Page 361 - Sensing, Intelligence, Motion : How Robots and Humans Move in an Unstructured World
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336    HUMAN PERFORMANCE IN MOTION PLANNING

           computer mouse. Every time the cursor approaches a labyrinth wall within some
           small distance—that is your “radius of vision”—the part of the wall within this
           radius becomes visible, and so you can decide where to turn to continue the
           motion. Once you step back from the wall, that piece of the wall disappears from
           the screen.
              Your performance in this new setting will of course deteriorate compared to
           the case with complete information above. You will likely wander around, hitting
           dead ends and passing some segments of the path more than once. Because you
           cannot now see the whole labyrinth, there will be no hope of producing a near-
           optimal solution; you will struggle just to get somehow to point T .Thisis
           demonstrated in two examples of tests with human subjects shown in Figure 7.3.
           Among the many such samples with human subjects that were obtained in the
           course of this study (see the following sections), these two are closest to the best
           and worst performance, respectively. Most subjects fell somewhere in between.
              While this performance is far from what we saw in the test with complete
           information, it is nothing to be ashamed of—the test is far from trivial. Those
           who had a chance to participate in youth wilderness training know how hard one
           has to work to find a specific spot in the forest, with or without a map. And many
           of us know the frustration of looking for a specific room in a large unfamiliar
           building, in spite of its well-structured design.

           Human Versus Computer Performance in a Labyrinth. How about com-
           paring the human performance we just observed with the performance of a decent
           motion planning algorithm? The computer clearly wins. For example, the Bug2
           algorithm developed in Section 3.3.2, operating under the same conditions as for
           the human subjects, in the version with incomplete information produces elegant
           solutions shown in Figure 7.4: In case (a) the “robot” uses tactile information,
           and in case (b) it uses vision, with a limited radius of vision r v , as shown.
              Notice the remarkable performance of the algorithm in Figure 7.4b: The path
           produced by algorithm Bug2, using very limited input information—in fact, a
           fraction of complete information—almost matches the nearly optimal solution in
           Figure 7.2a that was obtained with complete information.
              We can only speculate about the nature of the inferior performance of humans
           in motion planning with incomplete information. The examples above suggest
           that humans tend to be inconsistent (one might say, lacking discipline): Some
           new idea catches the eye of the subject, and he or she proceeds to try it, without
           thinking much about what this change will mean for the overall outcome.
              The good news is that it is quite easy to teach human subjects how to use
           a good algorithm, and hence acquire consistency and discipline. With a little
           practice with the Bug2 algorithm, for example, the subjects started producing
           paths very similar to those shown in Figure 7.4.
              This last point—that humans can easily master motion planning algorithms
           for moving in a labyrinth—is particularly important. As we will see in the next
           section, the situation changes dramatically when human subjects attempt motion
           planning for arm manipulators. We will want to return to this comparison when
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