Abstract

Since an individual approach can hardly navigate robots through complex environments, we present a novel two-level hierarchical framework called JPS-IA3C (Jump Point Search improved Asynchronous Advantage Actor-Critic) in this paper for robot navigation in dynamic environments through continuous controlling signals. Its global planner JPS+ (P) is a variant of JPS (Jump Point Search), which efficiently computes an abstract path of neighboring jump points. These nodes, which are seen as subgoals, completely rid Deep Reinforcement Learning (DRL)-based controllers of notorious local minima. To satisfy the kinetic constraints and be adaptive to changing environments, we propose an improved A3C (IA3C) algorithm to learn the control policies of the robots’ local motion. Moreover, the combination of modified curriculum learning and reward shaping helps IA3C build a novel reward function framework to avoid learning inefficiency because of sparse reward. We additionally strengthen the robots’ temporal reasoning of the environments by a memory-based network. These improvements make the IA3C controller converge faster and become more adaptive to incomplete, noisy information caused by partial observability. Simulated experiments show that compared with existing methods, this JPS-IA3C hierarchy successfully outputs continuous commands to accomplish large-range navigation tasks at shorter paths and less time through reasonable subgoal selection and rational motions.

Highlights

  • Navigation in dynamic environments plays an important role in computer games and robotics [1], such as generating realistic behaviors of Non-Player Characters (NPCs) and meeting practical applications of mobile robots in the real world

  • We focus on the navigation problems of nonholonomic mobile robots [2] with continuous control in dynamic environments, as this is an important capability for widely used mobile robots

  • Given that an individual Deep Reinforcement Learning (DRL) approach can hardly drive robots out of regions of local minima and navigate them in changing surroundings, this paper proposes a hierarchical navigation algorithm based on a two-level architecture, whose high-level path planner efficiently searches for a sequence of subgoals placing at the exits of those regions, while the low-level motion controller learns how to tackle moving obstacles in local environments

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Summary

Introduction

Navigation in dynamic environments plays an important role in computer games and robotics [1], such as generating realistic behaviors of Non-Player Characters (NPCs) and meeting practical applications of mobile robots in the real world. We focus on the navigation problems of nonholonomic mobile robots [2] with continuous control in dynamic environments, as this is an important capability for widely used mobile robots. Sampling-based methods, such as Rapidly Exploring Trees (RRTs) [3] and Probabilistic Roadmap (PRM) [4], deal with environmental changes by reconstructing pre-built abstract representations at high time costs. Velocity-based methods [5] compute avoidance maneuvers by searching over a tree of avoidance maneuvers, which require high time consumption in complex environments.

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