ترغب بنشر مسار تعليمي؟ اضغط هنا

Efficient Multi-robot Exploration via Multi-head Attention-based Cooperation Strategy

124   0   0.0 ( 0 )
 نشر من قبل Shu Qi Liu
 تاريخ النشر 2019
  مجال البحث الهندسة المعلوماتية
والبحث باللغة English




اسأل ChatGPT حول البحث

The goal of coordinated multi-robot exploration tasks is to employ a team of autonomous robots to explore an unknown environment as quickly as possible. Compared with human-designed methods, which began with heuristic and rule-based approaches, learning-based methods enable individual robots to learn sophisticated and hard-to-design cooperation strategies through deep reinforcement learning technologies. However, in decentralized multi-robot exploration tasks, learning-based algorithms are still far from being universally applicable to the continuous space due to the difficulties associated with area calculation and reward function designing; moreover, existing learning-based methods encounter problems when attempting to balance the historical trajectory issue and target area conflict problem. Furthermore, the scalability of these methods to a large number of agents is poor because of the exponential explosion problem of state space. Accordingly, this paper proposes a novel approach - Multi-head Attention-based Multi-robot Exploration in Continuous Space (MAMECS) - aimed at reducing the state space and automatically learning the cooperation strategies required for decentralized multi-robot exploration tasks in continuous space. Computational geometry knowledge is applied to describe the environment in continuous space and to design an improved reward function to ensure a superior exploration rate. Moreover, the multi-head attention mechanism employed helps to solve the historical trajectory issue in the decentralized multi-robot exploration task, as well as to reduce the quadratic increase of action space.



قيم البحث

اقرأ أيضاً

Predicting the trajectories of surrounding agents is an essential ability for autonomous vehicles navigating through complex traffic scenes. The future trajectories of agents can be inferred using two important cues: the locations and past motion of agents, and the static scene structure. Due to the high variability in scene structure and agent configurations, prior work has employed the attention mechanism, applied separately to the scene and agent configuration to learn the most salient parts of both cues. However, the two cues are tightly linked. The agent configuration can inform what part of the scene is most relevant to prediction. The static scene in turn can help determine the relative influence of agents on each others motion. Moreover, the distribution of future trajectories is multimodal, with modes corresponding to the agents intent. The agents intent also informs what part of the scene and agent configuration is relevant to prediction. We thus propose a novel approach applying multi-head attention by considering a joint representation of the static scene and surrounding agents. We use each attention head to generate a distinct future trajectory to address multimodality of future trajectories. Our model achieves state of the art results on the nuScenes prediction benchmark and generates diverse future trajectories compliant with scene structure and agent configuration.
122 - Yong Liu , Weixun Wang , Yujing Hu 2019
In large-scale multi-agent systems, the large number of agents and complex game relationship cause great difficulty for policy learning. Therefore, simplifying the learning process is an important research issue. In many multi-agent systems, the inte ractions between agents often happen locally, which means that agents neither need to coordinate with all other agents nor need to coordinate with others all the time. Traditional methods attempt to use pre-defined rules to capture the interaction relationship between agents. However, the methods cannot be directly used in a large-scale environment due to the difficulty of transforming the complex interactions between agents into rules. In this paper, we model the relationship between agents by a complete graph and propose a novel game abstraction mechanism based on two-stage attention network (G2ANet), which can indicate whether there is an interaction between two agents and the importance of the interaction. We integrate this detection mechanism into graph neural network-based multi-agent reinforcement learning for conducting game abstraction and propose two novel learning algorithms GA-Comm and GA-AC. We conduct experiments in Traffic Junction and Predator-Prey. The results indicate that the proposed methods can simplify the learning process and meanwhile get better asymptotic performance compared with state-of-the-art algorithms.
Identifying algorithms that flexibly and efficiently discover temporally-extended multi-phase plans is an essential step for the advancement of robotics and model-based reinforcement learning. The core problem of long-range planning is finding an eff icient way to search through the tree of possible action sequences. Existing non-learned planning solutions from the Task and Motion Planning (TAMP) literature rely on the existence of logical descriptions for the effects and preconditions for actions. This constraint allows TAMP methods to efficiently reduce the tree search problem but limits their ability to generalize to unseen and complex physical environments. In contrast, deep reinforcement learning (DRL) methods use flexible neural-network-based function approximators to discover policies that generalize naturally to unseen circumstances. However, DRL methods struggle to handle the very sparse reward landscapes inherent to long-range multi-step planning situations. Here, we propose the Curious Sample Planner (CSP), which fuses elements of TAMP and DRL by combining a curiosity-guided sampling strategy with imitation learning to accelerate planning. We show that CSP can efficiently discover interesting and complex temporally-extended plans for solving a wide range of physically realistic 3D tasks. In contrast, standard planning and learning methods often fail to solve these tasks at all or do so only with a huge and highly variable number of training samples. We explore the use of a variety of curiosity metrics with CSP and analyze the types of solutions that CSP discovers. Finally, we show that CSP supports task transfer so that the exploration policies learned during experience with one task can help improve efficiency on related tasks.
The problem of mixed static and dynamic obstacle avoidance is essential for path planning in highly dynamic environment. However, the paths formed by grid edges can be longer than the true shortest paths in the terrain since their headings are artifi cially constrained. Existing methods can hardly deal with dynamic obstacles. To address this problem, we propose a new algorithm combining Model Predictive Control (MPC) with Deep Deterministic Policy Gradient (DDPG). Firstly, we apply the MPC algorithm to predict the trajectory of dynamic obstacles. Secondly, the DDPG with continuous action space is designed to provide learning and autonomous decision-making capability for robots. Finally, we introduce the idea of the Artificial Potential Field to set the reward function to improve convergence speed and accuracy. We employ Unity 3D to perform simulation experiments in highly uncertain environment such as aircraft carrier decks and squares. The results show that our method has made great improvement on accuracy by 7%-30% compared with the other methods, and on the length of the path and turning angle by reducing 100 units and 400-450 degrees compared with DQN (Deep Q Network), respectively.
This paper presents a novel vehicle motion forecasting method based on multi-head attention. It produces joint forecasts for all vehicles on a road scene as sequences of multi-modal probability density functions of their positions. Its architecture u ses multi-head attention to account for complete interactions between all vehicles, and long short-term memory layers for encoding and forecasting. It relies solely on vehicle position tracks, does not need maneuver definitions, and does not represent the scene with a spatial grid. This allows it to be more versatile than similar model while combining any forecasting capabilities, namely joint forecast with interactions, uncertainty estimation, and multi-modality. The resulting prediction likelihood outperforms state-of-the-art models on the same dataset.

الأسئلة المقترحة

التعليقات
جاري جلب التعليقات جاري جلب التعليقات
سجل دخول لتتمكن من متابعة معايير البحث التي قمت باختيارها
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا