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Jingjin Yu

Publications and source records attributed to Jingjin Yu.

At least 37 records · Page 2Linked to original sources

ORLA*: Mobile Manipulator-Based Object Rearrangement with Lazy A Star

Effectively performing object rearrangement is an essential skill for mobile manipulators, e.g., setting up a dinner table or organizing a desk. A key challenge in such problems is deciding an appropriate manipulation order for objects to effectively untangle dependencies between objects while considering the necessary motions for realizing the manipulations (e.g., pick and place). To our knowledge, computing time-optimal multi-object rearrangement solutions for mobile manipulators remains a largely untapped research direction. In this research, we propose ORLA*, which leverages delayed (lazy) evaluation in searching for a high-quality object pick and place sequence that considers both end-effector and mobile robot base travel. ORLA* also supports multi-layered rearrangement tasks considering pile stability using machine learning. Employing an optimal solver for finding temporary locations for displacing objects, ORLA* can achieve global optimality. Through extensive simulation and ablation study, we confirm the effectiveness of ORLA* delivering quality solutions for challenging rearrangement instances. Supplementary materials are available at: https://gaokai15.github.io/ORLA-Star/

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Optimally Solving Colored Generalized Sliding-Tile Puzzles: Complexity and Bounds

The Generalized Sliding-Tile Puzzle (GSTP), allowing many square tiles on a board to move in parallel while enforcing natural geometric collision constraints on the movement of neighboring tiles, provide a high-fidelity mathematical model for many high-utility existing and future multi-robot applications, e.g., at mobile robot-based warehouses or autonomous garages. Motivated by practical relevance, this work examines a further generalization of GSTP called the Colored Generalized Sliding-Tile Puzzle (CGSP), where tiles can now assume varying degrees of distinguishability, a common occurrence in the aforementioned applications. Our study establishes the computational complexity of CGSP and its key sub-problems under a broad spectrum of possible conditions and characterizes solution makespan lower and upper bounds that differ by at most a logarithmic factor. These results are further extended to higher-dimensional versions of the puzzle game.

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Expected $1.x$-Makespan-Optimal MAPF on Grids in Low-Poly Time

Multi-Agent Path Finding (MAPF) is NP-hard to solve optimally, even on graphs, suggesting no polynomial-time algorithms can compute exact optimal solutions for them. This raises a natural question: How optimal can polynomial-time algorithms reach? Whereas algorithms for computing constant-factor optimal solutions have been developed, the constant factor is generally very large, limiting their application potential. In this work, among other breakthroughs, we propose the first low-polynomial-time MAPF algorithms delivering $1$-$1.5$ (resp., $1$-$1.67$) asymptotic makespan optimality guarantees for 2D (resp., 3D) grids for random instances at a very high $1/3$ agent density, with high probability. Moreover, when regularly distributed obstacles are introduced, our methods experience no performance degradation. These methods generalize to support $100\%$ agent density. Regardless of the dimensionality and density, our high-quality methods are enabled by a unique hierarchical integration of two key building blocks. At the higher level, we apply the labeled Grid Rearrangement Algorithm (RTA), capable of performing efficient reconfiguration on grids through row/column shuffles. At the lower level, we devise novel methods that efficiently simulate row/column shuffles returned by RTA. Our implementations of RTA-based algorithms are highly effective in extensive numerical evaluations, demonstrating excellent scalability compared to other SOTA methods. For example, in 3D settings, \rta-based algorithms readily scale to grids with over $370,000$ vertices and over $120,000$ agents and consistently achieve conservative makespan optimality approaching $1.5$, as predicted by our theoretical analysis.

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Toward Holistic Planning and Control Optimization for Dual-Arm Rearrangement

Long-horizon task and motion planning (TAMP) is notoriously difficult to solve, let alone optimally, due to the tight coupling between the interleaved (discrete) task and (continuous) motion planning phases, where each phase on its own is frequently an NP-hard or even PSPACE-hard computational challenge. In this study, we tackle the even more challenging goal of jointly optimizing task and motion plans for a real dual-arm system in which the two arms operate in close vicinity to solve highly constrained tabletop multi-object rearrangement problems. Toward that, we construct a tightly integrated planning and control optimization pipeline, Makespan-Optimized Dual-Arm Planner (MODAP) that combines novel sampling techniques for task planning with state-of-the-art trajectory optimization techniques. Compared to previous state-of-the-art, MODAP produces task and motion plans that better coordinate a dual-arm system, delivering significantly improved execution time improvements while simultaneously ensuring that the resulting time-parameterized trajectory conforms to specified acceleration and jerk limits.

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Targeted Parallelization of Conflict-Based Search for Multi-Robot Path Planning

Multi-Robot Path Planning (MRPP) on graphs, equivalently known as Multi-Agent Path Finding (MAPF), is a well-established NP-hard problem with critically important applications. As serial computation in (near)-optimally solving MRPP approaches the computation efficiency limit, parallelization offers a promising route to push the limit further, especially in handling hard or large MRPP instances. In this study, we initiated a \emph{targeted} parallelization effort to boost the performance of conflict-based search for MRPP. Specifically, when instances are relatively small but robots are densely packed with strong interactions, we apply a decentralized parallel algorithm that concurrently explores multiple branches that leads to markedly enhanced solution discovery. On the other hand, when instances are large with sparse robot-robot interactions, we prioritize node expansion and conflict resolution. Our innovative multi-threaded approach to parallelizing bounded-suboptimal conflict search-based algorithms demonstrates significant improvements over baseline serial methods in success rate or runtime. Our contribution further pushes the understanding of MRPP and charts a promising path for elevating solution quality and computational efficiency through parallel algorithmic strategies.

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Well-Connected Set and Its Application to Multi-Robot Path Planning

Parking lots and autonomous warehouses for accommodating many vehicles/robots adopt designs in which the underlying graphs are \emph{well-connected} to simplify planning and reduce congestion. In this study, we formulate and delve into the \emph{largest well-connected set} (LWCS) problem and explore its applications in layout design for multi-robot path planning. Roughly speaking, a well-connected set over a connected graph is a set of vertices such that there is a path on the graph connecting any pair of vertices in the set without passing through any additional vertices of the set. Identifying an LWCS has many potential high-utility applications, e.g., for determining parking garage layout and capacity, as prioritized planning can be shown to be complete when start/goal configurations belong to an LWCS. In this work, we establish that computing an LWCS is NP-complete. We further develop optimal and near-optimal LWCS algorithms, with the near-optimal algorithm targeting large maps. A complete prioritized planning method is given for planning paths for multiple robots residing on an LWCS.

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Decentralized Lifelong Path Planning for Multiple Ackerman Car-Like Robots

Path planning for multiple non-holonomic robots in continuous domains constitutes a difficult robotics challenge with many applications. Despite significant recent progress on the topic, computationally efficient and high-quality solutions are lacking, especially in lifelong settings where robots must continuously take on new tasks. In this work, we make it possible to extend key ideas enabling state-of-the-art (SOTA) methods for multi-robot planning in discrete domains to the motion planning of multiple Ackerman (car-like) robots in lifelong settings, yielding high-performance centralized and decentralized planners. Our planners compute trajectories that allow the robots to reach precise $SE(2)$ goal poses. The effectiveness of our methods is thoroughly evaluated and confirmed using both simulation and real-world experiments.

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Effective and Robust Non-Prehensile Manipulation via Persistent Homology Guided Monte-Carlo Tree Search

Performing object retrieval in real-world workspaces must tackle challenges including \emph{uncertainty} and \emph{clutter}. One option is to apply prehensile operations, which can be time consuming in highly-cluttered scenarios. On the other hand, non-prehensile actions, such as pushing simultaneously multiple objects, can help to quickly clear a cluttered workspace and retrieve a target object. Such actions, however, can also lead to increased uncertainty as it is difficult to estimate the outcome of pushing operations. The proposed framework in this work integrates topological tools and Monte-Carlo Tree Search (MCTS) to achieve effective and robust pushing for object retrieval. It employs persistent homology to automatically identify manageable clusters of blocking objects without the need for manually adjusting hyper-parameters. Then, MCTS uses this information to explore feasible actions to push groups of objects, aiming to minimize the number of operations needed to clear the path to the target. Real-world experiments using a Baxter robot, which involves some noise in actuation, show that the proposed framework achieves a higher success rate in solving retrieval tasks in dense clutter than alternatives. Moreover, it produces solutions with few pushing actions improving the overall execution time. More critically, it is robust enough that it allows one to plan the sequence of actions offline and then execute them reliably on a Baxter robot.

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On Computing Makespan-Optimal Solutions for Generalized Sliding-Tile Puzzles

In the $15$-puzzle game, $15$ labeled square tiles are reconfigured on a $4\times 4$ board through an escort, wherein each (time) step, a single tile neighboring it may slide into it, leaving the space previously occupied by the tile as the new escort. We study a generalized sliding-tile puzzle (GSTP) in which (1) there are $1+$ escorts and (2) multiple tiles can move synchronously in a single time step. Compared with popular discrete multi-agent/robot motion models, GSTP provides a more accurate model for a broad array of high-utility applications, including warehouse automation and autonomous garage parking, but is less studied due to the more involved tile interactions. In this work, we analyze optimal GSTP solution structures, establishing that computing makespan-optimal solutions for GSTP is NP-complete and developing polynomial time algorithms yielding makespans approximating the minimum with expected/high probability constant factors, assuming randomized start and goal configurations.

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Bin Assignment and Decentralized Path Planning for Multi-Robot Parcel Sorting

At modern warehouses, mobile robots transport packages and drop them into collection bins/chutes based on shipping destinations grouped by, e.g., the ZIP code. System throughput, measured as the number of packages sorted per unit of time, determines the efficiency of the warehouse. This research develops a scalable, high-throughput multi-robot parcel sorting solution, decomposing the task into two related processes, bin assignment and offline/online multi-robot path planning, and optimizing both. Bin assignment matches collection bins with package types to minimize traveling costs. Subsequently, robots are assigned to pick up and drop packages into assigned bins. Multiple highly effective bin assignment algorithms are proposed that can work with an arbitrary planning algorithm. We propose a decentralized path planning routine using only local information to route the robots over a carefully constructed directed road network for multi-robot path planning. Our decentralized planner, provably probabilistically deadlock-free, consistently delivers near-optimal results on par with some top-performing centralized planners while significantly reducing computation times by orders of magnitude. Extensive simulations show that our overall framework delivers promising performances.

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EARL: Eye-on-Hand Reinforcement Learner for Dynamic Grasping with Active Pose Estimation

In this paper, we explore the dynamic grasping of moving objects through active pose tracking and reinforcement learning for hand-eye coordination systems. Most existing vision-based robotic grasping methods implicitly assume target objects are stationary or moving predictably. Performing grasping of unpredictably moving objects presents a unique set of challenges. For example, a pre-computed robust grasp can become unreachable or unstable as the target object moves, and motion planning must also be adaptive. In this work, we present a new approach, Eye-on-hAnd Reinforcement Learner (EARL), for enabling coupled Eye-on-Hand (EoH) robotic manipulation systems to perform real-time active pose tracking and dynamic grasping of novel objects without explicit motion prediction. EARL readily addresses many thorny issues in automated hand-eye coordination, including fast-tracking of 6D object pose from vision, learning control policy for a robotic arm to track a moving object while keeping the object in the camera's field of view, and performing dynamic grasping. We demonstrate the effectiveness of our approach in extensive experiments validated on multiple commercial robotic arms in both simulations and complex real-world tasks.

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Toward Optimal Tabletop Rearrangement with Multiple Manipulation Primitives

In practice, many types of manipulation actions (e.g., pick-n-place and push) are needed to accomplish real-world manipulation tasks. Yet, limited research exists that explores the synergistic integration of different manipulation actions for optimally solving long-horizon task-and-motion planning problems. In this study, we propose and investigate planning high-quality action sequences for solving long-horizon tabletop rearrangement tasks in which multiple manipulation primitives are required. Denoting the problem rearrangement with multiple manipulation primitives (REMP), we develop two algorithms, hierarchical best-first search (HBFS) and parallel Monte Carlo tree search for multi-primitive rearrangement (PMMR) toward optimally resolving the challenge. Extensive simulation and real robot experiments demonstrate that both methods effectively tackle REMP, with HBFS excelling in planning speed and PMMR producing human-like, high-quality solutions with a nearly 100% success rate.

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Effectively Rearranging Heterogeneous Objects on Cluttered Tabletops

Effectively rearranging heterogeneous objects constitutes a high-utility skill that an intelligent robot should master. Whereas significant work has been devoted to the grasp synthesis of heterogeneous objects, little attention has been given to the planning for sequentially manipulating such objects. In this work, we examine the long-horizon sequential rearrangement of heterogeneous objects in a tabletop setting, addressing not just generating feasible plans but near-optimal ones. Toward that end, and building on previous methods, including combinatorial algorithms and Monte Carlo tree search-based solutions, we develop state-of-the-art solvers for optimizing two practical objective functions considering key object properties such as size and weight. Thorough simulation studies show that our methods provide significant advantages in handling challenging heterogeneous object rearrangement problems, especially in cluttered settings. Real robot experiments further demonstrate and confirm these advantages. Source code and evaluation data associated with this research will be available at https://github.com/arc-l/TRLB upon the publication of this manuscript.

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Optimal and Stable Multi-Layer Object Rearrangement on a Tabletop

Object rearrangement is a fundamental sub-task in accomplishing a great many physical tasks. As such, effectively executing rearrangement is an important skill for intelligent robots to master. In this study, we conduct the first algorithmic study on optimally solving the problem of Multi-layer Object Rearrangement on a Tabletop (MORT), in which one object may be relocated at a time, and an object can only be moved if other objects do not block its top surface. In addition, any intermediate structure during the reconfiguration process must be physically stable, i.e., it should stand without external support. To tackle the dual challenges of untangling the dependencies between objects and ensuring structural stability, we develop an algorithm that interleaves the computation of the optimal rearrangement plan and structural stability checking. Using a carefully constructed integer linear programming (ILP) model, our algorithm, Stability-aware Integer Programming-based Planner (SIPP), readily scales to optimally solve complex rearrangement problems of 3D structures with over 60 building blocks, with solution quality significantly outperforming natural greedy best-first approaches. Upon the publication of the manuscript, source code and data will be available at https://github.com/arc-l/mort/

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Efficient Heuristics for Multi-Robot Path Planning in Crowded Environments

Optimal Multi-Robot Path Planning (MRPP) has garnered significant attention due to its many applications in domains including warehouse automation, transportation, and swarm robotics. Current MRPP solvers can be divided into reduction-based, search-based, and rule-based categories, each with their strengths and limitations. Regardless of the methodology, however, the issue of handling dense MRPP instances remains a significant challenge, where existing approaches generally demonstrate a dichotomy regarding solution optimality and efficiency. This study seeks to bridge the gap in optimal MRPP resolution for dense, highly-entangled scenarios, with potential applications to high-density storage systems and traffic congestion control. Toward that goal, we analyze the behaviors of SOTA MRPP algorithms in dense settings and develop two hybrid algorithms leveraging the strengths of existing SOTA algorithms: DCBS (database-accelerated enhanced conflict-based search) and SCBS (sparsified enhanced conflict-based search). Experimental validations demonstrate that DCBS and SCBS deliver a significant reduction in computational time compared to existing bounded-suboptimal methods and improve solution quality compared to existing rule-based methods, achieving a desirable balance between computational efficiency and solution optimality. As a result, DCBS and SCBS are particularly suitable for quickly computing good-quality solutions for multi-robot routing in dense settings

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Minimizing Running Buffers for Tabletop Object Rearrangement: Complexity, Fast Algorithms, and Applications

For rearranging objects on tabletops with overhand grasps, temporarily relocating objects to some buffer space may be necessary. This raises the natural question of how many simultaneous storage spaces, or "running buffers", are required so that certain classes of tabletop rearrangement problems are feasible. In this work, we examine the problem for both labeled and unlabeled settings. On the structural side, we observe that finding the minimum number of running buffers (MRB) can be carried out on a dependency graph abstracted from a problem instance, and show that computing MRB is NP-hard. We then prove that under both labeled and unlabeled settings, even for uniform cylindrical objects, the number of required running buffers may grow unbounded as the number of objects to be rearranged increases. We further show that the bound for the unlabeled case is tight. On the algorithmic side, we develop effective exact algorithms for finding MRB for both labeled and unlabeled tabletop rearrangement problems, scalable to over a hundred objects under very high object density. More importantly, our algorithms also compute a sequence witnessing the computed MRB that can be used for solving object rearrangement tasks. Employing these algorithms, empirical evaluations reveal that random labeled and unlabeled instances, which more closely mimics real-world setups, generally have fairly small MRBs. Using real robot experiments, we demonstrate that the running buffer abstraction leads to state-of-the-art solutions for in-place rearrangement of many objects in tight, bounded workspace.

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Efficient Algorithms for Boundary Defense with Heterogeneous Defenders

This paper studies the problem of defending (1D and 2D) boundaries against a large number of continuous attacks with a heterogeneous group of defenders. The defender team has perfect information of the attack events within some time (finite or infinite) horizon, with the goal of intercepting as many attacks as possible. An attack is considered successfully intercepted if a defender is present at the boundary location when and where the attack happens. Through proposing a network-flow and integer programming-based method for computing optimal solutions, and an exhaustive defender pairing heuristic method for computing near-optimal solutions, we are able to significantly reduce the computation burden in solving the problem in comparison to the previous state of the art. Extensive simulation experiments confirm the effectiveness of the algorithms. Leveraging our efficient methods, we also characterize the solution structures, revealing the relationships between the attack interception rate and the various problem parameters, e.g., the heterogeneity of the defenders, attack rate, boundary topology, and the look-ahead horizon.

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On the Utility of Buffers in Pick-n-Swap Based Lattice Rearrangement

We investigate the utility of employing multiple buffers in solving a class of rearrangement problems with pick-n-swap manipulation primitives. In this problem, objects stored randomly in a lattice are to be sorted using a robot arm with k>=1 swap spaces or buffers, capable of holding up to k objects on its end-effector simultaneously. On the structural side, we show that the addition of each new buffer brings diminishing returns in saving the end-effector travel distance while holding the total number of pick-n-swap operations at the minimum. This is due to an interesting recursive cycle structure in random m-permutation, where the largest cycle covers over 60% of objects. On the algorithmic side, we propose fast algorithms for 1D and 2D lattice rearrangement problems that can effectively use multiple buffers to boost solution optimality. Numerical experiments demonstrate the efficiency and scalability of our methods, as well as confirm the diminishing return structure as more buffers are employed.

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