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Christopher D. Hsu

Publications and source records attributed to Christopher D. Hsu.

6 recordsLinked to original sources

Asset-Centric Metric-Semantic Maps of Indoor Environments

Large Language Models (LLMs) can help robots reason about abstract task specifications. This requires augmenting classical representations of the environment used by robots, such as point-clouds and meshes, with natural language-based priors. There are a number of approaches to do so in the existing literature. While some navigation frameworks leverage scene-level semantics at the expense of object-level detail, others such as language-guided neural radiance fields (NeRFs) or segment-anything 3D (SAM3D) prioritize object accuracy over global scene context. This paper argues that we can get the best of both worlds. We use a Unitree Go2 quadruped with a RealSense stereo camera (RGB-D data) to build an explicit metric-semantic representation of indoor environments. This is a scene-scale representation with each object (e.g., chairs, couches, doors, of various shapes and sizes) represented by a detailed mesh, its category, and a pose. We show that this representation is more accurate than foundation-model-based maps such as those built by SAM3D, as well as state-of-the-art scene-level robotics mapping pipelines such as Clio (Maggio et al., 2024). Our implementation is about 25$\times$ faster than SAM3D and is about 10$\times$ slower than Clio. We can also adapt our approach to enable open-set scene-level mapping, i.e., when object meshes are not known a priori, by building upon SAM3D to further improve precision and recall. We show how this representation can be readily used with LLMs such as Google's Gemini to demonstrate scene understanding, complex inferences, and planning. We also display the utility of having these representations for semantic navigation in simulated warehouse and hospital settings using Nvidia's Issac Sim.

cs.RO

Active Scout: Multi-Target Tracking Using Neural Radiance Fields in Dense Urban Environments

We study pursuit-evasion games in highly occluded urban environments, e.g. tall buildings in a city, where a scout (quadrotor) tracks multiple dynamic targets on the ground. We show that we can build a neural radiance field (NeRF) representation of the city -- online -- using RGB and depth images from different vantage points. This representation is used to calculate the information gain to both explore unknown parts of the city and track the targets -- thereby giving a completely first-principles approach to actively tracking dynamic targets. We demonstrate, using a custom-built simulator using Open Street Maps data of Philadelphia and New York City, that we can explore and locate 20 stationary targets within 300 steps. This is slower than a greedy baseline, which does not use active perception. But for dynamic targets that actively hide behind occlusions, we show that our approach maintains, at worst, a tracking error of 200m; the greedy baseline can have a tracking error as large as 600m. We observe a number of interesting properties in the scout's policies, e.g., it switches its attention to track a different target periodically, as the quality of the NeRF representation improves over time, the scout also becomes better in terms of target tracking. Code is available at https://github.com/grasp-lyrl/ActiveScout.

cs.MA

A Model for Multi-Agent Heterogeneous Interaction Problems

We introduce a model for multi-agent interaction problems to understand how a heterogeneous team of agents should organize its resources to tackle a heterogeneous team of attackers. This model is inspired by how the human immune system tackles a diverse set of pathogens. The key property of this model is a ``cross-reactivity'' kernel which enables a particular defender type to respond strongly to some attacker types but weakly to a few different types of attackers. We show how due to such cross-reactivity, the defender team can optimally counteract a heterogeneous attacker team using very few types of defender agents, and thereby minimize its resources. We study this model in different settings to characterize a set of guiding principles for control problems with heterogeneous teams of agents, e.g., sensitivity of the harm to sub-optimal defender distributions, and competition between defenders gives near-optimal behavior using decentralized computation of the control. We also compare this model with existing approaches including reinforcement-learned policies, perimeter defense, and coverage control.

cs.MA

Active Perception using Neural Radiance Fields

We study active perception from first principles to argue that an autonomous agent performing active perception should maximize the mutual information that past observations posses about future ones. Doing so requires (a) a representation of the scene that summarizes past observations and the ability to update this representation to incorporate new observations (state estimation and mapping), (b) the ability to synthesize new observations of the scene (a generative model), and (c) the ability to select control trajectories that maximize predictive information (planning). This motivates a neural radiance field (NeRF)-like representation which captures photometric, geometric and semantic properties of the scene grounded. This representation is well-suited to synthesizing new observations from different viewpoints. And thereby, a sampling-based planner can be used to calculate the predictive information from synthetic observations along dynamically-feasible trajectories. We use active perception for exploring cluttered indoor environments and employ a notion of semantic uncertainty to check for the successful completion of an exploration task. We demonstrate these ideas via simulation in realistic 3D indoor environments.

cs.RO

Strategic Maneuver and Disruption with Reinforcement Learning Approaches for Multi-Agent Coordination

Reinforcement learning (RL) approaches can illuminate emergent behaviors that facilitate coordination across teams of agents as part of a multi-agent system (MAS), which can provide windows of opportunity in various military tasks. Technologically advancing adversaries pose substantial risks to a friendly nation's interests and resources. Superior resources alone are not enough to defeat adversaries in modern complex environments because adversaries create standoff in multiple domains against predictable military doctrine-based maneuvers. Therefore, as part of a defense strategy, friendly forces must use strategic maneuvers and disruption to gain superiority in complex multi-faceted domains such as multi-domain operations (MDO). One promising avenue for implementing strategic maneuver and disruption to gain superiority over adversaries is through coordination of MAS in future military operations. In this paper, we present overviews of prominent works in the RL domain with their strengths and weaknesses for overcoming the challenges associated with performing autonomous strategic maneuver and disruption in military contexts.

cs.MA

Scalable Reinforcement Learning Policies for Multi-Agent Control

We develop a Multi-Agent Reinforcement Learning (MARL) method to learn scalable control policies for target tracking. Our method can handle an arbitrary number of pursuers and targets; we show results for tasks consisting up to 1000 pursuers tracking 1000 targets. We use a decentralized, partially-observable Markov Decision Process framework to model pursuers as agents receiving partial observations (range and bearing) about targets which move using fixed, unknown policies. An attention mechanism is used to parameterize the value function of the agents; this mechanism allows us to handle an arbitrary number of targets. Entropy-regularized off-policy RL methods are used to train a stochastic policy, and we discuss how it enables a hedging behavior between pursuers that leads to a weak form of cooperation in spite of completely decentralized control execution. We further develop a masking heuristic that allows training on smaller problems with few pursuers-targets and execution on much larger problems. Thorough simulation experiments, ablation studies, and comparisons to state of the art algorithms are performed to study the scalability of the approach and robustness of performance to varying numbers of agents and targets.

cs.MA