multi-agent active search
Stealthy Terrain-Aware Multi-Agent Active Search
Bakshi, Nikhil Angad, Schneider, Jeff
Stealthy multi-agent active search is the problem of making efficient sequential data-collection decisions to identify an unknown number of sparsely located targets while adapting to new sensing information and concealing the search agents' location from the targets. This problem is applicable to reconnaissance tasks wherein the safety of the search agents can be compromised as the targets may be adversarial. Prior work usually focuses either on adversarial search, where the risk of revealing the agents' location to the targets is ignored or evasion strategies where efficient search is ignored. We present the Stealthy Terrain-Aware Reconnaissance (STAR) algorithm, a multi-objective parallelized Thompson sampling-based algorithm that relies on a strong topographical prior to reason over changing visibility risk over the course of the search. The STAR algorithm outperforms existing state-of-the-art multi-agent active search methods on both rate of recovery of targets as well as minimising risk even when subject to noisy observations, communication failures and an unknown number of targets.
Multi-Agent Active Search using Detection and Location Uncertainty
Banerjee, Arundhati, Ghods, Ramina, Schneider, Jeff
Active search, in applications like environment monitoring or disaster response missions, involves autonomous agents detecting targets in a search space using decision making algorithms that adapt to the history of their observations. Active search algorithms must contend with two types of uncertainty: detection uncertainty and location uncertainty. The more common approach in robotics is to focus on location uncertainty and remove detection uncertainty by thresholding the detection probability to zero or one. In contrast, it is common in the sparse signal processing literature to assume the target location is accurate and instead focus on the uncertainty of its detection. In this work, we first propose an inference method to jointly handle both target detection and location uncertainty. We then build a decision making algorithm on this inference method that uses Thompson sampling to enable decentralized multi-agent active search. We perform simulation experiments to show that our algorithms outperform competing baselines that only account for either target detection or location uncertainty. We finally demonstrate the real world transferability of our algorithms using a realistic simulation environment we created on the Unreal Engine 4 platform with an AirSim plugin.
Multi-Agent Active Search using Realistic Depth-Aware Noise Model
Ghods, Ramina, Durkin, William J., Schneider, Jeff
The search for objects of interest in an unknown environment by making data-collection decisions (i.e., active search or active sensing) has robotics applications in many fields, including the search and rescue of human survivors following disasters, detecting gas leaks or locating and preventing animal poachers. Existing algorithms often prioritize the location accuracy of objects of interest while other practical issues such as the reliability of object detection as a function of distance and lines of sight remain largely ignored. An additional challenge is that in many active search scenarios, communication infrastructure may be damaged, unreliable, or unestablished, making centralized control of multiple search agents impractical. We present an algorithm called Noise-Aware Thompson Sampling (NATS) that addresses these issues for multiple ground-based robot agents performing active search considering two sources of sensory information from monocular optical imagery and sonar tracking. NATS utilizes communications between robot agents in a decentralized manner that is robust to intermittent loss of communication links. Additionally, it takes into account object detection uncertainty from depth as well as environmental occlusions. Using simulation results, we show that NATS significantly outperforms existing methods such as information-greedy policies or exhaustive search. We demonstrate the real-world viability of NATS using a photo-realistic environment created in the Unreal Engine 4 game development platform with the AirSim plugin.