Planning & Scheduling
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[Reproducibility Report] Path Planning using Neural A* Search
Bhatt, Shreya, Jain, Aayush, Maheshwari, Parv, Jha, Animesh, Chakravarty, Debashish
The following paper is a reproducibility report for "Path Planning using Neural A* Search" published in ICML2 2021 as part of the ML Reproducibility Challenge 2021. The original paper proposes the Neural A* planner, and claims it achieves an optimal balance between the reduction of node expansions and path accuracy. We verify this claim by reimplementing the model in a different framework and reproduce the data published in the original paper. We have also provided a code-flow diagram to aid comprehension of the code structure. As extensions to the original paper, we explore the effects of (1) generalizing the model by training it on a shuffled dataset, (2) introducing dropout, (3) implementing empirically chosen hyperparameters as trainable parameters in the model, (4) altering the network model to Generative Adversarial Networks (GANs) to introduce stochasticity, (5) modifying the encoder from Unet to Unet++, (6) incorporating cost maps obtained from the Neural A* module in other variations of A* search.
Syrup Tech developing some sweet inventory-planning software – TechCrunch
Knowing how much and which kind of inventory your brand needs involves a complex web of data that companies often keep up with via spreadsheets or legacy systems that don't provide a full picture of the business. Syrup Tech, now armed with $6.3 million in new funding, is feeding all that data, like transactions, marketing and inventory, and combining it with other data, like social media trends and even the weather, to spit out predictive inventory recommendations using artificial intelligence and machine learning. This way, merchandisers and planners have better information on what they need and can reduce some of the waste. "I was at McKinsey previously, and was shocked to see merchandisers spend hours on spreadsheets," James Theuerkauf, co-founder and CEO of Syrup Tech, told TechCrunch. "My thought was to let the AI do the number-crunching and let the merchandiser make the creative decisions using the AI as support."
Parallel Monte Carlo Tree Search with Batched Rigid-body Simulations for Speeding up Long-Horizon Episodic Robot Planning
Huang, Baichuan, Boularias, Abdeslam, Yu, Jingjin
We propose a novel Parallel Monte Carlo tree search with Batched Simulations (PMBS) algorithm for accelerating long-horizon, episodic robotic planning tasks. Monte Carlo tree search (MCTS) is an effective heuristic search algorithm for solving episodic decision-making problems whose underlying search spaces are expansive. Leveraging a GPU-based large-scale simulator, PMBS introduces massive parallelism into MCTS for solving planning tasks through the batched execution of a large number of concurrent simulations, which allows for more efficient and accurate evaluations of the expected cost-to-go over large action spaces. When applied to the challenging manipulation tasks of object retrieval from clutter, PMBS achieves a speedup of over $30\times$ with an improved solution quality, in comparison to a serial MCTS implementation. We show that PMBS can be directly applied to real robot hardware with negligible sim-to-real differences. Supplementary material, including video, can be found at https://github.com/arc-l/pmbs.
Brick Tic-Tac-Toe: Exploring the Generalizability of AlphaZero to Novel Test Environments
Min, John Tan Chong, Motani, Mehul
Traditional reinforcement learning (RL) environments typically are the same for both the training and testing phases. Hence, current RL methods are largely not generalizable to a test environment which is conceptually similar but different from what the method has been trained on, which we term the novel test environment. As an effort to push RL research towards algorithms which can generalize to novel test environments, we introduce the Brick Tic-Tac-Toe (BTTT) test bed, where the brick position in the test environment is different from that in the training environment. Using a round-robin tournament on the BTTT environment, we show that traditional RL state-search approaches such as Monte Carlo Tree Search (MCTS) and Minimax are more generalizable to novel test environments than AlphaZero is. This is surprising because AlphaZero has been shown to achieve superhuman performance in environments such as Go, Chess and Shogi, which may lead one to think that it performs well in novel test environments. Our results show that BTTT, though simple, is rich enough to explore the generalizability of AlphaZero. We find that merely increasing MCTS lookahead iterations was insufficient for AlphaZero to generalize to some novel test environments. Rather, increasing the variety of training environments helps to progressively improve generalizability across all possible starting brick configurations.
Navigating to Objects in Unseen Environments by Distance Prediction
Zhu, Minzhao, Zhao, Binglei, Kong, Tao
Object Goal Navigation (ObjectNav) task is to navigate an agent to an object category in unseen environments without a pre-built map. In this paper, we solve this task by predicting the distance to the target using semantically-related objects as cues. Based on the estimated distance to the target object, our method directly choose optimal mid-term goals that are more likely to have a shorter path to the target. Specifically, based on the learned knowledge, our model takes a bird's-eye view semantic map as input, and estimates the path length from the frontier map cells to the target object. With the estimated distance map, the agent could simultaneously explore the environment and navigate to the target objects based on a simple human-designed strategy. Empirical results in visually realistic simulation environments show that the proposed method outperforms a wide range of baselines on success rate and efficiency. Real-robot experiment also demonstrates that our method generalizes well to the real world. Video at https://www.youtube.com/watch?v=R79pWVGFKS4
Multi-Robot Object Transport Motion Planning with a Deformable Sheet
Hu, Jiawei, Liu, Wenhang, Zhang, Heng, Yi, Jingang, Xiong, Zhenhua
Using a deformable sheet to handle objects is convenient and found in many practical applications. For object manipulation through a deformable sheet that is held by multiple mobile robots, it is a challenging task to model the object-sheet interactions. We present a computational model and algorithm to capture the object position on the deformable sheet with changing robotic team formations. A virtual variable cables model (VVCM) is proposed to simplify the modeling of the robot-sheet-object system. With the VVCM, we further present a motion planner for the robotic team to transport the object in a three-dimensional (3D) cluttered environment. Simulation and experimental results with different robot team sizes show the effectiveness and versatility of the proposed VVCM. We also compare and demonstrate the planning results to avoid the obstacle in 3D space with the other benchmark planner.
Language-Based Causal Representation Learning
Consider the finite state graph that results from a simple, discrete, dynamical system in which an agent moves in a rectangular grid picking up and dropping packages. Can the state variables of the problem, namely, the agent location and the package locations, be recovered from the structure of the state graph alone without having access to information about the objects, the structure of the states, or any background knowledge? We show that this is possible provided that the dynamics is learned over a suitable domain-independent first-order causal language that makes room for objects and relations that are not assumed to be known. The preference for the most compact representation in the language that is compatible with the data provides a strong and meaningful learning bias that makes this possible. The language of structured causal models (SCMs) is the standard language for representing (static) causal models but in dynamic worlds populated by objects, first-order causal languages such as those used in "classical AI planning" are required. While "classical AI" requires handcrafted representations, similar representations can be learned from unstructured data over the same languages. Indeed, it is the languages and the preference for compact representations in those languages that provide structure to the world, uncovering objects, relations, and causes.
TASKOGRAPHY: Evaluating robot task planning over large 3D scene graphs
Agia, Christopher, Jatavallabhula, Krishna Murthy, Khodeir, Mohamed, Miksik, Ondrej, Vineet, Vibhav, Mukadam, Mustafa, Paull, Liam, Shkurti, Florian
3D scene graphs (3DSGs) are an emerging description; unifying symbolic, topological, and metric scene representations. However, typical 3DSGs contain hundreds of objects and symbols even for small environments; rendering task planning on the full graph impractical. We construct TASKOGRAPHY, the first large-scale robotic task planning benchmark over 3DSGs. While most benchmarking efforts in this area focus on vision-based planning, we systematically study symbolic planning, to decouple planning performance from visual representation learning. We observe that, among existing methods, neither classical nor learning-based planners are capable of real-time planning over full 3DSGs. Enabling real-time planning demands progress on both (a) sparsifying 3DSGs for tractable planning and (b) designing planners that better exploit 3DSG hierarchies. Towards the former goal, we propose SCRUB, a task-conditioned 3DSG sparsification method; enabling classical planners to match and in some cases surpass state-of-the-art learning-based planners. Towards the latter goal, we propose SEEK, a procedure enabling learning-based planners to exploit 3DSG structure, reducing the number of replanning queries required by current best approaches by an order of magnitude. We will open-source all code and baselines to spur further research along the intersections of robot task planning, learning and 3DSGs.
Arena-Bench: A Benchmarking Suite for Obstacle Avoidance Approaches in Highly Dynamic Environments
Kästner, Linh, Bhuiyan, Teham, Le, Tuan Anh, Treis, Elias, Cox, Johannes, Meinardus, Boris, Kmiecik, Jacek, Carstens, Reyk, Pichel, Duc, Fatloun, Bassel, Khorsandi, Niloufar, Lambrecht, Jens
Abstract--The ability to autonomously navigate safely, especially within dynamic environments, is paramount for mobile robotics. In recent years, DRL approaches have shown superior performance in dynamic obstacle avoidance. However, these learning-based approaches are often developed in specially designed simulation environments and are hard to test against conventional planning approaches. Furthermore, the integration and deployment of these approaches into real robotic platforms are not yet completely solved. In this paper, we present Arena-bench, a benchmark suite to train, test, and evaluate navigation planners on different robotic platforms within 3D environments. Existing benchmarks for robot navigation algorithms mostly focus on static environments, but few exist that cover both dynamic I. On that account, OBILE robots are increasingly being employed for various use cases such as last-mile delivery, healthcare we propose Arena-bench, a benchmark suite consisting of services, or operation in hazardous environments [1]. This dynamic environments is essential for the operation of mobile benchmark provides an intuitive interface to design and create robotics. In recent years, Deep Reinforcement Learning (DRL) dynamic scenarios within 2D and 3D simulators based on has accomplished remarkable results for dynamic obstacle Flatland and Gazebo, respectively.