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  1. null (Ed.)
    Most path planning techniques use exact, global information of the environment to make optimal or near-optimal plans. In contrast, humans navigate using only local information, which they must augment with their understanding of typical building layouts to guess what lies ahead, while integrating what they have seen already to form mental representations of building structure. Here, we propose Scene Planning Networks (SPNets), a neural network based approach for formulating the long-range navigation problem as a series of local decisions similar to what humans face when navigating. Agents navigating using SPNets build additive neural representations of previous observations to understand local obstacle structure, and use a network-based planning approach to plan the next steps towards a fuzzy goal region. Our approach reproduces several important aspects of human behavior that are not captured by either full global planning or simple local heuristics. 
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  2. null (Ed.)
    We propose NH-TTC, a general method for fast, anticipatory collision avoidance for autonomous robots with arbitrary equations of motions. Our approach exploits implicit differentiation and subgradient descent to locally optimize the non-convex and non-smooth cost functions that arise from planning over the anticipated future positions of nearby obstacles. The result is a flexible framework capable of supporting high-quality, collision-free navigation with a wide variety of robot motion models in various challenging scenarios. We show results for different navigating tasks, with various numbers of agents (with and without reciprocity), on both physical differential drive robots, and simulated robots with different motion models and kinematic and dynamic constraints, including acceleration-controlled agents, differential-drive agents, and smooth car-like agents. The resulting paths are high quality and collision-free, while needing only a few milliseconds of computation as part of an integrated sense-plan-act navigation loop. For a video of further results and reference code, please see the corresponding webpage: http://motion.cs.umn.edu/r/NH-TTC/ 
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  3. null (Ed.)
  4. In multi-agent navigation, agents need to move towards their goal locations while avoiding collisions with other agents and obstacles, often without communication. Existing methods compute motions that are locally optimal but do not account for the aggregated motions of all agents, producing inefficient global behavior especially when agents move in a crowded space. In this work, we develop a method that allows agents to dynamically adapt their behavior to their local conditions. We formulate the multi-agent navigation problem as an action-selection problem and propose an approach, ALAN, that allows agents to compute time-efficient and collision-free motions. ALAN is highly scalable because each agent makes its own decisions on how to move, using a set of velocities optimized for a variety of navigation tasks. Experimental results show that agents using ALAN, in general, reach their destinations faster than using ORCA, a state-of-the-art collision avoidance framework, and two other navigation models. 
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  5. Animating digital characters has an important role in computer assisted experiences, from video games to movies to interactive robotics. A critical challenge in the field is to generate animations which accurately reflect the state of the animated characters, without looking repetitive or unnatural. In this work, we investigate the problem of procedurally generating a diverse variety of facial animations that express a given semantic quality (e.g., very happy). To that end, we introduce a new learning heuristic called Precision Variety Learning (PVL) which actively identifies and exploits the fundamental trade-off between precision (how accurate positive labels are) and variety (how diverse the set of positive labels is). We both identify conditions where important theoretical properties can be guaranteed, and show good empirical performance in variety of conditions. Lastly, we apply our PVL heuristic to our motivating problem of generating smile animations, and perform several user studies to validate the ability of our method to produce a perceptually diverse variety of smiles for different target intensities. 
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