A simulation software package (UF Library) implementing the utility function (UF) method for behavior selection in autonomous robots, is introduced and described by means of an example involving a simple exploration r...
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A simulation software package (UF Library) implementing the utility function (UF) method for behavior selection in autonomous robots, is introduced and described by means of an example involving a simple exploration robot equipped with a repertoire of five different behaviors. The UF Library (as indeed the UF method itself) is aimed at providing a rapid yet reliable and generally applicable procedure for generating behavior selection systems for autonomous robots, while at the same time minimizing the amount of hand-coding related to the activation of behaviors. It is demonstrated how the UF Library allows a user to rapidly implement individual behaviors and to set up and carry out simulations of a robot in its arena, in order to generate and optimize, by means of an evolutionary algorithm,the behavior selection system of the robot.
This paper addresses the problem of self-detection by a robot. The paper describes a methodology for autonomous learning of the characteristic delay between motor commands (efferent signals) and observed movements of ...
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This paper addresses the problem of self-detection by a robot. The paper describes a methodology for autonomous learning of the characteristic delay between motor commands (efferent signals) and observed movements of visual stimuli (afferent signals). The robot estimates its own efferent-afferent delay from self-observation data gathered while performing motor babbling, i.e., random rhythmic movements similar to the primary circular reactions described by Piaget. After the efferent-afferent delay is estimated, the robot imprints on that delay and can later use it to successfully classify visual stimuli as either "self" or "other." Results from robot experiments performed in environments with increasing degrees of difficulty are reported.
Search and rescue (SAR) is one of the foremost issues in disaster management. A robust SAR mechanism can significantly reduce the number of causalities. This paper presents a behaviorbased model for a swarm of small ...
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Search and rescue (SAR) is one of the foremost issues in disaster management. A robust SAR mechanism can significantly reduce the number of causalities. This paper presents a behaviorbased model for a swarm of small robots to perform an efficient SAR operation in an unknown environment. The swarm is guided by a dynamically selected virtual leader (VL). A self-contained dynamic goal-seeking mechanism, using behavior-based approach, is designed to search targets (victims). Under the leadership of VL, the proposed model retains the integrity of the swarm while driving it from its current position to referenced goals. Fuzzy logic has been used to design constituent behavioral modules, namely obstacle avoidance, alignnient, and inter-robot cohesion. The model has been simulated to validate its efficiency and the findings reveal that robots moving as a swarm are more effective in the SAR process as compared to multiple single robots.
When developing teams of humanoids-rather than an individual humanoid-there are a number of issues that become important to consider, including robustness, scalability, versatility, and also development and production...
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When developing teams of humanoids-rather than an individual humanoid-there are a number of issues that become important to consider, including robustness, scalability, versatility, and also development and production costs. Therefore, we used a modern approach to AI that puts emphasis on the balance between control, electronic hardware, material, sensory system and energy in order to develop the team of Viki humanoid robots. In contrast to the top-down approach of equipping a humanoid with as many sensors, motors, power, etc., as possible, we developed a bottom-up approach to the construction of humanoids, regarding both hardware and software (modular behavior-based control). The approach is shown with the development of the Viki humanoid team that won the RoboCup Humanoids Free Style World Championship 2002. In this paper, we focus on the main result of the behavior-based architecture with many layers of behaviors at different levels, which make it easy for both engineers to design new behaviors and for end-users to develop humanoid behaviors at different levels of complexity, dependent on the competencies of the individual end-user. With this architecture, it becomes possible to develop simple user interfaces with a user-guided implementation of our modular behavior-based approach, in order to allow any user to design performances with the humanoid robots.
This paper presents our approach to extend the niche of behavior-based robotics toward manipulation. We use results from neuroscience to derive some qualitative design rules for the mechanics of the manipulator, resul...
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This paper presents our approach to extend the niche of behavior-based robotics toward manipulation. We use results from neuroscience to derive some qualitative design rules for the mechanics of the manipulator, resulting in a next-generation manipulator, the "soft arm" By defining the basic behaviors of the manipulator as trajectory-producing behaviors (which is also biologically plausible), we have designed a first test case: writing on a board with a mobile manipulator. The soft arm has not yet been developed;therefore, we have emulated such a soft robot arm on an industrial robot.
Autonomous underwater vehicles (AUVs) have gained more interest in recent years for military as well as civilian applications. One potential application of AUVs is for the purpose of undersea surveillance. As research...
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Autonomous underwater vehicles (AUVs) have gained more interest in recent years for military as well as civilian applications. One potential application of AUVs is for the purpose of undersea surveillance. As research into undersea surveillance using AUVs progresses, issues arise as to how an AUV acquires, acts on, and shares information about the undersea battle space. These issues naturally touch on aspects of vehicle autonomy and underwater communications, and need to be resolved through a spiral development process that includes at sea experimentation. This paper presents a recent AUV implementation for active anti-submarine warfare tested at sea in the summer of 2010. On-board signal processing capabilities and an adaptive behavior are discussed in both a simulation and experimental context. The implications for underwater surveillance using AUVs are discussed.
This paper proposes a mobile printer system (MPS) based on multi-robot cooperation. The system consists of multiple mobile robots. a wireless LAN system, a graphic user interface (GUI), and a host computer. The GUI co...
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This paper proposes a mobile printer system (MPS) based on multi-robot cooperation. The system consists of multiple mobile robots. a wireless LAN system, a graphic user interface (GUI), and a host computer. The GUI comprises a user input section, a task allocation optimization section, and a control and Communication section. Its operation is as follows: a user draws a picture oil all input window of the GUI, and then the host Computer commands client printer-robots to reproduce the same oil a paper in a finite time. To control multiple robots during this process, two kinds of multi-robot control architectures along with a collision-free arbitration configuration are proposed. One is a decentralized control architecture, which employs subsumption architecture based on behavior-based robotics. The robots continue to seek the nearest line and to draw it repeatedly until all lines are drawn. This architecture needs no pre-planning and is fault-tolerant. Another is a centralized control architecture, which employs an evolutionary algorithm (EA). The host computer optimizes the task (finding time-optimal path) allocation for each robot by using all evolutionary algorithm and sends the optimized job sequence to the robots. To minimize the elapsed time in drawing all the lines, an evolutionary algorithm with a representation of an individual Suitable for the MPS is employed for the task optimization. This architecture call minimize the elapsed time effectively and offers the option of distance-optimality in addition to time-optimality. The proposed architectures are simulated and real experiments with three omni-directional robots are carried out to demonstrate the effectiveness and the applicability of the proposed mobile printer system. (C) 2005 Elsevier B.V. All rights reserved.
Formal models of animal sensorimotor behavior can provide effective methods for generating robotic intelligence. In this article we describe how schema-theoretic models of the praying mantis derived from behavioral an...
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Formal models of animal sensorimotor behavior can provide effective methods for generating robotic intelligence. In this article we describe how schema-theoretic models of the praying mantis derived from behavioral and neuroscientific data can be implemented on a hexapod robot equipped with a real time color vision system. This implementation incorporates a wide range of behaviors, including obstacle avoidance, prey acquisition, predator avoidance, mating, and chantlitaxia behaviors that can provide guidance to neuroscientists, ethologists, and roboticists alike. The goals of this study are threefold: to provide an understanding and means by which fielded robotic systems are not competing with other agents that are more effective at their designated task;to permit them to be successful competitors within the ecological system and capable of displacing less efficient agents;and that they are ecologically sensitive so that agent-environment dynamics are well-modeled and as predictable as possible whenever new robotic technology is introduced. (C) 2000 Elsevier Science B.V. All rights reserved.
In this paper, we advocate the use of reactive robots in industrial process control and production management. It is explained why reactive robots are well-suited to modern industrial applications that necessitate a h...
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In this paper, we advocate the use of reactive robots in industrial process control and production management. It is explained why reactive robots are well-suited to modern industrial applications that necessitate a high degree of autonomy and reactivity to unforeseen events and an illustrative example is studied in depth. A reactive robot whose role is to regulate the demands of a set of service units for tool use is described and different behavioral models for it studied and compared. Extensive simulation studies have revealed that a behavioral model relying on individual independent motivations of the robot is sufficient for it to exhibit the "optimal" behavior in this case. The process is modeled as a dynamical system that tends by itself to a steady state and that is perturbed by the robot. In turn, the robot's motivations have a steady state of their own which is contradictory with the process' steady state and hence is perturbed by its presence. As a consequence, the robot and the process are two coupled dynamical systems that perturb each other as each one tries to arrive to its steady state. For the designer, modeling of the overall problem in this way, has as a consequence that the motivational state space of the robot may be designed in advance given the process characteristics and this design should be based on a worst-case analysis. The mythical distinction between reactivity and planning is also rediscussed and the notion of operationality as opposed to optimality is explored.
We discuss decision making for a behavior-based robot with modules which determining robot action. The subsumption architecture (SA) arranges modules in layers, giving upper-layer module action priority over lower-lay...
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We discuss decision making for a behavior-based robot with modules which determining robot action. The subsumption architecture (SA) arranges modules in layers, giving upper-layer module action priority over lower-layer modules. Although implementation is easy, results in many inefficient actions because upper-layer module are used regardless of other modules. We solve this problem by representing actions by Potential Function (PF), in which maximum votes are collected from modules. Using event-driven state transition, the robot decides its action with appropriate sets of modules changed based on the situation. We apply this to navigation tasks in a corridor and show simulation results. When we give a map and path designation to the robot, we use a handwriting map interface. We compare object-oriented design SA and PMF with our proposal and show how inefficient actions are reduced using our proposal.
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