469 research outputs found

    Learned navigation in unknown terrains: A retraction method

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    The problem of learned navigation of a circular robot R, of radius delta (is greater than or equal to 0), through a terrain whose model is not a-priori known is considered. Two-dimensional finite-sized terrains populated by an unknown (but, finite) number of simple polygonal obstacles are also considered. The number and locations of the vertices of each obstacle are unknown to R. R is equipped with a sensor system that detects all vertices and edges that are visible from its present location. In this context two problems are covered. In the visit problem, the robot is required to visit a sequence of destination points, and in the terrain model acquisition problem, the robot is required to acquire the complete model of the terrain. An algorithmic framework is presented for solving these two problems using a retraction of the freespace onto the Voronoi diagram of the terrain. Algorithms are then presented to solve the visit problem and the terrain model acquisition problem

    An Algorithmic Framework for Robot Navigation in Unknown Terrains.

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    The problem of navigating a robot body through a terrain whose model is a priori known is well-solved problem in many cases. Comparatively, a lesser number of research results have been reported about the navigation problem in unknown terrains i.e., the terrains whose model are not a priori known. The focus of our work is to obtain an algorithmic framework that yields algorithms to solve certain navigational problems in unknown terrains. We consider a finite-sized two-dimensional terrain populated by a finite set of obstacles OO = \{O\sb1,O\sb2,\...,O\sb{n}\} where O\sb{i} is a simple polygon with a finite number of vertices. Consider a circular body R, of diameter δ≥\delta\geq O, capable of translational and rotational motions. R houses a computational device with storage capability. Additionally, R is equipped with a sensor system capable of detecting all visible vertices and edges. We consider two generic problems of navigation in unknown terrains: the Visit Problem, VP, and the Terrain model acquisition Problem, TP. In the visit problem, R is required to visit a sequence of destination points d\sb1,d\sb2,\...,d\sb{M} in the specified order. In the terrain model acquisition problem, R is required to acquire the model of the terrain so that it can navigate to any destination without using sensors and by using only the path planning algorithms of known terrains. We present a unified algorithmic framework that yields correct algorithms to solve both VP and TP. In this framework, R \u27simulates\u27 a graph exploration algorithm on an incrementally-constructible graph structure, called the navigation course, that satisfies the properties of finiteness, connectivity, terrain-visibility and local-constructibility. Additionally, we incorporate the incidental learning feature in our solution to VP so as to enhance the performance. We consider solutions to VP and TP using navigation courses based two geometric structures, namely the visibility graph and the Voronoi diagram. In all the cases, we analyze the performance of the algorithms for VP and TP in terms of the number of scan operations, the distance traversed and the computational complexity

    Knowledge/geometry-based Mobile Autonomous Robot Simulator (KMARS)

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    Ongoing applied research is focused on developing guidance system for robot vehicles. Problems facing the basic research needed to support this development (e.g., scene understanding, real-time vision processing, etc.) are major impediments to progress. Due to the complexity and the unpredictable nature of a vehicle's area of operation, more advanced vehicle control systems must be able to learn about obstacles within the range of its sensor(s). A better understanding of the basic exploration process is needed to provide critical support to developers of both sensor systems and intelligent control systems which can be used in a wide spectrum of autonomous vehicles. Elcee Computek, Inc. has been working under contract to the Flight Dynamics Laboratory, Wright Research and Development Center, Wright-Patterson AFB, Ohio to develop a Knowledge/Geometry-based Mobile Autonomous Robot Simulator (KMARS). KMARS has two parts: a geometry base and a knowledge base. The knowledge base part of the system employs the expert-system shell CLIPS ('C' Language Integrated Production System) and necessary rules that control both the vehicle's use of an obstacle detecting sensor and the overall exploration process. The initial phase project has focused on the simulation of a point robot vehicle operating in a 2D environment

    NeBula: TEAM CoSTAR’s robotic autonomy solution that won phase II of DARPA subterranean challenge

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    This paper presents and discusses algorithms, hardware, and software architecture developed by the TEAM CoSTAR (Collaborative SubTerranean Autonomous Robots), competing in the DARPA Subterranean Challenge. Specifically, it presents the techniques utilized within the Tunnel (2019) and Urban (2020) competitions, where CoSTAR achieved second and first place, respectively. We also discuss CoSTAR’s demonstrations in Martian-analog surface and subsurface (lava tubes) exploration. The paper introduces our autonomy solution, referred to as NeBula (Networked Belief-aware Perceptual Autonomy). NeBula is an uncertainty-aware framework that aims at enabling resilient and modular autonomy solutions by performing reasoning and decision making in the belief space (space of probability distributions over the robot and world states). We discuss various components of the NeBula framework, including (i) geometric and semantic environment mapping, (ii) a multi-modal positioning system, (iii) traversability analysis and local planning, (iv) global motion planning and exploration behavior, (v) risk-aware mission planning, (vi) networking and decentralized reasoning, and (vii) learning-enabled adaptation. We discuss the performance of NeBula on several robot types (e.g., wheeled, legged, flying), in various environments. We discuss the specific results and lessons learned from fielding this solution in the challenging courses of the DARPA Subterranean Challenge competition.Peer ReviewedAgha, A., Otsu, K., Morrell, B., Fan, D. D., Thakker, R., Santamaria-Navarro, A., Kim, S.-K., Bouman, A., Lei, X., Edlund, J., Ginting, M. F., Ebadi, K., Anderson, M., Pailevanian, T., Terry, E., Wolf, M., Tagliabue, A., Vaquero, T. S., Palieri, M., Tepsuporn, S., Chang, Y., Kalantari, A., Chavez, F., Lopez, B., Funabiki, N., Miles, G., Touma, T., Buscicchio, A., Tordesillas, J., Alatur, N., Nash, J., Walsh, W., Jung, S., Lee, H., Kanellakis, C., Mayo, J., Harper, S., Kaufmann, M., Dixit, A., Correa, G. J., Lee, C., Gao, J., Merewether, G., Maldonado-Contreras, J., Salhotra, G., Da Silva, M. S., Ramtoula, B., Fakoorian, S., Hatteland, A., Kim, T., Bartlett, T., Stephens, A., Kim, L., Bergh, C., Heiden, E., Lew, T., Cauligi, A., Heywood, T., Kramer, A., Leopold, H. A., Melikyan, H., Choi, H. C., Daftry, S., Toupet, O., Wee, I., Thakur, A., Feras, M., Beltrame, G., Nikolakopoulos, G., Shim, D., Carlone, L., & Burdick, JPostprint (published version

    NeBula: Team CoSTAR's robotic autonomy solution that won phase II of DARPA Subterranean Challenge

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    This paper presents and discusses algorithms, hardware, and software architecture developed by the TEAM CoSTAR (Collaborative SubTerranean Autonomous Robots), competing in the DARPA Subterranean Challenge. Specifically, it presents the techniques utilized within the Tunnel (2019) and Urban (2020) competitions, where CoSTAR achieved second and first place, respectively. We also discuss CoSTAR¿s demonstrations in Martian-analog surface and subsurface (lava tubes) exploration. The paper introduces our autonomy solution, referred to as NeBula (Networked Belief-aware Perceptual Autonomy). NeBula is an uncertainty-aware framework that aims at enabling resilient and modular autonomy solutions by performing reasoning and decision making in the belief space (space of probability distributions over the robot and world states). We discuss various components of the NeBula framework, including (i) geometric and semantic environment mapping, (ii) a multi-modal positioning system, (iii) traversability analysis and local planning, (iv) global motion planning and exploration behavior, (v) risk-aware mission planning, (vi) networking and decentralized reasoning, and (vii) learning-enabled adaptation. We discuss the performance of NeBula on several robot types (e.g., wheeled, legged, flying), in various environments. We discuss the specific results and lessons learned from fielding this solution in the challenging courses of the DARPA Subterranean Challenge competition.The work is partially supported by the Jet Propulsion Laboratory, California Institute of Technology, under a contract with the National Aeronautics and Space Administration (80NM0018D0004), and Defense Advanced Research Projects Agency (DARPA)

    Creature co-op: Achieving robust remote operations with a community of low-cost robots

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    The concept is advanced of carrying out space based remote missions using a cooperative of low cost robot specialists rather than monolithic, multipurpose systems. A simulation is described wherein a control architecture for such a system of specialists is being investigated. Early results show such co-ops to be robust in the face of unforeseen circumstances. Descriptions of the platforms and sensors modeled and the beacon and retriever creatures that make up the co-op are included

    How do learners respond to computer based learning material which has been designed to suit their particular learning style

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    The development of ICT in education has changed the nature of people's learning. The evolution of Computer Based Learning (CBL) to virtual learning has had a huge effect on learning methodology. Learning theories from behaviourism, cognitivism and constructivism have been re-assessed. This study explored students' feedback and experiences when using CBL material which has been adapted to particular learning styles. Studies show that individuals learn in different ways. They have different preferences in collecting, organizing and delivering information. These differences impact on learning outcomes. The framework in this study concerns itself with modal preferences known as the VARK Model. The study focuses on CBL material which has been designed for learning new software. This learning material was designed with four different learning routes to appeal to those with dominant Visual, Aural, Reading and Kinaesthetic preferences respectively. The learning package was called the MINDs learning system. Respondents involved were student teachers in two Universities in the UK and Malaysia. Sixty two respondents agreed to participate interviews and in trialling courseware. Data was collected through questionnaire, survey, interview and observation. Quantitative and qualitative data was analysed descriptively, triangulation of the findings was carried out and conclusions were drawn. Findings from the study show that learning styles instruments measure general preferences rather than offering an indication of the specific context in which learning takes place. Matching learning material with particular learning styles did not significantly increase motivation, comprehension or have a major impact on learning. However, learners are aware of having learning styles and found that learning with suited learning preferences made them feel more comfortable. Recommendations were put forward for future research to design and develop a 'new type' of CBL material which takes into account individual learning preferences

    An Intelligent Architecture for Legged Robot Terrain Classification Using Proprioceptive and Exteroceptive Data

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    In this thesis, we introduce a novel architecture called Intelligent Architecture for Legged Robot Terrain Classification Using Proprioceptive and Exteroceptive Data (iARTEC ) . The proposed architecture integrates different terrain characterization and classification with other robotic system components. Within iARTEC , we consider the problem of having a legged robot autonomously learn to identify different terrains. Robust terrain identification can be used to enhance the capabilities of legged robot systems, both in terms of locomotion and navigation. For example, a robot that has learned to differentiate sand from gravel can autonomously modify (or even select a different) path in favor of traversing over a better terrain. The same knowledge of the terrain type can also be used to guide a robot in order to avoid specific terrains. To tackle this problem, we developed four approaches for terrain characterization, classification, path planning, and control for a mobile legged robot. We developed a particle system inspired approach to estimate the robot footâ ground contact interaction forces. The approach is derived from the well known Bekkerâ s theory to estimate the contact forces based on its point contact model concepts. It is realistically model real-time 3-dimensional contact behaviors between rigid body objects and the soil. For a real-time capable implementation of this approach, its reformulated to use a lookup table generated from simple contact experiments of the robot foot with the terrain. Also, we introduced a short-range terrain classifier using the robot embodied data. The classifier is based on a supervised machine learning approach to optimize the classifier parameters and terrain it using proprioceptive sensor measurements. The learning framework preprocesses sensor data through channel reduction and filtering such that the classifier is trained on the feature vectors that are closely associated with terrain class. For the long-range terrain type prediction using the robot exteroceptive data, we present an online visual terrain classification system. It uses only a monocular camera with a feature-based terrain classification algorithm which is robust to changes in illumination and view points. For this algorithm, we extract local features of terrains using Speed Up Robust Feature (SURF). We encode the features using the Bag of Words (BoW) technique, and then classify the words using Support Vector Machines (SVMs). In addition, we described a terrain dependent navigation and path planning approach that is based on E* planer and employs a proposed metric that specifies the navigation costs associated terrain types. This generated path naturally avoids obstacles and favors terrains with lower values of the metric. At the low level, a proportional input-scaling controller is designed and implemented to autonomously steer the robot to follow the desired path in a stable manner. iARTEC performance was tested and validated experimentally using several different sensing modalities (proprioceptive and exteroceptive) and on the six legged robotic platform CREX. The results show that the proposed architecture integrating the aforementioned approaches with the robotic system allowed the robot to learn both robot-terrain interaction and remote terrain perception models, as well as the relations linking those models. This learning mechanism is performed according to the robot own embodied data. Based on the knowledge available, the approach makes use of the detected remote terrain classes to predict the most probable navigation behavior. With the assigned metric, the performance of the robot on a given terrain is predicted. This allows the navigation of the robot to be influenced by the learned models. Finally, we believe that iARTEC and the methods proposed in this thesis can likely also be implemented on other robot types (such as wheeled robots), although we did not test this option in our work
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