Heuristic Surface Path Planning Method for AMV-Assisted Internet of Underwater Things
SUSTAINABILITY(2023)
摘要
Ocean exploration is one of the fundamental issues for the sustainable development of human society, which is also the basis for realizing the concept of the Internet of Underwater Things (IoUT) applications, such as the smart ocean city. The collaboration of heterogeneous autonomous marine vehicles (AMVs) based on underwater wireless communication is known as a practical approach to ocean exploration, typically with the autonomous surface vehicle (ASV) and the autonomous underwater glider (AUG). However, the difference in their specifications and movements makes the following problems for collaborative work. First, when an AUG floats to a certain depth, and an ASV interacts via underwater wireless communication, the interaction has a certain time limit and their movements to an interaction position have to be synchronized; secondly, in the case where multiple AUGs are exploring underwater, the ASV needs to plan the sequence of surface interactions to ensure timely and efficient data collection. Accordingly, this paper proposes a heuristic surface path planning method for data collection with heterogeneous AMVs (HSPP-HA). The HSPP-HA optimizes the interaction schedule between ASV and multiple AUGs through a modified shuffled frog-leaping algorithm (SFLA). It applies a spatial-temporal k-means clustering in initializing the memeplex group of SFLA to adapt time-sensitive interactions by weighting their spatial and temporal proximities and adopts an adaptive convergence factor which varies by algorithm iterations to balance the local and global searches and to minimize the potential local optimum problem in each local search. Through simulations, the proposed HSPP-HA shows advantages in terms of access rate, path length and data collection rate compared to recent and classic path planning methods.
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关键词
autonomous marine vehicles,data collection,heuristic surface path planning,time-sensitive interaction,shuffled frog-leaping algorithm
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