192 research outputs found

    A framework for knowledge-based team training

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    Teamwork is crucial to many disciplines, from activities such as organized sports to economic and military organizations. Team training is difficult and as yet there are few automated tools to assist in the training task. As with the training of individuals, effective training depends upon practice and proper training protocols. In this research, we defined a team training framework for constructing team training systems in domains involving command and control teams. This team training framework provides an underlying model of teamwork and programming interfaces to provide services that ease the construction of team training systems. Also, the framework enables experimentation with training protocols and coaching to be conducted more readily, as team training systems incorporating new protocols or coaching capabilities can be more easily built. For this framework (called CAST-ITT) we developed an underlying intelligent agent architecture known as CAST (Collaborative Agents Simulating Teamwork). CAST provides the underlying model of teamwork and agents to simulate virtual team members. CAST-ITT (Intelligent Team Trainer) uses CAST to also monitor trainees, and support performance assessment and coaching for the purposes of evaluating the performance of a trainee as a member of a team. CAST includes a language for describing teamwork called MALLET (Multi-Agent Logic Language for Encoding Teamwork). MALLET allows us to codify the behaviors of team members (both as virtual agents and as trainees) for use by CAST. In demonstrating CAST-ITT through an implemented team training system called TWP-DDD we have shown that a team training system can be built that uses the framework (CAST-ITT) and has good performance and can be used for achieving real world training objectives

    Multi-agent architecture for waste minimisation in beef supply chain

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    Food waste is an alarming issue pertaining to the rising global hunger, huge environmental footprint, and high monetary value. In developing and developed nations, it occurs primarily due to inefficiencies upstream and downstream of the supply chain respectively. A common factor in both developed and developing nations is product flow within the supply chain from farms to retailers. This study aims to identify the root causes of waste generated across the product flow of the beef supply chain from farm to retailer. A workshop involving twenty practitioners of the beef industry was conducted and the collected information was transcribed and coded to generate a current reality tree, which assisted in identifying root causes of waste in the entire beef supply chain. A multi-agent architecture framework spanning the entire beef supply chain from farm to retailer is proposed, which is composed of autonomous agents capable of bringing all segments of the beef industry on a single platform and collaboratively assist them in mitigating root causes of waste. The proposed framework will aid the practitioners in the beef industry to reduce waste, improve their operational efficiency thereby raising food security, economic development whilst curbing their carbon footprint

    Embedded Automation in Human-Agent Environment

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    A practical method for proactive information exchange within multi-agent teams

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    Psychological studies have shown that information exchange is a key component of effective teamwork. In addition to requesting information that they need for their tasks, members of effective teams often proactively forward information that they believe other teammates require to complete their tasks. We refer to this type of communication as proactive information exchange and the formalization and implementation of this is the subject of this thesis. The important question that we are trying to answer is: under normative conditions, what types of information needs can agent teammates extract from shared plans and how can they use these information needs to proactively forward information to teammates? In the following, we make two key claims about proactive information exchange: first, agents need to be aware of the information needs of their teammates and that these information needs can be inferred from shared plans; second, agents need to be able to model the beliefs of others in order to deliver this information efficiently. To demonstrate this, we have developed an algorithm named PIEX, which, for each agent on a team, reasonably approximates the information-needs of other team members, based on analysis of a shared team plan. This algorithm transforms a team plan into an individual plan by inserting coomunicative tasks in agents' individual plans to deliver information to those agents who need it. We will incorporate a previously developed architecture for multi-agent belief reasoning. In addition to this algorithm for proactive information exchange, we have developed a formal framework to both describe scenarios in which proactive information exchange takes place and to evaluate the quality of the communication events that agents running the PIEX algorithm generate. The contributions of this work are a formal and implemented algorithm for information exchange for maintaining a shared mental model and a framework for evaluating domains in which this type of information exchange is useful

    Role-based and agent-oriented teamwork modeling

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    Teamwork has become increasingly important in many disciplines. To support teamwork in dynamic and complex domains, a teamwork programming language and a teamwork architecture are important for specifying the knowledge of teamwork and for interpreting the knowledge of teamwork and then driving agents to interact with the domains. Psychological studies on teamwork have also shown that team members in an effective team often maintain shared mental models so that they can have mutual expectation on each other. However, existing agent/teamwork programming languages cannot explicitly express the mental states underlying teamwork, and existing representation of the shared mental models are inefficient and further become an obstacle to support effective teamwork. To address these issues, we have developed a teamwork programming language called Role-Based MALLET (RoB-MALLET) which has rich expressivity to explicitly specify the mental states underlying teamwork. By using roles and role variables, the knowledge of team processes is specified in terms of conceptual notions, instead of specific agents and agent variables, allowing joint intentions to be formed and this knowledge to be reused by different teams of agents. Further, based on roles and role variables, we have developed mechanisms of task decomposition and task delegation, by which the knowledge of a team process is decomposed into the knowledge of a team process for individuals and then delegate it to agents. We have also developed an efficient representation of shared mental models called Role-Based Shared Mental Model (RoB-SMM) by which agents only maintain individual processes complementary with others?? individual process and a low level of overlapping called team organizations. Based on RoB-SMMs, we have developed tworeasoning mechanisms to improve team performance, including Role-Based Proactive Information Exchange (RoB-PIE) and Role-Based Proactive Helping Behaivors (RoBPHB). Through RoB-PIE, agents can anticipate other agents?? information needs and proactively exchange information with them. Through RoB-PHB, agents can identify other agents?? help needs and proactively initialize actions to help them. Our experiments have shown that RoB-MALLET is flexible in specifying reusable plans, RoB-SMMs is efficient in supporting effective teamwork, and RoB-PHB improves team performance

    Proactive communication in multi-agent teamwork

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    Sharing common goals and acting cooperatively are critical issues in multiagent teamwork. Traditionally, agents cooperate with each other by inferring others' actions implicitly or explicitly, based on established norms for behavior or on knowledge about the preferences or interests of others. This kind of cooperation either requires that agents share a large amount of knowledge about the teamwork, which is unrealistic in a distributed team, or requires high-frequency message exchange, which weakens teamwork efficiency, especially for a team that may involve human members. In this research, we designed and developed a new approach called Proactive Communication, which helps to produce realistic behavior and interactions for multiagent teamwork. We emphasize that multi-agent teamwork is governed by the same principles that underlie human cooperation. Psychological studies of human teamwork have shown that members of an effective team often anticipate the needs of other members and choose to assist them proactively. Human team members are also naturally capable of observing the environment and others so they can establish certain parameters for performing actions without communicating with others. Proactive Communication endows agents with observabilities and enables agents use them to track othersรƒยขร‚ร‚ mental states. Additionally, Proactive Communication uses statistical analysis of the information production and need of team members and uses these data to capture the complex, interdependent decision processes between information needer and provider. Since not all these data are known, we use their expected values with respect to a dynamic estimation of distributions. The approach was evaluated by running several sets of experiments on a Multi- Agent Wumpus World application. The results showed that endowing agents with observability decreased communication load as well as enhanced team performance. The results also showed that with the support of dynamic distributions, estimation, and decision-theoretic modeling, teamwork efficiency were improved

    Logic-based Technologies for Multi-agent Systems: A Systematic Literature Review

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    Precisely when the success of arti๏ฌcial intelligence (AI) sub-symbolic techniques makes them be identi๏ฌed with the whole AI by many non-computerscientists and non-technical media, symbolic approaches are getting more and more attention as those that could make AI amenable to human understanding. Given the recurring cycles in the AI history, we expect that a revamp of technologies often tagged as โ€œclassical AIโ€ โ€“ in particular, logic-based ones will take place in the next few years. On the other hand, agents and multi-agent systems (MAS) have been at the core of the design of intelligent systems since their very beginning, and their long-term connection with logic-based technologies, which characterised their early days, might open new ways to engineer explainable intelligent systems. This is why understanding the current status of logic-based technologies for MAS is nowadays of paramount importance. Accordingly, this paper aims at providing a comprehensive view of those technologies by making them the subject of a systematic literature review (SLR). The resulting technologies are discussed and evaluated from two different perspectives: the MAS and the logic-based ones

    Collaborative narrative generation in persistent virtual environments

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    This thesis describes a multi-agent approach to generating narrative based on the activities of participants in large-scale persistent virtual environments, such as massivelymultiplayer online role-playing games (MMORPGs). These environments provide diverse interactive experiences for large numbers of simultaneous participants. Involving such participants in an overarching narrative experience has presented challenges due to the difficulty of incorporating the individual actions of so many participants into a single coherent storyline. Various approaches have been adopted in an attempt to solve this problem, such as guiding players to follow pre-designed storylines, or giving them goals to achieve that advance the storyline, or by having developers (โ€˜dungeon mastersโ€™) adapt the narrative to the real-time actions of players. However these solutions can be inflexible, and/or fail to take player interaction into account, or do so only at the collective level, for groups of players. This thesis describes a different approach, in which embodied witness-narrator agents observe participantsโ€™ actions in a persistent virtual environment and generate narrative from reports of those actions. The generated narrative may be published to external audiences, e.g., via community websites, Internet chatrooms, or SMS text messages, or fed back into the environment in real-time to embellish and enhance the ongoing experience with new narrative elements derived from participantsโ€™ own achievements. The design and implementation of this framework is described in detail, and compared to related work. Results of evaluating the framework, both technically, and through a live study, are presented and discussed

    Collaborative narrative generation in persistent virtual environments

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    This thesis describes a multi-agent approach to generating narrative based on the activities of participants in large-scale persistent virtual environments, such as massivelymultiplayer online role-playing games (MMORPGs). These environments provide diverse interactive experiences for large numbers of simultaneous participants. Involving such participants in an overarching narrative experience has presented challenges due to the difficulty of incorporating the individual actions of so many participants into a single coherent storyline. Various approaches have been adopted in an attempt to solve this problem, such as guiding players to follow pre-designed storylines, or giving them goals to achieve that advance the storyline, or by having developers (โ€˜dungeon mastersโ€™) adapt the narrative to the real-time actions of players. However these solutions can be inflexible, and/or fail to take player interaction into account, or do so only at the collective level, for groups of players. This thesis describes a different approach, in which embodied witness-narrator agents observe participantsโ€™ actions in a persistent virtual environment and generate narrative from reports of those actions. The generated narrative may be published to external audiences, e.g., via community websites, Internet chatrooms, or SMS text messages, or fed back into the environment in real-time to embellish and enhance the ongoing experience with new narrative elements derived from participantsโ€™ own achievements. The design and implementation of this framework is described in detail, and compared to related work. Results of evaluating the framework, both technically, and through a live study, are presented and discussed

    ํ˜‘์—… ๋กœ๋ด‡์„ ์œ„ํ•œ ์„œ๋น„์Šค ๊ธฐ๋ฐ˜๊ณผ ๋ชจ๋ธ ๊ธฐ๋ฐ˜์˜ ์†Œํ”„ํŠธ์›จ์–ด ๊ฐœ๋ฐœ ๋ฐฉ๋ฒ•๋ก 

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    ํ•™์œ„๋…ผ๋ฌธ(๋ฐ•์‚ฌ)--์„œ์šธ๋Œ€ํ•™๊ต ๋Œ€ํ•™์› :๊ณต๊ณผ๋Œ€ํ•™ ์ „๊ธฐยท์ปดํ“จํ„ฐ๊ณตํ•™๋ถ€,2020. 2. ํ•˜์ˆœํšŒ.๊ฐ€๊นŒ์šด ๋ฏธ๋ž˜์—๋Š” ๋‹ค์–‘ํ•œ ๋กœ๋ด‡์ด ๋‹ค์–‘ํ•œ ๋ถ„์•ผ์—์„œ ํ•˜๋‚˜์˜ ์ž„๋ฌด๋ฅผ ํ˜‘๋ ฅํ•˜์—ฌ ์ˆ˜ํ–‰ํ•˜๋Š” ๋ชจ์Šต์€ ํ”ํžˆ ๋ณผ ์ˆ˜ ์žˆ๊ฒŒ ๋  ๊ฒƒ์ด๋‹ค. ๊ทธ๋Ÿฌ๋‚˜ ์‹ค์ œ๋กœ ์ด๋Ÿฌํ•œ ๋ชจ์Šต์ด ์‹คํ˜„๋˜๊ธฐ์—๋Š” ๋‘ ๊ฐ€์ง€์˜ ์–ด๋ ค์›€์ด ์žˆ๋‹ค. ๋จผ์ € ๋กœ๋ด‡์„ ์šด์šฉํ•˜๊ธฐ ์œ„ํ•œ ์†Œํ”„ํŠธ์›จ์–ด๋ฅผ ๋ช…์„ธํ•˜๋Š” ๊ธฐ์กด ์—ฐ๊ตฌ๋“ค์€ ๋Œ€๋ถ€๋ถ„ ๊ฐœ๋ฐœ์ž๊ฐ€ ๋กœ๋ด‡์˜ ํ•˜๋“œ์›จ์–ด์™€ ์†Œํ”„ํŠธ์›จ์–ด์— ๋Œ€ํ•œ ์ง€์‹์„ ์•Œ๊ณ  ์žˆ๋Š” ๊ฒƒ์„ ๊ฐ€์ •ํ•˜๊ณ  ์žˆ๋‹ค. ๊ทธ๋ž˜์„œ ๋กœ๋ด‡์ด๋‚˜ ์ปดํ“จํ„ฐ์— ๋Œ€ํ•œ ์ง€์‹์ด ์—†๋Š” ์‚ฌ์šฉ์ž๋“ค์ด ์—ฌ๋Ÿฌ ๋Œ€์˜ ๋กœ๋ด‡์ด ํ˜‘๋ ฅํ•˜๋Š” ์‹œ๋‚˜๋ฆฌ์˜ค๋ฅผ ์ž‘์„ฑํ•˜๊ธฐ๋Š” ์‰ฝ์ง€ ์•Š๋‹ค. ๋˜ํ•œ, ๋กœ๋ด‡์˜ ์†Œํ”„ํŠธ์›จ์–ด๋ฅผ ๊ฐœ๋ฐœํ•  ๋•Œ ๋กœ๋ด‡์˜ ํ•˜๋“œ์›จ์–ด์˜ ํŠน์„ฑ๊ณผ ๊ด€๋ จ์ด ๊นŠ์–ด์„œ, ๋‹ค์–‘ํ•œ ๋กœ๋ด‡์˜ ์†Œํ”„ํŠธ์›จ์–ด๋ฅผ ๊ฐœ๋ฐœํ•˜๋Š” ๊ฒƒ๋„ ๊ฐ„๋‹จํ•˜์ง€ ์•Š๋‹ค. ๋ณธ ๋…ผ๋ฌธ์—์„œ๋Š” ์ƒ์œ„ ์ˆ˜์ค€์˜ ๋ฏธ์…˜ ๋ช…์„ธ์™€ ๋กœ๋ด‡์˜ ํ–‰์œ„ ํ”„๋กœ๊ทธ๋ž˜๋ฐ์œผ๋กœ ๋‚˜๋ˆ„์–ด ์ƒˆ๋กœ์šด ์†Œํ”„ํŠธ์›จ์–ด ๊ฐœ๋ฐœ ํ”„๋ ˆ์ž„์›Œํฌ๋ฅผ ์ œ์•ˆํ•œ๋‹ค. ๋˜ํ•œ, ๋ณธ ํ”„๋ ˆ์ž„์›Œํฌ๋Š” ํฌ๊ธฐ๊ฐ€ ์ž‘์€ ๋กœ๋ด‡๋ถ€ํ„ฐ ๊ณ„์‚ฐ ๋Šฅ๋ ฅ์ด ์ถฉ๋ถ„ํ•œ ๋กœ๋ด‡๋“ค์ด ์„œ๋กœ ๊ตฐ์ง‘์„ ์ด๋ฃจ์–ด ๋ฏธ์…˜์„ ์ˆ˜ํ–‰ํ•  ์ˆ˜ ์žˆ๋„๋ก ์ง€์›ํ•œ๋‹ค. ๋ณธ ์—ฐ๊ตฌ์—์„œ๋Š” ๋กœ๋ด‡์˜ ํ•˜๋“œ์›จ์–ด๋‚˜ ์†Œํ”„ํŠธ์›จ์–ด์— ๋Œ€ํ•œ ์ง€์‹์ด ๋ถ€์กฑํ•œ ์‚ฌ์šฉ์ž๋„ ๋กœ๋ด‡์˜ ๋™์ž‘์„ ์ƒ์œ„ ์ˆ˜์ค€์—์„œ ๋ช…์„ธํ•  ์ˆ˜ ์žˆ๋Š” ์Šคํฌ๋ฆฝํŠธ ์–ธ์–ด๋ฅผ ์ œ์•ˆํ•œ๋‹ค. ์ œ์•ˆํ•˜๋Š” ์–ธ์–ด๋Š” ๊ธฐ์กด์˜ ์Šคํฌ๋ฆฝํŠธ ์–ธ์–ด์—์„œ๋Š” ์ง€์›ํ•˜์ง€ ์•Š๋Š” ๋„ค ๊ฐ€์ง€์˜ ๊ธฐ๋Šฅ์ธ ํŒ€์˜ ๊ตฌ์„ฑ, ๊ฐ ํŒ€์˜ ์„œ๋น„์Šค ๊ธฐ๋ฐ˜ ํ”„๋กœ๊ทธ๋ž˜๋ฐ, ๋™์ ์œผ๋กœ ๋ชจ๋“œ ๋ณ€๊ฒฝ, ๋‹ค์ค‘ ์ž‘์—…(๋ฉ€ํ‹ฐ ํƒœ์Šคํ‚น)์„ ์ง€์›ํ•œ๋‹ค. ์šฐ์„  ๋กœ๋ด‡์€ ํŒ€์œผ๋กœ ๊ทธ๋ฃน ์ง€์„ ์ˆ˜ ์žˆ๊ณ , ๋กœ๋ด‡์ด ์ˆ˜ํ–‰ํ•  ์ˆ˜ ์žˆ๋Š” ๊ธฐ๋Šฅ์„ ์„œ๋น„์Šค ๋‹จ์œ„๋กœ ์ถ”์ƒํ™”ํ•˜์—ฌ ์ƒˆ๋กœ์šด ๋ณตํ•ฉ ์„œ๋น„์Šค๋ฅผ ๋ช…์„ธํ•  ์ˆ˜ ์žˆ๋‹ค. ๋˜ํ•œ ๋กœ๋ด‡์˜ ๋ฉ€ํ‹ฐ ํƒœ์Šคํ‚น์„ ์œ„ํ•ด 'ํ”Œ๋žœ' ์ด๋ผ๋Š” ๊ฐœ๋…์„ ๋„์ž…ํ•˜์˜€๊ณ , ๋ณตํ•ฉ ์„œ๋น„์Šค ๋‚ด์—์„œ ์ด๋ฒคํŠธ๋ฅผ ๋ฐœ์ƒ์‹œ์ผœ์„œ ๋™์ ์œผ๋กœ ๋ชจ๋“œ๊ฐ€ ๋ณ€ํ™˜ํ•  ์ˆ˜ ์žˆ๋„๋ก ํ•˜์˜€๋‹ค. ๋‚˜์•„๊ฐ€ ์—ฌ๋Ÿฌ ๋กœ๋ด‡์˜ ํ˜‘๋ ฅ์ด ๋”์šฑ ๊ฒฌ๊ณ ํ•˜๊ณ , ์œ ์—ฐํ•˜๊ณ , ํ™•์žฅ์„ฑ์„ ๋†’์ด๊ธฐ ์œ„ํ•ด, ๊ตฐ์ง‘ ๋กœ๋ด‡์„ ์šด์šฉํ•  ๋•Œ ๋กœ๋ด‡์ด ์ž„๋ฌด๋ฅผ ์ˆ˜ํ–‰ํ•˜๋Š” ๋„์ค‘์— ๋ฌธ์ œ๊ฐ€ ์ƒ๊ธธ ์ˆ˜ ์žˆ์œผ๋ฉฐ, ์ƒํ™ฉ์— ๋”ฐ๋ผ ๋กœ๋ด‡์„ ๋™์ ์œผ๋กœ ๋‹ค๋ฅธ ํ–‰์œ„๋ฅผ ์ˆ˜ํ–‰ํ•  ์ˆ˜ ์žˆ๋‹ค๊ณ  ๊ฐ€์ •ํ•œ๋‹ค. ์ด๋ฅผ ์œ„ํ•ด ๋™์ ์œผ๋กœ๋„ ํŒ€์„ ๊ตฌ์„ฑํ•  ์ˆ˜ ์žˆ๊ณ , ์—ฌ๋Ÿฌ ๋Œ€์˜ ๋กœ๋ด‡์ด ํ•˜๋‚˜์˜ ์„œ๋น„์Šค๋ฅผ ์ˆ˜ํ–‰ํ•˜๋Š” ๊ทธ๋ฃน ์„œ๋น„์Šค๋ฅผ ์ง€์›ํ•˜๊ณ , ์ผ๋Œ€ ๋‹ค ํ†ต์‹ ๊ณผ ๊ฐ™์€ ์ƒˆ๋กœ์šด ๊ธฐ๋Šฅ์„ ์Šคํฌ๋ฆฝํŠธ ์–ธ์–ด์— ๋ฐ˜์˜ํ•˜์˜€๋‹ค. ๋”ฐ๋ผ์„œ ํ™•์žฅ๋œ ์ƒ์œ„ ์ˆ˜์ค€์˜ ์Šคํฌ๋ฆฝํŠธ ์–ธ์–ด๋Š” ๋น„์ „๋ฌธ๊ฐ€๋„ ๋‹ค์–‘ํ•œ ์œ ํ˜•์˜ ํ˜‘๋ ฅ ์ž„๋ฌด๋ฅผ ์‰ฝ๊ฒŒ ๋ช…์„ธํ•  ์ˆ˜ ์žˆ๋‹ค. ๋กœ๋ด‡์˜ ํ–‰์œ„๋ฅผ ํ”„๋กœ๊ทธ๋ž˜๋ฐํ•˜๊ธฐ ์œ„ํ•ด ๋‹ค์–‘ํ•œ ์†Œํ”„ํŠธ์›จ์–ด ๊ฐœ๋ฐœ ํ”„๋ ˆ์ž„์›Œํฌ๊ฐ€ ์—ฐ๊ตฌ๋˜๊ณ  ์žˆ๋‹ค. ํŠนํžˆ ์žฌ์‚ฌ์šฉ์„ฑ๊ณผ ํ™•์žฅ์„ฑ์„ ์ค‘์ ์œผ๋กœ ๋‘” ์—ฐ๊ตฌ๋“ค์ด ์ตœ๊ทผ ๋งŽ์ด ์‚ฌ์šฉ๋˜๊ณ  ์žˆ์ง€๋งŒ, ๋Œ€๋ถ€๋ถ„์˜ ์ด๋“ค ์—ฐ๊ตฌ๋Š” ๋ฆฌ๋ˆ…์Šค ์šด์˜์ฒด์ œ์™€ ๊ฐ™์ด ๋งŽ์€ ํ•˜๋“œ์›จ์–ด ์ž์›์„ ํ•„์š”๋กœ ํ•˜๋Š” ์šด์˜์ฒด์ œ๋ฅผ ๊ฐ€์ •ํ•˜๊ณ  ์žˆ๋‹ค. ๋˜ํ•œ, ํ”„๋กœ๊ทธ๋žจ์˜ ๋ถ„์„ ๋ฐ ์„ฑ๋Šฅ ์˜ˆ์ธก ๋“ฑ์„ ๊ณ ๋ คํ•˜์ง€ ์•Š๊ธฐ ๋•Œ๋ฌธ์—, ์ž์› ์ œ์•ฝ์ด ์‹ฌํ•œ ํฌ๊ธฐ๊ฐ€ ์ž‘์€ ๋กœ๋ด‡์˜ ์†Œํ”„ํŠธ์›จ์–ด๋ฅผ ๊ฐœ๋ฐœํ•˜๊ธฐ์—๋Š” ์–ด๋ ต๋‹ค. ๊ทธ๋ž˜์„œ ๋ณธ ์—ฐ๊ตฌ์—์„œ๋Š” ์ž„๋ฒ ๋””๋“œ ์†Œํ”„ํŠธ์›จ์–ด๋ฅผ ์„ค๊ณ„ํ•  ๋•Œ ์“ฐ์ด๋Š” ์ •ํ˜•์ ์ธ ๋ชจ๋ธ์„ ์ด์šฉํ•œ๋‹ค. ์ด ๋ชจ๋ธ์€ ์ •์  ๋ถ„์„๊ณผ ์„ฑ๋Šฅ ์˜ˆ์ธก์ด ๊ฐ€๋Šฅํ•˜์ง€๋งŒ, ๋กœ๋ด‡์˜ ํ–‰์œ„๋ฅผ ํ‘œํ˜„ํ•˜๊ธฐ์—๋Š” ์ œ์•ฝ์ด ์žˆ๋‹ค. ๊ทธ๋ž˜์„œ ๋ณธ ๋…ผ๋ฌธ์—์„œ ์™ธ๋ถ€์˜ ์ด๋ฒคํŠธ์— ์˜ํ•ด ์ˆ˜ํ–‰ ์ค‘๊ฐ„์— ํ–‰์œ„๋ฅผ ๋ณ€๊ฒฝํ•˜๋Š” ๋กœ๋ด‡์„ ์œ„ํ•ด ์œ ํ•œ ์ƒํƒœ ๋จธ์‹  ๋ชจ๋ธ๊ณผ ๋ฐ์ดํ„ฐ ํ”Œ๋กœ์šฐ ๋ชจ๋ธ์ด ๊ฒฐํ•ฉํ•˜์—ฌ ๋™์  ํ–‰์œ„๋ฅผ ๋ช…์„ธํ•  ์ˆ˜ ์žˆ๋Š” ํ™•์žฅ๋œ ๋ชจ๋ธ์„ ์ ์šฉํ•œ๋‹ค. ๊ทธ๋ฆฌ๊ณ  ๋”ฅ๋Ÿฌ๋‹๊ณผ ๊ฐ™์ด ๊ณ„์‚ฐ๋Ÿ‰์„ ๋งŽ์ด ํ•„์š”๋กœ ํ•˜๋Š” ์‘์šฉ์„ ๋ถ„์„ํ•˜๊ธฐ ์œ„ํ•ด, ๋ฃจํ”„ ๊ตฌ์กฐ๋ฅผ ๋ช…์‹œ์ ์œผ๋กœ ํ‘œํ˜„ํ•  ์ˆ˜ ์žˆ๋Š” ๋ชจ๋ธ์„ ์ œ์•ˆํ•œ๋‹ค. ๋งˆ์ง€๋ง‰์œผ๋กœ ์—ฌ๋Ÿฌ ๋กœ๋ด‡์˜ ํ˜‘์—… ์šด์šฉ์„ ์œ„ํ•ด ๋กœ๋ด‡ ์‚ฌ์ด์— ๊ณต์œ ๋˜๋Š” ์ •๋ณด๋ฅผ ๋‚˜ํƒ€๋‚ด๊ธฐ ์œ„ํ•ด ๋‘ ๊ฐ€์ง€ ๋ชจ๋ธ์„ ์‚ฌ์šฉํ•œ๋‹ค. ๋จผ์ € ์ค‘์•™์—์„œ ๊ณต์œ  ์ •๋ณด๋ฅผ ๊ด€๋ฆฌํ•˜๊ธฐ ์œ„ํ•ด ๋ผ์ด๋ธŒ๋Ÿฌ๋ฆฌ ํƒœ์Šคํฌ๋ผ๋Š” ํŠน๋ณ„ํ•œ ํƒœ์Šคํฌ๋ฅผ ํ†ตํ•ด ๊ณต์œ  ์ •๋ณด๋ฅผ ๋‚˜ํƒ€๋‚ธ๋‹ค. ๋˜ํ•œ, ๋กœ๋ด‡์ด ์ž์‹ ์˜ ์ •๋ณด๋ฅผ ๊ฐ€๊นŒ์šด ๋กœ๋ด‡๋“ค๊ณผ ๊ณต์œ ํ•˜๊ธฐ ์œ„ํ•ด ๋ฉ€ํ‹ฐ์บ์ŠคํŒ…์„ ์œ„ํ•œ ์ƒˆ๋กœ์šด ํฌํŠธ๋ฅผ ์ถ”๊ฐ€ํ•œ๋‹ค. ์ด๋ ‡๊ฒŒ ํ™•์žฅ๋œ ์ •ํ˜•์ ์ธ ๋ชจ๋ธ์€ ์‹ค์ œ ๋กœ๋ด‡ ์ฝ”๋“œ๋กœ ์ž๋™ ์ƒ์„ฑ๋˜์–ด, ์†Œํ”„ํŠธ์›จ์–ด ์„ค๊ณ„ ์ƒ์‚ฐ์„ฑ ๋ฐ ๊ฐœ๋ฐœ ํšจ์œจ์„ฑ์— ์ด์ ์„ ๊ฐ€์ง„๋‹ค. ๋น„์ „๋ฌธ๊ฐ€๊ฐ€ ๋ช…์„ธํ•œ ์Šคํฌ๋ฆฝํŠธ ์–ธ์–ด๋Š” ์ •ํ˜•์ ์ธ ํƒœ์Šคํฌ ๋ชจ๋ธ๋กœ ๋ณ€ํ™˜ํ•˜๊ธฐ ์œ„ํ•ด ์ค‘๊ฐ„ ๋‹จ๊ณ„์ธ ์ „๋žต ๋‹จ๊ณ„๋ฅผ ์ถ”๊ฐ€ํ•˜์˜€๋‹ค. ์ œ์•ˆํ•˜๋Š” ๋ฐฉ๋ฒ•๋ก ์˜ ํƒ€๋‹น์„ฑ์„ ๊ฒ€์ฆํ•˜๊ธฐ ์œ„ํ•ด, ์‹œ๋ฎฌ๋ ˆ์ด์…˜๊ณผ ์—ฌ๋Ÿฌ ๋Œ€์˜ ์‹ค์ œ ๋กœ๋ด‡์„ ์ด์šฉํ•œ ํ˜‘์—…ํ•˜๋Š” ์‹œ๋‚˜๋ฆฌ์˜ค์— ๋Œ€ํ•ด ์‹คํ—˜์„ ์ง„ํ–‰ํ•˜์˜€๋‹ค.In the near future, it will be common that a variety of robots are cooperating to perform a mission in various fields. There are two software challenges when deploying collaborative robots: how to specify a cooperative mission and how to program each robot to accomplish its mission. In this paper, we propose a novel software development framework that separates mission specification and robot behavior programming, which is called service-oriented and model-based (SeMo) framework. Also, it can support distributed robot systems, swarm robots, and their hybrid. For mission specification, a novel scripting language is proposed with the expression capability. It involves team composition and service-oriented behavior specification of each team, allowing dynamic mode change of operation and multi-tasking. Robots are grouped into teams, and the behavior of each team is defined with a composite service. The internal behavior of a composite service is defined by a sequence of services that the robots will perform. The notion of plan is applied to express multi-tasking. And the robot may have various operating modes, so mode change is triggered by events generated in a composite service. Moreover, to improve the robustness, scalability, and flexibility of robot collaboration, the high-level mission scripting language is extended with new features such as team hierarchy, group service, one-to-many communication. We assume that any robot fails during the execution of scenarios, and the grouping of robots can be made at run-time dynamically. Therefore, the extended mission specification enables a casual user to specify various types of cooperative missions easily. For robot behavior programming, an extended dataflow model is used for task-level behavior specification that does not depend on the robot hardware platform. To specify the dynamic behavior of the robot, we apply an extended task model that supports a hybrid specification of dataflow and finite state machine models. Furthermore, we propose a novel extension to allow the explicit specification of loop structures. This extension helps the compute-intensive application, which contains a lot of loop structures, to specify explicitly and analyze at compile time. Two types of information sharing, global information sharing and local knowledge sharing, are supported for robot collaboration in the dataflow graph. For global information, we use the library task, which supports shared resource management and server-client interaction. On the other hand, to share information locally with near robots, we add another type of port for multicasting and use the knowledge sharing technique. The actual robot code per robot is automatically generated from the associated task graph, which minimizes the human efforts in low-level robot programming and improves the software design productivity significantly. By abstracting the tasks or algorithms as services and adding the strategy description layer in the design flow, the mission specification is refined into task-graph specification automatically. The viability of the proposed methodology is verified with preliminary experiments with three cooperative mission scenarios with heterogeneous robot platforms and robot simulator.Chapter 1. Introduction 1 1.1 Motivation 1 1.2 Contribution 7 1.3 Dissertation Organization 9 Chapter 2. Background and Existing Research 11 2.1 Terminologies 11 2.2 Robot Software Development Frameworks 25 2.3 Parallel Embedded Software Development Framework 31 Chapter 3. Overview of the SeMo Framework 41 3.1 Motivational Examples 45 Chapter 4. Robot Behavior Programming 47 4.1 Related works 48 4.2 Model-based Task Graph Specification for Individual Robots 56 4.3 Model-based Task Graph Specification for Cooperating Robots 70 4.4 Automatic Code Generation 74 4.5 Experiments 78 Chapter 5. High-level Mission Specification 81 5.1 Service-oriented Mission Specification 82 5.2 Strategy Description 93 5.3 Automatic Task Graph Generation 96 5.4 Related works 99 5.5 Experiments 104 Chapter 6. Conclusion 114 6.1 Future Research 116 Bibliography 118 Appendices 133 ์š”์•ฝ 158Docto
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