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Computer Science & Engineering, University of Nevada, Reno. CS790E Planning Algorithms. Lecture 1: Applications and Basic Ingredients of Motion Planning. 19 January 2010 Instructor: Kostas Bekris. “Planning” Algorithms?. The term “planning” corresponds to multiple research challenges:
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Computer Science & Engineering, University of Nevada, Reno CS790E Planning Algorithms • Lecture 1: • Applications • and Basic Ingredients of • Motion Planning 19 January 2010 Instructor: Kostas Bekris
“Planning” Algorithms? • The term “planning” corresponds to multiple research challenges: • e.g., scheduling tasks, path planning, action selection, etc. • We will focus on planning in an algorithmic way motions and actions for • “physical” systems, e.g., objects with geometry, mass and velocity, etc. • This includes “real-world” systems such as: • 3D rigid-bodies, robots and vehicles, machines in factory floors, molecules, etc. • But also includes “virtual” agents such as: • animated characters, simulated environments, etc. • Many different fields are related to this challenge: • Robotics • Artificial Intelligence • Control Theory • Computer Graphics • Computer Animation • Scientific Simulation • Computer Games • Algorithms: Computational Geometry • Computational Biology & Bioinformatics • Virtual prototyping in manufacturing • Architectural Design • Aerospace Engineering • Computational Geography
Planning Challenges in Various Fields • Artificial Intelligence • Originally: • Search & Automated Planning: How to search for a sequence of operations that transform an initial problem state into a desired goal state • Today: • Decision-theory: How to make optimal decisions or sequence of decisions under the presence of uncertainty? • imperfect state information, markov-decision processes (MDPs), game-theory • Reinforcement learning: Learn the right decisions or sequence of decisions that must be executed for every possible state from experience. • In general: • Machine planning is the complement to machine learning • Once learning is being successfully performed, planning deals with the decisions that have to be made • AI focuses on discrete problems, we will mostly focus on continuous ones
AI Examples • Discrete Puzzles, Operations and Scheduling Rubic’s Cube 15-puzzle Earth Observing 1 - NASA Mars Rovers - NASA Kasparov vs. Deep Blue - IBM
Planning Challenges in Various Fields • Robotics • Originally: • Motion Planning: How to move a rigid body without collisions (i.e., a piano from one room to another without collisions) • Today, new complications are being considered: • Trajectory Planning: How to compute feasible paths for robots/vehicles with constrains in velocity and acceleration (systems with dynamics) • Planning under Uncertainty: How to plan the motion of a moving system if we are not absolutely certain about its location • Motion Coordination: How to move in coordination with other robots or in the presence of other moving systems? • Many other problems are involved in building robots: • state estimation, task allocation, mechanism design, dynamical system modeling, feedback control, sensor design, computer vision, inverse kinematics, humanoid robots, etc.
Traditional Motion Planning Piano Mover’s Problem - Gamma Group Manocha & Lin - Univ. of N. Carolina, Chapel Hill Benchmarks Alpha Puzzle - James Kuffner - Carnegie Mellon Univ. Kostas Bekris - Rice University
Traditional Motion Planning Jean-Claude Latombe - Stanford University • Manipulators 3 Manipulators moving a Piano - Juan Cortes & Tierry Simeon - LAAS-CNRS France Lydia Kavraki - Rice University
Traditional Motion Planning • Automotive Applications • Motion planning company: • Kineo CAM • Customers: • Renault • Ford • Airbus • Optivus Volvo cars plant
Motion Planning with Dynamics & Under Uncertainty • Mobile Robots & • Vehicular Applications CMU DARPA Urban Challenge Stanford DARPA Urban Challenge Honda - Japan A robot pulling a trailer Jean-Paul Laumond - LAAS - France Jean-Paul Laumond - LAAS - France PLEN Scating Robot - Japan James Kuffner CMU
Planning Challenges in Various Fields • Control Theory • Originally: • Traditional Control: Optimal operation of continuous systems under differential constraints (constrains expressed through differential equations) • focusing on dynamics, stability, optimality, feedback (closed-loop control) • ignoring obstacles • Today: • Open-loop non-linear control: Feasible open-loop trajectories for non-linear syst. • In this course initially the focus will be on: • open-loop trajectories instead of closed-loop • feasibility as opposed to optimality • rigid bodies without dynamics • Eventually, we will include: closed-loop problems, optimality and dynamics • but from an algorithmic perspective instead of an analytical
Planning Challenges in Various Fields • Algorithms • Combinatorics and complexity theory are important for planning algorithms • Important questions: are the algorithms complete? • Most related sub-areas: • Path finding in graphs • Computational geometry • Computer Animation / Graphics / Simulation / Games • Originally: • Animated characters and agents moved in a cartoonish way • As long as the agent reaches the goal that is enough • Cool graphics more important than reasonable AI • Today: • Simulated Motion: It becomes increasingly important for simulated motion to be physically realistic • Game AI: Becomes the most important selling point for new games • Industrial Simulation: Physics-based simulation is increasingly used before real experiments are conducted - real products are produced - real factories are built
Virtual Characters Gamma Group University of North Carolina, Chapel Hill James Kuffner - Carnegie Mellon University
Types of Problems • Other complications: • sensor-based problems (i.e., partial-observability) • uncertainty in sensing and acting • multi-agent systems • real-time requirements Differential Constraints & Dynamics 3D Constrained Motion Free moving 2D Discrete Continuous
Class Overview • Plan for CS790E (check schedule online: http://www.cse.unr.edu/robotics/bekris/cs790_s10/event): • Applications and Basic Ingredients of Motion Planning • 2D Planning: Combinatorial Algorithms and Potential Functions • 3D Planning: The Configuration Space Abstraction • Sampling-based Motion Planning for Free-Flying Rigid Bodies • Extensions of Basic Motion Planning • Presentations I: Literature Survey and Project Proposal • Dynamics and Trajectory Planning • Planning for Cars and Trailers • Safety in Replanning with Dynamics • Feedback Planning & Planning for Hybrid Systems • Planning under Uncertainty • Presentations II: Experimental Results and Conclusions
Basic Ingredients of Planning • State • Planning problems involve a state space: all possible situations that could arise • e.g., position and orientation of a robot • e.g., the locations of tiles in a puzzle • e.g., the position, orientation, and velocity of a helicopter • Typically, too large to represent and store explicitly • Time • We have to make a sequence of decisions over a period of time • Time can be modeled explicitly: • e.g., driving a car as quickly as possible through an obstacle course (when velocity is important, time is important) • Time may be modeled implicitly: • e.g., in solving the Rubik’s cube, actions just have to be executed in succession • e.g., the Piano Mover’s problem, the speed of the object is not important
Basic Ingredients of Planning • Actions • A plan generates actions that manipulate/change the state. • AI: actions and operators, Control theory and Robotics: inputs and controls • How does the state change when actions are applied? • Discrete time: State-valued function • Continuous time: Ordinary differential equation • Initial and Goal States • Start at an initial state and select actions so as to reach a goal state • Criterion • Additional requirement the plan must satisfy: • Feasibility: Find a plan that causes arrival at a goal state given the motion capabilities of a system, regardless of its efficiency (already hard) • Optimality: Find a feasible plan that optimizes performance in some carefully specified manner, in addition to arriving in a goal state (even harder) • Feasible solutions are preferable to having no solutions at all
Basic Ingredients of Planning • Plan • A plan may be: • simply a sequence of actions to be taken • a time-sequence of controls • (uncertainty in action) an assignment of actions to all states (AI: policy, Control theory: feedback control - feedback/reactive plan) • Once a plan is available, there are three ways to use it: • Execution • Execute it either in simulation or on a physical device • Refinement • Hierarchical inclusion