26 research outputs found

    Parallel Reinforcement Learning Simulation for Visual Quadrotor Navigation

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    Reinforcement learning (RL) is an agent-based approach for teaching robots to navigate within the physical world. Gathering data for RL is known to be a laborious task, and real-world experiments can be risky. Simulators facilitate the collection of training data in a quicker and more cost-effective manner. However, RL frequently requires a significant number of simulation steps for an agent to become skilful at simple tasks. This is a prevalent issue within the field of RL-based visual quadrotor navigation where state dimensions are typically very large and dynamic models are complex. Furthermore, rendering images and obtaining physical properties of the agent can be computationally expensive. To solve this, we present a simulation framework, built on AirSim, which provides efficient parallel training. Building on this framework, Ape-X is modified to incorporate decentralised training of AirSim environments to make use of numerous networked computers. Through experiments we were able to achieve a reduction in training time from 3.9 hours to 11 minutes using the aforementioned framework and a total of 74 agents and two networked computers. Further details including a github repo and videos about our project, PRL4AirSim, can be found at https://sites.google.com/view/prl4airsim/homeComment: This work has been submitted to the IEEE International Conference on Robotics and Automation (ICRA) for possible publication. Copyright may be transferred without notice, after which this version may no longer be accessibl

    A Robot Web for Distributed Many-Device Localisation

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    We show that a distributed network of robots or other devices which make measurements of each other can collaborate to globally localise via efficient ad-hoc peer to peer communication. Our Robot Web solution is based on Gaussian Belief Propagation on the fundamental non-linear factor graph describing the probabilistic structure of all of the observations robots make internally or of each other, and is flexible for any type of robot, motion or sensor. We define a simple and efficient communication protocol which can be implemented by the publishing and reading of web pages or other asynchronous communication technologies. We show in simulations with up to 1000 robots interacting in arbitrary patterns that our solution convergently achieves global accuracy as accurate as a centralised non-linear factor graph solver while operating with high distributed efficiency of computation and communication. Via the use of robust factors in GBP, our method is tolerant to a high percentage of faults in sensor measurements or dropped communication packets.Comment: Published in IEEE Transactions on Robotics (TRO) 202

    Sensor-driven online coverage planning for autonomous underwater vehicles

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    Abstract-At present, autonomous underwater vehicle (AUV) mine countermeasure (MCM) surveys are normally pre-planned by operators using ladder or zig-zag paths. Such surveys are conducted with side-looking sonar sensors whose performance is dependant on environmental, target, sensor, and AUV platform parameters. It is difficult to obtain precise knowledge of all of these parameters to be able to design optimal mission plans offline. This research represents the first known sensor driven online approach to seabed coverage for MCM. A method is presented where paths are planned using a multi-objective optimization. Information theory is combined with a new concept coined branch entropy based on a hexagonal cell decomposition. The result is a planning algorithm that not only produces shorter paths than conventional means, but is also capable of accounting for environmental factors detected in situ. Hardware-in-the-loop simulations and in water trials conducted on the IVER2 AUV show the effectiveness of the proposed method. Index Terms-autonomous underwater vehicles, coverage path planning, information gain, hardware-in-the-loop, mine countermeasure, sidescan sonar, adaptive mission plannin

    Identifying Optimal Launch Sites of High-Altitude Latex-Balloons using Bayesian Optimisation for the Task of Station-Keeping

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    Station-keeping tasks for high-altitude balloons show promise in areas such as ecological surveys, atmospheric analysis, and communication relays. However, identifying the optimal time and position to launch a latex high-altitude balloon is still a challenging and multifaceted problem. For example, tasks such as forest fire tracking place geometric constraints on the launch location of the balloon. Furthermore, identifying the most optimal location also heavily depends on atmospheric conditions. We first illustrate how reinforcement learning-based controllers, frequently used for station-keeping tasks, can exploit the environment. This exploitation can degrade performance on unseen weather patterns and affect station-keeping performance when identifying an optimal launch configuration. Valuing all states equally in the region, the agent exploits the region's geometry by flying near the edge, leading to risky behaviours. We propose a modification which compensates for this exploitation and finds this leads to, on average, higher steps within the target region on unseen data. Then, we illustrate how Bayesian Optimisation (BO) can identify the optimal launch location to perform station-keeping tasks, maximising the expected undiscounted return from a given rollout. We show BO can find this launch location in fewer steps compared to other optimisation methods. Results indicate that, surprisingly, the most optimal location to launch from is not commonly within the target region. Please find further information about our project at https://sites.google.com/view/bo-lauch-balloon/

    Identifying Optimal Launch Sites of High-Altitude Latex-Balloons using Bayesian Optimisation for the Task of Station-Keeping

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    Station-keeping tasks for high-altitude balloons show promise in areas such as ecological surveys, atmospheric analysis, and communication relays. However, identifying the optimal time and position to launch a latex high-altitude balloon is still a challenging and multifaceted problem. For example, tasks such as forest fire tracking place geometric constraints on the launch location of the balloon. Furthermore, identifying the most optimal location also heavily depends on atmospheric conditions. We first illustrate how reinforcement learning-based controllers, frequently used for station-keeping tasks, can exploit the environment. This exploitation can degrade performance on unseen weather patterns and affect station-keeping performance when identifying an optimal launch configuration. Valuing all states equally in the region, the agent exploits the region's geometry by flying near the edge, leading to risky behaviours. We propose a modification which compensates for this exploitation and finds this leads to, on average, higher steps within the target region on unseen data. Then, we illustrate how Bayesian Optimisation (BO) can identify the optimal launch location to perform station-keeping tasks, maximising the expected undiscounted return from a given rollout. We show BO can find this launch location in fewer steps compared to other optimisation methods. Results indicate that, surprisingly, the most optimal location to launch from is not commonly within the target region. Please find further information about our project at https://sites.google.com/view/bo-lauch-balloon/

    InteriorNet: Mega-scale Multi-sensor Photo-realistic Indoor Scenes Dataset

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    Datasets have gained an enormous amount of popularity in the computer vision community, from training and evaluation of Deep Learning-based methods to benchmarking Simultaneous Localization and Mapping (SLAM). Without a doubt, synthetic imagery bears a vast potential due to scalability in terms of amounts of data obtainable without tedious manual ground truth annotations or measurements. Here, we present a dataset with the aim of providing a higher degree of photo-realism, larger scale, more variability as well as serving a wider range of purposes compared to existing datasets. Our dataset leverages the availability of millions of professional interior designs and millions of production-level furniture and object assets -- all coming with fine geometric details and high-resolution texture. We render high-resolution and high frame-rate video sequences following realistic trajectories while supporting various camera types as well as providing inertial measurements. Together with the release of the dataset, we will make executable program of our interactive simulator software as well as our renderer available at https://interiornetdataset.github.io. To showcase the usability and uniqueness of our dataset, we show benchmarking results of both sparse and dense SLAM algorithms

    Characterizing Visual Localization and Mapping Datasets

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    Benchmarking mapping and motion estimation algorithms is established practice in robotics and computer vision. As the diversity of datasets increases, in terms of the trajectories, models, and scenes, it becomes a challenge to select datasets for a given benchmarking purpose. Inspired by the Wasserstein distance, this paper addresses this concern by developing novel metrics to evaluate trajectories and the environments without relying on any SLAM or motion estimation algorithm. The metrics, which so far have been missing in the research community, can be applied to the plethora of datasets that exist. Additionally, to improve the robotics SLAM benchmarking, the paper presents a new dataset for visual localization and mapping algorithms. A broad range of real-world trajectories is used in very high-quality scenes and a rendering framework to create a set of synthetic datasets with ground-truth trajectory and dense map which are representative of key SLAM applications such as virtual reality (VR), micro aerial vehicle (MAV) flight, and ground robotics

    Algorithmic Performance-Accuracy Trade-off in 3D Vision Applications Using HyperMapper

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    In this paper we investigate an emerging application, 3D scene understanding, likely to be significant in the mobile space in the near future. The goal of this exploration is to reduce execution time while meeting our quality of result objectives. In previous work we showed for the first time that it is possible to map this application to power constrained embedded systems, highlighting that decision choices made at the algorithmic design-level have the most impact. As the algorithmic design space is too large to be exhaustively evaluated, we use a previously introduced multi-objective Random Forest Active Learning prediction framework dubbed HyperMapper, to find good algorithmic designs. We show that HyperMapper generalizes on a recent cutting edge 3D scene understanding algorithm and on a modern GPU-based computer architecture. HyperMapper is able to beat an expert human hand-tuning the algorithmic parameters of the class of Computer Vision applications taken under consideration in this paper automatically. In addition, we use crowd-sourcing using a 3D scene understanding Android app to show that the Pareto front obtained on an embedded system can be used to accelerate the same application on all the 83 smart-phones and tablets crowd-sourced with speedups ranging from 2 to over 12.Comment: 10 pages, Keywords: design space exploration, machine learning, computer vision, SLAM, embedded systems, GPU, crowd-sourcin

    Application-oriented Design Space Exploration for SLAM Algorithms

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    In visual SLAM, there are many software and hardware parameters, such as algorithmic thresholds and GPU frequency, that need to be tuned; however, this tuning should also take into account the structure and motion of the camera. In this paper, we determine the complexity of the structure and motion with a few parameters calculated using information theory. Depending on this complexity and the desired performance metrics, suitable parameters are explored and determined. Additionally, based on the proposed structure and motion parameters, several applications are presented, including a novel active SLAM approach which guides the camera in such a way that the SLAM algorithm achieves the desired performance metrics. Real-world and simulated experimental results demonstrate the effectiveness of the proposed design space and its applications
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