Experience-Based Planning with Sparse Roadmap Spanners
David Coleman, Ioan A. Sucan, Mark Moll, Kei Okada, and Nikolaus, Correll

TL;DR
Thunder is an experience-based planning framework that efficiently reduces computation time for high-dimensional, constraint-rich planning problems by leveraging a sparse, graph-based experience storage method, outperforming previous path-based approaches.
Contribution
The paper introduces Thunder, a novel experience-based planning method using a sparse roadmap spanner to improve efficiency and scalability over prior path-based experience storage methods.
Findings
Thunder is on average ten times faster than Lightning.
Thunder uses 98.8% less memory after 10,000 trials.
Demonstrated on a 30-DOF humanoid robot in complex environments.
Abstract
We present an experienced-based planning framework called Thunder that learns to reduce computation time required to solve high-dimensional planning problems in varying environments. The approach is especially suited for large configuration spaces that include many invariant constraints, such as those found with whole body humanoid motion planning. Experiences are generated using probabilistic sampling and stored in a sparse roadmap spanner (SPARS), which provides asymptotically near-optimal coverage of the configuration space, making storing, retrieving, and repairing past experiences very efficient with respect to memory and time. The Thunder framework improves upon past experience-based planners by storing experiences in a graph rather than in individual paths, eliminating redundant information, providing more opportunities for path reuse, and providing a theoretical limit to the…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
Taxonomy
TopicsRobotic Path Planning Algorithms · Robotic Locomotion and Control · Artificial Intelligence in Games
