SearcharxivSearch

arXiv subjects

Stav Ashur

Publications and source records attributed to Stav Ashur.

14 recordsLinked to original sources

Sampling-Based Visibility Task Planning

Robot Task and Motion Planning (TAMP) algorithms enable autonomous operation by incorporating the specific functions and constraints of end-effector tools, such as grippers or soldering irons, directly into the planning process. In this paper, we explore sampling-based TAMP algorithms specifically designed for a critical subset of devices whose unique properties make traditional planning methods ineffective. Visibility-based instruments, such as exteroceptive sensors, cameras, flashlights and directional antennas, are essential across a vast array of human activities. The unique properties of these devices, and particularly, their field-of-view, render many widely used heuristics and distance metrics less effective. We introduce two new sampling-based algorithms, FOV-PRM and FOV-RRT, designed to tackle visibility-based tasks. FOV-PRM employs a hierarchical decomposition of the environment, leveraging the concept of visibility integrity, to efficiently sample configurations with a clear line-of-sight to the target. A specialized Inverse Kinematics solver enables FOV-RRT to "glance" in the direction of the target at opportune moments, facilitating the rapid discovery of key configurations. We show that FOV-PRM and FOV-RRT achieve a higher success rate and faster runtimes compared to adaptations of RRT, PRM and VIR, through both simulated and physical experiments.

cs.RO

Serialized Red-Green-Gray: Quicker Heuristic Validation of Edges in Dynamic Roadmap Graphs

Motion planning in dynamic environments, such as robotic warehouses, requires fast adaptation to frequent changes in obstacle poses. Traditional roadmap-based methods struggle in such settings, relying on inefficient reconstruction of a roadmap or expensive collision detection to update the existing roadmap. To address these challenges we introduce the Red-Green-Gray (RGG) framework, a method that builds on SPITE to quickly classify roadmap edges as invalid (red), valid (green), or uncertain (gray) using conservative geometric approximations. Serial RGG provides a high-performance variant leveraging batch serialization and vectorization to enable efficient GPU acceleration. Empirical results demonstrate that while RGG effectively reduces the number of unknown edges requiring full validation, SerRGG achieves a 2-9x speedup compared to the sequential implementation. This combination of geometric precision and computational speed makes SerRGG highly effective for time-critical robotic applications.

cs.RO

Quick Heuristic Validation of Edges in Dynamic Roadmap Graphs

In this paper we tackle the problem of adjusting roadmap graphs for robot motion planning to non-static environments. We introduce the "Red-Green-Gray" paradigm, a modification of the SPITE method, capable of classifying the validity status of nodes and edges using cheap heuristic checks, allowing fast semi-lazy roadmap updates. Given a roadmap, we use simple computational geometry methods to approximate the swept volumes of robots and perform lazy collision checks, and label a subset of the edges as invalid (red), valid (green), or unknown (gray). We present preliminary experimental results comparing our method to the well-established technique of Leven and Hutchinson, and showing increased accuracy as well as the ability to correctly label edges as invalid while maintaining comparable update runtimes.

cs.RO

Faster Motion Planning via Restarts

Randomized methods such as PRM and RRT are widely used in motion planning. However, in some cases, their running-time suffers from inherent instability, leading to ``catastrophic'' performance even for relatively simple instances. We apply stochastic restart techniques, some of them new, for speeding up Las Vegas algorithms, that provide dramatic speedups in practice (a factor of $3$ [or larger] in many cases). Our experiments demonstrate that the new algorithms have faster runtimes, shorter paths, and greater gains from multi-threading (when compared with straightforward parallel implementation). We prove the optimality of the new variants. Our implementation is open source, available on github, and is easy to deploy and use.

cs.RO

Edge Nearest Neighbor in Sampling-Based Motion Planning

Neighborhood finders and nearest neighbor queries are fundamental parts of sampling based motion planning algorithms. Using different distance metrics or otherwise changing the definition of a neighborhood produces different algorithms with unique empiric and theoretical properties. In \cite{l-pa-06} LaValle suggests a neighborhood finder for the Rapidly-exploring Random Tree RRT algorithm \cite{l-rrtnt-98} which finds the nearest neighbor of the sampled point on the swath of the tree, that is on the set of all of the points on the tree edges, using a hierarchical data structure. In this paper we implement such a neighborhood finder and show, theoretically and experimentally, that this results in more efficient algorithms, and suggest a variant of the Rapidly-exploring Random Graph RRG algorithm \cite{f-isaom-10} that better exploits the exploration properties of the newly described subroutine for finding narrow passages.

cs.RO

Quickly Avoiding a Random Catastrophe

We study the problem of constructing simulations of a given randomized search algorithm \texttt{alg} with expected running time $O( \mathcal{O} \log \mathcal{O})$, where $\mathcal{O}$ is the optimal expected running time of any such simulation. Counterintuitively, these simulators can be dramatically faster than the original algorithm in getting alg to perform a single successful run, and this is done without any knowledge about alg, its running time distribution, etc. For example, consider an algorithm that randomly picks some integer $t$ according to some distribution over the integers, and runs for $t$ seconds. then with probability $1/2$ it stops, or else runs forever (i.e., a catastrophe). The simulators described here, for this case, all terminate in constant expected time, with exponentially decaying distribution on the running time of the simulation. Luby et al. studied this problem before -- and our main contribution is in offering several additional simulation strategies to the one they describe. In particular, one of our (optimal) simulation strategies is strikingly simple: Randomly pick an integer $t>0$ with probability $c/t^2$ (with $c= 6/\pi^2$). Run the algorithm for $t$ seconds. If the run of alg terminates before this threshold is met, the simulation succeeded and it exits. Otherwise, the simulator repeat the process till success.

cs.DS

SPITE: Simple Polyhedral Intersection Techniques for modified Environments

Motion planning in modified environments is a challenging task, as it compounds the innate difficulty of the motion planning problem with a changing environment. This renders some algorithmic methods such as probabilistic roadmaps less viable, as nodes and edges may become invalid as a result of these changes. In this paper, we present a method of transforming any configuration space graph, such as a roadmap, to a dynamic data structure capable of updating the validity of its nodes and edges in response to discrete changes in obstacle positions. We use methods from computational geometry to compute 3D swept volume approximations of configuration space points and curves to achieve 10-40 percent faster updates and up to 60 percent faster motion planning queries than previous algorithms while requiring a significantly shorter pre-processing phase, requiring minutes instead of hours needed by the competing method to achieve somewhat similar update times.

cs.RO

A Framework for Guided Motion Planning

Randomized sampling based algorithms are widely used in robot motion planning due to the problem's intractability, and are experimentally effective on a wide range of problem instances. Most variants bias their sampling using various heuristics related to the known underlying structure of the search space. In this work, we formalize the intuitive notion of guided search by defining the concept of a guiding space. This new language encapsulates many seemingly distinct prior methods under the same framework, and allows us to reason about guidance, a previously obscured core contribution of different algorithms. We suggest an information theoretic method to evaluate guidance, which experimentally matches intuition when tested on known algorithms in a variety of environments. The language and evaluation of guidance suggests improvements to existing methods, and allows for simple hybrid algorithms that combine guidance from multiple sources.

cs.RO

On the Rectangles Induced by Points

$ \newcommand{\Re}{\mathbb{R}} \newcommand{\reals}{\mathbb{R}} \newcommand{\SetX}{\mathsf{X}} \newcommand{\rad}{r} \newcommand{\Mh}[1]{#1} \newcommand{\query}{q} \newcommand{\eps}{\varepsilon} \newcommand{\VorX}[1]{\mathcal{V} \pth{#1}} \newcommand{\Polygon}{\mathsf{P}} \newcommand{\IntRange}[1]{[ #1 ]} \newcommand{\Space}{\overline{\mathsf{m}}} \newcommand{\pth}[2][\!]{#1\left({#2}\right)} \newcommand{\polylog}{\mathrm{polylog}} \newcommand{\N}{\mathbb N} \newcommand{\Z}{\mathbb Z} \newcommand{\pt}{p} \newcommand{\distY}[2]{\left\| {#1} - {#2} \right\|} \newcommand{\ptq}{q} \newcommand{\pts}{s}$ A set $P$ of $n$ points in the plane, induces a set of Delaunay-type axis-parallel rectangles $\mathcal{R}$, potentially of quadratic size, where an axis-parallel rectangle is in $\mathcal{R}$, if it has two points of $P$ as corners, and no other point of $P$ in it. We study various algorithmic problems related to this set of rectangles, including how to compute it, in near linear time, and handle various algorithmic tasks on it, such as computing its union and depth. The set of rectangles $\mathcal{R}$ induces the rectangle influence graph $G = (P,\mathcal{R})$, which we also study. Potentially our most interesting result is showing that this graph can be described as the union of $O(n)$ bicliques, where the total weight of the bicliques is $O(n \log^2 n)$. Here, the weight of a bicliques is the cardinality of its vertices.

cs.CG

Evaluating Guiding Spaces for Motion Planning

Randomized sampling based algorithms are widely used in robot motion planning due to the problem's intractability, and are experimentally effective on a wide range of problem instances. Most variants do not sample uniformly at random, and instead bias their sampling using various heuristics for determining which samples will provide more information, or are more likely to participate in the final solution. In this work, we define the \emph{motion planning guiding space}, which encapsulates many seemingly distinct prior works under the same framework. In addition, we suggest an information theoretic method to evaluate guided planning which places the focus on the quality of the resulting biased sampling. Finally, we analyze several motion planning algorithms in order to demonstrate the applicability of our definition and its evaluation.

cs.RO

Local Spanners Revisited

$\newcommand{\Emph}[1]{\it{#1}} \newcommand{\FF}{\mathcal{F}}\newcommand{\region}{\mathsf{r}}\newcommand{\restrictY}[2]{#1 \cap {#2}}$For a set of points $P \subseteq \mathbb{R}^2$, and a family of regions $\FF$, a $\Emph{local~t-spanner}$ of $P$, is a sparse graph $G$ over $P$, such that, for any region $\region \in \FF$, the subgraph restricted to $\region$, denoted by $\restrictY{G}{\region} = G_{P \cap \region}$, is a $t$-spanner for all the points of $\region \cap P$. We present algorithms for the construction of local spanners with respect to several families of regions, such as homothets of a convex region. Unfortunately, the number of edges in the resulting graph depends logarithmically on the spread of the input point set. We prove that this dependency can not be removed, thus settling an open problem raised by Abam and Borouny. We also show improved constructions (with no dependency on the spread) of local spanners for fat triangles, and regular $k$-gons. In particular, this improves over the known construction for axis parallel squares. We also study a somewhat weaker notion of local spanner where one allows to shrink the region a "bit". Any spanner is a weak local spanner if the shrinking is proportional to the diameter. Surprisingly, we show a near linear size construction of a weak spanner for axis-parallel rectangles, where the shrinkage is $\Emph{multiplicative}$.

cs.CG

On Undecided LP, Clustering and Active Learning

We study colored coverage and clustering problems. Here, we are given a colored point set where the points are covered by (unknown) $k$ clusters, which are monochromatic (i.e., all the points covered by the same cluster, have the same color). The access to the colors of the points (or even the points themselves) is provided indirectly via various queries (such as nearest neighbor, or separation queries). We show that if the number of clusters is a constant, then one can correctly deduce the color of all the points (i.e., compute a monochromatic clustering of the points) using a polylogarithmic number of queries. We investigate several variants of this problem, including Undecided Linear Programming, covering of points by $k$ monochromatic balls, covering by $k$ triangles/simplices, and terrain simplification. For the later problem, we present the first near linear time approximation algorithm. While our approximation is slightly worse than previous work, this is the first algorithm to have subquadratic complexity if the terrain has "small" complexity.

cs.CG

A 4-Approximation of the $\frac{2π}{3}$-MST

Bounded-angle (minimum) spanning trees were first introduced in the context of wireless networks with directional antennas. They are reminiscent of bounded-degree spanning trees, which have received significant attention. Let $P = \{p_1,\ldots,p_n\}$ be a set of $n$ points in the plane, let $Π$ be the polygonal path $(p_1,\ldots,p_n)$, and let $0 < α< 2π$ be an angle. An $α$-spanning tree ($α$-ST) of $P$ is a spanning tree of the complete Euclidean graph over $P$, with the following property: For each vertex $p_i \in P$, the (smallest) angle that is spanned by all the edges incident to $p_i$ is at most $α$. An $α$-minimum spanning tree ($α$-MST) is an $α$-ST of $P$ of minimum weight, where the weight of an $α$-ST is the sum of the lengths of its edges. In this paper, we consider the problem of computing an $α$-MST, for the important case where $α= \frac{2π}{3}$. We present a simple 4-approximation algorithm, thus improving upon the previous results of Aschner and Katz and Biniaz et al., who presented algorithms with approximation ratios 6 and $\frac{16}{3}$, respectively. In order to obtain this result, we devise a simple $O(n)$-time algorithm for constructing a $\frac{2π}{3}$-ST\, ${\cal T}$ of $P$, such that ${\cal T}$'s weight is at most twice that of $Π$ and, moreover, ${\cal T}$ is a 3-hop spanner of $Π$. This latter result is optimal in the sense that for any $\varepsilon > 0$ there exists a polygonal path for which every $\frac{2π}{3}$-ST has weight greater than $2-\varepsilon$ times the weight of the path.

cs.CG

A Constant-Factor Approximation Algorithm for Vertex Guarding a WV-Polygon

The problem of vertex guarding a simple polygon was first studied by Subir K. Ghosh (1987), who presented a polynomial-time $O(\log n)$-approximation algorithm for placing as few guards as possible at vertices of a simple $n$-gon $P$, such that every point in $P$ is visible to at least one of the guards. Ghosh also conjectured that this problem admits a polynomial-time algorithm with constant approximation ratio. Due to the centrality of guarding problems in the field of computational geometry, much effort has been invested throughout the years in trying to resolve this conjecture. Despite some progress (surveyed below), the conjecture remains unresolved to date. In this paper, we confirm the conjecture for the important case of weakly visible polygons, by presenting a $(2+\varepsilon)$-approximation algorithm for guarding such a polygon using vertex guards. A simple polygon $P$ is weakly visible if it has an edge $e$, such that every point in $P$ is visible from some point on $e$. We also present a $(2+\varepsilon)$-approximation algorithm for guarding a weakly visible polygon $P$, where guards may be placed anywhere on $P$'s boundary (except in the interior of the edge $e$). Finally, we present a $3c$-approximation algorithm for vertex guarding a polygon $P$ that is weakly visible from a chord, given a subset $G$ of $P$'s vertices that guards $P$'s boundary whose size is bounded by $c$ times the size of a minimum such subset. Our algorithms are based on an in-depth analysis of the geometric properties of the regions that remain unguarded after placing guards at the vertices to guard the polygon's boundary. It is plausible that our results will enable Bhattacharya et al. to complete their grand attempt to prove the original conjecture, as their approach is based on partitioning the underlying simple polygon into a hierarchy of weakly visible polygons.

cs.CG