727 research outputs found

    Spatial representation for planning and executing robot behaviors in complex environments

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    Robots are already improving our well-being and productivity in different applications such as industry, health-care and indoor service applications. However, we are still far from developing (and releasing) a fully functional robotic agent that can autonomously survive in tasks that require human-level cognitive capabilities. Robotic systems on the market, in fact, are designed to address specific applications, and can only run pre-defined behaviors to robustly repeat few tasks (e.g., assembling objects parts, vacuum cleaning). They internal representation of the world is usually constrained to the task they are performing, and does not allows for generalization to other scenarios. Unfortunately, such a paradigm only apply to a very limited set of domains, where the environment can be assumed to be static, and its dynamics can be handled before deployment. Additionally, robots configured in this way will eventually fail if their "handcrafted'' representation of the environment does not match the external world. Hence, to enable more sophisticated cognitive skills, we investigate how to design robots to properly represent the environment and behave accordingly. To this end, we formalize a representation of the environment that enhances the robot spatial knowledge to explicitly include a representation of its own actions. Spatial knowledge constitutes the core of the robot understanding of the environment, however it is not sufficient to represent what the robot is capable to do in it. To overcome such a limitation, we formalize SK4R, a spatial knowledge representation for robots which enhances spatial knowledge with a novel and "functional" point of view that explicitly models robot actions. To this end, we exploit the concept of affordances, introduced to express opportunities (actions) that objects offer to an agent. To encode affordances within SK4R, we define the "affordance semantics" of actions that is used to annotate an environment, and to represent to which extent robot actions support goal-oriented behaviors. We demonstrate the benefits of a functional representation of the environment in multiple robotic scenarios that traverse and contribute different research topics relating to: robot knowledge representations, social robotics, multi-robot systems and robot learning and planning. We show how a domain-specific representation, that explicitly encodes affordance semantics, provides the robot with a more concrete understanding of the environment and of the effects that its actions have on it. The goal of our work is to design an agent that will no longer execute an action, because of mere pre-defined routine, rather, it will execute an actions because it "knows'' that the resulting state leads one step closer to success in its task

    The Mechanics of Embodiment: A Dialogue on Embodiment and Computational Modeling

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    Embodied theories are increasingly challenging traditional views of cognition by arguing that conceptual representations that constitute our knowledge are grounded in sensory and motor experiences, and processed at this sensorimotor level, rather than being represented and processed abstractly in an amodal conceptual system. Given the established empirical foundation, and the relatively underspecified theories to date, many researchers are extremely interested in embodied cognition but are clamouring for more mechanistic implementations. What is needed at this stage is a push toward explicit computational models that implement sensory-motor grounding as intrinsic to cognitive processes. In this article, six authors from varying backgrounds and approaches address issues concerning the construction of embodied computational models, and illustrate what they view as the critical current and next steps toward mechanistic theories of embodiment. The first part has the form of a dialogue between two fictional characters: Ernest, the ïżœexperimenterïżœ, and Mary, the ïżœcomputational modellerïżœ. The dialogue consists of an interactive sequence of questions, requests for clarification, challenges, and (tentative) answers, and touches the most important aspects of grounded theories that should inform computational modeling and, conversely, the impact that computational modeling could have on embodied theories. The second part of the article discusses the most important open challenges for embodied computational modelling

    Complex networks analysis in team sports performance: multilevel hypernetworks approach to soccer matches

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    Humans need to interact socially with others and the environment. These interactions lead to complex systems that elude naĂŻve and casuistic tools for understand these explanations. One way is to search for mechanisms and patterns of behavior in our activities. In this thesis, we focused on players’ interactions in team sports performance and how using complex systems tools, notably complex networks theory and tools, can contribute to Performance Analysis. We began by exploring Network Theory, specifically Social Network Analysis (SNA), first applied to Volleyball (experimental study) and then on soccer (2014 World Cup). The achievements with SNA proved limited in relevant scenarios (e.g., dynamics of networks on n-ary interactions) and we moved to other theories and tools from complex networks in order to tap into the dynamics on/off networks. In our state-of-the-art and review paper we took an important step to move from SNA to Complex Networks Analysis theories and tools, such as Hypernetworks Theory and their structural Multilevel analysis. The method paper explored the Multilevel Hypernetworks Approach to Performance Analysis in soccer matches (English Premier League 2010-11) considering n-ary cooperation and competition interactions between sets of players in different levels of analysis. We presented at an international conference the mathematical formalisms that can express the players’ relationships and the statistical distributions of the occurrence of the sets and their ranks, identifying power law statistical distributions regularities and design (found in some particular exceptions), influenced by coaches’ pre-match arrangement and soccer rules.Os humanos necessitam interagir socialmente com os outros e com o envolvimento. Essas interaçÔes estĂŁo na origem de sistemas complexos cujo entendimento nĂŁo Ă© captado atravĂ©s de ferramentas ingĂ©nuas e casuĂ­sticas. Uma forma serĂĄ procurar mecanismos e padrĂ”es de comportamento nas atividades. Nesta tese, o foco centra-se na utilização de ferramentas dos sistemas complexos, particularmente no contributo da teoria e ferramentas de redes complexas, na AnĂĄlise do Desempenho Desportivo baseado nas interaçÔes dos jogadores de equipas desportivas. Começåmos por explorar a Teoria das Redes, especificamente a AnĂĄlise de Redes Sociais (ARS) no Voleibol (estudo experimental) e depois no futebol (Campeonato do Mundo de 2014). As aplicaçÔes da ARS mostraram-se limitadas (por exemplo, na dinĂąmica das redes em interaçÔes n-ĂĄrias) o que nos trouxe a outras teorias e ferramentas das redes complexas. No capĂ­tulo do estadoda- arte e artigo de revisĂŁo publicado, abordĂĄmos as vantagens de utilização de outras teorias e ferramentas, como a anĂĄlise MultinĂ­vel e Teoria das HĂ­perredes. No artigo de mĂ©todos, apresentĂĄmos a Abordagem de HĂ­perredes MultinĂ­vel na AnĂĄlise do Desempenho em jogos de futebol (Premier League Inglesa 2010-11) considerando as interaçÔes de cooperação e competição nos conjuntos de jogadores, em diferentes nĂ­veis de anĂĄlise. Numa conferĂȘncia internacional, apresentĂĄmos os formalismos matemĂĄticos que podem expressar as relaçÔes dos jogadores e as distribuiçÔes estatĂ­sticas da ocorrĂȘncia dos conjuntos e a sua ordem, identificando regularidades de distribuiçÔes estatĂ­sticas de power law e design (encontrado nalgumas exceçÔes estatĂ­sticas especĂ­ficas), promovidas pelos treinadores na preparação dos jogos e constrangidas pelas regras do futebol

    Multi-Agent Systems

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    A multi-agent system (MAS) is a system composed of multiple interacting intelligent agents. Multi-agent systems can be used to solve problems which are difficult or impossible for an individual agent or monolithic system to solve. Agent systems are open and extensible systems that allow for the deployment of autonomous and proactive software components. Multi-agent systems have been brought up and used in several application domains

    Multi-Robot Systems: Challenges, Trends and Applications

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    This book is a printed edition of the Special Issue entitled “Multi-Robot Systems: Challenges, Trends, and Applications” that was published in Applied Sciences. This Special Issue collected seventeen high-quality papers that discuss the main challenges of multi-robot systems, present the trends to address these issues, and report various relevant applications. Some of the topics addressed by these papers are robot swarms, mission planning, robot teaming, machine learning, immersive technologies, search and rescue, and social robotics

    Multi-Agent Systems

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    This Special Issue ""Multi-Agent Systems"" gathers original research articles reporting results on the steadily growing area of agent-oriented computing and multi-agent systems technologies. After more than 20 years of academic research on multi-agent systems (MASs), in fact, agent-oriented models and technologies have been promoted as the most suitable candidates for the design and development of distributed and intelligent applications in complex and dynamic environments. With respect to both their quality and range, the papers in this Special Issue already represent a meaningful sample of the most recent advancements in the field of agent-oriented models and technologies. In particular, the 17 contributions cover agent-based modeling and simulation, situated multi-agent systems, socio-technical multi-agent systems, and semantic technologies applied to multi-agent systems. In fact, it is surprising to witness how such a limited portion of MAS research already highlights the most relevant usage of agent-based models and technologies, as well as their most appreciated characteristics. We are thus confident that the readers of Applied Sciences will be able to appreciate the growing role that MASs will play in the design and development of the next generation of complex intelligent systems. This Special Issue has been converted into a yearly series, for which a new call for papers is already available at the Applied Sciences journal’s website: https://www.mdpi.com/journal/applsci/special_issues/Multi-Agent_Systems_2019

    SiMAMT: A Framework for Strategy-Based Multi-Agent Multi-Team Systems

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    Multi-agent multi-team systems are commonly seen in environments where hierarchical layers of goals are at play. For example, theater-wide combat scenarios where multiple levels of command and control are required for proper execution of goals from the general to the foot soldier. Similar structures can be seen in game environments, where agents work together as teams to compete with other teams. The different agents within the same team must, while maintaining their own ‘personality’, work together and coordinate with each other to achieve a common team goal. This research develops strategy-based multi-agent multi-team systems, where strategy is framed as an instrument at the team level to coordinate the multiple agents of a team in a cohesive way. A formal specification of strategy and strategy-based multi-agent multi-team systems is provided. A framework is developed called SiMAMT (strategy- based multi-agent multi-team systems). The different components of the framework, including strategy simulation, strategy inference, strategy evaluation, and strategy selection are described. A graph-matching approximation algorithm is also developed to support effective and efficient strategy inference. Examples and experimental results are given throughout to illustrate the proposed framework, including each of its composite elements, and its overall efficacy. This research make several contributions to the field of multi-agent multi-team systems: a specification for strategy and strategy-based systems, and a framework for implementing them in real-world, interactive-time scenarios; a robust simulation space for such complex and intricate interaction; an approximation algorithm that allows for strategy inference within these systems in interactive-time; experimental results that verify the various sub-elements along with a full-scale integration experiment showing the efficacy of the proposed framework

    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

    Mission programming for flying ensembles: combining planning with self-organization

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    The application of autonomous mobile robots can improve many situations of our daily lives. Robots can enhance working conditions, provide innovative techniques for different research disciplines, and support rescue forces in an emergency. In particular, flying robots have already shown their potential in many use-cases when cooperating in ensembles. Exploiting this potential requires sophisticated measures for the goal-oriented, application-specific programming of flying ensembles and the coordinated execution of so defined programs. Because different goals require different robots providing different capabilities, several software approaches emerged recently that focus on specifically designed robots. These approaches often incorporate autonomous planning, scheduling, optimization, and reasoning attributable to classic artificial intelligence. This allows for the goal-oriented instruction of ensembles, but also leads to inefficiencies if ensembles grow large or face uncertainty in the environment. By leaving the detailed planning of executions to individuals and foregoing optimality and goal-orientation, the selforganization paradigm can compensate for these drawbacks by scalability and robustness. In this thesis, we combine the advantageous properties of autonomous planning with that of self-organization in an approach to Mission Programming for Flying Ensembles. Furthermore, we overcome the current way of thinking about how mobile robots should be designed. Rather than assuming fixed-design robots, we assume that robots are modifiable in terms of their hardware at run-time. While using such robots enables their application in many different use cases, it also requires new software approaches for dealing with this flexible design. The contributions of this thesis thus are threefold. First, we provide a layered reference architecture for physically reconfigurable robot ensembles. Second, we provide a solution for programming missions for ensembles consisting of such robots in a goal-oriented fashion that provides measures for instructing individual robots or entire ensembles as desired in the specific use case. Third, we provide multiple self-organization mechanisms to deal with the system’s flexible design while executing such missions. Combining different self-organization mechanisms ensures that ensembles satisfy the static requirements of missions. We provide additional self-organization mechanisms for coordinating the execution in ensembles ensuring they meet the dynamic requirements of a mission. Furthermore, we provide a solution for integrating goal-oriented swarm behavior into missions using a general pattern we have identified for trajectory-modification-based swarm behavior. Using that pattern, we can modify, quantify, and further process the emergent effect of varying swarm behavior in a mission by changing only the parameters of its implementation. We evaluate results theoretically and practically in different case studies by deploying our techniques to simulated and real hardware.Der Einsatz von autonomen mobilen Robotern kann viele AblĂ€ufe unseres tĂ€glichen Lebens erleichtern. Ihr Einsatz kann Arbeitsbedingungen verbessern, als innovative Technik fĂŒr verschiedene Forschungsdisziplinen dienen oder RettungskrĂ€fte im Einsatz unterstĂŒtzen. Insbesondere Flugroboter haben ihr Potenzial bereits in vielerlei AnwendungsfĂ€llen gezeigt, gerade wenn mehrere in Ensembles eingesetzt werden. Das Potenzial fliegender Ensembles zielgerichtet und anwendungsspezifisch auszuschöpfen erfordert ausgefeilte Programmiermethoden und Koordinierungsverfahren. Zu diesem Zweck sind zuletzt viele unterschiedliche und auf speziell entwickelte Roboter zugeschnittene SoftwareansĂ€tze entstanden. Diese verwenden oft klassische Planungs-, Scheduling-, Optimierungs- und Reasoningverfahren. WĂ€hrend dies vor allem den zielgerichteten Einsatz von Ensembles ermöglicht, ist es jedoch auch oft ineffizient, wenn die Ensembles grĂ¶ĂŸer oder deren Einsatzumgebungen unsicher werden. Die genannten Nachteile können durch das Paradigma der Selbstorganisation kompensiert werden: Falls Anwendungen nicht zwangslĂ€ufig auf OptimalitĂ€t und strikte Zielorientierung ausgelegt sind, kann so Skalierbarkeit und Robustheit im System erreicht werden. In dieser Arbeit werden die vorteilhaften Eigenschaften klassischer Planungstechniken mit denen der Selbstorganisation in einem Ansatz zur Missionsprogrammierung fĂŒr fliegende Ensembles kombiniert. In der dafĂŒr entwickelten Lösung wird von der aktuell etablierten Ansicht einer unverĂ€nderlichen Roboterkonstruktion abgewichen. Stattdessen wird die Hardwarezusammenstellung der Roboter als zur Laufzeit modifizierbar angesehen. Der Einsatz solcher Roboter erfordert neue SoftwareansĂ€tze um mit genannter FlexibilitĂ€t umgehen zu können. Die hier vorgestellten BeitrĂ€ge zu diesem Thema lassen sich in drei Punkten zusammenfassen: Erstens wird eine Schichtenarchitektur als Referenz fĂŒr physikalisch konfigurierbare Roboterensembles vorgestellt. Zweitens wird eine Lösung zur zielorientierten Missions-Programmierung fĂŒr derartige Ensembles prĂ€sentiert, mit der sowohl einzelne Roboter als auch ganze Ensembles instruiert werden können. Drittens werden mehrere Selbstorganisationsmechanismen vorgestellt, die die autonome AusfĂŒhrung so erstellter Missionen ermöglichen. Durch die Kombination verschiedener Selbstorganisationsmechanismen wird sichergestellt, dass Ensembles die missionsspezifischen Anforderungen erfĂŒllen. ZusĂ€tzliche Selbstorganisationsmechanismen ermöglichen die koordinierte AusfĂŒhrung der Missionen durch die Ensembles. DarĂŒber hinaus bietet diese Lösung die Möglichkeit der Integration zielorientierten Schwarmverhaltens. Durch ein allgemeines algorithmisches Verfahren fĂŒr auf Trajektorien-Modifikation basierendes Schwarmverhalten können allein durch die Änderung des Parametersatzes unterschiedliche emergente Effekte in einer Mission erzielt, quantifiziert und weiterverarbeitet werden. Zur theoretischen und praktischen Evaluierung der Ergebnisse dieser Arbeit wurden die vorgestellten Techniken in verschiedenen Fallstudien auf simulierter sowie realer Hardware zum Einsatz gebracht

    Project Half Double Current Results of Phase 1 and Phase 2, December 2017

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    The Half Double mission: Project Half Double has a clear mission. We want to succeed in finding a project methodology that can increase the success rate of our projects while increasing the development speed of new products and services. We are convinced that by doing so we can strengthen Denmark’s competitiveness and play an important role in the battle for jobs and future welfare. The overall goal is to deliver “Projects in half the time with double the impact” where projects in half the time should be understood as half the time to impact (benefit realization, effect is achieved) and not as half the time for project execution. The Half Double project journey: It all began in May 2013 when we asked ourselves: How do we create a new and radical project paradigm that can create successful projects? Today the movement includes hundreds of passionate project people, and it grows larger by the day. The formal part of Project Half Double was initiated in June 2015. It is a two-phase project: phase 1 took place from June 2015 to June 2016 with seven pilot projects, and phase 2 is in progress from July 2016 to July 2018 with 10 pilot projects.The Half Double consortium: Implement Consulting Group is the project leader establishing and managing the collaboration with the pilot project companies in terms of methodology. Aarhus University and the Technical University of Denmark will evaluate the impact of the pilot projects and legitimize the methodology in academia.The Danish Industry Foundation, an independent philanthropic foundation, is contributing to the project financially with DKK 13.8 million.About this report: This report focuses on phase 2 pilot projects documenting their development and further consolidates results from the phase 1 pilot projects. This is the third report about Project Half Double (Svejvig et al. 2016, Svejvig et al. 2017). This report’s target group inludes practitioners in Danish industry and society in general. The editorial team from Aarhus University prepared the report from October 2017 to December 2017, which means that data about pilot projects from December 2017 is not included
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