33,181 research outputs found

    Low-cost, multi-agent systems for planetary surface exploration

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    The use of off-the-shelf consumer electronics combined with top-down design methodologies have made small and inexpensive satellites, such as CubeSats, emerge as viable, low-cost and attractive space-based platforms that enable a range of new and exciting mission scenarios. In addition, to overcome some of the resource limitation issues encountered with these platforms, distributed architectures have emerged to enable complex tasks through the use of multiple low complexity units. The low-cost characteristics of such systems coupled with the distributed architecture allows for an increase in the size of the system beyond what would have been feasible with a monolithic system, hence widening the operational capabilities without significantly increasing the control complexity of the system. These ideas are not new for Earth orbiting devices, but excluding some distributed remote sensing architectures they are yet to be applied for the purpose of planetary exploration. Experience gained through large rovers demonstrates the value of in-situ exploration, which is however limited by the associated high-cost and risk. The loss of a rover can and has happened because of a number of possible failures: besides the hazards directly linked to the launch and journey to the target-body, hard landing and malfunctioning of parts are all threats to the success of the mission. To overcome these issues this paper introduces the concept of using off-the-shelf consumer electronics to deploy a low-cost multi-rover system for future planetary surface exploration. It is shown that such a system would significantly reduce the programmatic-risk of the mission (for example catastrophic failure of a single rover), while exploiting the inherent advantages of cooperative behaviour. These advantages are analysed with a particular emphasis put upon the guidance, navigation and control of such architectures using the method of artificial potential field. Laboratory tests on multi-agent robotic systems support the analysis. Principal features of the system are identified and the underlying advantages over a monolithic single-agent system highlighted

    Towards time-varying proximal dynamics in Multi-Agent Network Games

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    Distributed decision making in multi-agent networks has recently attracted significant research attention thanks to its wide applicability, e.g. in the management and optimization of computer networks, power systems, robotic teams, sensor networks and consumer markets. Distributed decision-making problems can be modeled as inter-dependent optimization problems, i.e., multi-agent game-equilibrium seeking problems, where noncooperative agents seek an equilibrium by communicating over a network. To achieve a network equilibrium, the agents may decide to update their decision variables via proximal dynamics, driven by the decision variables of the neighboring agents. In this paper, we provide an operator-theoretic characterization of convergence with a time-invariant communication network. For the time-varying case, we consider adjacency matrices that may switch subject to a dwell time. We illustrate our investigations using a distributed robotic exploration example.Comment: 6 pages, 3 figure

    Learning scalable and transferable multi-robot/machine sequential assignment planning via graph embedding

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    Can the success of reinforcement learning methods for simple combinatorial optimization problems be extended to multi-robot sequential assignment planning? In addition to the challenge of achieving near-optimal performance in large problems, transferability to an unseen number of robots and tasks is another key challenge for real-world applications. In this paper, we suggest a method that achieves the first success in both challenges for robot/machine scheduling problems. Our method comprises of three components. First, we show a robot scheduling problem can be expressed as a random probabilistic graphical model (PGM). We develop a mean-field inference method for random PGM and use it for Q-function inference. Second, we show that transferability can be achieved by carefully designing two-step sequential encoding of problem state. Third, we resolve the computational scalability issue of fitted Q-iteration by suggesting a heuristic auction-based Q-iteration fitting method enabled by transferability we achieved. We apply our method to discrete-time, discrete space problems (Multi-Robot Reward Collection (MRRC)) and scalably achieve 97% optimality with transferability. This optimality is maintained under stochastic contexts. By extending our method to continuous time, continuous space formulation, we claim to be the first learning-based method with scalable performance among multi-machine scheduling problems; our method scalability achieves comparable performance to popular metaheuristics in Identical parallel machine scheduling (IPMS) problems

    Programmability and Performance of Parallel ECS-based Simulation of Multi-Agent Exploration Models

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    While the traditional objective of parallel/distributed simulation techniques has been mainly in improving performance and making very large models tractable, more recent research trends targeted complementary aspects, such as the “ease of programming”. Along this line, a recent proposal called Event and Cross State (ECS) synchronization, stands as a solution allowing to break the traditional programming rules proper of Parallel Discrete Event Simulation (PDES) systems, where the application code processing a specific event is only allowed to access the state (namely the memory image) of the target simulation object. In fact with ECS, the programmer is allowed to write ANSI-C event-handlers capable of accessing (in either read or write mode) the state of whichever simulation object included in the simulation model. Correct concurrent execution of events, e.g., on top of multi-core machines, is guaranteed by ECS with no intervention by the programmer, who is in practice exposed to a sequential-style programming model where events are processed one at a time, and have the ability to access the current memory image of the whole simulation model, namely the collection of the states of any involved object. This can strongly simplify the development of specific models, e.g., by avoiding the need for passing state information across concurrent objects in the form of events. In this article we investigate on both programmability and performance aspects related to developing/supporting a multi-agent exploration model on top of the ROOT-Sim PDES platform, which supports ECS
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