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Multi-Hypothesis Interactions in Game-Theoretic Motion Planning

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 Added by Forrest Laine
 Publication date 2020
and research's language is English




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We present a novel method for handling uncertainty about the intentions of non-ego players in dynamic games, with application to motion planning for autonomous vehicles. Equilibria in these games explicitly account for interaction among other agents in the environment, such as drivers and pedestrians. Our method models the uncertainty about the intention of other agents by constructing multiple hypotheses about the objectives and constraints of other agents in the scene. For each candidate hypothesis, we associate a Bernoulli random variable representing the probability of that hypothesis, which may or may not be independent of the probability of other hypotheses. We leverage constraint asymmetries and feedback information patterns to incorporate the probabilities of hypotheses in a natural way. Specifically, increasing the probability associated with a given hypothesis from $0$ to $1$ shifts the responsibility of collision avoidance from the hypothesized agent to the ego agent. This method allows the generation of interactive trajectories for the ego agent, where the level of assertiveness or caution that the ego exhibits is directly related to the easy-to-model uncertainty it maintains about the scene.

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In this paper, a novel and innovative methodology for feasible motion planning in the multi-agent system is developed. On the basis of velocity obstacles characteristics, the chance constraints are formulated in the receding horizon control (RHC) problem, and geometric information of collision cones is used to generate the feasible regions of velocities for the host agent. By this approach, the motion planning is conducted at the velocity level instead of the position level. Thus, it guarantees a safer collision-free trajectory for the multi-agent system, especially for the systems with high-speed moving agents. Moreover, a probability threshold of potential collisions can be satisfied during the motion planning process. In order to validate the effectiveness of the methodology, different scenarios for multiple agents are investigated, and the simulation results clearly show that the proposed approach can effectively avoid potential collisions with a collision probability less than a specific threshold.
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This paper presents a novel multi-robot coverage path planning (CPP) algorithm - aka SCoPP - that provides a time-efficient solution, with workload balanced plans for each robot in a multi-robot system, based on their initial states. This algorithm accounts for discontinuities (e.g., no-fly zones) in a specified area of interest, and provides an optimized ordered list of way-points per robot using a discrete, computationally efficient, nearest neighbor path planning algorithm. This algorithm involves five main stages, which include the transformation of the users input as a set of vertices in geographical coordinates, discretization, load-balanced partitioning, auctioning of conflict cells in a discretized space, and a path planning procedure. To evaluate the effectiveness of the primary algorithm, a multi-unmanned aerial vehicle (UAV) post-flood assessment application is considered, and the performance of the algorithm is tested on three test maps of varying sizes. Additionally, our method is compared with a state-of-the-art method created by Guasella et al. Further analyses on scalability and computational time of SCoPP are conducted. The results show that SCoPP is superior in terms of mission completion time; its computing time is found to be under 2 mins for a large map covered by a 150-robot team, thereby demonstrating its computationally scalability.
157 - Feiran Jia , Aditya Mate , Zun Li 2021
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