-
Notifications
You must be signed in to change notification settings - Fork 134
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Have an option to "end early" a path #698
Comments
In this case we might want to tirgger in order all remaining markers. |
@mjansen4857 IMO it's super important feature for the future of autonomous, it'll allow better support in game-pieces vision based decisions. How it's aligned with this summer prioritization? |
My point here wasn't on how to technically end path early, as it's possible as you stated. The thing to consider when ending path early is that the next path will consider the new starting point location (that might be dynamic and changed based on where a game piece was intaked). |
I did play around with this problem in simulation and the solution I’m going to try on a real robot is starting the next path in a location that you can pathfind to and then path finding to it before starting the path. The solution is not ideal because it requires runtime computing of the path so is therefore maybe nondeterministic, but pathfinding has been shown to work pretty well during the 2024 season. You will also be abruptly stoping the robot between the paths which is not ideal and may cause problems. Currently there is no way to pathfindThenRunPath from the UI so once I get to test this I am going to add that to the UI and lib |
I see some scenarios in which there are issues with your solution to patch pathfind to the next path (e.g., we need to run a shorter path than the original path, so pathfinding to the original start point will make our auto longer than needed), instead if we're too far from the next starting point, running pathfind to pose would be a general solution that can work. (Technically on the fly generation would also work but it's harder to implement a solution that works in the general case). My suggestion: |
For example we would like to end earlier a path in case we collected a game piece 1m/1sec earlier than planned.
We would like to end earlier the path to save time (and start rhe next path from this pose, using the appropriate replanning config).
The text was updated successfully, but these errors were encountered: