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The different architectural approaches to constructing robots'

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Effective for problems completely specified at design time. ... Real-time obstacle avoidance. Boundary following. Landmark detection. Map construction ... – PowerPoint PPT presentation

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Title: The different architectural approaches to constructing robots'


1
Introduction
  • The different architectural approaches to
    constructing robots.
  • The constraints of behavior-based approaches to
    control.
  • Three architectures implementing this approach
    used for navigation and path finding, group
    behaviors, and learning of behavior selection.

2
Architecture
  • What is Architecture?
  • -provides a set of principles for organizing
    control systems
  • -imposes constraints on the way control problems
    can be solved.

3
Four Basic Types
  • Deliberate / Planner Based
  • Purely Reactive
  • Hybrid
  • Behavior Based

4
Deliberate Approach
  • Traditional, Top-down planner-based /
    deliberative strategies.
  • Rely on centralized world for verifying sensory
    information and generating actions in the world.
  • Information in the world is used by the planner
    to produce the most appropriate actions for the
    agent.
  • Changes in the environment and uncertainty in
    sensing requires frequent re-planning
  • The high cost of planning does not allow for very
    complex systems.
  • Scales poorly with complexity of real world
    problems.
  • Impossible to react to real-time sudden world
    changes.

5
Purely Reactive
  • An approach to achieve real-time performance in
    autonomous agents.
  • Bottom up approach
  • Agents control strategy is embedded into a
    collection of preprogrammed action pairs.
  • Maintain no internal models and perform no
    searches.
  • Simple functional mapping between stimuli and
    appropriate responses.
  • Mappings rely on a direct realtionship between
    sensing and action and fast feedback from
    environment.
  • Effective for problems completely specified at
    design time.
  • Cannot store information dynamically and this
    strategy is therefore inflexible at run time

6
Purely Reactive (Continued)
  • Amount of computation performed at run-time
    demonstrates the division between reactive and
    deliberate strategies.
  • Reactive run-time strategies are derived by a
    planner, by computing all possible plans offline.
  • Entire control system can be precompiled as a
    decision graph into a collection of reactive
    rules.
  • Scale poorly with complexity of environment and
    control system.

7
Hybrid
  • Compromise between purely reactive and deliberate
    approaches.
  • Usually has a reactive system for low level
    control and a planner for higher-level decision
    making.
  • Separated into two or more communicating but
    otherwise independent parts.
  • Low level reactive process immediate safety of
    the agent.
  • Higher level uses planner to select action
    sequences.
  • Examples of Hybrid Systems
  • Reactive planning in Reactive Action Packages
    (RAPs)
  • Procedural Reasoning Systems
  • Internalized Plans
  • Contingency Plans

8
Behavior-Based
  • Extension of reactive architectures
  • Falls between reactive and planner-based
    extremes.
  • Behavior based have some of the properties of
    reactive systems and contain reactive components,
    but the computation is not limited to simple
    functional mapping.
  • Can store various forms of state and implement
    various forms of representation
  • There is much freedom of interpretation as to
    what a behavior-based system actually is, which
    has therefore promoted much research in the field.

9
Behavior-Based (Continued)
  • General Definition of Behavior Based Architecture
  • Does not employ centralized representations
    operated by a reasoning engine.
  • Relies on forms of distributed representations
    and performs distributed computations on them.
  • Behaviors are typically more time-extended than
    actions of reactive systems.
  • Reactive Systems produce coherent externally
    measurable output behaviors from the interaction
    of their rules in a particular environment.
  • Behavioral Based systems often internally specify
    such behaviors. The emergent properties of this
    system result from interaction of behaviors and
    the world and are therefore typically higher
    level.

10
Behavior-Based (Continued)
  • In most systems, the upper level design is a
    built-in, fixed control hierarchy imposing a
    priority ordering on the behaviors.
  • Constraints on Behavior Based Systems
  • Behaviors must be relatively simple
  • Incrementally added to the system.
  • Execution not be serialized
  • Must be more time-extended than simple atomic
    actions of the particular agent.
  • Must interact with other behaviors through the
    world rather than internally through the system.

11
Tradeoffs between Architectures
  • Purely reactive systems are usually assumed to be
    less powerful than behavior-based and
    planner-based systems.
  • With a well defined task that has a well known
    environment and a sufficiently equipped robot,
    purely reactionary solutions can be used for
    rather complex problems.
  • Purely reactive systems achieve exceptional run
    time efficiency because of small computational
    overhead.
  • Their limited representational power results in a
    lack of run-time flexibility.

12
Tradeoffs (continued)
  • The reactive vs. deliberative tradeoff is best
    exemplified in the tradeoff between the amount of
    built-in information and the amount of run time
    computation.
  • It may be easier to hardwire the action rules
  • It may be easier to maintain an internal world
    model.

13
Navigation and Path Finding
  • It is not possible to construct and update
    internal representations of the world at run time
    with reactive systems.
  • The same was thought to be true for
    behavior-based systems until the arrival of Toto,
    a robot equipped with a ring of sonars and a
    compass.
  • Totos goal was to demonstrate both higher level
    reasoning and real time reaction in a non-hybrid
    system.
  • Its capabilities are typical of a deliberate
    system, but are implemented with a behavior based
    system.

14
Toto
  • Capabilities
  • Real-time obstacle avoidance
  • Boundary following
  • Landmark detection
  • Map construction
  • Path finding

15
Toto
  • Control system implements both reactive rules and
    behaviors.
  • Navigation is accomplished through reaction.
  • Input is received from sonar, the compass, and
    motor current sensors
  • Output is sent directly to the motors.
  • Landmark detection is accomplished through the
    implementation of behaviors.
  • Each is a perceptual filter that monitors the
    external world (sonar and compass) and movement
    (motor current sensors).

16
Toto
  • The behaviors do not have a direct affect on the
    motion of the robot, but rather change the
    activation levels related to a particular
    landmark.
  • For example continuous updates are received from
    lateral sensory readings, which allow the robot
    to update its confidence level if it is moving
    straight down a corridor.

17
Toto
  • The Map behaviors are initially a collection of
    empty behavior shells.
  • As the properties of specific landmarks are
    discovered, they are assigned to these shells.
  • Map behaviors are connected to each other,
    creating communication and topological links.
  • The landmark detector behaviors send their
    outputs to each of the existing map behaviors.
  • The map behavior that most closely matches the
    broadcasted landmark becomes active, which
    localizes the robot in the existing map.
  • If there is not a match to the received landmark,
    a new one is added to the map by placing the
    properties of the landmark in an empty shell.
  • The best paths for the robot is found through the
    topological connections in the map, which are
    combined with the physical attributes of the
    landmarks.

18
Toto
  • When the shell representing the current position
    of the robot is found, a motion command is sent
    to the wheels of the robot, moving Toto in the
    direction of the next landmark on the shortest
    path towards the goal.
  • This activation continues until Toto has arrived
    at its final destination.
  • If the shortest path to the goal is blocked, Toto
    will try another path and remove the path that is
    blocked.

19
Toto
  • A demonstration of traditional planning task
    implemented with a behavior-based system using a
    representation that is procedural and
    distributed.
  • Toto is a departure from both the planner based
    and hybrid approaches that are usually used for
    similar navigation problems.
  • It uses reactive rules and behaviors throughout
    the system, from the low-level navigation and
    control to the depiction of the map

20
Multi Agent Control
  • Extending the architecture planning from single
    agent to multi agent domains requires the
    expansion of the global state space, which must
    now include the state of all agents.
  • Global State Space size of the state of each
    agent raised to the number of agents
  • G s a
  • This exponential factor makes online planning all
    but impossible for larger group sizes.
  • The Bandwidth needed for communication grows with
    the number of agents.
  • Uncertainty in recognizing the entire environment
    increases with a growth in the number of agents.
  • These problems illustrate that a planner based
    approach is inappropriate for problems that
    involve many agents in a dynamic environment.

21
Multi Agent Control
  • Using behavior based architecture for multi agent
    control results in completely distributed systems
    with no centralized controller.
  • The systems are identical at the local and global
    levels.
  • The local distribution of control does not
    require global communication, scales well with
    the number of agents, and is more robust to
    sensor errors.

22
The Nerd Herd
  • An approach to structuring local reactive rules
    and behaviors into a set to be used as a basis
    for programming a collection of robots in a
    coherent, scalable fashion.
  • Defines a behavior as a control law that
    satisfies a set of constraints to achieve and
    maintain a particular goal.
  • The Nerd Herd uses a set of these behaviors,
    known as basis behaviors, which can be combined
    to create many higher-level behaviors.
  • The process of choosing behaviors is influenced
    from the bottom-up by the dynamics of the agent
    and the environment, and from the top down by the
    goals of the robot.
  • This combination allows for an efficient basis
    set.

23
The Nerd Herd
  • 20 ISX mobile robots with IRs, contact sensors,
    grippers, position sensors, and radio
    communication.
  • The behavior set includes safe wandering,
    following, aggregation, dispersion, and homing.
  • Basis behaviors are intended as building blocks
    for generating higher level behaviors for
    performing various tasks.
  • The architecture allows for two types of
    combination operators
  • Summation () - flocking as a result of summing
    the outputs of safe-wandering, aggregation and
    dispersion.
  • Switching (X)- only one behavior has complete
    control. Foraging is a result of activating
    safe-wandering when the robot needs a puck,
    dispersion when it is crowded with other robots,
    homing when it has the puck, and following when
    it is near a robot with the same state.
  • Experiments with basis behaviors demonstrate an
    approach toward a principled, cheap development
    of basis modules for behavior-based systems.

24
Learning Behavior Selection
  • In addition to being appropriate units for
    control, basis behavior can serve as an efficient
    method for allowing learning of behavior
    selection.
  • Robots can learn what behaviors to activate in
    order to forage together in a group.
  • The foraging controller is learned from the
    information, or reinforcement, that is received
    through interaction with other robots and the
    environmnet.

25
Learning Behavior Selection
  • The traditional formula for reinforcement
    learning uses states, actions, and reinforcement.
  • The robot is in one of a finite number of
    possible states.
  • With time, the agent learns to correlate states
    and actions in order to maximize reinforcement.
  • The Don Group uses basis behaviors instead of
    actions as the basic representational units for
    reinforced learning.
  • Using basis behaviors allows for replacing the
    complete state space with a much smaller set of
    conditions.
  • Since there are fewer conditions than states, the
    agents learning space is greatly diminished,
    which increases the speed of the reinforcement
    learning.

26
The Don Group
  • Four IS Robotics R2 mobile robots
  • Use the same sensors that were contained on the
    Nerd Herd robots.
  • This group will attempt to choose the best
    behavior for each condition.

27
The Don Group
  • Uses shape reinforcement in two forms
  • Feedback after the completion of a time-extended
    behavior.
  • Helps the robot correlate conditions and
    behaviors thus learning when to execute any given
    behavior.
  • Feedback during the execution of a time-extended
    behavior.
  • Helps the robot explore the space more
    effectively by allowing it to know when to
    continue and when to end its particular behavior.
  • Behaviors are triggered and terminated by events,
    either external or internal.
  • Event-driven behavior termination is more natural
    than the use of time periods.
  • As the situation changes dynamically with the
    movement of the entire group, it is not realistic
    to use arbitrary behavior termination.

28
The Don Group
  • Similar to the case of hand-foraging, only one of
    the basis behaviors is active at a time, and the
    robots use the reinforcement to learn the
    switching circuit.
  • The reinforcement assists in forming the robots
    behavior toward the desired foraging without
    having to pre-plan the solution
  • Reinforcement was generated through the robots
    own reward and punishment systems, which are
    implemented in the form of behaviors.
  • Multi-model feedback behaviors are perceptual
    filters that monitor the environment, detect
    particular events, and deliver appropriate
    reinforcement.

29
The Don Group
  • The success of the Don Group using the
    multi-modal feedback and progress estimators was
    compared to two alternatives. These consisted of
    just the use of multi-modal feedback and no
    progress estimators and the use of Q-learning.
  • The multi-modal feedback with progress estimators
    was successful in 95 of the trials, while the
    other approaches attained a success rate of only
    60 and 30 respectively.
  • The complex domain required shaped reinforcement
    in order to both enable learning and make it
    efficient.
  • The experiment demonstrates basis behaviors as an
    effective substrate for automated synthesis of
    new higher-level behaviors.

30
Conclusion
  • Behavior-based systems are able to demonstrate
    that distributed approaches to autonomous agent
    control are feasible, efficient, and robust.
  • In the three examples, centralized behavior
    coordination was shown to be unnecessary.
  • The real-time capabilities of well-designed
    behavior-based systems should allow for quick
    solutions of all goals.
  • The design of behaviors determines the
    effectiveness of the control systems and is
    therefore the most challenging aspect of the
    behavior-based approach.

31
Resources
  • Behavior-Based Control Examples from Navigation,
    Learning, and Group Behavior. Maja J Mataric.
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