Planning & Scheduling
Time Distance: A Novel Collision Prediction and Path Planning Method
Analooee, Ali, Azadi, Shahram, Kazemi, Reza
In this paper, a new fast algorithm for path planning and a collision prediction framework for two dimensional dynamically changing environments are introduced. The method is called Time Distance (TD) and benefits from the space-time space idea. First, the TD concept is defined as the time interval that must be spent in order for an object to reach another object or a location. Next, TD functions are derived as a function of location, velocity and geometry of objects. To construct the configuration-time space, TD functions in conjunction with another function named "Z-Infinity" are exploited. Finally, an explicit formula for creating the length optimal collision free path is presented. Length optimization in this formula is achieved using a function named "Route Function" which minimizes a cost function. Performance of the path planning algorithm is evaluated in simulations. Comparisons indicate that the algorithm is fast enough and capable to generate length optimal paths as the most effective methods do. Finally, as another usage of the TD functions, a collision prediction framework is presented. This framework consists of an explicit function which is a function of TD functions and calculates the TD of the vehicle with respect to all objects of the environment.
Real-Time Dense 3D Mapping of Underwater Environments
Wang, Weihan, Joshi, Bharat, Burgdorfer, Nathaniel, Batsos, Konstantinos, Li, Alberto Quattrini, Mordohai, Philippos, Rekleitis, Ioannis
This paper addresses real-time dense 3D reconstruction for a resource-constrained Autonomous Underwater Vehicle (AUV). Underwater vision-guided operations are among the most challenging as they combine 3D motion in the presence of external forces, limited visibility, and absence of global positioning. Obstacle avoidance and effective path planning require online dense reconstructions of the environment. Autonomous operation is central to environmental monitoring, marine archaeology, resource utilization, and underwater cave exploration. To address this problem, we propose to use SVIn2, a robust VIO method, together with a real-time 3D reconstruction pipeline. We provide extensive evaluation on four challenging underwater datasets. Our pipeline produces comparable reconstruction with that of COLMAP, the state-of-the-art offline 3D reconstruction method, at high frame rates on a single CPU.
Fast and Precise: Adjusting Planning Horizon with Adaptive Subgoal Search
Zawalski, Michaล, Tyrolski, Michaล, Czechowski, Konrad, Odrzygรณลบdลบ, Tomasz, Stachura, Damian, Piฤkos, Piotr, Wu, Yuhuai, Kuciลski, ลukasz, Miลoล, Piotr
Complex reasoning problems contain states that vary in the computational cost required to determine a good action plan. Taking advantage of this property, we propose Adaptive Subgoal Search (AdaSubS), a search method that adaptively adjusts the planning horizon. To this end, AdaSubS generates diverse sets of subgoals at different distances. A verification mechanism is employed to filter out unreachable subgoals swiftly, allowing to focus on feasible further subgoals. In this way, AdaSubS benefits from the efficiency of planning with longer subgoals and the fine control with the shorter ones, and thus scales well to difficult planning problems. We show that AdaSubS significantly surpasses hierarchical planning algorithms on three complex reasoning tasks: Sokoban, the Rubik's Cube, and inequality proving benchmark INT.
Planning for Attacker Entrapment in Adversarial Settings
Cates, Brittany, Kulkarni, Anagha, Sreedharan, Sarath
In this paper, we propose a planning framework to generate a defense strategy against an attacker who is working in an environment where a defender can operate without the attacker's knowledge. The objective of the defender is to covertly guide the attacker to a trap state from which the attacker cannot achieve their goal. Further, the defender is constrained to achieve its goal within K number of steps, where K is calculated as a pessimistic lower bound within which the attacker is unlikely to suspect a threat in the environment. Such a defense strategy is highly useful in real world systems like honeypots or honeynets, where an unsuspecting attacker interacts with a simulated production system while assuming it is the actual production system. Typically, the interaction between an attacker and a defender is captured using game theoretic frameworks. Our problem formulation allows us to capture it as a much simpler infinite horizon discounted MDP, in which the optimal policy for the MDP gives the defender's strategy against the actions of the attacker. Through empirical evaluation, we show the merits of our problem formulation.
HALO: Hazard-Aware Landing Optimization for Autonomous Systems
Hayner, Christopher R., Buckner, Samuel C., Broyles, Daniel, Madewell, Evelyn, Leung, Karen, Acikmese, Behcet
With autonomous aerial vehicles enacting safety-critical missions, such as the Mars Science Laboratory Curiosity rover's landing on Mars, the tasks of automatically identifying and reasoning about potentially hazardous landing sites is paramount. This paper presents a coupled perception-planning solution which addresses the hazard detection, optimal landing trajectory generation, and contingency planning challenges encountered when landing in uncertain environments. Specifically, we develop and combine two novel algorithms, Hazard-Aware Landing Site Selection (HALSS) and Adaptive Deferred-Decision Trajectory Optimization (Adaptive-DDTO), to address the perception and planning challenges, respectively. The HALSS framework processes point cloud information to identify feasible safe landing zones, while Adaptive-DDTO is a multi-target contingency planner that adaptively replans as new perception information is received. We demonstrate the efficacy of our approach using a simulated Martian environment and show that our coupled perception-planning method achieves greater landing success whilst being more fuel efficient compared to a nonadaptive DDTO approach.
Minimizing Running Buffers for Tabletop Object Rearrangement: Complexity, Fast Algorithms, and Applications
Gao, Kai, Feng, Si Wei, Huang, Baichuan, Yu, Jingjin
For rearranging objects on tabletops with overhand grasps, temporarily relocating objects to some buffer space may be necessary. This raises the natural question of how many simultaneous storage spaces, or "running buffers", are required so that certain classes of tabletop rearrangement problems are feasible. In this work, we examine the problem for both labeled and unlabeled settings. On the structural side, we observe that finding the minimum number of running buffers (MRB) can be carried out on a dependency graph abstracted from a problem instance, and show that computing MRB is NP-hard. We then prove that under both labeled and unlabeled settings, even for uniform cylindrical objects, the number of required running buffers may grow unbounded as the number of objects to be rearranged increases. We further show that the bound for the unlabeled case is tight. On the algorithmic side, we develop effective exact algorithms for finding MRB for both labeled and unlabeled tabletop rearrangement problems, scalable to over a hundred objects under very high object density. More importantly, our algorithms also compute a sequence witnessing the computed MRB that can be used for solving object rearrangement tasks. Employing these algorithms, empirical evaluations reveal that random labeled and unlabeled instances, which more closely mimics real-world setups, generally have fairly small MRBs. Using real robot experiments, we demonstrate that the running buffer abstraction leads to state-of-the-art solutions for in-place rearrangement of many objects in tight, bounded workspace.
Leveraging Predictive Models for Adaptive Sampling of Spatiotemporal Fluid Processes
Manjanna, Sandeep, Jiahao, Tom Z., Hsieh, M. Ani
Persistent monitoring of a spatiotemporal fluid process requires data sampling and predictive modeling of the process being monitored. In this paper we present PASST algorithm: Predictive-model based Adaptive Sampling of a Spatio-Temporal process. PASST is an adaptive robotic sampling algorithm that leverages predictive models to efficiently and persistently monitor a fluid process in a given region of interest. Our algorithm makes use of the predictions from a learned prediction model to plan a path for an autonomous vehicle to adaptively and efficiently survey the region of interest. In turn, the sampled data is used to obtain better predictions by giving an updated initial state to the predictive model. For predictive model, we use Knowledged-based Neural Ordinary Differential Equations to train models of fluid processes. These models are orders of magnitude smaller in size and run much faster than fluid data obtained from direct numerical simulations of the partial differential equations that describe the fluid processes or other comparable computational fluids models. For path planning, we use reinforcement learning based planning algorithms that use the field predictions as reward functions. We evaluate our adaptive sampling path planning algorithm on both numerically simulated fluid data and real-world nowcast ocean flow data to show that we can sample the spatiotemporal field in the given region of interest for long time horizons. We also evaluate PASST algorithm's generalization ability to sample from fluid processes that are not in the training repertoire of the learned models.
RLSS: Real-time, Decentralized, Cooperative, Networkless Multi-Robot Trajectory Planning using Linear Spatial Separations
ลenbaลlar, Baskฤฑn, Hรถnig, Wolfgang, Ayanian, Nora
Trajectory planning for multiple robots in shared environments is a challenging problem especially when there is limited communication available or no central entity. In this article, we present Real-time planning using Linear Spatial Separations, or RLSS: a real-time decentralized trajectory planning algorithm for cooperative multi-robot teams in static environments. The algorithm requires relatively few robot capabilities, namely sensing the positions of robots and obstacles without higher-order derivatives and the ability of distinguishing robots from obstacles. There is no communication requirement and the robots' dynamic limits are taken into account. RLSS generates and solves convex quadratic optimization problems that are kinematically feasible and guarantees collision avoidance if the resulting problems are feasible. We demonstrate the algorithm's performance in real-time in simulations and on physical robots. We compare RLSS to two state-of-the-art planners and show empirically that RLSS does avoid deadlocks and collisions in forest-like and maze-like environments, significantly improving prior work, which result in collisions and deadlocks in such environments.
End-to-end deep learning-based framework for path planning and collision checking: bin picking application
Tamizi, Mehran Ghafarian, Honari, Homayoun, Nozdryn-Plotnicki, Aleksey, Najjaran, Homayoun
Real-time and efficient path planning is critical for all robotic systems. In particular, it is of greater importance for industrial robots since the overall planning and execution time directly impact the cycle time and automation economics in production lines. While the problem may not be complex in static environments, classical approaches are inefficient in high-dimensional environments in terms of planning time and optimality. Collision checking poses another challenge in obtaining a real-time solution for path planning in complex environments. To address these issues, we propose an end-to-end learning-based framework viz., Path Planning and Collision checking Network (PPCNet). The PPCNet generates the path by computing waypoints sequentially using two networks: the first network generates a waypoint, and the second one determines whether the waypoint is on a collision-free segment of the path. The end-to-end training process is based on imitation learning that uses data aggregation from the experience of an expert planner to train the two networks, simultaneously. We utilize two approaches for training a network that efficiently approximates the exact geometrical collision checking function. Finally, the PPCNet is evaluated in two different simulation environments and a practical implementation on a robotic arm for a bin-picking application. Compared to the state-of-the-art path planning methods, our results show significant improvement in performance by greatly reducing the planning time with comparable success rates and path lengths.
Concise QBF Encodings for Games on a Grid (extended version)
Shaik, Irfansha, van de Pol, Jaco
Encoding 2-player games in QBF correctly and efficiently is challenging and error-prone. To enable concise specifications and uniform encodings of games played on grid boards, like Tic-Tac-Toe, Connect-4, Domineering, Pursuer-Evader and Breakthrough, we introduce BDDL - Board-game Domain Definition Language, inspired by the success of PDDL in the planning domain. We provide an efficient translation from BDDL into QBF, encoding the existence of a winning strategy of bounded depth. Our lifted encoding treats board positions symbolically and allows concise definitions of conditions, effects and winning configurations, relative to symbolic board positions. The size of the encoding grows linearly in the input model and the considered depth. To show the feasibility of such a generic approach, we use QBF solvers to compute the critical depths of winning strategies for instances of several known games. For several games, our work provides the first QBF encoding. Unlike plan validation in SAT-based planning, validating QBF-based winning strategies is difficult. We show how to validate winning strategies using QBF certificates and interactive game play.