Geordan Gutow

dblp:263/9347 · DBLP profile ↗
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8ranked-venue papers
2as first author
8since 2021 · last 2026
0000-0002-2137-6280ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 7 · 2 first-author · 7 since 2021Systems, architecture and hardware · 7 · 2 first-author · 7 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2026 Parallel, Asymptotically Optimal Algorithms for Moving Target Traveling Salesman Problems
abstract
The Moving Target Traveling Salesman Problem (MT-TSP) seeks a trajectory that intercepts several moving targets, within a particular time window for each target. When generic nonlinear target trajectories or kinematic constraints on the agent are present, no prior algorithm guarantees convergence to an optimal MT-TSP solution. Therefore, we introduce the Iterated Random Generalized (IRG) TSP framework. The idea behind IRG is to alternate between randomly sampling a set of agent configuration-time points, corresponding to interceptions of targets, and finding a sequence of interception points by solving a generalized TSP (GTSP). This alternation asymptotically converges to the optimum. We introduce two parallel algorithms within the IRG framework. The first algorithm, IRG-PGLNS, solves GTSPs using PGLNS, our parallelized extension of state-of-the-art solver GLNS. The second algorithm, Parallel Communicating GTSPs (PCG), solves GTSPs for several sets of points simultaneously. We present numerical results for three MT-TSP variants: one where intercepting a target only requires coming within a particular distance, another where the agent is a variable-speed Dubins car, and a third where the agent is a robot arm. We show that IRG-PGLNS and PCG converge faster than a baseline based on prior work. We further validate our framework with physical robot experiments.
Anoop Bhat, Geordan Gutow, Bhaskar Vundurthy, Zhongqiang Ren, Sivakumar Rathinam, Howie Choset
IEEE Trans. Robotics2
2025 A Complete and Bounded-Suboptimal Algorithm for a Moving Target Traveling Salesman Problem with Obstacles in 3D
abstract
The moving target traveling salesman problem with obstacles (MT-TSP-O) seeks an obstacle-free trajectory for an agent that intercepts a given set of moving targets, each within specified time windows, and returns to the agent's starting position. Each target moves with a constant velocity within its time windows, and the agent has a speed limit no smaller than any target's speed. We present FMC*-TSP, the first complete and bounded-suboptimal algorithm for the MT-TSP-O, and results for an agent whose configuration space is$\mathbb{R}^{3}$. Our algorithm interleaves a high-level search and a lowlevel search, where the high-level search solves a generalized traveling salesman problem with time windows (GTSP-TW) to find a sequence of targets and corresponding time windows for the agent to visit. Given such a sequence, the low-level search then finds an associated agent trajectory. To solve the low-level planning problem, we develop a new algorithm called FMC*, which finds a shortest path on a graph of convex sets (GCS) via implicit graph search and pruning techniques specialized for problems with moving targets. We test FMC*-TSP on 280 problem instances with up to 40 targets and demonstrate its smaller median runtime than a baseline based on prior work.
Anoop Bhat, Geordan Gutow, Bhaskar Vundurthy, Zhongqiang Ren, Sivakumar Rathinam, Howie Choset
ICRA2
2025 Ergodic Exploration over Meshable Surfaces
abstract
Robotic search and rescue, exploration, and inspection require trajectory planning across a variety of domains. A popular approach to trajectory planning for these types of missions is ergodic search, which biases a trajectory to spend time in parts of the exploration domain that are believed to contain more information. Most prior work on ergodic search has been limited to searching simple surfaces, like a 2D Euclidean plane or a sphere, as they rely on projecting functions defined on the exploration domain onto analytically obtained Fourier basis functions. In this paper, we extend ergodic search to any surface that can be approximated by a triangle mesh. The basis functions are approximated through finite element methods on a triangle mesh of the domain. We formally prove that this approximation converges to the continuous case as the mesh approximation converges to the true domain. We demonstrate that on domains where analytical basis functions are available (plane, sphere), the proposed method obtains equivalent results, and while on other domains (torus, bunny, wind turbine), the approach is versatile enough to still search effectively. Lastly, we also compare with an existing ergodic search technique that can handle complex domains and show that our method results in a higher quality exploration.
Dayi Dong, Albert Xu, Geordan Gutow, Howie Choset, Ian Abraham
ICRA3
2025 Efficient Second-Order Cone Programming for the Close Enough Traveling Salesman Problem
abstract
When agents must execute multiple tasks at spatially distinct locations, it is common to formulate and solve a Traveling Salesman Problem (TSP) to find the order of locations (targets) that requires the smallest travel cost. Approaching such task sequencing problems as a TSP is restrictive, as it requires that unique locations be specified for each task. In reality a set of acceptable locations might be available. The Close Enough Traveling Salesman Problem (CETSP) is a generalization of the Traveling Salesman Problem in which the agent needs only visit a spherical neighborhood surrounding each target, and can thus address this task sequencing problem when any location in a sphere is acceptable. Prior work has developed a branch-and-bound approach that finds globally optimal solutions to instances of the CETSP by solving a sequence of Second-Order Cone Programs (SOCP). We demonstrate it is possible to eliminate$2 / 3$of the variables and$1 / 2$of the constraints in these SOCPs, show how to reuse computation and memory allocation across multiple SOCPs in the sequence, and propose a strategy to warm-start the SOCPs using solutions obtained earlier in the sequence. Collectively, these three changes halve the time required to solve 210 random CETSP instances to optimality. We also obtained improved lower bounds on 73 instances from the literature, including solving one instance to optimality for the first time.
Geordan Gutow, Howie Choset
ICRA1
2024 Hierarchical Planning for Long-Horizon Multi-Agent Collective Construction
abstract
We develop a planner that directs robots to construct a 3D target structure composed of blocks. The robots themselves are cubes of the same size as the blocks, and they may place, carry, or remove one block at a time. When moving, robots are also allowed to climb or descend a block. A construction plan may thus build a staircase-like scaffolding of blocks to reach other blocks at higher levels. The order of block placement is important; for example, a block that sits atop other blocks must be placed after the blocks below it, and a block that needs scaffolding cannot be placed until after the scaffolding is. Prior works focus on end-to-end approaches that simultaneously plan for block placement order and inter-robot collisions. Larger structures are either intractable or yield high-cost solutions. A prior approach mitigates this by decomposing the structure into smaller components that can be planned for independently, but the computational challenge remains. We present a hierarchical approach that first 1) uses A* to determine a sequence of block placements and removals while ignoring inter-robot collision, then 2) identifies ordering constraints between block placement and removal actions, and finally (3) computes collision-free paths for multiple robots to perform said actions. Compared to an optimization approach that minimizes the number of timesteps to complete the structure, we observe a 100x reduction in computation time for comparable solutions.
Shambhavi Singh, Zejian Huang, Akshaya Kesarimangalam Srinivasan, Geordan Gutow, Bhaskar Vundurthy, Howie Choset
ICRA4
2023 Fast Point to Mesh Distance by Domain Voxelization
abstract
Computing the distance from a point to a triangle mesh is a key computational step in robotics pipelines such as registration and collision detection, with applications to path planning, SLAM, and RGB-D vision. Numerous techniques to accelerate this computation have been developed, many of which use a cheap pre-processing step to construct a hierarchical decomposition of the mesh. If the mesh is fixed and known ahead of time, there is an opportunity to conduct more expensive pre-computations to accelerate the subsequent distance queries. This work presents a voxelization approach, implemented on both CPU and GPU, to compute point to mesh distance that constructs for each voxel a near-minimal set of triangles that is guaranteed to include every triangle that is closest to at least one point in the voxel. Theoretical and numerical comparisons with six alternative distance algorithms demonstrate the speed advantages of the proposed method.
Geordan Gutow, Howie Choset
IROS1
2023 Multi-Agent Multi-Objective Ergodic Search Using Branch and Bound
abstract
Search and rescue applications often need multiple agents to complete a set of conflicting tasks. This paper studies a Multi-Agent Multi-Objective Ergodic Search (MA-MO-ES) approach to this problem where each objective or task is to cover a domain subject to an information map. The goal is to allocate coverage tasks to agents so that all maps are explored ergodically. The combinatorial nature of task allocation makes it computationally expensive to solve for optimal allocation using brute force. Apart from a large number of possible allocations, computing the cost of a task allocation is itself an expensive planning problem. To mitigate the computational challenge, we present a branch and bound-based algorithm with pruning techniques that reduce the number of allocations to be searched to find optimal coverage task allocation. We also present an approach to leverage the similarity between information maps to further reduce computation. Extensive testing on 147 randomly generated test cases shows an order of magnitude improvement in runtime compared to an exhaustive brute force approach.
Akshaya Kesarimangalam Srinivasan, Geordan Gutow, Zhongqiang Ren, Ian Abraham, Bhaskar Vundurthy, Howie Choset
IROS2
2023 Multi-Agent Collective Construction Using 3D Decomposition
abstract
Consider a Multi-Agent Collective Construction (MACC) problem that aims to generate a plan for fictitious cubic robots to build a three-dimensional structure comprised of cubic blocks. These cubic robots can carry one cubic block at a time; robots may move left, right, forwards, backward, or climb up or down one block. To construct structures taller than one cube, the robots must build supporting scaffolding made of blocks and remove the scaffolding once the structure is built. Prior works sought to create a planner that considered the structure as one monolithic assembly, which becomes intractable for larger workspaces and complex structures. To this end, we present a decomposition algorithm that breaks the structure into substructures that can be planned for independently. We use Mixed Integer Linear Programming (MILP) to plan for each of these substructures and then aggregate the solutions to construct the entire structure. Extensive testing on 200 randomly generated structures shows an order of magnitude improvement in the solution computation time compared to an MILP approach without decomposition. Finally, we leverage the independence between substructures to detect which substructures can be built in parallel.
Akshaya Kesarimangalam Srinivasan, Shambhavi Singh, Geordan Gutow, Howie Choset, Bhaskar Vundurthy
IROS3