1,175 research outputs found
Behavior Trees in Robotics and AI: An Introduction
A Behavior Tree (BT) is a way to structure the switching between different
tasks in an autonomous agent, such as a robot or a virtual entity in a computer
game. BTs are a very efficient way of creating complex systems that are both
modular and reactive. These properties are crucial in many applications, which
has led to the spread of BT from computer game programming to many branches of
AI and Robotics. In this book, we will first give an introduction to BTs, then
we describe how BTs relate to, and in many cases generalize, earlier switching
structures. These ideas are then used as a foundation for a set of efficient
and easy to use design principles. Properties such as safety, robustness, and
efficiency are important for an autonomous system, and we describe a set of
tools for formally analyzing these using a state space description of BTs. With
the new analysis tools, we can formalize the descriptions of how BTs generalize
earlier approaches. We also show the use of BTs in automated planning and
machine learning. Finally, we describe an extended set of tools to capture the
behavior of Stochastic BTs, where the outcomes of actions are described by
probabilities. These tools enable the computation of both success probabilities
and time to completion
An FSM Re-Engineering Approach to Sequential Circuit Synthesis by State Splitting
We propose Finite State Machine (FSM) re-engineering, a
performance enhancement framework for FSM synthesis and
optimization. It starts with the traditional FSM synthesis procedure,
then proceeds to re-construct a functionally equivalent
but topologically different FSM based on the optimization
objective, and concludes with another round of FSM synthesis
on the re-constructed FSM. This approach explores a larger
solution space that consists of a set of FSMs functionally
equivalent to the original one, making it possible to obtain
better solutions than in the original FSM. Guided by the result
from the #2;rst round of synthesis, the solution space exploration
process can be rapid and cost-ef#2;cient.
We apply this framework to FSM state encoding for power
minimization and area minimization. The FSM is #2;rst minimized
and encoded using existing state encoding algorithms.
Then we develop both a heuristic algorithm and a genetic
algorithm to re-construct the FSM. Finally, the FSM is reencoded
by the same encoding algorithms. To demonstrate
the effectiveness of this framework, we conduct experiments
on MCNC91 sequential circuit benchmarks. The circuits are
read in and synthesized in SIS environment. After FSM
re-engineering are performed, we measure the power, area
and delay in the newly synthesized circuits. In the powerdriven
synthesis, we observe an average 5.5% of total power
reduction with 1.3% area increase and 1.3% delay increase.
This results are in general better than other low power state
encoding techniques on comparable cases. In the area-driven
synthesis, we observe an average 2.7% area reduction, 1.8%
delay reduction, and 0.4% power increase. Finally, we use
integer linear programming to obtain the optimal low power
state encoding for benchmarks of small size. We #2;nd that the
optimal solutions in the re- engineered FSMs are 1% to 8%
better than the optimal solutions in the original FSMs in terms
of power minimization
Quantifying Resource Use in Computations
It is currently not possible to quantify the resources needed to perform a
computation. As a consequence, it is not possible to reliably evaluate the
hardware resources needed for the application of algorithms or the running of
programs. This is apparent in both computer science, for instance, in
cryptanalysis, and in neuroscience, for instance, comparative neuro-anatomy. A
System versus Environment game formalism is proposed based on Computability
Logic that allows to define a computational work function that describes the
theoretical and physical resources needed to perform any purely algorithmic
computation. Within this formalism, the cost of a computation is defined as the
sum of information storage over the steps of the computation. The size of the
computational device, eg, the action table of a Universal Turing Machine, the
number of transistors in silicon, or the number and complexity of synapses in a
neural net, is explicitly included in the computational cost. The proposed cost
function leads in a natural way to known computational trade-offs and can be
used to estimate the computational capacity of real silicon hardware and neural
nets. The theory is applied to a historical case of 56 bit DES key recovery, as
an example of application to cryptanalysis. Furthermore, the relative
computational capacities of human brain neurons and the C. elegans nervous
system are estimated as an example of application to neural nets.Comment: 26 pages, no figure
Infinite Factorial Finite State Machine for Blind Multiuser Channel Estimation
New communication standards need to deal with machine-to-machine
communications, in which users may start or stop transmitting at any time in an
asynchronous manner. Thus, the number of users is an unknown and time-varying
parameter that needs to be accurately estimated in order to properly recover
the symbols transmitted by all users in the system. In this paper, we address
the problem of joint channel parameter and data estimation in a multiuser
communication channel in which the number of transmitters is not known. For
that purpose, we develop the infinite factorial finite state machine model, a
Bayesian nonparametric model based on the Markov Indian buffet that allows for
an unbounded number of transmitters with arbitrary channel length. We propose
an inference algorithm that makes use of slice sampling and particle Gibbs with
ancestor sampling. Our approach is fully blind as it does not require a prior
channel estimation step, prior knowledge of the number of transmitters, or any
signaling information. Our experimental results, loosely based on the LTE
random access channel, show that the proposed approach can effectively recover
the data-generating process for a wide range of scenarios, with varying number
of transmitters, number of receivers, constellation order, channel length, and
signal-to-noise ratio.Comment: 15 pages, 15 figure
A control algorithm for autonomous optimization of extracellular recordings
This paper develops a control algorithm that can autonomously position an electrode so as to find and then maintain an optimal extracellular recording position. The algorithm was developed and tested in a two-neuron computational model representative of the cells found in cerebral cortex. The algorithm is based on a stochastic optimization of a suitably defined signal quality metric and is shown capable of finding the optimal recording position along representative sampling directions, as well as maintaining the optimal signal quality in the face of modeled tissue movements. The application of the algorithm to acute neurophysiological recording experiments and its potential implications to chronic recording electrode arrays are discussed
- …