arXiv:2507.12174cs.ROcs.MA2025-07被引 3

提出高效可扩展的博弈论轨迹规划方法,解决多智能体意图不确定性问题。

Fast and Scalable Game-Theoretic Trajectory Planning with Intentional Uncertainties

  • 将意图不确定性建模为贝叶斯博弈,转化为可解的势博弈
  • 通过统一优化求解均衡,实现高效率实时规划
  • 分布式算法支持并行计算,适合大规模多智能体场景

多智能体交互中的轨迹规划长期面临复杂交互挑战。尽管博弈论方法在处理多智能体交互中表现优异,但面对智能体的意图不确定性时,现有方法计算负担重,效率低且难以扩展。本文提出一种新型博弈论交互轨迹规划方法,有效应对意图不确定性。基于贝叶斯博弈建模智能体间交互,在特定假设下其代理形式等价于势博弈,证明了最优交互轨迹的存在性与可达性——可通过统一优化问题求解对应的贝叶斯纳什均衡。此外,设计了一种基于对偶一致ADMM的分布式算法,用于并行求解该问题,显著提升可扩展性。仿真与实验结果表明,该方法在多种意图不确定性场景下均有效,其可扩展性优于现有的集中式与分布式基线方法,支持不确定博弈环境下的实时交互轨迹规划。

原文摘要 · Abstract (English)

Trajectory planning involving multi-agent interactions has been a long-standing challenge in the field of robotics, primarily burdened by the inherent yet intricate interactions among agents. While game-theoretic methods are widely acknowledged for their effectiveness in managing multi-agent interactions, significant impediments persist when it comes to accommodating the intentional uncertainties of agents. In the context of intentional uncertainties, the heavy computational burdens associated with existing game-theoretic methods are induced, leading to inefficiencies and poor scalability. In this paper, we propose a novel game-theoretic interactive trajectory planning method to effectively address the intentional uncertainties of agents, and it demonstrates both high efficiency and enhanced scalability. As the underpinning basis, we model the interactions between agents under intentional uncertainties as a general Bayesian game, and we show that its agent-form equivalence can be represented as a potential game under certain minor assumptions. The existence and attainability of the optimal interactive trajectories are illustrated, as the corresponding Bayesian Nash equilibrium can be attained by optimizing a unified optimization problem. Additionally, we present a distributed algorithm based on the dual consensus alternating direction method of multipliers (ADMM) tailored to the parallel solving of the problem, thereby significantly improving the scalability. The attendant outcomes from simulations and experiments demonstrate that the proposed method is effective across a range of scenarios characterized by general forms of intentional uncertainties. Its scalability surpasses that of existing centralized and decentralized baselines, allowing for real-time interactive trajectory planning in uncertain game settings.

轨迹规划博弈论多智能体可扩展性

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