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 Planning & Scheduling


Kinodynamic Motion Planning for Mobile Robot Navigation across Inconsistent World Models

arXiv.org Artificial Intelligence

Mobile ground robots lacking prior knowledge of an environment must rely on sensor data to develop a model of their surroundings. In these scenarios, consistent identification of obstacles and terrain features can be difficult due to noise and algorithmic shortcomings, which can make it difficult for motion planning systems to generate safe motions. One particular difficulty to overcome is when regions of the cost map switch between being marked as obstacles and free space through successive planning cycles. One potential solution to this, which we refer to as Valid in Every Hypothesis (VEH), is for the planning system to plan motions that are guaranteed to be safe through a history of world models. Another approach is to track a history of world models, and adjust node costs according to the potential penalty of needing to reroute around previously hazardous areas. This work discusses three major iterations on this idea. The first iteration, called PEH, invokes a sub-search for every node expansion that crosses through a divergence point in the world models. The second and third iterations, called GEH and GEGRH respectively, defer the sub-search until after an edge expands into the goal region. GEGRH uses an additional step to revise the graph based on divergent nodes in each world. Initial results showed that, although PEH and GEH find more optimistic solutions than VEH, they are unable to generate solutions in less than one-second, which exceeds our requirements for field deployment. Analysis of results from a field experiment in an unstructured, off-road environment on a Clearpath Robotics Warthog UGV indicate that GEGRH finds lower cost trajectories and has faster average planning times than VEH. Compared to single-hypothesis (SH) search, where only the latest world model is considered, GEGRH generates more conservative plans with a small increase in average planning time.


ATLAS: Constraints-Aware Multi-Agent Collaboration for Real-World Travel Planning

arXiv.org Artificial Intelligence

While Large Language Models (LLMs) have shown remarkable advancements in reasoning and tool use, they often fail to generate optimal, grounded solutions under complex constraints. Real-world travel planning exemplifies these challenges, evaluating agents' abilities to handle constraints that are explicit, implicit, and even evolving based on interactions with dynamic environments and user needs. In this paper, we present ATLAS, a general multi-agent framework designed to effectively handle such complex nature of constraints awareness in real-world travel planning tasks. ATLAS introduces a principled approach to address the fundamental challenges of constraint-aware planning through dedicated mechanisms for dynamic constraint management, iterative plan critique, and adaptive interleaved search. ATLAS demonstrates state-of-the-art performance on the TravelPlanner benchmark, improving the final pass rate from 23.3% to 44.4% over its best alternative. More importantly, our work is the first to demonstrate quantitative effectiveness on real-world travel planning tasks with live information search and multi-turn feedback. In this realistic setting, ATLAS showcases its superior overall planning performance, achieving an 84% final pass rate which significantly outperforms baselines including ReAct (59%) and a monolithic agent (27%).


Exhaustive-Serve-Longest Control for Multi-robot Scheduling Systems

arXiv.org Artificial Intelligence

We study online task allocation for multi-robot, multi-queue systems with stochastic arrivals and switching delays. Time is slotted; each location can host at most one robot per slot; service consumes one slot; switching between locations incurs a one-slot travel delay; and arrivals are independent Bernoulli processes. We formulate a discounted-cost Markov decision process and propose Exhaustive-Serve-Longest (ESL), a simple real-time policy that serves exhaustively when the current location is nonempty and, when idle, switches to a longest unoccupied nonempty location, and we prove the optimality of this policy. As baselines, we tune a fixed-dwell cyclic policy via a discrete-time delay expression and implement a first-come-first-serve policy. Across server-to-location ratios and loads, ESL consistently yields lower discounted holding cost and smaller mean queue lengths, with action-time fractions showing more serving and restrained switching. Its simplicity and robustness make ESL a practical default for real-time multi-robot scheduling systems.


Planning Jerk-Optimized Trajectory with Discrete-Time Constraints for Redundant Robots

arXiv.org Artificial Intelligence

--We present a method for effectively planning the motion trajectory of robots in manufacturing tasks, the tool-paths of which are usually complex and have a large number of discrete time constraints as waypoints. Kinematic redundancy also exists in these robotic systems. The jerk of motion is optimized in our trajectory planning method at the meanwhile of fabrication process to improve the quality of fabrication. Our method is based on a sampling strategy and consists of two major parts. After determining an initial path by graph-search, a greedy algorithm is adopted to optimize a path by locally applying adaptive filers in the regions with large jerks. The filtered result is obtained by numerical optimization. In order to achieve efficient computation, an adaptive sampling method is developed for learning a collision-indication function that is represented as a support-vector machine. Applications in robot-assisted 3D printing are given in this paper to demonstrate the functionality of our approach. Abstract --In robot-assisted manufacturing applications, robotic arms are employed to realize the motion of workpieces (or machining tools) specified as a sequence of waypoints with the positions of tool tip and the tool orientations constrained. The required degree-of-freedom (DOF) is often less than the robotic hardware system (e.g., a robotic arm has 6-DOF). Specifically, rotations of the workpiece around the axis of a tool can be arbitrary (see Figure 1 for an example). By using this redundancy - i.e., there are many possible poses of a robotic arm to realize a given waypoint, the trajectory of robots can be optimized to consider the performance of motion in velocity, acceleration and jerk in the joint space. In addition, when fabricating complex models each tool-path can have a large amount of waypoints. It is crucial for a motion planning algorithm to compute a smooth and collision-free trajectory of robot to improve fabrication quality. The time taken by the planning algorithm should not significantly lengthen the total manufacturing time; ideally it would remain hidden as computing motions for a layer can be done while the previous layer is printing. The method presented in this paper provides an efficient framework to tackle this problem. The framework has been well tested on our robot-assisted additive manufacturing system to demonstrate its effectiveness and can be generally applied to other robot-assisted manufacturing systems.


Bayesian Mixture Modelling and Inference based Thompson Sampling in Monte-Carlo Tree Search

Neural Information Processing Systems

Monte-Carlo tree search is drawing great interest in the domain of planning under uncertainty, particularly when little or no domain knowledge is available. One of the central problems is the trade-off between exploration and exploitation. In this paper we present a novel Bayesian mixture modelling and inference based Thompson sampling approach to addressing this dilemma. The proposed Dirichlet-NormalGamma MCTS (DNG-MCTS) algorithm represents the uncertainty of the accumulated reward for actions in the MCTS search tree as a mixture of Normal distributions and inferences on it in Bayesian settings by choosing conjugate priors in the form of combinations of Dirichlet and NormalGamma distributions. Thompson sampling is used to select the best action at each decision node. Experimental results show that our proposed algorithm has achieved the state-of-the-art comparing with popular UCT algorithm in the context of online planning for general Markov decision processes.


Variational Planning for Graph-based MDPs

Neural Information Processing Systems

Markov Decision Processes (MDPs) are extremely useful for modeling and solving sequential decision making problems. Graph-based MDPs provide a compact representation for MDPs with large numbers of random variables. However, the complexity of exactly solving a graph-based MDP usually grows exponentially in the number of variables, which limits their application. We present a new variational framework to describe and solve the planning problem of MDPs, and derive both exact and approximate planning algorithms. In particular, by exploiting the graph structure of graph-based MDPs, we propose a factored variational value iteration algorithm in which the value function is first approximated by the multiplication of local-scope value functions, then solved by minimizing a Kullback-Leibler (KL) divergence. The KL divergence is optimized using the belief propagation algorithm, with complexity exponential in only the cluster size of the graph.


Convergence of Monte Carlo Tree Search in Simultaneous Move Games

Neural Information Processing Systems

In this paper, we study Monte Carlo tree search (MCTS) in zero-sum extensive-form games with perfect information and simultaneous moves. We present a general template of MCTS algorithms for these games, which can be instantiated by various selection methods. We formally prove that if a selection method is $\epsilon$-Hannan consistent in a matrix game and satisfies additional requirements on exploration, then the MCTS algorithm eventually converges to an approximate Nash equilibrium (NE) of the extensive-form game. We empirically evaluate this claim using regret matching and Exp3 as the selection methods on randomly generated and worst case games. We confirm the formal result and show that additional MCTS variants also converge to approximate NE on the evaluated games.


Safe Planning in Unknown Environments using Conformalized Semantic Maps

arXiv.org Artificial Intelligence

This paper addresses semantic planning problems in unknown environments under perceptual uncertainty. The environment contains multiple unknown semantically labeled regions or objects, and the robot must reach desired locations while maintaining class-dependent distances from them. We aim to compute robot paths that complete such semantic reach-avoid tasks with user-defined probability despite uncertain perception. Existing planning algorithms either ignore perceptual uncertainty - thus lacking correctness guarantees - or assume known sensor models and noise characteristics. In contrast, we present the first planner for semantic reach-avoid tasks that achieves user-specified mission completion rates without requiring any knowledge of sensor models or noise. This is enabled by quantifying uncertainty in semantic maps - constructed on-the-fly from perceptual measurements - using conformal prediction in a model- and distribution-free manner. We validate our approach and the theoretical mission completion rates through extensive experiments, showing that it consistently outperforms baselines in mission success rates.


Learning to Sample: Reinforcement Learning-Guided Sampling for Autonomous Vehicle Motion Planning

arXiv.org Artificial Intelligence

Sampling-based motion planning is a well-established approach in autonomous driving, valued for its modularity and analytical tractability. In complex urban scenarios, however, uniform or heuristic sampling often produces many infeasible or irrelevant trajectories. We address this limitation with a hybrid framework that learns where to sample while keeping trajectory generation and evaluation fully analytical and verifiable. A reinforcement learning (RL) agent guides the sampling process toward regions of the action space likely to yield feasible trajectories, while evaluation and final selection remains governed by deterministic feasibility checks and cost functions. We couple the RL sampler with a world model (WM) based on a decodable deep set encoder, enabling both variable numbers of traffic participants and reconstructable latent representations. The approach is evaluated in the CommonRoad simulation environment, showing up to 99% fewer required samples and a runtime reduction of up to 84% while maintaining planning quality in terms of success and collision-free rates. These improvements lead to faster, more reliable decision-making for autonomous vehicles in urban environments, achieving safer and more responsive navigation under real-world constraints. Code and trained artifacts are publicly available at: https://github.com/TUM-AVS/Learning-to-Sample


FindingDory: A Benchmark to Evaluate Memory in Embodied Agents

arXiv.org Artificial Intelligence

Large vision-language models have recently demonstrated impressive performance in planning and control tasks, driving interest in their application to real-world robotics. However, deploying these models for reasoning in embodied contexts is limited by their ability to incorporate long-term experience collected across multiple days and represented by vast collections of images. Current VLMs typically struggle to process more than a few hundred images concurrently, highlighting the need for more efficient mechanisms to handle long-term memory in embodied settings. To effectively evaluate these models for long-horizon control, a benchmark must specifically target scenarios where memory is crucial for success. Existing long-video QA benchmarks overlook embodied challenges like object manipulation and navigation, which demand low-level skills and fine-grained reasoning over past interactions. Moreover, effective memory integration in embodied agents involves both recalling relevant historical information and executing actions based on that information, making it essential to study these aspects together rather than in isolation. In this work, we introduce a new benchmark for long-range embodied tasks in the Habitat simulator. This benchmark evaluates memory-based capabilities across 60 tasks requiring sustained engagement and contextual awareness in an environment. The tasks can also be procedurally extended to longer and more challenging versions, enabling scalable evaluation of memory and reasoning. We also present baselines that integrate state-of-the-art VLMs with low level navigation policies, assessing their performance on these memory-intensive tasks and highlight areas for improvement.