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 exploration algorithm





Asynchronous Collective Tree Exploration: a Distributed Algorithm, and a new Lower Bound

arXiv.org Artificial Intelligence

We study the problem of collective tree exploration in which a team of $k$ mobile agents must collectively visit all nodes of an unknown tree in as few moves as possible. The agents all start from the root and discover adjacent edges as they progress in the tree. Communication is distributed in the sense that agents share information by reading and writing on whiteboards located at all nodes. Movements are asynchronous, in the sense that the speeds of all agents are controlled by an adversary at all times. All previous competitive guarantees for collective tree exploration are either distributed but synchronous, or asynchronous but centralized. In contrast, we present a distributed asynchronous algorithm that explores any tree of $n$ nodes and depth $D$ in at most $2n+O(k^2 2^kD)$ moves, i.e., with a regret that is linear in $D$, and a variant algorithm with a guarantee in $O(k/\log k)(n+kD)$, i.e., with a competitive ratio in $O(k/\log k)$. We note that our regret guarantee is asymptotically optimal (i.e., $1$-competitive) from the perspective of average-case complexity. We then present a new general lower bound on the competitive ratio of asynchronous collective tree exploration, in $ฮฉ(\log^2 k)$. This lower bound applies to both the distributed and centralized settings, and improves upon the previous lower bound in $ฮฉ(\log k)$.


Meta-Learning to Explore via Memory Density Feedback

arXiv.org Artificial Intelligence

Exploration algorithms for reinforcement learning typically replace or augment the reward function with an additional "intrinsic" reward that trains the agent to seek previously unseen states of the environment. Here, we consider an exploration algorithm that exploits meta-learning, or learning to learn, such that the agent learns to maximize its exploration progress within a single episode, even between epochs of training. The agent learns a policy that aims to minimize the probability density of new observations with respect to all of its memories. In addition, it receives as feedback evaluations of the current observation density and retains that feedback in a recurrent network. By remembering trajectories of density, the agent learns to navigate a complex and growing landscape of familiarity in real-time, allowing it to maximize its exploration progress even in completely novel states of the environment for which its policy has not been trained. Introduction In reinforcement learning (RL), exploration refers to algorithms that induce an agent to observe as much of a given task as possible. All RL algorithms include some form of random exploration, such as the epsilon-greedy policy or by additionally training to maximize the policy's entropy. These algorithms are necessary for the agent to find rewarding states and expand its policy, but often fall short when rewards are sparsely distributed, that is, requiring non-obvious and improbable sequences of action.


Autonomous Multi-Robot Exploration Strategies for 3D Environments with Fire Detection Capabilitie

arXiv.org Artificial Intelligence

This paper presents a comprehensive overview of exploration strategies utilized in both 2D and 3D environments, focusing on autonomous multi-robot systems designed for building exploration and fire detection. We explore the limitations of traditional algorithms that rely on prior knowledge and predefined maps, emphasizing the challenges faced when environments undergo changes that invalidate these maps. Our modular approach integrates localization, mapping, and trajectory planning to facilitate effective exploration using an OctoMap framework generated from point cloud data. The exploration strategy incorporates obstacle avoidance through potential fields, ensuring safe navigation in dynamic settings. Additionally, I propose future research directions, including decentralized map creation, coordinated exploration among unmanned aerial vehicles (UAVs), and adaptations to time-varying environments. This work serves as a foundation for advancing coordinated multi-robot exploration algorithms, enhancing their applicability in real-world scenarios.


Active Exploration for Learning Symbolic Representations

Neural Information Processing Systems

We introduce an online active exploration algorithm for data-efficiently learning an abstract symbolic model of an environment. Our algorithm is divided into two parts: the first part quickly generates an intermediate Bayesian symbolic model from the data that the agent has collected so far, which the agent can then use along with the second part to guide its future exploration towards regions of the state space that the model is uncertain about. We show that our algorithm outperforms random and greedy exploration policies on two different computer game domains. The first domain is an Asteroids-inspired game with complex dynamics but basic logical structure. The second is the Treasure Game, with simpler dynamics but more complex logical structure.


Ariadne and Theseus: Exploration and Rendezvous with Two Mobile Agents in an Unknown Graph

arXiv.org Artificial Intelligence

We investigate two fundamental problems in mobile computing: exploration and rendezvous, with two distinct mobile agents in an unknown graph. The agents may communicate by reading and writing information on whiteboards that are located at all nodes. They both move along one adjacent edge at every time-step. In the exploration problem, the agents start from the same arbitrary node and must traverse all the edges. We present an algorithm achieving collective exploration in $m$ time-steps, where $m$ is the number of edges of the graph. This improves over the guarantee of depth-first search, which requires $2m$ time-steps. In the rendezvous problem, the agents start from different nodes of the graph and must meet as fast as possible. We present an algorithm guaranteeing rendezvous in at most $\frac{3}{2}m$ time-steps. This improves over the so-called `wait for Mommy' algorithm which is based on depth-first search and which also requires $2m$ time-steps. Importantly, all our guarantees are derived from a more general asynchronous setting in which the speeds of the agents are controlled by an adversary at all times. Our guarantees generalize to weighted graphs, when replacing the number of edges $m$ with the sum of all edge lengths. We show that our guarantees are met with matching lower-bounds in the asynchronous setting.


Autonomous Robot for Disaster Mapping and Victim Localization

arXiv.org Artificial Intelligence

In response to the critical need for effective reconnaissance in disaster scenarios, this research article presents the design and implementation of a complete autonomous robot system using the Turtlebot3 with Robotic Operating System (ROS) Noetic. Upon deployment in closed, initially unknown environments, the system aims to generate a comprehensive map and identify any present 'victims' using AprilTags as stand-ins. We discuss our solution for search and rescue missions, while additionally exploring more advanced algorithms to improve search and rescue functionalities. We introduce a Cubature Kalman Filter to help reduce the mean squared error [m] for AprilTag localization and an information-theoretic exploration algorithm to expedite exploration in unknown environments. Just like turtles, our system takes it slow and steady, but when it's time to save the day, it moves at ninja-like speed! Despite Donatello's shell, he's no slowpoke - he zips through obstacles with the agility of a teenage mutant ninja turtle. So, hang on tight to your shells and get ready for a whirlwind of reconnaissance! Full pipeline code https://github.com/rzhao5659/MRProject/tree/main Exploration code https://github.com/rzhao5659/MRProject/tree/main


Is Exploration All You Need? Effective Exploration Characteristics for Transfer in Reinforcement Learning

arXiv.org Artificial Intelligence

In deep reinforcement learning (RL) research, there has been a concerted effort to design more efficient and productive exploration methods while solving sparse-reward problems. These exploration methods often share common principles (e.g., improving diversity) and implementation details (e.g., intrinsic reward). Prior work found that non-stationary Markov decision processes (MDPs) require exploration to efficiently adapt to changes in the environment with online transfer learning. However, the relationship between specific exploration characteristics and effective transfer learning in deep RL has not been characterized. In this work, we seek to understand the relationships between salient exploration characteristics and improved performance and efficiency in transfer learning. We test eleven popular exploration algorithms on a variety of transfer types -- or ``novelties'' -- to identify the characteristics that positively affect online transfer learning. Our analysis shows that some characteristics correlate with improved performance and efficiency across a wide range of transfer tasks, while others only improve transfer performance with respect to specific environment changes. From our analysis, make recommendations about which exploration algorithm characteristics are best suited to specific transfer situations.