Multi-Voyage Path Planning for River Crab Aquaculture Feeding Boats
Abstract
1. Introduction
- (1)
- A complete coverage path planning method based on an improved genetic algorithm is proposed, introducing a continuous grid, complete coverage population initialization method, and redesigning the fitness function and genetic operators to plan a complete coverage path with low path repetition and coverage of all grids.
- (2)
- The I-QLA is proposed to perform the multi-voyage path planning for the feeding boat. The reward function is redesigned, and the exploration rate is dynamically adjusted to balance the relationship between exploration and exploitation, accelerating convergence speed and planning the optimal return path with the shortest distance and fewer turns.
- (3)
- It is proved that the improved genetic algorithm can improve the performance of complete coverage path planning in terms of the path repetition rate, path length and number of turns, and the I-QLA can improve the performance of return path planning in training time, path length, and number of turns.
2. Materials and Methods
2.1. Feeding Boat Design
- (1)
- To balance the weight of the hull, the power compartment is placed at the bow, the heavier bin is installed near the middle of the hull, and the control compartment is located at the stern. A double floating structure is adopted, ensuring the stability and reliability of the working boat and facilitating maintenance.
- (2)
- The paddle wheel drive method is used for the feeding boat, because in crab farming ponds where large areas of aquatic plants need to be grown, compared to propeller propulsion, paddle wheel propulsion is less likely to get entangled in aquatic plants, preventing motor blockage and damage to the motor and propeller. Additionally, when the paddle wheel propels the boat forward, it stirs up water splashes, increasing the dissolved oxygen content in the water. The paddle wheel has a radius of 30 cm, and adjusting the speed of the left and right paddle wheel motors can control the speed and heading of the feeding boat.
- (3)
- The weight sensors are equipped at the bottom of the bait box to obtain the remaining bait weight in real time. A control motherboard is loaded in the controller box, which includes major modules such as an STM32 processor, IMU (Inertial Measurement Unit) module, navigation and positioning module, 4G communication module, serial communication module, power management module, and motor drive module.
- (4)
- An LBF-C200TB4 underwater camera is installed at the bottom of the hull to capture images of the underwater environment. The image target recognition technology is employed to integrate the identified mitten crab distribution and positioning data, thereby generating a mitten crab distribution density map. Subsequently, the bait density formula map is obtained, which is a prerequisite for precise crab baiting [23].
2.2. Algorithm Selection
2.3. Overall System Architecture
3. Multi-Voyage Operation Path Planning for Feeding Boats
3.1. Environment Modeling
3.2. Energy Consumption Model of Feeding Boats
- (1)
- A 0° turning angle
- (2)
- A 90° turning angle
- (3)
- A 180° turning angle
3.3. Evaluation Indicators
- (1)
- Coverage repetition rate
- (2)
- Path length
- (3)
- Number of turns
- (4)
- Energy consumption
3.4. Complete Coverage Path Planning Based on Improved Genetic Algorithm
3.4.1. Complete Coverage Traversal Method
3.4.2. Improvement Directions for the Genetic Algorithm
- (1)
- Improved population initialization
- (2)
- Design of the fitness function
- (3)
- Design of the genetic operator
- (a)
- Crossover operator
- (b)
- Crossover operator
3.5. Multi-Voyage Path Planning Based on I-QLA
3.5.1. Return Point Prediction
- (1)
- Prediction of the return point after bait depletion
- (2)
- Prediction of the return point after energy depletion
3.5.2. Q-Learning Algorithm
- (1)
- Initialize the Q-table.
- (2)
- At each time step t, the agent observes the current state and selects an action to execute according to an -greedy strategy.
- (3)
- After executing the action , the agent reaches the next state and receives the reward .
- (4)
- The Q value is updated in the Q-table according to Equation (16).
- (5)
- Repeat Steps (2)–(4) until the maximum number of iterations is reached or the Q value converges.
3.5.3. Q-Learning Algorithm Improvement
- (1)
- Add diagonal direction exploration
- (2)
- Refine the reward function mechanism
- (a)
- Set a reward of 10 for reaching the target point, because the goal is to reach the target position, which has the highest priority and is therefore significantly higher than other rewards. Based on previous research, the maximum target reward range for standard Q-Learning algorithms is usually 5–15, and so we set this value to 10 to effectively balance convergence speed and stability.
- (b)
- Set a penalty of −8 for encountering obstacles, based on the principle of safety priority, with strong punishment to prevent collisions, set as the punishment with the highest absolute value. Through practical testing, it has been found that the maximum reward punishment ratio (maximum reward absolute value/maximum punishment absolute value) is most suitable between 1.2 and 1.5, which can avoid the bias of reward dominance or punishment dominance. The maximum reward punishment ratio for this study is 1.25, which meets the requirements.
- (c)
- Set a reward of 3 for straight walking and a penalty of −4 for turning. Considering that the energy consumption of turning movement increases during actual operation, a penalty of −4 is imposed for turning and a reward of 3 for straight movement, with a difference of 7 between them. This encourages straight-line movement, reduces unnecessary turns, and does not excessively inhibit exploration, effectively promoting smooth paths and reducing energy consumption.
- (d)
- Give a penalty of −1 for hitting the map boundaries and standing still. During the actual training process, the feeding boat will collide with the map boundary. Therefore, in order to accelerate the convergence speed and reduce such a collision, the mild penalty −1 is given when colliding with the boundary.
- (e)
- Give a penalty of −3.5 for encountering an obstacle while moving diagonally. As shown in Figure 10, the black area represents obstacles, and the arrow indicates the direction of the boat’s movement. Due to the limitation of the operating width of the feeding boat, it is easy to collide with an obstacle in diagonal movement. Due to the fact that encountering an obstacle while moving diagonally is between vertical collision and turning and has a certain degree of repairability, a penalty of −3.5 is imposed to discourage this situation.
- (3)
- Dynamic adjustment of the exploration rate
Algorithm 1 I-QLA |
1 Initiate Q-table to zero
2 While n < episode 3 Select a starting point ; 4 While goal is not reached 5 Choose an action from based on obtained from the dynamic adjustment function in Equation (18); 6 Take action and observe reward and state ; 7 Update Q-table according to Equation (16); 8 Move the state to the next state ; 9 end 10 end |
4. Simulation and System Test
4.1. Simulation Step
4.2. Simulation and Result Analysis
4.2.1. Complete Coverage Path Planning Simulation
4.2.2. I-LQA for the Return Path Planning Simulation
- (1)
- Ablation experiment
- (2)
- Simulation of complex terrain path planning
4.3. System Test
5. Conclusions
- (1)
- An improved genetic algorithm is employed to plan a complete coverage operation path. Compared to the traditional algorithm, the repeated coverage and path length of the complete coverage path planned by the improved genetic algorithm are reduced.
- (2)
- To address the issue of multiple returns for replenishment during operations due to insufficient feed, we propose a multi-voyage path planning method. By introducing a new reward function and dynamic exploration rate to improve the Q-Learning algorithm (I-QLA), the problems of slow convergence speed and the difficulty of balancing exploration and exploitation in traditional algorithms are solved. Furthermore, the multiple optimal return paths are planned by the I-QLA algorithm. After each return trip and refilling, the feeding boat resumes its original path to the return point and continues working until the pond is fully covered.
- (3)
- Compared to the traditional Q-Learning algorithm, the simulation results show that the I-QLA algorithm reduces the path length, the number of turns, and the training time by 20.84%, 74.19%, and 48.27%, respectively. The system test shows that the I-QLA algorithm reduces the path length, the number of turns, and energy consumption by 29.7%, 77.8%, and 39.6%, respectively. The I-QLA algorithm ensures shorter path planning while reducing the training time and improving operational efficiency.
Author Contributions
Funding
Institutional Review Board Statement
Conflicts of Interest
References
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Parameters | Value |
---|---|
Size of the feeding boat (length × width × height) | 2.0 m × 1.7 m × 1.25 m |
Maximum load of the stock bin | 70 kg |
Weight of the feeding boat | 100 kg |
Speed of the feeding boat | 0~1.0 m/s |
Casting range | 3~14 m |
Full-Coverage Path Planning Algorithm | Advantages | Limitations | Return Route Planning Algorithm | Advantages | Limitations |
---|---|---|---|---|---|
Random coverage path planning | Easy to implement, with low computational complexity. | Low efficiency, high path repetition rate, and easy to get stuck in dead zones. | A* | Optimal path, simple implementation. | Unable to handle dynamic obstacles, low efficiency in high-dimensional space. |
Cell Decomposition | Decomposed path planning is simple and suitable for low dimensional problems. | Complex obstacles can result in inefficient and redundant partitioning, and are prone to getting stuck in local optima. | RRT | Efficient in high-dimensional space and strong obstacle avoidance ability. | The path may not be optimal, and there are many redundant nodes. |
Particle Swarm Optimization | Strong global search capability and fast convergence speed. | Easy to fall into local optima, may converge prematurely before reaching global optima. | Dynamic Window Method | Strong real-time performance, suitable for dynamic environments. | Only suitable for local planning, may fall into local minima. |
Genetic | Strong global search capability, robustness, and high path quality. | High computational complexity and slow search speed. | Q-Learning | Adapts to dynamic environments, model-free learning. | The high-dimensional state space has lower efficiency and a longer training time. |
Algorithm | Repetition Rate (%) | Number of 90° Turns | Number of 180° Turns | Total Path Length |
---|---|---|---|---|
Traditional genetic algorithm | 2.13% | 125 | 6 | 704 |
Improved genetic algorithm | 0.86% | 90 | 3 | 695 |
Algorithm | Average Repeat Coverage Probability % | Average Number of 90° Turns | Average Number of 180° Turns | Average Optimal Fitness | Optimal Average Fitness Generation | Average Total Path Length |
---|---|---|---|---|---|---|
Traditional genetic algorithm | 2.72 | 123.5 | 6.7 | 139.3 | 709.3 | |
Improved genetic algorithm | 1.07 | 91.3 | 3.4 | 105.7 | 697.5 |
Learning Rate | Discount Factor | Initial Exploration Rate | Number of Iterations |
---|---|---|---|
0.1 | 0.9 | 0.9 | 3000 |
Path Sequence Number | Algorithm | Path Length | Number of Turns | Training Time (s) | Optimal Number of Iterations |
---|---|---|---|---|---|
Path 1 | QL | 18 | 9 | 83 | 1300 |
TQL | 14.484 | 7 | 81 | - | |
TRQL | 13.312 | 3 | 52 | - | |
TEQL | 13.312 | 4 | 60 | - | |
TREQL | 13.312 | 2 | 48 | - | |
I-QLA | 13.312 | 2 | 39 | 700 | |
Path 2 | QL | 45 | 17 | 108 | 2500 |
TQL | 42.210 | 17 | 100 | - | |
TRQL | 40.796 | 10 | 82 | - | |
TEQL | 38.786 | 16 | 89 | - | |
TREQL | 37.968 | 5 | 77 | - | |
I-QLA | 37.968 | 5 | 61 | 1400 |
Proportion of Obstacles | Algorithm | Path Length | Number of Turns | Training Time (s) |
---|---|---|---|---|
10% obstacles | QL | 28.0 | 9 | 84 |
I-QLA | 22.14 | 4 | 63 | |
15% obstacles | QL | 28.0 | 13 | 89 |
I-QLA | 22.14 | 6 | 71 | |
20% obstacles | QL | 28.0 | 7 | 78 |
I-QLA | 22.726 | 6 | 52 | |
25% obstacles | QL | 28.0 | 13 | 93 |
I-QLA | 22.726 | 6 | 76 |
Algorithm | Number of Turns | Path Length (m) | Energy Consumption (%) |
---|---|---|---|
Q-Learning | 9 | 91.84 | 2.93 |
I-QLA | 2 | 64.59 | 1.77 |
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Share and Cite
Sun, Y.; Guo, P.; Wang, Y.; Shi, J.; Zhang, Z.; Zhao, D. Multi-Voyage Path Planning for River Crab Aquaculture Feeding Boats. Fishes 2025, 10, 420. https://doi.org/10.3390/fishes10080420
Sun Y, Guo P, Wang Y, Shi J, Zhang Z, Zhao D. Multi-Voyage Path Planning for River Crab Aquaculture Feeding Boats. Fishes. 2025; 10(8):420. https://doi.org/10.3390/fishes10080420
Chicago/Turabian StyleSun, Yueping, Peixuan Guo, Yantong Wang, Jinkai Shi, Ziheng Zhang, and De’an Zhao. 2025. "Multi-Voyage Path Planning for River Crab Aquaculture Feeding Boats" Fishes 10, no. 8: 420. https://doi.org/10.3390/fishes10080420
APA StyleSun, Y., Guo, P., Wang, Y., Shi, J., Zhang, Z., & Zhao, D. (2025). Multi-Voyage Path Planning for River Crab Aquaculture Feeding Boats. Fishes, 10(8), 420. https://doi.org/10.3390/fishes10080420