Junjie Zeng

Dr. Junjie Zeng

orcid

Research Focus & Metrics

Academic Career Length

9Years (2018-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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5 September 2019 in Sensors
Verified
Journal Article
Open access
PDF file
JZJunjie Zeng
Junjie Zeng
RJRusheng Ju
Rusheng Ju
LQLong Qin
Long Qin
YHYue Hu
Yue Hu
QYQuanjun Yin
Quanjun Yin
CHCong Hu
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.

2 April 2019 in Applied Sciences
Verified
Journal Article
Open access
PDF file
JZJunjie Zeng
Junjie Zeng
LQLong Qin
Long Qin
YHYue Hu
Yue Hu
QYQuanjun Yin
Quanjun Yin
CHCong Hu
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.

17 January 2019 in Applied Sciences
Verified
Journal Article
Open access
PDF file
JZJunjie Zeng
Junjie Zeng
LQLong Qin
Long Qin
YHYue Hu
Yue Hu
CHCong Hu
Cong Hu
QYQuanjun Yin
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.

11 April 2024 in Applied Sciences
Verified
Journal Article
Open access
PDF file
QFQi Fang
Qi Fang
JZJunjie Zeng
Junjie Zeng
HXHaotian Xu
Haotian Xu
YHYue Hu
Yue Hu
QYQuanjun Yin
Quanjun Yin
When agents need to collaborate without previous coordination, the multi-agent cooperation problem transforms into an ad hoc teamwork (AHT) problem. Mainstream research on AHT is divided into type-based and type-free methods. The former depends on known teammate types to infer the current teammate type, while the latter does not require them at all. However, in many real-world applications, the complete absence and sufficient knowledge of known types are both impractical. Thus, this research focuses on the challenge of AHT with limited known types. To this end, this paper proposes a method called a Few typE-based Ad hoc Teamwork via meta-reinforcement learning (FEAT), which effectively adapts to teammates using a small set of known types within a single episode. FEAT enables agents to develop a highly adaptive policy through meta-reinforcement learning by employing limited priors about known types. It also utilizes this policy to generate a diverse type repository automatically. During the ad hoc cooperation, the agent can autonomously identify known teammate types followed by directly utilizing the pre-trained optimal cooperative policy or swiftly updating the meta policy to respond to teammates of unknown types. Comprehensive experiments in the pursuit domain validate the effectiveness of the algorithm and its components.

11 May 2025 in arXiv
Verified
Preprint
Open access
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WLWenhao Lu
Wenhao Lu
ZZZhengqiu Zhu
Zhengqiu Zhu
YZYong Zhao
Yong Zhao
YTYonglin Tian
Yonglin Tian
JZJunjie Zeng
Junjie Zeng
FWFei-Yue Wang
Fei-Yue Wang
Mobile crowdsensing is evolving beyond traditional human-centric models by integrating heterogeneous entities like unmanned aerial vehicles (UAVs) and unmanned ground vehicles (UGVs). Optimizing task allocation among these diverse agents is critical, particularly in challenging emergency rescue scenarios characterized by complex environments, limited communication, and partial observability. This paper tackles the Heterogeneous-Entity Collaborative-Sensing Task Allocation (HECTA) problem specifically for emergency rescue, considering humans, UAVs, and UGVs. We introduce a novel ``Hard-Cooperative'' policy where UGVs prioritize recharging low-battery UAVs, alongside performing their sensing tasks. The primary objective is maximizing the task completion rate (TCR) under strict time constraints. We rigorously formulate this NP-hard problem as a decentralized partially observable Markov decision process (Dec-POMDP) to effectively handle sequential decision-making under uncertainty. To solve this, we propose HECTA4ER, a novel multi-agent reinforcement learning algorithm built upon a Centralized Training with Decentralized Execution architecture. HECTA4ER incorporates tailored designs, including specialized modules for complex feature extraction, utilization of action-observation history via hidden states, and a mixing network integrating global and local information, specifically addressing the challenges of partial observability. Furthermore, theoretical analysis confirms the algorithm's convergence properties. Extensive simulations demonstrate that HECTA4ER significantly outperforms baseline algorithms, achieving an average 18.42% increase in TCR. Crucially, a real-world case study validates the algorithm's effectiveness and robustness in dynamic sensing scenarios, highlighting its strong potential for practical application in emergency response.

5 November 2018 in arXiv
Verified
Preprint
Open access
PDF file
JZJunjie Zeng
Junjie Zeng
LQLong Qin
Long Qin
YHYue Hu
Yue Hu
CHCong Hu
Cong Hu
QYQuanjun Yin
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.