245 research outputs found

    Real Time Motion Planning for Path Coverage with Applications in Ocean Surveying

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    Ocean surveying is the acquisition of acoustic data representing various features of the seafloor and the water above it, including water depth, seafloor composition, the presence of fish, and more. Historically, this was a task performed solely by manned vessels, but with advances in robotics and sensor technology, autonomous surface vehicles (ASVs) with sonar equipment are beginning to supplement and replace their more costly crewed counterparts. The popularity of these vessels calls for advances in software to control them. In this thesis we define the problem of path coverage to represent and generalize that of ocean surveying, and propose a real-time motion planning algorithm to solve it. We prove theorems of completeness and local asymptotic optimality regarding the proposed algorithm, and evaluate it in a simulated environment. We also discover a lack of robustness in the Dubins vehicle model when applied to real-time motion planning. We implement a model-predictive controller and other components for an autonomous surveying system, and evaluate it in simulation. The system documented in this thesis takes a step towards fully autonomous ocean surveying, and proposes further extensions that get even closer to that goal

    Planning for Autonomous Operation of Unmanned Surface Vehicles

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    The growing variety and complexity of marine research and application oriented tasks requires unmanned surface vehicles (USVs) to operate fully autonomously over long time horizons even in environments with significant civilian traffic. The autonomous operations of the USV over long time horizons requires a path planner to compute paths over long distances in complex marine environments consisting of hundreds of islands of complex shapes. The available free space in marine environment changes over time as a result of tides, environmental restrictions, and weather. Secondly, the maximum velocity and energy consumption of the USV is significantly influenced by the fluid medium flows such as strong currents. Finally, the USV have to operate in an unfamiliar, unstructured marine environment with obstacles of variable dimensions, shapes, and motion dynamics such as other unmanned surface vehicles, civilian boats, shorelines, or docks poses numerous planning challenges. The proposed Ph.D. dissertation explores the above mentioned problems by developing computationally efficient path and trajectory planning algorithms that enables the long term autonomous operation of the USVs. We have developed a lattice-based 5D trajectory planner for the USVs operating in the environment with the congested civilian traffic. The planner estimates collision risk and reasons about the availability of contingency maneuvers to counteract unpredictable behaviors of civilian vessels. Secondly, we present a computationally efficient and optimal algorithm for long distance path planning in complex marine environments using A* search on visibility graphs defined over quad trees. Finally, we present an A* based path planning algorithm with newly developed admissible heuristics for computing energy efficient paths in environment with significant fluid flows. The effectiveness of the planning algorithms is demonstrated in the simulation environments by using systems identified dynamics model of the wave amplitude modular vessel (WAM-V) USV14

    Reinforcement Learning and Tree Search Methods for the Unit Commitment Problem

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    The unit commitment (UC) problem, which determines operating schedules of generation units to meet demand, is a fundamental task in power systems operation. Existing UC methods using mixed-integer programming are not well-suited to highly stochastic systems. Approaches which more rigorously account for uncertainty could yield large reductions in operating costs by reducing spinning reserve requirements; operating power stations at higher efficiencies; and integrating greater volumes of variable renewables. A promising approach to solving the UC problem is reinforcement learning (RL), a methodology for optimal decision-making which has been used to conquer long-standing grand challenges in artificial intelligence. This thesis explores the application of RL to the UC problem and addresses challenges including robustness under uncertainty; generalisability across multiple problem instances; and scaling to larger power systems than previously studied. To tackle these issues, we develop guided tree search, a novel methodology combining model-free RL and model-based planning. The UC problem is formalised as a Markov decision process and we develop an open-source environment based on real data from Great Britain's power system to train RL agents. In problems of up to 100 generators, guided tree search is shown to be competitive with deterministic UC methods, reducing operating costs by up to 1.4\%. An advantage of RL is that the framework can be easily extended to incorporate considerations important to power systems operators such as robustness to generator failure, wind curtailment or carbon prices. When generator outages are considered, guided tree search saves over 2\% in operating costs as compared with methods using conventional N−xN-x reserve criteria

    Toward human-like pathfinding with hierarchical approaches and the GPS of the brain theory

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    Pathfinding for autonomous agents and robots has been traditionally driven by finding optimal paths. Where typically optimality means finding the shortest path between two points in a given environment. However, optimality may not always be strictly necessary. For example, in the case of video games, often computing the paths for non-player characters (NPC) must be done under strict time constraints to guarantee real time simulation. In those cases, performance is more important than finding the shortest path, specially because often a sub-optimal path can be just as convincing from the point of view of the player. When simulating virtual humanoids, pathfinding has also been used with the same goal: finding the shortest path. However, humans very rarely follow precise shortest paths, and thus there are other aspects of human decision making and path planning strategies that should be incorporated in current simulation models. In this thesis we first focus on improving performance optimallity to handle as many virtual agents as possible, and then introduce neuroscience research to propose pathfinding algorithms that attempt to mimic humans in a more realistic manner.In the case of simulating NPCs for video games, one of the main challenges is to compute paths as efficiently as possible for groups of agents. As both the size of the environments and the number of autonomous agents increase, it becomes harder to obtain results in real time under the constraints of memory and computing resources. For this purpose we explored hierarchical approaches for two reasons: (1) they have shown important performance improvements for regular grids and other abstract problems, and (2) humans tend to plan trajectories also following an topbottom abstraction, focusing first on high level location and then refining the path as they move between those high level locations. Therefore, we believe that hierarchical approaches combine the best of our two goals: improving performance for multi-agent pathfinding and achieving more human-like pathfinding. Hierarchical approaches, such as HNA* (Hierarchical A* for Navigation Meshes) can compute paths more efficiently, although only for certain configurations of the hierarchy. For other configurations, the method suffers from a bottleneck in the step that connects the Start and Goal positions with the hierarchy. This bottleneck can drop performance drastically.In this thesis we present different approaches to solve the HNA* bottleneck and thus obtain a performance boost for all hierarchical configurations. The first method relies on further memory storage, and the second one uses parallelism on the GPU. Our comparative evaluation shows that both approaches offer speed-ups as high as 9x faster than A*, and show no limitations based on hierarchical configuration. Then we further exploit the potential of CUDA parallelism, to extend our implementation to HNA* for multi-agent path finding. Our method can now compute paths for over 500K agents simultaneously in real-time, with speed-ups above 15x faster than a parallel multi-agent implementation using A*. We then focus on studying neurosience research to learn about the way that humans build mental maps, in order to propose novel algorithms that take those finding into account when simulating virtual humans. We propose a novel algorithm for path finding that is inspired by neuroscience research on how the brain learns and builds cognitive maps. Our method represents the space as a hexagonal grid, based on the GPS of the brain theory, and fires memory cells as counters. Our path finder then combines a method for exploring unknown environments while building such a cognitive map, with an A* search using a modified heuristic that takes into account the GPS of the brain cognitive map.El problema de Pathfinding para agentes autónomos o robots, ha consistido tradicionalmente en encontrar un camino óptimo, donde por óptimo se entiende el camino de distancia mínima entre dos posiciones de un entorno. Sin embargo, en ocasiones puede que no sea estrictamente necesario encontrar una solución óptima. Para ofrecer la simulación de multitudes de agentes autónomos moviéndose en tiempo real, es necesario calcular sus trayectorias bajo condiciones estrictas de tiempo de computación, pero no es fundamental que las soluciones sean las de distancia mínima ya que, con frecuencia, el observador no apreciará la diferencia entre un camino óptimo y un sub-óptimo. Por tanto, suele ser suficiente con que la solución encontrada sea visualmente creíble para el observado. Cuando se simulan humanoides virtuales en aplicaciones de realidad virtual que requieren avatares que simulen el comportamiento de los humanos, se tiende a emplear los mismos algoritmos que en video juegos, con el objetivo de encontrar caminos de distancia mínima. Pero si realmente queremos que los avatares imiten el comportamiento humano, tenemos que tener en cuenta que, en el mundo real, los humanos rara vez seguimos precisamente el camino más corto, y por tanto se deben considerar otros aspectos que influyen en la toma de decisiones de los humanos y la selección de rutas en el mundo real. En esta tesis nos centraremos primero en mejorar el rendimiento de la búsqueda de caminos para poder simular grandes números de humanoides virtuales autónomos, y a continuación introduciremos conceptos de investigación con mamíferos en neurociencia, para proponer soluciones al problema de pathfinding que intenten imitar con mayor realismo, el modo en el que los humanos navegan el entorno que les rodea. A medida que aumentan tanto el tamaño de los entornos virtuales como el número de agentes autónomos, resulta más difícil obtener soluciones en tiempo real, debido a las limitaciones de memoria y recursos informáticos. Para resolver este problema, en esta tesis exploramos enfoques jerárquicos porque consideramos que combinan dos objetivos fundamentales: mejorar el rendimiento en la búsqueda de caminos para multitudes de agentes y lograr una búsqueda de caminos similar a la de los humanos. El primer método presentado en esta tesis se basa en mejorar el rendimiento del algoritmo HNA* (Hierarchical A* for Navigation Meshes) incrementando almacenamiento de datos en memoria, y el segundo utiliza el paralelismo para mejorar drásticamente el rendimiento. La evaluación cuantitativa realizada en esta tesis, muestra que ambos enfoques ofrecen aceleraciones que pueden llegar a ser hasta 9 veces más rápidas que el algoritmo A* y no presentan limitaciones debidas a la configuración jerárquica. A continuación, aprovechamos aún más el potencial del paralelismo ofrecido por CUDA para extender nuestra implementación de HNA* a sistemas multi-agentes. Nuestro método permite calcular caminos simultáneamente y en tiempo real para más de 500.000 agentes, con una aceleración superior a 15 veces la obtenida por una implementación paralela del algoritmo A*. Por último, en esta tesis nos hemos centrado en estudiar los últimos avances realizados en el ámbito de la neurociencia, para comprender la manera en la que los humanos construyen mapas mentales y poder así proponer nuevos algoritmos que imiten de forma más real el modo en el que navegamos los humanos. Nuestro método representa el espacio como una red hexagonal, basada en la distribución de ¿place cells¿ existente en el cerebro, e imita las activaciones neuronales como contadores en dichas celdas. Nuestro buscador de rutas combina un método para explorar entornos desconocidos mientras construye un mapa cognitivo hexagonal, utilizando una búsqueda A* con una nueva heurística adaptada al mapa cognitivo del cerebro y sus contadores

    Hidden Markov Models

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    Hidden Markov Models (HMMs), although known for decades, have made a big career nowadays and are still in state of development. This book presents theoretical issues and a variety of HMMs applications in speech recognition and synthesis, medicine, neurosciences, computational biology, bioinformatics, seismology, environment protection and engineering. I hope that the reader will find this book useful and helpful for their own research

    Optimal Planning with State Constraints

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    In the classical planning model, state variables are assigned values in the initial state and remain unchanged unless explicitly affected by action effects. However, some properties of states are more naturally modelled not as direct effects of actions but instead as derived, in each state, from the primary variables via a set of rules. We refer to those rules as state constraints. The two types of state constraints that will be discussed here are numeric state constraints and logical rules that we will refer to as axioms. When using state constraints we make a distinction between primary variables, whose values are directly affected by action effects, and secondary variables, whose values are determined by state constraints. While primary variables have finite and discrete domains, as in classical planning, there is no such requirement for secondary variables. For example, using numeric state constraints allows us to have secondary variables whose values are real numbers. We show that state constraints are a construct that lets us combine classical planning methods with specialised solvers developed for other types of problems. For example, introducing numeric state constraints enables us to apply planning techniques in domains involving interconnected physical systems, such as power networks. To solve these types of problems optimally, we adapt commonly used methods from optimal classical planning, namely state-space search guided by admissible heuristics. In heuristics based on monotonic relaxation, the idea is that in a relaxed state each variable assumes a set of values instead of just a single value. With state constraints, the challenge becomes to evaluate the conditions, such as goals and action preconditions, that involve secondary variables. We employ consistency checking tools to evaluate whether these conditions are satisfied in the relaxed state. In our work with numerical constraints we use linear programming, while with axioms we use answer set programming and three value semantics. This allows us to build a relaxed planning graph and compute constraint-aware version of heuristics based on monotonic relaxation. We also adapt pattern database heuristics. We notice that an abstract state can be thought of as a state in the monotonic relaxation in which the variables in the pattern hold only one value, while the variables not in the pattern simultaneously hold all the values in their domains. This means that we can apply the same technique for evaluating conditions on secondary variables as we did for the monotonic relaxation and build pattern databases similarly as it is done in classical planning. To make better use of our heuristics, we modify the A* algorithm by combining two techniques that were previously used independently – partial expansion and preferred operators. Our modified algorithm, which we call PrefPEA, is most beneficial in cases where heuristic is expensive to compute, but accurate, and states have many successors

    Tree-Search-Based Any-Time Time-Optimal Path-Constrained Trajectory Planning With Inadmissible Island Constraints

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    Learning bounded optimal behavior using Markov decision processes

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Aeronautics and Astronautics, 2007.Includes bibliographical references (p. 171-175).Creating agents that behave rationally in the real-world is one goal of Artificial Intelligence. A rational agent is one that takes, at each point in time, the optimal action such that its expected utility is maximized. However, to determine the optimal action the agent may need to engage in lengthy deliberations or computations. The effect of computation is generally not explicitly considered when performing deliberations. In reality, spending too much time in deliberation may yield high quality plans that do not satisfy the natural timing constraints of a problem, making them effectively useless. Enforcing shortened deliberation times may yield timely plans, but these may be of diminished utility. These two cases suggest the possibility of optimizing an agent's deliberation process. This thesis proposes a framework for generating meta level controllers that select computational actions to perform by optimally trading off their benefit against their costs. The metalevel optimization problem is posed within a Markov Decision Process framework and is solved off-line to determine a policy for carrying out computations. Once the optimal policy is determined, it serves efficiently as an online metalevel controller that selects computational actions conditioned upon the current state of computation. Solving for the exact policy of the metalevel optimization problem becomes computationally intractable with problem size. A learning approach that takes advantage of the problem structure is proposed to generate approximate policies that are shown to perform relatively well in comparison to optimal policies. Metalevel policies are generated for two types of problem scenarios, distinguished by the representation of the cost of computation. In the first case, the cost of computation is explicitly defined as part of the problem description. In the second case, it is implicit in the timing constraints of problem. Results are presented to validate the beneficial effects of metalevel planning over traditional methods when the cost of computation has a significant effect on the utility of a plan.by Hon Fai Vuong.Ph.D

    Particle Swarm Optimization

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    Particle swarm optimization (PSO) is a population based stochastic optimization technique influenced by the social behavior of bird flocking or fish schooling.PSO shares many similarities with evolutionary computation techniques such as Genetic Algorithms (GA). The system is initialized with a population of random solutions and searches for optima by updating generations. However, unlike GA, PSO has no evolution operators such as crossover and mutation. In PSO, the potential solutions, called particles, fly through the problem space by following the current optimum particles. This book represents the contributions of the top researchers in this field and will serve as a valuable tool for professionals in this interdisciplinary field
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