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Title: Advanced Topics in Robotics CS493790 X


1
Advanced Topics in Robotics CS493/790 (X)
  • Lecture 2
  • Instructor Monica Nicolescu

2
Robot Components
  • Sensors
  • Effectors and actuators
  • Used for locomotion and manipulation
  • Controllers for the above systems
  • Coordinating information from sensors
  • with commands for the robots actuators
  • Robot an autonomous system which exists in the
    physical world, can sense its environment and can
    act on it to achieve some goals

3
Sensors
  • Sensor physical device that provides
  • information about the world
  • Process is called sensing or perception
  • Robot sensing depends on the task
  • Sensor (perceptual) space
  • All possible values of sensor readings
  • One needs to see the world through the robots
    eyes
  • Grows quickly as you add more sensors

4
State Space
  • State A description of the robot (of a system in
    general)
  • State space All possible states a robot could be
    in
  • E.g. light switch has two states, ON, OFF light
    switch with dimmer has continuous state (possibly
    infinitely many states)
  • Different than the sensor/perceptual space!!
  • Internal state may be used to store information
    about the world (maps, location of food, etc.)
  • How intelligent a robot appears is strongly
    dependent on how much and how fast it can sense
    its environment and about itself

5
Representation
  • Internal state that stores information about the
    world is called a representation or internal
    model
  • Self stored proprioception, goals, intentions,
    plans
  • Environment maps
  • Objects, people, other robots
  • Task what needs to be done, when, in what order
  • Representations and models influence determine
    the complexity of a robots brain

6
Action
  • Effectors devices of the robot that have impact
    on the environment (legs, wings ? robotic legs,
    propeller)
  • Actuators mechanisms that allow the effectors to
    do their work (muscles ? motors)
  • Robotic actuators are used for
  • locomotion (moving around, going places)
  • manipulation (handling objects)

7
Autonomy
  • Autonomy is the ability to make ones own
    decisions and act on them.
  • For robots take the appropriate action on a
    given situation
  • Autonomy can be complete (R2D2) or partial
    (teleoperated robots)

8
Control Architectures
  • Robot control is the means by which the sensing
    and action of a robot are coordinated
  • Controllers enable robots to be autonomous
  • Play the role of the brain and nervous system
    in animals
  • Controllers need not (should not) be a single
    program
  • Typically more than one controller, each process
    information from sensors and decide what actions
    to take
  • Should control modules be centralized?
  • Challenge how do all these controllers
    coordinate with each other?

9
Spectrum of robot control
From Behavior-Based Robotics by R. Arkin, MIT
Press, 1998
10
Robot control approaches
  • Reactive Control
  • Dont think, (re)act.
  • Deliberative (Planner-based) Control
  • Think hard, act later.
  • Hybrid Control
  • Think and act separately concurrently.
  • Behavior-Based Control (BBC)
  • Think the way you act.

11
Thinking vs. Acting
  • Thinking/Deliberating
  • slow, speed decreases with complexity
  • involves planning (looking into the future) to
    avoid bad solutions
  • thinking too long may be dangerous
  • requires (a lot of) accurate information
  • flexible for increasing complexity
  • Acting/Reaction
  • fast, regardless of complexity
  • innate/built-in or learned (from looking into the
    past)
  • limited flexibility for increasing complexity

12
Reactive Control Dont think, react!
  • Technique for tightly coupling perception and
    action to provide fast responses to changing,
    unstructured environments
  • Collection of stimulus-response rules
  • Limitations
  • No/minimal state
  • No memory
  • No internal representations
  • of the world
  • Unable to plan ahead
  • Unable to learn
  • Advantages
  • Very fast and reactive
  • Powerful method animals are largely reactive

13
Deliberative Control Think hard, then act!
  • In DC the robot uses all the available sensory
    information and stored internal knowledge to
    create a plan of action sense ? plan ? act (SPA)
    paradigm
  • Limitations
  • Planning requires search through potentially all
    possible plans ? these take a long time
  • Requires a world model, which may become outdated
  • Too slow for real-time response
  • Advantages
  • Capable of learning and prediction
  • Finds strategic solutions

14
Hybrid Control Think and act independently
concurrently!
  • Combination of reactive and deliberative control
  • Reactive layer (bottom) deals with immediate
    reaction
  • Deliberative layer (top) creates plans
  • Middle layer connects the two layers
  • Usually called three-layer systems
  • Major challenge design of the middle layer
  • Reactive and deliberative layers operate on very
    different time-scales and representations
    (signals vs. symbols)
  • These layers must operate concurrently
  • Currently one of the two dominant control
    paradigms in robotics

15
Behavior-Based Control Think the way you act!
  • Behaviors concurrent processes that take inputs
    from sensors and other behaviors and send outputs
    to a robots actuators or other behaviors to
    achieve some goals
  • An alternative to hybrid control, inspired from
    biology
  • Has the same capabilities as hybrid control
  • Act reactively and deliberatively
  • Also built from layers
  • However, there is no intermediate layer
  • Components have a uniform representation and
    time-scale

16
Fundamental Differences of Control
  • Time-scale How fast do things happen?
  • how quickly the robot has to respond to the
    environment, compared to how quickly it can sense
    and think
  • Modularity What are the components of the
    control system?
  • Refers to the way the control system is broken up
    into modules and how they interact with each
    other
  • Representation What does the robot keep in its
    brain?
  • The form in which information is stored or
    encoded in the robot

17
Behavior Coordination
  • Behavior-based systems require consistent
    coordination between the component behaviors for
    conflict resolution
  • Coordination of behaviors can be
  • Competitive one behaviors output is selected
    from multiple candidates
  • Cooperative blend the output of multiple
    behaviors
  • Combination of the above two

18
Competitive Coordination
  • Arbitration winner-take-all strategy ? only one
    response chosen
  • Behavioral prioritization
  • Subsumption Architecture
  • Action selection/activation spreading (Pattie
    Maes)
  • Behaviors actively compete with each other
  • Each behavior has an activation level driven by
    the robots goals and sensory information
  • Voting strategies
  • Behaviors cast votes on potential responses

19
Cooperative Coordination
  • Fusion concurrently use the output of multiple
    behaviors
  • Major difficulty in finding a uniform command
    representation amenable to fusion
  • Fuzzy methods
  • Formal methods
  • Potential fields
  • Motor schemas
  • Dynamical systems

20
Example of Behavior Coordination
Fusion ?flocking (formations)
Arbitration ? foraging (search, coverage)
21
How to Choose a Control Architecture?
  • For any robot, task, or environment consider
  • Is there a lot of sensor noise?
  • Does the environment change or is static?
  • Can the robot sense all that it needs?
  • How quickly should the robot sense or act?
  • Should the robot remember the past to get the job
    done?
  • Should the robot look ahead to get the job done?
  • Does the robot need to improve its behavior and
    be able to learn new things?

22
Learning Adaptive Behavior
  • Learning produces changes within an agent that
    over time enable it to perform more effectively
    within its environment
  • Adaptation refers to an agents learning by
    making adjustments in order to be more attuned to
    its environment
  • Phenotypic (within an individual agent) or
    genotypic (evolutionary)
  • Acclimatization (slow) or homeostasis (rapid)

23
Learning
  • Learning can improve performance in additional
    ways
  • Introduce new knowledge (facts, behaviors, rules)
  • Generalize concepts
  • Specialize concepts for specific situations
  • Reorganize information
  • Create or discover new concepts
  • Create explanations
  • Reuse past experiences

24
Learning Methods
  • Reinforcement learning
  • Neural network (connectionist) learning
  • Evolutionary learning
  • Learning from experience
  • Memory-based
  • Case-based
  • Learning from demonstration
  • Inductive learning
  • Explanation-based learning
  • Multistrategy learning

25
Reinforcement Learning (RL)
  • Motivated by psychology (the Law of Effect,
    Thorndike 1991)
  • Applying a reward immediately after the
    occurrence of a response increases its
    probability of reoccurring, while providing
    punishment after the response will decrease the
    probability
  • One of the most widely used methods for
    adaptation in robotics

26
Reinforcement Learning
  • Goal learn an optimal policy that chooses the
  • best action for every set of possible inputs
  • Policy state/action mapping that determines
  • which actions to take
  • Desirable outcomes are strengthened and
    undesirable outcomes are weakened
  • Critic evaluates the systems response and
    applies reinforcement
  • external the user provides the reinforcement
  • internal the system itself provides the
    reinforcement (reward function)

27
Learning to Walk
  • Maes, Brooks (1990)
  • Genghis hexapod robot
  • Learned stable tripod
  • stance and tripod gait
  • Rule-based subsumption
  • controller
  • Two sensor modalities for feedback
  • Two touch sensors to detect hitting the floor -
    feedback
  • Trailing wheel to measure progress feedback

28
Learning to Walk
  • Nate Kohl Peter Stone (2004)

29
Supervised Learning
  • Supervised learning requires the user to give the
    exact solution to the robot in the form of the
    error direction and magnitude
  • The user must know the exact desired behavior for
    each situation
  • Supervised learning involves training, which can
    be very slow the user must supervise the system
    with numerous examples

30
Neural Networks
  • One of the most used supervised learning methods
  • Used for approximating real-valued and
    vector-valued target functions
  • Inspired from biology learning systems are built
    from complex networks of interconnecting neurons
  • The goal is to minimize the error between the
    network output and the desired output
  • This is achieved by adjusting the weights on the
    network connections

31
ALVINN
  • ALVINN (Autonomous Land Vehicle in a Neural
    Network)
  • Dean Pomerleau (1991)
  • Pittsburg to San Diego 98.2 autonomous

32
Learning from Demonstration RL
  • S. Schaal (97)
  • Pole balancing, pendulum-swing-up

33
Learning from Demonstration
  • Inspiration
  • Human-like teaching by demonstration

Demonstration
Robot performance
34
Learning from Robot Teachers
  • Transfer of task knowledge from humans to robots

Human demonstration
Robot performance
35
Classical Conditioning
  • Pavlov 1927
  • Assumes that unconditioned stimuli (e.g. food)
    automatically generate an unconditioned response
    (e.g., salivation)
  • Conditioned stimulus (e.g., ringing a bell) can,
    over time, become associated with the
    unconditioned response

36
Darvins Perceptual Categorization
Early training
After the 10th stimulus
  • Two types of stimulus blocks
  • 6cm metallic cubes
  • Blobs low conductivity (bad taste)
  • Stripes high conductivity (good taste)
  • Instead of hard-wiring stimulus-response rules,
    develop these associations over time

37
Genetic Algorithms
  • Inspired from evolutionary biology
  • Individuals in a populations have a particular
    fitness with respect to a task
  • Individuals with the highest fitness are kept as
    survivors
  • Individuals with poor performance are discarded
    the process of natural selection
  • Evolutionary process search through the space of
    solutions to find the one with the highest
    fitness

38
Genetic Operators
  • Knowledge is encoded as bit strings chromozome
  • Each bit represents a gene
  • Biologically inspired operators are applied to
    yield better generations

39
Evolving Structure and Control
  • Karl Sims 1994
  • Evolved morphology and control
  • for virtual creatures performing
  • swimming, walking, jumping,
  • and following
  • Genotypes encoded as directed graphs are used to
    produce 3D kinematic structures
  • Genotype encode points of attachment
  • Sensors used contact, joint angle and
    photosensors

40
Evolving Structure and Control
  • Jordan Pollak
  • Real structures

41
Readings
  • F. Martin Sections 1.1, 1.2.3, 5
  • M. Mataric Chapters 1, 3, 10
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