Page 359 - Sensing, Intelligence, Motion : How Robots and Humans Move in an Unstructured World
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334    HUMAN PERFORMANCE IN MOTION PLANNING

           likely be something akin to the three examples shown in Figure 7.2. All examples
           demonstrate exemplary performance; in fact, these paths are close to the opti-
                                                   2
           mal—that is, the shortest—path from S to T . In the terminology used in this
           text, what you have done here and what the paths in Figure 7.2 demonstrate is
           motion planning with complete information.
              If one tried to program a computer to do the same job, one would first prepro-
           cess the labyrinth to describe it formally—perhaps segment the labyrinth walls
           into small pieces, approximate those pieces by straight lines and polynomials for
           a more efficient description, and so on, and eventually feed this description into
           a special database. Then this information could be processed, for example, with
           one or another motion planning algorithm that deals with complete information
           about the task.
              The level of detail and the respectable amount of information that this database
           would encompass suggests that this method differs significantly from the one you
           just used. It is safe to propose that you have paid no attention to small details
           when attempting your solution, and did not try to take into account the exact
           shapes and dimensions of every nook and cranny. More likely you concentrated
           on some general properties of the labyrinth, such as openings in walls and where
           those openings led and whether an opening led to a dead end. In other words,
           you limited your attention to the wall connectivity and ignored exact geometry,
           thus dramatically simplifying the problem. Someone observing you—call this
           person the tester—would likely conclude that you possess some powerful motion
           planning algorithm that you applied quickly and with no hesitation. Since it is
           very likely that you never had a crash course on labyrinth traversal, the source
           and nature of your powerful algorithm would present an interesting puzzle for
           the tester.
              Today we have no motion planning algorithms that, given complete informa-
           tion about the scene, will know from the start which information can be safely
           ignored and that will solve the task with the effectiveness you have demonstrated
           a minute ago. The existing planning algorithms with complete information will
           grind through the whole database and come up with the solution, which is likely
           to be almost identical to the one you have produced using much less information
           about the scene. The common dogma that humans are smarter than computers is
           self-evident in this example.

           Moving with Incomplete Information. What about a more realistic labyrinth
           walk, where at any given moment the walker can see only the surrounding walls?
           To test this case, let us use the same labyrinth that we used above (Figure 7.1),
           except that we modify the user interface to reflect the new situation. As before,
           you are sitting in front of the computer screen. You see on it only points S and
           T and your own position in the labyrinth (the cursor). The whole labyrinth is
           there, but it is invisible. As before, you start at S, moving the cursor with the
           2 Of course, in a more complex labyrinth a quick look may not be sufficient to see the solution; then
           one’s performance may deteriorate. For the point that we are to make in this section, this fact is not
           essential.
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