GO-Flock: Goal-Oriented Flocking in 3D Unknown Environments with Depth Maps
Yan Rui Tan, Wenqi Liu, Wai Lun Leong, John Guan Zhong Tan, Wayne Wen Huei Yong, Fan Shi, Rodney Swee Huat Teo
TL;DR
GO-Flock addresses deadlocks and local minima in 3D obstacle-rich flocking by coupling a depth-map–driven Perception Module with a downstream APF-based Collective Navigation Module. The perception component identifies an intermediate waypoint $w_1$ and obstacle-related virtual agents, feeding a velocity command $\mathbf{v}_{i}^{des} = \mathbf{v}_{i}^{goal} + \tilde{\mathbf{v}}_{i}^{neigh} + \mathbf{v}_{i}^{obs}$ that is rescaled to $[-\phi^{max}, \phi^{max}]$, while safety is ensured by removing problematic components near obstacles. The approach is validated through simulations and hardware-in-the-loop experiments involving 9 drones (6 real, 3 virtual) in forest-like environments, showing improved cohesion, higher velocity alignment (Cosine Similarity around 0.9), and faster time-to-goal compared with baselines. This work demonstrates a practical, scalable path to robust, depth-sensor–driven flocking in unknown 3D settings, though it notes limitations such as incomplete drone masking and limited real-world testing for broader deployment.
Abstract
Artificial Potential Field (APF) methods are widely used for reactive flocking control, but they often suffer from challenges such as deadlocks and local minima, especially in the presence of obstacles. Existing solutions to address these issues are typically passive, leading to slow and inefficient collective navigation. As a result, many APF approaches have only been validated in obstacle-free environments or simplified, pseudo 3D simulations. This paper presents GO-Flock, a hybrid flocking framework that integrates planning with reactive APF-based control. GO-Flock consists of an upstream Perception Module, which processes depth maps to extract waypoints and virtual agents for obstacle avoidance, and a downstream Collective Navigation Module, which applies a novel APF strategy to achieve effective flocking behavior in cluttered environments. We evaluate GO-Flock against passive APF-based approaches to demonstrate their respective merits, such as their flocking behavior and the ability to overcome local minima. Finally, we validate GO-Flock through obstacle-filled environment and also hardware-in-the-loop experiments where we successfully flocked a team of nine drones, six physical and three virtual, in a forest environment.
