3,255 research outputs found

    Fast multipole networks

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    Two prerequisites for robotic multiagent systems are mobility and communication. Fast multipole networks (FMNs) enable both ends within a unified framework. FMNs can be organized very efficiently in a distributed way from local information and are ideally suited for motion planning using artificial potentials. We compare FMNs to conventional communication topologies, and find that FMNs offer competitive communication performance (including higher network efficiency per edge at marginal energy cost) in addition to advantages for mobility

    SOVEREIGN: An Autonomous Neural System for Incrementally Learning Planned Action Sequences to Navigate Towards a Rewarded Goal

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    How do reactive and planned behaviors interact in real time? How are sequences of such behaviors released at appropriate times during autonomous navigation to realize valued goals? Controllers for both animals and mobile robots, or animats, need reactive mechanisms for exploration, and learned plans to reach goal objects once an environment becomes familiar. The SOVEREIGN (Self-Organizing, Vision, Expectation, Recognition, Emotion, Intelligent, Goaloriented Navigation) animat model embodies these capabilities, and is tested in a 3D virtual reality environment. SOVEREIGN includes several interacting subsystems which model complementary properties of cortical What and Where processing streams and which clarify similarities between mechanisms for navigation and arm movement control. As the animat explores an environment, visual inputs are processed by networks that are sensitive to visual form and motion in the What and Where streams, respectively. Position-invariant and sizeinvariant recognition categories are learned by real-time incremental learning in the What stream. Estimates of target position relative to the animat are computed in the Where stream, and can activate approach movements toward the target. Motion cues from animat locomotion can elicit head-orienting movements to bring a new target into view. Approach and orienting movements are alternately performed during animat navigation. Cumulative estimates of each movement are derived from interacting proprioceptive and visual cues. Movement sequences are stored within a motor working memory. Sequences of visual categories are stored in a sensory working memory. These working memories trigger learning of sensory and motor sequence categories, or plans, which together control planned movements. Predictively effective chunk combinations are selectively enhanced via reinforcement learning when the animat is rewarded. Selected planning chunks effect a gradual transition from variable reactive exploratory movements to efficient goal-oriented planned movement sequences. Volitional signals gate interactions between model subsystems and the release of overt behaviors. The model can control different motor sequences under different motivational states and learns more efficient sequences to rewarded goals as exploration proceeds.Riverside Reserach Institute; Defense Advanced Research Projects Agency (N00014-92-J-4015); Air Force Office of Scientific Research (F49620-92-J-0225); National Science Foundation (IRI 90-24877, SBE-0345378); Office of Naval Research (N00014-92-J-1309, N00014-91-J-4100, N00014-01-1-0624, N00014-01-1-0624); Pacific Sierra Research (PSR 91-6075-2

    Pipelining the Fast Multipole Method over a Runtime System

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    Fast Multipole Methods (FMM) are a fundamental operation for the simulation of many physical problems. The high performance design of such methods usually requires to carefully tune the algorithm for both the targeted physics and the hardware. In this paper, we propose a new approach that achieves high performance across architectures. Our method consists of expressing the FMM algorithm as a task flow and employing a state-of-the-art runtime system, StarPU, in order to process the tasks on the different processing units. We carefully design the task flow, the mathematical operators, their Central Processing Unit (CPU) and Graphics Processing Unit (GPU) implementations, as well as scheduling schemes. We compute potentials and forces of 200 million particles in 48.7 seconds on a homogeneous 160 cores SGI Altix UV 100 and of 38 million particles in 13.34 seconds on a heterogeneous 12 cores Intel Nehalem processor enhanced with 3 Nvidia M2090 Fermi GPUs.Comment: No. RR-7981 (2012

    SILC: a new Planck Internal Linear Combination CMB temperature map using directional wavelets

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    We present new clean maps of the CMB temperature anisotropies (as measured by Planck) constructed with a novel internal linear combination (ILC) algorithm using directional, scale-discretised wavelets --- Scale-discretised, directional wavelet ILC or SILC. Directional wavelets, when convolved with signals on the sphere, can separate the anisotropic filamentary structures which are characteristic of both the CMB and foregrounds. Extending previous component separation methods, which use the frequency, spatial and harmonic signatures of foregrounds to separate them from the cosmological background signal, SILC can additionally use morphological information in the foregrounds and CMB to better localise the cleaning algorithm. We test the method on Planck data and simulations, demonstrating consistency with existing component separation algorithms, and discuss how to optimise the use of morphological information by varying the number of directional wavelets as a function of spatial scale. We find that combining the use of directional and axisymmetric wavelets depending on scale could yield higher quality CMB temperature maps. Our results set the stage for the application of SILC to polarisation anisotropies through an extension to spin wavelets.Comment: 15 pages, 13 figures. Minor changes to match version published in MNRAS. Map products available at http://www.silc-cmb.or

    Simulation and experimental verification of W-band finite frequency selective surfaces on infinite background with 3D full wave solver NSPWMLFMA

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    We present the design, processing and testing of a W-band finite by infinite and a finite by finite Grounded Frequency Selective Surfaces (FSSs) on infinite background. The 3D full wave solver Nondirective Stable Plane Wave Multilevel Fast Multipole Algorithm (NSPWMLFMA) is used to simulate the FSSs. As NSPWMLFMA solver improves the complexity matrix-vector product in an iterative solver from O(N(2)) to O(N log N) which enables the solver to simulate finite arrays with faster execution time and manageable memory requirements. The simulation results were verified by comparing them with the experimental results. The comparisons demonstrate the accuracy of the NSPWMLFMA solver. We fabricated the corresponding FSS arrays on quartz substrate with photolithographic etching techniques and characterized the vector S-parameters with a free space Millimeter Wave Vector Network Analyzer (MVNA)
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