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Xuesu Xiao

Publications and source records attributed to Xuesu Xiao.

At least 91 records · Page 5Linked to original sources

Multi-Goal Motion Memory

Autonomous mobile robots (e.g., warehouse logistics robots) often need to traverse complex, obstacle-rich, and changing environments to reach multiple fixed goals (e.g., warehouse shelves). Traditional motion planners need to calculate the entire multi-goal path from scratch in response to changes in the environment, which result in a large consumption of computing resources. This process is not only time-consuming but also may not meet real-time requirements in application scenarios that require rapid response to environmental changes. In this paper, we provide a novel Multi-Goal Motion Memory technique that allows robots to use previous planning experiences to accelerate future multi-goal planning in changing environments. Specifically, our technique predicts collision-free and dynamically-feasible trajectories and distances between goal pairs to guide the sampling process to build a roadmap, to inform a Traveling Salesman Problem (TSP) solver to compute a tour, and to efficiently produce motion plans. Experiments conducted with a vehicle and a snake-like robot in obstacle-rich environments show that the proposed Motion Memory technique can substantially accelerate planning speed by up to 90\%. Furthermore, the solution quality is comparable to state-of-the-art algorithms and even better in some environments.

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Autonomous Ground Navigation in Highly Constrained Spaces: Lessons learned from The 3rd BARN Challenge at ICRA 2024

The 3rd BARN (Benchmark Autonomous Robot Navigation) Challenge took place at the 2024 IEEE International Conference on Robotics and Automation (ICRA 2024) in Yokohama, Japan and continued to evaluate the performance of state-of-the-art autonomous ground navigation systems in highly constrained environments. Similar to the trend in The 1st and 2nd BARN Challenge at ICRA 2022 and 2023 in Philadelphia (North America) and London (Europe), The 3rd BARN Challenge in Yokohama (Asia) became more regional, i.e., mostly Asian teams participated. The size of the competition has slightly shrunk (six simulation teams, four of which were invited to the physical competition). The competition results, compared to last two years, suggest that the field has adopted new machine learning approaches while at the same time slightly converged to a few common practices. However, the regional nature of the physical participants suggests a challenge to promote wider participation all over the world and provide more resources to travel to the venue. In this article, we discuss the challenge, the approaches used by the three winning teams, and lessons learned to direct future research and competitions.

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Terrain-Attentive Learning for Efficient 6-DoF Kinodynamic Modeling on Vertically Challenging Terrain

Wheeled robots have recently demonstrated superior mechanical capability to traverse vertically challenging terrain (e.g., extremely rugged boulders comparable in size to the vehicles themselves). Negotiating such terrain introduces significant variations of vehicle pose in all six Degrees-of-Freedom (DoFs), leading to imbalanced contact forces, varying momentum, and chassis deformation due to non-rigid tires and suspensions. To autonomously navigate on vertically challenging terrain, all these factors need to be efficiently reasoned within limited onboard computation and strict real-time constraints. In this paper, we propose a 6-DoF kinodynamics learning approach that is attentive only to the specific underlying terrain critical to the current vehicle-terrain interaction, so that it can be efficiently queried in real-time motion planners onboard small robots. Physical experiment results show our Terrain-Attentive Learning demonstrates on average 51.1% reduction in model prediction error among all 6 DoFs compared to a state-of-the-art model for vertically challenging terrain.

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Motion Memory: Leveraging Past Experiences to Accelerate Future Motion Planning

When facing a new motion-planning problem, most motion planners solve it from scratch, e.g., via sampling and exploration or starting optimization from a straight-line path. However, most motion planners have to experience a variety of planning problems throughout their lifetimes, which are yet to be leveraged for future planning. In this paper, we present a simple but efficient method called Motion Memory, which allows different motion planners to accelerate future planning using past experiences. Treating existing motion planners as either a closed or open box, we present a variety of ways that Motion Memory can contribute to reduce the planning time when facing a new planning problem. We provide extensive experiment results with three different motion planners on three classes of planning problems with over 30,000 problem instances and show that planning speed can be significantly reduced by up to 89% with the proposed Motion Memory technique and with increasing past planning experiences.

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Toward Wheeled Mobility on Vertically Challenging Terrain: Platforms, Datasets, and Algorithms

Most conventional wheeled robots can only move in flat environments and simply divide their planar workspaces into free spaces and obstacles. Deeming obstacles as non-traversable significantly limits wheeled robots' mobility in real-world, extremely rugged, off-road environments, where part of the terrain (e.g., irregular boulders and fallen trees) will be treated as non-traversable obstacles. To improve wheeled mobility in those environments with vertically challenging terrain, we present two wheeled platforms with little hardware modification compared to conventional wheeled robots; we collect datasets of our wheeled robots crawling over previously non-traversable, vertically challenging terrain to facilitate data-driven mobility; we also present algorithms and their experimental results to show that conventional wheeled robots have previously unrealized potential of moving through vertically challenging terrain. We make our platforms, datasets, and algorithms publicly available to facilitate future research on wheeled mobility.

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Rethinking Social Robot Navigation: Leveraging the Best of Two Worlds

Empowering robots to navigate in a socially compliant manner is essential for the acceptance of robots moving in human-inhabited environments. Previously, roboticists have developed geometric navigation systems with decades of empirical validation to achieve safety and efficiency. However, the many complex factors of social compliance make geometric navigation systems hard to adapt to social situations, where no amount of tuning enables them to be both safe (people are too unpredictable) and efficient (the frozen robot problem). With recent advances in deep learning approaches, the common reaction has been to entirely discard these classical navigation systems and start from scratch, building a completely new learning-based social navigation planner. In this work, we find that this reaction is unnecessarily extreme: using a large-scale real-world social navigation dataset, SCAND, we find that geometric systems can produce trajectory plans that align with the human demonstrations in a large number of social situations. We, therefore, ask if we can rethink the social robot navigation problem by leveraging the advantages of both geometric and learning-based methods. We validate this hybrid paradigm through a proof-of-concept experiment, in which we develop a hybrid planner that switches between geometric and learning-based planning. Our experiments on both SCAND and two physical robots show that the hybrid planner can achieve better social compliance compared to using either the geometric or learning-based approach alone.

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Scaling Team Coordination on Graphs with Reinforcement Learning

This paper studies Reinforcement Learning (RL) techniques to enable team coordination behaviors in graph environments with support actions among teammates to reduce the costs of traversing certain risky edges in a centralized manner. While classical approaches can solve this non-standard multi-agent path planning problem by converting the original Environment Graph (EG) into a Joint State Graph (JSG) to implicitly incorporate the support actions, those methods do not scale well to large graphs and teams. To address this curse of dimensionality, we propose to use RL to enable agents to learn such graph traversal and teammate supporting behaviors in a data-driven manner. Specifically, through a new formulation of the team coordination on graphs with risky edges problem into Markov Decision Processes (MDPs) with a novel state and action space, we investigate how RL can solve it in two paradigms: First, we use RL for a team of agents to learn how to coordinate and reach the goal with minimal cost on a single EG. We show that RL efficiently solves problems with up to 20/4 or 25/3 nodes/agents, using a fraction of the time needed for JSG to solve such complex problems; Second, we learn a general RL policy for any $N$-node EGs to produce efficient supporting behaviors. We present extensive experiments and compare our RL approaches against their classical counterparts.

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Dexterous Legged Locomotion in Confined 3D Spaces with Reinforcement Learning

Recent advances of locomotion controllers utilizing deep reinforcement learning (RL) have yielded impressive results in terms of achieving rapid and robust locomotion across challenging terrain, such as rugged rocks, non-rigid ground, and slippery surfaces. However, while these controllers primarily address challenges underneath the robot, relatively little research has investigated legged mobility through confined 3D spaces, such as narrow tunnels or irregular voids, which impose all-around constraints. The cyclic gait patterns resulted from existing RL-based methods to learn parameterized locomotion skills characterized by motion parameters, such as velocity and body height, may not be adequate to navigate robots through challenging confined 3D spaces, requiring both agile 3D obstacle avoidance and robust legged locomotion. Instead, we propose to learn locomotion skills end-to-end from goal-oriented navigation in confined 3D spaces. To address the inefficiency of tracking distant navigation goals, we introduce a hierarchical locomotion controller that combines a classical planner tasked with planning waypoints to reach a faraway global goal location, and an RL-based policy trained to follow these waypoints by generating low-level motion commands. This approach allows the policy to explore its own locomotion skills within the entire solution space and facilitates smooth transitions between local goals, enabling long-term navigation towards distant goals. In simulation, our hierarchical approach succeeds at navigating through demanding confined 3D environments, outperforming both pure end-to-end learning approaches and parameterized locomotion skills. We further demonstrate the successful real-world deployment of our simulation-trained controller on a real robot.

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MTG: Mapless Trajectory Generator with Traversability Coverage for Outdoor Navigation

We present a novel learning-based trajectory generation algorithm for outdoor robot navigation. Our goal is to compute collision-free paths that also satisfy the environment-specific traversability constraints. Our approach is designed for global planning using limited onboard robot perception in mapless environments while ensuring comprehensive coverage of all traversable directions. Our formulation uses a Conditional Variational Autoencoder (CVAE) generative model that is enhanced with traversability constraints and an optimization formulation used for the coverage. We highlight the benefits of our approach over state-of-the-art trajectory generation approaches and demonstrate its performance in challenging and large outdoor environments, including around buildings, across intersections, along trails, and off-road terrain, using a Clearpath Husky and a Boston Dynamics Spot robot. In practice, our approach results in a 6% improvement in coverage of traversable areas and an 89% reduction in trajectory portions residing in non-traversable regions. Our video is here: https://youtu.be/3eJ2soAzXnU

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Building Minimal and Reusable Causal State Abstractions for Reinforcement Learning

Two desiderata of reinforcement learning (RL) algorithms are the ability to learn from relatively little experience and the ability to learn policies that generalize to a range of problem specifications. In factored state spaces, one approach towards achieving both goals is to learn state abstractions, which only keep the necessary variables for learning the tasks at hand. This paper introduces Causal Bisimulation Modeling (CBM), a method that learns the causal relationships in the dynamics and reward functions for each task to derive a minimal, task-specific abstraction. CBM leverages and improves implicit modeling to train a high-fidelity causal dynamics model that can be reused for all tasks in the same environment. Empirical validation on manipulation environments and Deepmind Control Suite reveals that CBM's learned implicit dynamics models identify the underlying causal relationships and state abstractions more accurately than explicit ones. Furthermore, the derived state abstractions allow a task learner to achieve near-oracle levels of sample efficiency and outperform baselines on all tasks.

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Learning to Model and Plan for Wheeled Mobility on Vertically Challenging Terrain

Most autonomous navigation systems assume wheeled robots are rigid bodies and their 2D planar workspaces can be divided into free spaces and obstacles. However, recent wheeled mobility research, showing that wheeled platforms have the potential of moving over vertically challenging terrain (e.g., rocky outcroppings, rugged boulders, and fallen tree trunks), invalidate both assumptions. Navigating off-road vehicle chassis with long suspension travel and low tire pressure in places where the boundary between obstacles and free spaces is blurry requires precise 3D modeling of the interaction between the chassis and the terrain, which is complicated by suspension and tire deformation, varying tire-terrain friction, vehicle weight distribution and momentum, etc. In this paper, we present a learning approach to model wheeled mobility, i.e., in terms of vehicle-terrain forward dynamics, and plan feasible, stable, and efficient motion to drive over vertically challenging terrain without rolling over or getting stuck. We present physical experiments on two wheeled robots and show that planning using our learned model can achieve up to 60% improvement in navigation success rate and 46% reduction in unstable chassis roll and pitch angles.

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A Study on Learning Social Robot Navigation with Multimodal Perception

Autonomous mobile robots need to perceive the environments with their onboard sensors (e.g., LiDARs and RGB cameras) and then make appropriate navigation decisions. In order to navigate human-inhabited public spaces, such a navigation task becomes more than only obstacle avoidance, but also requires considering surrounding humans and their intentions to somewhat change the navigation behavior in response to the underlying social norms, i.e., being socially compliant. Machine learning methods are shown to be effective in capturing those complex and subtle social interactions in a data-driven manner, without explicitly hand-crafting simplified models or cost functions. Considering multiple available sensor modalities and the efficiency of learning methods, this paper presents a comprehensive study on learning social robot navigation with multimodal perception using a large-scale real-world dataset. The study investigates social robot navigation decision making on both the global and local planning levels and contrasts unimodal and multimodal learning against a set of classical navigation approaches in different social scenarios, while also analyzing the training and generalizability performance from the learning perspective. We also conduct a human study on how learning with multimodal perception affects the perceived social compliance. The results show that multimodal learning has a clear advantage over unimodal learning in both dataset and human studies. We open-source our code for the community's future use to study multimodal perception for learning social robot navigation.

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Principles and Guidelines for Evaluating Social Robot Navigation Algorithms

A major challenge to deploying robots widely is navigation in human-populated environments, commonly referred to as social robot navigation. While the field of social navigation has advanced tremendously in recent years, the fair evaluation of algorithms that tackle social navigation remains hard because it involves not just robotic agents moving in static environments but also dynamic human agents and their perceptions of the appropriateness of robot behavior. In contrast, clear, repeatable, and accessible benchmarks have accelerated progress in fields like computer vision, natural language processing and traditional robot navigation by enabling researchers to fairly compare algorithms, revealing limitations of existing solutions and illuminating promising new directions. We believe the same approach can benefit social navigation. In this paper, we pave the road towards common, widely accessible, and repeatable benchmarking criteria to evaluate social robot navigation. Our contributions include (a) a definition of a socially navigating robot as one that respects the principles of safety, comfort, legibility, politeness, social competency, agent understanding, proactivity, and responsiveness to context, (b) guidelines for the use of metrics, development of scenarios, benchmarks, datasets, and simulators to evaluate social navigation, and (c) a design of a social navigation metrics framework to make it easier to compare results from different simulators, robots and datasets.

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How susceptible are LLMs to Logical Fallacies?

This paper investigates the rational thinking capability of Large Language Models (LLMs) in multi-round argumentative debates by exploring the impact of fallacious arguments on their logical reasoning performance. More specifically, we present Logic Competence Measurement Benchmark (LOGICOM), a diagnostic benchmark to assess the robustness of LLMs against logical fallacies. LOGICOM involves two agents: a persuader and a debater engaging in a multi-round debate on a controversial topic, where the persuader tries to convince the debater of the correctness of its claim. First, LOGICOM assesses the potential of LLMs to change their opinions through reasoning. Then, it evaluates the debater's performance in logical reasoning by contrasting the scenario where the persuader employs logical fallacies against one where logical reasoning is used. We use this benchmark to evaluate the performance of GPT-3.5 and GPT-4 using a dataset containing controversial topics, claims, and reasons supporting them. Our findings indicate that both GPT-3.5 and GPT-4 can adjust their opinion through reasoning. However, when presented with logical fallacies, GPT-3.5 and GPT-4 are erroneously convinced 41% and 69% more often, respectively, compared to when logical reasoning is used. Finally, we introduce a new dataset containing over 5k pairs of logical vs. fallacious arguments. The source code and dataset of this work are made publicly available.

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Toward Human-Like Social Robot Navigation: A Large-Scale, Multi-Modal, Social Human Navigation Dataset

Humans are well-adept at navigating public spaces shared with others, where current autonomous mobile robots still struggle: while safely and efficiently reaching their goals, humans communicate their intentions and conform to unwritten social norms on a daily basis; conversely, robots become clumsy in those daily social scenarios, getting stuck in dense crowds, surprising nearby pedestrians, or even causing collisions. While recent research on robot learning has shown promises in data-driven social robot navigation, good-quality training data is still difficult to acquire through either trial and error or expert demonstrations. In this work, we propose to utilize the body of rich, widely available, social human navigation data in many natural human-inhabited public spaces for robots to learn similar, human-like, socially compliant navigation behaviors. To be specific, we design an open-source egocentric data collection sensor suite wearable by walking humans to provide multi-modal robot perception data; we collect a large-scale (~100 km, 20 hours, 300 trials, 13 humans) dataset in a variety of public spaces which contain numerous natural social navigation interactions; we analyze our dataset, demonstrate its usability, and point out future research directions and use cases.

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Autonomous Ground Navigation in Highly Constrained Spaces: Lessons learned from The 2nd BARN Challenge at ICRA 2023

The 2nd BARN (Benchmark Autonomous Robot Navigation) Challenge took place at the 2023 IEEE International Conference on Robotics and Automation (ICRA 2023) in London, UK and continued to evaluate the performance of state-of-the-art autonomous ground navigation systems in highly constrained environments. Compared to The 1st BARN Challenge at ICRA 2022 in Philadelphia, the competition has grown significantly in size, doubling the numbers of participants in both the simulation qualifier and physical finals: Ten teams from all over the world participated in the qualifying simulation competition, six of which were invited to compete with each other in three physical obstacle courses at the conference center in London, and three teams won the challenge by navigating a Clearpath Jackal robot from a predefined start to a goal with the shortest amount of time without colliding with any obstacle. The competition results, compared to last year, suggest that the teams are making progress toward more robust and efficient ground navigation systems that work out-of-the-box in many obstacle environments. However, a significant amount of fine-tuning is still needed onsite to cater to different difficult navigation scenarios. Furthermore, challenges still remain for many teams when facing extremely cluttered obstacles and increasing navigation speed. In this article, we discuss the challenge, the approaches used by the three winning teams, and lessons learned to direct future research.

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Benchmarking Reinforcement Learning Techniques for Autonomous Navigation

Deep reinforcement learning (RL) has brought many successes for autonomous robot navigation. However, there still exists important limitations that prevent real-world use of RL-based navigation systems. For example, most learning approaches lack safety guarantees; and learned navigation systems may not generalize well to unseen environments. Despite a variety of recent learning techniques to tackle these challenges in general, a lack of an open-source benchmark and reproducible learning methods specifically for autonomous navigation makes it difficult for roboticists to choose what learning methods to use for their mobile robots and for learning researchers to identify current shortcomings of general learning methods for autonomous navigation. In this paper, we identify four major desiderata of applying deep RL approaches for autonomous navigation: (D1) reasoning under uncertainty, (D2) safety, (D3) learning from limited trial-and-error data, and (D4) generalization to diverse and novel environments. Then, we explore four major classes of learning techniques with the purpose of achieving one or more of the four desiderata: memory-based neural network architectures (D1), safe RL (D2), model-based RL (D2, D3), and domain randomization (D4). By deploying these learning techniques in a new open-source large-scale navigation benchmark and real-world environments, we perform a comprehensive study aimed at establishing to what extent can these techniques achieve these desiderata for RL-based navigation systems.

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Team Coordination on Graphs with State-Dependent Edge Cost

This paper studies a team coordination problem in a graph environment. Specifically, we incorporate "support" action which an agent can take to reduce the cost for its teammate to traverse some edges that have higher costs otherwise. Due to this added feature, the graph traversal is no longer a standard multi-agent path planning problem. To solve this new problem, we propose a novel formulation by posing it as a planning problem in the joint state space: the joint state graph (JSG). Since the edges of JSG implicitly incorporate the support actions taken by the agents, we are able to now optimize the joint actions by solving a standard single-agent path planning problem in JSG. One main drawback of this approach is the curse of dimensionality in both the number of agents and the size of the graph. To improve scalability in graph size, we further propose a hierarchical decomposition method to perform path planning in two levels. We provide complexity analysis as well as a statistical analysis to demonstrate the efficiency of our algorithm.

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