We present a novel method for handling uncertainty about the intentions of non-ego players in dynamic games, with application to motion planning for autonomous vehicles. Equilibria in these games explicitly account for interaction among other agents in the environment, such as drivers and pedestrians. Our method models the uncertainty about the intention of other agents by constructing multiple hypotheses about the objectives and constraints of other agents in the scene. For each candidate hypothesis, we associate a Bernoulli random variable representing the probability of that hypothesis, which may or may not be independent of the probability of other hypotheses. We leverage constraint asymmetries and feedback information patterns to incorporate the probabilities of hypotheses in a natural way. Specifically, increasing the probability associated with a given hypothesis from $0$ to $1$ shifts the responsibility of collision avoidance from the hypothesized agent to the ego agent. This method allows the generation of interactive trajectories for the ego agent, where the level of assertiveness or caution that the ego exhibits is directly related to the easy-to-model uncertainty it maintains about the scene.
Recently, there has been tremendous progress in developing each individual module of the standard perception-planning robot autonomy pipeline, including detection, tracking, prediction of other agents' trajectories, and ego-agent trajectory planning. Nevertheless, there has been less attention given to the principled integration of these components, particularly in terms of the characterization and mitigation of cascading errors. This paper addresses the problem of cascading errors by focusing on the coupling between the tracking and prediction modules. First, by using state-of-the-art trackin…
Fast and Scalable Game-Theoretic Trajectory Planning with Intentional Uncertainties
The Hong Kong University of Science and Technology (Guangzhou)(香港科学与技术大学(广州));The Hong Kong University of Science and Technology(香港科学与技术大学);HKUST Shenzhen-Hong Kong Collaborative Innovation Research Institute(香港科学与技术大学深圳-香港协同创新研究院)
Planning under uncertainty is a key requirement for physical systems due to the noisy nature of actuators and sensors. Using a belief space approach, planning solutions tend to generate actions that result in information seeking behavior which reduce state uncertainty. While recent work has dealt with planning for Gaussian beliefs, for many cases, a multi-modal belief is a more accurate representation of the underlying belief. This is particularly true in environments with information symmetry that cause uncertain data associations which naturally lead to a multi-modal hypothesis on the state.…
UC Berkeley(加州大学伯克利分校);Honda Research Institute(本田研究所)
A human-centered robot needs to reason about the cognitive limitation and potential irrationality of its human partner to achieve seamless interactions. This paper proposes an anytime game-theoretic planner that integrates iterative reasoning models, a partially observable Markov decision process, and chance-constrained Monte-Carlo belief tree search for robot behavioral planning. Our planner enables a robot to safely and actively reason about its human partner's latent cognitive states (bounded intelligence and irrationality) in real-time to maximize its utility better. We validate our approa…
Complex, multi-objective missions require the coordination of heterogeneous robots at multiple inter-connected levels, such as coalition formation, scheduling, and motion planning. This challenge is exacerbated by dynamic changes, such as sensor and actuator failures, communication loss, and unexpected delays. We introduce Dynamic Iterative Task Allocation Graph Search (D-ITAGS) to \textit{simultaneously} address coalition formation, scheduling, and motion planning in dynamic settings involving heterogeneous teams. D-ITAGS achieves resilience via two key characteristics: i) interleaved executi…
Kinodynamic Motion Planning for Mobile Robot Navigation across Inconsistent World Models
Robotics and Artificial Intelligence Laboratory, Hajim School of Engineering and Applied Sciences, University of Rochester(机器人与人工智能实验室,海吉姆工程与应用科学学院,罗切斯特大学)
National University of Singapore(新加坡国立大学);Carnegie Mellon University(卡内基梅隆大学)
Recent research in multi-robot exploration and mapping has focused on sampling environmental fields, which are typically modeled using the Gaussian process (GP). Existing information-theoretic exploration strategies for learning GP-based environmental field maps adopt the non-Markovian problem structure and consequently scale poorly with the length of history of observations. Hence, it becomes computationally impractical to use these strategies for in situ, real-time active sampling. To ease this computational burden, this paper presents a Markov-based approach to efficient information-theoret…
Recent research in robot exploration and mapping has focused on sampling environmental hotspot fields. This exploration task is formalized by Low, Dolan, and Khosla (2008) in a sequential decision-theoretic planning under uncertainty framework called MASP. The time complexity of solving MASP approximately depends on the map resolution, which limits its use in large-scale, high-resolution exploration and mapping. To alleviate this computational difficulty, this paper presents an information-theoretic approach to MASP (iMASP) for efficient adaptive path planning; by reformulating the cost-minimi…
Georgia Institute of Technology(佐治亚理工学院);University of North Carolina, Charlotte(北卡罗来纳大学夏洛特分校)
In this paper, we develop a framework for path-planning on abstractions that are not provided to the agent a priori but instead emerge as a function of the available computational resources. We show how a path-planning problem in an environment can be systematically approximated by solving a sequence of easier to solve problems on abstractions of the original space. The properties of the problem are analyzed, and a number of theoretical results are presented and discussed. A numerical example is presented to show the utility of the approach and to corroborate the theoretical findings. We concl…
University of Illinois Urbana-Champaign(伊利诺伊大学厄巴纳-香槟分校);Raytheon BBN Technologies(雷神BBN技术公司)
In this work, we develop a scalable, local trajectory optimization algorithm that enables robots to interact with other robots. It has been shown that agents' interactions can be successfully captured in game-theoretic formulations, where the interaction outcome can be best modeled via the equilibria of the underlying dynamic game. However, it is typically challenging to compute equilibria of dynamic games as it involves simultaneously solving a set of coupled optimal control problems. Existing solvers operate in a centralized fashion and do not scale up tractably to multiple interacting agent…
Tokyo Institute of Technology(东京工业大学);Sorbonne University(索邦大学);CNRS(法国国家科学研究中心);Institut Universitaire de France(法国大学研究院)
We study a novel graph path planning problem for multiple agents that may crash at runtime, and block part of the workspace. In our setting, agents can detect neighboring crashed agents, and change followed paths at runtime. The objective is then to prepare a set of paths and switching rules for each agent, ensuring that all correct agents reach their destinations without collisions or deadlocks, despite unforeseen crashes of other agents. Such planning is attractive to build reliable multi-robot systems. We present problem formalization, theoretical analysis such as computational complexities…
Path planning is a fundamental and extensively explored problem in robotic control. We present a novel economic perspective on path planning. Specifically, we investigate strategic interactions among path planning agents using a game theoretic path planning framework. Our focus is on economic tension between two important objectives: efficiency in the agents' achieving their goals, and safety in navigating towards these. We begin by developing a novel mathematical formulation for path planning that trades off these objectives, when behavior of other agents is fixed. We then use this formulatio…
University of New South Wales(新南威尔士大学);Defence Science and Technology, Australian Department of Defence(澳大利亚国防部国防科技集团)
Shepherding involves herding a swarm of agents (\emph{sheep}) by another a control agent (\emph{sheepdog}) towards a goal. Multiple approaches have been documented in the literature to model this behaviour. In this paper, we present a modification to a well-known shepherding approach, and show, via simulation, that this modification improves shepherding efficacy. We then argue that given complexity arising from obstacles laden environments, path planning approaches could further enhance this model. To validate this hypothesis, we present a 2-stage evolutionary-based path planning algorithm for…
Georgia Institute of Technology(佐治亚理工学院);University of California San Diego(加州大学圣迭戈分校)
In this paper, we develop an approach that enables autonomous robots to build and compress semantic environment representations from point-cloud data. Our approach builds a three-dimensional, semantic tree representation of the environment from sensor data which is then compressed by a novel information-theoretic tree-pruning approach. The proposed approach is probabilistic and incorporates the uncertainty in semantic classification inherent in real-world environments. Moreover, our approach allows robots to prioritize individual semantic classes when generating the compressed trees, so as to …
We present a method to solve planning problems involving sequential decision making in unpredictable environments while accomplishing a high level task specification expressed using the formalism of linear temporal logic. Our method improves the state of the art by introducing a pruning step that preserves correctness while significantly reducing the time needed to compute an optimal policy. Our theoretical contribution is coupled with simulations substantiating the value of the proposed method.
Regulation-Aware Game-Theoretic Motion Planning for Autonomous Racing
University of Modena and Reggio Emilia(摩德纳和雷吉奥艾米利亚大学);University of Bologna(博洛尼亚大学);University of California, Berkeley(加州大学伯克利分校);Chalmers University of Technology(查尔姆斯理工大学)
Game-Theoretic Safe Multi-Agent Motion Planning with Reachability Analysis for Dynamic and Uncertain Environments (Extended Version)
Department of Electrical and Computer Engineering, National University of Singapore(国立新加坡大学电气与计算机工程系);Department of Control Science and Engineering, Shanghai Institute of Intelligent Science and Technology(上海智能科学与技术研究院控制科学与工程系)
Existing game-theoretic planning methods assume that the robot knows the objective functions of the other agents a priori while, in practical scenarios, this is rarely the case. This paper introduces LUCIDGames, an inverse optimal control algorithm that is able to estimate the other agents' objective functions in real time, and incorporate those estimates online into a receding-horizon game-theoretic planner. LUCIDGames solves the inverse optimal control problem by recasting it in a recursive parameter-estimation framework. LUCIDGames uses an unscented Kalman filter (UKF) to iteratively update…
Institute for Computational & Mathematical Engineering, Stanford University(斯坦福大学计算与数学工程研究所);Department of Statistics, Stanford University(斯坦福大学统计系);Department of Aeronautics and Astronautics, Stanford University(斯坦福大学航空航天系)
Motion planning under differential constraints is a classic problem in robotics. To date, the state of the art is represented by sampling-based techniques, with the Rapidly-exploring Random Tree algorithm as a leading example. Yet, the problem is still open in many aspects, including guarantees on the quality of the obtained solution. In this paper we provide a thorough theoretical framework to assess optimality guarantees of sampling-based algorithms for planning under differential constraints. We exploit this framework to design and analyze two novel sampling-based algorithms that are guaran…
Planning in unstructured environments is challenging -- it relies on sensing, perception, scene reconstruction, and reasoning about various uncertainties. We propose DeepSemanticHPPC, a novel uncertainty-aware hypothesis-based planner for unstructured environments. Our algorithmic pipeline consists of: a deep Bayesian neural network which segments surfaces with uncertainty estimates; a flexible point cloud scene representation; a next-best-view planner which minimizes the uncertainty of scene semantics using sparse visual measurements; and a hypothesis-based path planner that proposes multiple…
Politecnico di Torino(都灵理工大学);TU Delft(代尔夫特理工大学);Istituto Superiore di Sanità(意大利国家高等卫生研究院);New York University Tandon School of Engineering(纽约大学坦登工程学院)
Since humans and robots are increasingly sharing portions of their operational spaces, experimental evidence is needed to ascertain the safety and social acceptability of robots in human-populated environments. Although several studies have aimed at devising strategies for robot trajectory planning to perform \emph{safe} motion in populated environments, a few efforts have \emph{measured} to what extent a robot trajectory is \emph{accepted} by humans. Here, we present a navigation system for autonomous robotics that ensures safety and social acceptability of robotic trajectories. We overcome t…
Lincoln Institute for Agri-food Technology, University of Lincoln(林肯大学农业食品技术林肯研究所)
In our previous work, we designed a systematic policy to prioritize sampling locations to lead significant accuracy improvement in spatial interpolation by using the prediction uncertainty of Gaussian Process Regression (GPR) as "attraction force" to deployed robots in path planning. Although the integration with Traveling Salesman Problem (TSP) solvers was also shown to produce relatively short travel distance, we here hypothesise several factors that could decrease the overall prediction precision as well because sub-optimal locations may eventually be included in their paths. To address thi…
More Than Meets the Eye? Uncovering the Reasoning-Planning Disconnect in Training Vision-Language Driving Models
S-Lab, Nanyang Technological University, Singapore(南洋理工大学S实验室);College of Computing and Data Science, Nanyang Technological University, Singapore(南洋理工大学计算与数据科学学院)
Pose estimation is a basic module in many robot manipulation pipelines. Estimating the pose of objects in the environment can be useful for grasping, motion planning, or manipulation. However, current state-of-the-art methods for pose estimation either rely on large annotated training sets or simulated data. Further, the long training times for these methods prohibit quick interaction with novel objects. To address these issues, we introduce a novel method for zero-shot object pose estimation in clutter. Our approach uses a hypothesis generation and scoring framework, with a focus on learning …
This paper addresses the problem of planning a safe (i.e., collision-free) trajectory from an initial state to a goal region when the obstacle space is a-priori unknown and is incrementally revealed online, e.g., through line-of-sight perception. Despite its ubiquitous nature, this formulation of motion planning has received relatively little theoretical investigation, as opposed to the setup where the environment is assumed known. A fundamental challenge is that, unlike motion planning with known obstacles, it is not even clear what an optimal policy to strive for is. Our contribution is thre…
This paper considers theoretical solutions for path planning problems under non-probabilistic uncertainty used in the travel salesman problems under uncertainty. The uncertainty is on the paths between the cities as nodes in a travelling salesman problem. There is at least one path between two nodes/stations where the travelling time between the nodes is not precisely known. This could be due to environmental effects like crowdedness (rush period) in the path, the state of the charge of batteries, weather conditions, or considering the safety of the route while travelling. In this work, we con…
Renault S.A.S(雷诺股份有限公司);Sorbonne universités, Université de technologie de Compiègne, CNRS, Heudiasyc(索邦大学,贡比涅技术大学,法国国家科学研究中心,Heudiasyc实验室);Monash University(莫纳什大学)
Camera-based end-to-end driving neural networks bring the promise of a low-cost system that maps camera images to driving control commands. These networks are appealing because they replace laborious hand engineered building blocks but their black-box nature makes them difficult to delve in case of failure. Recent works have shown the importance of using an explicit intermediate representation that has the benefits of increasing both the interpretability and the accuracy of networks' decisions. Nonetheless, these camera-based networks reason in camera view where scale is not homogeneous and he…
University of Birmingham(伯明翰大学);Queensland University of Technology(昆士兰科技大学)
Belief space planning is a viable alternative to formalise partially observable control problems and, in the recent years, its application to robot manipulation problems has grown. However, this planning approach was tried successfully only on simplified control problems. In this paper, we apply belief space planning to the problem of planning dexterous reach-to-grasp trajectories under object pose uncertainty. In our framework, the robot perceives the object to be grasped on-the-fly as a point cloud and compute a full 6D, non-Gaussian distribution over the object's pose (our belief space). Th…
This work examines the hypothesis that partially observable Markov decision process (POMDP) planning with human driver internal states can significantly improve both safety and efficiency in autonomous freeway driving. We evaluate this hypothesis in a simulated scenario where an autonomous car must safely perform three lane changes in rapid succession. Approximate POMDP solutions are obtained through the partially observable Monte Carlo planning with observation widening (POMCPOW) algorithm. This approach outperforms over-confident and conservative MDP baselines and matches or outperforms QMDP…
Safe navigation in dense, urban driving environments remains an open problem and an active area of research. Unlike typical predict-then-plan approaches, game-theoretic planning considers how one vehicle's plan will affect the actions of another. Recent work has demonstrated significant improvements in the time required to find local Nash equilibria in general-sum games with nonlinear objectives and constraints. When applied trivially to driving, these works assume all vehicles in a scene play a game together, which can result in intractable computation times for dense traffic. We formulate a …
We present a new method for multi-agent planning involving human drivers and autonomous vehicles (AVs) in unsignaled intersections, roundabouts, and during merging. In multi-agent planning, the main challenge is to predict the actions of other agents, especially human drivers, as their intentions are hidden from other agents. Our algorithm uses game theory to develop a new auction, called GamePlan, that directly determines the optimal action for each agent based on their driving style (which is observable via commonly available sensors). GamePlan assigns a higher priority to more aggressive or…
University of California, Berkeley(加州大学伯克利分校);Carnegie Mellon University(卡内基梅隆大学)
Planning under social interactions with other agents is an essential problem for autonomous driving. As the actions of the autonomous vehicle in the interactions affect and are also affected by other agents, autonomous vehicles need to efficiently infer the reaction of the other agents. Most existing approaches formulate the problem as a generalized Nash equilibrium problem solved by optimization-based methods. However, they demand too much computational resource and easily fall into the local minimum due to the non-convexity. Monte Carlo Tree Search (MCTS) successfully tackles such issues in …
University of California, Berkeley(加州大学伯克利分校);KTH Royal Institute of Technology(KTH皇家理工学院);Stanford University(斯坦福大学)
The actions of an autonomous vehicle on the road affect and are affected by those of other drivers, whether overtaking, negotiating a merge, or avoiding an accident. This mutual dependence, best captured by dynamic game theory, creates a strong coupling between the vehicle's planning and its predictions of other drivers' behavior, and constitutes an open problem with direct implications on the safety and viability of autonomous driving technology. Unfortunately, dynamic games are too computationally demanding to meet the real-time constraints of autonomous driving in its continuous state and a…
Stanford University(斯坦福大学);University of Maryland(马里兰大学)
We present a novel approach for risk-aware planning with human agents in multi-agent traffic scenarios. Our approach takes into account the wide range of human driver behaviors on the road, from aggressive maneuvers like speeding and overtaking, to conservative traits like driving slowly and conforming to the right-most lane. In our approach, we learn a mapping from a data-driven human driver behavior model called the CMetric to a driver's entropic risk preference. We then use the derived risk preference within a game-theoretic risk-sensitive planner to model risk-aware interactions among huma…
Virginia Tech(弗吉尼亚理工大学);University of Maryland(马里兰大学)
We propose a risk-aware framework for multi-robot, multi-demand assignment and planning in unknown environments. Our motivation is disaster response and search-and-rescue scenarios where ground vehicles must reach demand locations as soon as possible. We consider a setting where the terrain information is available only in the form of an aerial, georeferenced image. Deep learning techniques can be used for semantic segmentation of the aerial image to create a cost map for safe ground robot navigation. Such segmentation may still be noisy. Hence, we present a joint planning and perception frame…
Robots interacting with the physical world plan with models of physics. We advocate that robots interacting with people need to plan with models of cognition. This writeup summarizes the insights we have gained in integrating computational cognitive models of people into robotics planning and control. It starts from a general game-theoretic formulation of interaction, and analyzes how different approximations result in different useful coordination behaviors for the robot during its interaction with people.
We address problems underlying the algorithmic question of automating the co-design of robot hardware in tandem with its apposite software. Specifically, we consider the impact that degradations of a robot's sensor and actuation suites may have on the ability of that robot to complete its tasks. We introduce a new formal structure that generalizes and consolidates a variety of well-known structures including many forms of plans, planning problems, and filters, into a single data structure called a procrustean graph, and give these graph structures semantics in terms of ideas based in formal la…
Robots can be used to collect environmental data in regions that are difficult for humans to traverse. However, limitations remain in the size of region that a robot can directly observe per unit time. We introduce a method for selecting a limited number of observation points in a large region, from which we can predict the state of unobserved points in the region. We combine a low rank model of a target attribute with an information-maximizing path planner to predict the state of the attribute throughout a region. Our approach is agnostic to the choice of target attribute and robot monitoring…