goal-directed navigation
The motion planning neural circuit in goal-directed navigation as Lie group operator search
The information processing in the brain and embodied agents form a sensory-action loop to interact with the world. An important step in the loop is motion planning which selects motor actions based on the current world state and task need. In goal-directed navigation, the brain chooses and generates motor actions to bring the current state into the goal state. It is unclear about the neural circuit mechanism of motor action selection, nor its underlying theory. The present study formulates the motion planning as a Lie group operator search problem, and uses the 1D rotation group as an example to provide insight into general operator search in neural circuits.
Deep Active Inference with Diffusion Policy and Multiple Timescale World Model for Real-World Exploration and Navigation
Yokozawa, Riko, Fujii, Kentaro, Nomura, Yuta, Murata, Shingo
Autonomous robotic navigation in real-world environments requires exploration to acquire environmental information as well as goal-directed navigation in order to reach specified targets. Active inference (AIF) based on the free-energy principle provides a unified framework for these behaviors by minimizing the expected free energy (EFE), thereby combining epistemic and extrinsic values. To realize this practically, we propose a deep AIF framework that integrates a diffusion policy as the policy model and a multiple timescale recurrent state-space model (MTRSSM) as the world model. The diffusion policy generates diverse candidate actions while the MTRSSM predicts their long-horizon consequences through latent imagination, enabling action selection that minimizes EFE. Real-world navigation experiments demonstrated that our framework achieved higher success rates and fewer collisions compared with the baselines, particularly in exploration-demanding scenarios. These results highlight how AIF based on EFE minimization can unify exploration and goal-directed navigation in real-world robotic settings.
- North America > United States (0.04)
- Asia > Japan > Honshū > Kantō > Kanagawa Prefecture (0.04)
- Information Technology > Artificial Intelligence > Robots (1.00)
- Information Technology > Artificial Intelligence > Representation & Reasoning (1.00)
- Information Technology > Artificial Intelligence > Natural Language (0.93)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks > Deep Learning (0.93)
- North America > United States > California > Los Angeles County > Los Angeles (0.14)
- North America > United States > Massachusetts > Middlesex County > Cambridge (0.04)
- Asia > India (0.04)
- Asia > China (0.04)
The motion planning neural circuit in goal-directed navigation as Lie group operator search
The information processing in the brain and embodied agents form a sensory-action loop to interact with the world. An important step in the loop is motion planning which selects motor actions based on the current world state and task need. In goal-directed navigation, the brain chooses and generates motor actions to bring the current state into the goal state. It is unclear about the neural circuit mechanism of motor action selection, nor its underlying theory. The present study formulates the motion planning as a Lie group operator search problem, and uses the 1D rotation group as an example to provide insight into general operator search in neural circuits.
Hybrid Imitative Planning with Geometric and Predictive Costs in Off-road Environments
Dashora, Nitish, Shin, Daniel, Shah, Dhruv, Leopold, Henry, Fan, David, Agha-Mohammadi, Ali, Rhinehart, Nicholas, Levine, Sergey
Geometric methods for solving open-world off-road navigation tasks, by learning occupancy and metric maps, provide good generalization but can be brittle in outdoor environments that violate their assumptions (e.g., tall grass). Learning-based methods can directly learn collision-free behavior from raw observations, but are difficult to integrate with standard geometry-based pipelines. This creates an unfortunate conflict -- either use learning and lose out on well-understood geometric navigational components, or do not use it, in favor of extensively hand-tuned geometry-based cost maps. In this work, we reject this dichotomy by designing the learning and non-learning-based components in a way such that they can be effectively combined in a self-supervised manner. Both components contribute to a planning criterion: the learned component contributes predicted traversability as rewards, while the geometric component contributes obstacle cost information. We instantiate and comparatively evaluate our system in both in-distribution and out-of-distribution environments, showing that this approach inherits complementary gains from the learned and geometric components and significantly outperforms either of them. Videos of our results are hosted at https://sites.google.com/view/hybrid-imitative-planning
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- Asia > Japan > Honshū > Kansai > Hyogo Prefecture > Kobe (0.04)
Agent-Centered Search
In this article, I describe agent-centered search (also called real-time search or local search) and illustrate this planning paradigm with examples. Agent-centered search methods interleave planning and plan execution and restrict planning to the part of the domain around the current state of the agent, for example, the current location of a mobile robot or the current board position of a game. These methods can execute actions in the presence of time constraints and often have a small sum of planning and execution cost, both because they trade off planning and execution cost and because they allow agents to gather information early in nondeterministic domains, which reduces the amount of planning they have to perform for unencountered situations. These advantages become important as more intelligent systems are interfaced with the world and have to operate autonomously in complex environments. I researchers have studied in detail offline planning methods that first determine sequential or conditional plans (including reactive plans) and then execute them in the world.
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- Information Technology > Robotics & Automation (1.00)
Bug brains help AI solve navigation challenges
Drones and other autonomous robots require mobile and efficient solutions to real-life issues, from mundane package transportation to urgent search and rescue missions. Using machine learning and a vector-based navigation system inspired by insects, agents could navigate to key locations without relying on a GPS -- becoming truly autonomous. Robots could learn to navigate independently to wildfires based on environmental sensory cues, using information from cameras and other sensors. Since vectors are represented in a geocentric context, multiple agents could communicate locations with each other, which could, for example, speed up efforts to perform rescues and put out fires. Such flexibility and speed of coordination would largely improve the success and efficiency of rescue missions during natural disasters -- and save lives.
- Europe > Denmark > Southern Denmark (0.06)
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- Europe > Germany > Lower Saxony > Gottingen (0.05)
- Asia > Japan > Honshū > Kantō > Tokyo Metropolis Prefecture > Tokyo (0.05)
Reusing Previously Found A* Paths for Fast Goal-Directed Navigation in Dynamic Terrain
Hernandez, Carlos (Universidad Católica de la Santísima Concepción) | Asin, Roberto (Universidad Católica de la Santísima Concepción) | Baier, Jorge A (Pontificia Universidad Catolica de Chile)
Generalized Adaptive A* (GAA*) is an incremental algorithm that replans using A* when solving goal-directed navigation problems in dynamic terrain. Immediately after each A* search, it runs an efficient procedure that updates the heuristic values of states that were just expanded by A*, making them more informed. Those updates allow GAA* to speed up subsequent A* searches. Being based on A*, it is simple to describe and communicate; however, it is outperformed by other incremental algorithms like the state-of-the-art D*Lite algorithm at goal-directed navigation. In this paper we show how GAA* can be modified to exploit more information from a previous search in addition to the updated heuristic function. Specifically, we show how GAA* can be modified to utilize the paths found by a previous A* search. Our algorithm — Multipath Generalized Adaptive A* (MPGAA*) — has the same theoretical properties of GAA* and differs from it by only a few lines of pseudocode. Arguably, MPGAA* is simpler to understand than D*Lite. We evaluate MPGAA* over various realistic dynamic terrain settings, and observed that it generally outperforms the state-of-the-art algorithm D*Lite in scenarios resembling outdoor and indoor navigation.
- South America > Chile > Biobío Region > Concepción Province > Concepción (0.04)
- South America > Chile > Santiago Metropolitan Region > Santiago Province > Santiago (0.04)
Agent-Centered Search
In this article, I describe agent-centered search (also called real-time search or local search) and illustrate this planning paradigm with examples. Agent-centered search methods interleave planning and plan execution and restrict planning to the part of the domain around the current state of the agent, for example, the current location of a mobile robot or the current board position of a game. These methods can execute actions in the presence of time constraints and often have a small sum of planning and execution cost, both because they trade off planning and execution cost and because they allow agents to gather information early in nondeterministic domains, which reduces the amount of planning they have to perform for unencountered situations. These advantages become important as more intelligent systems are interfaced with the world and have to operate autonomously in complex environments. Agent-centered search methods have been applied to a variety of domains, including traditional search, strips-type planning, moving-target search, planning with totally and partially observable Markov decision process models, reinforcement learning, constraint satisfaction, and robot navigation. I discuss the design and properties of several agent-centered search methods, focusing on robot exploration and localization.
- North America > United States > California > San Francisco County > San Francisco (0.28)
- Europe > Austria > Vienna (0.14)
- North America > United States > California > San Mateo County > Menlo Park (0.05)
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