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Local Non-Cooperative Games with Principled Player Selection for Scalable Motion Planning

About

Game-theoretic motion planners are a powerful tool for the control of interactive multi-agent robot systems. Indeed, contrary to predict-then-plan paradigms, game-theoretic planners do not ignore the interactive nature of the problem, and simultaneously predict the behaviour of other agents while considering change in one's policy. This, however, comes at the expense of computational complexity, especially as the number of agents considered grows. In fact, planning with more than a handful of agents can quickly become intractable, disqualifying game-theoretic planners as possible candidates for large scale planning. In this paper, we propose a planning algorithm enabling the use of game-theoretic planners in robot systems with a large number of agents. Our planner is based on the reality of locality of information and thus deploys local games with a selected subset of agents in a receding horizon fashion to plan collision avoiding trajectories. We propose five different principled schemes for selecting game participants and compare their collision avoidance performance. We observe that the use of Control Barrier Functions for priority ranking is a potent solution to the player selection problem for motion planning.

Makram Chahine, Roya Firoozi, Wei Xiao, Mac Schwager, Daniela Rus• 2023

Related benchmarks

TaskDatasetResultRank
Multi-agent planning4-agent scenarios inferred goals
Traj Start Success1.25
24
Multi-agent Trajectory Prediction4-agent scenarios inferred goals
ADE (m)0.1861
22
Multi-agent Trajectory Prediction10-agent scenarios inferred goals
ADE (m)0.2339
22
Multi-agent planning10-agent scenarios inferred goals
Trajectory Success Rate1.83
12
Multi-agent trajectory planning10 agent scenario (ground truth goals)
Trajectory Success Rate1.78
12
Trajectory Prediction20 Agent Scenarios
ADE0.315
11
Trajectory PredictionCITR pedestrian dataset
ADE0.4932
11
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