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Collaborating Authors

 Zhang, Xuebo


FSMP: A Frontier-Sampling-Mixed Planner for Fast Autonomous Exploration of Complex and Large 3-D Environments

arXiv.org Artificial Intelligence

In this paper, we propose a systematic framework for fast exploration of complex and large 3-D environments using micro aerial vehicles (MAVs). The key insight is the organic integration of the frontier-based and sampling-based strategies that can achieve rapid global exploration of the environment. Specifically, a field-of-view-based (FOV) frontier detector with the guarantee of completeness and soundness is devised for identifying 3-D map frontiers. Different from random sampling-based methods, the deterministic sampling technique is employed to build and maintain an incremental road map based on the recorded sensor FOVs and newly detected frontiers. With the resulting road map, we propose a two-stage path planner. First, it quickly computes the global optimal exploration path on the road map using the lazy evaluation strategy. Then, the best exploration path is smoothed for further improving the exploration efficiency. We validate the proposed method both in simulation and real-world experiments. The comparative results demonstrate the promising performance of our planner in terms of exploration efficiency, computational time, and explored volume.


Reflection of Episodes: Learning to Play Game from Expert and Self Experiences

arXiv.org Artificial Intelligence

StarCraft II is a complex and dynamic real-time strategy (RTS) game environment, which is very suitable for artificial intelligence and reinforcement learning research. To address the problem of Large Language Model(LLM) learning in complex environments through self-reflection, we propose a Reflection of Episodes(ROE) framework based on expert experience and self-experience. This framework first obtains key information in the game through a keyframe selection method, then makes decisions based on expert experience and self-experience. After a game is completed, it reflects on the previous experience to obtain new self-experience. Finally, in the experiment, our method beat the robot under the Very Hard difficulty in TextStarCraft II. We analyze the data of the LLM in the process of the game in detail, verified its effectiveness.


Hierarchical Expert Prompt for Large-Language-Model: An Approach Defeat Elite AI in TextStarCraft II for the First Time

arXiv.org Artificial Intelligence

Since the emergence of the Large Language Model (LLM), LLM has been widely used in fields such as writing, translating, and searching. However, there is still great potential for LLM-based methods in handling complex tasks such as decision-making in the StarCraft II environment. To address problems such as lack of relevant knowledge and poor control over subtasks of varying importance, we propose a Hierarchical Expert Prompt (HEP) for LLM. Our method improves the understanding of game situations through expert-level tactical knowledge, improving the processing quality of tasks of varying importance through a hierarchical framework. Our approach defeated the highest level (Elite) standard built-in agent in TextStarCraft II for the first time and consistently outperformed the baseline method in other difficulties. Our experiments suggest that the proposed method is a practical solution for tackling complex decision-making challenges. The replay video can be viewed on https://www.bilibili.com/video/BV1uz42187EF and https://youtu.be/dO3PshWLV5M, and our codes have been open-sourced on https://github.com/luchang1113/HEP-LLM-play-StarCraftII.


LLM-PySC2: Starcraft II learning environment for Large Language Models

arXiv.org Artificial Intelligence

This paper introduces a new environment LLM-PySC2 (the Large Language Model StarCraft II Learning Environment), a platform derived from DeepMind's StarCraft II Learning Environment that serves to develop Large Language Models (LLMs) based decision-making methodologies. This environment is the first to offer the complete StarCraft II action space, multi-modal observation interfaces, and a structured game knowledge database, which are seamlessly connected with various LLMs to facilitate the research of LLMs-based decision-making. To further support multi-agent research, we developed an LLM collaborative framework that supports multi-agent concurrent queries and multi-agent communication. In our experiments, the LLM-PySC2 environment is adapted to be compatible with the StarCraft Multi-Agent Challenge (SMAC) task group and provided eight new scenarios focused on macro-decision abilities. We evaluated nine mainstream LLMs in the experiments, and results show that sufficient parameters are necessary for LLMs to make decisions, but improving reasoning ability does not directly lead to better decision-making outcomes. Our findings further indicate the importance of enabling large models to learn autonomously in the deployment environment through parameter training or train-free learning techniques. Ultimately, we expect that the LLM-PySC2 environment can promote research on learning methods for LLMs, helping LLM-based methods better adapt to task scenarios.


ERPoT: Effective and Reliable Pose Tracking for Mobile Robots Based on Lightweight and Compact Polygon Maps

arXiv.org Artificial Intelligence

This paper presents an effective and reliable pose tracking solution termed ERPoT for mobile robots operating in large-scale outdoor environments, underpinned by an innovative prior polygon map. Especially, to overcome the challenge that arises as the map size grows with the expansion of the environment, the novel form of a prior map composed of multiple polygons is proposed. Benefiting from the use of polygons to concisely and accurately depict environmental occupancy, the prior polygon map achieves long-term reliable pose tracking while ensuring a compact form. More importantly, pose tracking is carried out under pure LiDAR mode, and the dense 3D point cloud is transformed into a sparse 2D scan through ground removal and obstacle selection. On this basis, a novel cost function for pose estimation through point-polygon matching is introduced, encompassing two distinct constraint forms: point-to-vertex and point-to-edge. In this study, our primary focus lies on two crucial aspects: lightweight and compact prior map construction, as well as effective and reliable robot pose tracking. Both aspects serve as the foundational pillars for future navigation across different mobile platforms equipped with different LiDAR sensors in different environments. Comparative experiments based on the publicly available datasets and our self-recorded datasets are conducted, and evaluation results show the superior performance of ERPoT on reliability, prior map size, pose estimation error, and runtime over the other five approaches. The corresponding code can be accessed at https://github.com/ghm0819/ERPoT, and the supplementary video is at https://youtu.be/cseml5FrW1Q.


G$ \mathbf{^2} $VD Planner: Efficient Motion Planning With Grid-based Generalized Voronoi Diagrams

arXiv.org Artificial Intelligence

In this paper, an efficient motion planning approach with grid-based generalized Voronoi diagrams (G$ \mathbf{^2} $VD) is newly proposed for mobile robots. Different from existing approaches, the novelty of this work is twofold: 1) a new state lattice-based path searching approach is proposed, in which the search space is reduced to a Voronoi corridor to further improve the search efficiency, along with a Voronoi potential field constructed to make the searched path keep a reasonable distance from obstacles to provide sufficient optimization margin for the subsequent path smoothing; 2) an efficient quadratic programming-based path smoothing approach is presented, wherein the clearance to obstacles is considered in the form of the penalty of the deviation from the safe reference path to improve the path clearance of hard-constrained path smoothing approaches. We validate the efficiency and smoothness of our approach in various challenging simulation scenarios and outdoor environments. It is shown that the computational efficiency is improved by 17.1% in the path searching stage, and path smoothing with the proposed approach is 25.3 times faster than an advanced sparse-banded structure-based path smoothing approach.


6-DoF Robotic Grasping with Transformer

arXiv.org Artificial Intelligence

Robotic grasping aims to detect graspable points and their corresponding gripper configurations in a particular scene, and is fundamental for robot manipulation. Existing research works have demonstrated the potential of using a transformer model for robotic grasping, which can efficiently learn both global and local features. However, such methods are still limited in grasp detection on a 2D plane. In this paper, we extend a transformer model for 6-Degree-of-Freedom (6-DoF) robotic grasping, which makes it more flexible and suitable for tasks that concern safety. The key designs of our method are a serialization module that turns a 3D voxelized space into a sequence of feature tokens that a transformer model can consume and skip-connections that merge multiscale features effectively. In particular, our method takes a Truncated Signed Distance Function (TSDF) as input. After serializing the TSDF, a transformer model is utilized to encode the sequence, which can obtain a set of aggregated hidden feature vectors through multi-head attention. We then decode the hidden features to obtain per-voxel feature vectors through deconvolution and skip-connections. Voxel feature vectors are then used to regress parameters for executing grasping actions. On a recently proposed pile and packed grasping dataset, we showcase that our transformer-based method can surpass existing methods by about 5% in terms of success rates and declutter rates. We further evaluate the running time and generalization ability to demonstrate the superiority of the proposed method.