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 Planning & Scheduling


Safe Returning FaSTrack with Robust Control Lyapunov-Value Functions

arXiv.org Artificial Intelligence

Real-time navigation in a priori unknown environment remains a challenging task, especially when an unexpected (unmodeled) disturbance occurs. In this paper, we propose the framework Safe Returning Fast and Safe Tracking (SR-F) that merges concepts from 1) Robust Control Lyapunov-Value Functions (R-CLVF), and 2) the Fast and Safe Tracking (FaSTrack) framework. The SR-F computes an R-CLVF offline between a model of the true system and a simplified planning model. Online, a planning algorithm is used to generate a trajectory in the simplified planning space, and the R-CLVF is used to provide a tracking controller that exponentially stabilizes to the planning model. When an unexpected disturbance occurs, the proposed SR-F algorithm provides a means for the true system to recover to the planning model. We take advantage of this mechanism to induce an artificial disturbance by ``jumping'' the planning model in open environments, forcing faster navigation. Therefore, this algorithm can both reject unexpected true disturbances and accelerate navigation speed. We validate our framework using a 10D quadrotor system and show that SR-F is empirically 20\% faster than the original FaSTrack while maintaining safety.


Multi-Robot Planning for Filming Groups of Moving Actors Leveraging Submodularity and Pixel Density

arXiv.org Artificial Intelligence

Observing and filming a group of moving actors with a team of aerial robots is a challenging problem that combines elements of multi-robot coordination, coverage, and view planning. A single camera may observe multiple actors at once, and the robot team may observe individual actors from multiple views. As actors move about, groups may split, merge, and reform, and robots filming these actors should be able to adapt smoothly to such changes in actor formations. Rather than adopt an approach based on explicit formations or assignments, we propose an approach based on optimizing views directly. We model actors as moving polyhedra and compute approximate pixel densities for each face and camera view. Then, we propose an objective that exhibits diminishing returns as pixel densities increase from repeated observation. This gives rise to a multi-robot perception planning problem which we solve via a combination of value iteration and greedy submodular maximization. %using a combination of value iteration to optimize views for individual robots and sequential submodular maximization methods to coordinate the team. We evaluate our approach on challenging scenarios modeled after various kinds of social behaviors and featuring different numbers of robots and actors and observe that robot assignments and formations arise implicitly based on the movements of groups of actors. Simulation results demonstrate that our approach consistently outperforms baselines, and in addition to performing well with the planner's approximation of pixel densities our approach also performs comparably for evaluation based on rendered views. Overall, the multi-round variant of the sequential planner we propose meets (within 1%) or exceeds the formation and assignment baselines in all scenarios we consider.


On Automating Video Game Regression Testing by Planning and Learning

arXiv.org Artificial Intelligence

In this paper, we propose a method and workflow for automating regression testing of certain video game aspects using automated planning and incremental action model learning techniques. The basic idea is to use detailed game logs and incremental action model learning techniques to maintain a formal model in the planning domain description language (PDDL) of the gameplay mechanics. The workflow enables efficient cooperation of game developers without any experience with PDDL or other formal systems and a person experienced with PDDL modeling but no game development skills. We describe the method and workflow in general and then demonstrate it on a concrete proof-of-concept example -- a simple role-playing game provided as one of the tutorial projects in the popular game development engine Unity. This paper presents the first step towards minimizing or even eliminating the need for a modeling expert in the workflow, thus making automated planning accessible to a broader audience.


Safe Interval RRT* for Scalable Multi-Robot Path Planning in Continuous Space

arXiv.org Artificial Intelligence

In this paper, we consider the problem of Multi-Robot Path Planning (MRPP) in continuous space to find conflict-free paths. The difficulty of the problem arises from two primary factors. First, the involvement of multiple robots leads to combinatorial decision-making, which escalates the search space exponentially. Second, the continuous space presents potentially infinite states and actions. For this problem, we propose a two-level approach where the low level is a sampling-based planner Safe Interval RRT* (SI-RRT*) that finds a collision-free trajectory for individual robots. The high level can use any method that can resolve inter-robot conflicts where we employ two representative methods that are Prioritized Planning (SI-CPP) and Conflict Based Search (SI-CCBS). Experimental results show that SI-RRT* can find a high-quality solution quickly with a small number of samples. SI-CPP exhibits improved scalability while SI-CCBS produces higher-quality solutions compared to the state-of-the-art planners for continuous space. Compared to the most scalable existing algorithm, SI-CPP achieves a success rate that is up to 94% higher with 100 robots while maintaining solution quality (i.e., flowtime, the sum of travel times of all robots) without significant compromise. SI-CPP also decreases the makespan up to 45%. SI-CCBS decreases the flowtime by 9% compared to the competitor, albeit exhibiting a 14% lower success rate.


Some Orders Are Important: Partially Preserving Orders in Top-Quality Planning

arXiv.org Artificial Intelligence

The ability to generate multiple plans is central to using planning in real-life applications. Top-quality planners generate sets of such top-cost plans, allowing flexibility in determining equivalent ones. In terms of the order between actions in a plan, the literature only considers two extremes -- either all orders are important, making each plan unique, or all orders are unimportant, treating two plans differing only in the order of actions as equivalent. To allow flexibility in selecting important orders, we propose specifying a subset of actions the orders between which are important, interpolating between the top-quality and unordered top-quality planning problems. We explore the ways of adapting partial order reduction search pruning techniques to address this new computational problem and present experimental evaluations demonstrating the benefits of exploiting such techniques in this setting.


Stream of Search (SoS): Learning to Search in Language

arXiv.org Artificial Intelligence

Language models are rarely shown fruitful mistakes while training. They then struggle to look beyond the next token, suffering from a snowballing of errors and struggling to predict the consequence of their actions several steps ahead. In this paper, we show how language models can be taught to search by representing the process of search in language, as a flattened string -- a stream of search (SoS). We propose a unified language for search that captures an array of different symbolic search strategies. We demonstrate our approach using the simple yet difficult game of Countdown, where the goal is to combine input numbers with arithmetic operations to reach a target number. We pretrain a transformer-based language model from scratch on a dataset of streams of search generated by heuristic solvers. We find that SoS pretraining increases search accuracy by 25% over models trained to predict only the optimal search trajectory. We further finetune this model with two policy improvement methods: Advantage-Induced Policy Alignment (APA) and Self-Taught Reasoner (STaR). The finetuned SoS models solve 36% of previously unsolved problems, including problems that cannot be solved by any of the heuristic solvers. Our results indicate that language models can learn to solve problems via search, self-improve to flexibly use different search strategies, and potentially discover new ones.


HyRRT-Connect: A Bidirectional Rapidly-Exploring Random Trees Motion Planning Algorithm for Hybrid Systems

arXiv.org Artificial Intelligence

This paper proposes a bidirectional rapidly-exploring random trees (RRT) algorithm to solve the motion planning problem for hybrid systems. The proposed algorithm, called HyRRT-Connect, propagates in both forward and backward directions in hybrid time until an overlap between the forward and backward propagation results is detected. Then, HyRRT-Connect constructs a motion plan through the reversal and concatenation of functions defined on hybrid time domains, ensuring the motion plan thoroughly satisfies the given hybrid dynamics. To address the potential discontinuity along the flow caused by tolerating some distance between the forward and backward partial motion plans, we reconstruct the backward partial motion plan by a forward-in-hybrid-time simulation from the final state of the forward partial motion plan. By applying the reversed input of the backward partial motion plan, the reconstruction process effectively eliminates the discontinuity and ensures that as the tolerance distance decreases to zero, the distance between the endpoint of the reconstructed motion plan and the final state set approaches zero. The proposed algorithm is applied to an actuated bouncing ball example and a walking robot example so as to highlight its generality and computational improvement.


Accelerating Search-Based Planning for Multi-Robot Manipulation by Leveraging Online-Generated Experiences

arXiv.org Artificial Intelligence

An exciting frontier in robotic manipulation is the use of multiple arms at once. However, planning concurrent motions is a challenging task using current methods. The high-dimensional composite state space renders many well-known motion planning algorithms intractable. Recently, Multi-Agent Path-Finding (MAPF) algorithms have shown promise in discrete 2D domains, providing rigorous guarantees. However, widely used conflict-based methods in MAPF assume an efficient single-agent motion planner. This poses challenges in adapting them to manipulation cases where this assumption does not hold, due to the high dimensionality of configuration spaces and the computational bottlenecks associated with collision checking. To this end, we propose an approach for accelerating conflict-based search algorithms by leveraging their repetitive and incremental nature -- making them tractable for use in complex scenarios involving multi-arm coordination in obstacle-laden environments. We show that our method preserves completeness and bounded sub-optimality guarantees, and demonstrate its practical efficacy through a set of experiments with up to 10 robotic arms.


An Efficient Risk-aware Branch MPC for Automated Driving that is Robust to Uncertain Vehicle Behaviors

arXiv.org Artificial Intelligence

One of the critical challenges in automated driving is ensuring safety of automated vehicles despite the unknown behavior of the other vehicles. Although motion prediction modules are able to generate a probability distribution associated with various behavior modes, their probabilistic estimates are often inaccurate, thus leading to a possibly unsafe trajectory. To overcome this challenge, we propose a risk-aware motion planning framework that appropriately accounts for the ambiguity in the estimated probability distribution. We formulate the risk-aware motion planning problem as a min-max optimization problem and develop an efficient iterative method by incorporating a regularization term in the probability update step. Via extensive numerical studies, we validate the convergence of our method and demonstrate its advantages compared to the state-of-the-art approaches.


Manipulating Neural Path Planners via Slight Perturbations

arXiv.org Artificial Intelligence

Data-driven neural path planners are attracting increasing interest in the robotics community. However, their neural network components typically come as black boxes, obscuring their underlying decision-making processes. Their black-box nature exposes them to the risk of being compromised via the insertion of hidden malicious behaviors. For example, an attacker may hide behaviors that, when triggered, hijack a delivery robot by guiding it to a specific (albeit wrong) destination, trapping it in a predefined region, or inducing unnecessary energy expenditure by causing the robot to repeatedly circle a region. In this paper, we propose a novel approach to specify and inject a range of hidden malicious behaviors, known as backdoors, into neural path planners. Our approach provides a concise but flexible way to define these behaviors, and we show that hidden behaviors can be triggered by slight perturbations (e.g., inserting a tiny unnoticeable object), that can nonetheless significantly compromise their integrity. We also discuss potential techniques to identify these backdoors aimed at alleviating such risks. We demonstrate our approach on both sampling-based and search-based neural path planners.