505 research outputs found

    Master of Science

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    thesisThis thesis details the development of the Algorithmic Robotics Laboratory, its experimental software environment, and a case study featuring a novel hardware validation of optimal reciprocal collision avoidance. We constructed a robotics laboratory in both software and hardware in which to perform our experiments. This lab features a netted flying volume with motion capture and two custom quadrotors. Also, two experimental software architectures are developed for actuating both ground and aerial robots within a Linux Robot Operating System environment. The first of the frameworks is based upon a single finite state machine program which managed each aspect of the experiment. Concerns about the complexity and reconfigurability of the finite state machine prompted the development of a second framework. This final framework is a multimodal structure featuring programs which focus on these specific functions: State Estimation, Robot Drivers, Experimental Controllers, Inputs, Human Robot Interaction, and a program tailored to the specifics of the algorithm tested in the experiment. These modular frameworks were used to fulfill the mission of the Algorithmic Robotics Lab, in that they were developed to validate robotics algorithms in experiments that were previously only shown in simulation. A case study into collision avoidance was used to mark the foundation of the laboratory through the proving of an optimal reciprocal collision avoidance algorithm for the first time in hardware. In the case study, two human-controlled quadrotors were maliciously flown in colliding trajectories. Optimal reciprocal collision avoidance was demonstrated for the first time on completely independent agents with local sensing. The algorithm was shown to be robust to violations of its inherent assumptions about the dynamics of agents and the ability for those agents to sense imminent collisions. These experiments, in addition to the mathematical foundation of exponential convergence, submits th a t optimal reciprocal collision avoidance is a viable method for holonomic robots in both 2-D and 3-D with noisy sensing. A basis for the idea of reciprocal dance, a motion often seen in human collision avoidance, is also suggested in demonstration to be a product of uncertainty about the state of incoming agents. In the more than one hundred tests conducted in multiple environments, no midair collisions were ever produced

    ์ถฉ๋Œ ํ•™์Šต์„ ํ†ตํ•œ ์ง€์—ญ ๊ฒฝ๋กœ ๊ณ„ํš ๋ฐฉ๋ฒ•

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    ํ•™์œ„๋…ผ๋ฌธ (์„์‚ฌ)-- ์„œ์šธ๋Œ€ํ•™๊ต ๋Œ€ํ•™์› : ๊ณต๊ณผ๋Œ€ํ•™ ์ „๊ธฐยท์ •๋ณด๊ณตํ•™๋ถ€, 2019. 2. ์ด๋ฒ”ํฌ.๋ณธ ๋…ผ๋ฌธ์—์„œ๋Š” ๊ฐ•ํ™” ํ•™์Šต ๊ธฐ๋ฐ˜์˜ ์ถฉ๋Œ ํšŒํ”ผ ๋ฐฉ๋ฒ•์„ ์ œ์•ˆํ•œ๋‹ค. ์ถฉ๋Œ ํšŒํ”ผ๋ž€ ๋กœ๋ด‡์ด ๋‹ค๋ฅธ ๋กœ๋ด‡ ๋˜๋Š” ์žฅ์• ๋ฌผ๊ณผ ์ถฉ๋Œ ์—†์ด ๋ชฉํ‘œ ์ง€์ ์— ๋„๋‹ฌํ•˜๋Š” ๊ฒƒ์„ ๋ชฉ์ ์œผ๋กœ ํ•œ๋‹ค. ์ด ๋ฌธ์ œ๋Š” ๋‹จ์ผ ๋กœ๋ด‡ ์ถฉ๋Œ ํšŒํ”ผ์™€ ๋‹ค๊ฐœ์ฒด ๋กœ๋ด‡ ์ถฉ๋Œ ํšŒํ”ผ, ์ด๋ ‡๊ฒŒ ๋‘ ๊ฐ€์ง€๋กœ ๋‚˜๋ˆŒ ์ˆ˜ ์žˆ๋‹ค. ๋‹จ์ผ ๋กœ๋ด‡ ์ถฉ๋Œ ํšŒํ”ผ ๋ฌธ์ œ๋Š” ํ•˜๋‚˜์˜ ์ค‘์‹ฌ ๋กœ๋ด‡๊ณผ ์—ฌ๋Ÿฌ ๊ฐœ์˜ ์›€์ง์ด๋Š” ์žฅ์• ๋ฌผ๋กœ ๊ตฌ์„ฑ๋˜์–ด ์žˆ๋‹ค. ์ค‘์‹ฌ ๋กœ๋ด‡์€ ๋žœ๋คํ•˜๊ฒŒ ์›€์ง์ด๋Š” ์žฅ์• ๋ฌผ์„ ํ”ผํ•ด ๋ชฉํ‘œ ์ง€์ ์— ๋„๋‹ฌํ•˜๋Š” ๊ฒƒ์„ ๋ชฉ์ ์œผ๋กœ ํ•œ๋‹ค. ๋‹ค๊ฐœ์ฒด ๋กœ๋ด‡ ์ถฉ๋Œ ํšŒํ”ผ ๋ฌธ์ œ๋Š” ์—ฌ๋Ÿฌ ๋Œ€์˜ ์ค‘์‹ฌ ๋กœ๋ด‡์œผ๋กœ ๊ตฌ์„ฑ๋˜์–ด ์žˆ๋‹ค. ์ด ๋ฌธ์ œ์—๋„ ์—ญ์‹œ ์žฅ์• ๋ฌผ์„ ํฌํ•จ์‹œํ‚ฌ ์ˆ˜ ์žˆ๋‹ค. ์ค‘์‹ฌ ๋กœ๋ด‡๋“ค์€ ์„œ๋กœ ์ถฉ๋Œ์„ ํšŒํ”ผํ•˜๋ฉด์„œ ๊ฐ์ž์˜ ๋ชฉํ‘œ ์ง€์ ์— ๋„๋‹ฌํ•˜๋Š” ๊ฒƒ์„ ๋ชฉ์ ์œผ๋กœ ํ•œ๋‹ค. ๋งŒ์•ฝ ํ™˜๊ฒฝ์— ์˜ˆ์ƒ์น˜ ๋ชปํ•œ ์žฅ์• ๋ฌผ์ด ๋“ฑ์žฅํ•˜๋”๋ผ๋„, ๋กœ๋ด‡๋“ค์€ ๊ทธ๊ฒƒ๋“ค์„ ํ”ผํ•ด์•ผ ํ•œ๋‹ค. ์ด ๋ฌธ์ œ๋ฅผ ํ•ด๊ฒฐํ•˜๊ธฐ ์œ„ํ•˜์—ฌ ๋ณธ ๋…ผ๋ฌธ์—์„œ๋Š” ์ถฉ๋Œ ํšŒํ”ผ๋ฅผ ์œ„ํ•œ ์ถฉ๋Œ ํ•™์Šต ๋ฐฉ๋ฒ• (CALC) ์„ ์ œ์•ˆํ•œ๋‹ค. CALC๋Š” ๊ฐ•ํ™” ํ•™์Šต ๊ฐœ๋…์„ ์ด์šฉํ•ด ๋ฌธ์ œ๋ฅผ ํ•ด๊ฒฐํ•œ๋‹ค. ์ œ์•ˆํ•˜๋Š” ๋ฐฉ๋ฒ•์€ ํ•™์Šต ๊ทธ๋ฆฌ๊ณ  ๊ณ„ํš ์ด๋ ‡๊ฒŒ ๋‘ ๊ฐ€์ง€ ํ™˜๊ฒฝ์œผ๋กœ ๊ตฌ์„ฑ ๋œ๋‹ค. ํ•™์Šต ํ™˜๊ฒฝ์€ ํ•˜๋‚˜์˜ ์ค‘์‹ฌ ๋กœ๋ด‡๊ณผ ํ•˜๋‚˜์˜ ์žฅ์• ๋ฌผ ๊ทธ๋ฆฌ๊ณ  ํ•™์Šต ์˜์—ญ์œผ๋กœ ๊ตฌ์„ฑ๋˜์–ด ์žˆ๋‹ค. ํ•™์Šต ํ™˜๊ฒฝ์—์„œ ์ค‘์‹ฌ ๋กœ๋ด‡์€ ์žฅ์• ๋ฌผ๊ณผ ์ถฉ๋Œํ•˜๋Š” ๋ฒ•์„ ํ•™์Šตํ•˜๊ณ  ๊ทธ์— ๋Œ€ํ•œ ์ •์ฑ…์„ ๋„์ถœํ•ด ๋‚ธ๋‹ค. ์ฆ‰, ์ค‘์‹ฌ ๋กœ๋ด‡์ด ์žฅ์• ๋ฌผ๊ณผ ์ถฉ๋Œํ•˜๊ฒŒ ๋˜๋ฉด ๊ทธ๊ฒƒ์€ ์–‘์˜ ๋ณด์ƒ์„ ๋ฐ›๋Š”๋‹ค. ๊ทธ๋ฆฌ๊ณ  ๋งŒ์•ฝ ์ค‘์‹ฌ ๋กœ๋ด‡์ด ์žฅ์• ๋ฌผ๊ณผ ์ถฉ๋Œ ํ•˜์ง€ ์•Š๊ณ  ํ•™์Šต ์˜์—ญ์„ ๋น ์ ธ๋‚˜๊ฐ€๋ฉด, ๊ทธ๊ฒƒ์€ ์Œ์˜ ๋ณด์ƒ์„ ๋ฐ›๋Š”๋‹ค. ๊ณ„ํš ํ™˜๊ฒฝ์€ ์—ฌ๋Ÿฌ ๊ฐœ์˜ ์žฅ์• ๋ฌผ ๋˜๋Š” ๋กœ๋ด‡๋“ค๊ณผ ํ•˜๋‚˜์˜ ๋ชฉํ‘œ ์ง€์ ์œผ๋กœ ๊ตฌ์„ฑ๋˜์–ด ์žˆ๋‹ค. ํ•™์Šต ํ™˜๊ฒฝ์—์„œ ํ•™์Šตํ•œ ์ •์ฑ…์„ ํ†ตํ•ด ์ค‘์‹ฌ ๋กœ๋ด‡์€ ์—ฌ๋Ÿฌ ๋Œ€์˜ ์žฅ์• ๋ฌผ ๋˜๋Š” ๋กœ๋ด‡๋“ค๊ณผ์˜ ์ถฉ๋Œ์„ ํ”ผํ•  ์ˆ˜ ์žˆ๋‹ค. ๋ณธ ๋ฐฉ๋ฒ•์€ ์ถฉ๋Œ์„ ํ•™์Šต ํ–ˆ๊ธฐ ๋•Œ๋ฌธ์—, ์ถฉ๋Œ์„ ํšŒํ”ผํ•˜๊ธฐ ์œ„ํ•ด์„œ๋Š” ๋„์ถœ๋œ ์ •์ฑ…์„ ๋’ค์ง‘์–ด์•ผ ํ•œ๋‹ค. ํ•˜์ง€๋งŒ, ๋ชฉํ‘œ ์ง€์ ๊ณผ๋Š” ์ผ์ข…์˜ `์ถฉ๋Œ'์„ ํ•ด์•ผํ•˜๊ธฐ ๋•Œ๋ฌธ์—, ๋ชฉํ‘œ ์ง€์ ์— ๋Œ€ํ•ด์„œ๋Š” ๋„์ถœ๋œ ์ •์ฑ…์„ ๊ทธ๋Œ€๋กœ ์ ์šฉํ•ด์•ผ ํ•œ๋‹ค. ์ด ๋‘ ๊ฐ€์ง€ ์ข…๋ฅ˜์˜ ์ •์ฑ…๋“ค์„ ์œตํ•ฉํ•˜๊ฒŒ ๋˜๋ฉด, ์ค‘์‹ฌ ๋กœ๋ด‡์€ ์žฅ์• ๋ฌผ ๋˜๋Š” ๋กœ๋ด‡๋“ค๊ณผ์˜ ์ถฉ๋Œ์„ ํšŒํ”ผํ•˜๋ฉด์„œ ๋™์‹œ์— ๋ชฉํ‘œ ์ง€์ ์— ๋„๋‹ฌํ•  ์ˆ˜ ์žˆ๋‹ค. ํ•™์Šต ํ™˜๊ฒฝ์—์„œ ๋กœ๋ด‡์€ ํ™€๋กœ๋…ธ๋ฏน ๋กœ๋ด‡์„ ๊ฐ€์ •ํ•œ๋‹ค. ํ•™์Šต๋œ ์ •์ฑ…์ด ํ™€๋กœ๋…ธ๋ฏน ๋กœ๋ด‡์„ ๊ธฐ๋ฐ˜์œผ๋กœ ํ•˜๋”๋ผ๋„, ์ œ์•ˆํ•˜๋Š” ๋ฐฉ๋ฒ•์€ ํ™€๋กœ๋…ธ๋ฏน ๋กœ๋ด‡๊ณผ ๋น„ํ™€๋กœ๋…ธ๋ฏน ๋กœ๋ด‡ ๋ชจ๋‘์— ์ ์šฉ์ด ๊ฐ€๋Šฅํ•˜๋‹ค. CALC๋Š” ๋‹ค์Œ์˜ ์„ธ ๊ฐ€์ง€ ๋ฌธ์ œ์— ์ ์šฉํ•  ์ˆ˜ ์žˆ๋‹ค. 1) ํ™€๋กœ๋…ธ๋ฏน ๋‹จ์ผ ๋กœ๋ด‡์˜ ์ถฉ๋Œ ํšŒํ”ผ. 2) ๋น„ํ™€๋กœ๋…ธ๋ฏน ๋‹จ์ผ ๋กœ๋ด‡์˜ ์ถฉ๋Œ ํšŒํ”ผ. 3) ๋น„ํ™€๋กœ๋…ธ๋ฏน ๋‹ค๊ฐœ์ฒด ๋กœ๋ด‡์˜ ์ถฉ๋Œ ํšŒํ”ผ. ์ œ์•ˆ๋œ ๋ฐฉ๋ฒ•์€ ์‹œ๋ฎฌ๋ ˆ์ด์…˜๊ณผ ์‹ค์ œ ๋กœ๋ด‡ ํ™˜๊ฒฝ์—์„œ ์‹คํ—˜ ๋˜์—ˆ๋‹ค. ์‹œ๋ฎฌ๋ ˆ์ด์…˜์€ ๋กœ๋ด‡ ์šด์˜์ฒด์ œ (ROS) ๊ธฐ๋ฐ˜์˜ ์‹œ๋ฎฌ๋ ˆ์ดํ„ฐ์ธ ๊ฐ€์ œ๋ณด์™€ ๊ฒŒ์ž„ ๋ผ์ด๋ธŒ๋Ÿฌ๋ฆฌ์˜ ํ•œ ์ข…๋ฅ˜์ธ PyGame์„ ์‚ฌ์šฉํ•˜์˜€๋‹ค. ์‹œ๋ฎฌ๋ ˆ์ด์…˜์—์„œ๋Š” ํ™€๋กœ๋…ธ๋ฏน๊ณผ ๋น„ํ™€๋กœ๋…ธ๋ฏน ๋กœ๋ด‡์„ ๋ชจ๋‘ ์‚ฌ์šฉํ•˜์—ฌ ์‹คํ—˜์„ ์ง„ํ–‰ํ•˜์˜€๋‹ค. ์‹ค์ œ ๋กœ๋ด‡ ํ™˜๊ฒฝ ์‹คํ—˜์—์„œ๋Š” ๋น„ํ™€๋กœ๋…ธ๋ฏน ๋กœ๋ด‡์˜ ํ•œ ์ข…๋ฅ˜์ธ e-puck ๋กœ๋ด‡์„ ์‚ฌ์šฉํ•˜์˜€๋‹ค. ๋˜ํ•œ, ์‹œ๋ฎฌ๋ ˆ์ด์…˜์—์„œ ํ•™์Šต๋œ ์ •์ฑ…์€ ์‹ค์ œ ๋กœ๋ด‡ ํ™˜๊ฒฝ ์‹คํ—˜์—์„œ ์žฌํ•™์Šต ๋˜๋Š” ๋ณ„๋„์˜ ์ˆ˜์ •๊ณผ์ • ์—†์ด ๋ฐ”๋กœ ์ ์šฉ์ด ๊ฐ€๋Šฅํ•˜์˜€๋‹ค. ์ด๋Ÿฌํ•œ ์‹คํ—˜๋“ค์˜ ๊ฒฐ๊ณผ๋ฅผ ํ†ตํ•ด ์ œ์•ˆ๋œ ๋ฐฉ๋ฒ•์€ Reciprocal Velocity Obstacle (RVO) ๋˜๋Š” Optimal Reciprocal Collision Avoidance (ORCA)์™€ ๊ฐ™์€ ๊ธฐ์กด์˜ ๋ฐฉ๋ฒ•๋“ค๊ณผ ๋น„๊ตํ•˜์˜€์„ ๋•Œ ํ–ฅ์ƒ๋œ ์„ฑ๋Šฅ์„ ๋ณด์˜€๋‹ค. ๊ฒŒ๋‹ค๊ฐ€, ํ•™์Šต์˜ ํšจ์œจ์„ฑ ๋˜ํ•œ ๊ธฐ์กด์˜ ํ•™์Šต ๊ธฐ๋ฐ˜์˜ ๋ฐฉ๋ฒ•๋“ค์— ๋น„ํ•ด ๋†’์€ ๊ฒฐ๊ณผ๋ฅผ ๋ณด์˜€๋‹ค.This thesis proposes a reinforcement learning based collision avoidance method. The problem can be defined as an ability of a robot to reach its goal point without colliding with other robots and obstacles. There are two kinds of collision avoidance problem, single robot and multi-robot collision avoidance. Single robot collision avoidance problem contains multiple dynamic obstacles and one agent robot. The objective of the agent robot is to reach its goal point and avoid obstacles with random dynamics. Multi-robot collision avoidance problem contains multiple agent robots. It is also possible to include unknown dynamic obstacles to the problem. The agents should reach their own goal points without colliding with each other. If the environment contains unknown obstacles, the agents should avoid them also. To solve the problems, Collision Avoidance by Learning Collision (CALC) is proposed. CALC adopts the concept of reinforcement learning. The method is divided into two environments, training and planning. The training environment consists of one agent, one obstacle, and a training range. In the training environment, the agent learns how to collide with the obstacle and generates a colliding policy. In other words, when the agent collides with the obstacle, it receives positive reward. On the other hand, when the agent escapes the training range without collision, it receives negative reward. The planning environment contains multiple obstacles or robots and a single goal point. With the trained policy, the agent can solve the collision avoidance problem in the planning environment regardless of its dimension. Since the method learned collision, the generated policy should be inverted in the planning environment to avoid obstacles or robots. However, the policy should be applied directly for the goal point so that the agent can `collide' with the goal. With the combination of both policies, the agent can avoid the obstacles or robots and reach to the goal point simultaneously. In the training algorithm, the robot is assumed to be a holonomic robot. Even though the trained policy is generated from the holonomic robot, the method can be applied to both holonomic and non-holonomic robots by holonomic to non-holonomic converting method. CALC is applied to three problems, single holonomic robot, single non-holonomic robot, and multiple non-holonomic robot collision avoidance. The proposed method is validated both in the robot simulation and real-world experiment. For simulation, Robot Operating System (ROS) based simulator called Gazebo and simple game library PyGame are used. The method is tested with both holonomic and non-holonomic robots in the simulation experiment. For real-world planning experiment, non-holonomic mobile robot named e-puck is used. The learned policy from the simulation can be directly applied to the real-world robot without any calibration or retraining. The result shows that the proposed method outperforms the existing methods such as Reciprocal Velocity Obstacle (RVO), PrEference Appraisal Reinforcement Learning (PEARL), and Optimal Reciprocal Collision Avoidance (ORCA). In addition, it is shown that the proposed method is more efficient in terms of learning than existing learning-based method.1. Introduction 1 1.1 Motivations 1 1.2 Contributions 6 1.3 Organizations 7 2 Related Work 8 2.1 Reinforcement Learning 8 2.2 Classical Navigation Methods 11 2.3 Learning-Based Navigation Methods 13 3. Learning Collision 17 3.1 Introduction 17 3.2 Learning Collision 18 3.2.1 Markov Decision Process Setup 18 3.2.2 Training Algorithm 19 3.2.3 Experimental Results 22 4. Single Robot Collision Avoidance 25 4.1 Introduction 25 4.2 Holonomic Robot Obstacle Avoidance 26 4.2.1 Approach 26 4.2.2 Experimental Results 29 4.3 Non-Holonomic Robot Obstacle Avoidance 31 4.3.1 Approach 31 4.3.2 Experimental Results 33 5. Multi-Robot Collision Avoidance 36 5.1 Introduction 36 5.2 Approach 37 5.3 Experimental Results 40 5.3.1 Simulated Experiment 40 5.3.2 Real-World Experiment 44 5.3.3 Holonomic to Non-Holonomic Conversion Experiment 49 6. Conclusion 52 Bibliography 55 ์ดˆ๋ก 62 ๊ฐ์‚ฌ์˜ ๊ธ€ 64Maste

    Testing Method for Multi-UAV Conflict Resolution Using Agent-Based Simulation and Multi-Objective Search

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    A new approach to testing multi-UAV conflict resolution algorithms is presented. The problem is formulated as a multi-objective search problem with two objectives: finding air traffic encounters that 1) are able to reveal faults in conflict resolution algorithms and 2) are likely to happen in the real world. The method uses agent-based simulation and multi-objective search to automatically find encounters satisfying these objectives. It describes pairwise encounters in three-dimensional space using a parameterized geometry representation, which allows encounters involving multiple UAVs to be generated by combining several pairwise encounters. The consequences of the encounters, given the conflict resolution algorithm, are explored using a fast-time agent-based simulator. To find encounters meeting the two objectives, a genetic algorithm approach is used. The method is applied to test ORCA-3D, a widely cited open-source multi-UAV conflict resolution algorithm, and the methodโ€™s performance is compared with a plausible random testing approach. The results show that the method can find the required encounters more efficiently than the random search. The identified safety incidents are then the starting points for understanding limitations of the conflict resolution algorithm

    A control architecture and human interface for agile, reconfigurable micro aerial vehicle formations

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    This thesis considers the problem of controlling a group of micro aerial vehicles for agile maneuvering cooperatively, or distributively. We first introduce the background and motivation for micro aerial vehicles, especially for the popular multi-rotor aerial vehicle platform. Then, we discuss the dynamics of quadrotor helicopters. A quadrotor is a specific kind of multi-rotor aerial vehicle with a special property called differential flatness, which simplifies the algorithm of trajectory planning, such that, instead of planning a trajectory in a 12-dimensional state space and 4-dimensional input space, we only need to plan the trajectory in 4-dimensional, so called, flat output space, while the 12-dimensional state and 4-dimensional input can be recovered from a mapping called endogenous transformation. We propose a series of approaches to achieve agile maneuvering of a dynamic quadrotor formation, from controlling a single quadrotor in an artificial vector field, to controlling a group of quadrotors in a Virtual Rigid Body (VRB) framework, to balancing the effect between the human control and autonomy for collision avoidance, and to fast on-line distributed collision avoidance with Buffered Voronoi Cells (BVC). In the vector field method, we generate velocity, acceleration, jerk and snap fields, depending on the tasks, or the positions of obstacles, such that a single quadrotor can easily find its required state and input from the endogenous transformation in order to track the artificial vector field. Next, with a Virtual Rigid Body framework, we let a group of quadrotors follow a single control command while also keeping a required formation, or even reconfigure from one formation to another. The Virtual Rigid Body framework decouples the trajectory planning problem into two sub-problems. Then we consider the problem of collision avoidance of the quadrotor formation when it is meanwhile tele-operated by a single human operator. The autonomy with collision avoidance algorithm, based on the vector field methods for a single quadrotor, is an assistive portion of the quadrotor formation controller, such that the human operator can focus on his/her high-level tasks, leaving the low-level collision avoidance task be handled automatically. We also consider the full autonomy problem of quadrotor formations when reconfiguring from one formation to another by developing a fast, on-line distributed collision avoidance algorithm using Buffered Voronoi Cells (BVCs). Our BVC based collision avoidance algorithm only requires sensed relative position, rather than relative position and velocity, while the computational complexity is comparable to other methods like velocity obstacles. At last, we introduce our experimental quadrotor platform which is built from PixHawk flight controller and Odroid-XU4 single-board computer. The hardware and software architecture of this multiple-quadrotor platform is described in detail so that our platform can easily be adopted and extended with different purposes. Our conclusion remark and discussion of future work are also given in this thesi

    Learning Multi-Agent Navigation from Human Crowd Data

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    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
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