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ROBOTICS COE 584 Robot Control Architectures

ROBOTICS COE 584 Robot Control Architectures. Review. Control Architectures Languages for robot control Computability Organizing principles Architecture comparison criteria. Robot Control Architectures.

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ROBOTICS COE 584 Robot Control Architectures

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  1. ROBOTICS COE 584 Robot Control Architectures

  2. Review Control Architectures • Languages for robot control • Computability • Organizing principles • Architecture comparison criteria

  3. Robot Control Architectures • There are infinitely many ways to program a robot, but there are only few types of robot control: • Deliberative control (no longer in use) • Reactive control • Hybrid control • Behavior-based control • Numerous “architectures” are developed, specifically designed for a particular control problem • However, they all fit into one of the categories above

  4. Comparing Architectures • Architectures can be classified by the way in which they treat: • Time-scale (looking ahead) • Modularity • Representation

  5. Time-Scale and Looking Ahead • How fast does the system react? Does it look into the future? • Deliberative control • Look into the future (plan) then execute  long time scale • Reactive control • Do not look ahead, simply react  short time scale • Hybrid control • Look ahead (deliberative layer) but also react quickly (reactive layer) • Behavior-based: • Look ahead while acting

  6. Modularity • Refers to the way the control system is broken into components • Deliberative control • Sensing (perception), planning and acting • Reactive control • Multiple modules running in parallel • Hybrid control • Deliberative, reactive, middle layer • Behavior-based: • Multiple modules running in parallel

  7. Representation • Representation is the form in which the control system internally stores information • Internal state • Internal representations • Internal models • History • What is represented and how it is represented has a major impact on robot control • State refers to the "status" of the system itself, whereas "representation" refers to arbitrary information that the robot stores

  8. An Example • Consider a robot that moves in a maze: what does the robot need to know to navigate and get out? • Store the path taken to the end of the maze • Straight 1m, left 90 degrees, straight 2m, right 45 degrees • Odometric path • Store a sequence of moves it has made at particular landmark in the environment • Left at first junction, right at the second, left at the third • Landmark-based path

  9. Topological Map • Store what to do at each landmark in the maze • Landmark-based map • The map can be stored (represented) in different forms • Store all possible paths and use the shortest one • Topological map: describes the connections among the landmarks • Metric map: global map of the maze with exact lengths of corridors and distances between walls, free and blocked paths: very general! • The robot can use this map to find new paths through the maze • Such a map is a world model, a representation of the environment

  10. World Models • Numerous aspects of the world can be represented • self/ego: stored proprioception, self-limits, goals, intentions, plans • space: metric or topological (maps, navigable spaces, structures) • objects, people, other robots: detectable things in the world • actions: outcomes of specific actions in the environment • tasks: what needs to be done, in what order, by when • Ways of representation • Abstractions of a robot’s state & other information

  11. Model Complexity • Some models are very elaborate • They take a long time to construct • These are kept around for a long time throughout the lifetime of the robot • E.g.: a detailed metric map • Other models are simple • Can be quickly constructed • In general they are transient and can be discarded after use • E.g.: information related to the immediate goals of the robot (avoiding an obstacle, opening of a door, etc.)

  12. Models and Computation • Using models require significant amount of computation • Construction: the more complex the model, the more computation is needed to construct the model • Maintenance: models need to be updated and kept up-to-date, or they become useless • Use of representations: complexity directly affects the type and amount of computation required for using the model • Different architectures have different ways of handling representations

  13. An Example • Consider a metric map • Construction: • Requires exploring and measuring the environment and intense computation • Maintenance: • Continuously update the map if doors are open or closed • Using the map: • Finding a path to a goal involves planning: find free/navigational spaces, search through those to find the shortest, or easiest path

  14. Simultaneous Mapping and Localization

  15. Cooperative Mapping and Localization

  16. Reactive Control • Reactive control is based on tight (feedback) loops connecting a robot's sensors with its effectors • Purely reactive systems do not use any internal representations of the environment, and do not look ahead • They work on a short time-scale and react to the current sensory information • Reactive systems use minimal, if any, state information

  17. Collections of Rules • Reactive systems consist of collections of reactive rules that map specific situations to specific actions • Analog to stimulus-response, reflexes • Bypassing the “brain” allows reflexes to be very fast • Rules are running concurrently and in parallel • Situations • Are extracted directly from sensory input • Actions • Are the responses of the system (behaviors)

  18. Mutually Exclusive Situations • If the set of situations is mutually exclusive:  only one situation can be met at a given time  only one action can be activated • Often is difficult to split up the situations this way • To have mutually exclusive situations the controller must encode rules for all possible sensory combinations, from all sensors • This space grows exponentially with the number of sensors

  19. Complete Control Space • The entire state space of the robot consists of all possible combinations of the internal and external states • A complete mapping from these states to actions is needed such that the robot can respond to all possibilities • This is would be a tedious job and would result in a very large look-up table that takes a long time to search • Reactive systems use parallel concurrent reactive rules  parallel architecture, multi-tasking

  20. Incomplete Mappings • In general, complete mappings are not used in hand-designed reactive systems • The most important situations are trigger the appropriate reactions • Default responses are used to cover all other cases • E.g.: a reactive safe-navigation controller Ifleft whisker bent thenturn right Ifright whisker bentthenturn left Ifboth whiskers bentthenback up and turn left Otherwise, keep going

  21. 1 2 12 3 11 4 10 5 9 6 8 7 Example – Safe Navigation • A robot with 12 sonar sensors, all around the robot • Divide the sonar range into two zones • Danger zone: things too close • Safe zone: reasonable distance to objects if minimum sonars 1, 2, 3, 12 < danger-zone and not-stopped thenstop if minimum sonars 1, 2, 3, 12 < danger-zone and stopped thenmove backward otherwise move forward • This controller does not look at the side sonars

  22. 1 2 12 3 11 4 10 5 9 6 8 7 Example – Safe Navigation • For dynamic environments, add another layer if sonar 11 or 12 < safe-zone and sonar 1 or 2 < safe-zone thenturn right if sonar 3 or 4 < safe-zone thenturn left • The robot turns away from the obstacles before getting too close • The combinations of the two controllers above  collision-free wandering behavior • Above we had mutually-exclusive conditions

  23. Action Selection • In most cases the rules are not triggered by unique mutually-exclusive conditions • More than one rule can be triggered at the same time • Two or more different commands are sent to the actuators!! • Deciding which action to take is called action selection • Arbitration: decide among multiple actions or behaviors • Fusion: combine multiple actions to produce a single command

  24. Arbitration • There are many different types of arbitration • Arbitration can be done based on: • a fixed priority hierarchy • rules have pre-assigned priorities • a dynamic hierarchy • rules priorities change at run-time • learning • rule priorities may be initialized and are learned at run-time, once or continuously

  25. Multi-Tasking • Arbitration decides which one action to execute • To respond to any rule that might become triggered all rules have to be monitored in parallel, and concurrently If no obstacle in front  move forward If obstacle in front  stop and turn away Wait for 30 seconds, then turn in a random direction • Monitoring sensors in sequence may lead to missing important events, or failing to react in real time • Reactive systems must support parallelism • The underlying programming language must have multi-tasking abilities

  26. Designing Reactive Systems • How to can we put together multiple (large number) of rules to produce effective, reliable and goal directed behavior? • How do we organize a reactive controller in a principled way? • The best known reactive architecture is the Subsumption Architecture (Rod Brooks, MIT, 1985)

  27. Vertical v. Horizontal Systems Traditional (SPA): sense – plan – act Subsumption:

  28. Biological Inspiration • The inspiration behind the Subsumption Architecture is the evolutionary process: • New competencies are introduced based on existing ones • Complete creatures are not thrown out and new ones created from scratch • Instead, solid, useful substrates are used to build up to more complex capabilities

  29. 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) • components are organized in layers, from the bottom up • lowest layers handle most basic tasks • all rules can be executed in parallel, not in a sequence • newly added components and layers exploit the existing ones

  30. level 2 level 1 level 0 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 (thus the name of the architecture) • As layer 1 is added, layer 0 continues to function • Continue designing layers, until the desired task is achieved sensors actuators

  31. inhibitor level 2 I inputs outputs level 1 AFSM S level 0 suppressor Suppression and Inhibition • Higher layers can disable the ones below • Avoid-obstacles can stop the robot from moving around • Layer 2 can either: • Inhibit the output of level 1, nothing gets through • Suppress the input of level 1, signal is replaced • The process is continued all the way to the top level sensors actuators

  32. inhibitor I inputs outputs AFSM S suppressor Subsumption Language and AFSMs • The original Subsumption Architecture was implemented using the Subsumption Language • It was based on finite state machines (FSMs) augmented with a very small amount of state (AFSMs) • AFSMs were implemented in Lisp

  33. inhibitor I inputs outputs AFSM S suppressor Subsumption Language and AFSMs • Each behavior is represented as an augmented finite state machine (AFSMs) • Stimulus (input) or response (output) can be inhibited or suppressed by other active behaviors • An AFSM can be in one state at a time, can receive one or more inputs, and send one or more outputs • AFSMs are connected communication wires, which pass input and output messages between them; only the last message is kept • AFSMs run asynchronously collide sonar halt

  34. level 2 level 1 level 0 Networks of AFSMs • Layers represent task achieving behaviors • Wandering, avoidance, goal seeking • Layers work concurrently and asynchronously • A Subsumption Architecture controller, using the AFSM-based programming language, is a network of AFSMs divided into layers • Convenient for incremental system design

  35. Wandering in Subsumption • Brooks ‘87 The lowest level is our familar avoid objects layer of control which includes avoidance and halting behaviors. The next layer of control lets the robot explore large areas. The third level gives some extra heuristics for backing out of tight situations.

  36. Layering in AFSM Networks • Layers modularize the reactive system • Bad design: • putting a lot of behaviors within a single layer • putting a large number of connections between the layers, so that they are strongly coupled • Strong coupling implies dependence between modules, which violates the modularity of the system • If modules are interdependent, they are not as robust to failure • In Subsumption, if higher layers fail, the lower ones remain unaffected

  37. Module Independence • Subsumption has one-way independence between layers • With upward independence, a higher layer can always use a lower one by using suppression and inhibition • Two-way independence is not practical • No communication between layers is possible • Do we always have to use these wires to communicate between parts of the system?

  38. Using the World • How can you sequence activities in Subsumption? • Coupling between layers need not be through the system itself (i.e., not through explicit communication wires) • It could be through the world. How?

  39. A Robust Layered Control System for a Mobile Robot, by Rodney A. Brooks. Layer Zero: • Takes a vector of sonar reading providing a robot centered map of surrounding obstacles. • Collide: monitor sonar map to determine whether there is an object ahead. If in the course of moving it comes to collide with something then it halts the robot. • Feelforce: generates a resultant (multiple direction) repulsive force. If something approaches then it forward the force to runaway in the right direction. • Runaway: it sends a command to motor if force is significant to avoid the force direction. • Motor: controlled by using two dofs that are the speed and the steering angle.

  40. Layer One: • Objective: Wander around aimelessly (depends on level Zero) • Wander: generates new heading for the robot every 10 seconds. • Avoid: takes force vector from feedforce and combine it with heading to produce modified heading. “Avoid” subsumes the runaway module as it may suppress its output in the case of a new heading to account for. Layer Zero: • Takes a vector of sonar reading providing a robot centered map of surrounding obstacles. • Collide: monitor sonar map to determine whether there is an object ahead. If in the course of moving it comes to collide with something then it halts the robot. • Feelforce: generates a resultant (multiple direction) repulsive force. If something approaches then it forward the force to runaway in the right direction. • Runaway: it sends a command to motor if force is significant to avoid the force direction. • Motor: controlled by using two dofs that are the speed and the steering angle.

  41. Layer Two: • Objective: Exploratory mode using visual obersver to select interesting places to visit. Uses position servoing the robot to a desired position over a travel path including some local obstacles. • Grabber: reads a global Goal. Ensures control by sending a halt to motor, this is done by inhibiting (See the many inhibiting lines of control) the lower level, to give time to plan a detailed motion. A goal is sent to pathplan module. • Inhibiting connection to level 1: so that no action can be initiated. The robot cannot approaching objects for 2 seconds. • Monitor: track each motion by monitoring the status of motor and when motor is inactive it queries the robot to read the shaft encoder to find how far it traveled, whether it terminated, as supposed to, or it is in an early halt due to obstacles. • Integrate: accumulates reports of motion from the monitor and sends its most recent result out of its integral line. It is restarted by a reset signal. • Pathplan: takes a goal (angle to turn, a distance to travel, and a final orientation) and attempt to reach goal. It sends heading to Avoid, which may perturb them to avoid local obstacles, and monitors the integration of actual motion. It may suppress the random wanderings at input of Avoid as long as higher level planner remains active. When the robot is at goal it outputs the goal to Straighten. • Straighten: modifying the final orientation of the robot. Perform fine-grain control of robot orientation without being exposed to feelforce. For this it directly sends its control to motor and monitor Integral for completness.It also inhibits the Collide because there is no chance of collision from forward motion. Level 2 control lower layers using four lines (I and S). A planned stereo system depth data produce of corridor space. Extra control is needed to stop the robot and take additional views when the robot wander outside some limits

  42. We wire finites state machines together into layers of control. Each layer is built on top of existing layers. Lower level layers never rely on the existence of higher level layers Intelligence without representation* Rodney A. Brooks The last level is meant to add an exploratory mode of behavior to the robot, using visual observations to select interesting places to visit. A vision module finds corridors of free space. Additional modules provide a means of position servoing the robot to along the corridor despite the presence of local obstacles on its path (as detected with the sonar sensing system). The lower level two layers still play an active role during normal operation of the second layer. (In practice we have so far only reused the sonar data for the corridor finder, rather than use stereo vision.) The next layer of control, when combined with the lowest, imbues the robot with the ability to wander around without hitting obstacles. This controller level relies in a large degree on the zeroth level's a version to hitting obstacles. In addition it uses a simple heuristic to plan ahead a little in order to avoid potential collisions which would need to be handled by the zeroth level The lowest level layer: the robot does not come into contact with other objects. If something approaches the robot it will move away. If in the course of moving itself it is about to collide with an object it will halt. These two tactics are sufficient for the robot to flee from moving obstacles, perhaps requiring many motions, without colliding with stationary obstacles. The combination of the tactics allows the robot to operate with very coarsely calibrated sonars and a wide range of repulsive force functions.

  43. Collecting Soda Cans • Herbert collected empty soda cans and took them home • 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

  44. 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!

  45. Tom and Jerry Embodied Intelligence Tom and Jerry Gleb Chuvpilo, Jessica Howe, MIT, 2002 • Tom and Jerry, as they are usually called, are a robotic ’cat and mouse’ pair. • Both are implemented as robotic vehicles that are able to move around within their environments, as well as interact with each other and modify behavior based on their current surroundings. • The mouse acts as a passive agent, simply moving and wandering through the environment with no sensory feedback, to give the cat something to chase. • The cat is the active agent who tracks and chases this mouse around the environment, with a layering of multiple behaviors that are able to take effect at appropriate times.

  46. The Cat (Tom) has: • Two bump sensors, activated by front left and front right ’whiskers’ which give a Boolean pressed / not pressed value, while the light sensors return integer values between 0 and 255, • Three light sensors mounted at the front of the vehicle, facing left, right, and forwards. • Tom • The mouse has got a light bulb on top of its head, and the cat has got light sensors to track down the mouse. • The cat’s behavior is to wander around in the darkness while exploring as much space as possible, and go towards the light if there is one. If the cat finds the mouse it begins to play with it, by sitting still in the same place for a while, pouncing on it and batting it a bit, then letting the mouse go away. The mouse can’t see the cat, so it just wanders around.

  47. The Mouse (Jerry): • Is strictly passive and has no feedback in the form of sensors. • Use light as the form in which the cat is able to track and chase the mouse. • The mouse has a halogen bulb mounted on top of it which emanates light in all directions: • During the experiment the lights is turned off in the room. • The light is used rather than infrared for mouse tracking because it is easy to debug light tracking mechanisms because the light is either shining or not shining. • Using IR, on the other hand, is more difficult to debug simply because we cannot see with the naked eye what the robots see. Jerry the mouse Mouse is much smaller than Tom. The mouse also has three wheels, two active and one passive. However, a gearbox would be too bulky for the robot of that size, so we decided to do without it and use smaller wheels instead. The mouse has no sensors, and its behavior is completely deterministic. There is no randomness in the time in which it goes forward or turns, as opposed to the cat. On top of the mouse there is a source of bright light (a hallogen lamp) so that the cat would be able to see the mouse from far away. It is worth noting that we had to decouple the system and add another source of power.

  48. CAT Behaviors: • Four behaviors, each act in a layered fashion one upon another, so that the appropriate action is invoked at the appropriate time, subsuming the behavior of lower levels: • Layer 0: The basic action is to wander around the environment searching for the mouse, i.e. waiting for the light from the mouse to be seen so that a higher subsumption level may be called in. • Layer 1: Follow light is activated by the three light sensors which allow the cat to turn towards the mouse and move towards it once the two side light sensors read at roughly the same levels. • Layer 2: obstacle avoidance, which is activated by the bump sensors. When an obstacle is hit the cat will back up and turn away from it, after which the lower levels of wander or light-following will resume. • Layer 3: the cat is playing with the mouse (complex) which is invoked when the cat is within a certain threshold range of the mouse and involves waiting, stalking, pouncing and freeing the mouse.

  49. Wander (CAT): • Wandering aims at exploring the environment (in lack of stimulus that triggers other actions) in search of the mouse: • Repeatedly move forward for a random amount of time and then turn for a random amount of time, pointing it in a new direction. • The random length of time is spread between a defined minimum and maximum amount of time. • If in the process of wandering some stimulus is encountered the resulting behavior will take higher precedence over the wander action. • When the action is complete wandering will resume.

  50. Light Following (CAT): • When the cat is not pointing directly at the light the left and right light sensors will read different values. When these values are more than some defined delta apart the motors will spin to turn the cat in place so that the light is being faced head on. • If both side sensors read roughly the same values and the forward sensor reads above some defined threshold (when it actually sees the mouse rather than ambient light levels) it will move forward, correcting its direction if need be.

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