13,898 research outputs found

    Maxim Likhachev

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    Abstract Robot path-planning methods can be used in real-time computer games but then need to run fast to ensure that the game characters move in real time, an issue addressed by incremental heuristic search methods. In this paper, we demonstrate how one can speed up D* Lite, an incremental heuristic search method that implements planning with the freespace assumption to move game characters in initially unknown or partially unknown terrain to given goal coordinates. We speed up D* Lite by implementing its priority queue with buckets rather than a binary heap. This non-trivial change reduces its runtime by a factor of two and effectively doubles the number of game characters that real-time computer games can afford

    Online, interactive user guidance for high-dimensional, constrained motion planning

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    We consider the problem of planning a collision-free path for a high-dimensional robot. Specifically, we suggest a planning framework where a motion-planning algorithm can obtain guidance from a user. In contrast to existing approaches that try to speed up planning by incorporating experiences or demonstrations ahead of planning, we suggest to seek user guidance only when the planner identifies that it ceases to make significant progress towards the goal. Guidance is provided in the form of an intermediate configuration q^\hat{q}, which is used to bias the planner to go through q^\hat{q}. We demonstrate our approach for the case where the planning algorithm is Multi-Heuristic A* (MHA*) and the robot is a 34-DOF humanoid. We show that our approach allows to compute highly-constrained paths with little domain knowledge. Without our approach, solving such problems requires carefully-crafting domain-dependent heuristics

    Online, interactive user guidance for high-dimensional, constrained motion planning

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    We consider the problem of planning a collision-free path for a high-dimensional robot. Specifically, we suggest a planning framework where a motion-planning algorithm can obtain guidance from a user. In contrast to existing approaches that try to speed up planning by incorporating experiences or demonstrations ahead of planning, we suggest to seek user guidance only when the planner identifies that it ceases to make significant progress towards the goal. Guidance is provided in the form of an intermediate configuration q^\hat{q}, which is used to bias the planner to go through q^\hat{q}. We demonstrate our approach for the case where the planning algorithm is Multi-Heuristic A* (MHA*) and the robot is a 34-DOF humanoid. We show that our approach allows to compute highly-constrained paths with little domain knowledge. Without our approach, solving such problems requires carefully-crafting domain-dependent heuristics

    Computational Protein Design Using AND/OR Branch-and-Bound Search

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    The computation of the global minimum energy conformation (GMEC) is an important and challenging topic in structure-based computational protein design. In this paper, we propose a new protein design algorithm based on the AND/OR branch-and-bound (AOBB) search, which is a variant of the traditional branch-and-bound search algorithm, to solve this combinatorial optimization problem. By integrating with a powerful heuristic function, AOBB is able to fully exploit the graph structure of the underlying residue interaction network of a backbone template to significantly accelerate the design process. Tests on real protein data show that our new protein design algorithm is able to solve many prob- lems that were previously unsolvable by the traditional exact search algorithms, and for the problems that can be solved with traditional provable algorithms, our new method can provide a large speedup by several orders of magnitude while still guaranteeing to find the global minimum energy conformation (GMEC) solution.Comment: RECOMB 201

    Static and Dynamic Path Planning Using Incremental Heuristic Search

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    Path planning is an important component in any highly automated vehicle system. In this report, the general problem of path planning is considered first in partially known static environments where only static obstacles are present but the layout of the environment is changing as the agent acquires new information. Attention is then given to the problem of path planning in dynamic environments where there are moving obstacles in addition to the static ones. Specifically, a 2D car-like agent traversing in a 2D environment was considered. It was found that the traditional configuration-time space approach is unsuitable for producing trajectories consistent with the dynamic constraints of a car. A novel scheme is then suggested where the state space is 4D consisting of position, speed and time but the search is done in the 3D space composed by position and speed. Simulation tests shows that the new scheme is capable of efficiently producing trajectories respecting the dynamic constraint of a car-like agent with a bound on their optimality.Comment: Internship Repor

    The Flexible Group Spatial Keyword Query

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    We present a new class of service for location based social networks, called the Flexible Group Spatial Keyword Query, which enables a group of users to collectively find a point of interest (POI) that optimizes an aggregate cost function combining both spatial distances and keyword similarities. In addition, our query service allows users to consider the tradeoffs between obtaining a sub-optimal solution for the entire group and obtaining an optimimized solution but only for a subgroup. We propose algorithms to process three variants of the query: (i) the group nearest neighbor with keywords query, which finds a POI that optimizes the aggregate cost function for the whole group of size n, (ii) the subgroup nearest neighbor with keywords query, which finds the optimal subgroup and a POI that optimizes the aggregate cost function for a given subgroup size m (m <= n), and (iii) the multiple subgroup nearest neighbor with keywords query, which finds optimal subgroups and corresponding POIs for each of the subgroup sizes in the range [m, n]. We design query processing algorithms based on branch-and-bound and best-first paradigms. Finally, we provide theoretical bounds and conduct extensive experiments with two real datasets which verify the effectiveness and efficiency of the proposed algorithms.Comment: 12 page

    Multi-agent pathfinding for unmanned aerial vehicles

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    Unmanned aerial vehicles (UAVs), commonly known as drones, have become more and more prevalent in recent years. In particular, governmental organizations and companies around the world are starting to research how UAVs can be used to perform tasks such as package deliver, disaster investigation and surveillance of key assets such as pipelines, railroads and bridges. NASA is currently in the early stages of developing an air traffic control system specifically designed to manage UAV operations in low-altitude airspace. Companies such as Amazon and Rakuten are testing large-scale drone deliver services in the USA and Japan. To perform these tasks, safe and conflict-free routes for concurrently operating UAVs must be found. This can be done using multi-agent pathfinding (mapf) algorithms, although the correct choice of algorithms is not clear. This is because many state of the art mapf algorithms have only been tested in 2D space in maps with many obstacles, while UAVs operate in 3D space in open maps with few obstacles. In addition, when an unexpected event occurs in the airspace and UAVs are forced to deviate from their original routes while inflight, new conflict-free routes must be found. Planning for these unexpected events is commonly known as contingency planning. With manned aircraft, contingency plans can be created in advance or on a case-by-case basis while inflight. The scale at which UAVs operate, combined with the fact that unexpected events may occur anywhere at any time make both advanced planning and planning on a case-by-case basis impossible. Thus, a new approach is needed. Online multi-agent pathfinding (online mapf) looks to be a promising solution. Online mapf utilizes traditional mapf algorithms to perform path planning in real-time. That is, new routes for UAVs are found while inflight. The primary contribution of this thesis is to present one possible approach to UAV contingency planning using online multi-agent pathfinding algorithms, which can be used as a baseline for future research and development. It also provides an in-depth overview and analysis of offline mapf algorithms with the goal of determining which ones are likely to perform best when applied to UAVs. Finally, to further this same goal, a few different mapf algorithms are experimentally tested and analyzed
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