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Active Scout: Multi-Target Tracking Using Neural Radiance Fields in Dense Urban Environments

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arxiv 2406.07431 v3 pith:E5VWOTV3 submitted 2024-06-11 cs.MA cs.CV

classification cs.MAcs.CV
keywords targetstrackingcityscoutdynamicrepresentationactiveactively
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We study pursuit-evasion games in highly occluded urban environments, e.g. tall buildings in a city, where a scout (quadrotor) tracks multiple dynamic targets on the ground. We show that we can build a neural radiance field (NeRF) representation of the city -- online -- using RGB and depth images from different vantage points. This representation is used to calculate the information gain to both explore unknown parts of the city and track the targets -- thereby giving a completely first-principles approach to actively tracking dynamic targets. We demonstrate, using a custom-built simulator using Open Street Maps data of Philadelphia and New York City, that we can explore and locate 20 stationary targets within 300 steps. This is slower than a greedy baseline, which does not use active perception. But for dynamic targets that actively hide behind occlusions, we show that our approach maintains, at worst, a tracking error of 200m; the greedy baseline can have a tracking error as large as 600m. We observe a number of interesting properties in the scout's policies, e.g., it switches its attention to track a different target periodically, as the quality of the NeRF representation improves over time, the scout also becomes better in terms of target tracking. Code is available at https://github.com/grasp-lyrl/ActiveScout.

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  1. An Active Perception Game for Robust Exploration

    cs.RO 2024-03 unverdicted novelty 5.0 of 10

    Develops a game-theoretic estimator for true information gain in active perception that achieves sub-linear regret and shows average gains of 7% information gain and 42% error reduction across simulated and real robot...

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