We present a novel path-planning algorithm to reduce localization error for a network of robots cooperatively localizing via inter-robot range measurements. The quality of localization with range measurements depends on the configuration of the network, and poor configurations can cause substantial localization errors. To reduce the effect of network configuration on localization error for moving networks we consider various optimality measures of the Fisher information matrix (FIM), which have well-studied relationships with the localization error. In particular, we pose a trajectory planning problem with constraints on the FIM optimality measures. By constraining these optimality measures we can control the statistical properties of the localization error. To efficiently generate trajectories which satisfy these FIM constraints we present a prioritized planner which leverages graph-based planning and unique properties of the range-only FIM. We show results in simulated experiments that demonstrate the trajectories generated by our algorithm reduce worst-case localization error by up to 42\% in comparison to existing planning approaches and can scalably plan distance-efficient trajectories in complicated environments for large numbers of robots.
An informative measurement is the most efficient way to gain information about an unknown state. We give a first-principles derivation of a general-purpose dynamic programming algorithm that returns a sequence of informative measurements by sequentially maximizing the entropy of possible measurement outcomes. This algorithm can be used by an autonomous agent or robot to decide where best to measure next, planning a path corresponding to an optimal sequence of informative measurements. This algorithm is applicable to states and controls that are continuous or discrete, and agent dynamics that is either stochastic or deterministic; including Markov decision processes. Recent results from approximate dynamic programming and reinforcement learning, including on-line approximations such as rollout and Monte Carlo tree search, allow an agent or robot to solve the measurement task in real-time. The resulting near-optimal solutions include non-myopic paths and measurement sequences that can generally outperform, sometimes substantially, commonly-used greedy heuristics such as maximizing the entropy of each measurement outcome. This is demonstrated for a global search problem, where on-line planning with an extended local search is found to reduce the number of measurements in the search by half.
This paper introduces a novel proprioceptive state estimator for legged robots based on a learned displacement measurement from IMU data. Recent research in pedestrian tracking has shown that motion can be inferred from inertial data using convolutional neural networks. A learned inertial displacement measurement can improve state estimation in challenging scenarios where leg odometry is unreliable, such as slipping and compressible terrains. Our work learns to estimate a displacement measurement from IMU data which is then fused with traditional leg odometry. Our approach greatly reduces the drift of proprioceptive state estimation, which is critical for legged robots deployed in vision and lidar denied environments such as foggy sewers or dusty mines. We compared results from an EKF and an incremental fixed-lag factor graph estimator using data from several real robot experiments crossing challenging terrains. Our results show a reduction of relative pose error by 37% in challenging scenarios when compared to a traditional kinematic-inertial estimator without learned measurement. We also demonstrate a 22% reduction in error when used with vision systems in visually degraded environments such as an underground mine.
We discuss the problem of decentralized multi-agent reinforcement learning (MARL) in this work. In our setting, the global state, action, and reward are assumed to be fully observable, while the local policy is protected as privacy by each agent, and thus cannot be shared with others. There is a communication graph, among which the agents can exchange information with their neighbors. The agents make individual decisions and cooperate to reach a higher accumulated reward. Towards this end, we first propose a decentralized actor-critic (AC) setting. Then, the policy evaluation and policy improvement algorithms are designed for discrete and continuous state-action-space Markov Decision Process (MDP) respectively. Furthermore, convergence analysis is given under the discrete-space case, which guarantees that the policy will be reinforced by alternating between the processes of policy evaluation and policy improvement. In order to validate the effectiveness of algorithms, we design experiments and compare them with previous algorithms, e.g., Q-learning \cite{watkins1992q} and MADDPG \cite{lowe2017multi}. The results show that our algorithms perform better from the aspects of both learning speed and final performance. Moreover, the algorithms can be executed in an off-policy manner, which greatly improves the data efficiency compared with on-policy algorithms.
Edge computing hosts applications close to the end users and enables low-latency real-time applications. Modern applications inturn have adopted the microservices architecture which composes applications as loosely coupled smaller components, or services. This complements edge computing infrastructure that are often resource constrained and may not handle monolithic applications. Instead, edge servers can independently deploy application service components, although at the cost of communication overheads. Consistently meeting application service level objectives while also optimizing application deployment (placement and migration of services) cost and communication overheads in mobile edge cloud environment is non-trivial. In this paper we propose and evaluate three dynamic placement strategies, two heuristic (greedy approximation based on set cover, and integer programming based optimization) and one learning-based algorithm. Their goal is to satisfy the application constraints, minimize infrastructure deployment cost, while ensuring availability of services to all clients and User Equipment (UE) in the network coverage area. The algorithms can be extended to any network topology and microservice based edge computing applications. For the experiments, we use the drone swarm navigation as a representative application for edge computing use cases. Since access to real-world physical testbed for such application is difficult, we demonstrate the efficacy of our algorithms as a simulation. We also contrast these algorithms with respect to placement quality, utilization of clusters, and level of determinism. Our evaluation not only shows that the learning-based algorithm provides solutions of better quality; it also provides interesting conclusions regarding when the (more traditional) heuristic algorithms are actually better suited.
We present novel upper and lower bounds to estimate the collision probability of motion plans for autonomous agents with discrete-time linear Gaussian dynamics. Motion plans generated by planning algorithms cannot be perfectly executed by autonomous agents in reality due to the inherent uncertainties in the real world. Estimating collision probability is crucial to characterize the safety of trajectories and plan risk optimal trajectories. Our approach is an application of standard results in probability theory including the inequalities of Hunter, Kounias, Frechet, and Dawson. Using a ground robot navigation example, we numerically demonstrate that our method is considerably faster than the naive Monte Carlo sampling method and the proposed bounds are significantly less conservative than Boole's bound commonly used in the literature.
We study constrained reinforcement learning (CRL) from a novel perspective by setting constraints directly on state density functions, rather than the value functions considered by previous works. State density has a clear physical and mathematical interpretation, and is able to express a wide variety of constraints such as resource limits and safety requirements. Density constraints can also avoid the time-consuming process of designing and tuning cost functions required by value function-based constraints to encode system specifications. We leverage the duality between density functions and Q functions to develop an effective algorithm to solve the density constrained RL problem optimally and the constrains are guaranteed to be satisfied. We prove that the proposed algorithm converges to a near-optimal solution with a bounded error even when the policy update is imperfect. We use a set of comprehensive experiments to demonstrate the advantages of our approach over state-of-the-art CRL methods, with a wide range of density constrained tasks as well as standard CRL benchmarks such as Safety-Gym.
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.
Vision-language navigation (VLN) is the task of navigating an embodied agent to carry out natural language instructions inside real 3D environments. In this paper, we study how to address three critical challenges for this task: the cross-modal grounding, the ill-posed feedback, and the generalization problems. First, we propose a novel Reinforced Cross-Modal Matching (RCM) approach that enforces cross-modal grounding both locally and globally via reinforcement learning (RL). Particularly, a matching critic is used to provide an intrinsic reward to encourage global matching between instructions and trajectories, and a reasoning navigator is employed to perform cross-modal grounding in the local visual scene. Evaluation on a VLN benchmark dataset shows that our RCM model significantly outperforms existing methods by 10% on SPL and achieves the new state-of-the-art performance. To improve the generalizability of the learned policy, we further introduce a Self-Supervised Imitation Learning (SIL) method to explore unseen environments by imitating its own past, good decisions. We demonstrate that SIL can approximate a better and more efficient policy, which tremendously minimizes the success rate performance gap between seen and unseen environments (from 30.7% to 11.7%).
We present an end-to-end framework for solving the Vehicle Routing Problem (VRP) using reinforcement learning. In this approach, we train a single model that finds near-optimal solutions for problem instances sampled from a given distribution, only by observing the reward signals and following feasibility rules. Our model represents a parameterized stochastic policy, and by applying a policy gradient algorithm to optimize its parameters, the trained model produces the solution as a sequence of consecutive actions in real time, without the need to re-train for every new problem instance. On capacitated VRP, our approach outperforms classical heuristics and Google's OR-Tools on medium-sized instances in solution quality with comparable computation time (after training). We demonstrate how our approach can handle problems with split delivery and explore the effect of such deliveries on the solution quality. Our proposed framework can be applied to other variants of the VRP such as the stochastic VRP, and has the potential to be applied more generally to combinatorial optimization problems.
In multi-task learning, a learner is given a collection of prediction tasks and needs to solve all of them. In contrast to previous work, which required that annotated training data is available for all tasks, we consider a new setting, in which for some tasks, potentially most of them, only unlabeled training data is provided. Consequently, to solve all tasks, information must be transferred between tasks with labels and tasks without labels. Focusing on an instance-based transfer method we analyze two variants of this setting: when the set of labeled tasks is fixed, and when it can be actively selected by the learner. We state and prove a generalization bound that covers both scenarios and derive from it an algorithm for making the choice of labeled tasks (in the active case) and for transferring information between the tasks in a principled way. We also illustrate the effectiveness of the algorithm by experiments on synthetic and real data.