This section covers two key sections: (i) random map generation and waypoint fixation and (ii) comparing the proposed algorithm with the existing path planning techniques. The first section focuses on generating randomized maps and waypoints essential for navigation. The second section involves applying the proposed PETAL and the existing path-planning algorithms to identify the most optimized path-planning technique.
4.2. Comparing with Existing Path-Planning Techniques
In this study, a total of five path-planning algorithms are considered, including the proposed path-planning algorithm. The selected algorithms are the A* algorithm, Dijkstra’s algorithm incorporated with A*, the greedy distance algorithm, the random search algorithm, and the proposed PETAL algorithm. Each algorithm is evaluated based on its efficiency in navigating through the randomly generated map while considering obstacles and optimizing travel distance. The performance of these algorithms is compared to determine the most effective path-planning strategy for fumigation tasks, ensuring optimal navigation, reduced energy consumption, and improved operational efficiency in the given environment.
Robotic path planning involves global and local planners working together to ensure efficient navigation. Global planners generate optimal paths, considering static obstacles and terrain constraints, while local planners make real-time adjustments using sensor feedback. In this study, the fumigation robot follows a global planner approach for overall map generation, ensuring efficient fumigation waypoint coverage. To adapt to dynamic obstacles, a local planner is integrated, utilizing 3D LiDAR and depth perception cameras for real-time obstacle detection and path adjustments. The local planner recalculates the path when an obstacle is detected and temporarily stops the robot to let the pedestrians or dynamic obstacles pass, ensuring smooth and safe navigation with minimal deviation from the planned route. Additionally, the robot employs real-time obstacle avoidance to navigate urban environments effectively, adapting to temporary obstructions without compromising efficiency. However, the dynamic obstacles are completely unpredictable during the planning stage of the mission.
During the mission execution, whenever a path needs to be found between two waypoints, the A* algorithm is employed to determine an efficient route through the environment. The A* path planning algorithm is a widely used graph-based search algorithm that efficiently finds the shortest path between a start and goal point. It works by evaluating nodes using a cost function, f(n) = g(n) + h(n), where g(n) represents the actual cost from the start node to the current node, and h(n) is the heuristic estimate of the cost from the current node to the goal. By prioritizing nodes with the lowest f(n) value, A* balances optimality and efficiency, making it ideal for robot navigation, obstacle avoidance, and path optimization in complex environments.
Figure 3a illustrates the A* path planning strategy, showcasing the route from the base station (W0) to all other 49 waypoints in the randomly generated map.
Dijkstra’s path planning algorithm is also a graph-based search algorithm that finds the shortest path from a start node to all other nodes by systematically exploring paths with the lowest cost first. It initializes all node distances as infinity, except the start node W0, which is set to zero. The algorithm selects the node with the smallest distance, updates its neighboring nodes with the lowest possible cost, and repeats this process until all nodes are visited. The Dijkstra’s algorithm incorporated with the A* path planning method combines the strengths of both algorithms for efficient navigation. Dijkstra’s algorithm is used for waypoint selection, ensuring the shortest and most optimal waypoints are identified by evaluating all possible paths from the start node to the goal node based on minimal cost. Once waypoints are determined, the A* algorithm is applied for path planning, calculating the shortest and most efficient route between selected waypoints. Here also, A* uses the same heuristic cost function, f(n) = g(n) + h(n). This hybrid approach ensures the robot follows an optimal route while efficiently navigating obstacles. Integrating Dijkstra’s for waypoint selection and A* for path planning significantly improves efficiency, making it well suited for applications requiring optimized navigation. Similarly,
Figure 3b illustrates the path planning strategy using Dijkstra’s algorithm incorporated with A*, starting from the base station W0 and navigating to all 49 waypoints in seven missions.
Next, the greedy distance path planning algorithm follows a greedy approach, as shown in
Figure 3c, selecting the closest node to the current position at each step without considering the overall path cost. It prioritizes immediate distance minimization, making decisions based only on local optimization rather than the entire path. The algorithm chooses the nearest unvisited waypoint, moves to it, and repeats the process until reaching the goal. While this approach is computationally efficient and simple to implement, it can lead to suboptimal paths, such as becoming trapped in local minima. It is mainly used for quick navigation solutions where path optimality is not critical.
Similarly, the random search path planning algorithm explores paths by selecting random waypoints without following a fixed heuristic or cost function. The robot or agent randomly selects a direction or waypoint, moves towards it, and continues this process until it reaches the goal. Unlike structured algorithms like A* or Dijkstra’s, random search lacks optimization and may result in inefficient, lengthy paths. However, it is helpful in unknown or dynamic environments where predefined heuristics may not apply. While simple to implement, it often requires multiple iterations to find an optimal path, making it less reliable for time-sensitive or energy-constrained applications. In this random search method, a total of 50 factorial paths are randomly generated for the 50 waypoints. However, 3000 iterations were performed to reduce computational demands, as shown in
Figure 4. From these iterations, the paths with the least energy consumption were selected and considered for analysis in this study, as presented in
Figure 3d. This approach balances exploration of possible paths with computational efficiency, ensuring practical evaluation while minimizing resource usage.
Finally, the proposed PETAL algorithm is applied to the randomly generated map for path planning. In this approach, the alpha value in the cost function is set to 0.7, balancing both energy consumption and distance traveled by the robot. A total of 300 iterations were executed, as illustrated in
Figure 5. After several iterations, energy consumption and distance traveled values stabilized, indicating convergence toward optimal paths. The least energy-consuming and shortest-distance paths were selected for further analysis, as shown in
Figure 3e. This process leads to a reduced or optimal cost function, ensuring efficient navigation while minimizing both energy use and travel distance. By adjusting the alpha value, the algorithm prioritizes these two critical factors, making it suitable for applications requiring a balance between energy efficiency and travel distance.
Overall,
Figure 3a–e illustrates different path planning strategies of the fumigation robot, where each colored line in those figures represents a separate mission. The robot starts from the base station (W0) and navigates through 49 waypoints that require fumigation. Given the robot’s fumigation chemical payload capacity, it can fumigate up to seven waypoints for each mission before returning to the base station for refilling. As a result, the robot takes seven missions or seven paths to fumigate all 49 waypoints, each represented in a different color for clarity. This visualization highlights the optimized path planning, ensuring minimal energy consumption and reduced travel distance while efficiently covering all designated fumigation waypoints.
Table 1 compares five path-planning algorithms based on their energy consumption (in kWh) and distance traveled (in meters). Among all the algorithms, the proposed PETAL algorithm demonstrates the most efficient performance, consuming only 0.0492 kWh of energy and covering a distance of 156.93 m, making it the most optimized solution in terms of both energy and distance. The A* algorithm consumes 0.052011 kWh and travels 199.89 m, showing higher energy usage and longer distances compared to the proposed method. Similarly, Dijkstra’s with A* consumes 0.052118 kWh and covers 194.33 m, indicating slightly better distance travel efficiency than A*, but is still more energy-intensive and requires more travel compared to the proposed approach. The greedy distance algorithm has an energy consumption of 0.052177 kWh and a distance of 193.93 m, which is close to the Dijkstra’s with A* algorithm but still not as efficient as the proposed algorithm. The random search algorithm shows the least efficiency, with a consumption of 0.061300 kWh and a distance traveled of 344 m, significantly higher than all other algorithms in both energy use and travel distance.
Figure 6 presents the percentage change in energy consumption relative to the proposed PETAL algorithm across different path-planning strategies. The A* algorithm shows a 5.71% increase in energy consumption compared to the proposed method, making it less efficient. The Dijkstra’s with A* algorithm follows with a 5.93% slightly higher energy consumption than A*. The greedy distance algorithm consumes 6.05% more energy, similar to Dijkstra’s with A*, but is still more energy-intensive than the proposed approach. The random search algorithm exhibits the highest energy increase, with a 24.59% higher energy consumption than the proposed PETAL method, indicating significant inefficiency in both energy use and path planning.
Figure 7 shows the percentage change in distance traveled relative to the proposed PETAL algorithm for various path-planning algorithms. The A* algorithm requires 27.38% more distance than the proposed method, indicating a less efficient path. The Dijkstra’s with A* algorithm follows with a 23.83% increase in distance. In comparison, the greedy distance algorithm shows a 23.58% higher distance, making it slightly more distance traveled than A* but is still less optimal than the proposed algorithm. The random search algorithm is the least efficient, with a 119.21% increase in distance, suggesting a significant inefficiency in both travel distance and path planning compared to the proposed approach.
Overall, the proposed PETAL algorithm performs better in terms of energy efficiency and distance traveled than other path-planning algorithms. It consumes the least energy (0.0492 kWh) and covers the shortest distance (156.93 m), making it the most optimized solution for path-planning tasks. While A*, Dijkstra’s with A*, and greedy distance algorithms show moderate improvements, they still consume more energy and travel greater distances. The random search algorithm is the least efficient, exhibiting significantly higher energy consumption and longer travel distances. Therefore, the proposed PETAL algorithm is the most effective for achieving optimal path planning, significantly reducing energy consumption and distance traveled for a given payload capacity.