Topics: Introduction to Robotics CS 491/691(X)

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Presentation transcript:

Topics: Introduction to Robotics CS 491/691(X) Lecture 9 Instructor: Monica Nicolescu

Review Reactive control Complete control space Action selection The subsumption architecture Vertical vs. horizontal decomposition The Subsumption Language and AFSMs CS 491/691(X) - Lecture 9

Vertical v. Horizontal Systems Traditional (SPA): sense – plan – act Subsumption: CS 491/691(X) - Lecture 9

The Subsumption Architecture Principles of design systems are built from the bottom up components are task-achieving actions/behaviors (avoid-obstacles, find-doors, visit-rooms) all rules can be executed in parallel, not in a sequence components are organized in layers, from the bottom up lowest layers handle most basic tasks newly added components and layers exploit the existing ones CS 491/691(X) - Lecture 9

Subsumption Layers First, we design, implement and debug layer 0 Next, we design layer 1 When layer 1 is designed, layer 0 is taken into consideration and utilized, its existence is subsumed Layer 0 continues to function Continue designing layers, until the desired task is achieved Higher levels can Inhibit outputs of lower levels Suppress inputs of lower levels level 2 level 1 level 0 sensors actuators AFSM inputs outputs suppressor inhibitor I s CS 491/691(X) - Lecture 9

Communication Through the World Collecting soda cans: Herbert Herbert’s capabilities Move around without running into obstacles Detect soda cans using a camera and a laser An arm that could: extend, sense if there is a can in the gripper, close the gripper, tuck the arm in CS 491/691(X) - Lecture 9

Herbert Look for soda cans, when seeing one approach it When close, extend the arm toward the soda can If the gripper sensors detect something close the gripper If can is heavy, put it down, otherwise pick it up If gripper was closed tuck the arm in and head home The robot did not keep internal state about what it had just done and what it should do next: it just sensed! CS 491/691(X) - Lecture 9

More on Herbert There is no internal wire between the layers that achieve can finding, grabbing, arm tucking, and going home However, the events are all executed in proper sequence. Why? Because the relevant parts of the control system interact and activate each other through sensing the world CS 491/691(X) - Lecture 9

World as the Best Model This is a key principle of reactive systems & Subsumption Architecture: Use the world as its own best model! If the world can provide the information directly (through sensing), it is best to get it that way, than to store it internally in a representation (which may be large, slow, expensive, and outdated) CS 491/691(X) - Lecture 9

Genghis (MIT) Walk over rough terrain and follow a human (Brooks ’89) Standup Control leg’s swing position and lift Simple walk Force balancing Force sensors provide information about the ground profile Leg lifting: step over obstacles Obstacle avoidance (whiskers) Pitch stabilization Prowling Steered prowling CS 491/691(X) - Lecture 9

The Nerd Herd (MIT) Foraging example (Matarić ’93) Behaviors involved: R1 robots (IS robotics) Behaviors involved: Wandering Avoiding Pickup Homing CS 491/691(X) - Lecture 9

Tom and Jerry (MIT) fsdf Tom Jerry CS 491/691(X) - Lecture 9

Pros and Cons Some critics consider the lack of detail about designing layers to be a weakness of the approach Others feel it is a strength, allowing for innovation and creativity Subsumption has been used on a vast variety of effective implemented robotic systems It was the first architecture to demonstrate many working robots CS 491/691(X) - Lecture 9

Benefits of Subsumption Systems are designed incrementally Avoid design problems due to the complexity of the task Helps the design and debugging process Robustness If higher levels fail, the lower ones continue unaffected Modularity Each “competency” is included into a separate layer, thus making the system manageable to design and maintain Rules and layers can be reused on different robots and for different tasks CS 491/691(X) - Lecture 9

Behavior-Based Control Reactive systems too inflexible, use no representation, no adaptation or learning Deliberative systems Too slow and cumbersome Hybrid systems Complex interactions among the hybrid components Behavior-based control involves the use of “behaviors” as modules for control CS 491/691(X) - Lecture 9

What Is a Behavior? Behavior-achieving modules Rules of implementation Behaviors achieve or maintain particular goals (homing, wall-following) Behaviors are time-extended processes Behaviors take inputs from sensors and from other behaviors and send outputs to actuators and other behaviors Behaviors are more complex than actions (stop, turn-right vs. follow-target, hide-from-light, find-mate etc.) CS 491/691(X) - Lecture 9

Principles of BBC Design Behaviors are executed in parallel, concurrently Ability to react in real-time Networks of behaviors can store state (history), construct world models/representation and look into the future Use representations to generate efficient behavior Behaviors operate on compatible time-scales Ability to us a uniform structure and representation throughout the system CS 491/691(X) - Lecture 9

Internal vs. Observable Behavior Observable behaviors do not always have a matching internal behavior Why not? Emergent behavior: interesting behavior can be produced from the interaction of multiple internal behaviors Start by listing the desired observable behaviors Program those behaviors with internal behaviors Behavior-based controllers are networks of internal behaviors which interact in order to produce the desired, external, observable behavior CS 491/691(X) - Lecture 9

An Example A robot that water plants around a building when they get dry Behaviors: avoid-collision, find-plant, check-if-dry, water, refill-reservoir, recharge-batteries Complex behaviors may consist of internal behaviors themselves Find-plant: wander-around, detect-green, approach-green, etc. Multiple behaviors may share the same underlying component behavior Refill-reservoir may also use wander-around CS 491/691(X) - Lecture 9

An Example Task: Mapping Design a robot that is capable of: Moving around safely Make a map of the environment Use the map to find the shortest paths to particular places Navigation & mapping are the most common mobile robot tasks CS 491/691(X) - Lecture 9

Map Representation The map is distributed over different behaviors We connect parts of the map that are adjacent in the environment by connecting the behaviors that represent them The network of behaviors represents a network of locations in the environment Topological map: Toto (Matarić ’90) CS 491/691(X) - Lecture 9

Toto’s Behaviors Toto the robot Ring of 12 sonars, low-resolution compas Lowest level: move around safely, without collisions Next level: following boundaries, a behavior that keeps the robot near walls and other objects Landmark detection: keep track of what was sensed and how it was moving meandering  cluttered area constant compass direction, go straight  left, right walls moving straight, both walls  corridor CS 491/691(X) - Lecture 9

Toto’s Mapping Behaviors Each landmark was stored in a behavior Each such landmark behavior stored (remembered) some information landmark type (wall, corridor, irregular) compass heading approximate length/size some odometry my-behavior-type: corridor my-compass-direction: NV my-approximate-location: x,y my-approximate-length: length whenever received (input) if input(behavior-type)= my-behavior-type and input (compass-direction) = my-compass-direction then active <- true CS 491/691(X) - Lecture 9

Building a Map Whenever a new landmark was discovered a new behavior was added Adjacent landmarks are connected by communication wires This resulted in a topological representation of the environment, i.e., a topological world model CS 491/691(X) - Lecture 9

Localization Whenever a landmark is detected, its description (type and compass direction) is sent to all behaviors in parallel  the one that matches becomes active When nothing in the map matches  a new place/landmark was discovered and added to the map If an existing behavior was activated, it inhibited any other active behaviors CS 491/691(X) - Lecture 9

Getting Around Toto can use the map to navigate The behavior that corresponds to the goal sends messages (spreads activation) to all of its neighbors The neighbors send messages to their neighbors in turn So on, until the messages reach the currently active behavior This forms path(s) from the current state to the goal CS 491/691(X) - Lecture 9

Path Following Toto did not keep a sequence of behaviors Instead, messages were passed continuously Useful in changing environments How does Toto decide where to go if multiple choices are available? Rely on the landmark size: behaviors add up their own length as messages are passed from one behavior to another  give path length Choose the shortest path Thus, one behavior at a time, it reached the goal CS 491/691(X) - Lecture 9

Toto’s Controller CS 491/691(X) - Lecture 9

Readings M. Matarić: Chapter 16 CS 491/691(X) - Lecture 9