planning method
Solving Graph-based Public Goods Games with Tree Search and Imitation Learning
Public goods games represent insightful settings for studying incentives for individual agents to make contributions that, while costly for each of them, benefit the wider society. In this work, we adopt the perspective of a central planner with a global view of a network of self-interested agents and the goal of maximizing some desired property in the context of a best-shot public goods game. Existing algorithms for this known NP-complete problem find solutions that are sub-optimal and cannot optimize for criteria other than social welfare.In order to efficiently solve public goods games, our proposed method directly exploits the correspondence between equilibria and the Maximal Independent Set (mIS) structural property of graphs. In particular, we define a Markov Decision Process which incrementally generates an mIS, and adopt a planning method to search for equilibria, outperforming existing methods. Furthermore, we devise a graph imitation learning technique that uses demonstrations of the search to obtain a graph neural network parametrized policy which quickly generalizes to unseen game instances. Our evaluation results show that this policy is able to reach 99.5\% of the performance of the planning method while being three orders of magnitude faster to evaluate on the largest graphs tested. The methods presented in this work can be applied to a large class of public goods games of potentially high societal impact and more broadly to other graph combinatorial optimization problems.
Falconry-like palm landing by a flapping-wing drone based on the human gesture interaction and distance-aware flight planning
Numazato, Kazuki, Kan, Keiichiro, Kitagawa, Masaki, Li, Yunong, Kubel, Johannes, Zhao, Moju
Flapping-wing drones have attracted significant attention due to their biomimetic flight. They are considered more human-friendly due to their characteristics such as low noise and flexible wings, making them suitable for human-drone interactions. However, few studies have explored the practical interaction between humans and flapping-wing drones. On establishing a physical interaction system with flapping-wing drones, we can acquire inspirations from falconers who guide birds of prey to land on their arms. This interaction interprets the human body as a dynamic landing platform, which can be utilized in various scenarios such as crowded or spatially constrained environments. Thus, in this study, we propose a falconry-like interaction system in which a flapping-wing drone performs a palm landing motion on a human hand. To achieve a safe approach toward humans, we design a trajectory planning method that considers both physical and psychological factors of the human safety such as the drone's velocity and distance from the user. We use a commercial flapping platform with our implemented motion planning and conduct experiments to evaluate the palm landing performance and safety. The results demonstrate that our approach enables safe and smooth hand landing interactions. To the best of our knowledge, it is the first time to achieve a contact-based interaction between flapping-wing drones and humans.
- Asia > Japan > Honshū > Kantō > Tokyo Metropolis Prefecture > Tokyo (0.05)
- North America > United States (0.05)
- Europe > France (0.04)
- Health & Medicine (1.00)
- Transportation > Infrastructure & Services (0.64)
- Transportation > Air (0.50)
Semantic World Models
Berg, Jacob, Zhu, Chuning, Bao, Yanda, Durugkar, Ishan, Gupta, Abhishek
Planning with world models offers a powerful paradigm for robotic control. Conventional approaches train a model to predict future frames conditioned on current frames and actions, which can then be used for planning. However, the objective of predicting future pixels is often at odds with the actual planning objective; strong pixel reconstruction does not always correlate with good planning decisions. This paper posits that instead of reconstructing future frames as pixels, world models only need to predict task-relevant semantic information about the future. For such prediction the paper poses world modeling as a visual question answering problem about semantic information in future frames. This perspective allows world modeling to be approached with the same tools underlying vision language models. Thus vision language models can be trained as "semantic" world models through a supervised finetuning process on image-action-text data, enabling planning for decision-making while inheriting many of the generalization and robustness properties from the pretrained vision-language models. The paper demonstrates how such a semantic world model can be used for policy improvement on open-ended robotics tasks, leading to significant generalization improvements over typical paradigms of reconstruction-based action-conditional world modeling. Website available at https://weirdlabuw.github.io/swm.
Constrained Natural Language Action Planning for Resilient Embodied Systems
Byrd, Grayson, Rivera, Corban, Kemp, Bethany, Booker, Meghan, Schmidt, Aurora, de Melo, Celso M, Seenivasan, Lalithkumar, Unberath, Mathias
Corresponding Author Abstract--Replicating human-level intelligence in the execution of embodied tasks remains challenging due to the unconstrained nature of real-world environments. Novel use of large language models (LLMs) for task planning seeks to address the previously intractable state/action space of complex planning tasks, but hallucinations limit their reliability, and thus, viability beyond a research context. Additionally, the prompt engineering required to achieve adequate system performance lacks transparency, and thus, repeatability. In contrast to LLM planning, symbolic planning methods offer strong reliability and repeatability guarantees, but struggle to scale to the complexity and ambiguity of real-world tasks. We introduce a new robotic planning method that augments LLM planners with symbolic planning oversight to improve reliability and repeatability, and provide a transparent approach to defining hard constraints with considerably stronger clarity than traditional prompt engineering. Importantly, these augmentations preserve the reasoning capabilities of LLMs and retain impressive generalization in open-world environments. We demonstrate our approach in simulated and real-world environments. On the ALFWorld planning benchmark, our approach outperforms current state-of-the-art methods, achieving a near-perfect 99% success rate. Deployment of our method to a real-world quadruped robot resulted in 100% task success compared to 50% and 30% for pure LLM and symbolic planners across embodied pick and place tasks. Our approach presents an effective strategy to enhance the reliability, repeatability and transparency of LLM-based robot planners while retaining their key strengths: flexibility and generalizability to complex real-world environments. We hope that this work will contribute to the broad goal of building resilient embodied intelligent systems. By leveraging the strengths of both emerging Large Language Model (LLM)-based and well-understood symbolic planning components, we present a novel, hybrid approach to high-level embodied planning that allows for explicit and rigid constraint definition while preserving the adaptability and common-sense reasoning of its LLM components to enable a highly adaptable, reliable, repeatable, and transparent planning solution for use in unconstrained open-world environments. NABLING the reliable autonomy of embodied agents in complex and potentially unknown environments is a long-standing goal in robotics. Achieving this goal requires seamless interaction and understanding between a variety of system components including perception, control, navigation, and high-level planning.
- Information Technology > Artificial Intelligence > Robots (1.00)
- Information Technology > Artificial Intelligence > Representation & Reasoning (1.00)
- Information Technology > Artificial Intelligence > Natural Language > Large Language Model (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks > Deep Learning (0.69)
PaiP: An Operational Aware Interactive Planner for Unknown Cabinet Environments
Wang, Chengjin, Yan, Zheng, Zhou, Yanmin, Shen, Runjie, Wang, Zhipeng, Cheng, Bin, He, Bin
Box/cabinet scenarios with stacked objects pose significant challenges for robotic motion due to visual occlusions and constrained free space. Traditional collision-free trajectory planning methods often fail when no collision-free paths exist, and may even lead to catastrophic collisions caused by invisible objects. To overcome these challenges, we propose an operational aware interactive motion planner (PaiP) a real-time closed-loop planning framework utilizing multimodal tactile perception. This framework autonomously infers object interaction features by perceiving motion effects at interaction interfaces. These interaction features are incorporated into grid maps to generate operational cost maps. Building upon this representation, we extend sampling-based planning methods to interactive planning by optimizing both path cost and operational cost. Experimental results demonstrate that PaiP achieves robust motion in narrow spaces.
Learning-Based Planning for Improving Science Return of Earth Observation Satellites
Breitfeld, Abigail, Candela, Alberto, Delfa, Juan, Kangaslahti, Akseli, Zilberstein, Itai, Chien, Steve, Wettergreen, David
Earth observing satellites are powerful tools for collecting scientific information about our planet, however they have limitations: they cannot easily deviate from their orbital trajectories, their sensors have a limited field of view, and pointing and operating these sensors can take a large amount of the spacecraft's resources. It is important for these satellites to optimize the data they collect and include only the most important or informative measurements. Dynamic targeting is an emerging concept in which satellite resources and data from a lookahead instrument are used to intelligently reconfigure and point a primary instrument. Simulation studies have shown that dynamic targeting increases the amount of scientific information gathered versus conventional sampling strategies. In this work, we present two different learning-based approaches to dynamic targeting, using reinforcement and imitation learning, respectively. These learning methods build on a dynamic programming solution to plan a sequence of sampling locations. We evaluate our approaches against existing heuristic methods for dynamic targeting, showing the benefits of using learning for this application. Imitation learning performs on average 10.0\% better than the best heuristic method, while reinforcement learning performs on average 13.7\% better. We also show that both learning methods can be trained effectively with relatively small amounts of data.
- North America > United States > Michigan > Washtenaw County > Ann Arbor (0.14)
- North America > United States > California (0.04)
- South America > Argentina > Pampas > Buenos Aires F.D. > Buenos Aires (0.04)
- (3 more...)
A Rapid Iterative Trajectory Planning Method for Automated Parking through Differential Flatness
Li, Zhouheng, Xie, Lei, Hu, Cheng, Su, Hongye
As autonomous driving continues to advance, automated parking is becoming increasingly essential. However, significant challenges arise when implementing path velocity decomposition (PVD) trajectory planning for automated parking. The primary challenge is ensuring rapid and precise collision-free trajectory planning, which is often in conflict. The secondary challenge involves maintaining sufficient control feasibility of the planned trajectory, particularly at gear shifting points (GSP). This paper proposes a PVD-based rapid iterative trajectory planning (RITP) method to solve the above challenges. The proposed method effectively balances the necessity for time efficiency and precise collision avoidance through a novel collision avoidance framework. Moreover, it enhances the overall control feasibility of the planned trajectory by incorporating the vehicle kinematics model and including terminal smoothing constraints (TSC) at GSP during path planning. Specifically, the proposed method leverages differential flatness to ensure the planned path adheres to the vehicle kinematic model. Additionally, it utilizes TSC to maintain curvature continuity at GSP, thereby enhancing the control feasibility of the overall trajectory. The simulation results demonstrate superior time efficiency and tracking errors compared to model-integrated and other iteration-based trajectory planning methods. In the real-world experiment, the proposed method was implemented and validated on a ROS-based vehicle, demonstrating the applicability of the RITP method for real vehicles.
- Asia > China > Zhejiang Province > Ningbo (0.04)
- Asia > China > Zhejiang Province > Hangzhou (0.04)
Seemingly Simple Planning Problems are Computationally Challenging: The Countdown Game
Katz, Michael, Kokel, Harsha, Sreedharan, Sarath
There is a broad consensus that the inability to form long-term plans is one of the key limitations of current foundational models and agents. However, the existing planning benchmarks remain woefully inadequate to truly measure their planning capabilities. Most existing benchmarks either focus on loosely defined tasks like travel planning or end up leveraging existing domains and problems from international planning competitions. While the former tasks are hard to formalize and verify, the latter were specifically designed to test and challenge the weaknesses of existing automated planners. To address these shortcomings, we propose a procedure for creating a planning benchmark centered around the game called Countdown, where a player is expected to form a target number from a list of input numbers through arithmetic operations. We discuss how this problem meets many of the desiderata associated with an ideal benchmark for planning capabilities evaluation. Specifically, the domain allows for an intuitive, natural language description for each problem instance, it is computationally challenging (NP-complete), and the instance space is rich enough that we do not have to worry about memorization. We perform an extensive theoretical analysis, establishing the computational complexity result and demonstrate the advantage of our instance generation procedure over public benchmarks. We evaluate a variety of existing LLM-assisted planning methods on instances generated using our procedure. Our results show that, unlike other domains like 24 Game (a special case of Countdown), our proposed dynamic benchmark remains extremely challenging for existing LLM-based approaches.
- North America > United States > Colorado > Larimer County > Fort Collins (0.04)
- North America > United States > California > Santa Clara County > San Jose (0.04)
An Efficient Real-Time Planning Method for Swarm Robotics Based on an Optimal Virtual Tube
Mao, Pengda, Lv, Shuli, Min, Chen, Shen, Zhaolong, Quan, Quan
Swarm robotics navigating through unknown obstacle environments is an emerging research area that faces challenges. Performing tasks in such environments requires swarms to achieve autonomous localization, perception, decision-making, control, and planning. The limited computational resources of onboard platforms present significant challenges for planning and control. Reactive planners offer low computational demands and high re-planning frequencies but lack predictive capabilities, often resulting in local minima. Long-horizon planners, on the other hand, can perform multi-step predictions to reduce deadlocks but cost much computation, leading to lower re-planning frequencies. This paper proposes a real-time optimal virtual tube planning method for swarm robotics in unknown environments, which generates approximate solutions for optimal trajectories through affine functions. As a result, the computational complexity of approximate solutions is $O(n_t)$, where $n_t$ is the number of parameters in the trajectory, thereby significantly reducing the overall computational burden. By integrating reactive methods, the proposed method enables low-computation, safe swarm motion in unknown environments. The effectiveness of the proposed method is validated through several simulations and experiments.
- North America > United States > California > Yolo County > Davis (0.04)
- Asia > China > Beijing > Beijing (0.04)
- Transportation (1.00)
- Information Technology (0.67)
Bimanual Regrasp Planning and Control for Eliminating Object Pose Uncertainty
Nagahama, Ryuta, Wan, Weiwei, Hu, Zhengtao, Harada, Kensuke
--Precisely grasping an object is a challenging task due to pose uncertainties. Conventional methods have used cameras and fixtures to reduce object uncertainty. They are effective but require intensive preparation, such as designing jigs based on the object geometry and calibrating cameras with high-precision tools fabricated using lasers. In this study, we propose a method to reduce the uncertainty of the position and orientation of a grasped object without using a fixture or a camera. Our method is based on the concepts that the flat finger pads of a parallel gripper can reduce uncertainty along its opening/closing direction through flat surface contact. Three orthogonal grasps by parallel grippers with flat finger pads collectively constrain an object's position and orientation to a unique state. Guided by the concepts, we develop a regrasp planning and admittance control approach that sequentially finds and leverages three orthogonal grasps of two robotic arms to eliminate uncertainties in the object pose. We evaluated the proposed method on different initial object uncertainties and verified that the method have satisfactory repeatability accuracy. It outperforms an AR marker detection method implemented using cameras and laser jet printers under standard laboratory conditions. Significant challenge in robotic manipulation lies in addressing the uncertainties associated with object grasping. The uncertainties often arise from errors in environmental registration, inaccuracies in object pose recognition, and unbalanced contact during grasping that leads to pose deviations. The uncertainties can result in discrepancies between the actual and expected pose of objects or tools, potentially causing task failures.