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Shinya O avatar image
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Shinya O asked Andrew O commented

AMR collision avoidance

Hi,

I'm trying to avoid collisions between AMRs but I can not come up with good ideas.

I've tried making the A* grid size larger than the size of AMR, but other model-specific issues precluded us from doing so.

I've tried the proximity behavior of the agent system, but that slowed down the simulation, so it wasn't a good idea.

Is there any other way?

Thanks in advance.

FlexSim 22.0.8
collision avoidanceamr
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Andrew O avatar image Andrew O commented ·

Hi @Shinya O, was one of Jason Lightfoot's or David Seo's or Joerg Vogel's answers helpful? If so, please click the "Accept" button at the bottom of the one that best answers your question. Or if you still have questions, add a comment and we'll continue the conversation.

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Jason Lightfoot avatar image
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Jason Lightfoot answered

Version 23 has more features to allow you to use AGV paths for AMR simulation, which may work better for you.

Otherwise you could try to add dynamic barriers based on the route of other amrs, to prevent collisions, or add rules to restrict access. If the problem is throughout your model then I can see this being a challenging task though.

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David Seo avatar image
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David Seo answered

If your meaning "collision" means the overlapped visual shape between two objects, you should use the grid size control or agent module for not collision.


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Joerg Vogel avatar image
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Joerg Vogel answered Joerg Vogel edited

The agent module is the specified feature for this. But you say you want to exclude it from a solution. Then you will write an own collision and routing system. You can start with an location surveillance system that checks near collision and collisions of areas around your participating vehicles. This means around your vehicles are Astar grid points that your vehicles start to acquire and release in list like structure while they travel, if they come mutual nearer. A list field can point to a direction where a previously acquired point's vehicle is going. Only if the new pushed list value is near other acquired points and a possible collision is ahead, then you activate a near collision avoidance system to redirect vehicles or you let wait a vehicle.

Edited!

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