Decentralized receding horizon control (D-RHC) provides a mechanism for coordination in multi-agent settings without a centralized command center. However, combining a set of different goals, costs, and constraints to form an efficient optimization objective for D-RHC can be difficult. To allay this problem, we use a meta-learning process -- cost adaptation -- which generates the optimization objective for D-RHC to solve based on a set of human-generated priors (cost and constraint functions) and an auxiliary heuristic. We use this adaptive D-RHC method for control of mesh-networked swarm agents. This formulation allows a wide range of tasks to be encoded and can account for network delays, heterogeneous capabilities, and increasingly large swarms through the adaptation mechanism. We leverage the Unity3D game engine to build a simulator capable of introducing artificial networking failures and delays in the swarm. Using the simulator we validate our method on an example coordinated exploration task. We demonstrate that cost adaptation allows for more efficient and safer task completion under varying environment conditions and increasingly large swarm sizes. We release our simulator and code to the community for future work.
Motion detection in video is important for a number of applications and fields. In video surveillance, motion detection is an essential accompaniment to activity recognition for early warning systems. Robotics also has much to gain from motion detection and segmentation, particularly in high speed motion tracking for tactile systems. There are a myriad of techniques for detecting and masking motion in an image. Successful systems have used Gaussian Models to discern background from foreground in an image (motion from static imagery). However, particularly in the case of a moving camera or frame of reference, it is necessary to compensate for the motion of the camera when attempting to discern objects moving in the foreground. For example, it is possible to estimate motion of the camera through optical flow methods or temporal differencing and then compensate for this motion in a background subtraction model. We selection a method by Yi et al. using Dual-Mode Single Gaussian Models which does just this. We implement the technique in Intel's Thread Building Blocks (TBB) and NVIDIA's CUDA libraries. We then compare parallelization improvements with a theoretical analysis of speedups based on the characteristics of our selected model and attributes of both TBB and CUDA. We make our implementation available to the public.