1. Introduction
Off-road autonomous ground vehicles (AGVs) have attracted widespread attention in the fields of field exploration, disaster relief, military operations, etc. [
1,
2,
3]. Especially in emergency rescue missions, off-road AGVs are widely used due to their off-road accessibility and ability to quickly reach the target point. The off-road environment is characterized by large terrain fluctuations and complex surface types, which cause delays and present obstacles for the passage of off-road AGVs [
4]. Among the various complex road types in wilderness areas, unpaved roads with high capacities due to long-term vehicle traffic are common. However, the existing off-road AGV path planning algorithms often ignore the fact that these unpaved roads are more accessible than many other off-road paths. Therefore, it is highly important to establish a path planning method that considers the risks of off-road scenarios and integrates existing dirt roads into the simulation environment to complete rescue or exploration tasks in off-road cases.
The existing path planning methods are predominantly designed for Indoor, urban, and other two-dimensional structured environments. However, off-road scenarios consist of complex environments composed of various terrain types, and therefore, the current path planning constraints are often unsuitable for unstructured off-road settings [
5,
6]. Path planning algorithms in off-road environments face the following challenges: variable terrain slopes that severely limit or affect off-road vehicle access and complex soil types that are easily influenced by weather [
7,
8,
9,
10]. Additionally, most current planning methods focus on structured environments, and thus, researchers have proposed several improved planning methods for off-road cases based on traditional path planning algorithms. For example, to assess the combined effects of slope and surface attributes, an improved A* algorithm combined with the moving window method was proposed, enabling robots to effectively avoid obstacles [
11]. Jiang et al. [
12] introduced a global path planning method based on the Rapidly-exploring Random Trees Star algorithm (RRT*) to generate high-confidence global paths in off-road conditions, with terrain elevation uncertainty considered in the cost function. Ye et al. proposed an improved motion-constrained bidirectional RRT (IKB-RRT) path planning algorithm. The algorithm aims to quickly design an effective and collision-free path to facilitate the autonomous navigation of mobile robots in orchard environments characterized by irregular obstacle distribution [
13,
14]. In terms of global path smoothing, geometric curve methods, such as the b-spline curve and quintic polynomial curve methods, transform the path planning problem into a two-point boundary value problem [
15,
16]. To study the impact of soil deformation on vehicle movement, Gonzalez et al. [
4] proposed a path planning method that divides terrain into GO/NOGO regions based on the soil cone index (CI). Notably, this method has been integrated into the next-generation NATO Reference Mobility Model (NG-NRMM). In parallel to the work on the NG-NRMM, several simulation models have been developed. For instance, Xia [
17] used the finite element method (FEM) to establish a tire-terrain interaction model to predict tire mobility. Existing studies on the impact of soil on off-road vehicle traversal required measurements of numerous parameters. Path planning methods that divide GO/NOGO regions need to compare the soil CI with the vehicle cone index (VCI), where the VCI values are related to the vehicle mobility index (MI). Moreover, the MI is associated with factors such as the ground pressure coefficient, axle load coefficient, tire coefficient, antislip coefficient, engine coefficient, and transmission coefficient. Notably, quantitative calculations of soil softness and friction involve many parameters and overly complex processes.
In recent years, researchers have conducted exploratory studies involving off-road path planning, with the key objective of generating safe and feasible paths from an initial position to a specified target based on given off-road environment information [
18,
19,
20]. Specifically, optimizing path search algorithms has played a crucial role in ensuring the effectiveness of off-road vehicle missions and meeting travel time, fuel consumption, and risk avoidance requirements [
21,
22]. Path planning is generally categorized into global path planning and local path planning according to the degree to which environmental information is considered; notably, global path planning is based on a priori complete information, and local path planning is based on sensor information [
23,
24,
25]. From the perspective of obtaining obstacle information, global path planning is a type of static planning, while local path planning is a type of dynamic planning using real-time environmental data as inputs [
26,
27]. Some of the commonly used methods in global path planning algorithms include evolutionary algorithms, Dijkstra’s algorithm, and the A* algorithm [
28,
29]. Evolutionary algorithms are often considered optimal for local use but incur high computational costs. While Dijkstra’s algorithm can be used to find the shortest path, its search efficiency is low due to excessive searching. The A* algorithm is one of the most effective direct search methods for finding the shortest path in static road networks and is widely used in global path planning due to its efficiency and optimality. However, the A* algorithm requires traversing current nodes and selecting the lowest-cost node during the search process. When the search environment is large, the algorithm may require long computational times due to significant recursion depth issues or an abundance of search nodes. Thus, the main challenges associated with the A* algorithm are Improving Its global search capability and convergence speed [
30].
To address the above problems, many scholars around the world have optimized the A* algorithm from multiple dimensions, such as valuation functions and function constraints. Zhang et al. [
31] introduced a time constraint factor to reduce the number of bends in the optimal path in the path search process. Cao et al. [
32] adjusted the weight factor in the A* algorithm and significantly improved the search efficiency. Guruji [
33] et al. reduced the computational time of the traditional A algorithm by 65% by optimizing the cost function, thus reducing the numbers of redundant points and inflection points in path planning and ensuring the real-time performance of the algorithm. In obstacle avoidance path planning, Duan et al. [
34] introduced a safety cost matrix into the A* algorithm and corrected the cost function to ensure the selection of optimal safe paths in different environments. Tang et al. summarized the latest progress in autonomous obstacle avoidance technology and pointed out that planning performance can be improved by strategically integrating various algorithms and enhancing the intelligence of traditional algorithms [
35]. However, with the increases in the spatial dimension and the complexity of features, the computational burden of the A* algorithm increases dramatically, which greatly reduces the efficiency of path planning; thus, there have been fewer studies of off-road path planning based on the A* algorithm over long distances and multiple terrains.
Although many scholars have made great progress in solving the above problems, most of the existing global path planning methods ignore the impact of existing roads on cross-country path planning. To solve this problem, the work performed in this study is as follows: (1) To effectively obtain a 3D model of an unknown off-road environment, a rasterization modeling method is proposed for off-road environment mapping and terrain reconstruction. The continuous terrain is divided into discrete grids, a recognizable off-road raster map is established, including slope and surface attribute information, and a traversability rating table is generated based on known information. (2) To evaluate vehicle traversability under different terrain conditions and intuitively reflect the influence of surface properties on off-road AGVs, the effects of surface friction and soil softness on traffic are evaluated, and changes in the speed of off-road vehicles under different ground conditions are considered when determining the influence of different ground objects and soil types on the travel of off-road vehicles. (3) In terms of the global path algorithm, an optimized A* algorithm that integrates outdoor road factors is introduced, a grid weight matrix is constructed, and a grid penalty coefficient is set to establish a path-finding algorithm for wilderness areas. Additionally, a heuristic function integrating distance factors and time factors is developed to improve the rationality of road searches in the path-finding algorithm. To reduce the time cost of path searches, the study area is divided based on the traditional 16-direction search method, and a dynamic search method is used to reduce the number of search nodes and travel time. Finally, the rationality of the proposed method is verified through simulation experiments.
The remaining sections of this paper are organized as follows.
Section 2 introduces the selected test area for the study and details the process of 3D terrain reconstruction. In
Section 3, the application of the A* algorithm in 3D environments is described, and the optimized A* algorithm is proposed. In
Section 4, through simulation experiments, the effectiveness of the algorithm is verified, and the research results are presented.
Section 5 presents the simulation results, and conclusions are drawn from the findings.
4. Experiments and Results
In this study, the performance of the improved A* algorithm is evaluated based on the VScode2024 simulation platform. The experimental code is written in Python, the matplotlib library is used for graphing, and the heapq library is used to store the data in heap format. In the experiment, the start and end positions are entered, and the complete code is tested on a DELL OptiPlex 7000 computer with Intel Core i7-12700 @ 2.10 GHz to evaluate the performance of the improved A* algorithm.
The experiment consists of two parts: a performance test experiment of the improved neighborhood search and a performance test experiment of the improved heuristic function. In this test, the size of the simulated terrain area is 2000 × 1600, the raster resolution is 5 m, and the vehicle speed is set to 15 km/h. The coordinates of the starting point and the ending point are set to (100, 0) and (1500, 1500), respectively, and the multiple global path searches are carried out between these two points.
4.1. Improved Neighborhood Search Experiment
To investigate the effectiveness of the dynamic search method in this study based on
different classifications, an experimental comparison between the traditional 16-neighborhood search and the improved 16-neighborhood search was conducted, as shown in
Figure 8 and
Table 4.
Based on the comparative analysis of the data in
Table 4, simulation experiments were conducted for 16-neighborhood search, multi-directional search, optimized search strategy, and improved neighborhood search. The results indicate that while the differences in path distance among the four neighborhood search improvement methods are minimal, there are significant differences in the number of nodes and search efficiency. Compared to the traditional 16-neighborhood search, the improved neighborhood search reduced the number of nodes to 758, a decrease of 13.37%, and significantly improved search efficiency, with the shortest search time reaching 112.96 s, representing a 27.18% improvement in efficiency. Although the multi-directional search had the fewest nodes, its search efficiency was not as high as the other methods. On the other hand, the optimized search strategy had a number of nodes close to that of the traditional 16-neighborhood search but showed a significant improvement in search efficiency. These findings demonstrate that the dynamic 16-neighborhood search method proposed in this study has clear advantages in terms of efficiency and resource consumption, confirming the effectiveness of the search optimization strategy presented in this paper.
4.2. Comparative Experiments Regarding the Performance of Heuristic Functions Considering Off-Road Factors
Based on the modified heuristic function, to determine the raster penalty coefficients in Equation (8), the optimal values of α and β were varied in simulation experiments, and the global path from the starting point (100, 0) to the end point (1500, 1500) was determined. The path diagram is shown in
Figure 9, and the parameter results are given in
Table 5.
Based on the above data, the optimal α and β combination is .
Setting the penalty coefficient for each raster aids in the selection of passable wilderness roads during path planning, as shown in
Figure 10a,b. However, this path selection method may lead to road overdependence and increase the cost of path access, as shown in
Figure 10c.
As shown in
Figure 8a–d, the path planning process sets grid penalty coefficients α and β to favor the selection of highly traversable off-road paths. During path planning, the penalty coefficients make the algorithm more inclined to choose off-road routes with higher passability. This preference effectively avoids complex terrain and obstacles during the path planning process, resulting in relatively flat paths that can reduce travel time and vehicle wear and tear. This strategy is particularly suitable for scenarios with complex terrain and multiple possible routes, as it significantly enhances the passability of the planned paths. However, in
Figure 10c, we can observe that this off-road prioritization strategy may lead to an over-reliance on roads. In certain situations, this dependency causes the path planning algorithm to overlook shorter or more direct routes, instead favoring longer but more passable roads. This blind reliance on roads ultimately increases the overall travel cost, leading to an increase in both the actual distance and time required for the path. Therefore, in practical path planning, balancing the passability of a path with its cost becomes a crucial issue. While choosing more passable roads can reduce immediate traversal difficulties, if not properly controlled, it can lead to an increase in the overall cost of the path. Consequently, in the design of the algorithm’s heuristic function, in addition to setting grid penalty coefficients, it is also necessary to introduce additional constraints or optimization strategies. These measures will help prevent blind dependence on roads, ensuring that while the path remains highly passable, the overall cost is optimized.
In the above context, after adding distance and time factors to the heuristic function, the traditional A* algorithm and the improved algorithm are run with the same starting point and end point to carry out experiments. The results of the experiments are shown in
Figure 11, and an algorithm performance comparison is shown in
Table 6.
5. Discussion
In the process of off-road emergency rescue, the passability of paths and the complexity of terrain have considerable effects on the travel time of off-road vehicles. The accessibility of paths and changes in terrain lead to frequent changes in the direction of path searches and the expansion of the search range, issues that also exist in other path planning algorithms and are mitigated, to some extent, with the proposed approach. The improved A* algorithm in this study reduces the execution time of the algorithm by improving the search neighborhood and reduces the off-road emergency response time by searching for the most accessible paths. The improved A* algorithm in this paper mainly efficiency of path planning by identifying paths with high accessibility.
5.1. Optimal Values of α and β
In the process of improving the heuristic function, to focus on existing roads during path planning, the raster penalty coefficients α and β are used to classify road rasters and nonroad rasters, thus distinguishing the road environment from the off-road environment. In
Figure 10, the horizontal axis represents the different α and β values, the left vertical axis denotes the path length, average elevation, and passage time, and the right vertical axis represents the average slope and search efficiency.
When
(as in
Figure 9a–d), as the
values increase, the paths follow existing roads in the wilderness environment, displaying strong road dependence. Notably, although the overall path complexity increases with increasing path length, complexity, and number of turns, the paths have a lower average elevation and lower average gradient and are more passable; thus, the travel and pathfinding times are minimized. This suggests that at lower α values, path accessibility and pathfinding efficiency are excellent despite the high path complexity.
When
(as in
Figure 9e–i), as
increases, path selection gradually shifts away from the emphasis on existing roads. Notably, despite the reduction in path length, the mean elevation and mean gradient increase significantly, and the travel time and pathfinding time increase significantly; in particular, the search time displays an exponential increase. This suggests that at high α values, although the path length decreases, the travel time and search time significantly increase.
Considering the indicators together, the optimal α and β combination is . For this parameter combination, the path length is minimized (13,916.20 m), the average elevation and the average slope are kept at low levels (1024.65 m and 8.80 degrees), and the passage time and elapsed time are 2745.44 s and 42.37 s, respectively. In this case, the path distance is minimized, and the average elevation, average slope, and elapsed time of pathfinding are optimally balanced. Moreover, the paths obtained in this case are superior to those obtained with , even though the path length is greater, with more turns and higher complexity than the paths obtain in other cases.
5.2. Algorithm Performance Comparison
With the above α and β parameters, the improved A* algorithm accounting for off-road factors is established with an improved heuristic function and a new search field approach, and this algorithm is compared with the traditional A* algorithm (8-direction and 16-direction) for path planning with the same starting point and end point. The average elevation, average gradient, path length, travel time, and search efficiency are shown in
Figure 13.
Through the comparative analysis of the paths planned by different algorithms, it is evident that the improved A* algorithm demonstrates significant advantages across multiple dimensions. Compared to the traditional 8-direction search, the improved A* algorithm resulted in paths with an average elevation reduction of 97.61 m, an average slope decrease of 3.52°, a reduction in travel time by 12.059 min, and a remarkable 93.901% increase in search efficiency. This indicates that the improved algorithm can effectively reduce travel costs and significantly enhance path planning efficiency when dealing with complex terrains. Similarly, when compared to the traditional 16-direction search, the paths planned by the improved A* algorithm also show notable advantages, with an average elevation reduction of 95.81 m, an average slope decrease of 3.49°, a reduction in travel time by 8.11 min, and an 88.195% improvement in search efficiency. These results further validate the effectiveness and feasibility of the improved A* algorithm, which integrates road factors, in complex off-road terrain. Additionally, when comparing the performance of a multi-directional search and optimized search strategies, the improved A* algorithm proves superior in both search efficiency and the rationality of path selection, particularly in reducing travel time and enhancing search efficiency. The improved algorithm not only more accurately selects paths with lower elevations and slopes and higher passability, but also significantly shortens execution time, making it more adaptable and efficient for practical applications. In terms of relative efficiency (with traditional 8-direction search as the baseline), the line graph in
Figure 13 shows that the efficiency of the improved A* algorithm is 16 times that of the traditional 8-direction search, far surpassing the relative efficiency of multi-directional search and optimized search strategies. This demonstrates that the improved A* algorithm not only has theoretical advantages but also significantly enhances path planning execution efficiency in practical applications, making it more suitable for complex off-road terrain scenarios. Thus, the improved heuristic function and neighborhood search in the proposed A* algorithm effectively consider the accessibility of the actual terrain surface, particularly in selecting existing off-road paths, enabling rapid and efficient application in various complex off-road terrain path planning scenarios.
In the same path planning task, the improved A* algorithm plans a longer path than does the traditional A* algorithm but displays better performance in terms of path passability, off-road vehicle travel time, and search efficiency. This result suggests that the improved algorithm yields better consistency and robustness. Generally, paths that have existed in the wild for a long time tend to be characterized by high passability, and the improved A* algorithm gives priority to finding these high-traversability paths during the path planning process. In contrast, the traditional A* algorithm generally uses a distance-based heuristic function in the path-finding process and prioritizes searching for paths that minimize the travel distance while ensuring obstacle avoidance. The improved A* algorithm in this study sacrifices path distance to a certain extent and prioritizes finding paths with maximum passability. This design choice improves travel efficiency and effectiveness.
6. Conclusions
In this paper, the effects of soil softness and terrain friction on off-road vehicle access are considered in the off-road path planning problem, accounting for terrain slope, feature access, and other factors that influence travel in wilderness scenarios. Through a combination of theoretical analysis and simulation experiments, a slope, feature access, and speed decay relational table was established to assess field access conditions for off-road vehicles. Considering that existing roads in the field are more accessible than nonroads for off-road vehicle access, raster penalty coefficients are set to guide the path search toward existing roads considering travel distance and time. The simulation results show that the number of nodes in the area of the improved search neighborhood is reduced by 16.784% and the search efficiency is improved by 39.42% compared to those of the traditional search algorithm; additionally, the improved path planning results are more efficient. Numerical experiments comparing the improved A* algorithm with the traditional A* algorithm indicate that the improved algorithm reduces the travel time of off-road vehicles by 21.298% and improves the search efficiency by 93.901%; moreover, the improved algorithm can produce optimal paths at a lower time cost, which is crucial for real-time off-road path planning.
Although the simulation experiments in this paper have verified the effectiveness of the proposed algorithm, we must recognize the differences between the simulated environment and the real world. Some variables in the simulation are strictly controlled, which, while useful for validating theoretical performance, cannot fully replicate the complexity and uncertainty of real-world scenarios. This study has primarily focused on path planning in off-road environments with unpaved roads. However, path planning in purely off-road environments has not been sufficiently addressed. Additionally, the algorithm’s handling of path planning under adverse weather conditions remains inadequate, which could affect its reliability in practical off-road vehicle applications. The algorithm’s innovativeness also needs to be further enhanced to cope with the more complex and variable real-world environments. Therefore, future research should focus on the following areas: First, more attention should be given to path planning in purely off-road environments to ensure that the algorithm can function effectively in complex terrains without roads. Second, consideration should be given to path planning under adverse weather conditions to improve the algorithm’s adaptability in extreme environments. Finally, the algorithm’s innovativeness should be continuously improved by exploring more advanced path planning methods, and its performance should be validated through field tests in real-world scenarios. This approach will not only help to verify the algorithm’s practical adaptability and robustness but will also provide empirical evidence for further optimization. These aspects will be the focus of our next research endeavors.