L ECTURE 13: R EACTIVE CONTROLLERS B EHAVIOR -B ASED C ONTROL N - - PowerPoint PPT Presentation
L ECTURE 13: R EACTIVE CONTROLLERS B EHAVIOR -B ASED C ONTROL N - - PowerPoint PPT Presentation
16-311-Q I NTRODUCTION TO R OBOTICS L ECTURE 13: R EACTIVE CONTROLLERS B EHAVIOR -B ASED C ONTROL N AVIGATION & O BSTACLE AVOIDANCE I NSTRUCTOR : G IANNI A. D I C ARO A CONTROLLER FOR PHOTOTAXIS BEHAVIORS? The robot has two sensors, to the
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A CONTROLLER FOR PHOTOTAXIS BEHAVIORS?
We need to switch between two opposite behaviors What type of feedback controller should we use?
- The robot has two sensors, to the left and the
right side respectively
- Each sensor reports the amount of detected light
- If the amount of light, averaged from the two
sensors, is less than L, than the robot exhibits phototaxis: it heads toward the light
- If the amount of light, averaged from the two
sensors, is greater than L, than the robot exhibits anti-phototaxis: it escapes from the light
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BANG-BANG CONTROLLERS: BINARY FEEDBACK
Wall following State 1: Too near - State 2: Too far Threshold: Binary output from a proximity sensor (wall y/n) Gain parameter: The ICR radius for moving to/away the wall Hysteresis: In absence of a distance measure, a time interval
- Two-states systems
- State transitions happen
depending on a threshold value
- The action at each state depends
- n a fixed gain parameter G
- Hysteresis can be helpful (in
general) to avoid over reacting State 1 State 2 >=Threshold < Threshold >= Threshold < Threshold Output(1, Gain) Output(2, Gain)
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HYSTERESIS
Input Output
Out(1, Gain) Out(2, Gain)
Input ≥ Θ Θ ≦ Θ Δ ≥ Θ Θ Θ Δ Input < Θ ≥ Θ Θ
Input Output
Input ≦ Θ - Δ
Out(1, Gain) Out(2, Gain)
Input ≥ Θ Θ Θ - Δ Θ
No hysteresis With hysteresis State 1 State 2 >=Threshold < Threshold >= Threshold < Threshold Output(1, Gain) Output(2, Gain)
Bang–bang controls with hysteresis provide optimal controls in some cases, although they are
- ften implemented just because of
their simplicity or when binary behaviors are required
Braitenberg vehicle basics Implementation as simple electronic circuits
- Sensors directly connect to motors
- Can increase or decrease motor activity
- Behavior depends on
- geometrical arrangement of sensors
- geometrical arrangement of motors
- cross connection of sensors
- Emergent behaviors
- Competing stimulation / inhibition creates complex actions
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B R A I T E N B E R G V E H I C L E S
Basic vehicle ∼ One single neuron / motor that fires proportionally to the external input (from the sensor) Activation can be + or - Two or more “neurons” can be put together …
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B A S I C T Y P E S
Basic three types of Braitenberg vehicles
- Sensors stimulate same-side motors
- Sensors stimulate opposite motor
- Sensors go to both (all) motors, some
stimulating, some inhibiting
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O B S TA C L E AV O I D A N C E
- Sensors generate proximity value
- The closer to an object, the higher the sensor output
- Obstacle left
- Obstacle right
- Obstacle center
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L I G H T S E E K I N G
- Sensors generate light value
- The more light, the higher the sensor output
- Obstacle left
- Obstacle right
- Obstacle center
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C O M P L E X B E H AV I O R S
Braitenberg: Light seeking + obstacle avoidance Depending on weights, different behaviors
- Following a path
- Docking to a charger station
- Coordinated moments of a swarm of robots
- ... and many more
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F R O M A N O B S E R V E R P O I N T O F V I E W …
Out of simple rules (and possibly imprecisions in actuations that naturally break symmetries) a number of different behaviors can be displayed that, to an external
- bserver, could look like expressions of some personality, emotion, social interaction …
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F O R M O R E I N F O …
https://www.youtube.com/watch?v=A-fxij3zM7g A nice video talking in general about Braitenberg’s book and his vehicles + nice small robots programmed to act as the vehicles and show a complex world …
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REACTIVE PARADIGM FOR ROBOT CONTROL: DON’T THINK, REACT!
Starting from the mid 1980s, a number of different views (mostly bio-inspired) and approaches were developed and employed in robotics (and in AI, that started moving from symbolic to sub-symbolic / neural models) Deliberative paradigm Internal models Look ahead
Functional pipeline
Top-down problem solving Requires a closed world Reactive paradigm Model free React to inputs
Concurrent modules
Bottom-up problem solving Works in an
- pen world
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Sense
Model
Plan Act Environment
ARCHITECTURE BASED ON REACTIVE PARADIGM
Environment
Sense Act
Rule 3 Rule n Rule 1 Rule 2
Sense-Act Transfer rules Behaviors
Vertical decomposition vs. Horizontal decomposition
Ethological view (Behavior): Direct mapping of sensory inputs to a pattern of motor actions that are then used to achieve a task Mathematical view (Function): A transfer function, transforming sensory inputs into actuator commands
Concurrent mode vs. Sequential mode
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EXAMPLES OF SENSE-ACT RULES
Environment
Sense
Identify Objects Monitor Changes Explore Wander Avoid Objects
Act
Environment
Sense
Build Map Find Path Track Person Follow Wall Avoid objects
Act
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Good reference books, plenty of ideas and discussions on the Reactive / Behavioral paradigm:
QUESTIONS TO CLARIFY
- 1. Where the Reactive paradigm finds its roots?
- 2. What is the exact nature/characteristic of the SENSE-ACT rules?
- 3. How the ACTion output from the different rules is arbitrated to result into
a single, coherent Action command to the Effectors?
- R. Arkin, Behavior-Based Robotics, MIT Press, 1998
- R. Murphy, An Introduction to AI Robotics, MIT Press, 2000
- M. Mataric, The Robotics Primer, MIT Press, 2007
- J. Jones, A Practical Guide to Behavior-based Robotics, McGraw-Hill, 2004
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THE BIOLOGICAL ROOTS
Many “simple” animals exhibit individual and collective intelligent behavior yet have virtually no
- brain. Therefore, they must be doing something
to manage world’s representation complexity!
Animals live in an open world, and roboticists would like to overcome the closed world assumption
Historical track: Cybernetics (back to the 40’s, N. Wiener, G. Walter’s Turtoises),
- V. Braintenberg’s (conceptual) vehicles based on direct SENSE-ACT
- 1. Where the Reactive paradigm finds its roots?
Dissatisfaction with the limitations of the Deliberative approach
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REACTIVE RULES AS BEHAVIORS
- 2. What is the exact nature/characteristic of the SENSE-ACT rules?
A fundamental building block of natural intelligence is a behavior: a mapping of sensory inputs to a pattern of motor actions, which then are used to achieve a task Ethology: study of animal behaviors
Sensor Inputs Pattern of Motor Action
Behavior
Releaser
Sensor input: Water source detected Releaser: Giraffe is thirsty Releaser: No predators Action pattern:
Move head checking for predators Put legs in right position, Lower the neck Adjust legs position Drink rapidly Neck up and check surroundings
Task: Drinking
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CATEGORIZATION OF (ANIMAL) BEHAVIORS
Reflexive behaviors: Stimulus-response (S-R), “hardwired” behaviors. The stimulus is directly connected to the motor action to produce the fastest response time. No cognition: if you sense it, you do it!
Arctic tern feeding: When hungry, babies peck at the closest red blob
Source: R. Murphy, AI Robotics, MIT Press, 2000
- R. Arkin, Behavior-Based Robotics, MIT Press, 1998
Increase of complexity
In ethology, a reactive behavior means a learned behavior or a skill In robotics, the word reactive (mostly) connotes a reflexive behavior.
Conscious behaviors: Deliberative, requiring conscious thought, possibly combining previously developed behaviors
Assembly a robot?
Reactive behaviors: Learned, and then consolidated to where they can be executed without conscious thought, but can be changed by conscious thought.
Hunting “Muscle memory”
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CATEGORIES OF REFLEXIVE (ANIMAL) BEHAVIORS
Taxes
Response: to move to a particular orientation marked by a stimulus intensity Phototaxis Chemotaxis
Reflexes Stimulus t1 ——— t2 Response t1 ——— t2
Value Axis 50 100 Category Axis AprilMayJune July
Stimulus intensity Response
Short/Instantaneous
Fixed-action patterns Stimulus t1 — t2 Response t1 ———— t3 t2
Keep fleeing after predator detection Persistent
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FROM ANIMAL TO ROBOT BEHAVIORS
- A. Ethology / Animal behaviors have been, are, and will be a major source
- f inspiration to design effective robotic behaviors!
- B. As a matter of fact, in terms of taxonomy, design principles, architectural
- rganization, the reactive paradigm in robotics has mirrored very much
the results coming from the ethology field
- C. What we have discussed so far has been translated /adapted into a
number of different views of the reactive paradigm: Subsumption, Motor schema, Potential fields, Behavior-based control, … Why all this discussion about animal behaviors when we are (mainly) interested to robot behaviors?
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A PRACTICAL EXAMPLE: OBJECT COLLECTION
The robot:
- Frontal IR emitters / detectors
- Light sensors
- Frontal bumper
- Two standard wheels
Does it look like as a simple task to program/control?
- The robot searches for type A objects
- When an A object is found, it has to be
brought (by pushing) at a storing location identified by a bright light
- The robot has to collect as many A
- bjects as possible
- Other objects cannot be pushed
- The environment can feature walls
Robot
Storage
A A A A A A A A
Task specification:
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BEHAVIOR-BASED ARCHITECTURE FOR OBJECT COLLECTION
Environment
Sense
Escape No dark-push Anti-moth Go to objects Home
Motor control
Cruise
IR
detectors
Light
sensor
Bumper
force
Arbiter Priority
From: J. Jones, A Practical Guide to Behavior-based Robotics, McGraw-Hill, 2004
Bottom-up design: try to devise a set of simple behaviors that, when acting together, produce the overall desired activity
↓
Emergent (global) behavior
A A A A A A A A
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BEHAVIOR ARBITRATION
- 3. How the ACT output from the different rules is arbitrated to result into a
single, coherent Action command to the Effectors?
Environment
Sense Act
Behavior 3 Behavior n Behavior 1 Behavior 2
A r b i t r a t i
- n
Conflict resolution module
It might be needed also to access / adjust sensory systems
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BEHAVIOR ARBITRATION STRATEGIES
Averaging / Composition B1 ⊕ B2 Voting {R1, R2, R3}: X {R4}: Y
⇒ X
Least Commitment {R1}: DON’T X Fixed priority B1(t) ≻ B2(t), ∀t Alternate B2([t1,t2]), B1([t2,t3]) Variable priority B1(t1) ≻ B2(t1), B2(t2) ≻ B1(t2), Subsumption Suppression: BNew ≻ BOld Inhibition: BNew ⋀ BOld ⇒ ∅
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BEHAVIORS FOR MOVING TO A POINT IN PRESENCE OF OBSTACLES
Bug 1 and Bug 2 Insect-inspired Algorithms (1987)
- Local decisions, map-free!
- Complete algorithms: find a
path if it exists, otherwise returns with a failure.
- No guarantees in terms of
finding a good (short) path!
- “Nasty” obstacle structure and
placement or “wrong” left/ right turning choices can make things going arbitrarily bad.
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BUG 1: ~EXHAUSTIVE SEARCH
cannot
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BUG 2: GREEDY SEARCH
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B U G 2 : I S S U E S
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B U G 1 O R B U G 2 ?
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(STRONG) ASSUMPTIONS
Localization: The robot must know where it is in the world, and must be able to maintain a (robust) estimate of this while it moves Mapping: The location of the goal is known within the robot’s representation
- f the world.
Mapping/Localization: The robot must be able to mark a location in its representation of the world and be able to determine that it has returned to it. Sensing: Obstacles need to be sensed with precision, in order to circumnavigate them. Actuation/Control: The robot needs to be able to smoothly change and adapt its trajectory … velocities?
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G E N E R A L O B S TA C L E AV O I D A N C E
Dynamic Window Approach (DWA, 1987) ICR
- D. Fox, W. Burgard, S. Thrun, The Dynamic Window Approach to Collision Avoidance, IEEE Robotics & Automation Magazine
4(1):23 - 33 · April 1997
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D WA : F E A S I B L E F R E E S PA C E V E L O C I T I E S
Vs = Velocities admissible by robot kinematic constraints
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D WA : A D M I S S I B L E V E L O C I T I E S I N T I M E W I N D O W T
Time interval
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D WA : A D M I S S I B L E V E L O C I T I E S G I V E N O B S TA C L E S
Admissible velocities (allow the robot to stop without colliding with obstacle)
Decelerations for breakage
- nce reaching the obstacle
Distance to the closest
- bstacle on the circular
trajectory defined by (v,𝜕)
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O B J E C T I V E F U N C T I O N / B E H AV I O R
Clearance from obstacles Target reaching Velocity (fast, smooth)
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O B J E C T I V E F U N C T I O N / B E H AV I O R
Admissible velocities given accelerations dvb/dt = 50 cm/s2, d𝜕/dt = 60 deg/s2 Non admissible velocities are dark shaded areas. E.g., all velocities in area right wall II would cause a sharp turn to the right and thus cause the robot to collide with right wall.
Admissible velocities in the time window are in the white area