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Max Muchen Sun

Publications and source records attributed to Max Muchen Sun.

4 recordsLinked to original sources

Flow Matching Ergodic Coverage

Ergodic coverage effectively generates exploratory behaviors for embodied agents by aligning the spatial distribution of the agent's trajectory with a target distribution, where the difference between these two distributions is measured by the ergodic metric. However, existing ergodic coverage methods are constrained by the limited set of ergodic metrics available for control synthesis, fundamentally limiting their performance. In this work, we propose an alternative approach to ergodic coverage based on flow matching, a technique widely used in generative inference for efficient and scalable sampling. We formally derive the flow matching problem for ergodic coverage and show that it is equivalent to a linear quadratic regulator problem with a closed-form solution. Our formulation enables alternative ergodic metrics from generative inference that overcome the limitations of existing ones. These metrics were previously infeasible for control synthesis but can now be supported with no computational overhead. Specifically, flow matching with the Stein variational gradient flow enables control synthesis directly over the score function of the target distribution, improving robustness to the unnormalized distributions; on the other hand, flow matching with the Sinkhorn divergence flow enables an optimal transport-based ergodic metric, improving coverage performance on non-smooth distributions with irregular supports. We validate the improved performance and competitive computational efficiency of our method through comprehensive numerical benchmarks and across different nonlinear dynamics. We further demonstrate the practicality of our method through a series of drawing and erasing tasks on a Franka robot.

cs.RO

Inverse Mixed Strategy Games with Generative Trajectory Models

Game-theoretic models are effective tools for modeling multi-agent interactions, especially when robots need to coordinate with humans. However, applying these models requires inferring their specifications from observed behaviors -- a challenging task known as the inverse game problem. Existing inverse game approaches often struggle to account for behavioral uncertainty and measurement noise, and leverage both offline and online data. To address these limitations, we propose an inverse game method that integrates a generative trajectory model into a differentiable mixed-strategy game framework. By representing the mixed strategy with a conditional variational autoencoder (CVAE), our method can infer high-dimensional, multi-modal behavior distributions from noisy measurements while adapting in real-time to new observations. We extensively evaluate our method in a simulated navigation benchmark, where the observations are generated by an unknown game model. Despite the model mismatch, our method can infer Nash-optimal actions comparable to those of the ground-truth model and the oracle inverse game baseline, even in the presence of uncertain agent objectives and noisy measurements.

cs.RO

Fast Ergodic Search with Kernel Functions

Ergodic search enables optimal exploration of an information distribution while guaranteeing the asymptotic coverage of the search space. However, current methods typically have exponential computation complexity in the search space dimension and are restricted to Euclidean space. We introduce a computationally efficient ergodic search method. Our contributions are two-fold. First, we develop a kernel-based ergodic metric and generalize it from Euclidean space to Lie groups. We formally prove the proposed metric is consistent with the standard ergodic metric while guaranteeing linear complexity in the search space dimension. Secondly, we derive the first-order optimality condition of the kernel ergodic metric for nonlinear systems, which enables efficient trajectory optimization. Comprehensive numerical benchmarks show that the proposed method is at least two orders of magnitude faster than the state-of-the-art algorithm. Finally, we demonstrate the proposed algorithm with a peg-in-hole insertion task. We formulate the problem as a coverage task in the space of SE(3) and use a 30-second-long human demonstration as the prior distribution for ergodic coverage. Ergodicity guarantees the asymptotic solution of the peg-in-hole problem so long as the solution resides within the prior information distribution, which is seen in the 100% success rate.

cs.RO

Mixed Strategy Nash Equilibrium for Crowd Navigation

Robots navigating in crowded areas should negotiate free space with humans rather than fully controlling collision avoidance, as this can lead to freezing behavior. Game theory provides a framework for the robot to reason about potential cooperation from humans for collision avoidance during path planning. In particular, the mixed strategy Nash equilibrium captures the negotiation behavior under uncertainty, making it well suited for crowd navigation. However, computing the mixed strategy Nash equilibrium is often prohibitively expensive for real-time decision-making. In this paper, we propose an iterative Bayesian update scheme over probability distributions of trajectories. The algorithm simultaneously generates a stochastic plan for the robot and probabilistic predictions of other pedestrians' paths. We prove that the proposed algorithm is equivalent to solving a mixed strategy game for crowd navigation, and the algorithm guarantees the recovery of the global Nash equilibrium of the game. We name our algorithm Bayesian Recursive Nash Equilibrium (BRNE) and develop a real-time model prediction crowd navigation framework. Since BRNE is not solving a general-purpose mixed strategy Nash equilibrium but a tailored formula specifically for crowd navigation, it can compute the solution in real-time on a low-power embedded computer. We evaluate BRNE in both simulated environments and real-world pedestrian datasets. BRNE consistently outperforms non-learning and learning-based methods regarding safety and navigation efficiency. It also reaches human-level crowd navigation performance in the pedestrian dataset benchmark. Lastly, we demonstrate the practicality of our algorithm with real humans on an untethered quadruped robot with fully onboard perception and computation.

cs.RO