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Xuebo Zhang

Publications and source records attributed to Xuebo Zhang.

At least 19 recordsLinked to original sources

Distributed adaptive estimation for stochastic large regression models

This paper studies the distributed adaptiveestimation problems for stochastic large regression modelswith an infinite number of parameters. By constructing a re-cursive local cost function, we propose a novel distributedrecursive least squares algorithm to estimate the unknownsystem parameters, where the growth rate of regressors'dimension is characterized by a non-decreasing positivefunction. The almost sure convergence of the proposedalgorithm is established under a cooperative excitationcondition, which incorporates the temporal information andthe spatial information to reflect the cooperative effectamong multiple agents. Moreover, we analyze the predic-tion error by establishing the asymptotic upper boundof the accumulated regret without any excitation condi-tions. The main difficulty of theoretical analysis lies in howto analyze properties of the product of non-independentand non-stationary random matrices, whose dimensionschange over time simultaneously. Some techniques, suchas stochastic Lyapunov function, double-array martingaletheory and algebraic graph theory, are employed to dealwith the above issue. Our theoretical results are derivedwithout imposing independence or stationarity assump-tions on the regression vectors, thereby not excluding thecorrelated feedback signals.

eess.SY

Reflection of Episodes: Learning to Play Game from Expert and Self Experiences

StarCraft II is a complex and dynamic real-time strategy (RTS) game environment, which is very suitable for artificial intelligence and reinforcement learning research. To address the problem of Large Language Model(LLM) learning in complex environments through self-reflection, we propose a Reflection of Episodes(ROE) framework based on expert experience and self-experience. This framework first obtains key information in the game through a keyframe selection method, then makes decisions based on expert experience and self-experience. After a game is completed, it reflects on the previous experience to obtain new self-experience. Finally, in the experiment, our method beat the robot under the Very Hard difficulty in TextStarCraft II. We analyze the data of the LLM in the process of the game in detail, verified its effectiveness.

cs.AI

Policy Optimization in the Linear Quadratic Gaussian Problem: A Frequency Domain Perspective

The Linear Quadratic Gaussian (LQG) problem is a classic and widely studied model in optimal control, providing a fundamental framework for designing controllers for linear systems subject to process and observation noises. In recent years, researchers have increasingly focused on directly parameterizing dynamic controllers and optimizing the LQG cost over the resulting parameterized set. However, this parameterization typically gives rise to a highly non-convex optimization landscape for the resulting parameterized LQG problem. To our knowledge, there is currently no general method for certifying the global optimality of candidate controller parameters in this setting. In this work, we address these gaps with the following contributions. First, we derive a necessary and sufficient condition for the global optimality of stationary points in a parameterized LQG problems. This condition reduces the verification of optimality to a test of the controllability and observability for a novel, specially constructed transfer function, yielding a precise and computationally tractable certificate. Furthermore, our condition provides a rigorous explanation for why traditional parameterizations can lead to suboptimal stationary points. Second, we elevate the controller parameter space from conventional finite-dimensional settings to the infinite-dimensional $\mathcal{RH}_\infty$ space and develop a gradient-based algorithm in this setting, for which we provide a theoretical analysis establishing global convergence. Finally, representative numerical experiments validate the theoretical findings and demonstrate the practical viability of the proposed approach. Additionally, the appendix section explores a data-driven extension to the model-free setting, where we outline a parameter estimation scheme and demonstrate its practical viability through numerical simulation.

math.OC

R-VoxelMap: Accurate Voxel Mapping with Recursive Plane Fitting for Online LiDAR Odometry

This paper proposes R-VoxelMap, a novel voxel mapping method that constructs accurate voxel maps using a geometry-driven recursive plane fitting strategy to enhance the localization accuracy of online LiDAR odometry. VoxelMap and its variants typically fit and check planes using all points in a voxel, which may lead to plane parameter deviation caused by outliers, over segmentation of large planes, and incorrect merging across different physical planes. To address these issues, R-VoxelMap utilizes a geometry-driven recursive construction strategy based on an outlier detect-and-reuse pipeline. Specifically, for each voxel, accurate planes are first fitted while separating outliers using random sample consensus (RANSAC). The remaining outliers are then propagated to deeper octree levels for recursive processing, ensuring a detailed representation of the environment. In addition, a point distribution-based validity check algorithm is devised to prevent erroneous plane merging. Extensive experiments on diverse open-source LiDAR(-inertial) simultaneous localization and mapping (SLAM) datasets validate that our method achieves higher accuracy than other state-of-the-art approaches, with comparable efficiency and memory usage. Code will be available on GitHub.

cs.RO

EDEN: Efficient Dual-Layer Exploration Planning for Fast UAV Autonomous Exploration in Large 3-D Environments

Efficient autonomous exploration in large-scale environments remains challenging due to the high planning computational cost and low-speed maneuvers. In this paper, we propose a fast and computationally efficient dual-layer exploration planning method. The insight of our dual-layer method is efficiently finding an acceptable long-term region routing and greedily exploring the target in the region of the first routing area with high speed. Specifically, the proposed method finds the long-term area routing through an approximate algorithm to ensure real-time planning in large-scale environments. Then, the viewpoint in the first routing region with the lowest curvature-penalized cost, which can effectively reduce decelerations caused by sharp turn motions, will be chosen as the next exploration target. To further speed up the exploration, we adopt an aggressive and safe exploration-oriented trajectory to enhance exploration continuity. The proposed method is compared to state-of-the-art methods in challenging simulation environments. The results show that the proposed method outperforms other methods in terms of exploration efficiency, computational cost, and trajectory speed. We also conduct real-world experiments to validate the effectiveness of the proposed method. The code will be open-sourced.

cs.RO

ERPoT: Effective and Reliable Pose Tracking for Mobile Robots Using Lightweight Polygon Maps

This paper presents an effective and reliable pose tracking solution, termed ERPoT, for mobile robots operating in large-scale outdoor and challenging indoor environments, underpinned by an innovative prior polygon map. Especially, to overcome the challenge that arises as the map size grows with the expansion of the environment, the novel form of a prior map composed of multiple polygons is proposed. Benefiting from the use of polygons to concisely and accurately depict environmental occupancy, the prior polygon map achieves long-term reliable pose tracking while ensuring a compact form. More importantly, pose tracking is carried out under pure LiDAR mode, and the dense 3D point cloud is transformed into a sparse 2D scan through ground removal and obstacle selection. On this basis, a novel cost function for pose estimation through point-polygon matching is introduced, encompassing two distinct constraint forms: point-to-vertex and point-to-edge. In this study, our primary focus lies on two crucial aspects: lightweight and compact prior map construction, as well as effective and reliable robot pose tracking. Both aspects serve as the foundational pillars for future navigation across diverse mobile platforms equipped with different LiDAR sensors in varied environments. Comparative experiments based on the publicly available datasets and our self-recorded datasets are conducted, and evaluation results show the superior performance of ERPoT on reliability, prior map size, pose estimation error, and runtime over the other six approaches. The corresponding code can be accessed at https://github.com/ghm0819/ERPoT, and the supplementary video is at https://youtu.be/cseml5FrW1Q.

cs.RO

LLM-PySC2: Starcraft II learning environment for Large Language Models

The tremendous potential has been demonstrated by large language models (LLMs) in intelligent decision-making problems, with unprecedented capabilities shown across diverse applications ranging from gaming AI systems to complex strategic planning frameworks. However, the StarCraft II platform, which has been widely adopted for validating decision-making algorithms in the past decade, has not yet provided substantial support for this emerging domain. To address issues that LLMs cannot interface with the hundreds of actions of the pysc2 backend and the lack of native support for multi-agent (MA) collaboration, we propose the LLM-PySC2 environment. This is the first environment that offers LLMs the complete pysc2 action space with sufficient multi-modal information and game Wiki knowledge. With an asynchronous query architecture, the environment efficiently interacts with LLMs that maintain a constant latency regardless of the scale of the agents' population. In the experiments, we evaluated LLMs' decision-making performance in both the macro-decision and micro-operation scenarios, with traditional StarCraft II Multi-Agent Challenge (SMAC) tasks and a series of new proposed. Results indicate that LLMs possess the potential to achieve victories in complex scenarios but cannot constantly generate correct decisions, especially in the recovered pysc2 action space and MA settings. Without task-relevant instructions, the pre-trained models suffer from issues such as hallucinations and inefficient collaboration. Our findings suggest that StarCraft II still challenges in the era of large models, revealing that there is a lot to do to develop an advanced LLM decision-making system, and the proposed LLM-PySC2 environment will support future development of LLM-based decision-making solutions.

cs.AI

Retrieval Augmented Learning: A Retrial-based Large Language Model Self-Supervised Learning and Autonomous Knowledge Generation

The lack of domain-specific data in the pre-training of Large Language Models (LLMs) severely limits LLM-based decision systems in specialized applications, while post-training a model in the scenarios requires significant computational resources. In this paper, we present Retrial-Augmented Learning (RAL), a reward-free self-supervised learning framework for LLMs that operates without model training. By developing Retrieval-Augmented Generation (RAG) into a module for organizing intermediate data, we realized a three-stage autonomous knowledge generation of proposing a hypothesis, validating the hypothesis, and generating the knowledge. The method is evaluated in the LLM-PySC2 environment, a representative decision-making platform that combines sufficient complexity with domain-specific knowledge requirements. Experiments demonstrate that the proposed method effectively reduces hallucination by generating and utilizing validated knowledge, and increases decision-making performance at an extremely low cost. Meanwhile, the approach exhibits potential in out-of-distribution(OOD) tasks, robustness, and transferability, making it a cost-friendly but effective solution for decision-making problems and autonomous knowledge generation.

cs.AI

FSMP: A Frontier-Sampling-Mixed Planner for Fast Autonomous Exploration of Complex and Large 3-D Environments

In this paper, we propose a systematic framework for fast exploration of complex and large 3-D environments using micro aerial vehicles (MAVs). The key insight is the organic integration of the frontier-based and sampling-based strategies that can achieve rapid global exploration of the environment. Specifically, a field-of-view-based (FOV) frontier detector with the guarantee of completeness and soundness is devised for identifying 3-D map frontiers. Different from random sampling-based methods, the deterministic sampling technique is employed to build and maintain an incremental road map based on the recorded sensor FOVs and newly detected frontiers. With the resulting road map, we propose a two-stage path planner. First, it quickly computes the global optimal exploration path on the road map using the lazy evaluation strategy. Then, the best exploration path is smoothed for further improving the exploration efficiency. We validate the proposed method both in simulation and real-world experiments. The comparative results demonstrate the promising performance of our planner in terms of exploration efficiency, computational time, and explored volume.

cs.RO

Hierarchical Expert Prompt for Large-Language-Model: An Approach Defeat Elite AI in TextStarCraft II for the First Time

Since the emergence of the Large Language Model (LLM), LLM has been widely used in fields such as writing, translating, and searching. However, there is still great potential for LLM-based methods in handling complex tasks such as decision-making in the StarCraft II environment. To address problems such as lack of relevant knowledge and poor control over subtasks of varying importance, we propose a Hierarchical Expert Prompt (HEP) for LLM. Our method improves the understanding of game situations through expert-level tactical knowledge, improving the processing quality of tasks of varying importance through a hierarchical framework. Our approach defeated the highest level (Elite) standard built-in agent in TextStarCraft II for the first time and consistently outperformed the baseline method in other difficulties. Our experiments suggest that the proposed method is a practical solution for tackling complex decision-making challenges. The replay video can be viewed on https://www.bilibili.com/video/BV1uz42187EF and https://youtu.be/dO3PshWLV5M, and our codes have been open-sourced on https://github.com/luchang1113/HEP-LLM-play-StarCraftII.

cs.AI

Two-Timescale Optimization Framework for Sparse-Feedback Linear-Quadratic Optimal Control

A $\mathcal{H}_2$-guaranteed sparse-feedback linear-quadratic (LQ) optimal control with convex parameterization and convex-bounded uncertainty is studied in this paper, where $\ell_0$-penalty is added into the $\mathcal{H}_2$ cost to penalize the number of communication links among distributed controllers. Then, the sparse-feedback gain is investigated to minimize the modified $\mathcal{H}_2$ cost together with the stability guarantee, and the corresponding main results are of three parts. First, the $\ell_1$ relaxation sparse-feedback LQ problem is of concern, and a two-timescale algorithm is developed based on proximal coordinate descent and primal-dual splitting approach. Second, piecewise quadratic relaxation sparse-feedback LQ control is investigated, which exhibits an accelerated convergence rate. Third, sparse-feedback LQ problem with $\ell_0$-penalty is directly studied through BSUM (Block Successive Upper-bound Minimization) framework, and precise approximation method and variational properties are introduced.

math.OC

Fast and Communication-Efficient Multi-UAV Exploration Via Voronoi Partition on Dynamic Topological Graph

Efficient data transmission and reasonable task allocation are important to improve multi-robot exploration efficiency. However, most communication data types typically contain redundant information and thus require massive communication volume. Moreover, exploration-oriented task allocation is far from trivial and becomes even more challenging for resource-limited unmanned aerial vehicles (UAVs). In this paper, we propose a fast and communication-efficient multi-UAV exploration method for exploring large environments. We first design a multi-robot dynamic topological graph (MR-DTG) consisting of nodes representing the explored and exploring regions and edges connecting nodes. Supported by MR-DTG, our method achieves efficient communication by only transferring the necessary information required by exploration planning. To further improve the exploration efficiency, a hierarchical multi-UAV exploration method is devised using MR-DTG. Specifically, the \emph{graph Voronoi partition} is used to allocate MR-DTG's nodes to the closest UAVs, considering the actual motion cost, thus achieving reasonable task allocation. To our knowledge, this is the first work to address multi-UAV exploration using \emph{graph Voronoi partition}. The proposed method is compared with a state-of-the-art method in simulations. The results show that the proposed method is able to reduce the exploration time and communication volume by up to 38.3\% and 95.5\%, respectively. Finally, the effectiveness of our method is validated in the real-world experiment with 6 UAVs. We will release the source code to benefit the community.

cs.RO

G$ \mathbf{^2} $VD Planner: Efficient Motion Planning With Grid-based Generalized Voronoi Diagrams

In this paper, an efficient motion planning approach with grid-based generalized Voronoi diagrams (G$ \mathbf{^2} $VD) is newly proposed for mobile robots. Different from existing approaches, the novelty of this work is twofold: 1) a new state lattice-based path searching approach is proposed, in which the search space is reduced to a novel Voronoi corridor to further improve the search efficiency; 2) an efficient quadratic programming-based path smoothing approach is presented, wherein the clearance to obstacles is considered to improve the path clearance of hard-constrained path smoothing approaches. We validate the efficiency and smoothness of our approach in various challenging simulation scenarios and outdoor environments. It is shown that the computational efficiency is improved by 17.1% in the path searching stage, and path smoothing with the proposed approach is 6.6 times faster than an advanced sparse-banded structure-based path smoothing approach and 53.3 times faster than the popular timed-elastic-band planner. A video showing outdoor navigation on our campus is available at https://youtu.be/iMXGthgvp58.

cs.RO

6-DoF Robotic Grasping with Transformer

Robotic grasping aims to detect graspable points and their corresponding gripper configurations in a particular scene, and is fundamental for robot manipulation. Existing research works have demonstrated the potential of using a transformer model for robotic grasping, which can efficiently learn both global and local features. However, such methods are still limited in grasp detection on a 2D plane. In this paper, we extend a transformer model for 6-Degree-of-Freedom (6-DoF) robotic grasping, which makes it more flexible and suitable for tasks that concern safety. The key designs of our method are a serialization module that turns a 3D voxelized space into a sequence of feature tokens that a transformer model can consume and skip-connections that merge multiscale features effectively. In particular, our method takes a Truncated Signed Distance Function (TSDF) as input. After serializing the TSDF, a transformer model is utilized to encode the sequence, which can obtain a set of aggregated hidden feature vectors through multi-head attention. We then decode the hidden features to obtain per-voxel feature vectors through deconvolution and skip-connections. Voxel feature vectors are then used to regress parameters for executing grasping actions. On a recently proposed pile and packed grasping dataset, we showcase that our transformer-based method can surpass existing methods by about 5% in terms of success rates and declutter rates. We further evaluate the running time and generalization ability to demonstrate the superiority of the proposed method.

cs.RO

CVR-LSE: Compact Vectorization Representation of Local Static Environments for Unmanned Ground Vehicles

According to the requirement of general static obstacle detection, this paper proposes a compact vectorization representation approach of local static environments for unmanned ground vehicles. At first, by fusing the data of LiDAR and IMU, high-frequency pose information is obtained. Then, through the two-dimensional (2D) obstacle points generation, the process of grid map maintenance with a fixed size is proposed. Finally, the local static environment is described via multiple convex polygons, which is realized throungh the double threshold-based boundary simplification and the convex polygon segmentation. Our proposed approach has been applied in a practical driverless project in the park, and the qualitative experimental results on typical scenes verify the effectiveness and robustness. In addition, the quantitative evaluation shows the superior performance on making use of fewer number of points information (decreased by about 60%) to represent the local static environment compared with the traditional grid map-based methods. Furthermore, the performance of running time (15ms) shows that the proposed approach can be used for real-time local static environment perception. The corresponding code can be accessed at https://github.com/ghm0819/cvr_lse.

cs.RO

E$ \mathbf{^3} $MoP: Efficient Motion Planning Based on Heuristic-Guided Motion Primitives Pruning and Path Optimization With Sparse-Banded Structure

To solve the autonomous navigation problem in complex environments, an efficient motion planning approach is newly presented in this paper. Considering the challenges from large-scale, partially unknown complex environments, a three-layer motion planning framework is elaborately designed, including global path planning, local path optimization, and time-optimal velocity planning. Compared with existing approaches, the novelty of this work is twofold: 1) a novel heuristic-guided pruning strategy of motion primitives is proposed and fully integrated into the state lattice-based global path planner to further improve the computational efficiency of graph search, and 2) a new soft-constrained local path optimization approach is proposed, wherein the sparse-banded system structure of the underlying optimization problem is fully exploited to efficiently solve the problem. We validate the safety, smoothness, flexibility, and efficiency of our approach in various complex simulation scenarios and challenging real-world tasks. It is shown that the computational efficiency is improved by 66.21% in the global planning stage and the motion efficiency of the robot is improved by 22.87% compared with the recent quintic Bézier curve-based state space sampling approach. We name the proposed motion planning framework E$ \mathrm{^3} $MoP, where the number 3 not only means our approach is a three-layer framework but also means the proposed approach is efficient in three stages.

cs.RO

MRPB 1.0: A Unified Benchmark for the Evaluation of Mobile Robot Local Planning Approaches

Local planning is one of the key technologies for mobile robots to achieve full autonomy and has been widely investigated. To evaluate mobile robot local planning approaches in a unified and comprehensive way, a mobile robot local planning benchmark called MRPB 1.0 is newly proposed in this paper. The benchmark facilitates both motion planning researchers who want to compare the performance of a new local planner relative to many other state-of-the-art approaches as well as end users in the mobile robotics industry who want to select a local planner that performs best on some problems of interest. We elaborately design various simulation scenarios to challenge the applicability of local planners, including large-scale, partially unknown, and dynamic complex environments. Furthermore, three types of principled evaluation metrics are carefully designed to quantitatively evaluate the performance of local planners, wherein the safety, efficiency, and smoothness of motions are comprehensively considered. We present the application of the proposed benchmark in two popular open-source local planners to show the practicality of the benchmark. In addition, some insights and guidelines about the design and selection of local planners are also provided. The benchmark website contains all data of the designed simulation scenarios, detailed descriptions of these scenarios, and example code.

cs.RO

CAE-RLSM: Consistent and Efficient Redundant Line Segment Merging for Online Feature Map Building

In order to obtain a compact line segment-based map representation for localization and planning of mobile robots, it is necessary to merge redundant line segments which physically represent the same part of the environment in different scans. In this paper, a consistent and efficient redundant line segment merging approach (CAE-RLSM) is proposed for online feature map building. The proposed CAE-RLSM is composed of two newly proposed modules: one-to-many incremental line segment merging (OTM-ILSM) and multi-processing global map adjustment (MP-GMA). Different from state-of-the-art offline merging approaches, the proposed CAE-RLSM can achieve real-time mapping performance, which not only reduces the redundancy of incremental merging with high efficiency, but also solves the problem of global map adjustment after loop closing to guarantee global consistency. Furthermore, a new correlation-based evaluation metric is proposed for the quality evaluation of line segment maps. This evaluation metric does not require manual measurement of the environmental metric information, instead it makes full use of globally consistent laser scans obtained by simultaneous localization and mapping (SLAM) systems to compare the performance of different line segment-based mapping approaches in an objective and fair manner. Comparative experimental results with respect to a mean shift-based offline redundant line segment merging approach (MS-RLSM) and an offline version of one-to-one incremental line segment merging approach (O$^2$TO-ILSM) on both public data sets and self-recorded data set are presented to show the superior performance of CAE-RLSM in terms of efficiency and map quality in different scenarios.

cs.RO