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Xiaoming Duan

Publications and source records attributed to Xiaoming Duan.

At least 37 records · Page 2Linked to original sources

Observation-based Optimal Control Law Learning with LQR Reconstruction

Designing controllers to generate various trajectories has been studied for years, while recently, recovering an optimal controller from trajectories receives increasing attention. In this paper, we reveal that the inherent linear quadratic regulator (LQR) problem of a moving agent can be reconstructed based on its trajectory observations only, which enables one to learn the optimal control law of the agent autonomously. Specifically, the reconstruction of the optimization problem requires estimation of three unknown parameters including the target state, weighting matrices in the objective function and the control horizon. Our algorithm considers two types of objective function settings and identifies the weighting matrices with proposed novel inverse optimal control methods, providing the well-posedness and identifiability proof. We obtain the optimal estimate of the control horizon using binary search and finally reconstruct the LQR problem with above estimates. The strength of learning control law with optimization problem recovery lies in less computation consumption and strong generalization ability. We apply our algorithm to the future control input prediction and the discrepancy loss is further derived. Numerical simulations and hardware experiments on a self-designed robot platform illustrate the effectiveness of our work.

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Multiplayer Homicidal Chauffeur Reach-Avoid Games: A Pursuit Enclosure Function Approach

This paper presents a multiplayer Homicidal Chauffeur reach-avoid differential game, which involves Dubins-car pursuers and simple-motion evaders. The goal of the pursuers is to cooperatively protect a planar convex region from the evaders, who strive to reach the region. We propose a cooperative strategy for the pursuers based on subgames for multiple pursuers against one evader and optimal task allocation. We introduce pursuit enclosure functions (PEFs) and propose a new enclosure region pursuit (ERP) winning approach that supports forward analysis for the strategy synthesis in the subgames. We show that if a pursuit coalition is able to defend the region against an evader under the ERP winning, then no more than two pursuers in the coalition are necessarily needed. We also propose a steer-to-ERP approach to certify the ERP winning and synthesize the ERP winning strategy. To implement the strategy, we introduce a positional PEF and provide the necessary parameters, states, and strategies that ensure the ERP winning for both one pursuer and two pursuers against one evader. Additionally, we formulate a binary integer program using the subgame outcomes to maximize the captured evaders in the ERP winning for the pursuit task allocation. Finally, we propose a multiplayer receding-horizon strategy where the ERP winnings are checked in each horizon, the task is allocated, and the strategies of the pursuers are determined. Numerical examples are provided to illustrate the results.

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Affordance-Driven Next-Best-View Planning for Robotic Grasping

Grasping occluded objects in cluttered environments is an essential component in complex robotic manipulation tasks. In this paper, we introduce an AffordanCE-driven Next-Best-View planning policy (ACE-NBV) that tries to find a feasible grasp for target object via continuously observing scenes from new viewpoints. This policy is motivated by the observation that the grasp affordances of an occluded object can be better-measured under the view when the view-direction are the same as the grasp view. Specifically, our method leverages the paradigm of novel view imagery to predict the grasps affordances under previously unobserved view, and select next observation view based on the highest imagined grasp quality of the target object. The experimental results in simulation and on a real robot demonstrate the effectiveness of the proposed affordance-driven next-best-view planning policy. Project page: https://sszxc.net/ace-nbv/.

cs.RO↗

Learning-Based Motion Planning with Mixture Density Networks

The trade-off between computation time and path optimality is a key consideration in motion planning algorithms. While classical sampling based algorithms fall short of computational efficiency in high dimensional planning, learning based methods have shown great potential in achieving time efficient and optimal motion planning. The SOTA learning based motion planning algorithms utilize paths generated by sampling based methods as expert supervision data and train networks via regression techniques. However, these methods often overlook the important multimodal property of the optimal paths in the training set, making them incapable of finding good paths in some scenarios. In this paper, we propose a Multimodal Neuron Planner (MNP) based on the mixture density networks that explicitly takes into account the multimodality of the training data and simultaneously achieves time efficiency and path optimality. For environments represented by a point cloud, MNP first efficiently compresses the point cloud into a latent vector by encoding networks that are suitable for processing point clouds. We then design multimodal planning networks which enables MNP to learn and predict multiple optimal solutions. Simulation results show that our method outperforms SOTA learning based method MPNet and advanced sampling based methods IRRT* and BIT*.

cs.RO↗

Control Input Inference of Mobile Agents under Unknown Objective

Trajectory and control secrecy is an important issue in robotics security. This paper proposes a novel algorithm for the control input inference of a mobile agent without knowing its control objective. Specifically, the algorithm first estimates the target state by applying external perturbations. Then we identify the objective function based on the inverse optimal control, providing the well-posedness proof and the identifiability analysis. Next, we obtain the optimal estimate of the control horizon using binary search. Finally, the agent's control optimization problem is reconstructed and solved to predict its input. Simulation illustrates the efficiency and the performance of the algorithm.

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Revisiting Estimation Bias in Policy Gradients for Deep Reinforcement Learning

We revisit the estimation bias in policy gradients for the discounted episodic Markov decision process (MDP) from Deep Reinforcement Learning (DRL) perspective. The objective is formulated theoretically as the expected returns discounted over the time horizon. One of the major policy gradient biases is the state distribution shift: the state distribution used to estimate the gradients differs from the theoretical formulation in that it does not take into account the discount factor. Existing discussion of the influence of this bias was limited to the tabular and softmax cases in the literature. Therefore, in this paper, we extend it to the DRL setting where the policy is parameterized and demonstrate how this bias can lead to suboptimal policies theoretically. We then discuss why the empirically inaccurate implementations with shifted state distribution can still be effective. We show that, despite such state distribution shift, the policy gradient estimation bias can be reduced in the following three ways: 1) a small learning rate; 2) an adaptive-learning-rate-based optimizer; and 3) KL regularization. Specifically, we show that a smaller learning rate, or, an adaptive learning rate, such as that used by Adam and RSMProp optimizers, makes the policy optimization robust to the bias. We further draw connections between optimizers and the optimization regularization to show that both the KL and the reverse KL regularization can significantly rectify this bias. Moreover, we provide extensive experiments on continuous control tasks to support our analysis. Our paper sheds light on how successful PG algorithms optimize policies in the DRL setting, and contributes insights into the practical issues in DRL.

cs.LG↗

Finite-horizon Equilibria for Neuro-symbolic Concurrent Stochastic Games

We present novel techniques for neuro-symbolic concurrent stochastic games, a recently proposed modelling formalism to represent a set of probabilistic agents operating in a continuous-space environment using a combination of neural network based perception mechanisms and traditional symbolic methods. To date, only zero-sum variants of the model were studied, which is too restrictive when agents have distinct objectives. We formalise notions of equilibria for these models and present algorithms to synthesise them. Focusing on the finite-horizon setting, and (global) social welfare subgame-perfect optimality, we consider two distinct types: Nash equilibria and correlated equilibria. We first show that an exact solution based on backward induction may yield arbitrarily bad equilibria. We then propose an approximation algorithm called frozen subgame improvement, which proceeds through iterative solution of nonlinear programs. We develop a prototype implementation and demonstrate the benefits of our approach on two case studies: an automated car-parking system and an aircraft collision avoidance system.

cs.GT↗

Evaluation and Learning in Two-Player Symmetric Games via Best and Better Responses

Artificial intelligence and robotic competitions are accompanied by a class of game paradigms in which each player privately commits a strategy to a game system which simulates the game using the collected joint strategy and then returns payoffs to players. This paper considers the strategy commitment for two-player symmetric games in which the players' strategy spaces are identical and their payoffs are symmetric. First, we introduce two digraph-based metrics at a meta-level for strategy evaluation in two-agent reinforcement learning, grounded on sink equilibrium. The metrics rank the strategies of a single player and determine the set of strategies which are preferred for the private commitment. Then, in order to find the preferred strategies under the metrics, we propose two variants of the classical learning algorithm self-play, called strictly best-response and weakly better-response self-plays. By modeling learning processes as walks over joint-strategy response digraphs, we prove that the learnt strategies by two variants are preferred under two metrics, respectively. The preferred strategies under both two metrics are identified and adjacency matrices induced by one metric and one variant are connected. Finally, simulations are provided to illustrate the results.

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On the Detection of Markov Decision Processes

We study the detection problem for a finite set of Markov decision processes (MDPs) where the MDPs have the same state and action spaces but possibly different probabilistic transition functions. Any one of these MDPs could be the model for some underlying controlled stochastic process, but it is unknown a priori which MDP is the ground truth. We investigate whether it is possible to asymptotically detect the ground truth MDP model perfectly based on a single observed history (state-action sequence). Since the generation of histories depends on the policy adopted to control the MDPs, we discuss the existence and synthesis of policies that allow for perfect detection. We start with the case of two MDPs and establish a necessary and sufficient condition for the existence of policies that lead to perfect detection. Based on this condition, we then develop an algorithm that efficiently (in time polynomial in the size of the MDPs) determines the existence of policies and synthesizes one when they exist. We further extend the results to the more general case where there are more than two MDPs in the candidate set, and we develop a policy synthesis algorithm based on the breadth-first search and recursion. We demonstrate the effectiveness of our algorithms through numerical examples.

math.OC↗

Privacy-Utility Trade-Offs Against Limited Adversaries

We study privacy-utility trade-offs where users share privacy-correlated useful information with a service provider to obtain some utility. The service provider is adversarial in the sense that it can infer the users' private information based on the shared useful information. To minimize the privacy leakage while maintaining a desired level of utility, the users carefully perturb the useful information via a probabilistic privacy mapping before sharing it. We focus on the setting in which the adversary attempting an inference attack on the users' privacy has potentially biased information about the statistical correlation between the private and useful variables. This information asymmetry between the users and the limited adversary leads to better privacy guarantees than the case of the omniscient adversary under the same utility requirement. We first identify assumptions on the adversary's information so that the inference costs are well-defined and finite. Then, we characterize the impact of the information asymmetry and show that it increases the inference costs for the adversary. We further formulate the design of the privacy mapping against a limited adversary using a difference of convex functions program and solve it via the concave-convex procedure. When the adversary's information is not precisely available, we adopt a Bayesian view and represent the adversary's information by a probability distribution. In this case, the expected cost for the adversary does not admit a closed-form expression, and we establish and maximize a lower bound of the expected cost. We provide a numerical example regarding a census data set to illustrate the theoretical results.

cs.IT↗

Robust Pandemic Control Synthesis with Formal Specifications: A Case Study on COVID-19 Pandemic

Pandemics can bring a range of devastating consequences to public health and the world economy. Identifying the most effective control strategies has been the imperative task all around the world. Various public health control strategies have been proposed and tested against pandemic diseases (e.g., COVID-19). We study two specific pandemic control models: the susceptible, exposed, infectious, recovered (SEIR) model with vaccination control; and the SEIR model with shield immunity control. We express the pandemic control requirement in metric temporal logic (MTL) formulas. We then develop an iterative approach for synthesizing the optimal control strategies with MTL specifications. We provide simulation results in two different scenarios for robust control of the COVID-19 pandemic: one for vaccination control, and another for shield immunity control, with the model parameters estimated from data in Lombardy, Italy. The results show that the proposed synthesis approach can generate control inputs such that the time-varying numbers of individuals in each category (e.g., infectious, immune) satisfy the MTL specifications with robustness against initial state and parameter uncertainties.

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Stochastic Strategies for Robotic Surveillance as Stackelberg Games

This paper studies a stochastic robotic surveillance problem where a mobile robot moves randomly on a graph to capture a potential intruder that strategically attacks a location on the graph. The intruder is assumed to be omniscient: it knows the current location of the mobile agent and can learn the surveillance strategy. The goal for the mobile robot is to design a stochastic strategy so as to maximize the probability of capturing the intruder. We model the strategic interactions between the surveillance robot and the intruder as a Stackelberg game, and optimal and suboptimal Markov chain based surveillance strategies in star, complete and line graphs are studied. We first derive a universal upper bound on the capture probability, i.e., the performance limit for the surveillance agent. We show that this upper bound is tight in the complete graph and further provide suboptimality guarantees for a natural design. For the star and line graphs, we first characterize dominant strategies for the surveillance agent and the intruder. Then, we rigorously prove the optimal strategy for the surveillance agent.

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Markov Chain-Based Stochastic Strategies for Robotic Surveillance

This article surveys recent advancements of strategy designs for persistent robotic surveillance tasks with the focus on stochastic approaches. The problem describes how mobile robots stochastically patrol a graph in an efficient way where the efficiency is defined with respect to relevant underlying performance metrics. We first start by reviewing the basics of Markov chains, which is the primary motion model for stochastic robotic surveillance. Then two main criteria regarding the speed and unpredictability of surveillance strategies are discussed. The central objects that appear throughout the treatment is the hitting times of Markov chains, their distributions and expectations. We formulate various optimization problems based on the concerned metrics in different scenarios and establish their respective properties.

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Policy Evaluation and Seeking for Multi-Agent Reinforcement Learning via Best Response

This paper introduces two metrics (cycle-based and memory-based metrics), grounded on a dynamical game-theoretic solution concept called sink equilibrium, for the evaluation, ranking, and computation of policies in multi-agent learning. We adopt strict best response dynamics (SBRD) to model selfish behaviors at a meta-level for multi-agent reinforcement learning. Our approach can deal with dynamical cyclical behaviors (unlike approaches based on Nash equilibria and Elo ratings), and is more compatible with single-agent reinforcement learning than alpha-rank which relies on weakly better responses. We first consider settings where the difference between largest and second largest underlying metric has a known lower bound. With this knowledge we propose a class of perturbed SBRD with the following property: only policies with maximum metric are observed with nonzero probability for a broad class of stochastic games with finite memory. We then consider settings where the lower bound for the difference is unknown. For this setting, we propose a class of perturbed SBRD such that the metrics of the policies observed with nonzero probability differ from the optimal by any given tolerance. The proposed perturbed SBRD addresses the opponent-induced non-stationarity by fixing the strategies of others for the learning agent, and uses empirical game-theoretic analysis to estimate payoffs for each strategy profile obtained due to the perturbation.

cs.GT↗

Graph-Theoretic Stability Conditions for Metzler Matrices and Monotone Systems

This paper studies the graph-theoretic conditions for stability of positive monotone systems. Using concepts from input-to-state stability and network small-gain theory, we first establish necessary and sufficient conditions for the stability of linear positive systems described by Metzler matrices. Specifically, we derive two sets of stability conditions based on two forms of input-to-state stability gains for Metzler systems, namely max-interconnection gains and sum-interconnection gains. Based on the max-interconnection gains, we show that the cyclic small-gain theorem becomes necessary and sufficient for the stability of Metzler systems; based on the sum-interconnection gains, we obtain novel graph-theoretic conditions for the stability of Metzler systems. All these conditions highlight the role of cycles in the interconnection graph and unveil how the structural properties of the graph affect stability. Finally, we extend our results to the nonlinear monotone system and obtain similar sufficient conditions for global asymptotic stability.

math.OC↗

Matching-Based Capture Strategies for 3D Heterogeneous Multiplayer Reach-Avoid Differential Games

This paper studies a 3D multiplayer reach-avoid differential game with a goal region and a play region. Multiple pursuers defend the goal region by consecutively capturing multiple evaders in the play region. The players have heterogeneous moving speeds and the pursuers have heterogeneous capture radii. Since this game is hard to analyze directly, we decompose the whole game as many subgames which involve multiple pursuers and only one evader. Then, these subgames are used as a building block for the pursuer-evader matching. First, for multiple pursuers and one evader, we introduce an evasion space (ES) method characterized by a potential function to construct a guaranteed pursuer winning strategy. Then, based on this strategy, we develop conditions to determine whether a pursuit team can guard the goal region against one evader. It is shown that in 3D, if a pursuit team is able to defend the goal region against an evader, then at most three pursuers in the team are necessarily needed. We also compute the value function of the Hamilton-Jacobi-Isaacs (HJI) equation for a special subgame of degree. To capture the maximum number of evaders in the open-loop sense, we formulate a maximum bipartite matching problem with conflict graph (MBMC). We show that the MBMC is NP-hard and design a polynomial-time constant-factor approximation algorithm to solve it. Finally, we propose a receding horizon strategy for the pursuit team where in each horizon an MBMC is solved and the strategies of the pursuers are given. We also extend our results to the case of a bounded convex play region where the evaders escape through an exit. Two numerical examples are provided to demonstrate the obtained results.

math.OC↗

Robotic Surveillance Based on the Meeting Time of Random Walks

This paper analyzes the meeting time between a pair of pursuer and evader performing random walks on digraphs. The existing bounds on the meeting time usually work only for certain classes of walks and cannot be used to formulate optimization problems and design robotic strategies. First, by analyzing multiple random walks on a common graph as a single random walk on the Kronecker product graph, we provide the first closed-form expression for the expected meeting time in terms of the transition matrices of the moving agents. This novel expression leads to necessary and sufficient conditions for the meeting time to be finite and to insightful graph-theoretic interpretations. Second, based on the closed-form expression, we setup and study the minimization problem for the expected capture time for a pursuer/evader pair. We report theoretical and numerical results on basic case studies to show the effectiveness of the design.

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Linear Stochastic Approximation Algorithms and Group Consensus over Random Signed Networks: A Technical Report with All Proofs

This paper studies linear stochastic approximation (SA) algorithms and their application to multi-agent systems in engineering and sociology. As main contribution, we provide necessary and sufficient conditions for convergence of linear SA algorithms to a deterministic or random final vector. We also characterize the system convergence rate, when the system is convergent. Moreover, differing from non-negative gain functions in traditional SA algorithms, this paper considers also the case when the gain functions are allowed to take arbitrary real numbers. Using our general treatment, we provide necessary and sufficient conditions to reach consensus and group consensus for first-order discrete-time multi-agent system over random signed networks and with state-dependent noise. Finally, we extend our results to the setting of multi-dimensional linear SA algorithms and characterize the behavior of the multi-dimensional Friedkin-Johnsen model over random interaction networks.

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