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Autonomous Mobile Robots CPE 470670

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Title: Autonomous Mobile Robots CPE 470670


1
Autonomous Mobile RobotsCPE 470/670
  • Lecture 11
  • Instructor Monica Nicolescu

2
Review
  • Expression of behaviors
  • Stimulus Response
  • Finite State Acceptor
  • Situated Automata
  • Behavioral encoding
  • Discrete rule-based systems
  • Continuous potential fields, motor schemas

3
Examples of Schemas
  • Obstacle avoid and stay on corridor schemas

4
The Role of Gains in Schemas
  • Low gain
  • High gain

5
Schema-Based Robots
  • At Georgia Tech (Ron Arkin)
  • Exploration
  • Hall following
  • Wall following
  • Impatient waiting
  • Navigation
  • Docking
  • Escape
  • Forage

6
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

7
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 (DAMN architecture, Rosenblatt)
  • Behaviors cast votes on potential responses

8
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

9
Emergent Behavior
  • The resulting robot behavior may sometimes be
    surprising or unexpected
  • ? emergent behavior

10
Wall Following
  • A simple wall following controller
  • If too close on left-back, turn left
  • If too close on left-front, turn right
  • Similarly for right
  • Otherwise, keep straight
  • If the robot is placed close to a wall it will
    follow
  • Is this emergent?
  • The robot has no explicit representations of
    walls
  • The controller does not specify anything explicit
    about following

11
Emergence
  • A holistic property, where the behavior of the
    robot is greater than the sum of its parts
  • A property of a collection of interacting
    components
  • Often occurs in reactive and behavior-based
    systems (BBS)
  • Typically exploited in reactive and BBS design

12
Flocking
  • How would you design a flocking behavior for a
    group of robots?
  • Each robot can be programmed with the same
    behaviors
  • Dont get too close to other robots
  • Dont get too far from other robots
  • Keep moving if you can
  • When run in parallel these rules will result in
    the group of robots flocking

13
Emergent Behavior
  • Emergent behavior is structured behavior that is
    apparent at one level of the system (the
    observers point of view) and not apparent at
    another (the controllers point of view)
  • The robot generates interesting and useful
    behavior without explicitly being programmed to
    do so!!
  • E.g. Wall following can emerge from the
    interaction of the avoidance rules and the
    structure of the environment

14
Components of Emergence
  • The notion of emergence depends on two components
  • The existence of an external observer, to observe
    the emergent behavior and describe it
  • Access to the internals of the controller, to
    verify that the behavior is not explicitly
    specified in the system
  • The combination of the two is, by many
    researchers, the definition of emergent behavior

15
Unexpected Emergent Behavior
  • Some argue that the description above is not
    emergent behavior and that it is only a
    particular style of robot programming
  • Use of the environment and side-effects leads to
    the novel behavior
  • Their view is that emergent behavior must be
    truly unexpected, and must come to a surprise to
    the external observer

16
Expectation and Emergence
  • The problem with unexpected surprise as property
    of behavior is that
  • it entirely depends on the expectations of the
    observer which are completely subjective
  • it depends on the observers knowledge of the
    system (informed vs. naïve observer)
  • once observed, the behavior is no longer
    unexpected

17
Emergent Behavior and Execution
  • Emergent behavior cannot always be designed in
    advance and is indeed unexpected
  • This happens as the system runs, and only at
    run-time can emergent behavior manifest itself
  • The exact behavior of the system cannot be
    predicted
  • The real world is filled with uncertainty and
    dynamic properties
  • Perception is affected by noise
  • Would have to consider all possible sequences and
    combinations of actions in all possible
    environments
  • If we could sense the world perfectly, accurate
    predictions could be made and emergence would not
    exist!

18
Desirable/Undesirable Emergent Behavior
  • New, unexpected behaviors will always occur in
    any complex systems interacting with the real
    world
  • Not all behaviors (patterns, or structures) that
    emerge from the system's dynamics are desirable!
  • Example a robot with simple obstacle avoidance
    rules can oscillate and get stuck in a corner
  • This is also emergent behavior, but regarded as a
    bug rather than a feature

19
Sequential and Parallel Execution
  • Emergent behavior can arise from interactions of
    the robot and the environment over time and/or
    over space
  • Time-extended execution of behaviors and
    interaction with the environment (wall following)
  • Parallel execution of multiple behaviors
    (flocking)
  • Given the necessary structure in the environment
    and enough space and time, numerous emergent
    behaviors can arise

20
Architectures and Emergence
  • Different architectures have different methods
    for dealing with emergent behaviors modularity
    directly affects emergence
  • Reactive systems and behavior-based systems
    exploit emergent behavior by design
  • Use parallel rules and behaviors which interact
    with each other and the environment
  • Deliberative systems and hybrid systems aim to
    minimize emergence
  • Sequential, no interactions between components,
    attempt to produce a uniform output of the system

21
Deliberative Systems
  • Deliberative control refers to systems that take
    a lot of thinking to decide what actions to
    perform
  • Deliberative control grew out of the field of AI
  • AI, deliberative systems were used in
    non-physical domains, such as playing chess
  • This type of reasoning was considered similar to
    human intelligence, and thus deliberative control
    was applied to robotics as well

22
Shakey (1960)
  • Early AI-based robots used computer vision
    techniques to process visual information from
    cameras
  • Interpreting the structure of the environment
    from visual input involved complex processing and
    required a lot of deliberation
  • Shakey used state-of-the-art computer vision
    techniques to provide input to a planner and
    decide what to do next (how to move)

23
Planning
  • Planning
  • Looking ahead at the outcomes of possible
    actions, searching for a sequence that would
    reach the goal
  • The world is represented as a set of states
  • A path is searched that takes the robot from the
    current state to the goal state
  • Searching can go from the goal backwards, or from
    the current state to the goal, or both ways
  • To select an optimal path we have to consider all
    possible paths and choose the best one

24
SPA Architectures
  • Deliberative, planner-based architectures involve
    the sequential execution of three functional
    steps
  • Sensing (S)
  • Planning (P)
  • Acting (A), executing the plan
  • SPA has serious drawbacks for robotics

25
Drawback 1 Time-Scale
  • It takes a very long time to search in large
    state spaces
  • The combined inputs from a robots sensors
  • Digital sensors switches, IRs
  • Complex sensors cameras, sonars, lasers
  • Analog sensors encoders, gauges
  • representations ? constitutes a large state
    space
  • Potential solutions
  • Plan as rarely as possible
  • Use hierarchies of states

26
Drawback 2 Space
  • It may take a large amount of memory to represent
    and manipulate the robots state space
    representation
  • The representation must be as complete as
    possible to ensure a correct plan
  • Distances, angles, landmarks, etc.
  • How do you know when to stop collecting
    information?
  • Generating a plan that uses this amount of
    information requires additional memory
  • Space is a lesser problem than time

27
Drawback 3 Information
  • The planner assumes that the representation of
    the state space is accurate and up-to-date
  • The representation must be updated and checked
    continuously
  • The more information, the better
  • Updating the world model also requires time

28
Drawback 4 Use of Plans
  • Any plan is useful only if
  • The representation on which the plan was based is
    accurate
  • The environment does not change during the
    execution of the plan in a way that affects the
    plan
  • The robots effectors are accurate enough to
    perfectly execute the plan, in order to make the
    next step possible

29
Departure from SPA
  • Alternatives were proposed in the early 1980 as a
    reaction to these drawbacks reactive, hybrid,
    behavior-based control
  • What happened to purely deliberative systems?
  • No longer used for physical mobile robots,
    because the combination of real-world sensors,
    effectors and time-scales makes them impractical
  • Still used effectively for problems where the
    environment is static, there is plenty of time to
    plan and the plan remains accurate robot
    surgery, chess

30
SPA in Robotics
  • SPA has not been completely abandoned in
    robotics, but it was expanded
  • The following improvements can be made
  • Search/planning is slow
  • ? saved/cache important and/or urgent decisions
  • Open-loop execution is bad
  • ? use closed-loop feedback and be ready to
    re-plan when the plan fails

31
Summary of Deliberative Control
  • Decompose control into functional modules
    sense-world, generate-plan, translate-plan-to-acti
    ons
  • Modules are executed sequentially
  • Require extensive and slow reasoning computation
  • Encourage open-loop execution of generated plans

32
Hybrid Control
  • Idea get the best of both worlds
  • Combine the speed of reactive control and the
    brains of deliberative control
  • Fundamentally different controllers must be made
    to work together
  • Time scales short (reactive), long
    (deliberative)
  • Representations none (reactive), elaborate world
    models (deliberative)
  • This combination is what makes these systems
    hybrid

33
Biological Evidence
  • Psychological experiments indicate the existence
    of two modes of behavior willed and automatic
  • Norman and Shallice (1986) have designed a system
    consisting of two such modules
  • Automatic behavior action execution without
    awareness or attention, multiple independent
    parallel activity threads
  • Willed behavior an interface between deliberate
    conscious control and the automatic system
  • Willed behavior
  • Planning or decision making, troubleshooting,
    novel or poorly learned actions,
    dangerous/difficult actions, overcoming habit or
    temptation

34
Hybrid System Components
  • Typically, a hybrid system is organized in three
    layers
  • A reactive layer
  • A planner
  • A layer that puts the two together
  • They are also called three-layer architectures or
    three-layer systems

35
The Middle Layer
  • The middle layer has a difficult job
  • compensate for the limitations of both the
    planner and the reactive system
  • reconcile their different time-scales
  • deal with their different representations
  • reconcile any contradictory commands between the
    two
  • The main challenge of hybrid systems is to
    achieve the right compromise between the two
    layers

36
An Example
  • A robot that has to deliver medication to a
    patient in a hospital
  • Requirements
  • Reactive avoid unexpected obstacles, people,
    objects
  • Deliberative use a map and plan short paths to
    destination
  • What happens if
  • The robot needs to deliver medication to a
    patient, but does not have a plan to his room?
  • The shortest path to its destination becomes
    blocked?
  • The patient was moved to another room?
  • The robot always goes to the same room?

37
Bottom-up Communication
  • Dynamic Re-Planning
  • If the reactive layer cannot do its job
  • ? It can inform the deliberative layer
  • The information about the world is updated
  • The deliberative layer will generate a new plan
  • The deliberative layer cannot continuously
    generate new plans and update world information
  • ? the input from the reactive layer is a good
    indication of when to perform such an update

38
Top-Down Communication
  • The deliberative layer provides information to
    the reactive layer
  • Path to the goal
  • Directions to follow, turns to take
  • The deliberative layer may interrupt the reactive
    layer if better plans have been discovered
  • Partial plans can also be used when there is no
    time to wait for the complete solution
  • Go roughly in the correct direction, plan for the
    details when getting close to destination

39
Reusing Plans
  • Frequently planned decisions could be reused to
    avoid re-planning
  • These can be stored in an intermediate layer and
    can be looked up when needed
  • Useful when fast reaction is needed
  • These mini-plans can be stored as contingency
    tables
  • intermediate-level actions
  • macro operators plans compiled into more general
    operators for future use

40
Universal Plans
  • Assume that we could pre-plan in advance for all
    possible situations that might come up
  • Thus, we could generate and store all possible
    plans ahead of time
  • For each situation a robot will have a
    pre-existing optimal plan, and will react
    optimally
  • It has a universal plan
  • A set of all possible plans for all initial
    states and all goals within the robots state
    space
  • The system is a reactive controller!!

41
Domain Knowledge
  • A key advantage of pre-compiled systems
  • domain knowledge (i.e., information that the
    designer has about the environment, the robot,
    and the task), can be embedded into the system in
    a principled way
  • The system is compiled into a reactive controller
    ? the knowledge does not have to be reasoned
    about (or planned with) explicitly, in real-time

42
Applicability of Universal Plans
  • Examples have been developed as situated automata
  • Universal plans are not useful for the majority
    of real-world domains because
  • The state space is too large for most realistic
    problems
  • The world must not change
  • The goals must not change
  • Disadvantages of pre-compiled systems
  • Are not flexible in the presence of changing
    environments, tasks or goals
  • It is prohibitively large to enumerate the state
    space of a real robot, and thus pre-compiling
    generally does not scale up to complex systems

43
Reaction Deliberation Coordination
  • Selection
  • Planning is viewed as configuration
  • Advising
  • Planning is viewed as advice giving
  • Adaptation
  • Planning is viewed as adaptation
  • Postponing
  • Planning is viewed as a least commitment
    process

44
Readings
  • M. Mataric Chapters 17, 18
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