24 research outputs found

    Mobile robotic network deployment for intruder detection and tracking

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    This thesis investigates the problem of intruder detection and tracking using mobile robotic networks. In the first part of the thesis, we consider the problem of seeking an electromagnetic source using a team of robots that measure the local intensity of the emitted signal. We propose a planner for a team of robots based on Particle Swarm Optimization (PSO) which is a population based stochastic optimization technique. An equivalence is established between particles generated in the traditional PSO technique, and the mobile agents in the swarm. Since the positions of the robots are updated using the PSO algorithm, modifications are required to implement the PSO algorithm on real robots to incorporate collision avoidance strategies. The modifications necessary to implement PSO on mobile robots, and strategies to adapt to real environments are presented in this thesis. Our results are also validated on an experimental testbed. In the second part, we present a game theoretic framework for visibility-based target tracking in multi-robot teams. A team of observers (pursuers) and a team of targets (evaders) are present in an environment with obstacles. The objective of the team of observers is to track the team of targets for the maximum possible time. While the objective of the team of targets is to escape (break line-of-sight) in the minimum time. We decompose the problem into two layers. At the upper level, each pursuer is allocated to an evader through a minimum cost allocation strategy based on the risk of each evader, thereby, decomposing the agents into multiple single pursuer-single evader pairs. Two decentralized allocation strategies are proposed and implemented in this thesis. At the lower level, each pursuer computes its strategy based on the results of the single pursuer-single evader target-tracking problem. We initially address this problem in an environment containing a semi-infinite obstacle with one corner. The pursuer\u27s optimal tracking strategy is obtained regardless of the evader\u27s strategy using techniques from optimal control theory and differential games. Next, we extend the result to an environment containing multiple polygonal obstacles. We construct a pursuit field to provide a guiding vector for the pursuer which is a weighted sum of several component vectors. The performance of different combinations of component vectors is investigated. Finally, we extend our work to address the case when the obstacles are not polygonal, and the observers have constraints in motion

    Toward a Framework for Systematically Categorizing Future UAS Threat Space

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    Title from PDF of title page, viewed September 21, 2022Dissertation advisor: Travis FieldsVitaIncludes bibliographical references (pages 241-270)Dissertation (Ph.D.)--Department of Civil and Mechanical Engineering, Department of Electrical and Computer Engineering. University of Missouri--Kansas City, 2021The development of unmanned aerial vehicles (UAVs) is occurring as fast or faster than any other innovation throughout the course of human history. Building an effective means of defending against threats posed by malicious applications of novel technology is imperative in the current global landscape. Gone are the days where the enemy and the threat it poses are well defined and understood. Defensive technologies have to be modular and able to adapt to a threat technology space which is likely to recycle several times over during the course of a single defense system acquisition cycle. This manuscript wrestles with understanding the unique threat posed by UAVs and related technologies. A thorough taxonomy of the problem is given including projections for how the defining characteristics of the problem are likely to change and grow in the near future. Next, a discussion of the importance of tactics related to the problem of a rapidly changing threat space is provided. A discussion of case studies related to lessons learned from military acquisition programs and pivotal technological innovations in the course of history are given. Multiple measures of success are proposed which are designed to allow for meaningful comparisons and honest evaluations of capabilities. These measures are designed to facilitate discussions by providing a common, and comprehensible language that accounts for the vast complexity of the problem space without getting bogged down by the details. Lastly, predictions for the future threat space comprising UAVs is given. The contributions of this work are thus threefold. Firstly, an analytic framework is presented including a detailed parameterization of the problem as well as various solution techniques borrowed from a variety of fields. Secondly, measures of success are presented which attempt to compare the effectiveness of various systems by converting to expected values in terms of effective range, or extending the popular concept of kill chain and collapsing effectiveness into units of time. A novel technique for measuring effectiveness is presented whereby effectiveness is composed of various individual probabilities. Probabilities and associated distributions can be combined according to the rules of joint probabilities and distributions and allows performance against a probabilistic threat to be measured succinctly and effectively. The third contribution concerns predictions made with respect to the UAS threat space in the future. These predictions are designed to allow for defensive systems to be developed with a high expected effectiveness against current and future threats. Essentially this work comprises a first attempt toward developing a complete framework related to engagement and mission level modeling of a generic defensive system (or combination of systems) in the face of current and future threats presented by UAS.Introduction -- Literature review -- War gaming -- Measures of success -- Conclusion

    Abstracting Multidimensional Concepts for Multilevel Decision Making in Multirobot Systems

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    Multirobot control architectures often require robotic tasks to be well defined before allocation. In complex missions, it is often difficult to decompose an objective into a set of well defined tasks; human operators generate a simplified representation based on experience and estimation. The result is a set of robot roles, which are not best suited to accomplishing those objectives. This thesis presents an alternative approach to generating multirobot control algorithms using task abstraction. By carefully analysing data recorded from similar systems a multidimensional and multilevel representation of the mission can be abstracted, which can be subsequently converted into a robotic controller. This work, which focuses on the control of a team of robots to play the complex game of football, is divided into three sections: In the first section we investigate the use of spatial structures in team games. Experimental results show that cooperative teams beat groups of individuals when competing for space and that controlling space is important in the game of robot football. In the second section, we generate a multilevel representation of robot football based on spatial structures measured in recorded matches. By differentiating between spatial configurations appearing in desirable and undesirable situations, we can abstract a strategy composed of the more desirable structures. In the third section, five partial strategies are generated, based on the abstracted structures, and a suitable controller is devised. A set of experiments shows the success of the method in reproducing those key structures in a multirobot system. Finally, we compile our methods into a formal architecture for task abstraction and control. The thesis concludes that generating multirobot control algorithms using task abstraction is appropriate for problems which are complex, weakly-defined, multilevel, dynamic, competitive, unpredictable, and which display emergent properties

    Mobile Robots Navigation

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    Mobile robots navigation includes different interrelated activities: (i) perception, as obtaining and interpreting sensory information; (ii) exploration, as the strategy that guides the robot to select the next direction to go; (iii) mapping, involving the construction of a spatial representation by using the sensory information perceived; (iv) localization, as the strategy to estimate the robot position within the spatial map; (v) path planning, as the strategy to find a path towards a goal location being optimal or not; and (vi) path execution, where motor actions are determined and adapted to environmental changes. The book addresses those activities by integrating results from the research work of several authors all over the world. Research cases are documented in 32 chapters organized within 7 categories next described

    Advances in Robotics, Automation and Control

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    The book presents an excellent overview of the recent developments in the different areas of Robotics, Automation and Control. Through its 24 chapters, this book presents topics related to control and robot design; it also introduces new mathematical tools and techniques devoted to improve the system modeling and control. An important point is the use of rational agents and heuristic techniques to cope with the computational complexity required for controlling complex systems. Through this book, we also find navigation and vision algorithms, automatic handwritten comprehension and speech recognition systems that will be included in the next generation of productive systems developed by man

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
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