Abstract:We study the problem of robot navigation in dense and interactive crowds with environmental constraints such as corridors and furniture. Previous methods fail to consider all types of interactions among agents and obstacles, leading to unsafe and inefficient robot paths. In this article, we leverage a graph-based representation of crowded and constrained scenarios and propose a structured framework to learn robot navigation policies with deep reinforcement learning. We first split the representations of different components in the environment and propose a heterogeneous spatio-temporal (st) graph to model distinct interactions among humans, robots, and obstacles. Based on the heterogeneous st-graph, we propose HEIGHT, a novel navigation policy network architecture with different components to capture heterogeneous interactions among entities through space and time. HEIGHT utilizes attention mechanisms to prioritize important interactions and a recurrent network to track changes in the dynamic scene over time, encouraging the robot to avoid collisions adaptively. Through extensive simulation and real-world experiments, we demonstrate that HEIGHT outperforms state-of-the-art baselines in terms of success and efficiency in challenging navigation scenarios. Furthermore, we demonstrate that our pipeline achieves better zero-shot generalization capability than previous works when the densities of humans and obstacles change. More videos are available at https://sites.google.com/view/crowdnav-height/home.
Abstract:We present Topology-Guided ORCA as an alternative simulator to replace ORCA for planning smooth multi-agent motions in environments with static obstacles. Despite the impressive performance in simulating multi-agent crowd motion in free space, ORCA encounters a significant challenge in navigating the agents with the presence of static obstacles. ORCA ignores static obstacles until an agent gets too close to an obstacle, and the agent will get stuck if the obstacle intercepts an agent's path toward the goal. To address this challenge, Topology-Guided ORCA constructs a graph to represent the topology of the traversable region of the environment. We use a path planner to plan a path of waypoints that connects each agent's start and goal positions. The waypoints are used as a sequence of goals to guide ORCA. The experiments of crowd simulation in constrained environments show that our method outperforms ORCA in terms of generating smooth and natural motions of multiple agents in constrained environments, which indicates great potential of Topology-Guided ORCA for serving as an effective simulator for training constrained social navigation policies.