer Linear Programming
Mingxin Yu, Chuchu Fan
TL;DR
This work tackles rigid-body motion planning in cluttered environments where narrow passages hinder traditional planners. It introduces a three-stage MILP-based pipeline that offline-constructs a reusable graph of convex polytopes $G_c$ to cover the free workspace, offline-builds a dense graph $G_d$ over boundary intersections, and online connects start/end configurations to retrieve a feasible path using Dijkstra while performing MILP-based verifications of path segments. The key contributions are (1) workspace-based decomposition that mitigates narrow-tunnel challenges, (2) splitting the large optimization into small, local MILPs, and (3) extensive 2D/3D experiments showing shorter online times and improved scalability compared to PRM, WCO, and GCS. This approach enables fast, multi-query planning for complex rigid-body geometries in crowded spaces with exact collision checking, offering practical benefits for real-time planning in robotics.
Abstract
Navigating rigid body objects through crowded environments can be challenging, especially when narrow passages are presented. Existing sampling-based planners and optimization-based methods like mixed integer linear programming (MILP) formulations, suffer from limited scalability with respect to either the size of the workspace or the number of obstacles. In order to address the scalability issue, we propose a three-stage algorithm that first generates a graph of convex polytopes in the workspace free of collision, then poses a large set of small MILPs to generate viable paths between polytopes, and finally queries a pair of start and end configurations for a feasible path online. The graph of convex polytopes serves as a decomposition of the free workspace and the number of decision variables in each MILP is limited by restricting the subproblem within two or three free polytopes rather than the entire free region. Our simulation results demonstrate shorter online computation time compared to baseline methods and scales better with the size of the environment and tunnel width than sampling-based planners in both 2D and 3D environments.
