167 research outputs found
Decentralized Multi-Robot Social Navigation in Constrained Environments via Game-Theoretic Control Barrier Functions
We present an approach to ensure safe and deadlock-free navigation for
decentralized multi-robot systems operating in constrained environments,
including doorways and intersections. Although many solutions have been
proposed to ensure safety, preventing deadlocks in a decentralized fashion with
global consensus remains an open problem. We first formalize the objective as a
non-cooperative, non-communicative, partially observable multi-robot navigation
problem in constrained spaces with multiple conflicting agents, which we term
as social mini-games. Our approach to ensuring safety and liveness rests on two
novel insights: (i) deadlock resolution is equivalent to deriving a mixed-Nash
equilibrium solution to a social mini-game and (ii) this mixed-Nash strategy
can be interpreted as an analogue to control barrier functions (CBFs), that can
then be integrated with standard CBFs, inheriting their safety guarantees.
Together, the standard CBF along with the mixed-Nash CBF analogue preserves
both safety and liveness. We evaluate our proposed game-theoretic navigation
algorithm in simulation as well on physical robots using F1/10 robots, a
Clearpath Jackal, as well as a Boston Dynamics Spot in a doorway, corridor
intersection, roundabout, and hallway scenario. We show that (i) our approach
results in safer and more efficient navigation compared to local planners based
on geometrical constraints, optimization, multi-agent reinforcement learning,
and auctions, (ii) our deadlock resolution strategy is the smoothest in terms
of smallest average change in velocity and path deviation, and most efficient
in terms of makespan (iii) our approach yields a flow rate of 2.8 - 3.3
(ms)^{-1 which is comparable to flow rate in human navigation at 4 (ms)^{-1}.Comment: arXiv admin note: text overlap with arXiv:2306.0881
Learning Multi-Agent Navigation from Human Crowd Data
The task of safely steering agents amidst static and dynamic obstacles has many applications in robotics, graphics, and traffic engineering. While decentralized solutions are essential for scalability and robustness, achieving globally efficient motions for the entire system of agents is equally important. In a traditional decentralized setting, each agent relies on an underlying local planning algorithm that takes as input a preferred velocity and the current state of the agent\u27s neighborhood and then computes a new velocity for the next time-step that is collision-free and as close as possible to the preferred one. Typically, each agent promotes a goal-oriented preferred velocity, which can result in myopic behaviors as actions that are locally optimal for one agent is not necessarily optimal for the global system of agents. In this thesis, we explore a human-inspired approach for efficient multi-agent navigation that allows each agent to intelligently adapt its preferred velocity based on feedback from the environment. Using supervised learning, we investigate different egocentric representations of the local conditions that the agents face and train various deep neural network architectures on extensive collections of human trajectory datasets to learn corresponding life-like velocities. During simulation, we use the learned velocities as high-level, preferred velocities signals passed as input to the underlying local planning algorithm of the agents. We evaluate our proposed framework using two state-of-the-art local methods, the ORCA method, and the PowerLaw method. Qualitative and quantitative results on a range of scenarios show that adapting the preferred velocity results in more time- and energy-efficient navigation policies, allowing agents to reach their destinations faster as compared to agents simulated with vanilla ORCA and PowerLaw
Multi-agent Motion Planning for Dense and Dynamic Environments via Deep Reinforcement Learning
This paper introduces a hybrid algorithm of deep reinforcement learning (RL)
and Force-based motion planning (FMP) to solve distributed motion planning
problem in dense and dynamic environments. Individually, RL and FMP algorithms
each have their own limitations. FMP is not able to produce time-optimal paths
and existing RL solutions are not able to produce collision-free paths in dense
environments. Therefore, we first tried improving the performance of recent RL
approaches by introducing a new reward function that not only eliminates the
requirement of a pre supervised learning (SL) step but also decreases the
chance of collision in crowded environments. That improved things, but there
were still a lot of failure cases. So, we developed a hybrid approach to
leverage the simpler FMP approach in stuck, simple and high-risk cases, and
continue using RL for normal cases in which FMP can't produce optimal path.
Also, we extend GA3C-CADRL algorithm to 3D environment. Simulation results show
that the proposed algorithm outperforms both deep RL and FMP algorithms and
produces up to 50% more successful scenarios than deep RL and up to 75% less
extra time to reach goal than FMP.Comment: IEEE Robotics and Automation Letters (2020
- …