In this paper, we develop a non-uniform sampling approach for fast and efficient path planning of autonomous vehicles. The approach uses a novel non-uniform partitioning scheme that divides the area into obstacle-free convex cells. The partitioning results in large cells in obstacle-free areas and small cells in obstacle-dense areas. Subsequently, the boundaries of these cells are used for sampling; thus significantly reducing the burden of uniform sampling. When compared with a standard uniform sampler, this smart sampler significantly 1) reduces the size of the sampling space while providing completeness and optimality guarantee, 2) provides sparse sampling in obstacle-free regions and dense sampling in obstacle-rich regions to facilitate faster exploration, and 3) eliminates the need for expensive collision-checking with obstacles due to the convexity of the cells. This sampling framework is incorporated into the RRT* path planner. The results show that RRT* with the non-uniform sampler gives a significantly better convergence rate and smaller memory footprint as compared to RRT* with a uniform sampler.
In this paper a deep reinforcement based multi-agent path planning approach is introduced. The experiments are realized in a simulation environment and in this environment different multi-agent path planning problems are produced. The produced problems are actually similar to a vehicle routing problem and they are solved using multi-agent deep reinforcement learning. In the simulation environment, the model is trained on different consecutive problems in this way and, as the time passes, it is observed that the model's performance to solve a problem increases. Always the same simulation environment is used and only the location of target points for the agents to visit is changed. This contributes the model to learn its environment and the right attitude against a problem as the episodes pass. At the end, a model who has already learned a lot to solve a path planning or routing problem in this environment is obtained and this model can already find a nice and instant solution to a given unseen problem even without any training. In routing problems, standard mathematical modeling or heuristics seem to suffer from high computational time to find the solution and it is also difficult and critical to find an instant solution. In this paper a new solution method against these points is proposed and its efficiency is proven experimentally.
This paper considers centralized mission-planning for a heterogeneous multi-agent system with the aim of locating a hidden target. We propose a mixed observable setting, consisting of a fully observable state-space and a partially observable environment, using a hidden Markov model. First, we construct rapidly exploring random trees (RRTs) to introduce the mixed observable RRT for finding plausible mission plans giving way-points for each agent. Leveraging this construction, we present a path-selection strategy based on a dynamic programming approach, which accounts for the uncertainty from partial observations and minimizes the expected cost. Finally, we combine the high-level plan with model predictive controllers to evaluate the approach on an experimental setup consisting of a quadruped robot and a drone. It is shown that agents are able to make intelligent decisions to explore the area efficiently and to locate the target through collaborative actions.
Obstacle avoidance between polytopes is a challenging topic for optimal control and optimization-based trajectory planning problems. Existing work either solves this problem through mixed-integer optimization, relying on simplification of system dynamics, or through model predictive control with dual variables using distance constraints, requiring long horizons for obstacle avoidance. In either case, the solution can only be applied as an offline planning algorithm. In this paper, we exploit the property that a smaller horizon is sufficient for obstacle avoidance by using discrete-time control barrier function (DCBF) constraints and we propose a novel optimization formulation with dual variables based on DCBFs to generate a collision-free dynamically-feasible trajectory. The proposed optimization formulation has lower computational complexity compared to existing work and can be used as a fast online algorithm for control and planning for general nonlinear dynamical systems. We validate our algorithm on different robot shapes using numerical simulations with a kinematic bicycle model, resulting in successful navigation through maze environments with polytopic obstacles.
As the demands of autonomous mobile robots are increasing in recent years, the requirement of the path planning/navigation algorithm should not be content with the ability to reach the target without any collisions, but also should try to achieve possible optimal or suboptimal path from the initial position to the target according to the robot's constrains in practice. This report investigates path planning and control strategies for mobile robots with machine learning techniques, including ground mobile robots and flying UAVs. In this report, the hybrid reactive collision-free navigation problem under an unknown static environment is investigated firstly. By combining both the reactive navigation and Q-learning method, we intend to keep the good characteristics of reactive navigation algorithm and Q-learning and overcome the shortcomings of only relying on one of them. The proposed method is then extended into 3D environments. The performance of the mentioned strategies are verified by extensive computer simulations, and good results are obtained. Furthermore, the more challenging dynamic environment situation is taken into our consideration. We tackled this problem by developing a new path planning method that utilizes the integrated environment representation and reinforcement learning. Our novel approach enables to find the optimal path to the target efficiently and avoid collisions in a cluttered environment with steady and moving obstacles. The performance of these methods is compared with other different aspects.
In this work, we develop the Batch Belief Trees (BBT) algorithm for motion planning under motion and sensing uncertainties. The algorithm interleaves between batch sampling, building a graph of nominal trajectories in the state space, and searching over the graph to find belief space motion plans. By searching over the graph, BBT finds sophisticated plans that will visit (and revisit) information-rich regions to reduce uncertainty. One of the key benefits of this algorithm is the modified interplay between exploration and exploitation. Instead of an exhaustive search (exploitation) after one exploration step, the proposed algorithm uses batch samples to explore the state space and also does not require exhaustive search before the next iteration of batch sampling, which adds flexibility. The algorithm finds motion plans that converge to the optimal one as more samples are added to the graph. We test BBT in different planning environments. Our numerical investigation confirms that BBT finds non-trivial motion plans and is faster compared with previous similar methods.
Many hierarchical reinforcement learning (RL) applications have empirically verified that incorporating prior knowledge in reward design improves convergence speed and practical performance. We attempt to quantify the computational benefits of hierarchical RL from a planning perspective under assumptions about the intermediate state and intermediate rewards frequently (but often implicitly) adopted in practice. Our approach reveals a trade-off between computational complexity and the pursuit of the shortest path in hierarchical planning: using intermediate rewards significantly reduces the computational complexity in finding a successful policy but does not guarantee to find the shortest path, whereas using sparse terminal rewards finds the shortest path at a significantly higher computational cost. We also corroborate our theoretical results with extensive experiments on the MiniGrid environments using Q-learning and other popular deep RL algorithms.
In this paper we deal with a practical problem that arises in military mission planning. The problem is to plan a path for one, or more, agents to reach a target without being detected by enemy sensors. Agents are not passive, rather they can initiate actions which aid evasion. They can knockout sensors. Here to knockout a sensor means to completely disable the sensor. They can also confuse sensors. Here to confuse a sensor means to reduce the probability that the sensor can detect an agent. Agent actions are path dependent and time limited. By path dependent we mean that an agent needs to be sufficiently close to a sensor to knock it out. By time limited we mean that a limit is imposed on how long a sensor is knocked out or confused before it reverts back to its original operating state. The approach adopted breaks the continuous space in which agents move into a discrete space. This enables the problem to be formulated as a zero-one integer program with linear constraints. The advantage of representing the problem in this manner is that powerful commercial software optimisation packages exist to solve the problem to proven global optimality. A heuristic for the problem based on successive shortest paths is also presented. Computational results are presented for a number of randomly generated test problems that are made publicly available.
We present Neural A*, a novel data-driven search method for path planning problems. Despite the recent increasing attention to data-driven path planning, a machine learning approach to search-based planning is still challenging due to the discrete nature of search algorithms. In this work, we reformulate a canonical A* search algorithm to be differentiable and couple it with a convolutional encoder to form an end-to-end trainable neural network planner. Neural A* solves a path planning problem by encoding a problem instance to a guidance map and then performing the differentiable A* search with the guidance map. By learning to match the search results with ground-truth paths provided by experts, Neural A* can produce a path consistent with the ground truth accurately and efficiently. Our extensive experiments confirmed that Neural A* outperformed state-of-the-art data-driven planners in terms of the search optimality and efficiency trade-off, and furthermore, successfully predicted realistic human trajectories by directly performing search-based planning on natural image inputs.
Sampling methods (e.g., node-wise, layer-wise, or subgraph) has become an indispensable strategy to speed up training large-scale Graph Neural Networks (GNNs). However, existing sampling methods are mostly based on the graph structural information and ignore the dynamicity of optimization, which leads to high variance in estimating the stochastic gradients. The high variance issue can be very pronounced in extremely large graphs, where it results in slow convergence and poor generalization. In this paper, we theoretically analyze the variance of sampling methods and show that, due to the composite structure of empirical risk, the variance of any sampling method can be decomposed into \textit{embedding approximation variance} in the forward stage and \textit{stochastic gradient variance} in the backward stage that necessities mitigating both types of variance to obtain faster convergence rate. We propose a decoupled variance reduction strategy that employs (approximate) gradient information to adaptively sample nodes with minimal variance, and explicitly reduces the variance introduced by embedding approximation. We show theoretically and empirically that the proposed method, even with smaller mini-batch sizes, enjoys a faster convergence rate and entails a better generalization compared to the existing methods.
Distance metric learning based on triplet loss has been applied with success in a wide range of applications such as face recognition, image retrieval, speaker change detection and recently recommendation with the CML model. However, as we show in this article, CML requires large batches to work reasonably well because of a too simplistic uniform negative sampling strategy for selecting triplets. Due to memory limitations, this makes it difficult to scale in high-dimensional scenarios. To alleviate this problem, we propose here a 2-stage negative sampling strategy which finds triplets that are highly informative for learning. Our strategy allows CML to work effectively in terms of accuracy and popularity bias, even when the batch size is an order of magnitude smaller than what would be needed with the default uniform sampling. We demonstrate the suitability of the proposed strategy for recommendation and exhibit consistent positive results across various datasets.