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Quantum Grid Path Planning Using Parallel QAOA Circuits Based on Minimum Energy Principle

Liu, Jun

arXiv.org Artificial Intelligence

To overcome the bottleneck of classical path planning schemes in solving NP problems and address the predicament faced by current mainstream quantum path planning frameworks in the Noisy Intermediate-Scale Quantum (NISQ) era, this study attempts to construct a quantum path planning solution based on parallel Quantum Approximate Optimization Algorithm (QAOA) architecture. Specifically, the grid path planning problem is mapped to the problem of finding the minimum quantum energy state. Two parallel QAOA circuits are built to simultaneously execute two solution processes, namely connectivity energy calculation and path energy calculation. A classical algorithm is employed to filter out unreasonable solutions of connectivity energy, and finally, the approximate optimal solution to the path planning problem is obtained by merging the calculation results of the two parallel circuits. The research findings indicate that by setting appropriate filter parameters, quantum states corresponding to position points with extremely low occurrence probabilities can be effectively filtered out, thereby increasing the probability of obtaining the target quantum state. Even when the circuit layer number p is only 1, the theoretical solution of the optimal path coding combination can still be found by leveraging the critical role of the filter. Compared with serial circuits, parallel circuits exhibit a significant advantage, as they can find the optimal feasible path coding combination with the highest probability.


Distance-based Multiple Non-cooperative Ground Target Encirclement for Complex Environments

Liu, Fen, Yuan, Shenghai, Cao, Kun, Meng, Wei, Xie, Lihua

arXiv.org Artificial Intelligence

This paper proposes a comprehensive strategy for complex multi-target-multi-drone encirclement in an obstacle-rich and GPS-denied environment, motivated by practical scenarios such as pursuing vehicles or humans in urban canyons. The drones have omnidirectional range sensors that can robustly detect ground targets and obtain noisy relative distances. After each drone task is assigned, a novel distance-based target state estimator (DTSE) is proposed by estimating the measurement output noise variance and utilizing the Kalman filter. By integrating anti-synchronization techniques and pseudo-force functions, an acceleration controller enables two tasking drones to cooperatively encircle a target from opposing positions while navigating obstacles. The algorithms effectiveness for the discrete-time double-integrator system is established theoretically, particularly regarding observability. Moreover, the versatility of the algorithm is showcased in aerial-to-ground scenarios, supported by compelling simulation results. Experimental validation demonstrates the effectiveness of the proposed approach.


Multi-subgoal Robot Navigation in Crowds with History Information and Interactions

Yu, Xinyi, Hu, Jianan, Fan, Yuehai, Zheng, Wancai, Ou, Linlin

arXiv.org Artificial Intelligence

Robot navigation in dynamic environments shared with humans is an important but challenging task, which suffers from performance deterioration as the crowd grows. In this paper, multi-subgoal robot navigation approach based on deep reinforcement learning is proposed, which can reason about more comprehensive relationships among all agents (robot and humans). Specifically, the next position point is planned for the robot by introducing history information and interactions in our work. Firstly, based on subgraph network, the history information of all agents is aggregated before encoding interactions through a graph neural network, so as to improve the ability of the robot to anticipate the future scenarios implicitly. Further consideration, in order to reduce the probability of unreliable next position points, the selection module is designed after policy network in the reinforcement learning framework. In addition, the next position point generated from the selection module satisfied the task requirements better than that obtained directly from the policy network. The experiments demonstrate that our approach outperforms state-of-the-art approaches in terms of both success rate and collision rate, especially in crowded human environments.


EvoCraft: A New Challenge for Open-Endedness

Grbic, Djordje, Palm, Rasmus Berg, Najarro, Elias, Glanois, Claire, Risi, Sebastian

arXiv.org Artificial Intelligence

This paper introduces EvoCraft, a framework for Minecraft designed to study open-ended algorithms. We introduce an API that provides an open-source Python interface for communicating with Minecraft to place and track blocks. In contrast to previous work in Minecraft that focused on learning to play the game, the grand challenge we pose here is to automatically search for increasingly complex artifacts in an open-ended fashion. Compared to other environments used to study open-endedness, Minecraft allows the construction of almost any kind of structure, including actuated machines with circuits and mechanical components. We present initial baseline results in evolving simple Minecraft creations through both interactive and automated evolution. While evolution succeeds when tasked to grow a structure towards a specific target, it is unable to find a solution when rewarded for creating a simple machine that moves. Thus, EvoCraft offers a challenging new environment for automated search methods (such as evolution) to find complex artifacts that we hope will spur the development of more open-ended algorithms.