2,743 research outputs found
Unified Behavior Framework for Discrete Event Simulation Systems
Intelligent agents provide simulations a means to add lifelike behavior in place of manned entities. Generally when developed, a single intelligent agent model is chosen, such as rule based, behavior trees, etc. This choice introduces restrictions into what behaviors agents can manifest, and can require significant testing in edge cases. This thesis presents the use of the UBF in the AFSIM environment. The UBF provides the flexibility to implement any and all intelligent agent models, allowing the developer to choose the model he/she feels best fits the experiment at hand. Furthermore, the UBF demonstrates several key software engineering principles through its modular design, including scalability through reduced code complexity, simplified development and testing through abstraction, and the promotion of code reuse
Design of an UAV swarm
This master thesis tries to give an overview on the general aspects involved in the design of an UAV swarm. UAV swarms are continuoulsy gaining popularity amongst researchers and UAV manufacturers, since they allow greater success rates in task accomplishing with reduced times. Appart from this, multiple UAVs cooperating between them opens a new field of missions that can only be carried in this way. All the topics explained within this master thesis will explain all the agents involved in the design of an UAV swarm, from the communication protocols between them, navigation and trajectory analysis and task allocation
Game Theoretic Model Predictive Control for Autonomous Driving
This study presents two closely-related solutions to autonomous vehicle control problems in highway driving scenario using game theory and model predictive control. We first develop a game theoretic four-stage model predictive controller (GT4SMPC). The controller is responsible for both longitudinal and lateral movements of Subject Vehicle (SV) . It includes a Stackelberg game as a high level controller and a model predictive controller (MPC) as a low level one. Specifically, GT4SMPC constantly establishes and solves games corresponding to multiple gaps in front of multiple-candidate vehicles (GCV) when SV is interacting with them by signaling a lane change intention through turning light or by a small lateral movement. SV’s payoff is the negative of the MPC’s cost function , which ensures strong connection between the game and that the solution of the game is more likely to be achieved by a hybrid MPC (HMPC). GCV’s payoff is a linear combination of the speed payoff, headway payoff and acceleration payoff. . We use decreasing acceleration model to generate our prediction of TV’s future motion, which is utilized in both defining TV’s payoffs over the prediction horizon in the game and as the reference of the MPC. Solving the games gives the optimal gap and the target vehicle (TV). In the low level , the lane change process are divided into four stages: traveling in the current lane, leaving current lane, crossing lane marking, traveling in the target lane. The division identifies the time that SV should initiate actual lateral movement for the lateral controller and specifies the constraints HMPC should deal at each step of the MPC prediction horizon. Then the four-stage HMPC controls SV’s actual longitudinal motion and execute the lane change at the right moment. Simulations showed the GT4SMPC is able to intelligently drive SV into the selected gap and accomplish both discretionary land change (DLC) and mandatory lane change (MLC) in a dynamic situation. Human-in-the-loop driving simulation indicated that GT4SMPC can decently control the SV to complete lane changes with the presence of human drivers. Second, we propose a differential game theoretic model predictive controller (DGTMPC) to address the drawbacks of GT4SMPC. In GT4SMPC, the games are defined as table game, which indicates each players only have limited amount of choices for a specific game and such choice remain fixed during the prediction horizon. In addition, we assume a known model for traffic vehicles but in reality drivers’ preference is partly unknown. In order to allow the TV to make multiple decisions within the prediction horizon and to measure TV’s driving style on-line, we propose a differential game theoretic model predictive controller (DGTMPC). The high level of the hierarchical DGTMPC is the two-player differential lane-change Stackelberg game. We assume each player uses a MPC to control its motion and the optimal solution of leaders’ MPC depends on the solution of the follower. Therefore, we convert this differential game problem into a bi-level optimization problem and solves the problem with the branch and bound algorithm. Besides the game, we propose an inverse model predictive control algorithm (IMPC) to estimate the MPC weights of other drivers on-line based on surrounding vehicle’s real-time behavior, assuming they are controlled by MPC as well. The estimation results contribute to a more appropriate solution to the game against driver of specific type. The solution of the algorithm indicates the future motion of the TV, which can be used as the reference for the low level controller. The low level HMPC controls both the longitudinal motion of SV and his real-time lane decision. Simulations showed that the DGTMPC can well identify the weights traffic vehicles’ MPC cost function and behave intelligently during the interaction. Comparison with level-k controller indicates DGTMPC’s Superior performance
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Intelligent and High-Performance Behavior Design of Autonomous Systems via Learning, Optimization and Control
Nowadays, great societal demands have rapidly boosted the development of autonomous systems that densely interact with humans in many application domains, from manufacturing to transportation and from workplaces to daily lives. The shift from isolated working environments to human-dominated space requires autonomous systems to be empowered to handle not only environmental uncertainties such as external vibrations but also interaction uncertainties arising from human behavior which is in nature probabilistic, causal but not strictly rational, internally hierarchical and socially compliant.This dissertation is concerned with the design of intelligent and high-performance behavior of such autonomous systems, leveraging the strength from control, optimization, learning, and cognitive science. The work consists of two parts. In Part I, the problem of high-level hybrid human-machine behavior design is addressed. The goal is to achieve safe, efficient and human-like interaction with people. A framework based on the theory of mind, utility theories and imitation learning is proposed to efficiently represent and learn the complicated behavior of humans. Built upon that, machine behaviors at three different levels - the perceptual level, the reasoning level, and the action level - are designed via imitation learning, optimization, and online adaptation, allowing the system to interpret, reason and behave as human, particularly when a variety of uncertainties exist. Applications to autonomous driving are considered throughout Part I. Part II is concerned with the design of high-performance low-level individual machine behavior in the presence of model uncertainties and external disturbances. Advanced control laws based on adaptation, iterative learning and the internal structures of uncertainties/disturbances are developed to assure that the high-level interactive behaviors can be reliably executed. Applications on robot manipulators and high-precision motion systems are discussed in this part
Motion Planning for Autonomous Driving: The State of the Art and Future Perspectives
Thanks to the augmented convenience, safety advantages, and potential
commercial value, Intelligent vehicles (IVs) have attracted wide attention
throughout the world. Although a few autonomous driving unicorns assert that
IVs will be commercially deployable by 2025, their implementation is still
restricted to small-scale validation due to various issues, among which precise
computation of control commands or trajectories by planning methods remains a
prerequisite for IVs. This paper aims to review state-of-the-art planning
methods, including pipeline planning and end-to-end planning methods. In terms
of pipeline methods, a survey of selecting algorithms is provided along with a
discussion of the expansion and optimization mechanisms, whereas in end-to-end
methods, the training approaches and verification scenarios of driving tasks
are points of concern. Experimental platforms are reviewed to facilitate
readers in selecting suitable training and validation methods. Finally, the
current challenges and future directions are discussed. The side-by-side
comparison presented in this survey not only helps to gain insights into the
strengths and limitations of the reviewed methods but also assists with
system-level design choices.Comment: 20 pages, 14 figures and 5 table
Adaptive and learning-based formation control of swarm robots
Autonomous aerial and wheeled mobile robots play a major role in tasks such as search and rescue, transportation, monitoring, and inspection. However, these operations are faced with a few open challenges including robust autonomy, and adaptive coordination based on the environment and operating conditions, particularly in swarm robots with limited communication and perception capabilities. Furthermore, the computational complexity increases exponentially with the number of robots in the swarm. This thesis examines two different aspects of the formation control problem. On the one hand, we investigate how formation could be performed by swarm robots with limited communication and perception (e.g., Crazyflie nano quadrotor). On the other hand, we explore human-swarm interaction (HSI) and different shared-control mechanisms between human and swarm robots (e.g., BristleBot) for artistic creation. In particular, we combine bio-inspired (i.e., flocking, foraging) techniques with learning-based control strategies (using artificial neural networks) for adaptive control of multi- robots. We first review how learning-based control and networked dynamical systems can be used to assign distributed and decentralized policies to individual robots such that the desired formation emerges from their collective behavior. We proceed by presenting a novel flocking control for UAV swarm using deep reinforcement learning. We formulate the flocking formation problem as a partially observable Markov decision process (POMDP), and consider a leader-follower configuration, where consensus among all UAVs is used to train a shared control policy, and each UAV performs actions based on the local information it collects. In addition, to avoid collision among UAVs and guarantee flocking and navigation, a reward function is added with the global flocking maintenance, mutual reward, and a collision penalty. We adapt deep deterministic policy gradient (DDPG) with centralized training and decentralized execution to obtain the flocking control policy using actor-critic networks and a global state space matrix. In the context of swarm robotics in arts, we investigate how the formation paradigm can serve as an interaction modality for artists to aesthetically utilize swarms. In particular, we explore particle swarm optimization (PSO) and random walk to control the communication between a team of robots with swarming behavior for musical creation
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