Intercepting fast moving objects, by its very nature, is challenging because of its tight time constraints. This problem becomes further complicated in the presence of sensor noise because noisy sensors provide, at best, incomplete information, which results in a distribution over target states to be intercepted. Since time is of the essence, to hit the target, the planner must begin directing the interceptor, in this case a robot arm, while still receiving information. We introduce an tree-like structure, which is grown using kinodynamic motion primitives in state-time space. This tree-like structure encodes reachability to multiple goals from a single origin, while enabling real-time value updates as the target belief evolves and seamless transitions between goals. We evaluate our framework on an interception task on a 6 DOF industrial arm (ABB IRB-1600) with an onboard stereo camera (ZED 2i). A robust Innovation-based Adaptive Estimation Adaptive Kalman Filter (RIAE-AKF) is used to track the target and perform belief updates.
Planning long-horizon manipulation motions using a set of predefined skills is a central challenge in robotics; solving it efficiently could enable general-purpose robots to tackle novel tasks by flexibly composing generic skills. Solutions to this problem lie in an infinitely vast space of parameterized skill sequences--a space where common incremental methods struggle to find sequences that have non-obvious intermediate steps. Some approaches reason over lower-dimensional, symbolic spaces, which are more tractable to explore but may be brittle and are laborious to construct. In this work, we introduce textsc{Mosaic}, a skill-centric, multi-directional planning approach that targets these challenges by reasoning about which skills to employ and where they are most likely to succeed, by utilizing physics simulation to estimate skill execution outcomes. Specifically, textsc{Mosaic} employs two complementary skill families: textit{Generators}, which identify ``islands of competence'' where skills are demonstrably effective, and textit{Connectors}, which link these skill-trajectories by solving boundary value problems. By focusing planning efforts on regions of high competence, textsc{Mosaic} efficiently discovers physically-grounded solutions. We demonstrate its efficacy on complex long-horizon problems in both simulation and the real world, using a diverse set of skills including generative diffusion models, motion planning algorithms, and manipulation-specific models. Visit href{skill-mosaic.github.io}{texttt{skill-mosaic.github.io}} for demonstrations.
Multi-Agent Path Finding (MAPF) is the problem of finding a set of collision-free paths for a team of agents. Although several MAPF methods that solve full-horizon MAPF have completeness guarantees, very few MAPF methods that plan partial paths have completeness guarantees. Recent work introduced the Windowed Complete MAPF (WinC-MAPF) framework, which shows how windowed optimal MAPF solvers (e.g., SS-CBS) can use heuristic updates and disjoint agent groups to maintain completeness even when planning partial paths. A core limitation of WinC-MAPF is that it requires optimal MAPF solvers. Our main contribution is to extend WinC-MAPF by showing how we can use a bounded suboptimal solver while maintaining completeness. In particular, we design Dynamic Agent Grouping ECBS (DAG-ECBS) which dynamically creates and plans agent groups while maintaining that each agent group solution is bounded suboptimal. We prove how DAG-ECBS can maintain completeness in the WinC-MAPF framework and can improve scalability compared to windowed ECBS which does not have completeness guarantees. More broadly, our work serves as a blueprint for designing more MAPF methods that can use the WinC-MAPF framework
Heuristics play a central role in the performance of bidirectional search algorithms, which commonly rely on two main classes. Front-to-end (F2E) heuristics estimate the distance from a state s to the target of the search (the goal for forward search or the start for backward search). In contrast, front-to-front (F2F) heuristics estimate the distance from s to the opposite search frontier using a pairwise function h(s, s'), where s' ranges over frontier states. Although F2F heuristics are typically more informative and therefore reduce the number of node expansions, their reliance on extensive pairwise evaluations incurs substantial computational overhead. To address this limitation, we introduce a new heuristic class, front-to-attractors (F2A), that preserves much of the informativeness of F2F while dramatically reducing its computational cost. Rather than evaluating distances to all states on the opposite frontier, F2A estimates the distance from s to a small, dynamically maintained set of attractors in the opposite search direction. These attractors serve as a surrogate for the full frontier, enabling rich heuristic guidance at a fraction of the computational expense while maintaining the optimality guarantees offered by F2F. We evaluate F2A across multiple domains and show that it reduces the number of pairwise evaluations by up to 11.2x compared to F2F, while achieving 4.8x fewer node expansions than F2E on average.
Planning long-horizon manipulation motions using a set of predefined skills is a central challenge in robotics; solving it efficiently could enable general-purpose robots to tackle novel tasks by flexibly composing generic skills. Solutions to this problem lie in an infinitely vast space of parameterized skill sequences -- a space where common incremental methods struggle to find sequences that have non-obvious intermediate steps. Some approaches reason over lower-dimensional, symbolic spaces, which are more tractable to explore but may be brittle and are laborious to construct. In this work, we introduce MOSAIC, a skill-centric, multi-directional planning approach that targets these challenges by reasoning about which skills to employ and where they are most likely to succeed, by utilizing physics simulation to estimate skill execution outcomes. Specifically, MOSAIC employs two complementary skill families: Generators, which identify ``islands of competence'' where skills are demonstrably effective, and Connectors, which link these skill-trajectories by solving boundary value problems. By focusing planning efforts on regions of high competence, MOSAIC efficiently discovers physically-grounded solutions. We demonstrate its efficacy on complex long-horizon problems in both simulation and the real world, using a diverse set of skills including generative diffusion models, motion planning algorithms, and manipulation-specific models. Visit skill-mosaic.github.io for demonstrations.
Actor-critic models are a class of model-free deep reinforcement learning (RL) algorithms that have demonstrated effectiveness across various robot learning tasks. While considerable research has focused on improving training stability and data sampling efficiency, most deployment strategies have remained relatively simplistic, typically relying on direct actor policy rollouts. In contrast, we propose PACHS (Parallel Actor-Critic Heuristic Search), an efficient parallel best-first search algorithm for inference that leverages both components of the actor-critic architecture: the actor network generates actions, while the critic network provides cost-to-go estimates to guide the search. Two levels of parallelism are employed within the search--actions and cost-to-go estimates are generated in batches by the actor and critic networks respectively, and graph expansion is distributed across multiple threads. We demonstrate the effectiveness of our approach in robotic manipulation tasks, including collision-free motion planning and contact-rich interactions such as non-prehensile pushing. Visit p-achs.github.io for demonstrations and examples.
Learned manipulation policies increasingly predict motions for abstract "hands" and are attractive in practice because they rely on easily collected demonstrations and transfer across robot platforms. Executing these trajectories on multi-arm robots, however, is not trivial. Multi-hand policy outputs must be assigned to physical arms, each arm must realize a configuration-space motion that tracks its prescribed end-effector trajectory, and all arms must respect kinematic limits and avoid collisions. In the absence of algorithms that directly address this problem, practitioners typically extend single-arm inverse-kinematics (IK) pipelines in an ad hoc way, with no guarantees of feasibility or safety. In this work, we close this execution gap with a search-based framework that is theoretically complete for grounding policy-generated multi-hand trajectories onto physical multi-arm systems. Building on Conflict-Based Search, our method explicitly searches over both the discrete assignment of trajectories to arms and the continuous Jacobian null spaces of redundant manipulators, using redundancy to avoid inter-arm collisions while tracking the prescribed motions. This unified treatment of assignment and null-space motion yields a practically efficient planner that safely realizes coordinated manipulation-policy outputs on multi-arm robots. See omcbsa.github.io for more.
Efficient motion planning for high-dimensional robotic systems, such as manipulators and mobile manipulators, is critical for real-time operation and reliable deployment. Although advances in planning algorithms have enhanced scalability to high-dimensional state spaces, these improvements often come at the cost of generating unpredictable, inconsistent motions or requiring excessive computational resources and memory. In this work, we introduce Multi-Graph Search (MGS), a search-based motion planning algorithm that generalizes classical unidirectional and bidirectional search to a multi-graph setting. MGS maintains and incrementally expands multiple implicit graphs over the state space, focusing exploration on high-potential regions while allowing initially disconnected subgraphs to be merged through feasible transitions as the search progresses. We prove that MGS is complete and bounded-suboptimal, and empirically demonstrate its effectiveness on a range of manipulation and mobile manipulation tasks. Demonstrations, benchmarks and code are available at https://multi-graph-search.github.io/.
Robots often face manipulation tasks in environments where vision is inadequate due to clutter, occlusions, or poor lightingfor example, reaching a shutoff valve at the back of a sink cabinet or locating a light switch above a crowded shelf. In such settings, robots, much like humans, must rely on contact feedback to distinguish free from occupied space and navigate around obstacles. Many of these environments often exhibit strong structural priorsfor instance, pipes often span across sink cabinetsthat can be exploited to anticipate unseen structure and avoid unnecessary collisions. We present a theoretically complete and empirically efficient framework for manipulation in the blind that integrates contact feedback with structural priors to enable robust operation in unknown environments. The framework comprises three tightly coupled components: (i) a contact detection and localization module that utilizes joint torque sensing with a contact particle filter to detect and localize contacts, (ii) an occupancy estimation module that uses the history of contact observations to build a partial occupancy map of the workspace and extrapolate it into unexplored regions with learned predictors, and (iii) a planning module that accounts for the fact that contact localization estimates and occupancy predictions can be noisy, computing paths that avoid collisions and complete tasks efficiently without eliminating feasible solutions. We evaluate the system in simulation and in the real world on a UR10e manipulator across two domestic tasks(i) manipulating a valve under a kitchen sink surrounded by pipes and (ii) retrieving a target object from a cluttered shelf. Results show that the framework reliably solves these tasks, achieving up to a 2x reduction in task completion time compared to baselines, with ablations confirming the contribution of each module.
Imagine the future construction site, hospital, or office with dozens of robots bought from different manufacturers. How can we enable these different systems to effectively move in a shared environment, given that each robot may have its own independent motion planning system? This work show how we can get efficient collision-free movements between algorithmically heterogeneous agents by using Conflict-Based Search (Sharon et al. 2015) as a protocol. At its core, the CBS Protocol requires one specific single-agent motion planning API; finding a collision-free path that satisfies certain space-time constraints. Given such an API, CBS uses a central planner to find collision-free paths - independent of how the API is implemented. We demonstrate how this protocol enables multi-agent motion planning for a heterogeneous team of agents completing independent tasks with a variety of single-agent planners including: Heuristic Search (e.g., A*), Sampling Based Search (e.g., RRT), Optimization (e.g., Direct Collocation), Diffusion, and Reinforcement Learning.
Designing good heuristic functions for graph search requires adequate domain knowledge. It is often easy to design heuristics that perform well and correlate with the underlying true cost-to-go values in certain parts of the search space but these may not be admissible throughout the domain thereby affecting the optimality guarantees of the search. Bounded suboptimal search using several of such partially good but inadmissible heuristics was developed in Multi-Heuristic A* (MHA*). Although MHA* leverages multiple inadmissible heuristics to potentially generate a faster suboptimal solution, the original version does not improve the solution over time. It is an one shot algorithm that requires careful setting of inflation factors to obtain a desired one time solution. In this work, we tackle this issue by extending MHA* to an anytime version that finds a feasible suboptimal solution quickly and continually improve it until time runs out. Our work is inspired from the Anytime Repairing A* (ARA*) algorithm. We prove that our precise adaptation of ARA* concepts in the MHA* framework preserves the original suboptimal and completeness guarantees and enhances MHA* to perform in an anytime fashion. Furthermore, we report the performance of A-MHA* in 3-D path planning domain and sliding tiles puzzle and compare against MHA* and other anytime algorithms.
Coordinating a team of robots to reposition multiple objects in cluttered environments requires reasoning jointly about where robots should establish contact, how to manipulate objects once contact is made, and how to navigate safely and efficiently at scale. Prior approaches typically fall into two extremes -- either learning the entire task or relying on privileged information and hand-designed planners -- both of which struggle to handle diverse objects in long-horizon tasks. To address these challenges, we present a unified framework for collaborative multi-robot, multi-object non-prehensile manipulation that integrates flow-matching co-generation with anonymous multi-robot motion planning. Within this framework, a generative model co-generates contact formations and manipulation trajectories from visual observations, while a novel motion planner conveys robots at scale. Crucially, the same planner also supports coordination at the object level, assigning manipulated objects to larger target structures and thereby unifying robot- and object-level reasoning within a single algorithmic framework. Experiments in challenging simulated environments demonstrate that our approach outperforms baselines in both motion planning and manipulation tasks, highlighting the benefits of generative co-design and integrated planning for scaling collaborative manipulation to complex multi-agent, multi-object settings. Visit gco-paper.github.io for code and demonstrations.
Best-first search algorithms such as A* and Weighted A* are widely used tools. However, their high memory requirements often make them impractical for memory-constrained applications, such as on-board planning for interplanetary rovers, drones, and embedded systems. One popular strategy among memory-efficient approaches developed to address this challenge is to eliminate or sparsify the Closed list, a structure that tracks states explored by the search. However, such methods often incur substantial overhead in runtime, requiring recursive searches for solution reconstruction. In this work, we propose Attractor-based Closed List Search (ACLS), a novel framework that sparsely represents the Closed list using a small subset of states, termed attractors. ACLS intelligently identifies attractor states in a way that enables efficient solution reconstruction while preserving theoretical guarantees on the quality of the solution. Furthermore, we also introduce a lazy variant, LazyACLS, which defers the computation of attractor states until necessary, substantially improving planning speed. We demonstrate the efficacy of ACLS used in conjunction with A*, Weighted A*, and Dijkstra's searches across multiple domains including 2D and 3D navigation, Sliding Tiles, and Towers of Hanoi. Our experimental results demonstrate that ACLS significantly reduces memory usage, maintaining only 9% of the states typically stored in a Closed list, while achieving comparable planning times and outperforming state-of-the-art approaches. Source code can be found at github.com/alvin-ruihua-zou/ACLS.
Recent progress in contact-rich robotic manipulation has been striking, yet most deployed systems remain confined to simple, scripted routines. One of the key barriers is the lack of motion planning algorithms that can provide verifiable guarantees for safety, efficiency and reliability. To address this, a family of algorithms called Constant-Time Motion Planning (CTMP) was introduced, which leverages a preprocessing phase to enable collision-free motion queries in a fixed, user-specified time budget (e.g., 10 milliseconds). However, existing CTMP methods do not explicitly incorporate the manipulation behaviors essential for object handling. To bridge this gap, we introduce the Behavioral Constant-Time Motion Planner (B-CTMP), an algorithm that extends CTMP to solve a broad class of two-step manipulation tasks: (1) a collision-free motion to a behavior initiation state, followed by (2) execution of a manipulation behavior (such as grasping or insertion) to reach the goal. By precomputing compact data structures, B-CTMP guarantees constant-time query in mere milliseconds while ensuring completeness and successful task execution over a specified set of states. We evaluate B-CTMP on two canonical manipulation tasks in simulation, shelf picking and plug insertion,and demonstrate its effectiveness on a real robot. Our results show that B-CTMP unifies collision-free planning and object manipulation within a single constant-time framework, providing provable guarantees of speed and success for manipulation in semi-structured environments.
In the Multi-Objective Shortest Path Problem (MO-SPP), one has to find paths on a graph that simultaneously minimize multiple objectives. It is not guaranteed that there exists a path that minimizes all objectives, and the problem thus aims to find the set of Pareto-optimal paths from the start to the goal vertex. A variety of multi-objective A*-based search approaches have been developed for this purpose. Typically, these approaches maintain a front set at each vertex during the search process to keep track of the Pareto-optimal paths that reach that vertex. Maintaining these front sets becomes burdensome and often slows down the search when there are many Pareto-optimal paths. In this article, we first introduce a framework for MO-SPP with the key procedures related to the front sets abstracted and highlighted, which provides a novel perspective for understanding the existing multi-objective A*-based search algorithms. Within this framework, we develop two different, yet closely related approaches to maintain these front sets efficiently during the search. We show that our approaches can find all cost-unique Pareto-optimal paths, and analyze their runtime complexity. We implement the approaches and compare them against baselines using instances with three, four and five objectives. Our experimental results show that our approaches run up to an order of magnitude faster than the baselines.
Traditional multi-agent path finding (MAPF) methods try to compute entire collision free start-goal paths, with several algorithms offering completeness guarantees. However, computing partial paths offers significant advantages including faster planning, adaptability to changes, and enabling decentralized planning. Methods that compute partial paths employ a "windowed" approach and only try to find collision free paths for a limited timestep horizon. While this improves flexibility, this adaptation introduces incompleteness; all existing windowed approaches can become stuck in deadlock or livelock. Our main contribution is to introduce our framework, WinC-MAPF, for Windowed MAPF that enables completeness. Our framework leverages heuristic update insights from single-agent real-time heuristic search algorithms and agent independence ideas from MAPF algorithms. We also develop Single-Step Conflict Based Search (SS-CBS), an instantiation of this framework using a novel modification to CBS. We show how SS-CBS, which only plans a single step and updates heuristics, can effectively solve tough scenarios where existing windowed approaches fail.
Heuristic search solvers like RTDP-Bel and LAO* have proven effective for computing optimal and bounded sub-optimal solutions for Partially Observable Markov Decision Processes (POMDPs), which are typically formulated as belief MDPs. A belief represents a probability distribution over possible system states. Given a parent belief and an action, computing belief state transitions involves Bayesian updates that combine the transition and observation models of the POMDP to determine successor beliefs and their transition probabilities. However, there is a class of problems, specifically in robotics, where computing these transitions can be prohibitively expensive due to costly physics simulations, raycasting, or expensive collision checks required by the underlying transition and observation models, leading to long planning times. To address this challenge, we propose Lazy RTDP-Bel and Lazy LAO*, which defer computing expensive belief state transitions by leveraging Q-value estimation, significantly reducing planning time. We demonstrate the superior performance of the proposed lazy planners in domains such as contact-rich manipulation for pose estimation, outdoor navigation in rough terrain, and indoor navigation with a 1-D LiDAR sensor. Additionally, we discuss practical Q-value estimation techniques for commonly encountered problem classes that our lazy planners can leverage. Our results show that lazy heuristic search methods dramatically improve planning speed by postponing expensive belief transition evaluations while maintaining solution quality.
PIBT is a popular Multi-Agent Path Finding (MAPF) method at the core of many state-of-the-art MAPF methods including LaCAM, CS-PIBT, and WPPL. The main utility of PIBT is that it is a very fast and effective single-step MAPF solver and can return a collision-free single-step solution for hundreds of agents in less than a millisecond. However, the main drawback of PIBT is that it is extremely greedy in respect to its priorities and thus leads to poor solution quality. Additionally, PIBT cannot use all the planning time that might be available to it and returns the first solution it finds. We thus develop Anytime PIBT, which quickly finds a one-step solution identically to PIBT but then continuously improves the solution in an anytime manner. We prove that Anytime PIBT converges to the optimal solution given sufficient time. We experimentally validate that Anytime PIBT can rapidly improve single-step solution quality within milliseconds and even find the optimal single-step action. However, we interestingly find that improving the single-step solution quality does not have a significant effect on full-horizon solution costs.
Multi-Agent Path Finding (MAPF) is the problem of effectively finding efficient collision-free paths for a group of agents in a shared workspace. The MAPF community has largely focused on developing high-performance heuristic search methods. Recently, several works have applied various machine learning (ML) techniques to solve MAPF, usually involving sophisticated architectures, reinforcement learning techniques, and set-ups, but none using large amounts of high-quality supervised data. Our initial objective in this work was to show how simple large-scale imitation learning of high-quality heuristic search methods can lead to state-of-the-art ML MAPF performance. However, we find that, at least with our model architecture, simple large-scale (700k examples with hundreds of agents per example) imitation learning does not produce impressive results. Instead, we find that by using prior work that post-processes MAPF model predictions to resolve 1-step collisions (CS-PIBT), we can train a simple ML MAPF policy in minutes that dramatically outperforms existing ML MAPF policies. This has serious implications for all future ML MAPF policies (with local communication) which currently struggle to scale. In particular, this finding implies that future learnt policies should always (1) use smart 1-step collision shields (e.g, CS-PIBT) and (2) include the collision shield with greedy actions as a baseline (e.g. PIBT), as well as (3) motivates future models to focus on longer horizon / more complex planning as 1-step collisions can be efficiently resolved.
Model-based planners and controllers are commonly used to solve complex manipulation problems as they can efficiently optimize diverse objectives and generalize to long horizon tasks. However, they often fail during deployment due to noisy actuation, partial observability and imperfect models. To enable a robot to recover from such failures, we propose to use hierarchical reinforcement learning to learn a recovery policy. The recovery policy is triggered when a failure is detected based on sensory observations and seeks to take the robot to a state from which it can complete the task using the nominal model-based controllers. Our approach, called RecoveryChaining, uses a hybrid action space, where the model-based controllers are provided as additional nominal options which allows the recovery policy to decide how to recover, when to switch to a nominal controller and which controller to switch to even with sparse rewards. We evaluate our approach in three multi-step manipulation tasks with sparse rewards, where it learns significantly more robust recovery policies than those learned by baselines. We successfully transfer recovery policies learned in simulation to a physical robot to demonstrate the feasibility of sim-to-real transfer with our method.
Alla Safonova合作论文数University of Pennsylvania;Computing and Information Science;School of Engineering and Applied Science10