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1.
Swarm robotics is a promising approach for the coordination of large numbers of robots. While previous studies have shown that evolutionary robotics techniques can be applied to obtain robust and efficient self-organized behaviors for robot swarms, most studies have been conducted in simulation, and the few that have been conducted on real robots have been confined to laboratory environments. In this paper, we demonstrate for the first time a swarm robotics system with evolved control successfully operating in a real and uncontrolled environment. We evolve neural network-based controllers in simulation for canonical swarm robotics tasks, namely homing, dispersion, clustering, and monitoring. We then assess the performance of the controllers on a real swarm of up to ten aquatic surface robots. Our results show that the evolved controllers transfer successfully to real robots and achieve a performance similar to the performance obtained in simulation. We validate that the evolved controllers display key properties of swarm intelligence-based control, namely scalability, flexibility, and robustness on the real swarm. We conclude with a proof-of-concept experiment in which the swarm performs a complete environmental monitoring task by combining multiple evolved controllers.  相似文献   

2.
Designing effective behavioral controllers for mobile robots can be difficult and tedious; this process can be circumvented by using online learning techniques which allow robots to generate their own controllers online in an automated fashion. In multi-robot systems, robots operating in parallel can potentially learn at a much faster rate by sharing information amongst themselves. In this work, we use an adapted version of the Particle Swarm Optimization algorithm in order to accomplish distributed online robotic learning in groups of robots with access to only local information. The effectiveness of the learning technique on a benchmark task (generating high-performance obstacle avoidance behavior) is evaluated for robot groups of various sizes, with the maximum group size allowing each robot to individually contain and manage a single PSO particle. To increase the realism of the technique, different PSO neighborhoods based on limitations of real robotic communication are tested and compared in this scenario. We explore the effect of varying communication power for one of these communication-based PSO neighborhoods. To validate the effectiveness of these learning techniques, fully distributed online learning experiments are run using a group of 10 real robots, generating results which support the findings from our simulations.  相似文献   

3.
In swarm robotics, communication among the robots is essential. Inspired by biological swarms using pheromones, we propose the use of chemical compounds to realize group foraging behavior in robot swarms. We designed a fully autonomous robot, and then created a swarm using ethanol as the trail pheromone allowing the robots to communicate with one another indirectly via pheromone trails. Our group recruitment and cooperative transport algorithms provide the robots with the required swarm behavior. We conducted both simulations and experiments with real robot swarms, and analyzed the data statistically to investigate any changes caused by pheromone communication in the performance of the swarm in solving foraging recruitment and cooperative transport tasks. The results show that the robots can communicate using pheromone trails, and that the improvement due to pheromone communication may be non-linear, depending on the size of the robot swarm.  相似文献   

4.
Summary A modular approach to neural behavior control of autonomous robots is presented. It is based on the assumption that complex internal dynamics of recurrent neural networks can efficiently solve complex behavior tasks. For the development of appropriate neural control structures an evolutionary algorithm is introduced, which is able to generate neuromodules with specific functional properties, as well as the connectivity structure for a modular synthesis of such modules. This so called ENS 3-algorithm does not use genetic coding. It is primarily designed to develop size and connectivity structure of neuro-controllers. But at the same time it optimizes also parameters of individual networks like synaptic weights and bias terms. For demonstration, evolved networks for the control of miniature Khepera robots are presented. The aim is to develop robust controllers in the sense that neuro-controllers evolved in a simulator show comparably good behavior when loaded to a real robot acting in a physical environment. Discussed examples of such controllers generate obstacle avoidance and phototropic behaviors in non-trivial environments.  相似文献   

5.
We present two swarm intelligence control mechanisms used for distributed robot path formation. In the first, the robots form linear chains. We study three variants of robot chains, which vary in the degree of motion allowed to the chain structure. The second mechanism is called vectorfield. In this case, the robots form a pattern that globally indicates the direction towards a goal or home location. We test each controller on a task that consists in forming a path between two objects which an individual robot cannot perceive simultaneously. Our simulation experiments show promising results. All the controllers are able to form paths in complex obstacle environments and exhibit very good scalability, robustness, and fault tolerance characteristics. Additionally, we observe that chains perform better for small robot group sizes, while vectorfield performs better for large groups.  相似文献   

6.
The Palaiomation Consortium, supported by the European Commission, is building a robot Iguanodon atherfieldensis for museum display that is much more sophisticated than existing animatronic exhibits. The current half-size (2.5 m) prototype is fully autonomous, carrying its own computer and batteries. It walks around the room, choosing its own path and avoiding obstacles. A bigger version with a larger repertoire of behaviours is planned. Many design problems have had to be overcome. A real dinosaur would have had hundreds of muscles, and we have had to devise means of achieving life-like movement with a much smaller number of motors; we have limited ourselves to 20, to keep the control problems manageable. Realistic stance requires a narrower trackway and a higher centre of mass than in previous (often spider-like) legged robots, making it more difficult to maintain stability. Other important differences from previous walking robots are that the forelegs have to be shorter than the hind, and the machinery has had to be designed to fit inside a realistically shaped body shell. Battery life is about one hour, but to achieve this we have had to design the robot to have very low power consumption. Currently, this limits it to unrealistically slow movement. The control system includes a high-level instructions processor, a gait generator, a motion-coordination generator, and a kinematic model.  相似文献   

7.
We study cooperative navigation for robotic swarms in the context of a general event-servicing scenario. In the scenario, one or more events need to be serviced at specific locations by robots with the required skills. We focus on the question of how the swarm can inform its members about events, and guide robots to event locations. We propose a solution based on delay-tolerant wireless communications: by forwarding navigation information between them, robots cooperatively guide each other towards event locations. Such a collaborative approach leverages on the swarm’s intrinsic redundancy, distribution, and mobility. At the same time, the forwarding of navigation messages is the only form of cooperation that is required. This means that the robots are free in terms of their movement and location, and they can be involved in other tasks, unrelated to the navigation of the searching robot. This gives the system a high level of flexibility in terms of application scenarios, and a high degree of robustness with respect to robot failures or unexpected events. We study the algorithm in two different scenarios, both in simulation and on real robots. In the first scenario, a single searching robot needs to find a single target, while all other robots are involved in tasks of their own. In the second scenario, we study collective navigation: all robots of the swarm navigate back and forth between two targets, which is a typical scenario in swarm robotics. We show that in this case, the proposed algorithm gives rise to synergies in robot navigation, and it lets the swarm self-organize into a robust dynamic structure. The emergence of this structure improves navigation efficiency and lets the swarm find shortest paths.  相似文献   

8.
The use of mobile robots is an effective method of validating sensory–motor models of animals in a real environment. The well-identified insect sensory–motor systems have been the major targets for modeling. Furthermore, mobile robots implemented with such insect models attract engineers who aim to avail advantages from organisms. However, directly comparing the robots with real insects is still difficult, even if we successfully model the biological systems, because of the physical differences between them. We developed a hybrid robot to bridge the gap. This hybrid robot is an insect-controlled robot, in which a tethered male silkmoth (Bombyx mori) drives the robot in order to localize an odor source. This robot has the following three advantages: 1) from a biomimetic perspective, the robot enables us to evaluate the potential performance of future insect-mimetic robots; 2) from a biological perspective, the robot enables us to manipulate the closed-loop of an onboard insect for further understanding of its sensory–motor system; and 3) the robot enables comparison with insect models as a reference biological system. In this paper, we review the recent works regarding insect-controlled robots and discuss the significance for both engineering and biology.  相似文献   

9.
ARGoS: a modular, parallel, multi-engine simulator for multi-robot systems   总被引:1,自引:0,他引:1  
We present a novel multi-robot simulator named ARGoS. ARGoS is designed to simulate complex experiments involving large swarms of robots of different types. ARGoS is the first multi-robot simulator that is at the same time both efficient (fast performance with many robots) and flexible (highly customizable for specific experiments). Novel design choices in ARGoS have enabled this breakthrough. First, in ARGoS, it is possible to partition the simulated space into multiple sub-spaces, managed by different physics engines running in parallel. Second, ARGoS?? architecture is multi-threaded, thus designed to optimize the usage of modern multi-core CPUs. Finally, the architecture of ARGoS is highly modular, enabling easy addition of custom features and appropriate allocation of computational resources. We assess the efficiency of ARGoS and showcase its flexibility with targeted experiments. Experimental results demonstrate that simulation run-time increases linearly with the number of robots. A 2D-dynamics simulation of 10,000 e-puck robots can be performed in 60?% of the time taken by the corresponding real-world experiment. We show how ARGoS can be extended to suit the needs of an experiment in which custom functionality is necessary to achieve sufficient simulation accuracy. ARGoS is open source software licensed under GPL3 and is downloadable free of charge.  相似文献   

10.
It is important for robot designers to know how to make robots that interact effectively with humans. One key dimension is robot appearance and in particular how humanlike the robot should be. Uncanny Valley theory suggests that robots look uncanny when their appearance approaches, but is not absolutely, human. An underlying mechanism may be that appearance affects users’ perceptions of the robot’s personality and mind. This study aimed to investigate how robot facial appearance affected perceptions of the robot’s mind, personality and eeriness. A repeated measures experiment was conducted. 30 participants (14 females and 16 males, mean age 22.5 years) interacted with a Peoplebot healthcare robot under three conditions in a randomized order: the robot had either a humanlike face, silver face, or no-face on its display screen. Each time, the robot assisted the participant to take his/her blood pressure. Participants rated the robot’s mind, personality, and eeriness in each condition. The robot with the humanlike face display was most preferred, rated as having most mind, being most humanlike, alive, sociable and amiable. The robot with the silver face display was least preferred, rated most eerie, moderate in mind, humanlikeness and amiability. The robot with the no-face display was rated least sociable and amiable. There was no difference in blood pressure readings between the robots with different face displays. Higher ratings of eeriness were related to impressions of the robot with the humanlike face display being less amiable, less sociable and less trustworthy. These results suggest that the more humanlike a healthcare robot’s face display is, the more people attribute mind and positive personality characteristics to it. Eeriness was related to negative impressions of the robot’s personality. Designers should be aware that the face on a robot’s display screen can affect both the perceived mind and personality of the robot.  相似文献   

11.
Most conventional robots rely on controlling the location of the center of pressure to maintain balance, relying mainly on foot pressure sensors for information. By contrast, humans rely on sensory data from multiple sources, including proprioceptive, visual, and vestibular sources. Several models have been developed to explain how humans reconcile information from disparate sources to form a stable sense of balance. These models may be useful for developing robots that are able to maintain dynamic balance more readily using multiple sensory sources. Since these information sources may conflict, reliance by the nervous system on any one channel can lead to ambiguity in the system state. In humans, experiments that create conflicts between different sensory channels by moving the visual field or the support surface indicate that sensory information is adaptively reweighted. Unreliable information is rapidly down-weighted, then gradually up-weighted when it becomes valid again. Human balance can also be studied by building robots that model features of human bodies and testing them under similar experimental conditions. We implement a sensory reweighting model based on an adaptive Kalman filter in a bipedal robot, and subject it to sensory tests similar to those used on human subjects. Unlike other implementations of sensory reweighting in robots, our implementation includes vision, by using optic flow to calculate forward rotation using a camera (visual modality), as well as a three-axis gyro to represent the vestibular system (non-visual modality), and foot pressure sensors (proprioceptive modality). Our model estimates measurement noise in real time, which is then used to recompute the Kalman gain on each iteration, improving the ability of the robot to dynamically balance. We observe that we can duplicate many important features of postural sway in humans, including automatic sensory reweighting, effects, constant phase with respect to amplitude, and a temporal asymmetry in the reweighting gains.  相似文献   

12.
An important characteristic of a robot swarm that must operate in the real world is the ability to cope with changeable environments by exhibiting behavioural plasticity at the collective level. For example, a swarm of foraging robots should be able to repeatedly reorganise in order to exploit resource deposits that appear intermittently in different locations throughout their environment. In this paper, we report on simulation experiments with homogeneous foraging robot teams and show that analysing swarm behaviour in terms of information flow can help us to identify whether a particular behavioural strategy is likely to exhibit useful swarm plasticity in response to dynamic environments. While it is beneficial to maximise the rate at which robots share information when they make collective decisions in a static environment, plastic swarm behaviour in changeable environments requires regulated information transfer in order to achieve a balance between the exploitation of existing information and exploration leading to acquisition of new information. We give examples of how information flow analysis can help designers to decide on robot control strategies with relevance to a number of applications explored in the swarm robotics literature.  相似文献   

13.
Swarms of flying robots are a promising alternative to ground-based robots for search in indoor environments with advantages such as increased speed and the ability to fly above obstacles. However, there are numerous problems that must be surmounted including limitations in available sensory and on-board processing capabilities, and low flight endurance. This paper introduces a novel strategy to coordinate a swarm of flying robots for indoor exploration that significantly increases energy efficiency. The presented algorithm is fully distributed and scalable. It relies solely on local sensing and low-bandwidth communication, and does not require absolute positioning, localisation, or explicit world-models. It assumes that flying robots can temporarily attach to the ceiling, or land on the ground for efficient surveillance over extended periods of time. To further reduce energy consumption, the swarm is incrementally deployed by launching one robot at a time. Extensive simulation experiments demonstrate that increasing the time between consecutive robot launches significantly lowers energy consumption by reducing total swarm flight time, while also decreasing collision probability. As a trade-off, however, the search time increases with increased inter-launch periods. These effects are stronger in more complex environments. The proposed localisation-free strategy provides an energy efficient search behaviour adaptable to different environments or timing constraints.  相似文献   

14.
15.
Comparison of human and humanoid robot control of upright stance   总被引:1,自引:0,他引:1  
There is considerable recent interest in developing humanoid robots. An important substrate for many motor actions in both humans and biped robots is the ability to maintain a statically or dynamically stable posture. Given the success of the human design, one would expect there are lessons to be learned in formulating a postural control mechanism for robots. In this study we limit ourselves to considering the problem of maintaining upright stance. Human stance control is compared to a suggested method for robot stance control called zero moment point (ZMP) compensation. Results from experimental and modeling studies suggest there are two important subsystems that account for the low- and mid-frequency (DC to 1 Hz) dynamic characteristics of human stance control. These subsystems are (1) a “sensory integration” mechanism whereby orientation information from multiple sensory systems encoding body kinematics (i.e. position, velocity) is flexibly combined to provide an overall estimate of body orientation while allowing adjustments (sensory re-weighting) that compensate for changing environmental conditions and (2) an “effort control” mechanism that uses kinetic-related (i.e., force-related) sensory information to reduce the mean deviation of body orientation from upright. Functionally, ZMP compensation is directly analogous to how humans appear to use kinetic feedback to modify the main sensory integration feedback loop controlling body orientation. However, a flexible sensory integration mechanism is missing from robot control leaving the robot vulnerable to instability in conditions where humans are able to maintain stance. We suggest the addition of a simple form of sensory integration to improve robot stance control. We also investigate how the biological constraint of feedback time delay influences the human stance control design. The human system may serve as a guide for improved robot control, but should not be directly copied because the constraints on robot and human control are different.  相似文献   

16.
Unpredictable air movements have proved to be a problem in previous studies investigating robot communication bymeans of airborne pheromone chemicals. The project described in this paper investigates the use of air vortex rings as a means ofcarrying pheromone chemicals between transmitting and receiving robots. Sensitivity to chemicals including pheromonesreleased by conspecifics is essential for many aspects of an insect’s life. They assist in finding food, locating a mate, avoidingdanger and help coordinate the activities of social insects. In the future, autonomous robots will be challenged by many situationssimilar to those that face insects and other simple creatures. Chemical communication may prove useful for these robots aswell. This paper describes the equipment developed for generating and detecting vortex rings. Results of experiments involvinglocation and tracking of a sequence of pheromone vortex rings are also presented.  相似文献   

17.
Jumping robots: a biomimetic solution to locomotion across rough terrain   总被引:1,自引:0,他引:1  
This paper introduces jumping robots as a means to traverse rough terrain; such terrain can pose problems for traditional wheeled, tracked and legged designs. The diversity of jumping mechanisms found in nature is explored to support the theory that jumping is a desirable ability for a robot locomotion system to incorporate, and then the size-related constraints are determined from first principles. A series of existing jumping robots are presented and their performance summarized. The authors present two new biologically inspired jumping robots, Jollbot and Glumper, both of which incorporate additional locomotion techniques of rolling and gliding respectively. Jollbot consists of metal hoop springs forming a 300 mm diameter sphere, and when jumping it raises its centre of gravity by 0.22 m and clears a height of 0.18 m. Glumper is of octahedral shape, with four 'legs' that each comprise two 500 mm lengths of CFRP tube articulating around torsion spring 'knees'. It is able to raise its centre of gravity by 1.60 m and clears a height of 1.17 m. The jumping performance of the jumping robot designs presented is discussed and compared against some specialized jumping animals. Specific power output is thought to be the performance-limiting factor for a jumping robot, which requires the maximization of the amount of energy that can be stored together with a minimization of mass. It is demonstrated that this can be achieved through optimization and careful materials selection.  相似文献   

18.
This paper proposes a novel method to improve the efficiency of a swarm of robots searching in an unknown environment. The approach focuses on the process of feeding and individual coordination characteristics inspired by the foraging behavior in nature. A predatory strategy was used for searching; hence, this hybrid approach integrated a random search technique with a dynamic particle swarm optimization (DPSO) search algorithm. If a search robot could not find any target information, it used a random search algorithm for a global search. If the robot found any target information in a region, the DPSO search algorithm was used for a local search. This particle swarm optimization search algorithm is dynamic as all the parameters in the algorithm are refreshed synchronously through a communication mechanism until the robots find the target position, after which, the robots fall back to a random searching mode. Thus, in this searching strategy, the robots alternated between two searching algorithms until the whole area was covered. During the searching process, the robots used a local communication mechanism to share map information and DPSO parameters to reduce the communication burden and overcome hardware limitations. If the search area is very large, search efficiency may be greatly reduced if only one robot searches an entire region given the limited resources available and time constraints. In this research we divided the entire search area into several subregions, selected a target utility function to determine which subregion should be initially searched and thereby reduced the residence time of the target to improve search efficiency.  相似文献   

19.
An intuitive way to process the big data efficiently is to reduce the volume of data transferred over the storage interface to a host system. This is the reason that the notion of intelligent SSD (iSSD) was proposed to give processing power to SSD. There is rich literature on iSSD, however, its real implementation has not been provided to the public yet. Most prior work aims to quantify the benefits of iSSD with analytical modeling. In this paper, we first develop on iSSD simulator and present the potential of iSSD in data mining through the iSSD simulator. Our iSSD simulator performs on top of the gem 5 simulator and fully simulates all the processes of data mining algorithms running in iSSD with cycle-level accuracy. Then, we further addresse how to exploit all the computing resources for efficient processing of data mining algorithms. These days, CPU, GPU, and SSD are recently equipped together in most computing environment. If SSD is replaced with iSSD later on, we have a new computing environment where the three computing resources collaborate one another to process big data quite effectively. For this, scheduling is required to decide which computing resource is going to run for which function at which time. In our heterogeneous scheduling, types of computing resources, memory sizes in computing resources, and inter-processor communication times including IO time in SSD are considered. Our scheduling results show that processing in the collaborative environment outperforms that in the traditional one by up to about 10 times.  相似文献   

20.
With the development of intelligent bionic robots and the improvement of military application,a single robot cannot meet the requirements of the tasks of the current era.The more complex tasks require not only that the robot be able to pass through the field barriers and the amphibious environment,but also that the robot be able to collaborate in a multi-robot system.Consequently,research on the multi-robot control system of spherical amphibious robots is very important.Pres-ently,the main research on amphibious robots is to improve the functions of a single robot,in the absence of the study of the multi-robot control system.Existing systems primarily use a centralized control methodology.Although the transfer of central node can be achieved,there is still a problem of Byzantine fault tolerance in military applications,that is,when the amphibious multi-robot system is invaded by the enemy.The central node may not only fail to accomplish the task,but also lose control of other robots,with severe consequences.To solve the above problems,this paper proposed a decentralized method of spherical amphibious multi-robot control system based on blockchain technology.First,the point-to-point informa-tion network based on long range radio technology of low power wide area network was set up,we designed the blockchain system for embedded application environment and the decentralized hardware and software architecture of multi-robot control system.On this basis,the consensus plugin,smart contract and decentralized multi-robot control algorithm were designed to achieve decentralization.The experimental results of consensus of spherical amphibious multi-robot showed the effectiveness of the decentralization.  相似文献   

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