Searcharxiv⌕ Search

arXiv subjects

Zachary Kingston

Publications and source records attributed to Zachary Kingston.

At least 37 records · Page 2Linked to original sources

Think Fast and Far: Long-Horizon Online POMDP Planning via Rapid State Sampling

Partially Observable Markov Decision Processes (POMDPs) are a general and principled framework for motion planning under uncertainty. Despite tremendous improvement in the scalability of POMDP solvers, long-horizon POMDPs remain difficult to solve. To alleviate the difficulty, this paper proposes a new approximate online POMDP solver, called Reference-Based Online POMDP Planning via Rapid State Space Sampling (ROP-RAS3). ROP-RAS3 uses novel extremely fast sampling-based motion planning techniques to sample the state space and generate a diverse set of macro actions online, which are then used to bias belief-space sampling and infer high-quality policies without requiring exhaustive enumeration of the action space -- a fundamental constraint for modern online POMDP solvers. ROP-RAS3 converges to a near-optimal reference-based solution at a rate that depends on the number of sampled actions, rather than the size of the action space. ROP-RAS3 is evaluated on various long-horizon POMDPs with up to 3000 lookahead steps and 35-dimensional state spaces, where the state, action and observation spaces can be continuous, discrete, or a hybrid of discrete and continuous. Although the reference-based optimal solution may not be the same as the optimal POMDP solution, empirical results indicate that in all of these problems, in terms of success rate, ROP-RAS3 outperforms other state-of-the-art methods by up to multiple folds. We also demonstrate the capability of our approach on a physical robot demonstration. This work extends the theory and empirical results of our ISRR24 paper. Code can be found at \texttt{https://github.com/RDLLab/ROPRAS3}.

cs.RO↗

PLanAR: Planning-Language-Grounded Agentic Reasoning for Robot Manipulation

Recent advances in vision-language models (VLMs) have enabled increasing progress in real-world robot manipulation. However, long-horizon manipulation in unstructured environments requires VLMs to reason about changing scene states, action constraints, and execution outcomes, which remains difficult with natural language reasoning alone. We present PLanAR, a planning-language-grounded robot agent framework for open-vocabulary, long-horizon manipulation. PLanAR uses a planning-language interface to define the VLM reasoning space: object predicates represent scene states, action schemas specify robot skills with preconditions and effects, and symbolic plans provide executable intermediate representations. This interface enables stepwise verification: after each action, PLanAR uses onboard observations to check whether the expected symbolic effects have been achieved, allowing the VLM-based agent to update task states, detect failures, and replan when execution deviates from expectation. Across robot embodiments, VLM backends, and tasks including stacking, crossword solving, and long-horizon kitchen workflows, PLanAR demonstrates strong real-world capability while revealing key limitations of current VLMs in embodied reasoning.

cs.RO↗

Linking Exteroception and Proprioception through Improved Contact Modeling for Soft Growing Robots

Passive deformation due to compliance is a commonly used benefit of soft robots, providing opportunities to achieve robust actuation with few active degrees of freedom. Soft growing robots in particular have shown promise in navigation of unstructured environments due to their passive deformation. If their collisions and subsequent deformations can be better understood, soft robots could be used to understand the structure of the environment from direct tactile measurements. In this work, we propose the use of soft growing robots as mapping and exploration tools. We do this by first characterizing collision behavior during discrete turns, then leveraging this model to develop a geometry-based simulator that models robot trajectories in 2D environments. Finally, we demonstrate the model and simulator validity by mapping unknown environments using Monte Carlo sampling to estimate the optimal next deployment given current knowledge. Over both uniform and non-uniform environments, this selection method rapidly approaches ideal actions, showing the potential for soft growing robots in unstructured environment exploration and mapping.

cs.RO↗

Vectorizing Projection in Manifold-Constrained Motion Planning for Real-Time Whole-Body Control

Many robot planning tasks require satisfaction of one or more constraints throughout the entire trajectory. For geometric constraints, manifold-constrained motion planning algorithms are capable of planning collision-free path between start and goal configurations on the constraint submanifolds specified by task. Current state-of-the-art methods can take tens of seconds to solve these tasks for complex systems such as humanoid robots, making real-world use impractical, especially in dynamic settings. Inspired by recent advances in hardware accelerated motion planning, we present a CPU SIMD-accelerated manifold-constrained motion planner that revisits projection-based constraint satisfaction through the lens of parallelization. By transforming relevant components into parallelizable structures, we use SIMD parallelism to plan constraint satisfying solutions. Our approach achieves up to 100-1000x speed-ups over the state-of-the-art, making real-time constrained motion planning feasible for the first time. We demonstrate our planner on a real humanoid robot and show real-time whole-body quasi-static plan generation. Our work is available at https://commalab.org/papers/mcvamp/.

cs.RO↗

Revisiting Replanning from Scratch: Real-Time Incremental Planning with Fast Almost-Surely Asymptotically Optimal Planners

Robots operating in changing environments either predict obstacle changes and/or plan quickly enough to react to them. Predictive approaches require a strong prior about the position and motion of obstacles. Reactive approaches require no assumptions about their environment but must replan quickly and find high-quality paths to navigate effectively. Reactive approaches often reuse information between queries to reduce planning cost. These techniques are conceptually sound but updating dense planning graphs when information changes can be computationally prohibitive. It can also require significant effort to detect the changes in some applications. This paper revisits the long-held assumption that reactive replanning requires updating existing plans. It shows that the incremental planning problem can alternatively be solved more efficiently as a series of independent problems using fast almost-surely asymptotically optimal (ASAO) planning algorithms. These ASAO algorithms quickly find an initial solution and converge towards an optimal solution which allows them to find consistent global plans in the presence of changing obstacles without requiring explicit plan reuse. This is demonstrated with simulated experiments where Effort Informed Trees (EIT*) finds shorter median solution paths than the tested reactive planning algorithms and is further validated using Asymptotically Optimal RRT-Connect (AORRTC) on a real-world planning problem on a robot arm.

cs.RO↗

CDE: Concept-Driven Exploration for Reinforcement Learning

Intelligent exploration remains a critical challenge in reinforcement learning (RL), especially in visual control tasks. Unlike low-dimensional state-based RL, visual RL must extract task-relevant structure from raw pixels, making exploration inefficient. We propose Concept-Driven Exploration (CDE), which leverages a pre-trained vision-language model (VLM) to generate object-centric visual concepts from textual task descriptions as weak, potentially noisy supervisory signals. Rather than directly conditioning on these noisy signals, CDE trains a policy to reconstruct the concepts via an auxiliary objective, learning general representations of the concepts and using reconstruction accuracy as an intrinsic reward to guide exploration toward task-relevant objects. Across five challenging simulated visual manipulation tasks, CDE achieves efficient, targeted exploration and remains robust to both synthetic errors and noisy VLM predictions. Finally, we demonstrate real-world transfer by deploying CDE on a Franka arm, attaining an 80\% success rate in a real-world manipulation task.

cs.RO↗

Efficient Multi-Robot Motion Planning for Manifold-Constrained Manipulators by Randomized Scheduling and Informed Path Generation

Multi-robot motion planning for high degree-of-freedom manipulators in shared, constrained, and narrow spaces is a complex problem and essential for many scenarios such as construction, surgery, and more. Traditional coupled methods plan directly in the composite configuration space, which scales poorly; decoupled methods, on the other hand, plan separately for each robot but lack completeness. Hybrid methods that obtain paths from individual robots together require the enumeration of many paths before they can find valid composite solutions. This paper introduces Scheduling to Avoid Collisions (StAC), a hybrid approach that more effectively composes paths from individual robots by scheduling (adding stops and coordination motion along all paths) and generates paths that are likely to be feasible by using bidirectional feedback between the scheduler and motion planner for informed sampling. StAC uses 10 to 100 times fewer paths from the low-level planner than state-of-the-art hybrid baselines on challenging problems in manipulator cases.

cs.RO↗

Parallel Simulation of Contact and Actuation for Soft Growing Robots

Soft growing robots, commonly referred to as vine robots, have demonstrated remarkable ability to interact safely and robustly with unstructured and dynamic environments. It is therefore natural to exploit contact with the environment for planning and design optimization tasks. Previous research has focused on planning under contact for passively deforming robots with pre-formed bends. However, adding active steering to these soft growing robots is necessary for successful navigation in more complex environments. To this end, we develop a unified modeling framework that integrates vine robot growth, bending, actuation, and obstacle contact. We extend the beam moment model to include the effects of actuation on kinematics under growth and then use these models to develop a fast parallel simulation framework. We validate our model and simulator with real robot experiments. To showcase the capabilities of our framework, we apply our model in a design optimization task to find designs for vine robots navigating through cluttered environments, identifying designs that minimize the number of required actuators by exploiting environmental contacts. We show the robustness of the designs to environmental and manufacturing uncertainties. Finally, we fabricate an optimized design and successfully deploy it in an obstacle-rich environment.

cs.RO↗

Variational Shape Inference for Grasp Diffusion on SE(3)

Grasp synthesis is a fundamental task in robotic manipulation which usually has multiple feasible solutions. Multimodal grasp synthesis seeks to generate diverse sets of stable grasps conditioned on object geometry, making the robust learning of geometric features crucial for success. To address this challenge, we propose a framework for learning multimodal grasp distributions that leverages variational shape inference to enhance robustness against shape noise and measurement sparsity. Our approach first trains a variational autoencoder for shape inference using implicit neural representations, and then uses these learned geometric features to guide a diffusion model for grasp synthesis on the SE(3) manifold. Additionally, we introduce a test-time grasp optimization technique that can be integrated as a plugin to further enhance grasping performance. Experimental results demonstrate that our shape inference for grasp synthesis formulation outperforms state-of-the-art multimodal grasp synthesis methods on the ACRONYM dataset by 6.3%, while demonstrating robustness to deterioration in point cloud density compared to other approaches. Furthermore, our trained model achieves zero-shot transfer to real-world manipulation of household objects, generating 34% more successful grasps than baselines despite measurement noise and point cloud calibration errors.

cs.RO↗

Differentiable Particle Optimization for Fast Sequential Manipulation

Sequential robot manipulation tasks require finding collision-free trajectories that satisfy geometric constraints across multiple object interactions in potentially high-dimensional configuration spaces. Solving these problems in real-time and at large scales has remained out of reach due to computational requirements. Recently, GPU-based acceleration has shown promising results, but prior methods achieve limited performance due to CPU-GPU data transfer overhead and complex logic that prevents full hardware utilization. To this end, we present SPaSM (Sampling Particle optimization for Sequential Manipulation), a fully GPU-parallelized framework that compiles constraint evaluation, sampling, and gradient-based optimization into optimized CUDA kernels for end-to-end trajectory optimization without CPU coordination. The method consists of a two-stage particle optimization strategy: first solving placement constraints through massively parallel sampling, then lifting solutions to full trajectory optimization in joint space. Unlike hierarchical approaches, SPaSM jointly optimizes object placements and robot trajectories to handle scenarios where motion feasibility constrains placement options. Experimental evaluation on challenging benchmarks demonstrates solution times in the realm of $\textbf{milliseconds}$ with a 100% success rate; a $4000\times$ speedup compared to existing approaches. Code and examples are available at $\href{https://commalab.org/papers/spasm}{commalab.org/papers/spasm}$.

cs.RO↗

pRRTC: GPU-Parallel RRT-Connect for Fast, Consistent, and Low-Cost Motion Planning

Sampling-based motion planning algorithms, like the Rapidly-Exploring Random Tree (RRT) and its widely used variant, RRT-Connect, provide efficient solutions for high-dimensional planning problems faced by real-world robots. However, these methods remain computationally intensive, particularly in complex environments that require many collision checks. To improve performance, recent efforts have explored parallelizing specific components of RRT such as collision checking, or running multiple planners independently. However, little has been done to develop an integrated parallelism approach, co-designed for large-scale parallelism. In this work we present pRRTC, a RRT-Connect based planner co-designed for GPU acceleration across the entire algorithm through parallel expansion and SIMT-optimized collision checking. We evaluate the effectiveness of pRRTC on the MotionBenchMaker dataset using robots with 7, 8, and 14 degrees of freedom (DoF). Compared to the state-of-the-art, pRRTC achieves as much as a 10x speedup on constrained reaching tasks with a 5.4x reduction in standard deviation. pRRTC also achieves a 1.4x reduction in average initial path cost. Finally, we deploy pRRTC on a 14-DoF dual Franka Panda arm setup and demonstrate real-time, collision-free motion planning with dynamic obstacles. We open-source our planner to support the wider community.

cs.RO↗

Parallel Heuristic Search as Inference for Actor-Critic Reinforcement Learning Models

Actor-Critic models are a class of model-free deep reinforcement learning (RL) algorithms that have demonstrated effectiveness across various robot learning tasks. While considerable research has focused on improving training stability and data sampling efficiency, most deployment strategies have remained relatively simplistic, typically relying on direct actor policy rollouts. In contrast, we propose \pachs{} (\textit{P}arallel \textit{A}ctor-\textit{C}ritic \textit{H}euristic \textit{S}earch), an efficient parallel best-first search algorithm for inference that leverages both components of the actor-critic architecture: the actor network generates actions, while the critic network provides cost-to-go estimates to guide the search. Two levels of parallelism are employed within the search -- actions and cost-to-go estimates are generated in batches by the actor and critic networks respectively, and graph expansion is distributed across multiple threads. We demonstrate the effectiveness of our approach in robotic manipulation tasks, including collision-free motion planning and contact-rich interactions such as non-prehensile pushing. Visit p-achs.github.io for demonstrations and examples.

cs.RO↗

AORRTC: Almost-Surely Asymptotically Optimal Planning with RRT-Connect

Finding high-quality solutions quickly is an important objective in motion planning. This is especially true for high-degree-of-freedom robots. Satisficing planners have traditionally found feasible solutions quickly but provide no guarantees on their optimality, while almost-surely asymptotically optimal (a.s.a.o.) planners have probabilistic guarantees on their convergence towards an optimal solution but are more computationally expensive. This paper uses the AO-x meta-algorithm to extend the satisficing RRT-Connect planner to optimal planning. The resulting Asymptotically Optimal RRT-Connect (AORRTC) finds initial solutions in similar times as RRT-Connect and uses any additional planning time to converge towards the optimal solution in an anytime manner. It is proven to be probabilistically complete and a.s.a.o. AORRTC was tested with the Panda (7 DoF) and Fetch (8 DoF) robotic arms on the MotionBenchMaker dataset. These experiments show that AORRTC finds initial solutions as fast as RRT-Connect and faster than the tested state-of-the-art a.s.a.o. algorithms while converging to better solutions faster. AORRTC finds solutions to difficult high-DoF planning problems in milliseconds where the other a.s.a.o. planners could not consistently find solutions in seconds. This performance was demonstrated both with and without single instruction/multiple data (SIMD) acceleration.

cs.RO↗

Underwater Multi-Robot Simulation and Motion Planning in Angler

Deploying multi-robot systems in underwater environments is expensive and lengthy; testing algorithms and software in simulation improves development by decoupling software and hardware. However, this requires a simulation framework that closely resembles the real-world. Angler is an open-source framework that simulates low-level communication protocols for an onboard autopilot, such as ArduSub, providing a framework that is close to reality, but unfortunately lacking support for simulating multiple robots. We present an extension to Angler that supports multi-robot simulation and motion planning. Our extension has a modular architecture that creates non-conflicting communication channels between Gazebo, ArduSub Software-in-the-Loop (SITL), and MAVROS to operate multiple robots simultaneously in the same environment. Our multi-robot motion planning module interfaces with cascaded controllers via a JointTrajectory controller in ROS~2. We also provide an integration with the Open Motion Planning Library (OMPL), a collision avoidance module, and tools for procedural environment generation. Our work enables the development and benchmarking of underwater multi-robot motion planning in dynamic environments.

cs.RO↗

Constrained Nonlinear Kaczmarz Projection on Intersections of Manifolds for Coordinated Multi-Robot Mobile Manipulation

Cooperative manipulation tasks impose various structure-, task-, and robot-specific constraints on mobile manipulators. However, current methods struggle to model and solve these myriad constraints simultaneously. We propose a twofold solution: first, we model constraints as a family of manifolds amenable to simultaneous solving. Second, we introduce the constrained nonlinear Kaczmarz (cNKZ) projection technique to produce constraint-satisfying solutions. Experiments show that cNKZ dramatically outperforms baseline approaches, which cannot find solutions at all. We integrate cNKZ with a sampling-based motion planning algorithm to generate complex, coordinated motions for 3 to 6 mobile manipulators (18--36 DoF), with cNKZ solving up to 80 nonlinear constraints simultaneously and achieving up to a 92% success rate in cluttered environments. We also demonstrate our approach on hardware using three Turtlebot3 Waffle Pi robots with OpenMANIPULATOR-X arms.

cs.RO↗

Evaluating Machine Learning Approaches for ASCII Art Generation

Generating structured ASCII art using computational techniques demands a careful interplay between aesthetic representation and computational precision, requiring models that can effectively translate visual information into symbolic text characters. Although Convolutional Neural Networks (CNNs) have shown promise in this domain, the comparative performance of deep learning architectures and classical machine learning methods remains unexplored. This paper explores the application of contemporary ML and DL methods to generate structured ASCII art, focusing on three key criteria: fidelity, character classification accuracy, and output quality. We investigate deep learning architectures, including Multilayer Perceptrons (MLPs), ResNet, and MobileNetV2, alongside classical approaches such as Random Forests, Support Vector Machines (SVMs) and k-Nearest Neighbors (k-NN), trained on an augmented synthetic dataset of ASCII characters. Our results show that complex neural network architectures often fall short in producing high-quality ASCII art, whereas classical machine learning classifiers, despite their simplicity, achieve performance similar to CNNs. Our findings highlight the strength of classical methods in bridging model simplicity with output quality, offering new insights into ASCII art synthesis and machine learning on image data with low dimensionality.

cs.GR↗

Foam: A Tool for Spherical Approximation of Robot Geometry

Many applications in robotics require primitive spherical geometry, especially in cases where efficient distance queries are necessary. Manual creation of spherical models is time-consuming and prone to errors. This paper presents Foam, a tool to generate spherical approximations of robot geometry from an input Universal Robot Description Format (URDF) file. Foam provides a robust preprocessing pipeline to handle mesh defects and a number of configuration parameters to control the level and approximation of the spherization, and generates an output URDF with collision geometry specified only by spheres. We demonstrate Foam on a number of standard robot models on common tasks, and demonstrate improved collision checking and distance query performance with only a minor loss in fidelity compared to the true collision geometry. We release our tool as an open source Python library and containerized command-line application to facilitate adoption across the robotics community.

cs.RO↗

Nearest-Neighbourless Asymptotically Optimal Motion Planning with Fully Connected Informed Trees (FCIT*)

Improving the performance of motion planning algorithms for high-degree-of-freedom robots usually requires reducing the cost or frequency of computationally expensive operations. Traditionally, and especially for asymptotically optimal sampling-based motion planners, the most expensive operations are local motion validation and querying the nearest neighbours of a configuration. Recent advances have significantly reduced the cost of motion validation by using single instruction/multiple data (SIMD) parallelism to improve solution times for satisficing motion planning problems. These advances have not yet been applied to asymptotically optimal motion planning. This paper presents Fully Connected Informed Trees (FCIT*), the first fully connected, informed, anytime almost-surely asymptotically optimal (ASAO) algorithm. FCIT* exploits the radically reduced cost of edge evaluation via SIMD parallelism to build and search fully connected graphs. This removes the need for nearest-neighbours structures, which are a dominant cost for many sampling-based motion planners, and allows it to find initial solutions faster than state-of-the-art ASAO (VAMP, OMPL) and satisficing (OMPL) algorithms on the MotionBenchMaker dataset while converging towards optimal plans in an anytime manner.

cs.RO↗