15 research outputs found
Optimization of supply diversity for the self-assembly of simple objects in two and three dimensions
The field of algorithmic self-assembly is concerned with the design and
analysis of self-assembly systems from a computational perspective, that is,
from the perspective of mathematical problems whose study may give insight into
the natural processes through which elementary objects self-assemble into more
complex ones. One of the main problems of algorithmic self-assembly is the
minimum tile set problem (MTSP), which asks for a collection of types of
elementary objects (called tiles) to be found for the self-assembly of an
object having a pre-established shape. Such a collection is to be as concise as
possible, thus minimizing supply diversity, while satisfying a set of stringent
constraints having to do with the termination and other properties of the
self-assembly process from its tile types. We present a study of what we think
is the first practical approach to MTSP. Our study starts with the introduction
of an evolutionary heuristic to tackle MTSP and includes results from extensive
experimentation with the heuristic on the self-assembly of simple objects in
two and three dimensions. The heuristic we introduce combines classic elements
from the field of evolutionary computation with a problem-specific variant of
Pareto dominance into a multi-objective approach to MTSP.Comment: Minor typos correcte
Autonomous construction agents: An investigative framework for large sensor network self-management
Recent technological advances have made it cost effective to utilize massive, heterogeneous sensor networks. To gain appreciable value from these informational systems, there must be a control scheme that coordinates information flow to produce meaningful results. This paper will focus on tools developed to manage the coordination of autonomous construction agents using stigmergy, in which a set of basic low-level rules are implemented through various environmental cues. Using VE-Suite, an open-source virtual engineering software package, an interactive environment is created to explore various informational configurations for the construction problem. A simple test case is developed within the framework, and construction times are analyzed for possible functional relationships pertaining to performance of a particular set of parameters and a given control process. Initial experiments for the test case show sensor saturation occurs relatively quickly with 5-7 sensors, and construction time is generally independent of sensor range except for small numbers of sensors. Further experiments using this framework are needed to define other aspects of sensor performance. These trends can then be used to help decide what kinds of sensing capabilities are required to simultaneously achieve the most cost-effective solution and provide the required value of information when applied to the development of real world sensor applications
Autonomous construction using scarce resources in unknown environments - Ingredients for an intelligent robotic interaction with the physical world
The goal of creating machines that autonomously perform useful work in a safe, robust and intelligent manner continues to motivate robotics research. Achieving this autonomy requires capabilities for understanding the environment, physically interacting with it, predicting the outcomes of actions and reasoning with this knowledge. Such intelligent physical interaction was at the centre of early robotic investigations and remains an open topic. In this paper, we build on the fruit of decades of research to explore further this question in the context of autonomous construction in unknown environments with scarce resources. Our scenario involves a miniature mobile robot that autonomously maps an environment and uses cubes to bridge ditches and build vertical structures according to high-level goals given by a human. Based on a "real but contrived" experimental design, our results encompass practical insights for future applications that also need to integrate complex behaviours under hardware constraints, and shed light on the broader question of the capabilities required for intelligent physical interaction with the real world
Distributed assembly strategies for teams of autonomous robots
The distributed assembly problem involves using a team of robots to assemble a structure autonomously. The goal is to develop a strategy such that the robots assemble the structure correctly and in the most e cient way possible. This thesis outlines di erent single robot assembly strategies, di erent methods for partitioning the building tasks amongst multiple robots, and de ning the complexity of a structure to be assembled. The scope of work includes investigating di erent assembly strategies through design and analysis of di erent assembly algorithms, developing simulations to evaluate and validate the di erent assembly strategies, comparing the proposed methods with existing approaches, and implementing selected assembly strategies on an actual robotic testbed.M.S., Mechanical Engineering -- Drexel University, 201
Instrumented tools and objects : design, algorithms, and applications to assembly tasks
Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2011.Cataloged from PDF version of thesis.We developed an instrumented tool system comprised of wireless nodes and sensor systems to facilitate distributed robotic assembly tasks. This robotic system was deployed on two separate robotic assembly scenarios: one scenario used programmable autonomous beacons to facilitate precise localization of an assembly robot within a mock airplane wing, while the second used programmable assembly components to simplify sensing and coordination in a distributed, multi-robot assembly task. An instrumented tool system comprised of two types of programmable nodes (beacons and assembly components) and two types of robot-mounted sensors was designed, implemented, and tested. On-board microprocessors allow each element of the system to perform sensing and communicate over an infrared communication protocol. Algorithms for sensing and distributed communication were developed to perform local sensing tasks between assembly robots and instrumented materials.by Matthew N. Faulkner.M.Eng
Design of programmable matter
Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2008.This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.Includes bibliographical references (leaves 115-119).Programmable matter is a proposed digital material having computation, sensing, actuation, and display as continuous properties active over its whole extent. Programmable matter would have many exciting applications, like paintable displays, shape-changing robots and tools, rapid prototyping, and sculpture-based haptic interfaces. Programmable matter would be composed of millimeter-scale autonomous microsystem particles, without internal moving parts, bound by electromagnetic forces or an adhesive binder. Particles can dissipate 10 mW heat, and store 6 J energy in an internal zinc-air battery. Photovoltaic cells provide 300 [mu]W outdoors and 3.0 [mu]W indoors. Painted systems can store battery reactants in the paint binder; 6 J / mm3 can be stored, and diffusion is fast enough to transport reactants to the particles. Capacitive power transfer is an efficient method to transfer power to sparse, randomly placed particles. Power from capacitive transfer is proportional to VDD 2: 100[mu]W at 3.3V and 12 mW at 35V. Inter-particle communication is possible via optical, near-field, and far-field electromagnetic systems. Optical systems allow communication with low area (sub-mm) particles, and 24 pJ/bit. Near-field electromagnetic gives precisely controlled neighborhoods, localization capability, and 37 pJ/bit. Far-field radio communication between widely spaced particles may be possible at 60 GHz; antennas that fit inside 1 mm3 exist; complete transceivers do not. A 32-bit CPU uses less than 0.26 mm2 die area, 256K x 8 SRAM uses 1.1 mm2, and 256K x 8 FLASH uses 0.32 mm2. Direct-drive electric and magnetic field systems allow actuation without moving parts inside the particles. Magnetic surface-drive motors designed for operation without bearings are not power-efficient, and parasitic interactions between permanent magnets may limit their usefulness at millimeter particle dimensions. Electrostatic surface-drive motors are power-efficient, but practical only at particle dimensions below a few millimeters. We constructed a prototype paintable display; a distributed PostScript rendering system with 1000 randomly-placed 3.4 cm nodes, each with a CPU, IR communications, and LED. The system is used to render the letter "A." We present a design, not yet constructed, for a literal paintable display, with 1.0 mm rendering particles, each with a microprocessor and memory, and 110 [mu]m display particles, with tri-color LED's and simpler circuitry. Storage of zinc-air battery reactants in the paint binder would provide an 8 hour battery life, and capacitive power distribution would allow continuous operation. We constructed a prototype sliding-cube modular robot, with 3.4 cm nodes. The system uses magnetic surface-drive actuation. We demonstrate horizontal lattice-unit translation. We describe a design, not yet constructed, for a sliding-cube modular robot with 2 mm nodes. The cubes use standard-process CMOS IC's, inserted into a cubic space frame and wire-bonded together. Arrays of passivated electrodes, 1 [mu]m from the surface of the cubes, are used for electrostatic surface-drive actuation, zero-power latching, power transfer, localization, and communication. The design allows actuation from any contacting position. Energy is stored in a standard SMT capacitor inside each node, which is recharged by power transfer through chains of contacting nodes.by Ara N. Knaian.S.M
Anthills built to order : automating construction with artificial swarms
Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2006.This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.Includes bibliographical references (leaves 110-116).Social insects build large, complex structures, which emerge through the collective actions of many simple agents acting with no centralized control or preplanning. These natural systems motivate investigating the use of artificial swarms to automate construction or fabrication. The goal is to be able to take an unspecified number of simple robots and a supply of building material, give the system a high-level specification for any arbitrary structure desired, and have a guarantee that it will produce that structure without further intervention. In this thesis I describe such a distributed system for automating construction, in which autonomous mobile robots collectively build user-specified structures from square building blocks. The approach preserves many desirable features of the natural systems, such as considerable parallelism and robustness to factors like robot loss and variable order or timing of actions. Further, unlike insect colonies, it can build particular desired structures according to a high-level design provided by the user. Robots in this system act without explicit communication or cooperation, instead using the partially completed structure to coordinate their actions.(cont.) This mechanism is analogous to that of stigmergy used by social insects, in which insects take actions that affect the environment, and the environmental state influences further actions. I introduce a framework of extended stigmergy in which building blocks are allowed to store, process or communicate information. Increasing the capabilities of the building material (rather than of the robots) in this way increases the availability of nonlocal structure information. Benefits include significant improvements in construction speed and in ability to take advantage of the parallelism of the swarm. This dissertation describes system design and control rules for decentralized teams of robots that provably build arbitrary solid structures in two dimensions. I present a hardware prototype, and discuss extensions to more general structures, including those built with multiple block types and in three dimensions.by Justin Werfel.Ph.D
Anthills Built to Order: Automating Construction with Artificial Swarms
PhD thesisSocial insects build large, complex structures, which emerge through the collective actions of many simple agents acting with no centralized control or preplanning. These natural systems motivate investigating the use of artificial swarms to automate construction or fabrication. The goal is to be able to take an unspecified number of simple robots and a supply of building material, give the system a high-level specification for any arbitrary structure desired, and have a guarantee that it will produce that structure without further intervention.In this thesis I describe such a distributed system for automating construction, in which autonomous mobile robots collectively build user-specified structures from square building blocks. The approach preserves many desirable features of the natural systems, such as considerable parallelism and robustness to factorslike robot loss and variable order or timing of actions. Further, unlike insect colonies, it can build particular desired structures according to a high-level design provided by the user.Robots in this system act without explicit communication or cooperation, instead using the partially completed structure to coordinate their actions. This mechanism is analogous to that of stigmergy used by social insects, in which insects take actions that affect the environment, and the environmental state influences further actions. I introduce a framework of "extended stigmergy" in which building blocks are allowed to store, process or communicate information. Increasing the capabilities of the building material (rather than of the robots) in this way increases the availability of nonlocal structure information. Benefits include significant improvements in construction speed and in ability to take advantage of the parallelism of the swarm.This dissertation describes system design and control rules for decentralized teams of robots that provably build arbitrary solid structures in two dimensions. I present a hardware prototype, and discuss extensions to more general structures, including those built with multiple block types and in three dimensions
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Towards a swarm robotic approach for cooperative object recognition
Social insects have inspired the behaviours of swarm robotic systems for the last 20 years. Interactions of the simple individuals in these swarms form solutions to relatively complex problems. A novel swarm robotic method is investigated for future robotic cooperative object recognition tasks. Previous multi-agent systems involve cameras and image analyses to identify objects. They cooperate only to improve their hypotheses of the shape's identity. The system proposed uses agents whose interactions with each other around the physical boundaries of the object's shape allow the distinguishing features found. The agents are a physical embodiment of the vision system, making them suitable for environments where it would not be possible to use a camera. A Simplified Hexagonal Model was developed to simulate and examine the strategies. The hexagonal cells of which can be empty, contain an agent (hBot) or part of an object shape. Initially the hBots are required to identify the valid object shapes from a set of two types of known shapes. To do this the hBots change state when in contact with an object and when touching other hBots of the same state level, where some states are only achieved when neighbouring certain object shapes. The agents are oblivious, anonymous and homogeneous. They also do not know their position or orientation and cannot distinguish between object shapes alone due to their limited sensor range. Further work increased the number of object shapes to provide a range of scenarios