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Konstantin Yakovlev

Publications and source records attributed to Konstantin Yakovlev.

At least 55 records · Page 3Linked to original sources

Policy Optimization to Learn Adaptive Motion Primitives in Path Planning with Dynamic Obstacles

This paper addresses the kinodynamic motion planning for non-holonomic robots in dynamic environments with both static and dynamic obstacles -- a challenging problem that lacks a universal solution yet. One of the promising approaches to solve it is decomposing the problem into the smaller sub problems and combining the local solutions into the global one. The crux of any planning method for non-holonomic robots is the generation of motion primitives that generates solutions to local planning sub-problems. In this work we introduce a novel learnable steering function (policy), which takes into account kinodynamic constraints of the robot and both static and dynamic obstacles. This policy is efficiently trained via the policy optimization. Empirically, we show that our steering function generalizes well to unseen problems. We then plug in the trained policy into the sampling-based and lattice-based planners, and evaluate the resultant POLAMP algorithm (Policy Optimization that Learns Adaptive Motion Primitives) in a range of challenging setups that involve a car-like robot operating in the obstacle-rich parking-lot environments. We show that POLAMP is able to plan collision-free kinodynamic trajectories with success rates higher than 92%, when 50 simultaneously moving obstacles populate the environment showing better performance than the state-of-the-art competitors.

cs.RO↗

TransPath: Learning Heuristics For Grid-Based Pathfinding via Transformers

Heuristic search algorithms, e.g. A*, are the commonly used tools for pathfinding on grids, i.e. graphs of regular structure that are widely employed to represent environments in robotics, video games etc. Instance-independent heuristics for grid graphs, e.g. Manhattan distance, do not take the obstacles into account and, thus, the search led by such heuristics performs poorly in the obstacle-rich environments. To this end, we suggest learning the instance-dependent heuristic proxies that are supposed to notably increase the efficiency of the search. The first heuristic proxy we suggest to learn is the correction factor, i.e. the ratio between the instance independent cost-to-go estimate and the perfect one (computed offline at the training phase). Unlike learning the absolute values of the cost-to-go heuristic function, which was known before, when learning the correction factor the knowledge of the instance-independent heuristic is utilized. The second heuristic proxy is the path probability, which indicates how likely the grid cell is lying on the shortest path. This heuristic can be utilized in the Focal Search framework as the secondary heuristic, allowing us to preserve the guarantees on the bounded sub-optimality of the solution. We learn both suggested heuristics in a supervised fashion with the state-of-the-art neural networks containing attention blocks (transformers). We conduct a thorough empirical evaluation on a comprehensive dataset of planning tasks, showing that the suggested techniques i) reduce the computational effort of the A* up to a factor of $4$x while producing the solutions, which costs exceed the costs of the optimal solutions by less than $0.3$% on average; ii) outperform the competitors, which include the conventional techniques from the heuristic search, i.e. weighted A*, as well as the state-of-the-art learnable planners.

cs.AI↗

Evaluation of RGB-D SLAM in Large Indoor Environments

Simultaneous localization and mapping (SLAM) is one of the key components of a control system that aims to ensure autonomous navigation of a mobile robot in unknown environments. In a variety of practical cases a robot might need to travel long distances in order to accomplish its mission. This requires long-term work of SLAM methods and building large maps. Consequently the computational burden (including high memory consumption for map storage) becomes a bottleneck. Indeed, state-of-the-art SLAM algorithms include specific techniques and optimizations to tackle this challenge, still their performance in long-term scenarios needs proper assessment. To this end, we perform an empirical evaluation of two widespread state-of-the-art RGB-D SLAM methods, suitable for long-term navigation, i.e. RTAB-Map and Voxgraph. We evaluate them in a large simulated indoor environment, consisting of corridors and halls, while varying the odometer noise for a more realistic setup. We provide both qualitative and quantitative analysis of both methods uncovering their strengths and weaknesses. We find that both methods build a high-quality map with low odometry noise but tend to fail with high odometry noise. Voxgraph has lower relative trajectory estimation error and memory consumption than RTAB-Map, while its absolute error is higher.

cs.RO↗

Analysis Of The Anytime MAPF Solvers Based On The Combination Of Conflict-Based Search (CBS) and Focal Search (FS)

Conflict-Based Search (CBS) is a widely used algorithm for solving multi-agent pathfinding (MAPF) problems optimally. The core idea of CBS is to run hierarchical search, when, on the high level the tree of solutions candidates is explored, and on the low-level an individual planning for a specific agent (subject to certain constraints) is carried out. To trade-off optimality for running time different variants of bounded sub-optimal CBS were designed, which alter both high- and low-level search routines of CBS. Moreover, anytime variant of CBS does exist that applies Focal Search (FS) to the high-level of CBS - Anytime BCBS. However, no comprehensive analysis of how well this algorithm performs compared to the naive one, when we simply re-invoke CBS with the decreased sub-optimality bound, was present. This work aims at filling this gap. Moreover, we present and evaluate another anytime version of CBS that uses FS on both levels of CBS. Empirically, we show that its behavior is principally different from the one demonstrated by Anytime BCBS. Finally, we compare both algorithms head-to-head and show that using Focal Search on both levels of CBS can be beneficial in a wide range of setups.

cs.AI↗

2.5D Mapping, Pathfinding and Path Following For Navigation Of A Differential Drive Robot In Uneven Terrain

Safe navigation in uneven terrains is an important problem in robotic research. In this paper we propose a 2.5D navigation system which consists of elevation map building, path planning and local path following with obstacle avoidance. For local path following we use Model Predictive Path Integral (MPPI) control method. We propose novel cost-functions for MPPI in order to adapt it to elevation maps and motion through unevenness. We evaluate our system on multiple synthetic tests and in a simulated environment with different types of obstacles and rough surfaces.

cs.RO↗

Towards A Complete Multi-Agent Pathfinding Algorithm For Large Agents

Multi-agent pathfinding (MAPF) is a challenging problem which is hard to solve optimally even when simplifying assumptions are adopted, e.g. planar graphs (typically -- grids), discretized time, uniform duration of move and wait actions etc. On the other hand, MAPF under such restrictive assumptions (also known as the Classical MAPF) is equivalent to the so-called pebble motion problem for which non-optimal polynomial time algorithms do exist. Recently, a body of works emerged that investigated MAPF beyond the basic setting and, in particular, considered agents of arbitrary size and shape. Still, to the best of our knowledge no complete algorithms for such MAPF variant exists. In this work we attempt to narrow this gap by considering MAPF for large agents and suggesting how this problem can be reduced to pebble motion on (general) graphs. The crux of this reduction is the procedure that moves away the agents away from the edge which is needed to perform a move action of the current agent. We consider different variants of how this procedure can be implemented and present a variant of the pebble motion algorithm which incorporates this procedure. Unfortunately, the algorithm is still incomplete, but empirically we show that it is able to solve much more MAPF instances (under the strict time limit) with large agents on arbitrary non-planar graphs (roadmaps) compared to the state-of-the-art MAPF solver -- Continous Conflict-Based Search (CCBS).

cs.MA↗

POGEMA: Partially Observable Grid Environment for Multiple Agents

We introduce POGEMA (https://github.com/AIRI-Institute/pogema) a sandbox for challenging partially observable multi-agent pathfinding (PO-MAPF) problems . This is a grid-based environment that was specifically designed to be a flexible, tunable and scalable benchmark. It can be tailored to a variety of PO-MAPF, which can serve as an excellent testing ground for planning and learning methods, and their combination, which will allow us to move towards filling the gap between AI planning and learning.

cs.LG↗

Enhancing exploration algorithms for navigation with visual SLAM

Exploration is an important step in autonomous navigation of robotic systems. In this paper we introduce a series of enhancements for exploration algorithms in order to use them with vision-based simultaneous localization and mapping (vSLAM) methods. We evaluate developed approaches in photo-realistic simulator in two modes: with ground-truth depths and neural network reconstructed depth maps as vSLAM input. We evaluate standard metrics in order to estimate exploration coverage.

cs.RO↗

Augmenting GRIPS with Heuristic Sampling for Planning Feasible Trajectories of a Car-Like Robot

Kinodynamic motion planning for non-holomonic mobile robots is a challenging problem that is lacking a universal solution. One of the computationally efficient ways to solve it is to build a geometric path first and then transform this path into a kinematically feasible one. Gradient-informed Path Smoothing (GRIPS) is a recently introduced method for such transformation. GRIPS iteratively deforms the path and adds/deletes the waypoints while trying to connect each consecutive pair of them via the provided steering function that respects the kinematic constraints. The algorithm is relatively fast but, unfortunately, does not provide any guarantees that it will succeed. In practice, it often fails to produce feasible trajectories for car-like robots with large turning radius. In this work, we introduce a range of modifications that are aimed at increasing the success rate of GRIPS for car-like robots. The main enhancement is adding the additional step that heuristically samples waypoints along the bottleneck parts of the geometric paths (such as sharp turns). The results of the experimental evaluation provide a clear evidence that the success rate of the suggested algorithm is up to 40% higher compared to the original GRIPS and hits the bar of 90%, while its runtime is lower.

cs.RO↗

Q-Mixing Network for Multi-Agent Pathfinding in Partially Observable Grid Environments

In this paper, we consider the problem of multi-agent navigation in partially observable grid environments. This problem is challenging for centralized planning approaches as they, typically, rely on the full knowledge of the environment. We suggest utilizing the reinforcement learning approach when the agents, first, learn the policies that map observations to actions and then follow these policies to reach their goals. To tackle the challenge associated with learning cooperative behavior, i.e. in many cases agents need to yield to each other to accomplish a mission, we use a mixing Q-network that complements learning individual policies. In the experimental evaluation, we show that such approach leads to plausible results and scales well to large number of agents.

cs.LG↗

Prioritized SIPP for Multi-Agent Path Finding With Kinematic Constraints

Multi-Agent Path Finding (MAPF) is a long-standing problem in Robotics and Artificial Intelligence in which one needs to find a set of collision-free paths for a group of mobile agents (robots) operating in the shared workspace. Due to its importance, the problem is well-studied and multiple optimal and approximate algorithms are known. However, many of them abstract away from the kinematic constraints and assume that the agents can accelerate/decelerate instantaneously. This complicates the application of the algorithms on the real robots. In this paper, we present a method that mitigates this issue to a certain extent. The suggested solver is essentially, a prioritized planner based on the well-known Safe Interval Path Planning (SIPP) algorithm. Within SIPP we explicitly reason about the speed and the acceleration thus the constructed plans directly take kinematic constraints of agents into account. We suggest a range of heuristic functions for that setting and conduct a thorough empirical evaluation of the suggested algorithm.

cs.RO↗

Distributed Multi-agent Navigation Based on Reciprocal Collision Avoidance and Locally Confined Multi-agent Path Finding

Avoiding collisions is the core problem in multi-agent navigation. In decentralized settings, when agents have limited communication and sensory capabilities, collisions are typically avoided in a reactive fashion, relying on local observations/communications. Prominent collision avoidance techniques, e.g. ORCA, are computationally efficient and scale well to a large number of agents. However, in numerous scenarios, involving navigation through the tight passages or confined spaces, deadlocks are likely to occur due to the egoistic behaviour of the agents and as a result, the latter can not achieve their goals. To this end, we suggest an application of the locally confined multi-agent path finding (MAPF) solvers that coordinate sub-groups of the agents that appear to be in a deadlock (to detect the latter we suggest a simple, yet efficient ad-hoc routine). We present a way to build a grid-based MAPF instance, typically required by modern MAPF solvers. We evaluate two of them in our experiments, i.e. Push and Rotate and a bounded-suboptimal version of Conflict Based Search (ECBS), and show that their inclusion into the navigation pipeline significantly increases the success rate, from 15% to 99% in certain cases.

cs.MA↗

MAOMaps: A Photo-Realistic Benchmark For vSLAM and Map Merging Quality Assessment

Running numerous experiments in simulation is a necessary step before deploying a control system on a real robot. In this paper we introduce a novel benchmark that is aimed at quantitatively evaluating the quality of vision-based simultaneous localization and mapping (vSLAM) and map merging algorithms. The benchmark consists of both a dataset and a set of tools for automatic evaluation. The dataset is photo-realistic and provides both the localization and the map ground truth data. This makes it possible to evaluate not only the localization part of the SLAM pipeline but the mapping part as well. To compare the vSLAM-built maps and the ground-truth ones we introduce a novel way to find correspondences between them that takes the SLAM context into account (as opposed to other approaches like nearest neighbors). The benchmark is ROS-compatable and is open-sourced to the community. The data and the code are available at: \texttt{github.com/CnnDepth/MAOMaps}.

cs.CV↗

Towards Time-Optimal Any-Angle Path Planning With Dynamic Obstacles

Path finding is a well-studied problem in AI, which is often framed as graph search. Any-angle path finding is a technique that augments the initial graph with additional edges to build shorter paths to the goal. Indeed, optimal algorithms for any-angle path finding in static environments exist. However, when dynamic obstacles are present and time is the objective to be minimized, these algorithms can no longer guarantee optimality. In this work, we elaborate on why this is the case and what techniques can be used to solve the problem optimally. We present two algorithms, grounded in the same idea, that can obtain provably optimal solutions to the considered problem. One of them is a naive algorithm and the other one is much more involved. We conduct a thorough empirical evaluation showing that, in certain setups, the latter algorithm might be as fast as the previously-known greedy non-optimal solver while providing solutions of better quality. In some (rare) cases, the difference in cost is up to 76%, while on average it is lower than one percent (the same cost difference is typically observed between optimal and greedy any-angle solvers in static environments).

cs.AI↗

Improving Continuous-time Conflict Based Search

Conflict-Based Search (CBS) is a powerful algorithmic framework for optimally solving classical multi-agent path finding (MAPF) problems, where time is discretized into the time steps. Continuous-time CBS (CCBS) is a recently proposed version of CBS that guarantees optimal solutions without the need to discretize time. However, the scalability of CCBS is limited because it does not include any known improvements of CBS. In this paper, we begin to close this gap and explore how to adapt successful CBS improvements, namely, prioritizing conflicts (PC), disjoint splitting (DS), and high-level heuristics, to the continuous time setting of CCBS. These adaptions are not trivial, and require careful handling of different types of constraints, applying a generalized version of the Safe interval path planning (SIPP) algorithm, and extending the notion of cardinal conflicts. We evaluate the effect of the suggested enhancements by running experiments both on general graphs and $2^k$-neighborhood grids. CCBS with these improvements significantly outperforms vanilla CCBS, solving problems with almost twice as many agents in some cases and pushing the limits of multiagent path finding in continuous-time domains.

cs.AI↗

Map-merging Algorithms for Visual SLAM: Feasibility Study and Empirical Evaluation

Simultaneous localization and mapping, especially the one relying solely on video data (vSLAM), is a challenging problem that has been extensively studied in robotics and computer vision. State-of-the-art vSLAM algorithms are capable of constructing accurate-enough maps that enable a mobile robot to autonomously navigate an unknown environment. In this work, we are interested in an important problem related to vSLAM, i.e. map merging, that might appear in various practically important scenarios, e.g. in a multi-robot coverage scenario. This problem asks whether different vSLAM maps can be merged into a consistent single representation. We examine the existing 2D and 3D map-merging algorithms and conduct an extensive empirical evaluation in realistic simulated environment (Habitat). Both qualitative and quantitative comparison is carried out and the obtained results are reported and analyzed.

cs.CV↗

Planning to Score a Goal in Robotic Football with Heuristic Search

This paper considers a problem of planning an attack in robotic football (RoboCup). The problem is reduced to finding a trajectory of the ball from its current position to the opponents goals. Heuristic search algorithm, i.e. A*, is used to find such a trajectory. For this algorithm to be applicable we introduce a discretized model of the environment, i.e. a graph, as well as the core search components: cost function and heuristic function. Both are designed to take into account all the available information of the game state. We extensively evaluate the suggested approach in simulation comparing it to a range of baselines. The result of the conducted evaluation clearly shows the benefit of utilizing heuristic search within the RoboCup context.

cs.RO↗

A Combination of Theta*, ORCA and Push and Rotate for Multi-agent Navigation

We study the problem of multi-agent navigation in static environments when no centralized controller is present. Each agent is controlled individually and relies on three algorithmic components to achieve its goal while avoiding collisions with the other agents and the obstacles: i) individual path planning which is done by Theta* algorithm; ii) collision avoidance while path following which is performed by ORCA* algorithm; iii) locally-confined multi-agent path planning done by Push and Rotate algorithm. The latter component is crucial to avoid deadlocks in confined areas, such as narrow passages or doors. We describe how the suggested components interact and form a coherent navigation pipeline. We carry out an extensive empirical evaluation of this pipeline in simulation. The obtained results clearly demonstrate that the number of occurring deadlocks significantly decreases enabling more agents to reach their goals compared to techniques that rely on collision-avoidance only and do not include multi-agent path planning component

cs.MA↗