Robotics · AI · IEEE ICCIT 2016

Effects of Heuristics in
Mobile Robot Path Planning

A published IEEE research study proposing and evaluating four novel heuristic functions for path planning in uncertain and dynamic environments — where obstacles move at arbitrary velocities and unpredictable directions. Algorithms were benchmarked across simulation time and travel distance using the Player/Stage robotics simulator.

Robotics Path Planning Heuristic Search A* Algorithm C++ Player/Stage IEEE · ICCIT 2016
Language
C++ · Eclipse CDT
Simulator
Player/Stage · Ubuntu 14.04
Algorithms
Dijkstra's · GBFS · A* · OCF-A*
Published
IEEE 19th ICCIT 2016 · pp. 451–456
Institution
The Millennium University, Bangladesh
01About

Path planning for mobile robots is one of the hardest problems in robotics — and it becomes significantly more complex when obstacles move at arbitrary velocities and unpredictable directions. Prior research had largely focused on static environments. This paper addresses the gap: real-time path planning in genuinely uncertain and dynamic environments, where no prior information about obstacle behavior is available.

The environment is modelled as an undirected weighted graph G = (V, E), with vertices placed at random coordinates and all nodes strongly connected via an adjacency matrix. When the robot detects a blocked edge, it sets that edge weight to infinity and immediately re-plans — all within a strict real-time constraint using the same graph, preserving memory of previously encountered obstacles.

The core contribution of this paper is a set of four novel heuristic functions (h1–h4) designed to be plugged into GBFS and A* — and benchmarked against Dijkstra's and an Optimized Cost Function (OCF) version of A*. Experiments were run across static, fixed-position dynamic, and random-position dynamic obstacle environments with 10, 15, 20, and 25 obstacles each.

The key insight: pursuing the optimal path is not always the best strategy. A heuristic that initially expands more nodes (exploring sub-optimal paths) can help a robot escape obstacles faster, then converge to optimal as it approaches the goal. This motivated the design of the adaptive h4 heuristic — the paper's primary contribution.

02Simulation
Player/Stage Simulation
Robot (red dot) navigating toward goal using sensor-based obstacle detection. Black squares are static obstacles; orange octagons are dynamic obstacles with uncertain velocities. The blue wedges represent the robot's sensor field of view. The dashed red trail shows the planned path.
Player/Stage robot simulation — uncertain dynamic environment
Player/Stage Simulator · Ubuntu 14.04 · C++ · Real-time path re-planning Elapsed: 1m 22s 900ms
03Heuristics

Four heuristic functions were designed and integrated into GBFS and A* for comparative evaluation. All four are admissible — they never overestimate the true cost to the goal — which guarantees optimality when conditions allow. The h4 heuristic is the paper's core innovation: an adaptive function that adjusts its behaviour every iteration of the navigation loop.

h1
Euclidean Distance
h1(n) = √((xₙ−xg)² + (yₙ−yg)²)

The simplest admissible heuristic — straight-line distance from any node to the goal. Always less than the true cost, so it often over-expands unnecessary nodes and slows convergence. A useful baseline.

Admissible · Simple
h2
Actual (True Cost)
h2(n) = c*(n, g)

Uses the true cost from any node to the goal, computed via single-source shortest path from the goal. Always optimal and always admissible — but follows the optimal path so rigidly that it can get stuck behind obstacles without exploring alternatives.

Admissible · Optimal
h3
Combined Heuristic
h3(n) = h2(n) − h1(n)/N

Subtracts a small fractional quantity (Euclidean distance ÷ total nodes) from the true cost. Admissible because it always stays below h*. Improves over h2 in some scenarios but uses a constant N — making it unable to adapt dynamically to environment changes.

Admissible · Combined
h4
Adaptive Heuristic
h4(n) = h2(n) − h1(n)/(i × N)

The paper's core contribution. Uses the loop iteration counter i to adapt with each re-plan: early iterations expand more nodes (sub-optimal, fast obstacle escape); later iterations converge to the optimal path near the goal. Consistently the best performer for simulation time across almost all obstacle configurations.

★ Best Performing
04Key Results
Overall Performance Verdict
Best for Simulation Time
A* with h4

Consistently achieves the lowest coefficient of variation (CV) for simulation time across static, fixed-position dynamic, and random-position dynamic environments — for 10, 15, 20, and 25 obstacles. CV as low as 16.5% (static) and 17.6% (10 dynamic obstacles).

Best for Travel Distance
GBFS h4 / Dijkstra's

GBFS with h4 achieves the lowest CV for travel distance in static environments (10.4%) and random-position dynamic environments (15–25 obstacles). Dijkstra's wins for travel distance with fixed-position dynamic obstacles, reflecting its shortest-path bias when direction is predictable.

Algorithm Comparison — Simulation Time CV (Static, 10 Obstacles)
Algorithm Heuristic Mean Time (s) Std Dev CV (%)
A* h4 (Adaptive) 52.5 8.7 16.5%
A* h2 (True Cost) 61.0 12.6 20.7%
A* h3 (Combined) 63.1 15.5 24.5%
Dijkstra's 59.4 18.2 30.6%
A* h1 (Euclidean) 65.2 26.7 41.0%
05Contributions
Language C++
IDE Eclipse CDT 3.8
Simulator Player/Stage multi-robot simulation environment
OS Ubuntu 14.04 LTS (32-bit)
Hardware Intel Core i5-2430M · 2.40 GHz · 8 GB RAM
Algorithms Dijkstra's · GBFS · A* · Optimized Cost Function A*
Metric Coefficient of Variation (CV) — simulation time & travel distance
Published IEEE 19th ICCIT · Dec 18–20, 2016 · North South University, Dhaka

Read the full paper

Source code and simulation files available on GitHub.