We present a lightweight, decentralized algorithm for navigating multiple nonholonomic agents through challenging environments with narrow passages. Our key idea is to allow agents to yield to each other in large open areas instead of narrow passages, to increase the success rate of conventional decentralized algorithms. At pre-processing time, our method computes a medial axis for the freespace. A reference trajectory is then computed and projected onto the medial axis for each agent. During run time, when an agent senses other agents moving in the opposite direction, our algorithm uses the medial axis to estimate a Point of Impact (POI) as well as the available area around the POI. If the area around the POI is not large enough for yielding behaviors to be successful, we shift the POI to nearby large areas by modulating the agent's reference trajectory and traveling speed. We evaluate our method on a row of 4 environments with up to 15 robots, and we find our method incurs a marginal computational overhead of 10-30 ms on average, achieving real-time performance. Afterward, our planned reference trajectories can be tracked using local navigation algorithms to achieve up to a $100\%$ higher success rate over local navigation algorithms alone.
We present a method for deadlock-free and collision-free navigation in a multi-robot system with nonholonomic robots. The problem is solved by quadratic programming and is applicable to most wheeled mobile robots with linear kinematic constraints. We introduce masked velocity and Masked Cooperative Collision Avoidance (MCCA) algorithm to encourage a fully decentralized deadlock avoidance behavior. To verify the method, we provide a detailed implementation and introduce heading oscillation avoidance for differential-drive robots. To the best of our knowledge, it is the first method to give very promising and stable results for deadlock avoidance even in situations with a large number of robots and narrow passages.
The agent learns to organize decision behavior to achieve a behavioral goal, such as reward maximization, and reinforcement learning is often used for this optimization. Learning an optimal behavioral strategy is difficult under the uncertainty that events necessary for learning are only partially observable, called as Partially Observable Markov Decision Process (POMDP). However, the real-world environment also gives many events irrelevant to reward delivery and an optimal behavioral strategy. The conventional methods in POMDP, which attempt to infer transition rules among the entire observations, including irrelevant states, are ineffective in such an environment. Supposing Redundantly Observable Markov Decision Process (ROMDP), here we propose a method for goal-oriented reinforcement learning to efficiently learn state transition rules among reward-related "core states'' from redundant observations. Starting with a small number of initial core states, our model gradually adds new core states to the transition diagram until it achieves an optimal behavioral strategy consistent with the Bellman equation. We demonstrate that the resultant inference model outperforms the conventional method for POMDP. We emphasize that our model only containing the core states has high explainability. Furthermore, the proposed method suits online learning as it suppresses memory consumption and improves learning speed.
Prior research states that sine-wave frequencies below 100 Hz carry the eye movement signal, and frequencies above 100 Hz can be considered noise. Here, we explore the biometric implications of this signal/noise distinction. We expect that there are important individual differences in the way subjects move their eyes, and this should lead to reliable biometric performance in the signal part. Although there is minimal eye-movement information in the noise part of the recordings, there may be important individual differences in the noise. The results suggest that the signal part contains the most important amount of identity-specific information, as anticipated. Nevertheless, the noise part performs substantially better than chance, and therefore must contain individual-specific information that distinguishes between individuals. This pattern holds for both short- (approximately 20 min) and long-term (approximately 1 year) biometric evaluations.
3D object detection plays a pivotal role in many applications, most notably autonomous driving and robotics. These applications are commonly deployed on edge devices to promptly interact with the environment, and often require near real-time response. With limited computation power, it is challenging to execute 3D detection on the edge using highly complex neural networks. Common approaches such as offloading to the cloud induce significant latency overheads due to the large amount of point cloud data during transmission. To resolve the tension between wimpy edge devices and compute-intensive inference workloads, we explore the possibility of empowering fast 2D detection to extrapolate 3D bounding boxes. To this end, we present Moby, a novel system that demonstrates the feasibility and potential of our approach. We design a transformation pipeline for Moby that generates 3D bounding boxes efficiently and accurately based on 2D detection results without running 3D detectors. Further, we devise a frame offloading scheduler that decides when to launch the 3D detector judiciously in the cloud to avoid the errors from accumulating. Extensive evaluations on NVIDIA Jetson TX2 with real-world autonomous driving datasets demonstrate that Moby offers up to 91.9% latency improvement with modest accuracy loss over state of the art.
In recent years, there has been a significant increase in attention towards designing incentive mechanisms for federated learning (FL). Tremendous existing studies attempt to design the solutions using various approaches (e.g., game theory, reinforcement learning) under different settings. Yet the design of incentive mechanism could be significantly biased in that clients' performance in many applications is stochastic and hard to estimate. Properly handling this stochasticity motivates this research, as it is not well addressed in pioneering literature. In this paper, we focus on cross-device FL and propose a multi-level FL architecture under the real scenarios. Considering the two properties of clients' situations: uncertainty, correlation, we propose FL Incentive Mechanism based on Portfolio theory (FL-IMP). As far as we are aware, this is the pioneering application of portfolio theory to incentive mechanism design aimed at resolving FL resource allocation problem. In order to more accurately reflect practical FL scenarios, we introduce the Federated Learning Agent-Based Model (FL-ABM) as a means of simulating autonomous clients. FL-ABM enables us to gain a deeper understanding of the factors that influence the system's outcomes. Experimental evaluations of our approach have extensively validated its effectiveness and superior performance in comparison to the benchmark methods.
Ptychography involves a sample being illuminated by a coherent, localised probe of illumination. When the probe interacts with the sample, the light is diffracted and a diffraction pattern is detected. Then the probe or sample is shifted laterally in space to illuminate a new area of the sample while ensuring there is sufficient overlap. Far-field Ptychography occurs when there is a large enough distance (when the Fresnel number is much greater than 1) to obtain magnitude-square Fourier transform measurements. In an attempt to remove ambiguities, masks are utilized to ensure unique outputs to any recovery algorithm are unique up to a global phase. In this paper, we assume that both the sample and the mask are unknown, and we apply blind deconvolutional techniques to solve for both. Numerical experiments demonstrate that the technique works well in practice, and is robust under noise.
We study the problem of diffusion-based network learning of a nonlinear phenomenon, $m$, from local agents' measurements collected in a noisy environment. For a decentralized network and information spreading merely between directly neighboring nodes, we propose a non-parametric learning algorithm, that avoids raw data exchange and requires only mild \textit{a priori} knowledge about $m$. Non-asymptotic estimation error bounds are derived for the proposed method. Its potential applications are illustrated through simulation experiments.
This paper presents the implementation of off-road navigation on legged robots using convex optimization through linear transfer operators. Given a traversability measure that captures the off-road environment, we lift the navigation problem into the density space using the Perron-Frobenius (P-F) operator. This allows the problem formulation to be represented as a convex optimization. Due to the operator acting on an infinite-dimensional density space, we use data collected from the terrain to get a finite-dimension approximation of the convex optimization. Results of the optimal trajectory for off-road navigation are compared with a standard iterative planner, where we show how our convex optimization generates a more traversable path for the legged robot compared to the suboptimal iterative planner.
Robots are more capable of achieving manipulation tasks for everyday activities than before. But the safety of manipulation skills that robots employ is still an open problem. Considering all possible failures during skill learning increases the complexity of the process and restrains learning an optimal policy. Beyond that, in unstructured environments, it is not easy to enumerate all possible failures beforehand. In the context of safe skill manipulation, we reformulate skills as base and failure prevention skills where base skills aim at completing tasks and failure prevention skills focus on reducing the risk of failures to occur. Then, we propose a modular and hierarchical method for safe robot manipulation by augmenting base skills by learning failure prevention skills with reinforcement learning, forming a skill library to address different safety risks. Furthermore, a skill selection policy that considers estimated risks is used for the robot to select the best control policy for safe manipulation. Our experiments show that the proposed method achieves the given goal while ensuring safety by preventing failures. We also show that with the proposed method, skill learning is feasible, novel failures are easily adaptable, and our safe manipulation tools can be transferred to the real environment.
Effective multi-robot teams require the ability to move to goals in complex environments in order to address real-world applications such as search and rescue. Multi-robot teams should be able to operate in a completely decentralized manner, with individual robot team members being capable of acting without explicit communication between neighbors. In this paper, we propose a novel game theoretic model that enables decentralized and communication-free navigation to a goal position. Robots each play their own distributed game by estimating the behavior of their local teammates in order to identify behaviors that move them in the direction of the goal, while also avoiding obstacles and maintaining team cohesion without collisions. We prove theoretically that generated actions approach a Nash equilibrium, which also corresponds to an optimal strategy identified for each robot. We show through extensive simulations that our approach enables decentralized and communication-free navigation by a multi-robot system to a goal position, and is able to avoid obstacles and collisions, maintain connectivity, and respond robustly to sensor noise.