Planning & Scheduling
Potentially Guided Bidirectionalized RRT* for Fast Optimal Path Planning in Cluttered Environments
Tahir, Zaid, Qureshi, Ahmed H., Ayaz, Yasar, Nawaz, Raheel
Rapidly-exploring Random Tree star (RRT*) has recently gained immense popularity in the motion planning community as it provides a probabilistically complete and asymptotically optimal solution without requiring the complete information of the obstacle space. In spite of all of its advantages, RRT* converges to an optimal solution very slowly. Hence to improve the convergence rate, its bidirectional variants were introduced, the Bi-directional RRT* (B-RRT*) and Intelligent Bi-directional RRT* (IB-RRT*). However, as both variants perform pure exploration, they tend to suffer in highly cluttered environments. In order to overcome these limitations, we introduce a new concept of potentially guided bidirectional trees in our proposed Potentially Guided Intelligent Bi-directional RRT* (PIB-RRT*) and Potentially Guided Bi-directional RRT* (PB-RRT*). The proposed algorithms greatly improve the convergence rate and have a more efficient memory utilization. Theoretical and experimental evaluation of the proposed algorithms have been made and compared to the latest state of the art motion planning algorithms under different challenging environmental conditions and have proven their remarkable improvement in efficiency and convergence rate.
Baidu Apollo EM Motion Planner
Fan, Haoyang, Zhu, Fan, Liu, Changchun, Zhang, Liangliang, Zhuang, Li, Li, Dong, Zhu, Weicheng, Hu, Jiangtao, Li, Hongye, Kong, Qi
In this manuscript, we introduce a real-time motion planning system based on the Baidu Apollo (open source) autonomous driving platform. The developed system aims to address the industrial level-4 motion planning problem while considering safety, comfort and scalability. The system covers multilane and single-lane autonomous driving in a hierarchical manner: (1) The top layer of the system is a multilane strategy that handles lane-change scenarios by comparing lane-level trajectories computed in parallel. (2) Inside the lane-level trajectory generator, it iteratively solves path and speed optimization based on a Frenet frame. (3) For path and speed optimization, a combination of dynamic programming and spline-based quadratic programming is proposed to construct a scalable and easy-to-tune framework to handle traffic rules, obstacle decisions and smoothness simultaneously. The planner is scalable to both highway and lower-speed city driving scenarios. We also demonstrate the algorithm through scenario illustrations and on-road test results. The system described in this manuscript has been deployed to dozens of Baidu Apollo autonomous driving vehicles since Apollo v1.5 was announced in September 2017. As of May 16th, 2018, the system has been tested under 3,380 hours and approximately 68,000 kilometers (42,253 miles) of closed-loop autonomous driving under various urban scenarios. The algorithm described in this manuscript is available at https://github.com/ApolloAuto/apollo/tree/master/modules/planning.
Multitask Reinforcement Learning for Zero-shot Generalization with Subtask Dependencies
Sohn, Sungryull, Oh, Junhyuk, Lee, Honglak
We introduce a new RL problem where the agent is required to execute a given subtask graph which describes a set of subtasks and their dependency. Unlike existing multitask RL approaches that explicitly describe what the agent should do, a subtask graph in our problem only describes properties of subtasks and relationships among them, which requires the agent to perform complex reasoning to find the optimal sequence of subtasks to execute. To tackle this problem, we propose a neural subtask graph solver (NSS) which encodes the subtask graph using a recursive neural network. To overcome the difficulty of training, we propose a novel non-parametric gradient-based policy to pre-train our NSS agent. % and further finetune it through actor-critic method. The experimental results on two 2D visual domains show that our agent can perform complex reasoning to find a near-optimal way of executing the subtask graph and generalize well to the unseen subtask graphs. In addition, we compare our agent with a Monte-Carlo tree search (MCTS) method showing that (1) our method is much more efficient than MCTS and (2) combining MCTS with NSS dramatically improves the search performance.
Preference-Based Monte Carlo Tree Search
Joppen, Tobias, Wirth, Christian, Fรผrnkranz, Johannes
Monte Carlo tree search (MCTS) is a popular choice for solving sequential anytime problems. However, it depends on a numeric feedback signal, which can be difficult to define. Real-time MCTS is a variant which may only rarely encounter states with an explicit, extrinsic reward. To deal with such cases, the experimenter has to supply an additional numeric feedback signal in the form of a heuristic, which intrinsically guides the agent. Recent work has shown evidence that in different areas the underlying structure is ordinal and not numerical. Hence erroneous and biased heuristics are inevitable, especially in such domains. In this paper, we propose a MCTS variant which only depends on qualitative feedback, and therefore opens up new applications for MCTS. We also find indications that translating absolute into ordinal feedback may be beneficial. Using a puzzle domain, we show that our preference-based MCTS variant, wich only receives qualitative feedback, is able to reach a performance level comparable to a regular MCTS baseline, which obtains quantitative feedback.
Artificial Intelligence for Long-Term Robot Autonomy: A Survey
Kunze, Lars, Hawes, Nick, Duckett, Tom, Hanheide, Marc, Krajnรญk, Tomรกลก
Abstract-- Autonomous systems will play an essential role in many applications across diverse domains including space, marine, air, field, road, and service robotics. They will assist us in our daily routines and perform dangerous, dirty and dull tasks. However, enabling robotic systems to perform autonomously in complex, real-world scenarios over extended time periods (i.e. Some of these have been investigated by sub-disciplines of Artificial Intelligence (AI) including navigation & mapping, perception, knowledge representation & reasoning, planning, interaction, and learning. The different sub-disciplines have developed techniques that, when re-integrated within an autonomous system, can enable robots to operate effectively in complex, long-term scenarios. In this paper, we survey and discuss AI techniques as'enablers' for long-term robot autonomy, current progress in integrating these techniques within long-running robotic systems, and the future challenges and opportunities for AI in long-term autonomy. I. INTRODUCTION Robot technology has improved tremendously over the last decade. Consequently, autonomous robot systems have been able to operate in increasingly complex environments and for increasingly long periods of time, i.e. weeks, months, or years. When a fully modelled robot is deployed in a completely known, static environment, the challenge of long-term autonomy (LTA) reduces to one of robustness, i.e. enabling the robot to remain operational for as long as possible. Without these simplifying assumptions autonomous robots face a number of interrelated challenges. The first refers to the application requirements, e.g., the robot platform (hardware and software), environment and tasks to be performed.
A game-theoretic approach to timeline-based planning with uncertainty
Gigante, Nicola, Montanari, Angelo, Mayer, Marta Cialdea, Orlandini, Andrea, Reynolds, Mark
In timeline-based planning, domains are described as sets of independent, but interacting, components, whose behaviour over time (the set of timelines) is governed by a set of temporal constraints. A distinguishing feature of timeline-based planning systems is the ability to integrate planning with execution by synthesising control strategies for flexible plans. However, flexible plans can only represent temporal uncertainty, while more complex forms of nondeterminism are needed to deal with a wider range of realistic problems. In this paper, we propose a novel game-theoretic approach to timeline-based planning problems, generalising the state of the art while uniformly handling temporal uncertainty and nondeterminism. We define a general concept of timeline-based game and we show that the notion of winning strategy for these games is strictly more general than that of control strategy for dynamically controllable flexible plans. Moreover, we show that the problem of establishing the existence of such winning strategies is decidable using a doubly exponential amount of space.
Multi-robot Path Planning in Well-formed Infrastructures: Prioritized Planning vs. Prioritized Wait Adjustment (Preliminary Results)
Andreychuk, Anton, Yakovlev, Konstantin
We study the problem of planning collision-free paths for a group of homogeneous robots. We propose a novel approach for turning the paths that were planned egocentrically by the robots, e.g. without taking other robots' moves into account, into collision-free trajectories and evaluate it empirically. Suggested algorithm is much faster (up to one order of magnitude) than state-of-the-art but this comes at the price of notable drop-down of the solution cost.
How Artificial Intelligence Can Help Us Have a Better Vacation
You may be in the best place to live in Colorado, but perhaps you want to travel beyond your home. You may want to travel in the same comfort as what you have in your home in Colorado. Artificial intelligence may help you to have a better and more easy vacation with the comforts of home more accessible to you with the right travel package. Artificial intelligence completely revolutionizes and improves the technology available for trip planning. There is some concern within many industries that artificial intelligence will do away with more jobs.
The Challenge of Crafting Intelligible Intelligence
Weld, Daniel S., Bansal, Gagan
Since Artificial Intelligence (AI) software uses techniques like deep lookahead search and stochastic optimization of huge neural networks to fit mammoth datasets, it often results in complex behavior that is difficult for people to understand. Yet organizations are deploying AI algorithms in many mission-critical settings. To trust their behavior, we must make AI intelligible, either by using inherently interpretable models or by developing new methods for explaining and controlling otherwise overwhelmingly complex decisions using local approximation, vocabulary alignment, and interactive explanation. This paper argues that intelligibility is essential, surveys recent work on building such systems, and highlights key directions for research.
Path Finding for the Coalition of Co-operative Agents Acting in the Environment with Destructible Obstacles
Andreychuk, Anton, Yakovlev, Konstantin
The problem of planning a set of paths for the coalition of robots (agents) with different capabilities is considered in the paper. Some agents can modify the environment by destructing the obstacles thus allowing the other ones to shorten their paths to the goal. As a result the mutual solution of lower cost, e.g. time to completion, may be acquired. We suggest an original procedure to identify the obstacles for further removal that can be embedded into almost any heuristic search planner (we use Theta*) and evaluate it empirically. Results of the evaluation show that time-to-complete the mission can be decreased up to 9-12 % by utilizing the proposed technique.