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Dan Halperin

Publications and source records attributed to Dan Halperin.

At least 19 recordsLinked to original sources

Lifelong Localization in Dynamic Indoor Environments Combining Odometry with Sparse Distance Sampling

Localization is a key task in robot navigation, and many techniques exist for it. In many plausible scenarios, a robot might face unforeseen, dynamic obstacles, rendering any pre-determined map inaccurate for localization. In this work, we propose a robust lifelong localization framework in dynamic planar indoor environments, using the robot's odometry and sparse distance sampling. We demonstrate how distance samples can be used to provide a robust prior on the robot's location. This technique can solve the kidnapped robot problem in real time, up to symmetries. Based on insights from real-world recorded data, we also account for dynamic obstacles. We then fuse this prior, over time, with the odometry to converge to the robot's location. A central property of our method is that it provably converges to the robot's ground truth pose even in large indoor environments when the environment is static. We further show that this guarantee also holds in dynamic environments, as long as the nature of those changes has been correctly learned. We demonstrate the effectiveness of our approach in different real-world indoor environments. In particular, we achieve a localization comparable to SLAM with merely a few (sixteen) distance samples, as opposed to the full LiDAR range. Sufficing with only sparse distance sampling is advantageous in terms of sensor cost, privacy, storage space, and transmission bandwidth.

cs.RO

Leveraging Two Robotic Arms for Tight Assembly Performance Gains

We provide a novel end-to-end framework for the execution of an assembly operation by two robotic arms, given the digital CAD models of the parts and their desired relative placement in their assembled state. We analyze and demonstrate the advantages of using two robotic arms simultaneously in tight assembly operations, compared to single-arm systems. Our method is implemented in both simulation and using physical robots. It provides theoretical guarantees on execution time and trajectory accuracy, supported by empirical evidence. In particular, we show that coordinated movement of two arms reduces average execution time by more than 50% compared to using a single arm only, produces higher-quality trajectories, and accelerates the search for valid robot placements. Furthermore, we establish bounds on the required dimensions of the robotic cell. Our open source software together with real-life video demonstrations are available in our project page.

cs.RO

Manifold-Guided Motion Planning for Tight Assemblies

Motion planning for rigid-body assembly poses a fundamental challenge in robotics due to tight geometric constraints. In such scenarios, feasible motions often require passing through (near-)zero clearance configurations in which the parts are tightly constrained by contact. In this work, we introduce Critical-Manifold Guided RRT (CMG-RRT), a sampling-based planner designed specifically for tight assembly problems. Our key observation is that in tight assemblies, valid solution paths lie on or near a critical manifold: the subset of configuration space consisting of poses with at least one contact point between parts. CMG-RRT guides exploration by adaptively biasing sampling toward neighborhoods of the critical manifold using a hierarchical subdivision of the configuration space. We prove that CMG-RRT is probabilistically complete under standard clearance assumptions. Empirical evaluation on challenging rotational assembly benchmarks demonstrates a 100% success rate across all tested instances, including, to the best of our knowledge, the first fully automatic solution of the Elk disentanglement puzzle. Our open source software is available through our project page: https://www.cgl.cs.tau.ac.il/projects/tight-assembly-planning.

cs.RO

Algorithms for Nonlinear Mixed-Integer Location Estimation

For three decades, carrier-phase observations have been used to obtain the most accurate location estimates using global navigation satellite systems (GNSS). These estimates are computed by minimizing a nonlinear mixed-integer least-squares problem. Existing algorithms linearize the problem, orthogonally project it to eliminate real variables, and then solve the integer least-square problem. There is now considerable interest in developing similar localization techniques for terrestrial and indoor settings. We show that algorithms that linearize first fail in these settings and we propose several algorithms for computing the estimates. Some of our algorithms are elimination algorithms that start by eliminating the non-linear terms in the constraints; others construct a geometric arrangement that allows us to efficiently enumerate integer solutions (in polynomial time). We focus on simplified localization problems in which the measurements are range (distance) measurements and carrier phase range measurements, with no nuisance parameters. The simplified problem allows us to focus on the core question of untangling the nonlinearity and the integer nature of some parameters. We show using simulations that the new algorithms are effective at close ranges at which the linearize-first approach fails.

eess.SP

Point Cloud Based Scene Segmentation: A Survey

Autonomous driving is a safety-critical application, and it is therefore a top priority that the accompanying assistance systems are able to provide precise information about the surrounding environment of the vehicle. Tasks such as 3D Object Detection deliver an insufficiently detailed understanding of the surrounding scene because they only predict a bounding box for foreground objects. In contrast, 3D Semantic Segmentation provides richer and denser information about the environment by assigning a label to each individual point, which is of paramount importance for autonomous driving tasks, such as navigation or lane changes. To inspire future research, in this review paper, we provide a comprehensive overview of the current state-of-the-art methods in the field of Point Cloud Semantic Segmentation for autonomous driving. We categorize the approaches into projection-based, 3D-based and hybrid methods. Moreover, we discuss the most important and commonly used datasets for this task and also emphasize the importance of synthetic data to support research when real-world data is limited. We further present the results of the different methods and compare them with respect to their segmentation accuracy and efficiency.

cs.CV

A Note on the Time Complexity of Using Subdivision Methods for the Approximation of Fibers

Subdivision methods such as quadtrees, octrees, and higher-dimensional orthrees are standard practice in different domains of computer science. We can use these methods to represent given geometries, such as curves, meshes, or surfaces. This representation is achieved by splitting some bounding voxel recursively while further splitting only sub-voxels that intersect with the given geometry. It is fairly known that subdivision methods are more efficient than traversing a fine-grained voxel grid. In this short note, we propose another outlook on analyzing the construction time complexity of orthrees to represent implicitly defined geometries that are fibers (preimages) of some function. This complexity is indeed asymptotically better than traversing dense voxel grids, under certain conditions, which we specify in the note. In fact, the complexity is output sensitive, and is closely related to the Hausdorff measure and Hausdorff dimension of the resulting geometry.

cs.CG

Ten Problems in Geobotics

Robots sense, move and act in the physical world. It is therefore natural that algorithmic problems in robotics and automation have a geometric component, often central to the problem. Below we review ten challenging problems at the intersection of robotics and computational geometry -- let's call this intersection Geobotics. What is common to most of these problems is that the prevalent algorithmic techniques used in robotics do not seem suitable for solving them, or at least do not suggest quality guarantees for the solution. Solving some of them, even partially, can shed light on less well-understood aspects of computation in robotics.

cs.CG

Localization in Dynamic Planar Environments Using Few Distance Measurements

We present a method for determining the unknown location of a sensor placed in a known 2D environment in the presence of unknown dynamic obstacles, using only few distance measurements. We present guarantees on the quality of the localization, which are robust under mild assumptions on the density of the unknown/dynamic obstacles in the known environment. We demonstrate the effectiveness of our method in simulated experiments for different environments and varying dynamic-obstacle density. Our open source software is available at https://github.com/TAU-CGL/vb-fdml2-public.

cs.RO

Near-Optimal Min-Sum Motion Planning for Two Square Robots in a Polygonal Environment

Let $\mathcal{W} \subset \mathbb{R}^2$ be a planar polygonal environment (i.e., a polygon potentially with holes) with a total of $n$ vertices, and let $A,B$ be two robots, each modeled as an axis-aligned unit square, that can translate inside $\mathcal{W}$. Given source and target placements $s_A,t_A,s_B,t_B \in \mathcal{W}$ of $A$ and $B$, respectively, the goal is to compute a \emph{collision-free motion plan} $\mathbf{\pi}^*$, i.e., a motion plan that continuously moves $A$ from $s_A$ to $t_A$ and $B$ from $s_B$ to $t_B$ so that $A$ and $B$ remain inside $\mathcal{W}$ and do not collide with each other during the motion. Furthermore, if such a plan exists, then we wish to return a plan that minimizes the sum of the lengths of the paths traversed by the robots, $\left|\mathbf{\pi}^*\right|$. Given $\mathcal{W}, s_A,t_A,s_B,t_B$ and a parameter $\varepsilon > 0$, we present an $n^2\varepsilon^{-O(1)} \log n$-time $(1+\varepsilon)$-approximation algorithm for this problem. We are not aware of any polynomial time algorithm for this problem, nor do we know whether the problem is NP-Hard. Our result is the first polynomial-time $(1+\varepsilon)$-approximation algorithm for an optimal motion planning problem involving two robots moving in a polygonal environment.

cs.RO

Coordination of Multiple Robots along Given Paths with Bounded Junction Complexity

We study a fundamental NP-hard motion coordination problem for multi-robot/multi-agent systems: We are given a graph $G$ and set of agents, where each agent has a given directed path in $G$. Each agent is initially located on the first vertex of its path. At each time step an agent can move to the next vertex on its path, provided that the vertex is not occupied by another agent. The goal is to find a sequence of such moves along the given paths so that each reaches its target, or to report that no such sequence exists. The problem models guidepath-based transport systems, which is a pertinent abstraction for traffic in a variety of contemporary applications, ranging from train networks or Automated Guided Vehicles (AGVs) in factories, through computer game animations, to qubit transport in quantum computing. It also arises as a sub-problem in the more general multi-robot motion-planning problem. We provide a fine-grained tractability analysis of the problem by considering new assumptions and identifying minimal values of key parameters for which the problem remains NP-hard. Our analysis identifies a critical parameter called vertex multiplicity (VM), defined as the maximum number of paths passing through the same vertex. We show that a prevalent variant of the problem, which is equivalent to Sequential Resource Allocation (concerning deadlock prevention for concurrent processes), is NP-hard even when VM is 3. On the positive side, for VM $\le$ 2 we give an efficient algorithm that iteratively resolves cycles of blocking relations among agents. We also present a variant that is NP-hard when the VM is 2 even when $G$ is a 2D grid and each path lies in a single grid row or column. By studying highly distilled yet NP-hard variants, we deepen the understanding of what makes the problem intractable and thereby guide the search for efficient solutions under practical assumptions.

cs.RO

Multi-Robot Motion Planning for Unit Discs with Revolving Areas

We study the problem of motion planning for a collection of $n$ labeled unit disc robots in a polygonal environment. We assume that the robots have revolving areas around their start and final positions: that each start and each final is contained in a radius $2$ disc lying in the free space, not necessarily concentric with the start or final position, which is free from other start or final positions. This assumption allows a weakly-monotone motion plan, in which robots move according to an ordering as follows: during the turn of a robot $R$ in the ordering, it moves fully from its start to final position, while other robots do not leave their revolving areas. As $R$ passes through a revolving area, a robot $R'$ that is inside this area may move within the revolving area to avoid a collision. Notwithstanding the existence of a motion plan, we show that minimizing the total traveled distance in this setting, specifically even when the motion plan is restricted to be weakly-monotone, is APX-hard, ruling out any polynomial-time $(1+\epsilon)$-approximation algorithm. On the positive side, we present the first constant-factor approximation algorithm for computing a feasible weakly-monotone motion plan. The total distance traveled by the robots is within an $O(1)$ factor of that of the optimal motion plan, which need not be weakly monotone. Our algorithm extends to an online setting in which the polygonal environment is fixed but the initial and final positions of robots are specified in an online manner. Finally, we observe that the overhead in the overall cost that we add while editing the paths to avoid robot-robot collision can vary significantly depending on the ordering we chose. Finding the best ordering in this respect is known to be NP-hard, and we provide a polynomial time $O(\log n \log \log n)$-approximation algorithm for this problem.

cs.RO

Localization with Single or Antipodal Distance Measurements

Given a polygonal workspace $W$, a depth sensor placed at point $p=(x,y)$ inside $W$ and oriented in direction $\theta$ measures the distance $d=h(x,y,\theta)$ between $p$ and the closest point on the boundary of $W$ along a ray emanating from $p$ in direction $\theta$. We study the following problem: For a polygon $W$ with $n$ vertices, possibly with holes, preprocess it such that given a query real value $d> 0$, one can efficiently compute the preimage $h^{-1}(d) \subset W\times \mathbb{S}^1$, namely determine all the possible poses (positions and orientations) of a depth sensor placed in $W$ that would yield the reading $d$, in an output-sensitive fashion. We describe such an output-sensitive data structure, which answers queries in $O(k \log n)$ time, where $k$ is the number of vertices and maximal arcs of low degree algebraic curves constituting the answer. We also obtain analogous results for the more useful case (narrowing down the set of possible poses), where the sensor performs two antipodal depth measurements from the same point in $W$. We then describe simpler data structures for the same two problems, where we employ a decomposition of $W\times \mathbb{S}^1$, and where the query time is output-sensitive relative to this decomposition. Our software implementation for these latter structures is open source and publicly available. Although robot localization is often carried out by exploring the full visibility polygon of a sensor placed at a point of the environment, the approach that we propose here opens the door to sufficing with only few depth measurements, which is advantageous as it allows for usage of inexpensive sensors and could also lead to savings in storage and communication costs.

cs.CG

Unlabeled Multi-Robot Motion Planning with Tighter Separation Bounds

We consider the unlabeled motion-planning problem of $m$ unit-disc robots moving in a simple polygonal workspace of $n$ edges. The goal is to find a motion plan that moves the robots to a given set of $m$ target positions. For the unlabeled variant, it does not matter which robot reaches which target position as long as all target positions are occupied in the end. If the workspace has narrow passages such that the robots cannot fit through them, then the free configuration space, representing all possible unobstructed positions of the robots, will consist of multiple connected components. Even if in each component of the free space the number of targets matches the number of start positions, the motion-planning problem does not always have a solution when the robots and their targets are positioned very densely. In this paper, we prove tight bounds on how much separation between start and target positions is necessary to always guarantee a solution. Moreover, we describe an algorithm that always finds a solution in time $O(n \log n + mn + m^2)$ if the separation bounds are met. Specifically, we prove that the following separation is sufficient: any two start positions are at least distance $4$ apart, any two target positions are at least distance $4$ apart, and any pair of a start and a target positions is at least distance $3$ apart. We further show that when the free space consists of a single connected component, the separation between start and target positions is not necessary.

cs.CG

Refined Hardness of Distance-Optimal Multi-Agent Path Finding

We study the computational complexity of multi-agent path finding (MAPF). Given a graph $G$ and a set of agents, each having a start and target vertex, the goal is to find collision-free paths minimizing the total distance traveled. To better understand the source of difficulty of the problem, we aim to study the simplest and least constrained graph class for which it remains hard. To this end, we restrict $G$ to be a 2D grid, which is a ubiquitous abstraction, as it conveniently allows for modeling well-structured environments (e.g., warehouses). Previous hardness results considered highly constrained 2D grids having only one vertex unoccupied by an agent, while the most restricted hardness result that allowed multiple empty vertices was for (non-grid) planar graphs. We therefore refine previous results by simultaneously considering both 2D grids and multiple empty vertices. We show that even in this case distance-optimal MAPF remains NP-hard, which settles an open problem posed by Banfi et al. (2017). We present a reduction directly from 3-SAT using simple gadgets, making our proof arguably more informative than previous work in terms of potential progress towards positive results. Furthermore, our reduction is the first linear one for the case where $G$ is planar, appearing nearly four decades after the first related result. This allows us to go a step further and exploit the Exponential Time Hypothesis (ETH) to obtain an exponential lower bound for the running time of the problem. Finally, as a stepping stone towards our main results, we prove the NP-hardness of the monotone case, in which agents move one by one with no intermediate stops.

cs.MA

CGAL Made More Accessible

We introduce bindings that enable the convenient, efficient, and reliable use of software modules of CGAL (Computational Geometry Algorithm Library), which are written in C++, from within code written in Python. There are different tools that facilitate the creation of such bindings. We present a short study that compares three main tools, which leads to the tool of choice. The implementation of algorithms and data structures in computational geometry presents tremendous difficulties, such as obtaining robust software despite the use of (inexact) floating point arithmetic, found in standard hardware, and meticulous handling of all degenerate cases, which typically are in abundance. The code of CGAL extensively uses function and class templates in order to handle these difficulties, which implies that the programmer has to make many choices that are resolved during compile time (of the C++ modules). While bindings take effect at run time (of the Python code), the type of the C++ objects that are bound must be known when the bindings are generated, that is, when they are compiled. The types of the bound objects are instances (instantiated types) of C++ function and class templates. The number of object types that can potentially be bound, in implementation of generic computational-geometry algorithms, is enormous; thus, the generation of the bindings for all these types in advance is practically impossible. Often there are several choices to make, resulting in a prohibitively large number of combinations. We present a system that rapidly generates bindings for desired object types according to user prescriptions, which enables the convenient use of any subset of bound object types concurrently. The introduction of the bindings made them easily accessible to newcomers and practitioners in non-computing fields, as we report in the paper.

cs.CG

Tractability Frontiers in Multi-Robot Coordination and Geometric Reconfiguration

We study the Monotone Sliding Reconfiguration (MSR) problem, in which $\textit{labeled}$ pairwise interior-disjoint objects in a planar workspace need to be brought $\textit{one by one}$ from their initial positions to given target positions, without causing collisions. That is, at each step only one object moves to its respective target, where it stays thereafter. MSR is a natural special variant of Multi-Robot Motion Planning (MRMP) and related reconfiguration problems, many of which are known to be computationally hard. A key question is identifying the minimal mitigating assumptions that enable efficient algorithms for such problems. We first show that despite the monotonicity requirement, MSR remains a computationally hard MRMP problem. We then provide additional hardness results for MSR that rule out several natural assumptions. For example, we show that MSR remains hard without obstacles in the workspace. On the positive side, we introduce a family of MSR instances that always have a solution through a novel structural assumption pertaining to the graphs underlying the start and target configuration -- we require that these graphs are spannable by a forest of full binary trees (SFFBT). We use our assumption to obtain efficient MSR algorithms for unit discs and 2D grid settings. Notably, our assumption does not require separation between start/target positions, which is a standard requirement in efficient and complete MRMP algorithms. Instead, we (implicitly) require separation between $\textit{groups}$ of these positions, thereby pushing the boundary of efficiently solvable instances toward denser scenarios.

cs.RO

Throwing a Sofa Through the Window

We study several variants of the problem of moving a convex polytope $K$, with $n$ edges, in three dimensions through a flat rectangular (and sometimes more general) window. Specifically: $\bullet$ We study variants where the motion is restricted to translations only, discuss situations where such a motion can be reduced to sliding (translation in a fixed direction), and present efficient algorithms for those variants, which run in time close to $O(n^{8/3})$. $\bullet$ We consider the case of a `gate' (an unbounded window with two parallel infinite edges), and show that $K$ can pass through such a window, by any collision-free rigid motion, if and only if it can slide through it. $\bullet$ We consider arbitrary compact convex windows, and show that if $K$ can pass through such a window $W$ (by any motion) then $K$ can slide through a gate of width equal to the diameter of $W$. $\bullet$ We study the case of a circular window $W$, and show that, for the regular tetrahedron $K$ of edge length $1$, there are two thresholds $1 > \delta_1\approx 0.901388 > \delta_2\approx 0.895611$, such that (a) $K$ can slide through $W$ if the diameter $d$ of $W$ is $\ge 1$, (b) $K$ cannot slide through $W$ but can pass through it by a purely translational motion when $\delta_1\le d < 1$, (c) $K$ cannot pass through $W$ by a purely translational motion but can do it when rotations are allowed when $\delta_2 \le d < \delta_1$, and (d) $K$ cannot pass through $W$ at all when $d < \delta_2$. $\bullet$ Finally, we explore the general setup, where we want to plan a general motion (with all six degrees of freedom) for $K$ through a rectangular window $W$, and present an efficient algorithm for this problem, with running time close to $O(n^4)$.

cs.CG

Near-Optimal Multi-Robot Motion Planning with Finite Sampling

An underlying structure in several sampling-based methods for continuous multi-robot motion planning (MRMP) is the tensor roadmap (TR), which emerges from combining multiple PRM graphs constructed for the individual robots via a tensor product. We study the conditions under which the TR encodes a near-optimal solution for MRMP -- satisfying these conditions implies near optimality for a variety of popular planners, including dRRT*, and the discrete methods M* and CBS when applied to the continuous domain. We develop the first finite-sample analysis of this kind, which specifies the number of samples, their deterministic distribution, and magnitude of the connection radii that should be used by each individual PRM graph, to guarantee near-optimality using the TR. This significantly improves upon a previous asymptotic analysis, wherein the number of samples tends to infinity. Our new finite sample-size analysis supports guaranteed high-quality solutions in practice within finite time. To achieve our new result, we first develop a sampling scheme, which we call the staggered grid, for finite-sample motion planning for individual robots, which requires significantly fewer samples than previous work. We then extend it to the much more involved MRMP setting which requires to account for interactions among multiple robots. Finally, we report on a few experiments that serve as a verification of our theoretical findings and raise interesting questions for further investigation.

cs.RO