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Pierre Sermanet Raia Hadsell Jan Ben

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Title: Pierre Sermanet Raia Hadsell Jan Ben


1
SPEED-RANGE DILEMMAS FOR VISION-BASEDNAVIGATION
IN UNSTRUCTURED TERRAIN
  • Pierre Sermanet¹² Raia Hadsell¹ Jan Ben²
  • Ayse Naz Erkan¹ Beat Flepp² Urs Muller² Yann
    LeCun¹
  • (1) Courant Institute of Mathematical
    Sciences, New York University
  • (2) Net-Scale Technologies, Morganville, NJ
    07751, USA

2
Outline
  • Program and System overview
  • Problem definition
  • Architecture
  • Results

3
Overview Program
Overview Problem Architecture Results
  • LAGR Learning Applied to Ground Robots
  • Demonstrate learning algorithms in unstructured
    outdoor robotics
  • Vision-based only (passive), no expensive
    equipment
  • Reach a GPS goal the fastest without any prior
    knowledge of location
  • DARPA funded, 10 teams (Universities and
    companies), common platform
  • Comparison to state-of-the-art CMU baseline
    software and other teams
  • Monthly tests by DARPA in various unknown
    locations
  • Unstructured outdoor robotics is highly
    challenging due to wide diversity of environments
    (colors, shapes, sizes of obstacles, lighting and
    shadows, etc)
  • Conventional algorithms are unsuited, need for
    adaptability and learning

4
Overview Platform
Overview Problem Architecture Results
  • Constructor CMU/NREC
  • Vision based only 2 stereo pairs of cameras (
    GPS for global navigation)
  • 4 Linux machines linked by Gigabit ethernet
  • Two eye machines (dual core 2Ghz) Image
    processing
  • planner machine (single core 2Ghz) Planning
    and control loop
  • controller machine Low level communication
  • Maximum speed 1.3m/s
  • Proprietary CMU/NREC API to sensors and actuators
  • Proprietary CMU/NREC Baseline
  • end-to-end navigation software (D, etc)
  • (not re-used)

GPS
Dual stereo cameras
Bumper
5
Overview Philosophy
Overview Problem Architecture Results
  • Main goal
  • Demonstrate machine learning algorithms for
    long-range vision (RSS07).
  • Supporting goal
  • Build a solid software platform for long-range
    vision and navigation
  • Robust and reliable
  • Resistant to sensors imprecisions and failures

Input image
Stereo labels (short-range)
Self-supervised learning using convolutional
network
Input context-rich image windows
Output long-range labels
6
Overview System
Overview Problem Architecture Results
  • Processing chain

Note Latency is not only tied to frequency but
also to sensors latency, network, planning and
actuators latency.
7
Problem
Overview Problem Architecture Results
  • Important performance drop in local obstacle
    avoidance with too high latency and frequency

Performance Test of July 2006, Holmdel Park, NJ
  • Artificially increasing latency and period almost
    linearly increases the number of crashes in
    obstacles
  • Human expert drivers of the UPI Crusher vehicle
    reported a feedback latency of 400ms was the
    maximum for good remote driving.
  • How to guarantee good performance with increasing
    complexity introduced by sophisticated long-range
    vision modules?
  • When does processing speed prevails over vision
    range, and vice-versa?

8
Problem Delays
Overview Problem Architecture Results
  • Latency and frequency determine performance, but
    latency is actually composed of 3 types of
    latencies or delays
  • Sensors/Actuators latency LAGR API latency
    Images are already 190ms
    old when made available to image processing
  • Processing latency
  • Robots dynamics latency (inertia
    acceleration/deceleration) 1.5sec (worst case)
    between a wheel command and actual desired speed
  • (1) and (3) are relatively high on the LAGR
    platform and must be caught up to and taken in
    account by (2).

9
Problem Solutions to delays
Overview Problem Architecture Results
  • To account for sensors and processing latencies
    (1) and (2)
  • Reduce processing time.
  • Estimate delays between path planning and
    actuation.
  • Place traversibility maps according to delays
    before and after path planning.
  • To account for dynamics latencies (3)
  • Modeling or record robots dynamics.
  • ? All (a), (b), (c) and (d) solutions are part
    of the global solution presented in the results
    section, but here
    we will only describe a successful
    architecture for (a)

10
Architecture
Overview Problem Architecture Results
  • Idea
  • Wagner et al.¹ showed that a walking human gazes
    more frequently close by than far away
  • ? need higher frequency closer than far away
  • Close by obstacles move toward robot faster than
    far obstacles
  • ? need lower latency closer than far away
  • To satisfy those requirements, short and long
    range vision must be separated into 2 parallel
    and independent OD modules
  • Fast-OD processing has to be fast, vision is
    not necessarily long-range.
  • Far-OD vision has to be long-range, processing
    can be slower.
  • How to make Fast-OD fast?
  • ? Simple processing and reduced input
    resolution.
  • ? Can we reduce resolution without reducing
    performance?
  • ¹ M. Wagner, J. C. Baird, andW. Barbaresi. The
    locus of environmental attention. J. of
    Environmental Psychology, 1195-206, 1980.

11
Architecture Fast-OD // Far-OD
Overview Problem Architecture Results
Far-OD
Fast-OD
12
Architecture Implementation notes
Overview Problem Architecture Results
  • CPU cycles All cycles must be given to Fast-OD
    when it runs to guarantee low latency. Different
    solutions are
  • Use real-time OS and give high priority to
    Fast-OD.
  • With regular OS, give Fast-OD control of Far-OD
  • ? Fast-OD pauses Far-OD, runs, then sleeps for a
    bit and resume Far-OD.
  • Use dual-core CPU.
  • Map merging Fast and Far maps are merged
    together before planning according to their
    respective poses.
  • 2-step planning This architecture makes it
    easier to separate the different planning
    algorithms suited for short and long range
  • Fast-OD planning happens in Cartesian space and
    takes robot dynamics in account (more important
    in short range)
  • Far-OD planning happens in image space and uses
    regular path planning.

Long-range planning Image space
infinity
5m
10m
10m
Dynamics planning Cartesian space
13
Results Timing measures
Overview Problem Architecture Results
Fast-od actuation latency
250ms
190ms
Fast-od sensors latency
Fast-od period (frequency)
100ms (10Hz)
Far-od period (frequency)
370ms (2-3Hz)
Far-od actuation latency
700ms
14
Results
Overview Problem Architecture Results
  • Short and long range navigation test
  • 1st obstacle appears quickly and suddenly to
    robot ? testing short range navigation
  • Cul-de-sac ? testing long range navigation
  • Parallel architecture is consistently better at
    short and long range navigation than series
    architecture or FAST-OD only.

Note Here Fast-od has 5m radius and Far-od 15m
radius.
15
Results More recent results
Overview Problem Architecture Results
  • Fast-od Far-od in parallel
  • Short-range navigation consistently successful
  • 0 collision over gt5 runs
  • Finish run in about 16sec along shortest path
  • Fast-od 10Hz 250ms 3meters range
  • Far-od 3Hz 700ms 30meters range

Video 1 collision-free bucket maze
Video 2 collision-free bucket maze
  • Fast-od Far-od in series
  • Short-range navigation consistently failing gt 2
    collisions over gt5 runs
  • Finish run in gt40sec along longer path
  • Fast-od/Far-od 3Hz 700ms 3m/30m range
    (frequency is acceptable but latency is too high)

Videos 3,4,5 obstacle collisions due to high
latency and period.
16
Results More recent results
Overview Problem Architecture Results
  • Fast-od Far-od in parallel
  • Short-range navigation consistently successful
    0 collision over gt5 runs
  • Fast-od 10Hz 250ms 3meters range
  • Far-od 3Hz 700ms 30meters range
  • Note long-range planning is off, i.e. Far-od is
    processing but ignored. Only short-range
    navigation was tested here.

Video 6 Natural obstacles
Video 7 Tight maze of artificial obstacles
17
Results Moving obstacles
Overview Problem Architecture Results
  • Detects and avoids moving obstacles consistently.

Video 8 Fast moving obstacle
18
Results Beating humans
Overview Problem Architecture Results
  • Autonomous short-range navigation is consistently
    better than inexperienced human drivers and equal
    or better than experienced human drivers.
  • (driving with only robots images would be even
    harder for a human)

Video 9 Experienced human driver
19
Results Processing Speed - Vision Range dilemma
Overview Problem Architecture Results
  • We showed that processing speed prevails over
    vision range for short range navigation, whereas
    vision range prevails over speed for long range
    navigation.
  • Only 3m vision range were necessary to build a
    collision-free short range navigation for a
    1.3m/s non-holonomic vehicle
  • Vehicles worst-case stopping delay 1.0 sec.
  • Systems worst-case reaction time 0.25 sec.
    latency 0.1 sec period
  • Worst-case reaction and stopping delay 1.35
    sec., (or 1.75m)
  • Only 1.0 sec. anticipation necessary in addition
    to worst-case reaction and stopping delay.
  • A vision range of 15m with high latency and lower
    frequency consistently improved the long range
    navigation in parallel to the short range module.

20
Summary
Overview Problem Architecture Results
  • We showed that both latency and frequency are
    critical in vision-based systems because of
    higher processing times.
  • A simple and very low resolution OD in parallel
    with a high resolution OD proved to increase
    greatly the performance of a short and long range
    vision-based autonomous navigation system over
    commonly used higher resolution and sequential
    approaches
  • Processing speed prevails over range in
    short-range navigation and only 1.0 sec.
    additional anticipation to dynamics and
    processing delays was necessary.
  • Additional key concepts such as dynamics modeling
    must be implemented to build a complete
    end-to-end successful system.
  • A robust collision-free navigation platform,
    dealing with moving obstacles and beating humans,
    was successfully built and is able to leave
    enough CPU cycles available for computationally
    expensive algorithms.

21
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