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Autonomous Methods for Learning and Pruning Motion Primitives for Navigation and Adversarial Tasks
Autonomous Methods for Learning and Pruning Motion Primitives for Navigation and Adversari...
Autonomous Methods for Learning and Pruning Motion Primitives for Navigation and Adversarial Tasks

Detailed Information

자료유형  
 학위논문 서양
최종처리일시  
20260202105517
ISBN  
9798263345662
DDC  
330
저자명  
Goddard, Zachary.
서명/저자  
Autonomous Methods for Learning and Pruning Motion Primitives for Navigation and Adversarial Tasks
발행사항  
[Sl] : Georgia Institute of Technology, 2023
발행사항  
Ann Arbor : ProQuest Dissertations & Theses, 2023
형태사항  
112 p
주기사항  
Source: Dissertations Abstracts International, Volume: 87-05, Section: B.
주기사항  
Advisor: Mazumdar, Anirban.
학위논문주기  
Thesis (Ph.D.)--Georgia Institute of Technology, 2023.
초록/해제  
요약Kinodynamic motion planning presents the difficult problem of finding a trajectory to reach a goal under both kinematic and dynamic constraints. Motion primitives can simplify this problem by solving the dynamics offline and allowing for fast planning via concatenation. Primitive-based planners offer great advantages in real-time applications where run-time is a critical concern. A key challenge with these methods is the design of a primitive library which concisely captures the capabilities of the system.This work explores the use of reinforcement learning and genetic algorithms to autonomously generate motion primitive libraries and prune them down to their most effective components. Additionally, we develop improvements for primitive-based motion planners for navigation and adversarial games. A number of simulations are performed using a six degree-of-freedom F-16 model to demonstrate the benefit of planning improvements and the efficacy of the learned motion primitives.This work begins by examining the problem of navigation with and without obstacles. We propose the use of Hybrid A* and discuss it's strengths and weaknesses compared to alternative algorithms. Additionally, we propose two enhancements to the algorithm to improve its performance. First, we present a set of heuristics acquired by pre-computed subproblems to reduce the runtime of the search. Second, we modify the algorithm with a post-process optimization step to improve the resolution of the path with minimal increase in runtime.The first core contribution of this work is a motion primitive learning for which we design special shaping rewards and an extraction algorithm. The shaping rewards encourage a Soft Actor-Critic agent to visit trim states while solving a given task. The extraction algorithm uses these trim states to identify valid maneuvers and add them to the primitive library. We demonstrate this framework on a navigation task by applying the learned motion primitives with Hybrid A. The results show substantial improvement over a manually designed base library, indicating that the framework is capable of generating effective maneuvers.Our second contribution is the formulation of a genetic algorithm to select the best subset of motion primitives from a given library. This algorithm balances the planning time and final cost to produce the smallest libraries with the best path quality. We propose a set of mutation operations to incrementally modify primitive libraries while maintaining reachability. We apply this algorithm to a learned primitive library and demonstrate its ability to create a several primitive libraries with different trade-offs for planning speed and performance.Finally, we extend this learning framework to an adversarial context which poses a more difficult and dynamic environment to generate effective motion primitives. We de-sign a primitive-based Monte Carlo Tree Search to apply motion primitives to adversarial tasks. Additionally, we explore the use of beam search to reduce planning time for practical applications. We apply the learning framework to an adversarial example and show that it produces effective motion primitives for the task. Additionally, we compare this approach to a forward simulated Monte Carlo Tree Search used in prior literature and discuss the strengths and weaknesses of each.
일반주제명  
Aircraft
일반주제명  
Kinematics
일반주제명  
Mutation
일반주제명  
Planning
일반주제명  
Genetic algorithms
일반주제명  
Real time
일반주제명  
Symmetry
일반주제명  
Design
일반주제명  
Libraries
기타저자  
Georgia Institute of Technology.
기본자료저록  
Dissertations Abstracts International. 87-05B.
전자적 위치 및 접속  
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MARC

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■1001  ▼aGoddard,  Zachary.
■24510▼aAutonomous  Methods  for  Learning  and  Pruning  Motion  Primitives  for  Navigation  and  Adversarial  Tasks
■260    ▼a[Sl]▼bGeorgia  Institute  of  Technology▼c2023
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■300    ▼a112  p
■500    ▼aSource:  Dissertations  Abstracts  International,  Volume:  87-05,  Section:  B.
■500    ▼aAdvisor:  Mazumdar,  Anirban.
■5021  ▼aThesis  (Ph.D.)--Georgia  Institute  of  Technology,  2023.
■520    ▼aKinodynamic  motion  planning  presents  the  difficult  problem  of  finding  a  trajectory  to  reach  a  goal  under  both  kinematic  and  dynamic  constraints.  Motion  primitives  can  simplify  this  problem  by  solving  the  dynamics  offline  and  allowing  for  fast  planning  via  concatenation.  Primitive-based  planners  offer  great  advantages  in  real-time  applications  where  run-time  is  a  critical  concern.  A  key  challenge  with  these  methods  is  the  design  of  a  primitive  library  which  concisely  captures  the  capabilities  of  the  system.This  work  explores  the  use  of  reinforcement  learning  and  genetic  algorithms  to  autonomously  generate  motion  primitive  libraries  and  prune  them  down  to  their  most  effective  components.  Additionally,  we  develop  improvements  for  primitive-based  motion  planners  for  navigation  and  adversarial  games.  A  number  of  simulations  are  performed  using  a  six  degree-of-freedom  F-16  model  to  demonstrate  the  benefit  of  planning  improvements  and  the  efficacy  of  the  learned  motion  primitives.This  work  begins  by  examining  the  problem  of  navigation  with  and  without  obstacles.  We  propose  the  use  of  Hybrid  A*  and  discuss  it's  strengths  and  weaknesses  compared  to  alternative  algorithms.  Additionally,  we  propose  two  enhancements  to  the  algorithm  to  improve  its  performance.  First,  we  present  a  set  of  heuristics  acquired  by  pre-computed  subproblems  to  reduce  the  runtime  of  the  search.  Second,  we  modify  the  algorithm  with  a  post-process  optimization  step  to  improve  the  resolution  of  the  path  with  minimal  increase  in  runtime.The  first  core  contribution  of  this  work  is  a  motion  primitive  learning  for  which  we  design  special  shaping  rewards  and  an  extraction  algorithm.  The  shaping  rewards  encourage  a  Soft  Actor-Critic  agent  to  visit  trim  states  while  solving  a  given  task.  The  extraction  algorithm  uses  these  trim  states  to  identify  valid  maneuvers  and  add  them  to  the  primitive  library.  We  demonstrate  this  framework  on  a  navigation  task  by  applying  the  learned  motion  primitives  with  Hybrid  A.  The  results  show  substantial  improvement  over  a  manually  designed  base  library,  indicating  that  the  framework  is  capable  of  generating  effective  maneuvers.Our  second  contribution  is  the  formulation  of  a  genetic  algorithm  to  select  the  best  subset  of  motion  primitives  from  a  given  library.  This  algorithm  balances  the  planning  time  and  final  cost  to  produce  the  smallest  libraries  with  the  best  path  quality.  We  propose  a  set  of  mutation  operations  to  incrementally  modify  primitive  libraries  while  maintaining  reachability.  We  apply  this  algorithm  to  a  learned  primitive  library  and  demonstrate  its  ability  to  create  a  several  primitive  libraries  with  different  trade-offs  for  planning  speed  and  performance.Finally,  we  extend  this  learning  framework  to  an  adversarial  context  which  poses  a  more  difficult  and  dynamic  environment  to  generate  effective  motion  primitives.  We  de-sign  a  primitive-based  Monte  Carlo  Tree  Search  to  apply  motion  primitives  to  adversarial  tasks.  Additionally,  we  explore  the  use  of  beam  search  to  reduce  planning  time  for  practical  applications.  We  apply  the  learning  framework  to  an  adversarial  example  and  show  that  it  produces  effective  motion  primitives  for  the  task.  Additionally,  we  compare  this  approach  to  a  forward  simulated  Monte  Carlo  Tree  Search  used  in  prior  literature  and  discuss  the  strengths  and  weaknesses  of  each.
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■650  4▼aAircraft
■650  4▼aKinematics
■650  4▼aMutation
■650  4▼aPlanning
■650  4▼aGenetic  algorithms
■650  4▼aReal  time
■650  4▼aSymmetry
■650  4▼aDesign
■650  4▼aLibraries
■690    ▼a0389
■690    ▼a0800
■71020▼aGeorgia  Institute  of  Technology.
■7730  ▼tDissertations  Abstracts  International▼g87-05B.
■790    ▼a0078
■791    ▼aPh.D.
■792    ▼a2023
■793    ▼aEnglish
■85640▼uhttp://www.riss.kr/pdu/ddodLink.do?id=T17360391▼nKERIS▼z이  자료의  원문은  한국교육학술정보원에서  제공합니다.

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