Typical algorithms for point cloud registration such as Iterative Closest Point (ICP) require a favorable initial transform estimate between two point clouds in order to perform a successful registration. State-of-the-art methods for choosing this starting condition rely on stochastic sampling or global optimization techniques such as branch and bound. In this work, we present a new method based on Bayesian optimization for finding the critical initial ICP transform. We provide three different configurations for our method which highlights the versatility of the algorithm to both find rapid results and refine them in situations where more runtime is available such as offline map building. Experiments are run on popular data sets and we show that our approach outperforms state-of-the-art methods when given similar computation time. Furthermore, it is compatible with other improvements to ICP, as it focuses solely on the selection of an initial transform, a starting point for all ICP-based methods.
While the capabilities of autonomous systems have been steadily improving in recent years, these systems still struggle to rapidly explore previously unknown environments without the aid of GPS-assisted navigation. The DARPA Subterranean (SubT) Challenge aimed to fast track the development of autonomous exploration systems by evaluating their performance in real-world underground search-and-rescue scenarios. Subterranean environments present a plethora of challenges for robotic systems, such as limited communications, complex topology, visually-degraded sensing, and harsh terrain. The presented solution enables long-term autonomy with minimal human supervision by combining a powerful and independent single-agent autonomy stack, with higher level mission management operating over a flexible mesh network. The autonomy suite deployed on quadruped and wheeled robots was fully independent, freeing the human supervision to loosely supervise the mission and make high-impact strategic decisions. We also discuss lessons learned from fielding our system at the SubT Final Event, relating to vehicle versatility, system adaptability, and re-configurable communications.
This paper reports on the state of the art in underground SLAM by discussing different SLAM strategies and results across six teams that participated in the three-year-long SubT competition. In particular, the paper has four main goals. First, we review the algorithms, architectures, and systems adopted by the teams; particular emphasis is put on lidar-centric SLAM solutions (the go-to approach for virtually all teams in the competition), heterogeneous multi-robot operation (including both aerial and ground robots), and real-world underground operation (from the presence of obscurants to the need to handle tight computational constraints). We do not shy away from discussing the dirty details behind the different SubT SLAM systems, which are often omitted from technical papers. Second, we discuss the maturity of the field by highlighting what is possible with the current SLAM systems and what we believe is within reach with some good systems engineering. Third, we outline what we believe are fundamental open problems, that are likely to require further research to break through. Finally, we provide a list of open-source SLAM implementations and datasets that have been produced during the SubT challenge and related efforts, and constitute a useful resource for researchers and practitioners.
Artificial intelligence has undergone immense growth and maturation in recent years, though autonomous systems have traditionally struggled when fielded in diverse and previously unknown environments. DARPA is seeking to change that with the Subterranean Challenge, by providing roboticists the opportunity to support civilian and military first responders in complex and high-risk underground scenarios. The subterranean domain presents a handful of challenges, such as limited communication, diverse topology and terrain, and degraded sensing. Team MARBLE proposes a solution for autonomous exploration of unknown subterranean environments in which coordinated agents search for artifacts of interest. The team presents two navigation algorithms in the form of a metric-topological graph-based planner and a continuous frontier-based planner. To facilitate multi-agent coordination, agents share and merge new map information and candidate goal-points. Agents deploy communication beacons at different points in the environment, extending the range at which maps and other information can be shared. Onboard autonomy reduces the load on human supervisors, allowing agents to detect and localize artifacts and explore autonomously outside established communication networks. Given the scale, complexity, and tempo of this challenge, a range of lessons were learned, most importantly, that frequent and comprehensive field testing in representative environments is key to rapidly refining system performance.
Millimeter wave radar is becoming increasingly popular as a sensing modality for robotic mapping and state estimation. However, there are very few publicly available datasets that include dense, high-resolution millimeter wave radar scans and there are none focused on 3D odometry and mapping. In this paper we present a solution to that problem. The ColoRadar dataset includes 3 different forms of dense, high-resolution radar data from 2 FMCW radar sensors as well as 3D lidar, IMU, and highly accurate groundtruth for the sensor rig's pose over approximately 2 hours of data collection in highly diverse 3D environments.
Training networks to perform metric relocalization traditionally requires accurate image correspondences. In practice, these are obtained by restricting domain coverage, employing additional sensors, or capturing large multi-view datasets. We instead propose a self-supervised solution, which exploits a key insight: localizing a query image within a map should yield the same absolute pose, regardless of the reference image used for registration. Guided by this intuition, we derive a novel transform consistency loss. Using this loss function, we train a deep neural network to infer dense feature and saliency maps to perform robust metric relocalization in dynamic environments. We evaluate our framework on synthetic and real-world data, showing our approach outperforms other supervised methods when a limited amount of ground-truth information is available.
Multi-robot cooperation requires agents to make decisions that are consistent with the shared goal without disregarding action-specific preferences that might arise from asymmetry in capabilities and individual objectives. To accomplish this goal, we propose a method named SLiCC: Stackelberg Learning in Cooperative Control. SLiCC models the problem as a partially observable stochastic game composed of Stackelberg bimatrix games, and uses deep reinforcement learning to obtain the payoff matrices associated with these games. Appropriate cooperative actions are then selected with the derived Stackelberg equilibria. Using a bi-robot cooperative object transportation problem, we validate the performance of SLiCC against centralized multi-agent Q-learning and demonstrate that SLiCC achieves better combined utility.
Many modern simultaneous localization and mapping (SLAM) techniques rely on sparse landmark-based maps due to their real-time performance. However, these techniques frequently assert that these landmarks are fixed in position over time, known as the static-world assumption. This is rarely, if ever, the case in most real-world environments. Even worse, over long deployments, robots are bound to observe traditionally static landmarks change, for example when an autonomous vehicle encounters a construction zone. This work addresses this challenge, accounting for changes in complex three-dimensional environments with the creation of a probabilistic filter that operates on the features that give rise to landmarks. To accomplish this, landmarks are clustered into cliques and a filter is developed to estimate their persistence jointly among observations of the landmarks in a clique. This filter uses estimated spatial-temporal priors of geometric objects, allowing for dynamic and semi-static objects to be removed from a formally static map. The proposed algorithm is validated in a 3D simulated environment.
Robot capabilities are maturing across domains, from self-driving cars, to bipeds and drones. As a result, robots will soon no longer be confined to safety-controlled industrial settings; instead, they will directly interact with the general public. The growing field of Human-Robot Interaction (HRI) studies various aspects of this scenario - from social norms to joint action to human-robot teams and more. Researchers in HRI have made great strides in developing models, methods, and algorithms for robots acting with and around humans, but these "computational HRI" models and algorithms generally do not come with formal guarantees and constraints on their operation. To enable human-interactive robots to move from the lab to real-world deployments, we must address this gap. This article provides an overview of verification, validation and synthesis techniques used to create demonstrably trustworthy systems, describes several HRI domains that could benefit from such techniques, and provides a roadmap for the challenges and the research needed to create formalized and guaranteed human-robot interaction.
We consider solving a cooperative multi-robot object manipulation task using reinforcement learning (RL). We propose two distributed multi-agent RL approaches: distributed approximate RL (DA-RL), where each agent applies Q-learning with individual reward functions; and game-theoretic RL (GT-RL), where the agents update their Q-values based on the Nash equilibrium of a bimatrix Q-value game. We validate the proposed approaches in the setting of cooperative object manipulation with two simulated robot arms. Although we focus on a small system of two agents in this paper, both DA-RL and GT-RL apply to general multi-agent systems, and are expected to scale well to large systems.