Behavior-based Robot DesignAn Introduction: Behavior-based Robot Design An Introduction Lecture #2, Sept 8, 2005
RSS II
Una-May O’Reilly
Agenda: Agenda Intuition of BB design with an example
Overview
Practicalities
I. A Collecting Robot in Simulation: I. A Collecting Robot in Simulation www.behaviorbasedprogramming.com Bumper Left
Photocell Right
Photocell Right IR
Detector Left IR
Detector Drive wheels
Questions: Questions What task is the robot doing?
Searching for pucks
When it finds one, pushes it to vicinity of the light source, goes to find another
Avoids or escapes from encounters with other objects
How is the robot collecting pucks?: How is the robot collecting pucks? Task is decomposed as a set of simple behaviors (algorithms connecting sensors to actuation) that, when acting together, produce the overall activity
Collection Task Behavior Network: Collection Task Behavior Network Escape Dark-push Anti-moth Avoid Home Cruise Bump force Photocells IR detectors Arbiter Motor Controller Left
Motor Right
Motor Sensing Intelligence Actuation
A Collecting Robot in Simulation: A Collecting Robot in Simulation The robots in BSim are circular differential drive robots with a bumper, two IR proximity sensors, two photo sensors and wheel encoders. The photo and IR sensors face diagonally from the front of the robot at 45 degree angles.
Each robot supports a simple, yet powerful, behavior-based programming system which includes a set of primitive behaviors and a priority list arbiter.
A robot's program is called a task. A task is a prioritized list of behaviors which all simultaneously compete to control the robot.
The arbiter chooses which behavior is successful. You can program each robot by configuring a set of behaviors, prioritizing the behaviors for the arbiter, and then loading the behaviors into the robot.
Collection Behaviors: Collection Behaviors Cruise: drives the wheels at constant speeds. The behavior can try to drive the wheels at any speed, positive or negative, but the robot speed will max out at +/- 255.
Home: tries to drive the robot toward a light source. It uses a proportional controller to home on a light source whenever the robot’s photo sensors see light. The robot homes on the light by pivoting in the direction of the light and then moving forward a step. The robot determines the direction to the light by calculating the difference between the two photo sensor measurements..
Avoid: Moves robot forward and left if the right proximity sensor is on, or forward and right is the left proximity sensor is on (if gain is positive). With a negative gain (in collection task) it goes toward an obstacle (eg a puck or wall)
Collection Behaviors: Collection Behaviors Escape:a ballistic behavior triggered whenever the robot bumps into something. The behavior is performed in three steps: backup for a specified amount of time, spin a certain angle, and go forward for a specified amount of time.
Anti-Moth: a ballistic behavior that triggers whenever the total light intensity measured by a photocell exceeds a threshold
Dark-push: a ballistic behavior. It triggers whenever the robot tries to push something when no light is visible.
Collection Task Behavior Network: Collection Task Behavior Network Escape Dark-push Anti-moth Avoid Home Cruise Bump force Photocells IR detectors Arbiter Motor Controller Left
Motor Right
Motor Sensing Intelligence Actuation Backs up from walls Prevents pushing in wrong direction Drop puck at light Find and push a puck Orient to light source
Things to Notice: Things to Notice There’s no explicit FindPuck behavior
No PushPuck behavior
No DropPuck behavior
These emerge from the interaction of the more primitive behaviors
System behavior is not deterministic, but has random components
Overall behavior is robust - ultimately collects pucks
No representation of the world and no state
II. Overview: Artificial Creatures: II. Overview: Artificial Creatures Contrast between good old fashioned Artificial Intelligence (GOFAI) and behavior-based AI
GOFAI: Thought experiments on the nature of “intelligence” in creatures with bodies
BB-AI draws inspiration from neurobiology, ethology, psychophysics, and sociology
Good Old Fashioned AI: GOFAI: Good Old Fashioned AI: GOFAI intelligence -- look for essence
study that
generalize back the program
Marvin Minsky: Society of Mind: Marvin Minsky: Society of Mind 2.5 EASY THINGS ARE HARD
In attempting to make our robot work, we found that many
everyday problems were much more complicated than the
sorts of problems, puzzles, and games adults consider
hard.
Where Did Evolution Spend Its Time?: Where Did Evolution Spend Its Time?
Creature, or Behavior-Based, AI: Creature, or Behavior-Based, AI creatures -- live in messy worlds
performance relative to the world
intelligence (emerges) on this substrate the creature
Methodologies Compared: Methodologies Compared
Embrace Hubris: Embrace Hubris While it turns out that biological
systems often use simple tricks to
accomplish their goals, they are often
more subtle than human engineers
with all their mathematics and power
tools may think they are.
Sense-Model-Plan-Act: Sense-Model-Plan-Act
Contrast: Thinking about Creatures: Contrast: Thinking about Creatures Simple creatures occupy very complex worlds
they are not all knowing masters of the worlds
they act enough to capitalize on specific features of the world
They do not have enough neurons to build full reconstructions of the world
The `diameter’ of their nervous systems is very small (about six for humans)
Herbert Simon’s Ant: Herbert Simon’s Ant A man, viewed as a behaving system,
is quite simple. The apparent
complexity of his behavior over time
is largely a reflection of the complexity
of the environment in which he finds
himself.
Embrace Situatedness: Embrace Situatedness The behavior of a creature,
depends on the environment in which
it is embedded or situated.
Creatures don’t deal with abstract descriptions, but with the “here” and “now” of their environment
Embrace Embodiment: Embrace Embodiment An embodied creature is one which has
a physical body and experiences the
world, at least in part, directly through
the influence of the world on that body.
The actions of a creature are part of a
dynamic with the world and have
immediate feedback on the creature’s
own sensations through direct physical
coupling and its consequences.
Look for Emergence: Look for Emergence The intelligence of the system emerges
from the system’s interactions with the
world and from sometimes indirect
interactions between its components--
it is sometimes hard to point to one
event or place within the system and
say that is why some external action
was manifested.
Autonomous: Autonomous An autonomous (artificial) creature is one
that is able to maintain a long term
dynamic with its environment without
intervention. Once an autonomous
artificial creature is switched on, it does
what is in its nature to do.
Distinguish the Observer from the Robot: Distinguish the Observer from the Robot Terms descriptive of behavior are in
the eye of the observer.
Traditional Problem Decomposition : Traditional Problem Decomposition perception modeling planning task execution motor control sensors actuators Horizontal decomposition
Behavior Based Decomposition: Behavior Based Decomposition nouvelle avoid hitting things locomote explore build maps manipulate the world actuators sensors Vertical decomposition
Recapitulate Evolution: Recapitulate Evolution each layer has some perception, ‘planning’, and action
rather than sensor fusion, we have sensor fission
fusion happens at the action command level on the right
there is a question of what sort of merge semantics there should be
in its pure form, construction is purely additive
Suitable for Mobile Robots: Suitable for Mobile Robots Handles multiple goals via different behaviors, with mediation, running concurrently
Multiple sensors are not combined but complementary
Robust: graceful degradation as upper layers are lost
Additivity facilitates easy expansion for hardware resources
III. The Practicalities: III. The Practicalities How should the task be decomposed?
Not a science!
On behaviors and arbitration
How should it be debugged?
What will bite you!
Behavior Decomposition1: Behavior Decomposition1 State the problem clearly
Identify any unstated assumptions about human competency that robot may not have
State simply the set of minimum competencies needed to achieve the task
Look for methods that will enable each competency using your robot h/w
Match the questions that should be asked with sensors that can answer them
Write behaviors that implement the methods and connect the behaviors to fixed priority arbiters
Assume sensors will be noisy! Plan for graceful degradation
Accept methods that, on average, advance the task
Strive for robustness ahead of efficiency 1. From p 173, Jones, “Robot Programming: A Practical Guide to BB Robotics
On Behaviors: On Behaviors Whenever (X) do
Else-whenever(Y) do
Etc
Always sensing, looks for trigger then exerts control:
A behavior always monitors specific sensors,
it uses a threshold of their values to dictate when it will attempt to control a set of actuators: TRIGGER
Servo vs Ballistic Behaviors: Servo vs Ballistic Behaviors Servo behavior has a feedback loop
Eg: light-positioning behavior
Never completes
Ballistic behavior, once triggered continues to completion without any sensing
Eg: Escape behavior
1. Back up a preset distance
2. Spin a preset number of degrees
3. Move forward a preset distance
Use with caution due to sequential nature
Try to solve with servo behavior first
Using Finite State Machines for Design: Using Finite State Machines for Design Behaviors have no (or little) state
They live in the ‘here’ and ‘now’ without memory
Use an FSM to for analysis and design to see how every event is being handled
Escape Diagrammed: Escape Diagrammed
Escape Behavior FSM: Escape Behavior FSM Spin in
direction d backup No action forward Left bump
Output d=right Right bump
Output d=left Moved distance f Moved distance b Turned through angle 0
Overloading Behaviors: Overloading Behaviors What to do with behavior 1 is not distinct from behavior 2:
Eg. While reacting to one collision another occurs (while escape is running)
Don’t add in special cases “overloading a behavior”
Create a third behavior that looks for the trigger of behaviors 1 & 2, and controls that situation
Thrashing: Thrashing Two different behaviors are alternatively given control or two parts of one behavior contradict each other.
Thrashing Remedies: Thrashing Remedies Remedy: cycle-detection behavior
A series of rapid back and forth wheel motions or lack of progress
Remedy: Table analysis,
On Arbitration: On Arbitration When to arbitrate:
Eg. wander-behavior and recharge-behavior
What to decide? Average, take turns, vote
Use urgency
Consider graceful degradation
Use fixed priority arbitration for most cases
Can have multiple arbiters for different actuators
Arbiter can report how it arbitrated
Debugging: Debugging Develop and test each behavior in turn
The difficulty will lie in understanding and managing the interactions between behaviors
Example: thrashing
Set up a debug tool: indicated which behavior is active, sensor values, state of arbiter
Could be tones or GUI
Wrap-Up: Wrap-Up Example
Overview
Practicalities
Next
Consider implementation with Carmen and Java
Consider BB approach for challenge
More sophistication in BB creature - mapping
Subsumption: Example instance of BB design
Primary Source Material: Primary Source Material Brooks, R. A., "New Approaches to Robotics", Science (253), September 1991, pp. 1227-1232.
Brooks, R. A. and A. M. Flynn "Fast, Cheap and Out of Control: A Robot Invasion of the Solar System", Journal of the British Interplanetary Society, October 1989, pp. 478ミ485.
Brooks, R. A. "A Robust Layered Control System for a Mobile Robot", IEEE Journal of Robotics and Automation, Vol. 2, No. 1, March 1986, pp. 14-23; also MIT AI Memo 864, September 1985.
Robot Programming: A Practical Guide to Behavior-based Robotics, Joseph L. Jones, McGraw-Hill, 2004.
Lecture #1, Introduction, Prof. Ian Horswill http://www.cs.northwestern.edu/academics/courses/special_topics/395-robotics/
“Sensing and Manipulating Built-for-Human Environments”, Brooks et al, International Journal of Humanoid Robotics, Vol 1, #1, 2004.