Stochastic Games for Interactive Manipulation Domains
Karan Muvvala, Andrew M. Wells, Morteza Lahijanian, Lydia E. Kavraki, Moshe Y. Vardi
TL;DR
Stochastic games are proposed as a unifying framework for robot manipulation in the presence of strategic humans and stochastic action outcomes. The authors formalize a probabilistic abstraction of the manipulation domain, express tasks with $LTL_f$, and reduce strategy synthesis to a two-player turn-based stochastic game solvable with $PRISM ext{-}games$. They contribute a scalable model-construction approach, relax severe human-intervention assumptions, and release an open-source tool, plus demonstrations on case studies including a trembling-hand tic-tac-toe. The work enables robust, correct-by-construction robot strategies in interactive manipulation scenarios and points to future work on symbolic scaling and more complex agent behaviors.
Abstract
As robots become more prevalent, the complexity of robot-robot, robot-human, and robot-environment interactions increases. In these interactions, a robot needs to consider not only the effects of its own actions, but also the effects of other agents' actions and the possible interactions between agents. Previous works have considered reactive synthesis, where the human/environment is modeled as a deterministic, adversarial agent; as well as probabilistic synthesis, where the human/environment is modeled via a Markov chain. While they provide strong theoretical frameworks, there are still many aspects of human-robot interaction that cannot be fully expressed and many assumptions that must be made in each model. In this work, we propose stochastic games as a general model for human-robot interaction, which subsumes the expressivity of all previous representations. In addition, it allows us to make fewer modeling assumptions and leads to more natural and powerful models of interaction. We introduce the semantics of this abstraction and show how existing tools can be utilized to synthesize strategies to achieve complex tasks with guarantees. Further, we discuss the current computational limitations and improve the scalability by two orders of magnitude by a new way of constructing models for PRISM-games.
