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AI Lab Weekly Seminar By: Buluç Çelik 25.03.2005 1 General Outline ► Part I: A Behavior Architecture for Autonomous Mobile Robots Based on Potential Fields ► Part II: Real-Time Object Recognition Using Decision Tree Learning ► Part III: My Thesis - Comparison of MultiAgent Planning Algorithms 25.03.2005 2 Part I A Behavior Architecture for Autonomous Mobile Robots Based on Potential Fields Laue, T., Röfer, T. (2005) In: 8th International Workshop on RoboCup 2004 (Robot World Cup Soccer Games and Conferences), Lecture Notes in Artificial Intelligence. Springer, im Erscheinen. 25.03.2005 A Behavior Architecture for Autonomous Mobile Robots Based on Potential Fields 3 Outline ► 1. Introduction ► 2. Architecture ► 3. Modeling of the Environment ► 4. Motion Behaviors ► 5. Behaviors for Action Evaluation ► 6. Applications ► 7. Conclusion & Future Works 25.03.2005 A Behavior Architecture for Autonomous Mobile Robots Based on Potential Fields 4 1. Introduction ► Artificial Potential Fields Popular for being capable of acting in continuous domains in real time Can follow a collision-free path via the computation of a motion vector from the superposed force fields ►Repulsive force fields to obstacles ►Attractive force fields to desired destination 25.03.2005 A Behavior Architecture for Autonomous Mobile Robots Based on Potential Fields 5 1. Introduction ► Behavior-based Architectures The proposed approach combines existing approaches in a behavior based architecture by realizing single competing behaviors as potential fields 25.03.2005 A Behavior Architecture for Autonomous Mobile Robots Based on Potential Fields 6 2. Architecture ► Potential fields are based on superposion of force fields Fails for tasks with more than one possible goal position (e.g. goalkeeper) Could be solved by selecting the most appropriate goal ►But this proceeding will affect the claim of standalone architecture 25.03.2005 A Behavior Architecture for Autonomous Mobile Robots Based on Potential Fields 7 2. Architecture ► Different tasks have to be splitted into different competing behaviors ► Among the blocking and keeping of behaviors under certain circumstances, behaviors can be combined with others to realize small hierarchies For instance, this allows the usage of a number of evaluation behaviors differentiating situations (e. g. defense or midfield play in robot soccer) respectively combined with appropriate motion behaviors 25.03.2005 A Behavior Architecture for Autonomous Mobile Robots Based on Potential Fields 8 3. Modeling of the Environment ► The architecture offers various options allowing a detailed description An object class O: O = (fO, GO, FO) ►fO : potential function (e.g. attractive, repulsive) ►GO : geometric primitive used to approximate an object’s shape ►FO : the kind of field (e.g. circumfluent around GO , tangential around the position of the instance) 25.03.2005 A Behavior Architecture for Autonomous Mobile Robots Based on Potential Fields 9 4. Motion Behaviors ► The general procedure of motion planning A vector v can be computed by the superposition of the force vectors vi of all n object instances assigned to a behavior n v vi R i 1 is the current position of the robot ►v can be used to determine the robot’s direction of motion, rotation and speed ►R 25.03.2005 A Behavior Architecture for Autonomous Mobile Robots Based on Potential Fields 10 4. Motion Behaviors ► Relative motions Assigning force fields to single objects of the environment allows the avoidance of obstacles and the approach to desired goal positions Moving to more complex spatial configurations (e. g. positioning between the ball and the penalty area or lining up with several robots) is not possible directly Relative motions are realized via special objects which may be assigned to behaviors ► Such an object consists of a set of references to object instances and a spatial relation (e. g. between, relative-angle) 25.03.2005 A Behavior Architecture for Autonomous Mobile Robots Based on Potential Fields 11 4. Motion Behaviors ► Dealing with local minima Local minima are an inherent problem of potential fields, an optimal standard solution does not exist ► The attractive potential guides the robot’s path into a C-obstacle concavity ► At some point, the repulsive force cancels exactly the attractive force ►This stable zero-force configuration is a local minimum of the total potential function 25.03.2005 A Behavior Architecture for Autonomous Mobile Robots Based on Potential Fields 12 4. Motion Behaviors ► Dealing with local minima A* algorithm is used, the continuous environment is discretized A search tree with a dynamic number and size of branches is build up 25.03.2005 A Behavior Architecture for Autonomous Mobile Robots Based on Potential Fields 13 5. Behaviors for Action Evaluation ► An action behavior can be combined with a motion behavior to determine the appropriateness of its execution ► The environment is rasterized into cells of fixed size ► The anticipated world state after an action is computed ► The value of only the relevant positions are evaluated to determine the most appropriate position 25.03.2005 A Behavior Architecture for Autonomous Mobile Robots Based on Potential Fields 14 5. Behaviors for Action Evaluation may be determined at an arbitrary position P, being the sum of the potential functions of all object instances assigned to the behavior ► φ(P) n P i P i 1 ► evaluate a certain action which changes the environment (e. g. kicking a ball) this action has to be mapped to a geometric transformation (e. g. rotation, translation) in order to describe the motion of the manipulated object 25.03.2005 A Behavior Architecture for Autonomous Mobile Robots Based on Potential Fields 15 6. Applications ► The architecture has been applied to two different platforms, both being RoboCup teams of the Universit¨at Bremen Robots of the Bremen Byters, which are a part of the GermanTeam (Sony Four-legged Robot League) The control program of B-Smart, which competes in the RoboCup F-180 (Small Size) league For playing soccer, about 10–15 behaviors have been needed (e. g. go to Ball, go to defense position or kick ball forward) ► Sequences of actions have been used, allowing a quite forward-looking play ► 25.03.2005 A Behavior Architecture for Autonomous Mobile Robots Based on Potential Fields 16 7. Conclusion & Future Works ► A behavior-based architecture For autonomous mobile robots Integrating several different approaches for motion planning and action evaluation into a single general framework Dividing different tasks into competing behaviors ► Future works Porting the architecture to other platforms to test and extend the capabilities of this approach There exist several features already implemented but not adequately tested (e. g. the integration of object instances based on a probabilistic world model) In addition, the behavior selection process is currently extended to deal with a hierarchy of sets of competing behaviors, allowing the specification of even more complex overall behaviors 25.03.2005 A Behavior Architecture for Autonomous Mobile Robots Based on Potential Fields 17 Part II Real-Time Object Recognition Using Decision Tree Learning Wilking, D., Röfer, T. (2005) In: 8th International Workshop on RoboCup 2004 (Robot World Cup Soccer Games and Conferences), Lecture Notes in Artificial Intelligence. Springer, im Erscheinen. 25.03.2005 Real-Time Object Recognition Using Decision Tree Learning 18 Outline ► 1. Introduction ► 2. The Recognition Process ► 3. Results ► 4. Conclusion 25.03.2005 Real-Time Object Recognition Using Decision Tree Learning 19 1. Introduction ► The goal of the process presented in this paper is the computation of the pose of a visible robot (i. e. the distance, angle, and orientation) ► Apart from the unique color which can be used easily to find a robot in an image, the geometric shapes of the different parts provide much more information about the position of the robot ► The shapes themselves can be approximated using simple line segments and the angles between them 25.03.2005 Real-Time Object Recognition Using Decision Tree Learning 20 2. The Recognition Process The recognition begins with iterating through the surfaces that have been discovered by the preprocessing stage ► For every surface, a number of segments approximating its shape and a symbol is generated (e. g. head, side, front, back, leg, or nothing) ► The symbols are inserted into a special 180 symbol memory ► 25.03.2005 Real-Time Object Recognition Using Decision Tree Learning 21 2. The Recognition Process ► Segmentation and surface detection Relevant pixels are determined by color segmentation using color tables Surfaces (along with their position, bounding box, and area) are computed The contour of the surface is computed The iterative-end point algorithm is used to compute the segments 25.03.2005 Real-Time Object Recognition Using Decision Tree Learning 22 2. The Recognition Process ► Attribute generation Simple attributes (e. g., color class, area, perimeter, and aspect ratio) Regarding the representation of the surface (e. g. line segments, the number of corners, the convexity and the number of different classes of angles between two line segments) The surface is compared to a circle and a rectangle with the same area Sequences of adjacent angles 25.03.2005 Real-Time Object Recognition Using Decision Tree Learning 23 2. The Recognition Process ► Classification The decision tree learning algorithm is chosen as classification algorithm The tree is built by calculating the attribute with the highest entropy over-fitting is solved using χ2-pruning 25.03.2005 Real-Time Object Recognition Using Decision Tree Learning 24 2. The Recognition Process ► Analysis The surface area of a group is used to determine the distance to the robot The direction to the robot is computed by the group’s position in the 180 memory The relative position of the head within the group and the existence of front or back symbols indicate the rough direction of the robot 25.03.2005 Real-Time Object Recognition Using Decision Tree Learning 25 3. Results 25.03.2005 Real-Time Object Recognition Using Decision Tree Learning 26 3. Results 25.03.2005 Real-Time Object Recognition Using Decision Tree Learning 27 4. Conclusion ►A robot recognition process based on decision tree classification ► Due to the complexity and length of the process, some parts could be streamlined ► The heuristics used during the analysis step can be improved using a skeleton template based, probabilistic matching procedure deal both with the problem of occlusion and missing symbols ► improvements concerning the speed of the attribute generation can be achieved 25.03.2005 Real-Time Object Recognition Using Decision Tree Learning 28 Part III My Thesis Comparison of Multi-Agent Planning Algorithms 25.03.2005 Comparison of Multi-Agent Planning Algorithms 29 Comparison of Multi-Agent Planning Algorithms ► Multi-agent planning algorithms are to be designed and implemented for Sony Four-legged Robot League ► A behavior architecture for autonomous mobile robots based on potential fields will be designed and implemented One similar to the one explained at Part I ► Training a neuro-fuzzy system using the designed behavior architecture A neuro-fuzzy system will be trained using the decisions made by the implementation of behavior architecture 25.03.2005 Comparison of Multi-Agent Planning Algorithms 30 Comparison of Multi-Agent Planning Algorithms ► Training the neuro-fuzzy system with playing against the behavior architecture The neuro-fuzzy system will be trained more by playing against the implementation of behavior architecture ►A decision tree will be produced from the neuro-fuzzy network ► The architectures will be evaluated and compared 25.03.2005 Comparison of Multi-Agent Planning Algorithms 31 Thank You... Discussion 25.03.2005 32