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 Planning & Scheduling


Collision Cone Control Barrier Functions: Experimental Validation on UGVs for Kinematic Obstacle Avoidance

arXiv.org Artificial Intelligence

Autonomy advances have enabled robots in diverse environments and close human interaction, necessitating controllers with formal safety guarantees. This paper introduces an experimental platform designed for the validation and demonstration of a novel class of Control Barrier Functions (CBFs) tailored for Unmanned Ground Vehicles (UGVs) to proactively prevent collisions with kinematic obstacles by integrating the concept of collision cones. While existing CBF formulations excel with static obstacles, extensions to torque/acceleration-controlled unicycle and bicycle models have seen limited success. Conventional CBF applications in nonholonomic UGV models have demonstrated control conservatism, particularly in scenarios where steering/thrust control was deemed infeasible. Drawing inspiration from collision cones in path planning, we present a pioneering CBF formulation ensuring theoretical safety guarantees for both unicycle and bicycle models. The core premise revolves around aligning the obstacle's velocity away from the vehicle, establishing a constraint to perpetually avoid vectors directed towards it. This control methodology is rigorously validated through simulations and experimental verification on the Copernicus mobile robot (Unicycle Model) and FOCAS-Car (Bicycle Model).


Video Language Planning

arXiv.org Artificial Intelligence

We are interested in enabling visual planning for complex long-horizon tasks in the space of generated videos and language, leveraging recent advances in large generative models pretrained on Internet-scale data. To this end, we present video language planning (VLP), an algorithm that consists of a tree search procedure, where we train (i) vision-language models to serve as both policies and value functions, and (ii) text-to-video models as dynamics models. VLP takes as input a long-horizon task instruction and current image observation, and outputs a long video plan that provides detailed multimodal (video and language) specifications that describe how to complete the final task. VLP scales with increasing computation budget where more computation time results in improved video plans, and is able to synthesize long-horizon video plans across different robotics domains: from multi-object rearrangement, to multi-camera bi-arm dexterous manipulation. Generated video plans can be translated into real robot actions via goal-conditioned policies, conditioned on each intermediate frame of the generated video. Experiments show that VLP substantially improves long-horizon task success rates compared to prior methods on both simulated and real robots (across 3 hardware platforms).


No Compromise in Solution Quality: Speeding Up Belief-dependent Continuous POMDPs via Adaptive Multilevel Simplification

arXiv.org Artificial Intelligence

Continuous POMDPs with general belief-dependent rewards are notoriously difficult to solve online. In this paper, we present a complete provable theory of adaptive multilevel simplification for the setting of a given externally constructed belief tree and MCTS that constructs the belief tree on the fly using an exploration technique. Our theory allows to accelerate POMDP planning with belief-dependent rewards without any sacrifice in the quality of the obtained solution. We rigorously prove each theoretical claim in the proposed unified theory. Using the general theoretical results, we present three algorithms to accelerate continuous POMDP online planning with belief-dependent rewards. Our two algorithms, SITH-BSP and LAZY-SITH-BSP, can be utilized on top of any method that constructs a belief tree externally. The third algorithm, SITH-PFT, is an anytime MCTS method that permits to plug-in any exploration technique. All our methods are guaranteed to return exactly the same optimal action as their unsimplified equivalents. We replace the costly computation of information-theoretic rewards with novel adaptive upper and lower bounds which we derive in this paper, and are of independent interest. We show that they are easy to calculate and can be tightened by the demand of our algorithms. Our approach is general; namely, any bounds that monotonically converge to the reward can be easily plugged-in to achieve significant speedup without any loss in performance. Our theory and algorithms support the challenging setting of continuous states, actions, and observations. The beliefs can be parametric or general and represented by weighted particles. We demonstrate in simulation a significant speedup in planning compared to baseline approaches with guaranteed identical performance.


Generalizable whole-body global manipulation of deformable linear objects by dual-arm robot in 3-D constrained environments

arXiv.org Artificial Intelligence

Constrained environments are common in practical applications of manipulating deformable linear objects (DLOs), where movements of both DLOs and robots should be constrained. This task is high-dimensional and highly constrained owing to the highly deformable DLOs, dual-arm robots with high degrees of freedom, and 3-D complex environments, which render global planning challenging. Furthermore, accurate DLO models needed by planning are often unavailable owing to their strong nonlinearity and diversity, resulting in unreliable planned paths. This article focuses on the global moving and shaping of DLOs in constrained environments by dual-arm robots. The main objectives are 1) to efficiently and accurately accomplish this task, and 2) to achieve generalizable and robust manipulation of various DLOs. To this end, we propose a complementary framework with whole-body planning and control using appropriate DLO model representations. First, a global planner is proposed to efficiently find feasible solutions based on a simplified DLO energy model, which considers the full system states and all constraints to plan more reliable paths. Then, a closed-loop manipulation scheme is proposed to compensate for the modeling errors and enhance the robustness and accuracy, which incorporates a model predictive controller that real-time adjusts the robot motion based on an adaptive DLO motion model. The key novelty is that our framework can efficiently solve the high-dimensional problem subject to multiple constraints and generalize to various DLOs without elaborate model identifications. Experiments demonstrate that our framework can accomplish considerably more complicated tasks than existing works, with significantly higher efficiency, generalizability, and reliability.


Free as a Bird: Event-based Dynamic Sense-and-Avoid for Ornithopter Robot Flight

arXiv.org Artificial Intelligence

Autonomous flight of flapping-wing robots is a major challenge for robot perception. Most of the previous sense-and-avoid works have studied the problem of obstacle avoidance for flapping-wing robots considering only static obstacles. This paper presents a fully onboard dynamic sense-and-avoid scheme for large-scale ornithopters using event cameras. These sensors trigger pixel information due to changes of illumination in the scene such as those produced by dynamic objects. The method performs event-by-event processing in low-cost hardware such as those onboard small aerial vehicles. The proposed scheme detects obstacles and evaluates possible collisions with the robot body. The onboard controller actuates over the horizontal and vertical tail deflections to execute the avoidance maneuver. The scheme is validated in both indoor and outdoor scenarios using obstacles of different shapes and sizes. To the best of the authors' knowledge, this is the first event-based method for dynamic obstacle avoidance in a flapping-wing robot.


Enhancing Column Generation by Reinforcement Learning-Based Hyper-Heuristic for Vehicle Routing and Scheduling Problems

arXiv.org Artificial Intelligence

Column generation (CG) is a vital method to solve large-scale problems by dynamically generating variables. It has extensive applications in common combinatorial optimization, such as vehicle routing and scheduling problems, where each iteration step requires solving an NP-hard constrained shortest path problem. Although some heuristic methods for acceleration already exist, they are not versatile enough to solve different problems. In this work, we propose a reinforcement learning-based hyper-heuristic framework, dubbed RLHH, to enhance the performance of CG. RLHH is a selection module embedded in CG to accelerate convergence and get better integer solutions. In each CG iteration, the RL agent selects a low-level heuristic to construct a reduced network only containing the edges with a greater chance of being part of the optimal solution. In addition, we specify RLHH to solve two typical combinatorial optimization problems: Vehicle Routing Problem with Time Windows (VRPTW) and Bus Driver Scheduling Problem (BDSP). The total cost can be reduced by up to 27.9\% in VRPTW and 15.4\% in BDSP compared to the best lower-level heuristic in our tested scenarios, within equivalent or even less computational time. The proposed RLHH is the first RL-based CG method that outperforms traditional approaches in terms of solution quality, which can promote the application of CG in combinatorial optimization.


AMSwarmX: Safe Swarm Coordination in CompleX Environments via Implicit Non-Convex Decomposition of the Obstacle-Free Space

arXiv.org Artificial Intelligence

Quadrotor motion planning in complex environments leverage the concept of safe flight corridor (SFC) to facilitate static obstacle avoidance. Typically, SFCs are constructed through convex decomposition of the environment's free space into cuboids, convex polyhedra, or spheres. However, when dealing with a quadrotor swarm, such SFCs can be overly conservative, substantially limiting the available free space for quadrotors to coordinate. This paper presents an Alternating Minimization-based approach that does not require building a conservative free-space approximation. Instead, both static and dynamic collision constraints are treated in a unified manner. Dynamic collisions are handled based on shared position trajectories of the quadrotors. Static obstacle avoidance is coupled with distance queries from the Octomap, providing an implicit non-convex decomposition of free space. As a result, our approach is scalable to arbitrary complex environments. Through extensive comparisons in simulation, we demonstrate a $60\%$ improvement in success rate, an average $1.8\times$ reduction in mission completion time, and an average $23\times$ reduction in per-agent computation time compared to SFC-based approaches. We also experimentally validated our approach using a Crazyflie quadrotor swarm of up to 12 quadrotors in obstacle-rich environments. The code, supplementary materials, and videos are released for reference.


LightZero: A Unified Benchmark for Monte Carlo Tree Search in General Sequential Decision Scenarios

arXiv.org Artificial Intelligence

Building agents based on tree-search planning capabilities with learned models has achieved remarkable success in classic decision-making problems, such as Go and Atari. However, it has been deemed challenging or even infeasible to extend Monte Carlo Tree Search (MCTS) based algorithms to diverse real-world applications, especially when these environments involve complex action spaces and significant simulation costs, or inherent stochasticity. In this work, we introduce LightZero, the first unified benchmark for deploying MCTS/MuZero in general sequential decision scenarios. Specificially, we summarize the most critical challenges in designing a general MCTS-style decision-making solver, then decompose the tightly-coupled algorithm and system design of tree-search RL methods into distinct sub-modules. By incorporating more appropriate exploration and optimization strategies, we can significantly enhance these sub-modules and construct powerful LightZero agents to tackle tasks across a wide range of domains, such as board games, Atari, MuJoCo, MiniGrid and GoBigger. Detailed benchmark results reveal the significant potential of such methods in building scalable and efficient decision intelligence. The code is available as part of OpenDILab at https://github.com/opendilab/LightZero.


Can Large Language Models Really Improve by Self-critiquing Their Own Plans?

arXiv.org Artificial Intelligence

There have been widespread claims about Large Language Models (LLMs) being able to successfully verify or self-critique their candidate solutions in reasoning problems in an iterative mode. Intrigued by those claims, in this paper we set out to investigate the verification/self-critiquing abilities of large language models in the context of planning. We evaluate a planning system that employs LLMs for both plan generation and verification. We assess the verifier LLM's performance against ground-truth verification, the impact of self-critiquing on plan generation, and the influence of varying feedback levels on system performance. Using GPT-4, a state-of-the-art LLM, for both generation and verification, our findings reveal that self-critiquing appears to diminish plan generation performance, especially when compared to systems with external, sound verifiers and the LLM verifiers in that system produce a notable number of false positives, compromising the system's reliability. Additionally, the nature of feedback, whether binary or detailed, showed minimal impact on plan generation.


DiPPeR: Diffusion-based 2D Path Planner applied on Legged Robots

arXiv.org Artificial Intelligence

In this work, we present DiPPeR, a novel and fast 2D path planning framework for quadrupedal locomotion, leveraging diffusion-driven techniques. Our contributions include a scalable dataset of map images and corresponding end-to-end trajectories, an image-conditioned diffusion planner for mobile robots, and a training/inference pipeline employing CNNs. We validate our approach in several mazes, as well as in real-world deployment scenarios on Boston Dynamic's Spot and Unitree's Go1 robots. DiPPeR performs on average 70 times faster for trajectory generation against both search based and data driven path planning algorithms with an average of 80% consistency in producing feasible paths of various length in maps of variable size, and obstacle structure.