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Multi-agent policy learning-based path planning for autonomous mobile robots

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Abstract

The study addresses path planning problems for autonomous mobile robots (AMRs), considering their kinematics, where performance and responsiveness are often incompatible. This study proposes a multi-agent policy learning-based method to tackle this challenge in dynamic environments. The proposed method features a centralized learning and decentralized execution-based path planning framework designed to meet performance and responsiveness requirements. The problem is modeled as a partial observation Markov Decision Process for policy learning while considering the kinematics using conventional neural networks. Then, an improved proximal policy optimization algorithm is developed with highlight experience replay that corrects failed experiences to speed up the learning processes. The experimental results show that the proposed method outperforms the baselines in both static and dynamic environments. The proposed method shortens the movement distance and time in static environments by about 29.1% and 5.7%, as well as in dynamic environments by about 21.1% and 20.4%, respectively. The runtime is maintained in milliseconds across various environments, taking only 0.07 s. Overall, the proposed method is valid and efficient in ensuring the performance and responsiveness of AMRs when dealing with complex and dynamic path planning problems.

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... In recent years, a learning-based approach that has gained popularity is Reinforcement Learning (RL) [11]. It consists of a series of Artificial Neural Networks (ANN) that are used to update a learning model based on a reward function applied to the potential action or maneuvers of the robot [12]. One of the main reasons behind the popularity of this methodology is that it is based on trial and error, which is parallel to the biological way of learning. ...
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... In terms of feature extraction, the majority of existing RL-based path-planning methodologies employ convolutional neural networks (CNNs) or fully connected networks (FCNs) as foundational architectures for information extraction [25,26]. This preference is rooted in the remarkable efficacy of CNNs in image processing tasks, rendering them well suited for handling image-like map representations, while FCNs are favored for their versatility and simplicity. ...
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The house market has been rapidly growing for the past decade in China, making price forecasting an important issue to the people and policy makers. We approach this problem by exploring neural networks for forecasting of house prices from one hundred major cities for the period of June 2010–May 2019, serving as the first study with such wide coverage for the emerging Chinese market through a machine learning technique. We aim at constructing simple and accurate neural networks as a contribution to pure technical forecasting of house prices. To facilitate the analysis, we investigate different model settings over the algorithm (the Levenberg-Marquardt, scaled conjugate gradient, and Bayesian regularization), delay (from two to six), hidden neuron (two, three, five, and eight), and data spitting ratio (70%–15%–15%, 60%–20%–20%, and 80%–10%–10% for trainingvalidationtesting), and arrive at a rather simple neural network with only four delays and three hidden neurons that leads to stable performance of 1% average relative root mean square error across the one hundred cities for the training, validation, and testing phases. We demonstrate the usefulness of the machine learning approach to the house price forecasting problem in the Chinese market. Our results could be used on a standalone basis or combined with fundamental forecasting in forming perspectives of house price trends and conducting policy analysis. Our empirical framework should not be difficult to deploy, which is an important consideration to many decision makers, and has potential to be generalized for house price forecasting of other cities in China.
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With the aggravation of the global greenhouse effect and environmental pollution, energy saving and emission reduction have already become the consensus of the manufacturing industry to enhance sustainability. A material handling system is an essential component of a modern manufacturing system, and its energy consumption (EC) is a non-negligible part when evaluating the total production EC. As typical transport equipment, automated guided vehicles (AGVs) have been widely applied in various types of manufacturing workshops. Correspondingly, AGV path planning is usually a multi-objective optimization problem, and closely related to the workshop logistics efficiency and the smoothness of the whole manufacturing process. However, the optimization objectives that current AGV path planning research mostly focuses on are transport distance, time, and cost, while EC or EC-related environmental impact indicators are seldom touched on. To address this, an investigation into the energy-saving oriented path planning is executed for a single-load AGV in a discrete manufacturing workshop environment. Based on the analysis of AGV EC characteristics from the perspective of motion state and vehicle structure, transport distance and EC are selected as two optimization objectives, and an energy-efficient AGV path planning (EAPP) model is formulated. Further, two solution methods, i.e., the two-stage solution method and the particle swarm optimization-based method, are put forward to solve the established model. Moreover, the experimental study verifies the effectiveness of the proposed model and its solution methods and indicates that transport task execution order has a significant impact on AGV transport EC.
Article
In the multiple autonomous robot system, it is very important to complete path planning coordinately and effectively in the processes of interference avoidance, resource allocation and information sharing. In traditional multirobot coordination algorithms, most of the solutions are in known environments, the target position that each robot needs to move to and the robot priority are set, which limits the autonomy of the robot. Only using visual information to solve the problem of multirobot coordination is still less. This paper proposes a multi-robot cooperative algorithm based on deep reinforcement learning to make the robot more autonomous in the process of selecting target positions and moving. We use the end-to-end approach, using only the top view, that is, a robot-centered top view, and the first-person view, that is, the image information collected from the first-person perspective of the robot, as input. The proposed algorithm, which includes a dueling neural network structure, can solve task allocation and path planning; we call the algorithm TFDueling. Through its perception and understanding of the environment, the robot can reach the target position without collision, and the robot can move to any target position. We compare the proposed algorithm, TFDueling, with different input structure algorithms, TDueling and FDueling, and with different neural network structures, TFDQN and TFDDQN. Experiments show that the proposed TFDueling algorithm has the highest accuracy and robustness.
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Most conventional path generation algorithms search for an optimal path that avoids collisions with obstacles under the constraint of platforms' kino-dynamics. These conventional algorithms usually assume that a user position and obstacle locations are accurately known at any point in navigation environments. However, in a positioning network, the accuracy of a position estimate varies depending on, e.g., the ranging accuracy, network geometry, multipath error, and signal blockages which may lead to unexpected situations, including collision and low efficiency path planning. Therefore, positioning accuracy must be considered in path generation to ensure a reliable navigation capability and collision avoidance. To consider positioning accuracy in path planning, the proposed method in this paper uses a mixture of potential and positioning risk fields that generates a hybrid directional flow to guide an unmanned vehicle (UV) in a safe and efficient path. The results of simulations showed that the proposed method generated successful paths for around 90% percent of the tested routes, while using only the potential field method failed for around 50%. To demonstrate the effectiveness of the proposed local hybrid path planning method, we perform an experiment using a small-size quadcopter, and the results are analyzed and discussed.
Article
In view of the shortcomings of traditional ant colony algorithm (ACO) in path planning of indoor mobile robot, such as a long time path planning, non-optimal path for the slow convergence speed, and local optimal solution characteristic of ACO, an improvement adaptive ant colony algorithm (IAACO) is proposed in this paper. In IAACO,firstly, in order to accelerate the real-time and safety of robot path planning, angle guidance factor and obstacle exclusion factor are introduced into the transfer probability of ACO;Secondly, heuristic information adaptive adjustment factor and adaptive pheromone volatilization factor are introduced into the pheromone update rule of ACO, to balance the convergence and global search ability of ACO; Finally, the multi-objective performance indexes are introduced to transform the path planning problem into a multi-objective optimization problem, so as to realize the comprehensive global optimization of robot path planning. The experimental results of main parameters selection, path planning performance in different environments, diversity of the optimal solution show that IAACO can make the robot attain global optimization path, and high real-time and stability performances of path planning.
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The involvement of Meta-heuristic algorithms in robot motion planning has attracted the attention of researchers in the robotics community due to the simplicity of the approaches and their effectiveness in the coordination of the agents. This study explores the implementation of many meta-heuristic algorithms, e.g. Genetic Algorithm (GA), Differential Evolution (DE), Particle Swarm Optimization (PSO) and Cuckoo Search Algorithm (CSA) in multiple motion planning scenarios. The study provides comparison between multiple meta-heuristic approaches against a set of well-known conventional motion planning and navigation techniques such as Dijkstra’s Algorithm (DA), Probabilistic Road Map (PRM), Rapidly Random Tree (RRT) and Potential Field (PF). Two experimental environments with difficult to manipulate layouts are used to examine the feasibility of the methods listed. several performance measures such as total travel time, number of collisions, travel distances, energy consumption and displacement errors are considered for assessing feasibility of the motion planning algorithms considered in the study. The results show the competitiveness of meta-heuristic approaches against conventional methods. Dijkstra ’s Algorithm (DA) is considered a benchmark solution and Constricted Particle Swarm Optimization (CPSO) is found performing better than other meta-heuristic approaches in unknown environments.
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A new coverage path planning (CPP) algorithm, namely cell permeability-based coverage (CPC) algorithm, is proposed in this paper. Unlike the most CPP algorithms using approximate cellular decomposition, the proposed algorithm achieves exact coverage with lower coverage overlap compared to that with the existing algorithms. Apart from a formal analysis of the algorithm, the performance of the proposed algorithm is compared with two representative approximate cellular decomposition-based coverage algorithms reported in the literature. Results of demonstrative experiments on a TurtleBot mobile robot within the robot operating system/Gazebo environment and on a Fire Bird V robot are also provided.
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Aiming at the problems of low exploration efficiency and high optimal solution cost for existing robot path planning methods, a robot path planning optimization method based on heuristic multi-directional rapidly-exploring tree is implemented. In high-dimensional configuration space, drawing on the Rapid-exploration Random Tree (RRT) related algorithm idea, directional sampling control module works under the guidance of the robot goal course as a heuristic exploration. A flexible multi-directional rapidly-exploring tree construction method is used due to a degree of directional instability. In accordance with the principle of the centripetal growth of the tree, new multi-directional trees will be built on demand to arrive at specific coverage of the space. Then based on the previous path exploration vertices, through the merging method of the trees, a closed loop path is formed and optimized to finally generate a relative optimal path. Simulation experiment results show that this method could effectively improve the exploring efficiency with low computational cost.
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An efficient formalism for safety analysis should be: (i) able to consider the failure behaviour of complex engineering systems, and (ii) dynamic in nature to capture changing conditions and have wider applicability. The current formalisms used for safety analysis are lacking in one of the above-listed criteria. Bayesian network (BN) allows the modelling of failure of systems where the inter-nodal dependencies are represented exclusively by conditional probabilities. Stochastic Petri nets (SPN) enable the study of the dynamic behaviour of complex systems; however, they lack the ability to adapt to changes in the data and operating conditions. This paper proposes a hybrid formalism that strengthens SPN with BN capabilities. The proposed formalism is graphical and uses advance feature such as predicates to perform the data updating functions. This ability enables the analysis of continuous input data without the necessity of time-slice discretization process. The proposed formalism is termed “Bayesian Stochastic Petri Nets” (BSPN). It provides a dynamic assessment of safety by capturing additional sets of data rends. In BSPN, the conditional probability is captured as a time-dependent function to allow consideration of the cumulative effect of the failure scenario. The BSPN implementation is demonstrated with an example illustrating the modelling capabilities.
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Inspired by the recent literature on matrix completion, this paper describes a novel post-processing algorithm for probabilistic roadmaps (PRMs). We argue that the adjacency matrix associated with real roadmaps can be decomposed into the sum of low-rank and sparse matrices. Given a PRM with n vertices and only (Formula presented.) collision-checked candidate edges, our algorithm numerically computes a relaxation of this decomposition, which estimates the status of all (Formula presented.) possible edges in the full roadmap with high accuracy, without performing any additional collision checks. Typical results from our experiments on problems from the Open Motion Planning Library indicate that after checking (Formula presented.) of the possible edges, the algorithm estimates the full visibility graph with (Formula presented.) accuracy. The practical utility of the algorithm is that the average path length across the resulting denser edge set is significantly shorter (at the cost of somewhat increased spatial complexity and query times). An ancillary benefit is that the resulting low-rank plus sparse decomposition readily reveals information that would be otherwise difficult to compute, such as the number of convex cells in free configuration space and the number of vertices in each. We believe that this novel connection between motion planning and matrix completion provides a new perspective on sampling-based planning and may guide future algorithm development.
Article
This paper presents a trajectory planning strategy for collision avoidance in unmanned aerial vehicles (UAVs). Firstly, a varying cells strategy is proposed to integrate aerodynamic constraints into trajectory planning. Basic avoidance actions in the varying cells strategy are adapted accordingly to go through different cells, enabling more flexible avoidance maneuvers. Secondly, given the limited decision-making time involved, offline and online path planning methods are developed to increase the convergence rate. Finally, Monte Carlo simulations demonstrate that the proposed method satisfies aerodynamic constraints, while both the convergence and collision avoidance rates are better than that achieved by fixed cell-based methods
Article
This paper presents a hybrid approach for path planning of multiple mobile robots in continuous environments. For this purpose, first, an innovative Artificial Potential Field (APF) algorithm is presented to find all feasible paths between the start and destination locations in a discrete gridded environment. Next, an enhanced Genetic Algorithm (EGA) is developed to improve the initial paths in continuous space and find the optimal path between start and destination locations. The proposed APF works based on a time-efficient deterministic scheme to find a set of feasible initial paths and is guaranteed to find a feasible path if one exists. The EGA utilizes five customized crossover and mutation operators to improve the initial paths. In this paper, path length, smoothness, and safety are combined to form a multi-objective path planning problem. In addition, the proposed method is extended to deal with multiple mobile robot path planning problem. For this purpose, a new term is added to the objective function which measures the distance between robots and a collision removal operator is added to the EGA to remove possible collision between paths. To assess the efficiency of the proposed algorithm, 12 planar environments with different sizes and complexities were examined. Evaluations showed that the control parameters of the proposed algorithm do not affect the performance of the EGA considerably. Moreover, a comparative study has been made between the proposed algorithm, A* PRM, B-RRT and Particle Swarm Optimization (PSO). The comparative study showed that the proposed algorithm outperforms PSO as well as well-recognized deterministic (A*) and probabilistic (PRM and B-RRT) path planning algorithms in terms of path length, run time, and success rate. Finally, simulations proved the efficiency of the proposed algorithm for a four-robot path planning problem. In this case, not only the proposed algorithm determined collision-free paths, but also it found near optimal solution for all robots.
Article
Route learning is an essential activity for a person visiting a new environment. The element of forgetting a location (called decision point) along a route, where a change in direction is needed, is of immense importance especially during emergency evacuation scenarios. It is this element that has not been given the attention it deserves in developing a route learning algorithm. This work proposes a model of route learning in a new environment based on landmarks using generalized stochastic Petri nets because landmarks based route learning has been observed as a method natural to humans. The model takes information about landmarks along a route and associated navigation commands and then chooses whether to save this information as part of the learned route or not. The selection is made by exploiting stochastic transitions for which the firing rates are dependent on the type of landmark encountered at a decision point. The final output is a route having some decision points missing; resembling the situation that humans encounter after they visit a route in a new environment. The model results closely match empirical results obtained with human subjects.
Article
Dealing with sparse rewards is one of the biggest challenges in Reinforcement Learning (RL). We present a novel technique called Hindsight Experience Replay which allows sample-efficient learning from rewards which are sparse and binary and therefore avoid the need for complicated reward engineering. It can be combined with an arbitrary off-policy RL algorithm and may be seen as a form of implicit curriculum. We demonstrate our approach on the task of manipulating objects with a robotic arm. In particular, we run experiments on three different tasks: pushing, sliding, and pick-and-place, in each case using only binary rewards indicating whether or not the task is completed. Our ablation studies show that Hindsight Experience Replay is a crucial ingredient which makes training possible in these challenging environments. We show that our policies trained on a physics simulation can be deployed on a physical robot and successfully complete the task.
Article
The theory of reinforcement learning provides a normative account, deeply rooted in psychological and neuroscientific perspectives on animal behaviour, of how agents may optimize their control of an environment. To use reinforcement learning successfully in situations approaching real-world complexity, however, agents are confronted with a difficult task: they must derive efficient representations of the environment from high-dimensional sensory inputs, and use these to generalize past experience to new situations. Remarkably, humans and other animals seem to solve this problem through a harmonious combination of reinforcement learning and hierarchical sensory processing systems, the former evidenced by a wealth of neural data revealing notable parallels between the phasic signals emitted by dopaminergic neurons and temporal difference reinforcement learning algorithms. While reinforcement learning agents have achieved some successes in a variety of domains, their applicability has previously been limited to domains in which useful features can be handcrafted, or to domains with fully observed, low-dimensional state spaces. Here we use recent advances in training deep neural networks to develop a novel artificial agent, termed a deep Q-network, that can learn successful policies directly from high-dimensional sensory inputs using end-to-end reinforcement learning. We tested this agent on the challenging domain of classic Atari 2600 games. We demonstrate that the deep Q-network agent, receiving only the pixels and the game score as inputs, was able to surpass the performance of all previous algorithms and achieve a level comparable to that of a professional human games tester across a set of 49 games, using the same algorithm, network architecture and hyperparameters. This work bridges the divide between high-dimensional sensory inputs and actions, resulting in the first artificial agent that is capable of learning to excel at a diverse array of challenging tasks.