31 research outputs found

    Search and Pursuit-Evasion in Mobile Robotics, A survey

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    This paper surveys recent results in pursuitevasion and autonomous search relevant to applications in mobile robotics. We provide a taxonomy of search problems that highlights the differences resulting from varying assumptions on the searchers, targets, and the environment. We then list a number of fundamental results in the areas of pursuit-evasion and probabilistic search, and we discuss field implementations on mobile robotic systems. In addition, we highlight current open problems in the area and explore avenues for future work

    Analysis of multi-agent systems under varying degrees of trust, cooperation, and competition

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    Multi-agent systems rely heavily on coordination and cooperation to achieve a variety of tasks. It is often assumed that these agents will be fully cooperative, or have reliable and equal performance among group members. Instead, we consider cooperation as a spectrum of possible interactions, ranging from performance variations within the group to adversarial agents. This thesis examines several scenarios where cooperation and performance are not guaranteed. Potential applications include sensor coverage, emergency response, wildlife management, tracking, and surveillance. We use geometric methods, such as Voronoi tessellations, for design insight and Lyapunov-based stability theory to analyze our proposed controllers. Performance is verified through simulations and experiments on a variety of ground and aerial robotic platforms. First, we consider the problem of Voronoi-based coverage control, where a group of robots must spread out over an environment to provide coverage. Our approach adapts online to sensing and actuation performance variations with the group. The robots have no prior knowledge of their relative performance, and in a distributed fashion, compensate by assigning weaker robots a smaller portion of the environment. Next, we consider the problem of multi-agent herding, akin to shepherding. Here, a group of dog-like robots must drive a herd of non-cooperative sheep-like agents around the environment. Our key insight in designing the control laws for the herders is to enforce geometrical relationships that allow for the combined system dynamics to reduce to a single nonholonomic vehicle. We also investigate the cooperative pursuit of an evader by a group of quadrotors in an environment with no-fly zones. While the pursuers cannot enter the no-fly zones, the evader moves freely through the zones to avoid capture. Using tools for Voronoi-based coverage control, we provide an algorithm to distribute the pursuers around the zone's boundary and minimize capture time once the evader emerges. Finally, we present an algorithm for the guaranteed capture of multiple evaders by one or more pursuers in a bounded, convex environment. The pursuers utilize properties of the evader's Voronoi cell to choose a control strategy that minimizes the safe-reachable area of the evader, which in turn leads to the evader's capture

    Geometric Pursuit Evasion

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    In this dissertation we investigate pursuit evasion problems set in geometric environments. These games model a variety of adversarial situations in which a team of agents, called pursuers, attempts to catch a rogue agent, called the evader. In particular, we consider the following problem: how many pursuers, each with the same maximum speed as the evader, are needed to guarantee a successful capture? Our primary focus is to provide combinatorial bounds on the number of pursuers that are necessary and sufficient to guarantee capture. The first problem we consider consists of an unpredictable evader that is free to move around a polygonal environment of arbitrary complexity. We assume that the pursuers have complete knowledge of the evader's location at all times, possibly obtained through a network of cameras placed in the environment. We show that regardless of the number of vertices and obstacles in the polygonal environment, three pursuers are always sufficient and sometimes necessary to capture the evader. We then consider several extensions of this problem to more complex environments. In particular, suppose the players move on the surface of a 3-dimensional polyhedral body; how many pursuers are required to capture the evader? We show that 4 pursuers always suffice (upper bound), and that 3 are sometimes necessary (lower bound), for any polyhedral surface with genus zero. Generalizing this bound to surfaces of genus g, we prove the sufficiency of (4g + 4) pursuers. Finally, we show that 4 pursuers also suffice under the "weighted region" constraints, where the movement costs through different regions of the (genus zero) surface have (different) multiplicative weights. Next we consider a more general problem with a less restrictive sensing model. The pursuers' sensors are visibility based, only providing the location of the evader if it is in direct line of sight. We begin my making only the minimalist assumption that pursuers and the evader have the same maximum speed. When the environment is a simply-connected (hole-free) polygon of n vertices, we show that Θ(n^1/2 ) pursuers are both necessary and sufficient in the worst-case. When the environment is a polygon with holes, we prove a lower bound of Ω(n^2/3 ) and an upper bound of O(n^5/6 ) pursuers, where n includes the vertices of the hole boundaries. However, we show that with realistic constraints on the polygonal environment these bounds can be drastically improved. Namely, if the players' movement speed is small compared to the features of the environment, we give an algorithm with a worst case upper bound of O(log n) pursuers for simply-connected n-gons and O(√h + log n) for polygons with h holes. The final problem we consider takes a small step toward addressing the fact that location sensing is noisy and imprecise in practice. Suppose a tracking agent wants to follow a moving target in the two-dimensional plane. We investigate what is the tracker's best strategy to follow the target and at what rate does the distance between the tracker and target grow under worst-case localization noise. We adopt a simple but realistic model of relative error in sensing noise: the localization error is proportional to the true distance between the tracker and the target. Under this model we are able to give tight upper and lower bounds for the worst-case tracking performance, both with or without obstacles in the Euclidean plane

    Shadow Information Spaces: Combinatorial Filters for Tracking Targets

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    A Survey on Aerial Swarm Robotics

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    The use of aerial swarms to solve real-world problems has been increasing steadily, accompanied by falling prices and improving performance of communication, sensing, and processing hardware. The commoditization of hardware has reduced unit costs, thereby lowering the barriers to entry to the field of aerial swarm robotics. A key enabling technology for swarms is the family of algorithms that allow the individual members of the swarm to communicate and allocate tasks amongst themselves, plan their trajectories, and coordinate their flight in such a way that the overall objectives of the swarm are achieved efficiently. These algorithms, often organized in a hierarchical fashion, endow the swarm with autonomy at every level, and the role of a human operator can be reduced, in principle, to interactions at a higher level without direct intervention. This technology depends on the clever and innovative application of theoretical tools from control and estimation. This paper reviews the state of the art of these theoretical tools, specifically focusing on how they have been developed for, and applied to, aerial swarms. Aerial swarms differ from swarms of ground-based vehicles in two respects: they operate in a three-dimensional space and the dynamics of individual vehicles adds an extra layer of complexity. We review dynamic modeling and conditions for stability and controllability that are essential in order to achieve cooperative flight and distributed sensing. The main sections of this paper focus on major results covering trajectory generation, task allocation, adversarial control, distributed sensing, monitoring, and mapping. Wherever possible, we indicate how the physics and subsystem technologies of aerial robots are brought to bear on these individual areas

    Simultaneous Search and Monitoring by Unmanned Aerial Vehicles

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    Although robot search and monitoring are two problems which are normally addressed separately, this work conceives the idea that search and monitoring are both required in realistic applications. A problem of simultaneous search and monitoring (SSM) is studied, which innovatively combines two problems in a synergistic perspective. The single pursuer SSM of randomly moving or evasive targets are studied first, and are extended to the cases with multiple pursuers. The precise mathematical frameworks for this work are POMDP, POSG and Dec-POMDP. They are all intractable and non-scalable. Different approaches are taken in each scenario, to reduce computation cost and achieve online and distributed planning, without significantly undermining the performance. For the single pursuer SSM of randomly moving targets, a novel policy reconstruction method is combined with a heuristic branching rule, to generate a heuristic reactive policy. For the single pursuer SSM of evasive targets, an assumption is made and justified, which simplifies the search evasion game to a dynamic guaranteed search problem. For the multiple-pursuer SSM of randomly moving targets, the partial open-loop feedback control method is originally applied to achieve the cooperation implicitly. For the multiple-pursuer SSM of evasive targets, the assumption made in the single pursuer case also simplifies the cooperative search evasion game to a cooperative dynamic guaranteed search problem. In moderate scenarios, the proposed methods show better performance than baseline methods, and can have practical computation efficiency. The extreme scenarios when SSM does not work are also studied

    Emergent Behavior Development and Control in Multi-Agent Systems

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    Emergence in natural systems is the development of complex behaviors that result from the aggregation of simple agent-to-agent and agent-to-environment interactions. Emergence research intersects with many disciplines such as physics, biology, and ecology and provides a theoretical framework for investigating how order appears to spontaneously arise in complex adaptive systems. In biological systems, emergent behaviors allow simple agents to collectively accomplish multiple tasks in highly dynamic environments; ensuring system survival. These systems all display similar properties: self-organized hierarchies, robustness, adaptability, and decentralized task execution. However, current algorithmic approaches merely present theoretical models without showing how these models actually create hierarchical, emergent systems. To fill this research gap, this dissertation presents an algorithm based on entropy and speciation - defined as morphological or physiological differences in a population - that results in hierarchical emergent phenomena in multi-agent systems. Results show that speciation creates system hierarchies composed of goal-aligned entities, i.e. niches. As niche actions aggregate into more complex behaviors, more levels emerge within the system hierarchy, eventually resulting in a system that can meet multiple tasks and is robust to environmental changes. Speciation provides a powerful tool for creating goal-aligned, decentralized systems that are inherently robust and adaptable, meeting the scalability demands of current, multi-agent system design. Results in base defense, k-n assignment, division of labor and resource competition experiments, show that speciated populations create hierarchical self-organized systems, meet multiple tasks and are more robust to environmental change than non-speciated populations
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