Iterative learning control (ILC) is a powerful technique for high performance tracking in the presence of modeling errors for optimal control applications. There is extensive prior work showing its empirical effectiveness in applications such as chemical reactors, industrial robots and quadcopters. However, there is little prior theoretical work that explains the effectiveness of ILC even in the presence of large modeling errors, where optimal control methods using the misspecified model (MM) often perform poorly. Our work presents such a theoretical study of the performance of both ILC and MM on Linear Quadratic Regulator (LQR) problems with unknown transition dynamics. We show that the suboptimality gap, as measured with respect to the optimal LQR controller, for ILC is lower than that for MM by higher order terms that become significant in the regime of high modeling errors. A key part of our analysis is the perturbation bounds for the discrete Ricatti equation in the finite horizon setting, where the solution is not a fixed point and requires tracking the error using recursive bounds. We back our theoretical findings with empirical experiments on a toy linear dynamical system with an approximate model, a nonlinear inverted pendulum system with misspecified mass, and a nonlinear planar quadrotor system in the presence of wind. Experiments show that ILC outperforms MM significantly, in terms of the cost of computed trajectories, when modeling errors are high.
Heuristic search-based motion planning algorithms typically discretise the search space in order to solve the shortest path problem. Their performance is closely related to this discretisation. A fine discretisation allows for better approximations of the continuous search space, but makes the search for a solution more computationally costly. A coarser resolution might allow the algorithms to find solutions quickly at the expense of quality. For large state spaces, it can be beneficial to search for solutions across multiple resolutions even though defining the discretisations is challenging. The recently proposed algorithm Multi-Resolution A* (MRA*) searches over multiple resolutions. It traverses large areas of obstacle-free space and escapes local minima at a coarse resolution. It can also navigate so-called narrow passageways at a finer resolution. In this work, we develop AMRA*, an anytime version of MRA*. AMRA* tries to find a solution quickly using the coarse resolution as much as possible. It then refines the solution by relying on the fine resolution to discover better paths that may not have been available at the coarse resolution. In addition to being anytime, AMRA* can also leverage information sharing between multiple heuristics. We prove that AMRA* is complete and optimal (in-the-limit of time) with respect to the finest resolution. We show its performance on 2D grid navigation and 4D kinodynamic planning problems.
Search-based techniques have shown great success in motion planning problems such as robotic navigation by discretizing the state space and precomputing motion primitives. However in domains with complex dynamic constraints, constructing motion primitives in a discretized state space is non-trivial. This requires operating in continuous space which can be challenging for search-based planners as they can get stuck in local minima regions. Previous work on planning in continuous spaces introduced soft duplicate detection which requires search to compute the duplicity of a state with respect to previously seen states to avoid exploring states that are likely to be duplicates, especially in local minima regions. They propose a simple metric utilizing the euclidean distance between states, and proximity to obstacles to compute the duplicity. In this paper, we improve upon this metric by introducing a kinodynamically informed metric, subtree overlap, between two states as the similarity between their successors that can be reached within a fixed time horizon using kinodynamic motion primitives. This captures the intuition that, due to robot dynamics, duplicate states can be far in euclidean distance and result in very similar successor states, while non-duplicate states can be close and result in widely different successors.
In this work we tackle the path planning problem for a 21-dimensional snake robot-like manipulator, navigating a cluttered gas turbine for the purposes of inspection. Heuristic search based approaches are effective planning strategies for common manipulation domains. However, their performance on high dimensional systems is heavily reliant on the effectiveness of the action space and the heuristics chosen. The complex nature of our system, reachability constraints, and highly cluttered turbine environment renders naive choices of action spaces and heuristics ineffective. To this extent we have developed i) a methodology for dynamically generating actions based on online optimization that help the robot navigate narrow spaces, ii) a technique for lazily generating these computationally expensive optimization actions to effectively utilize resources, and iii) heuristics that reason about the homotopy classes induced by the blades of the turbine in the robot workspace and a Multi-Heuristic framework which guides the search along the relevant classes. The impact of our contributions is presented through an experimental study in simulation, where the 21 DOF manipulator navigates towards regions of inspection within a turbine.
Lazy search algorithms have been developed to efficiently solve planning problems in domains where the computational effort is dominated by the cost of edge evaluation. The current approaches operate by intelligently balancing computational effort between searching the graph and evaluating edges. However these algorithms are designed to run as a single process and do not leverage the multi-threading capability of modern processors. In this work we propose a massively parallelized, bounded suboptimal, lazy search algorithm (MPLP) that harnesses modern multi-core processors. In MPLP, searching of the graph and edge evaluations are performed completely asynchronously in parallel, leading to a drastic improvement in planning time. We validate the proposed algorithm in two different planning domains: motion planning for a humanoid navigation and task and motion planning for a robotic assembly task. We show that MPLP outperforms the state of the art lazy search as well as parallel search algorithms.
We present how we formalize the waiting tables task in a restaurant as a robot planning problem. This formalization was used to test our recently developed algorithms that allow for optimal planning for achieving multiple independent tasks that are partially observable and evolve over time [1], [2].
Paths planned over grids can often be suboptimal in an Euclidean space and contain a large number of unnecessary turns. Consequently, researchers have looked into post-processing techniques to improve the paths after they are planned. In this paper, we propose a novel post-processing technique, called Homotopic Visibility Graph Planning (HVG) which differentiates itself from existing post-processing methods in that it is guaranteed to shorten the path such that it is at least as short as the provably shortest path that lies within the same topological class as the initially computed path. We propose the algorithm, provide proofs and compare it experimentally against other post-processing methods and any-angle planning algorithms.
We present the theoretical analysis and proofs of a recently developed algorithm that allows for optimal planning over long and infinite horizons for achieving multiple independent tasks that are partially observable and evolve over time.
Robot manipulation in cluttered scenes often requires contact-rich interactions with objects. It can be more economical to interact via non-prehensile actions, for example, push through other objects to get to the desired grasp pose, instead of deliberate prehensile rearrangement of the scene. For each object in a scene, depending on its properties, the robot may or may not be allowed to make contact with, tilt, or topple it. To ensure that these constraints are satisfied during non-prehensile interactions, a planner can query a physics-based simulator to evaluate the complex multi-body interactions caused by robot actions. Unfortunately, it is infeasible to query the simulator for thousands of actions that need to be evaluated in a typical planning problem as each simulation is time-consuming. In this work, we show that (i) manipulation tasks (specifically pick-and-place style tasks from a tabletop or a refrigerator) can often be solved by restricting robot-object interactions to adaptive motion primitives in a plan, (ii) these actions can be incorporated as subgoals within a multi-heuristic search framework, and (iii) limiting interactions to these actions can help reduce the time spent querying the simulator during planning by up to 40x in comparison to baseline algorithms. Our algorithm is evaluated in simulation and in the real-world on a PR2 robot using PyBullet as our physics-based simulator. Supplementary video: \url{https://youtu.be/ABQc7JbeJPM}.
Quadrotors can achieve aggressive flight by tracking complex maneuvers and rapidly changing directions. Planning for aggressive flight with trajectory optimization could be incredibly fast, even in higher dimensions, and can account for dynamics of the quadrotor, however, only provides a locally optimal solution. On the other hand, planning with discrete graph search can handle non-convex spaces to guarantee optimality but suffers from exponential complexity with the dimension of search. We introduce a framework for aggressive quadrotor trajectory generation with global reasoning capabilities that combines the best of trajectory optimization and discrete graph search. Specifically, we develop a novel algorithmic framework that \textit{interleaves} these two methods to complement each other and generate trajectories with provable guarantees on completeness up to discretization. We demonstrate and quantitatively analyze the performance of our algorithm in challenging simulation environments with narrow gaps that create severe attitude constraints and push the dynamic capabilities of the quadrotor. Experiments show the benefits of the proposed algorithmic framework over standalone trajectory optimization and graph search-based planning techniques for aggressive quadrotor flight.