Papers for

robotic fleet operators

Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.

Transformer model plans multiple agents paths quickly in real time

A Transformer-based Approach for Real-time Multi-agent Path Planning with Varying Initial/Final Conditions

Abstract: We address the problem of real-time multi-agent path planning under prescribed initial and final configurations, formulated as a high-dimensional optimal control problem subject to inter-agent collision avoidance and obstacle constraints. Classical solvers based on the Hamilton--Jacobi--Bellman equation or Pontryagin's maximum principle (PMP) become computationally intractable as the number of agents grows, due to the curse of dimensionality and the non-convexity introduced by interaction constraints. We propose OCFormer, a transformer-based neural network that parameterizes the inverse of a coordinate transformation mapping a simple, analytically tractable latent space, in which agents evolve independently under a decoupled Hamiltonian, to the physical space of the coupled, interacting system. The model is trained by minimizing a physics-informed loss comprising the Hamiltonian ODE residual from the PMP and a boundary matching term, without requiring pre-computed trajectory data. The self-attention mechanism endows OCFormer with permutation equivariance over agents, a structural symmetry that prior symplectic network approaches do not natively enforce. When trained on a distribution of boundary conditions, the amortized OCFormer produces near-optimal trajectories for unseen initial and final configurations in a single forward pass ($\sim$220ms), enabling real-time inference without retraining. We further introduce a lightweight transfer learning framework that adapts a pretrained OCFormer to out-of-distribution perturbations in seconds via L-BFGS fine-tuning. Numerical experiments on two- and three-dimensional multi-agent navigation with up to 128 agents demonstrate the scalability and efficiency of the proposed approach.

Wed 21 OctMachine Learning
The gist
Planning routes for many moving agents, like robots or drones, without collisions is very hard and slow with traditional methods. The authors created a special Transformer-based neural network called OCFormer that quickly produces near-best routes from start to finish points, even for many agents, all in around 220 milliseconds. This model learns by following physics rules rather than needing example paths to learn from, and it can adapt quickly to new conditions. This makes real-time multi-agent movement planning more practical, even in complex environments with many obstacles and agents.
Open → 2610.30388v1

CUSP detects early hazard warnings to improve off-road robot navigation

CUSP: CUSUM-Governed Survival Hazard Alarms at the Perception Onset for Off-Road Navigation

Abstract: Off-road navigation exposes a robot to potentially hazardous terrain en route. Although learning-based navigation uses safety supervision to choose which path to drive, it provides no runtime alarm when the robot following that path is heading into danger. Such an alarm must be learned from field logs, where human intervention preempts the failure and the failure itself is therefore never observed. The human judges driving unsafe early but typically intervenes only once failure is clearly near, so the intervention marks that judgment late. That earlier judgment is what a runtime alarm must detect, yet no prior intervention-supervised method has targeted it. To address this problem, we introduce CUSP (CUSUM-governed Survival model of the Perception onset), a model-agnostic runtime hazard alarm that learns this moment from intervention-terminated logs. "Cusp" is a word for the point at which one state is about to turn into another, and the moment we target is exactly such a cusp: the point at which safe driving turns unsafe in a human's judgment. We call this point the perception onset and annotate it separately from the intervention. A visual hazard head is trained on the annotated onset with a discrete-time survival objective so that driving with and without an onset both supervise the head, and a CUSUM accumulates the predicted onset risk into alarms. We evaluate CUSP at five unseen sites, two autonomous and three teleoperated, with 142 events and every method tuned to the same rate of ten false alarms per hour. CUSP detected 85 events compared to 26 for the best of nine adapted baselines, and the margin comes from hazards to which every signal in the navigation model is blind.

Tue 6 OctRobotics
The gist
Off-road robots can face dangerous terrain, and while they can learn which paths are safer, they don't have a way to warn when danger is approaching during driving. The authors created CUSP, a method that learns to detect the exact moment a human driver senses danger before actually intervening. By training on past driving logs where humans stopped unsafe driving, CUSP teaches a robot to raise an early alarm about risks the robot’s usual signals miss. This approach was tested in several new places and detected many more hazards than other existing methods.
Open → 2610.07882v1

Meta reinforcement learning speeds up adaptation in multi-agent driving systems

Meta-Multi-Agent Reinforcement Learning for Fast Adaptation of Interactive Policies with Applications to Autonomous Driving

Abstract: This paper develops a meta-multi-agent reinforcement learning (meta-MARL) framework to enable fast adaptation of interactive policies in a multi-agent system (MAS). Meta-reinforcement learning (meta-RL) enables agents to rapidly adapt to new tasks/environments using a bi-level optimization mechanism. However, existing meta-RL generally focuses on single-agent systems. Extending these frameworks and algorithms to multi-agent systems poses additional challenges, as tasks are characterized by not only the environment but also agents' strategic interactions. To address these challenges, we model multi-agent reinforcement learning (MARL) problems as Markov games (MGs) and develop a meta-MARL framework for rapid interactive policy adaptation across a distribution of MGs. A new concept, called meta-NE, is defined to describe the desired solution concept in a meta-MARL problem. Sufficient conditions for the equivalence between a meta-NE and a stationary point of the gradient-play-based meta-MARL algorithm are established. Our evaluation on autonomous-driving tasks demonstrates that the proposed meta-MARL method achieves faster adaptation than pretrained MARL baselines, validating the effectiveness of our framework.

Wed 30 SeptArtificial IntelligenceMultiagent Systems
The gist
When multiple AI agents interact, like self-driving cars on the road, they need to quickly learn and adapt to each other’s behaviors to act safely. The authors developed a new learning method that helps these agents adjust much faster to changing driving scenarios compared to older methods. They treat the interactions among agents as a kind of game and teach the agents to adapt their strategies quickly across different game situations. Tests show their approach works better in autonomous driving tasks, helping cars respond smarter and faster to others.
Open → 2610.00705v1

TRACS uses warehouse layout to speed up robot path planning

TRACS: A Geometry-Aware Framework for Scalable Multi-Agent Path Finding in Warehouses

Abstract: Large scale warehouse automation relies on efficient multi agent path finding (MAPF) to coordinate thousands of robots in structured environments. Existing MAPF algorithms primarily improve conflict resolution while representing warehouses as generic navigation graphs, overlooking their inherent geometric structure and traffic patterns. This paper presents TRACS (Traffic aware Routing and Aisle Coordination System), a geometry aware planning framework that exploits warehouse layout to simplify planning rather than introducing another conflict-resolution algorithm. TRACS constructs a directed routing graph with alternating one way aisles that eliminates head on and edge swap conflicts by design, decoupling spatial routing from temporal traffic coordination. Independent hybrid graph grid routing is combined with lightweight edge based scheduling to avoid joint space time search while ensuring collision free execution. Experimental evaluation on warehouse benchmarks against representative priority based, iterative repair, and search based MAPF planners shows that TRACS consistently achieves a 100% empirical success rate while substantially improving planning scalability. On fixed scene benchmarks with up to 1000 robots, TRACS reduces planning time by up to 14.7X while maintaining competitive makespan, lower flowtime, and near optimal path quality. Under a fixed 10 minute planning budget, TRACS routes up to 5120 robots, roughly twice the largest fleet reached by the strongest baselines, while sustaining a 100% success rate, demonstrating the effectiveness of exploiting warehouse geometry for scalable robotic warehouse systems.

Sat 19 SeptMultiagent Systems
The gist
Coordinating thousands of robots in a warehouse is challenging because robots can collide if their paths cross. The authors designed TRACS, a system that uses the warehouse’s physical layout like one-way aisles to prevent many robot collisions before planning routes. This approach separates where robots can go from when they go, making it easier and faster to find paths. Tests show TRACS can handle many more robots and plan much faster than other methods while still avoiding crashes.
Open → 2609.23137v1

Approximation improves routing for multiple depot traveling salesman problem

A $(1+1/\sqrt{2})$-Approximation for the Multiple-Depot Traveling Salesman Problem

Abstract: The metric traveling salesman problem (TSP) is a fundamental problem in combinatorial optimization that asks for a minimum-cost tour covering all clients in a metric graph. The metric multiple-depot TSP (MD-TSP) is a natural extension, where the graph contains depots and clients, and the objective is to compute a minimum-cost set of tours covering all clients, with each tour starting and ending at the same depot. When the number of depots is part of the input, an adaptation of the Christofides--Serdyukov heuristic yields an approximation ratio of $2$. In this paper, we introduce a $(1+1/\sqrt{2})$-approximation algorithm. Like the Christofides--Serdyukov heuristic, our algorithm first computes a rooted spanning forest (RSF), then a matching to correct its odd degrees, and finally obtains a solution by shortcutting. However, instead of using a minimum-cost RSF, we construct an RSF by a primal-dual algorithm for a natural cut relaxation. The algorithm grows rootless components and the component containing all depots at different rates, adding an edge when its dual constraint becomes tight. Vertex labels record the times at which clients first become connected to a depot. The two-speed growth provides a joint bound on the forest cost and two label-dependent terms that also arise in bounding the parity-correction cost. Balancing the coefficients of these two terms by setting both to $\sqrt{2}-1$ yields the claimed approximation ratio.

Thu 17 SeptData Structures and Algorithms
The gist
The traveling salesman problem asks how to find the shortest route that visits many points. This paper looks at a version where there are multiple starting points called depots, and routes must start and end there. The authors created a new method that gives a better approximate solution than the commonly used one, improving how close to the best route it can get. Their approach uses a special way to grow and connect parts of the route, then fixes certain connections to make a complete path.
Open → 2609.19537v1

Game theory algorithms coordinate agents safely with performance guarantees

Truncated Noisy Best-Response Algorithms: Toward Game Theoretic Learning with Safety Guarantees

Abstract: We consider a game theoretic approach to solve multi-agent coordination problems with submodular maximization objectives. It is known for such problems that the Nash equilibria for the corresponding game are always within 50% of the optimal, but that the equilibria which achieve this worst-case bound are not stable. To exploit this instability, we propose a family of algorithms which we call Truncated Noisy Best-Response (TNBR) Algorithms. These algorithms are flexibly characterized by agents asynchronously and stochastically selecting actions from a neighbourhood of their best response payoffs. We compute bounds on the recurrent classes of TNBR algorithms' associated Markov chains. Our bounds fall into two categories: first, "Performance" bounds ensure that TNBR algorithms always have a high-value recurrent state; second, "Safety" bounds ensure that TNBR algorithms never have arbitrarily-bad recurrent states. Furthermore, these two types of bounds are linked by a waterbed-like effect: every game with a poor Safety guarantee necessarily has a favorable Performance guarantee.

Thu 10 SeptComputer Science and Game TheoryMultiagent Systems
The gist
Multi-agent coordination problems often involve deciding how groups of agents should work together to achieve the best outcome. The authors study a special kind of mathematical game where agents try to maximize a goal known to have solutions close to the best possible. They introduce new algorithms that let agents pick good actions more flexibly, avoiding very bad outcomes while ensuring good performance. These algorithms come with safety guarantees that bad situations won’t happen and performance guarantees that good situations will occur.
Open → 2609.11863v1