behavior-based robotic systems have been successfully deployed for a wide range of planar ground-based tasks. This article describes how reactive (behavior-based) systems can be applied to new and more difficult targe...
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Reactive mobile robot navigation based on potential field methods has shown to be a good solution for dealing with unknown and dynamic environments, where timely responses are required. Unfortunately, the complexity o...
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ISBN:
(纸本)0780389123
Reactive mobile robot navigation based on potential field methods has shown to be a good solution for dealing with unknown and dynamic environments, where timely responses are required. Unfortunately, the complexity of the tasks which can successfully be carried out is restricted by the inherent shortcomings of the approach such as trapping situations due to local minima, difficulties passing among closely spaced obstacles, oscillations in narrow corridors, etc... This paper proposes a novel strategy which overcomes totally the first limitation and partially the others by computing an adaptive navigation function on the basis of such artificial potential fields. As a result, navigation is achieved in very difficult scenarios such as maze-like environments. A comparative study on the path length performance of our proposal with regard to other algorithms from the related literature is also presented. Both simulation and real tests are performed.
This dissertation research shows a small unmanned rotorcraft system with onboard processing and a vision sensor can produce autonomous, collision-free flight in a restricted maneuverability environment with no a prior...
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This dissertation research shows a small unmanned rotorcraft system with onboard processing and a vision sensor can produce autonomous, collision-free flight in a restricted maneuverability environment with no a priori knowledge by using a gap-aiming behavior inspired by flying animals. Current approaches to autonomous flight with small unmanned aerial systems (SUAS) concentrate on detecting and explicitly avoiding obstacles. In contrast, biology indicates that birds, bats, and insects do the opposite; they react to open spaces, or gaps in the environment, with a gap_aiming behavior. Using flying animals as inspiration a behavior-based robotics approach is taken to implement and test their observed gap-aiming behavior in three dimensions. Because biological studies were unclear whether the flying animals were reacting to the largest gap perceived, the closest gap perceived, or all of the gaps three approaches for the perceptual schema were explored in simulation: detect_closest_gap, detect_largest_gap, and detect_all_gaps . The result of these simulations was used in a proof-of-concept implementation on a 3Drobotics Solo quadrotor platform in an environment designed to represent the navigational diffi- culties found inside a restricted maneuverability environment. The motor schema is implemented with an artificial potential field to produce the action of aiming to the center of the gap. Through two sets of field trials totaling fifteen flights conducted with a small unmanned quadrotor, the gap-aiming behavior observed in flying animals is shown to produce repeatable autonomous, collision-free flight in a restricted maneuverability environment. Additionally, using the distance from the starting location to perceived gaps, the horizontal and vertical distance traveled, and the distance from the center of the gap during traversal the implementation of the gap selection approach performs as intended, the three-dimensional movement produced by the motor schema and the ac
Robust and safe traversal of doors is an important task for autonomous mobile robots. This paper presents a robust and inexpensive approach for recognizing and localizing doors based on monocular grey-level images and...
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ISBN:
(纸本)0780363485;0780363493
Robust and safe traversal of doors is an important task for autonomous mobile robots. This paper presents a robust and inexpensive approach for recognizing and localizing doors based on monocular grey-level images and minimalistic models. The traversal is achieved by servoing the robot with respect to the door-hypothesis. Robustness against pose errors, scene complexity, and sensing conditions as obtained by combining indexing on significant aggregated features with a multi-view approach that employs consistency over time: pose-hypotheses are filtered via the motion of the robot to reject incorrect ones. The traversal is implemented as a behavior and was evaluated in 150 experiments cat different doors under different conditions.
In this manuscript, we propose an approach that allows a team of robots to create new (emergent) behaviors at execution time. Basically, we improve the approach called N-Learning used for self-programming of robots in...
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In this manuscript, we propose an approach that allows a team of robots to create new (emergent) behaviors at execution time. Basically, we improve the approach called N-Learning used for self-programming of robots in a team, by modifying and extending its functioning structure. The basic capability of behavior sharing is increased by the catching of emergent behaviors at run time. With this, all robots are able not only to share existing knowledge, here represented by blocks of codes containing desired behaviors but also to creating new behaviors as well. Experiments with real robots are presented in order to validate our approach. The experiments demonstrate that after the human-robot interaction with one robot using Program by Demonstration, this robot generates a new behavior at run time and teaches a second robot that performs the same learned behavior through this improved version of the N-learning system.
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.
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.
We propose a modular architecture for autonomous robots which allows for the implementation of basic behavioral modules by both programming and training, and accommodates for an evolutionary development of the interco...
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We propose a modular architecture for autonomous robots which allows for the implementation of basic behavioral modules by both programming and training, and accommodates for an evolutionary development of the interconnections among modules. This architecture can implement highly complex controllers and allows for incremental shaping of the robot behavior. Our proposal is exemplified and evaluated experimentally through a number of mobile robotic tasks involving exploration, battery recharging and object manipulation.
Most of the proposed approaches for behavior coordination neglect the issue of learning from experience, which is essential to make an agent capable of adapting to the environment. This subject is mostly addressed by ...
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Most of the proposed approaches for behavior coordination neglect the issue of learning from experience, which is essential to make an agent capable of adapting to the environment. This subject is mostly addressed by researchers in the area of Reinforcement Learning. In order to investigate the capability of Reinforcement Learning techniques for behavior arbitration, we considered a sub-problem in robotic soccer. We have solved this problem by using Sarsa(lambda) algorithm with a pseudo-fuzzy technique for function approximation. We also compared Sarsa(lambda) with Q(lambda), and CMAC function approximation with the proposed APF technique.
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