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 Planning & Scheduling


What Matters in Hierarchical Search for Combinatorial Reasoning Problems?

arXiv.org Artificial Intelligence

Efficiently tackling combinatorial reasoning problems, particularly the notorious NP-hard tasks, remains a significant challenge for AI research. Recent efforts have sought to enhance planning by incorporating hierarchical high-level search strategies, known as subgoal methods. While promising, their performance against traditional low-level planners is inconsistent, raising questions about their application contexts. In this study, we conduct an in-depth exploration of subgoal-planning methods for combinatorial reasoning. We identify the attributes pivotal for leveraging the advantages of high-level search: hard-to-learn value functions, complex action spaces, presence of dead ends in the environment, or using data collected from diverse experts. We propose a consistent evaluation methodology to achieve meaningful comparisons between methods and reevaluate the state-of-the-art algorithms.


Learning Topological Representations with Bidirectional Graph Attention Network for Solving Job Shop Scheduling Problem

arXiv.org Artificial Intelligence

Existing learning-based methods for solving job shop scheduling problems (JSSP) usually use off-the-shelf GNN models tailored to undirected graphs and neglect the rich and meaningful topological structures of disjunctive graphs (DGs). This paper proposes the topology-aware bidirectional graph attention network (TBGAT), a novel GNN architecture based on the attention mechanism, to embed the DG for solving JSSP in a local search framework. Specifically, TBGAT embeds the DG from a forward and a backward view, respectively, where the messages are propagated by following the different topologies of the views and aggregated via graph attention. Then, we propose a novel operator based on the message-passing mechanism to calculate the forward and backward topological sorts of the DG, which are the features for characterizing the topological structures and exploited by our model. In addition, we theoretically and experimentally show that TBGAT has linear computational complexity to the number of jobs and machines, respectively, strengthening our method's practical value. Besides, extensive experiments on five synthetic datasets and seven classic benchmarks show that TBGAT achieves new SOTA results by outperforming a wide range of neural methods by a large margin. All the code and data are publicly available online at https://github.com/zcaicaros/TBGAT.


Collision-Affording Point Trees: SIMD-Amenable Nearest Neighbors for Fast Collision Checking

arXiv.org Artificial Intelligence

Motion planning against sensor data is often a critical bottleneck in real-time robot control. For sampling-based motion planners, which are effective for high-dimensional systems such as manipulators, the most time-intensive component is collision checking. We present a novel spatial data structure, the collision-affording point tree (CAPT): an exact representation of point clouds that accelerates collision-checking queries between robots and point clouds by an order of magnitude, with an average query time of less than 10 nanoseconds on 3D scenes comprising thousands of points. With the CAPT, sampling-based planners can generate valid, high-quality paths in under a millisecond, with total end-to-end computation time faster than 60 FPS, on a single thread of a consumer-grade CPU. We also present a point cloud filtering algorithm, based on space-filling curves, which reduces the number of points in a point cloud while preserving structure. Our approach enables robots to plan at real-time speeds in sensed environments, opening up potential uses of planning for high-dimensional systems in dynamic, changing, and unmodeled environments.


Immersive Robot Programming Interface for Human-Guided Automation and Randomized Path Planning

arXiv.org Artificial Intelligence

Researchers are exploring Augmented Reality (AR) interfaces for online robot programming to streamline automation and user interaction in variable manufacturing environments. This study introduces an AR interface for online programming and data visualization that integrates the human in the randomized robot path planning, reducing the inherent randomness of the methods with human intervention. The interface uses holographic items which correspond to physical elements to interact with a redundant manipulator. Utilizing Rapidly Random Tree Star (RRT*) and Spherical Linear Interpolation (SLERP) algorithms, the interface achieves end-effector s progression through collision-free path with smooth rotation. Next, Sequential Quadratic Programming (SQP) achieve robot s configurations for this progression. The platform executes the RRT* algorithm in a loop, with each iteration independently exploring the shortest path through random sampling, leading to variations in the optimized paths produced. These paths are then demonstrated to AR users, who select the most appropriate path based on the environmental context and their intuition. The accuracy and effectiveness of the interface are validated through its implementation and testing with a seven Degree-OF-Freedom (DOF) manipulator, indicating its potential to advance current practices in robot programming. The validation of this paper include two implementations demonstrating the value of human-in-the-loop and context awareness in robotics.


Logic-Skill Programming: An Optimization-based Approach to Sequential Skill Planning

arXiv.org Artificial Intelligence

Recent advances in robot skill learning have unlocked the potential to construct task-agnostic skill libraries, facilitating the seamless sequencing of multiple simple manipulation primitives (aka. skills) to tackle significantly more complex tasks. Nevertheless, determining the optimal sequence for independently learned skills remains an open problem, particularly when the objective is given solely in terms of the final geometric configuration rather than a symbolic goal. To address this challenge, we propose Logic-Skill Programming (LSP), an optimization-based approach that sequences independently learned skills to solve long-horizon tasks. We formulate a first-order extension of a mathematical program to optimize the overall cumulative reward of all skills within a plan, abstracted by the sum of value functions. To solve such programs, we leverage the use of tensor train factorization to construct the value function space, and rely on alternations between symbolic search and skill value optimization to find the appropriate skill skeleton and optimal subgoal sequence. Experimental results indicate that the obtained value functions provide a superior approximation of cumulative rewards compared to state-of-the-art reinforcement learning methods. Furthermore, we validate LSP in three manipulation domains, encompassing both prehensile and non-prehensile primitives. The results demonstrate its capability to identify the optimal solution over the full logic and geometric path. The real-robot experiments showcase the effectiveness of our approach to cope with contact uncertainty and external disturbances in the real world.


TSPDiffuser: Diffusion Models as Learned Samplers for Traveling Salesperson Path Planning Problems

arXiv.org Artificial Intelligence

This paper presents TSPDiffuser, a novel data-driven path planner for traveling salesperson path planning problems (TSPPPs) in environments rich with obstacles. Given a set of destinations within obstacle maps, our objective is to efficiently find the shortest possible collision-free path that visits all the destinations. In TSPDiffuser, we train a diffusion model on a large collection of TSPPP instances and their respective solutions to generate plausible paths for unseen problem instances. The model can then be employed as a learned sampler to construct a roadmap that contains potential solutions with a small number of nodes and edges. This approach enables efficient and accurate estimation of traveling costs between destinations, effectively addressing the primary computational challenge in solving TSPPPs. Experimental evaluations with diverse synthetic and real-world indoor/outdoor environments demonstrate the effectiveness of TSPDiffuser over existing methods in terms of the trade-off between solution quality and computational time requirements.


PokeRRT: Poking as a Skill and Failure Recovery Tactic for Planar Non-Prehensile Manipulation

arXiv.org Artificial Intelligence

In this work, we introduce PokeRRT, a novel motion planning algorithm that demonstrates poking as an effective non-prehensile manipulation skill to enable fast manipulation of objects and increase the size of a robot's reachable workspace. We showcase poking as a failure recovery tactic used synergistically with pick-and-place for resiliency in cases where pick-and-place initially fails or is unachievable. Our experiments demonstrate the efficiency of the proposed framework in planning object trajectories using poking manipulation in uncluttered and cluttered environments. In addition to quantitatively and qualitatively demonstrating the adaptability of PokeRRT to different scenarios in both simulation and real-world settings, our results show the advantages of poking over pushing and grasping in terms of success rate and task time.


The Virtues of Laziness: Multi-Query Kinodynamic Motion Planning with Lazy Methods

arXiv.org Artificial Intelligence

In this work, we introduce LazyBoE, a multi-query method for kinodynamic motion planning with forward propagation. This algorithm allows for the simultaneous exploration of a robot's state and control spaces, thereby enabling a wider suite of dynamic tasks in real-world applications. Our contributions are three-fold: i) a method for discretizing the state and control spaces to amortize planning times across multiple queries; ii) lazy approaches to collision checking and propagation of control sequences that decrease the cost of physics-based simulation; and iii) LazyBoE, a robust kinodynamic planner that leverages these two contributions to produce dynamically-feasible trajectories. The proposed framework not only reduces planning time but also increases success rate in comparison to previous approaches.


Motion Planning for Hybrid Dynamical Systems: Framework, Algorithm Template, and a Sampling-based Approach

arXiv.org Artificial Intelligence

This paper focuses on the motion planning problem for the systems exhibiting both continuous and discrete behaviors, which we refer to as hybrid dynamical systems. Firstly, the motion planning problem for hybrid systems is formulated using the hybrid equation framework, which is general to capture most hybrid systems. Secondly, a propagation algorithm template is proposed that describes a general framework to solve the motion planning problem for hybrid systems. Thirdly, a rapidly-exploring random trees (RRT) implementation of the proposed algorithm template is designed to solve the motion planning problem for hybrid systems. At each iteration, the proposed algorithm, called HyRRT, randomly picks a state sample and extends the search tree by flow or jump, which is also chosen randomly when both regimes are possible. Through a definition of concatenation of functions defined on hybrid time domains, we show that HyRRT is probabilistically complete, namely, the probability of failing to find a motion plan approaches zero as the number of iterations of the algorithm increases. This property is guaranteed under mild conditions on the data defining the motion plan, which include a relaxation of the usual positive clearance assumption imposed in the literature of classical systems. The motion plan is computed through the solution of two optimization problems, one associated with the flow and the other with the jumps of the system. The proposed algorithm is applied to an actuated bouncing ball system and a walking robot system so as to highlight its generality and computational features.


Walk on Spheres for PDE-based Path Planning

arXiv.org Artificial Intelligence

In this paper, we investigate the Walk on Spheres algorithm (WoS) for motion planning in robotics. WoS is a Monte Carlo method to solve the Dirichlet problem developed in the 50s by Muller and has recently been repopularized by Sawhney and Crane, who showed its applicability for geometry processing in volumetric domains. This paper provides a first study into the applicability of WoS for robot motion planning in configuration spaces, with potential fields defined as the solution of screened Poisson equations. The experiments in this paper empirically indicate the method's trivial parallelization, its dimension-independent convergence characteristic of $O(1/N)$ in the number of walks, and a validation experiment on the RR platform.