This paper reports development aspects of a behavior-based script language for the animation of anthropomorphic avatars in virtual reality environments.
ISBN:
(纸本)0780373448
This paper reports development aspects of a behavior-based script language for the animation of anthropomorphic avatars in virtual reality environments.
Cognitive science has proposed that a way people learn is through self-critiquing by generating 'what-if' strategies for events (simulation). It is theorized that people use this method to learn something new ...
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Cognitive science has proposed that a way people learn is through self-critiquing by generating 'what-if' strategies for events (simulation). It is theorized that people use this method to learn something new as well as to learn more quickly. This research adds this concept to a graph-based genetic program. Memories are recorded during fitness assessment and retained in a global memory bank based on the magnitude of change in the agent's energy and age of the memory. Between generations, candidate agents perform in simulations of the stored memories. Candidates that perform similarly to good memories and differently from bad memories are more likely to be included in the next generation. The simulation- informed genetic program is evaluated in two domains: sequence matching and Robocode. Results indicate the algorithm does not perform equally in all environments. In sequence matching, experiential evaluation fails to perform better than the control. However, in Robocode, the experiential evaluation method initially outperforms the control then stagnates and often regresses. This is likely an indication that the algorithm is over-learning a single solution rather than adapting to the environment and that learning through simulation includes a satisficing component.
In this article we present a computational approach to developing effective training systems for virtual simulation environments. In particular, we focus on a Naval simulation system, used for training of conning offi...
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In this article we present a computational approach to developing effective training systems for virtual simulation environments. In particular, we focus on a Naval simulation system, used for training of conning officers. The currently existing training solutions require multiple expert personnel to control each vessel in a training scenario, or are cumbersome to use by a single instructor. The inability of current technology to provide an automated mechanism for competitive realistic boat behaviors thus compromises the goal of flexible, anytime, anywhere training. In this article we propose an approach that reduces the time and effort required for training of conning officers, by integrating novel approaches to autonomous control within a simulation environment. Our solution is to develop intelligent, autonomous controllers that drive the behavior of each boat. To increase the system's efficiency we provide a mechanism for creating such controllers, from the demonstration of a navigation expert, using a simple programming interface. In addition, our approach deals with two significant and related challenges: the realism of behavior exhibited by the automated boats and their real-time response to changes in the environment. In this article, we describe the control architecture we developed that enables the real-time response of boats and the repertoire of realistic behaviors we designed for this application. We also present our approach for facilitating the automatic authoring of training scenarios and we demonstrate the capabilities of our system with experimental results.
A novel adaptation method of a robot, which has a hierarchical behaviorcontroller is proposed. This method adjusts the activation level of each behaviorcontroller for the changes in fewer numbers of trials. The effe...
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A novel adaptation method of a robot, which has a hierarchical behaviorcontroller is proposed. This method adjusts the activation level of each behaviorcontroller for the changes in fewer numbers of trials. The effectiveness of the method is shown through experiments using Brachiator III.
In this paper, we present the implementation of an autonomous mobile robot controller developed according to the principle of a multi-layered hybrid architecture. This architecture is composed of four layers: sensori-...
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In this paper, we present the implementation of an autonomous mobile robot controller developed according to the principle of a multi-layered hybrid architecture. This architecture is composed of four layers: sensori-motor, behavioral, sequencing, and strategic. The paper describes its general structure and the function of its main elements. It further analyses the development of an example task presenting the advantages of the hybrid architecture.
In this work, we demonstrate the applicability of a recently proposed automatic synthesis approach for behavioral arbitrators based on Probabilistic Finite State Machines (PFSMs) for a multi-robot scenario. More speci...
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In this work, we demonstrate the applicability of a recently proposed automatic synthesis approach for behavioral arbitrators based on Probabilistic Finite State Machines (PFSMs) for a multi-robot scenario. More specifically, a behavior-based controller for a multi-robot exploration scenario is automatically synthesized using a predefined set of basic behaviors and conditions. A key feature of the used synthesis approach is the tailored use of two modeling levels of the scenario, microscopic and submicroscopic, to significantly reduce the computational effort. Furthermore, the modeling is extended by a simplified macroscopic model of the scenario to analytically evaluate the best achievable performance given an ideal controller, taking into account real-world constraints such as limited speed and localization. Taking advantage of the interpretability of the synthesized PFSM-based arbitrators, individualistic and collaborative controllers are analyzed separately to provide insights into the theoretical and experimental effects of collaboration for the considered case study. The obtained results show that the PFSM-based synthesis approach is also suitable for multi-robot scenarios, and in particular that the collaborative solution can compete with a manually designed and fine-tuned solution.
An action-selection-mechanism (ASM) has been proposed to work as a fully connected finite state machine to deal with sequential behaviors as well as to allow a state in the task program to migrate to any state in the ...
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An action-selection-mechanism (ASM) has been proposed to work as a fully connected finite state machine to deal with sequential behaviors as well as to allow a state in the task program to migrate to any state in the task, in which a primitive node in association with a state and its transitional conditions can be easily inserted/deleted. Also, such a primitive node can be learned by a shortest path-finding-based reinforcement learning technique. Specifically, we define a behavioral motivation as having state-dependent value as a primitive node for action selection, and then sequentially construct a network of behavioral motivations in such a way that the value of a parent node is allowed to flow into a child node by a releasing mechanism. A vertical path in a network represents a behavioral sequence. Here, such a tree for our proposed ASM can be newly generated and/or updated whenever a new behavior sequence is learned. To show the validity of our proposed ASM, experimental results of a mobile robot performing the task of pushing-a-box-into-a-goal (PBIG) will be illustrated.
To achieve efficient and objective search tasks in an unknown environment, a cooperative search strategy for distributed autonomous mobile robots is developed using a behavior-based control framework with individual a...
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To achieve efficient and objective search tasks in an unknown environment, a cooperative search strategy for distributed autonomous mobile robots is developed using a behavior-based control framework with individual and group behaviors. The sensing information of each mobile robot activates the individual behaviors to facilitate autonomous search tasks to avoid obstacles. An 802.15.4 ZigBee wireless sensor network then activates the group behaviors that enable cooperative search among the mobile robots. An unknown environment is dynamically divided into several sub-areas according to the locations and sensing data of the autonomous mobile robots. The group behaviors then enable the distributed autonomous mobile robots to scatter and move in the search environment. The developed cooperative search strategy successfully reduces the search time within the test environments by 22.67% (simulation results) and 31.15% (experimental results).
This paper describes an oscillator-basedcontroller that was implemented on a two-wheeled, differential drive robot. The controller is loosely based on central pattern generator circuits seen in many animals, and was ...
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This paper describes an oscillator-basedcontroller that was implemented on a two-wheeled, differential drive robot. The controller is loosely based on central pattern generator circuits seen in many animals, and was developed to operate in unknown or changing environments. A unique feature is that the controller adjusts its oscillator parameters based on the pattern of sensory feedback. The controller's performance is evaluated in three different test arenas, each with three variable lighting patterns. The goal of the robot was to seek out areas of bright light and "collect" as much light as possible during a trial. The results indicate that the performance of the self-adjusting oscillator-basedcontroller exceeds that of a fixed-oscillator controller, with the performance difference increasing as the complexity of the environment increases.
A method based on the leader-follower algorithm is proposed for transformation among the formations. The introduction of the greedy algorithm, behavior-based control and virtual structure help realize the region divis...
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A method based on the leader-follower algorithm is proposed for transformation among the formations. The introduction of the greedy algorithm, behavior-based control and virtual structure help realize the region division and the calculation of the distribution of the leaders and followers in target formation. Collision detection and collision avoidance are proposed to solve path conflicts with error free feedback and effectively maintain the stability of motion. The modeling of transformation is simulated by the shape from a line to a wedged, in which the formation is adjusted by the distance difference obtained by feedback. The experimental results show that it is feasible and effective to implement the formation conversion and formation control, and the system possess a better robustness and stability.
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