450,697 research outputs found

    MROS: Runtime Adaptation For Robot Control Architectures

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    Known attempts to build autonomous robots rely on complex control architectures, often implemented with the Robot Operating System platform (ROS). Runtime adaptation is needed in these systems, to cope with component failures and with contingencies arising from dynamic environments-otherwise, these affect the reliability and quality of the mission execution. Existing proposals on how to build self-adaptive systems in robotics usually require a major re-design of the control architecture and rely on complex tools unfamiliar to the robotics community. Moreover, they are hard to reuse across applications. This paper presents MROS: a model-based framework for run-time adaptation of robot control architectures based on ROS. MROS uses a combination of domain-specific languages to model architectural variants and captures mission quality concerns, and an ontology-based implementation of the MAPE-K and meta-control visions for run-time adaptation. The experiment results obtained applying MROS in two realistic ROS-based robotic demonstrators show the benefits of our approach in terms of the quality of the mission execution, and MROS' extensibility and re-usability across robotic applications

    Control System Plant Simulator: A Framework For Hardware In The Loop Simulation

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    Control systems courses are common in undergraduate engineering programs. These courses focus on the design of the controller\u27s mathematical model but rarely have students explore the practical issues of implementing the controller. Real-time and embedded systems courses focus on these practical issues with students implementing controllers for simplified Hardware-in-the- Loop plants such as a digital servo motor. Designing controllers for complex physical plants is difficult due to prohibitive costs or the risk of accidents caused by faulty controllers. These difficulties can be overcome if a simulator replaces the hardware-in-the-loop physical plant. We designed and implemented the Control System Plant Simulator (CSPS) as a flexible framework for simulating plant models in control system implementation projects. The framework allows the user to model continuous and discrete plants defined as transfer functions or systems of state-space equations. This paper describes the design of the CSPS framework by highlighting the expansion and modification flexibility it provides with its operating system, non-real-time user interface, and physical device abstraction layers. The CSPS framework has advantages over commercial tools that can provide a hardware-in-the-loop plant simulation. The framework\u27s scope of usage is much narrower than the commercial tools making it easier to learn how to use and modify. Also, we distribute the framework as an open-source project making it readily available for use in any course without licensing, and ensuring that deeper and more complex customizations are possible. The paper concludes with a discussion of our successful experience using the framework in real-time systems course projects, and porting to two operating environments (standard Windows XP and Ardence RTX Real-Time Extensions for Windows), two user interfaces (C-based text, Visual Basic GUI), and two data acquisition devices (USB data acquisition, simulated multi-channel IO device)

    Review article: locomotion systems for ground mobile robots in unstructured environments

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    Abstract. The world market of mobile robotics is expected to increase substantially in the next 20 yr, surpassing the market of industrial robotics in terms of units and sales. Important fields of application are homeland security, surveillance, demining, reconnaissance in dangerous situations, and agriculture. The design of the locomotion systems of mobile robots for unstructured environments is generally complex, particularly when they are required to move on uneven or soft terrains, or to climb obstacles. This paper sets out to analyse the state-of-the-art of locomotion mechanisms for ground mobile robots, focussing on solutions for unstructured environments, in order to help designers to select the optimal solution for specific operating requirements. The three main categories of locomotion systems (wheeled - W, tracked - T and legged - L) and the four hybrid categories that can be derived by combining these main locomotion systems are discussed with reference to maximum speed, obstacle-crossing capability, step/stair climbing capability, slope climbing capability, walking capability on soft terrains, walking capability on uneven terrains, energy efficiency, mechanical complexity, control complexity and technology readiness. The current and future trends of mobile robotics are also outlined

    Active Learning of Discrete-Time Dynamics for Uncertainty-Aware Model Predictive Control

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    Model-based control requires an accurate model of the system dynamics for precisely and safely controlling the robot in complex and dynamic environments. Moreover, in the presence of variations in the operating conditions, the model should be continuously refined to compensate for dynamics changes. In this paper, we present a self-supervised learning approach that actively models the dynamics of nonlinear robotic systems. We combine offline learning from past experience and online learning from current robot interaction with the unknown environment. These two ingredients enable a highly sample-efficient and adaptive learning process, capable of accurately inferring model dynamics in real-time even in operating regimes that greatly differ from the training distribution. Moreover, we design an uncertainty-aware model predictive controller that is heuristically conditioned to the aleatoric (data) uncertainty of the learned dynamics. This controller actively chooses the optimal control actions that (i) optimize the control performance and (ii) improve the efficiency of online learning sample collection. We demonstrate the effectiveness of our method through a series of challenging real-world experiments using a quadrotor system. Our approach showcases high resilience and generalization capabilities by consistently adapting to unseen flight conditions, while it significantly outperforms classical and adaptive control baselines

    Fast Second-order Cone Programming for Safe Mission Planning

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    This paper considers the problem of safe mission planning of dynamic systems operating under uncertain environments. Much of the prior work on achieving robust and safe control requires solving second-order cone programs (SOCP). Unfortunately, existing general purpose SOCP methods are often infeasible for real-time robotic tasks due to high memory and computational requirements imposed by existing general optimization methods. The key contribution of this paper is a fast and memory-efficient algorithm for SOCP that would enable robust and safe mission planning on-board robots in real-time. Our algorithm does not have any external dependency, can efficiently utilize warm start provided in safe planning settings, and in fact leads to significant speed up over standard optimization packages (like SDPT3) for even standard SOCP problems. For example, for a standard quadrotor problem, our method leads to speedup of 1000x over SDPT3 without any deterioration in the solution quality. Our method is based on two insights: a) SOCPs can be interpreted as optimizing a function over a polytope with infinite sides, b) a linear function can be efficiently optimized over this polytope. We combine the above observations with a novel utilization of Wolfe's algorithm to obtain an efficient optimization method that can be easily implemented on small embedded devices. In addition to the above mentioned algorithm, we also design a two-level sensing method based on Gaussian Process for complex obstacles with non-linear boundaries such as a cylinder

    Maximising microprocessor reliability through game theory and heuristics

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    PhD ThesisEmbedded Systems are becoming ever more pervasive in our society, with most routine daily tasks now involving their use in some form and the market predicted to be worth USD 220 billion, a rise of 300%, by 2018. Consumers expect more functionality with each design iteration, but for no detriment in perceived performance. These devices can range from simple low-cost chips to expensive and complex systems and are a major cost driver in the equipment design phase. For more than 35 years, designers have kept pace with Moore's Law, but as device size approaches the atomic limit, layouts are becoming so complicated that current scheduling techniques are also reaching their limit, meaning that more resource must be reserved to manage and deliver reliable operation. With the advent of many-core systems and further sources of unpredictability such as changeable power supplies and energy harvesting, this reservation of capability may become so large that systems will not be operating at their peak efficiency. These complex systems can be controlled through many techniques, with jobs scheduled either online prior to execution beginning or online at each time or event change. Increased processing power and job types means that current online scheduling methods that employ exhaustive search techniques will not be suitable to define schedules for such enigmatic task lists and that new techniques using statistic-based methods must be investigated to preserve Quality of Service. A new paradigm of scheduling through complex heuristics is one way to administer these next levels of processor effectively and allow the use of more simple devices in complex systems; thus reducing unit cost while retaining reliability a key goal identified by the International Technology Roadmap for Semi-conductors for Embedded Systems in Critical Environments. These changes would be beneficial in terms of cost reduction and system exibility within the next generation of device. This thesis investigates the use of heuristics and statistical methods in the operation of real-time systems, with the feasibility of Game Theory and Statistical Process Control for the successful supervision of high-load and critical jobs investigated. Heuristics are identified as an effective method of controlling complex real-time issues, with two-person non-cooperative games delivering Nash-optimal solutions where these exist. The simplified algorithms for creating and solving Game Theory events allow for its use within small embedded RISC devices and an increase in reliability for systems operating at the apex of their limits. Within this Thesis, Heuristic and Game Theoretic algorithms for a variety of real-time scenarios are postulated, investigated, refined and tested against existing schedule types; initially through MATLAB simulation before testing on an ARM Cortex M3 architecture functioning as a simplified automotive Electronic Control Unit.Doctoral Teaching Account from the EPSRC

    Integrated through -wafer optical monitoring of MEMS for closed -loop control

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    Current trends in many microelectronic systems show an increased use of microelectromechanical systems (MEMS) to perform a variety of tasks. The increased market for MEMS has led to microsystem technologies being employed in physically demanding environments and safety critical applications. This creates the need for higher degrees of certainty in MEMS operation, especially in systems that contain drive components operating under time varying load conditions. Situations such as these give rise to the need for detailed knowledge of the operational states of MEMS over the lifetime of the device, as well as device fault detection. Accurately obtaining this information by a means decoupled from the system shows the potential to further enable both complex and simple MEMS, and allows for the application of closed-loop control. Preliminary through-wafer optical monitoring research efforts have shown that through-wafer optical probing is suitable for characterizing and measuring the behavior of lateral harmonic oscillators.;This presentation will discuss research undertaken to establish integrated optical monitoring (IOM) for closed-loop control. Design of the optical microprobe setup, as well as device geometry, were completed to achieve a through-wafer optical signal with increased positional resolution and mechanical stability. Successful linear closed-loop control results achieved using the redesigned probe setup and devices will be presented. Increased displacement information in the optical output waveform is needed for the successful application of more robust, nonlinear control routines. Theoretical optical output field intensity studies are presented and compared with experimental output waveforms, showing a positional resolution of 2 pim using grating structures. Initial binary Fresnel diffractive optical microelement design layout, fabrication parameters, and testing results will be given as well for implementation of a fully integrated optical monitoring system

    Interactive form creation: exploring the creation and manipulation of free form through the use of interactive multiple input interface

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    Most current CAD systems support only the two most common input devices: a mouse and a keyboard that impose a limit to the degree of interaction that a user can have with the system. However, it is not uncommon for users to work together on the same computer during a collaborative task. Beside that, people tend to use both hands to manipulate 3D objects; one hand is used to orient the object while the other hand is used to perform some operation on the object. The same things could be applied to computer modelling in the conceptual phase of the design process. A designer can rotate and position an object with one hand, and manipulate the shape [deform it] with the other hand. Accordingly, the 3D object can be easily and intuitively changed through interactive manipulation of both hands.The research investigates the manipulation and creation of free form geometries through the use of interactive interfaces with multiple input devices. First the creation of the 3D model will be discussed; several different types of models will be illustrated. Furthermore, different tools that allow the user to control the 3D model interactively will be presented. Three experiments were conducted using different interactive interfaces; two bi-manual techniques were compared with the conventional one-handed approach. Finally it will be demonstrated that the use of new and multiple input devices can offer many opportunities for form creation. The problem is that few, if any, systems make it easy for the user or the programmer to use new input devices

    Path planning and collision risk management strategy for multi-UAV systems in 3D environments

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    This article belongs to the Special Issue Smooth Motion Planning for Autonomous VehiclesMulti-UAV systems are attracting, especially in the last decade, the attention of researchers and companies of very different fields due to the great interest in developing systems capable of operating in a coordinated manner in complex scenarios and to cover and speed up applications that can be dangerous or tedious for people: search and rescue tasks, inspection of facilities, delivery of goods, surveillance, etc. Inspired by these needs, this work aims to design, implement and analyze a trajectory planning and collision avoidance strategy for multi-UAV systems in 3D environments. For this purpose, a study of the existing techniques for both problems is carried out and an innovative strategy based on Fast Marching Square¿for the planning phase¿and a simple priority-based speed control¿as the method for conflict resolution¿is proposed, together with prevention measures designed to try to limit and reduce the greatest number of conflicting situations that may occur between vehicles while they carry out their missions in a simulated 3D urban environment. The performance of the algorithm is evaluated successfully on the basis of certain conveniently chosen statistical measures that are collected throughout the simulation runs.This research was funded by the EUROPEAN COMMISSION: Innovation and Networks Executive Agency (INEA), through the European H2020 LABYRINTH project. Grant agreement H2020-MG-2019-TwoStages-861696
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