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Weizhe Chen

Publications and source records attributed to Weizhe Chen.

23 records · Page 2Linked to original sources

Pareto Monte Carlo Tree Search for Multi-Objective Informative Planning

In many environmental monitoring scenarios, the sampling robot needs to simultaneously explore the environment and exploit features of interest with limited time. We present an anytime multi-objective informative planning method called Pareto Monte Carlo tree search which allows the robot to handle potentially competing objectives such as exploration versus exploitation. The method produces optimized decision solutions for the robot based on its knowledge (estimation) of the environment state, leading to better adaptation to environmental dynamics. We provide algorithmic analysis on the critical tree node selection step and show that the number of times choosing sub-optimal nodes is logarithmically bounded and the search result converges to the optimal choices at a polynomial rate.

cs.RO↗

Multi-Objective Autonomous Exploration on Real-Time Continuous Occupancy Maps

Autonomous exploration in unknown environments using mobile robots is the pillar of many robotic applications. Existing exploration frameworks either select the nearest geometric frontier or the nearest information-theoretic frontier. However, just because a frontier itself is informative does not necessarily mean that the robot will be in an informative area after reaching that frontier. To fill this gap, we propose to use a multi-objective variant of Monte-Carlo tree search that provides a non-myopic Pareto optimal action sequence leading the robot to a frontier with the greatest extent of unknown area uncovering. We also adopted Bayesian Hilbert Map (BHM) for continuous occupancy mapping and made it more applicable to real-time tasks.

cs.RO↗

Temporal Induced Self-Play for Stochastic Bayesian Games

One practical requirement in solving dynamic games is to ensure that the players play well from any decision point onward. To satisfy this requirement, existing efforts focus on equilibrium refinement, but the scalability and applicability of existing techniques are limited. In this paper, we propose Temporal-Induced Self-Play (TISP), a novel reinforcement learning-based framework to find strategies with decent performances from any decision point onward. TISP uses belief-space representation, backward induction, policy learning, and non-parametric approximation. Building upon TISP, we design a policy-gradient-based algorithm TISP-PG. We prove that TISP-based algorithms can find approximate Perfect Bayesian Equilibrium in zero-sum one-sided stochastic Bayesian games with finite horizon. We test TISP-based algorithms in various games, including finitely repeated security games and a grid-world game. The results show that TISP-PG is more scalable than existing mathematical programming-based methods and significantly outperforms other learning-based methods.

cs.MA↗

Automatic Generation of Large-scale 3D Road Networks based on GIS Data

How to automatically generate a realistic large-scale 3D road network is a key point for immersive and credible traffic simulations. Existing methods cannot automatically generate various kinds of intersections in 3D space based on GIS data. In this paper, we propose a method to generate complex and large-scale 3D road networks automatically with the open source GIS data, including satellite imagery, elevation data and two-dimensional(2D) road center axis data, as input. We first introduce a semantic structure of road network to obtain high-detailed and well-formed networks in a 3D scene. We then generate 2D shapes and topological data of the road network according to the semantic structure and 2D road center axis data. At last, we segment the elevation data and generate the surface of the 3D road network according to the 2D semantic data and satellite imagery data. Results show that our method does well in the generation of various types of intersections and the high-detailed features of roads. The traffic semantic structure, which must be provided in traffic simulation, can also be generated automatically according to our method.

cs.GR↗

Bi-level Actor-Critic for Multi-agent Coordination

Coordination is one of the essential problems in multi-agent systems. Typically multi-agent reinforcement learning (MARL) methods treat agents equally and the goal is to solve the Markov game to an arbitrary Nash equilibrium (NE) when multiple equilibra exist, thus lacking a solution for NE selection. In this paper, we treat agents \emph{unequally} and consider Stackelberg equilibrium as a potentially better convergence point than Nash equilibrium in terms of Pareto superiority, especially in cooperative environments. Under Markov games, we formally define the bi-level reinforcement learning problem in finding Stackelberg equilibrium. We propose a novel bi-level actor-critic learning method that allows agents to have different knowledge base (thus intelligent), while their actions still can be executed simultaneously and distributedly. The convergence proof is given, while the resulting learning algorithm is tested against the state of the arts. We found that the proposed bi-level actor-critic algorithm successfully converged to the Stackelberg equilibria in matrix games and find an asymmetric solution in a highway merge environment.

cs.MA↗