Efficient Real-time Path Planning with Self-evolving Particle Swarm Optimization in Dynamic ScenariosJinghao Xin, Zhi Li, Yang Zhang et al.
Particle Swarm Optimization (PSO) has demonstrated efficacy in addressing static path planning problems. Nevertheless, such application on dynamic scenarios has been severely precluded by PSO's low computational efficiency and premature convergence downsides. To address these limitations, we proposed a Tensor Operation Form (TOF) that converts particle-wise manipulations to tensor operations, thereby enhancing computational efficiency. Harnessing the computational advantage of TOF, a variant of PSO, designated as Self-Evolving Particle Swarm Optimization (SEPSO) was developed. The SEPSO is underpinned by a novel Hierarchical Self-Evolving Framework (HSEF) that enables autonomous optimization of its own hyper-parameters to evade premature convergence. Additionally, a Priori Initialization (PI) mechanism and an Auto Truncation (AT) mechanism that substantially elevates the real-time performance of SEPSO on dynamic path planning problems were introduced. Comprehensive experiments on four widely used benchmark optimization functions have been initially conducted to corroborate the validity of SEPSO. Following this, a dynamic simulation environment that encompasses moving start/target points and dynamic/static obstacles was employed to assess the effectiveness of SEPSO on the dynamic path planning problem. Simulation results exhibit that the proposed SEPSO is capable of generating superior paths with considerably better real-time performance (67 path planning computations per second in a regular desktop computer) in contrast to alternative methods. The code and video of this paper can be accessed here.
Train a Real-world Local Path Planner in One Hour via Partially Decoupled Reinforcement Learning and Vectorized DiversityJinghao Xin, Jinwoo Kim, Zhi Li et al.
Deep Reinforcement Learning (DRL) has exhibited efficacy in resolving the Local Path Planning (LPP) problem. However, such application in the real world is immensely limited due to the deficient training efficiency and generalization capability of DRL. To alleviate these two issues, a solution named Color is proposed, which consists of an Actor-Sharer-Learner (ASL) training framework and a mobile robot-oriented simulator Sparrow. Specifically, the ASL intends to improve the training efficiency of DRL algorithms. It employs a Vectorized Data Collection (VDC) mode to expedite data acquisition, decouples the data collection from model optimization by multithreading, and partially connects the two procedures by harnessing a Time Feedback Mechanism (TFM) to evade data underuse or overuse. Meanwhile, the Sparrow simulator utilizes a 2D grid-based world, simplified kinematics, and conversion-free data flow to achieve a lightweight design. The lightness facilitates vectorized diversity, allowing diversified simulation setups across extensive copies of the vectorized environments, resulting in a notable enhancement in the generalization capability of the DRL algorithm being trained. Comprehensive experiments, comprising 57 DRL benchmark environments, 32 simulated and 36 real-world LPP scenarios, have been conducted to corroborate the superiority of our method in terms of efficiency and generalization. The code and the video of this paper are accessible at https://github.com/XinJingHao/Color.
7.6CVNov 14, 2024
VideoCogQA: A Controllable Benchmark for Evaluating Cognitive Abilities in Video-Language ModelsChenglin Li, Qianglong Chen, Zhi Li et al.
Recent advancements in Large Video-Language Models (LVLMs) have led to promising results in multimodal video understanding. However, it remains unclear whether these models possess the cognitive capabilities required for high-level tasks, particularly those involving symbolic and abstract perception. Existing benchmarks typically rely on real-world, annotated videos, which lack control over video content and inherent difficulty, limiting their diagnostic power. To bridge this gap, we propose VideoCogQA, a scalable and fully controllable benchmark inspired by game-world environments, designed to evaluate the cognitive abilities of LVLMs. By generating synthetic videos via a programmatic engine, VideoCogQA allows fine-grained control over visual elements, temporal dynamics, and task difficulty. This approach enables a focused evaluation of video cognitive abilities, independent of prior knowledge from visual scene semantics. The dataset includes 800 videos and 3,280 question-answer pairs, featuring tasks related to abstract concepts, symbolic elements, and multimodal integration, with varying levels of difficulty. Experimental results show that even state-of-the-art (SOTA) models, such as GPT-4o, achieve an average performance of 48.8% on tasks involving abstract concepts. Additionally, performance drops by 15% as task complexity increases, highlighting the challenges LVLMs face in maintaining consistent performance. Through this work, we hope to show the limitations of current LVLMs and offer insights into how they can more effectively emulate human cognitive processes in the future.