1,910 research outputs found

    Swarm robotics: Cooperative navigation in unknown environments

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    Swarm Robotics is garnering attention in the robotics field due to its substantial benefits. It has been proven to outperform most other robotic approaches in many applications such as military, space exploration and disaster search and rescue missions. It is inspired by the behavior of swarms of social insects such as ants and bees. It consists of a number of robots with limited capabilities and restricted local sensing. When deployed, individual robots behave according to local sensing until the emergence of a global behavior where they, as a swarm, can accomplish missions individuals cannot. In this research, we propose a novel exploration and navigation method based on a combination of Probabilistic Finite Sate Machine (PFSM), Robotic Darwinian Particle Swarm Optimization (RDPSO) and Depth First Search (DFS). We use V-REP Simulator to test our approach. We are also implementing our own cost effective swarm robot platform, AntBOT, as a proof of concept for future experimentation. We prove that our proposed method will yield excellent navigation solution in optimal time when compared to methods using either PFSM only or RDPSO only. In fact, our method is proved to produce 40% more success rate along with an exploration speed of 1.4x other methods. After exploration, robots can navigate the environment forming a Mobile Ad-hoc Network (MANET) and using the graph of robots as network nodes

    Distributed Swarm Formation Using Mobile Agents

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    This chapter presents decentralized control algorithms for composing formations of swarm robots. The robots are connected by communication networks. They initially do not have control program to compose formations. Control programs that implement our algorithm are introduced later from outside as mobile software agents. Our controlling algorithm is based on the pheromone communication of social insects such as ants. We have implemented the ant and the pheromone as mobile software agents. Ant agents control the robots. Each ant agent has partial information about the formation it is supposed to compose. The partial information consists of relative locations with neighbor robots that are cooperatively composing the formation. Once the ant agent detects an idle robot, it occupies that robot and generates the pheromone agent to attract other ant agents to the location for neighbor robots. Then the pheromone agent repeatedly migrates to other robots to diffuse attracting information. Once the pheromone agent reaches the robot with an ant agent, the ant agent migrates to the robot closest to the location pointed by the pheromone agent and then drives the robot to the location. We have implemented simulators based on our algorithm and conducted experiments to demonstrate the feasibility of our approach

    Multi-Agent Fitness Functions For Evolutionary Architecture

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    The dynamics of crowd movements are self-organising and often involve complex pattern formations. Although computational models have recently been developed, it is unclear how well their underlying methods capture local dynamics and longer-range aspects, such as evacuation. A major part of this thesis is devoted to an investigation of current methods, and where required, the development of alternatives. The main purpose is to utilise realistic models of pedestrian crowds in the design of fitness functions for an evolutionary approach to architectural design. We critically review the state-of-the-art in pedestrian and evacuation dynamics. The concept of 'Multi-Agent System' embraces a number of approaches, which together encompass important local and longer-range aspects. Early investigations focus on methods-cellular automata and attractor fields-designed to capture these respective levels. The assumption that pattern formations in crowds result from local processes is reflected in two dimensional cellular automata models, where mathematical rules operate in local neighbourhoods. We investigate an established cellular automata and show that lane-formation patterns are stable only in a low-valued density range. Above this range, such patterns suddenly randomise. By identifying and then constraining the source of this randomness, we are only able to achieve a small degree of improvement. Moreover, when we try to integrate the model with attractor fields, no useful behaviour is achieved, and much of the randomness persists. Investigations indicate that the unwanted randomness is associated with 2-lattice phase transitions, where local dynamics get invaded by giant-component clusters during the onset of lattice percolation. Through this in-depth investigation, the general limits to cellular automata are ascertained-these methods are not designed with lattice percolation properties in mind and resulting models depend, often critically, on arbitrarily chosen neighbourhoods. We embark on the development of new and more flexible methodologies. Rather than treating local and global dynamics as separate entities, we combine them. Our methods are responsive to percolation, and are designed around the following principles: 1) Inclusive search provides an optimal path between a pedestrian origin and destination. 2) Dynamic boundaries protect search and are based on percolation probabilities, calculated from local density regimes. In this way, more robust dynamics are achieved. Simultaneously, longer-range behaviours are also specified. 3) Network-level dynamics further relax the constraints of lattice percolation and allow a wider range of pedestrian interactions. Having defined our methods, we demonstrate their usefulness by applying them to lane-formation and evacuation scenarios. Results reproduce the general patterns found in real crowds. We then turn to evolution. This preliminary work is intended to motivate future research in the field of Evolutionary Architecture. We develop a genotype-phenotype mapping, which produces complex architectures, and demonstrate the use of a crowd-flow model in a phenotype-fitness mapping. We discuss results from evolutionary simulations, which suggest that obstacles may have some beneficial effect on crowd evacuation. We conclude with a summary, discussion of methodological limitations, and suggestions for future research

    Agent-Based Simulation and Analysis of Human Behavior towards Evacuation Time Reduction

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    Human factors play a significant part in the time taken to evacuate following an emergency. An agent-based simulation, using the Prometheus methodology (SEEP 1.5), has been developed to study the complex behavior of human (the ‘agents’) in high-rise buildings evacuations. In the case of hostel evacuations, simulation results show that pre-evacuation phase takes 60.4% of Total Evacuation Time (TET). The movement phase (including queuing time) only takes 39.6% of TET. From sensitivity analysis, it can be shown that a reduction in TET by 41.2% can be achieved by improving the recognition phase. Exit signs have been used as smart agents. Expanded Ant Colony Optimization (ACO) was used to determine the feasible evacuation routes. Both the ‘familiarity of environment’ wayfinding method, which is the most natural method, and the ACO wayfinding, have been simulated and comparisons made. In scenario 1, where there were no obstacles, both methods achieved the same TET. However, in scenario 2, where an obstacle was present, the TET for the ACO wayfinding method was 21.6% shorter than that for the ‘familiarity’ wayfinding method

    Path Planning for Robot and Pedestrian Simulations

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    The thesis is divided into two parts. The first part presents a new proposed method for solving the path planning problem to find an optimal collision-free path between the starting and the goal points in a static environment. Initially, the grid model of the robot's working environment is constructed. Next, each grid cell's potential value in the working environment is calculated based on the proposed potential function. This function guides the robot to move toward the desired goal location, it has the lowest value at the goal location, and the value increase as the robot moves further away. Next, a new method, called Boundary Node Method (BNM), is proposed to find the initial feasible path. In this method, the robot is simulated by a nine-node quadrilateral element, where the centroid node represents the robot's position. The robot moves in the working environment toward the goal point with eight-boundary nodes based on the boundary nodes' characteristics. In the BNM method, the initial feasible path is generated from the sequence of the waypoints that the robot has to traverse as it moves toward the goal point without colliding with obstacles. The BNM method can generate the path safely and efficiently. However, the path is not optimal in terms of the total path length. An additional method, called Path Enhancement Method (PEM), is proposed to construct an optimal or near-optimal collision-free path. The generated path obtained by BNM and PEM may contain sharp turns. Therefore, the cubic spline interpolation is used to create a continuous smooth path that connects the starting point to the goal point. The performance of the proposed method is compared with the other path planning methods in terms of path length and computational time. Moreover, the multi-goal path planning problem is investigated to find the shortest collision-free path connecting a given set of goal points in the robot working environment. Furthermore, to verify the performance of the proposed method, several experimental tests have been performed on the e-puck robot with different obstacle configurations and various positions of goal points. The experimental results showed that the proposed method could construct the shortest collision-free path and direct the real physical robot to the final destination point. At the end of the first part of the thesis, we investigate the multi-goal path planning problem for the multi-robot system such that several robots reach each goal. In the second part of this thesis, we proposed a new method for simulating pedestrian crowd movement in a virtual environment. The first part of this thesis concerning the generation of the shortest collision-free path is used. In this method, we assumed that the crowd consists of multiple groups with a different number and various types of pedestrians. In this scenario, each group's intention is different for visiting several goal points with varying sequences of the visit. The proposed method uses the multi-group microscopic model to generate a real-time trajectory for each pedestrian navigating in the pedestrianized area of the virtual environment. Additionally, an agent-based model is introduced to simulate pedestrian' behaviours. Based on the proposed method, every single pedestrian in each group can continuously adjust their attributes, such as position, velocity, etc. Moreover, pedestrians optimize their path independently toward the desired goal points while avoiding obstacles and other pedestrians in the scene. At the end of this part of the thesis, a statistical analysis is carried out to evaluate the performance of the proposed method for simulating the crowd movement in the virtual environment. The proposed method implemented for several simulation scenarios under a variety of conditions for a wide range of different parameters. The results showed that the proposed method is capable of describing pedestrian' behaviours in the virtual environment

    Computational intelligence approaches to robotics, automation, and control [Volume guest editors]

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    Multi-agent simulation: new approaches to exploring space-time dynamics in GIS

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    As part of the long term quest to develop more disaggregate, temporally dynamic models of spatial behaviour, micro-simulation has evolved to the point where the actions of many individuals can be computed. These multi-agent systems/simulation(MAS) models are a consequence of much better micro data, more powerful and user-friendly computer environments often based on parallel processing, and the generally recognised need in spatial science for modelling temporal process. In this paper, we develop a series of multi-agent models which operate in cellular space.These demonstrate the well-known principle that local action can give rise to global pattern but also how such pattern emerges as the consequence of positive feedback and learned behaviour. We first summarise the way cellular representation is important in adding new process functionality to GIS, and the way this is effected through ideas from cellular automata (CA) modelling. We then outline the key ideas of multi-agent simulation and this sets the scene for three applications to problems involving the use of agents to explore geographic space. We first illustrate how agents can be programmed to search route networks, finding shortest routes in adhoc as well as structured ways equivalent to the operation of the Bellman-Dijkstra algorithm. We then demonstrate how the agent-based approach can be used to simulate the dynamics of water flow, implying that such models can be used to effectively model the evolution of river systems. Finally we show how agents can detect the geometric properties of space, generating powerful results that are notpossible using conventional geometry, and we illustrate these ideas by computing the visual fields or isovists associated with different viewpoints within the Tate Gallery.Our forays into MAS are all based on developing reactive agent models with minimal interaction and we conclude with suggestions for how these models might incorporate cognition, planning, and stronger positive feedbacks between agents
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