CHCong Hu

Cong Hu

*This is an algorithmically generated author record based on publicly available information.

Current Organizations / Institutes

The organizations/institutes from the scholar's latest article


Cong Hu has a total of 8 co-authors. Here are the top co-authors by number of shared publications:


Latest Publications

  • Open Access

    Navigation in Unknown Dynamic Environments Based on Deep Reinforcement Learning

    by Junjie Zeng, Rusheng Ju, Long Qin, Yue Hu, Quanjun Yin, Cong Hu

    In this paper, we propose a novel Deep Reinforcement Learning (DRL) algorithm which can navigate non-holonomic robots with continuous control in an unknown dynamic environment with moving obstacles. We call the approach MK-A3C (Memory and Knowledge-based Asynchronous Advantage Actor-Critic) for short. As its first component, MK-A3C builds a GRU-based memory neural network to enhance the robot’s capability for temporal reasoning. Robots without it tend to suffer from a lack of rationality in face of incomplete and noisy estimations for complex environments. Additionally, robots with certain memory ability endowed by MK-A3C can avoid local minima traps by estimating the environmental model. Secondly, MK-A3C combines the domain knowledge-based reward function and the transfer learning-based training task architecture, which can solve the non-convergence policies problems caused by sparse reward. These improvements of MK-A3C can efficiently navigate robots in unknown dynamic environments, and satisfy kinetic constraints while handling moving objects. Simulation experiments show that compared with existing methods, MK-A3C can realize successful robotic navigation in unknown and challenging environments by outputting continuous acceleration commands.


  • Open Access

    Integrating a Path Planner and an Adaptive Motion Controller for Navigation in Dynamic Environments

    by Junjie Zeng, Long Qin, Yue Hu, Quanjun Yin, Cong Hu

    Since an individual approach can hardly navigate robots through complex environments, we present a novel two-level hierarchical framework called JPS-IA3C (Jump Point Search improved Asynchronous Advantage Actor-Critic) in this paper for robot navigation in dynamic environments through continuous controlling signals. Its global planner JPS+ (P) is a variant of JPS (Jump Point Search), which efficiently computes an abstract path of neighboring jump points. These nodes, which are seen as subgoals, completely rid Deep Reinforcement Learning (DRL)-based controllers of notorious local minima. To satisfy the kinetic constraints and be adaptive to changing environments, we propose an improved A3C (IA3C) algorithm to learn the control policies of the robots’ local motion. Moreover, the combination of modified curriculum learning and reward shaping helps IA3C build a novel reward function framework to avoid learning inefficiency because of sparse reward. We additionally strengthen the robots’ temporal reasoning of the environments by a memory-based network. These improvements make the IA3C controller converge faster and become more adaptive to incomplete, noisy information caused by partial observability. Simulated experiments show that compared with existing methods, this JPS-IA3C hierarchy successfully outputs continuous commands to accomplish large-range navigation tasks at shorter paths and less time through reasonable subgoal selection and rational motions.


  • Open Access

    Combining Subgoal Graphs with Reinforcement Learning to Build a Rational Pathfinder

    by Junjie Zeng, Long Qin, Yue Hu, Cong Hu, Quanjun Yin

    In this paper, we present a hierarchical path planning framework called SG–RL (subgoal graphs–reinforcement learning), to plan rational paths for agents maneuvering in continuous and uncertain environments. By “rational”, we mean (1) efficient path planning to eliminate first-move lags; (2) collision-free and smooth for agents with kinematic constraints satisfied. SG–RL works in a two-level manner. At the first level, SG–RL uses a geometric path-planning method, i.e., simple subgoal graphs (SSGs), to efficiently find optimal abstract paths, also called subgoal sequences. At the second level, SG–RL uses an RL method, i.e., least-squares policy iteration (LSPI), to learn near-optimal motion-planning policies which can generate kinematically feasible and collision-free trajectories between adjacent subgoals. The first advantage of the proposed method is that SSG can solve the limitations of sparse reward and local minima trap for RL agents; thus, LSPI can be used to generate paths in complex environments. The second advantage is that, when the environment changes slightly (i.e., unexpected obstacles appearing), SG–RL does not need to reconstruct subgoal graphs and replan subgoal sequences using SSGs, since LSPI can deal with uncertainties by exploiting its generalization ability to handle changes in environments. Simulation experiments in representative scenarios demonstrate that, compared with existing methods, SG–RL can work well on large-scale maps with relatively low action-switching frequencies and shorter path lengths, and SG–RL can deal with small changes in environments. We further demonstrate that the design of reward functions and the types of training environments are important factors for learning feasible policies.


  • Open Access

    Combining Subgoal Graphs with Reinforcement Learning to Build a Rational Pathfinder

    by Junjie Zeng, Long Qin, Yue Hu, Cong Hu, Quanjun Yin

    In this paper, we present a hierarchical path planning framework called SG-RL (subgoal graphs-reinforcement learning), to plan rational paths for agents maneuvering in continuous and uncertain environments. By "rational", we mean (1) efficient path planning to eliminate first-move lags; (2) collision-free and smooth for agents with kinematic constraints satisfied. SG-RL works in a two-level manner. At the first level, SG-RL uses a geometric path-planning method, i.e., Simple Subgoal Graphs (SSG), to efficiently find optimal abstract paths, also called subgoal sequences. At the second level, SG-RL uses an RL method, i.e., Least-Squares Policy Iteration (LSPI), to learn near-optimal motion-planning policies which can generate kinematically feasible and collision-free trajectories between adjacent subgoals. The first advantage of the proposed method is that SSG can solve the limitations of sparse reward and local minima trap for RL agents; thus, LSPI can be used to generate paths in complex environments. The second advantage is that, when the environment changes slightly (i.e., unexpected obstacles appearing), SG-RL does not need to reconstruct subgoal graphs and replan subgoal sequences using SSG, since LSPI can deal with uncertainties by exploiting its generalization ability to handle changes in environments. Simulation experiments in representative scenarios demonstrate that, compared with existing methods, SG-RL can work well on large-scale maps with relatively low action-switching frequencies and shorter path lengths, and SG-RL can deal with small changes in environments. We further demonstrate that the design of reward functions and the types of training environments are important factors for learning feasible policies.

  • Open Access

    An Agent-Based Simulation of Deep Foundation Pit Emergency Evacuation Modeling in the Presence of Collapse Disaster

    by Weilong Yang, Yue Hu, Cong Hu, Mei Yang

    With the gradual expansion of high buildings and underground spaces, deep foundation pits have been widely used in these engineering projects, but if they are not well-designed, safety problems occur. Proper deep foundation pit design requires proper exit distribution. However, calculating an adequate number of exit distributions for evaluation is difficult due to the numerous influential factors existing in the deep foundation pit environment. To this end, this paper presents a prototype of a decision-making system that uses agent-based modeling to simulate deep foundation pit evacuation in the presence of collapse disaster. By modeling the collapse occurrence process and agent escape process, an agent-based evacuation model is built, and a modified simulation-based particle swarm optimization algorithm is used to solve the optimization problem of exit distribution. Extensive experiments are conducted to verify the system, and the results show that the system provides a feasible framework for deep foundation pit evacuation.