An Active Perception Game for Robust Information Gathering
Siming He, Yuezhan Tao, Igor Spasojevic, Vijay Kumar, Pratik Chaudhari
TL;DR
Active perception systems rely on estimates of future information gain, which can be misleading in critical tasks; the paper develops an online estimator of the discrepancy between the estimated gain and the true gain by framing active perception as a game between the robot and an adversary, and introduces an improvement function $f(s,r)$ to predict the specific gain $r^*$ from the horizon index $s$ and the observed gain $r$. The estimator is represented as a matrix in $\mathbb{R}^{\Delta t \times b}$ with updates that balance past data and current discrepancy, yielding regret guarantees of $O(T^{3/4})$ for the gain estimation and $O(T^{3/4} + \lambda T + \Delta)$ for the full active perception pipeline under near-optimal path planning. The authors validate the approach through extensive simulations (quadrotor in Habitat-Sim with NeRF maps) and real-world ground-robot experiments across indoor/outdoor environments, showing reductions in estimation error and improvements in PSNR, depth consistency, and object localization. The work provides a general framework for improving active perception with online learning and offers clear directions for future improvements in improvement-function design and regret analysis.
Abstract
Active perception approaches select future viewpoints by using some estimate of the information gain. An inaccurate estimate can be detrimental in critical situations, e.g., locating a person in distress. However the true information gained can only be calculated post hoc, i.e., after the observation is realized. We present an approach to estimate the discrepancy between the estimated information gain (which is the expectation over putative future observations while neglecting correlations among them) and the true information gain. The key idea is to analyze the mathematical relationship between active perception and the estimation error of the information gain in a game-theoretic setting. Using this, we develop an online estimation approach that achieves sub-linear regret (in the number of time-steps) for the estimation of the true information gain and reduces the sub-optimality of active perception systems. We demonstrate our approach for active perception using a comprehensive set of experiments on: (a) different types of environments, including a quadrotor in a photorealistic simulation, real-world robotic data, and real-world experiments with ground robots exploring indoor and outdoor scenes; (b) different types of robotic perception data; and (c) different map representations. On average, our approach reduces information gain estimation errors by 42%, increases the information gain by 7%, PSNR by 5%, and semantic accuracy (measured as the number of objects that are localized correctly) by 6%. In real-world experiments with a Jackal ground robot, our approach demonstrated complex trajectories to explore occluded regions.
