321 research outputs found
Long range science scheduling for the Hubble Space Telescope
Observations with NASA's Hubble Space Telescope (HST) are scheduled with the assistance of a long-range scheduling system (SPIKE) that was developed using artificial intelligence techniques. In earlier papers, the system architecture and the constraint representation and propagation mechanisms were described. The development of high-level automated scheduling tools, including tools based on constraint satisfaction techniques and neural networks is described. The performance of these tools in scheduling HST observations is discussed
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A Neural Network Based Strategy for Robot Navigation in Dynamic Environments
This thesis studies the problem of robot navigation in the presence of unexpected environmental changes, which include unknown static obstacles and moving objects with unknown trajectories. Throughout this work, neural networks, as a new technique, are used to develop the functional components, which constitute the proposed navigation strategy. The neural network based navigation strategy we propose follows a two-level hierarchy and operates by integrating three network components (planner, navigator and predictor). At the higher level, the planner generates a nominal path from the initial position to the goal among the fixed known obstacles. At the lower level, the navigator incorporates the predictor to refine the coarse path by taking into account unexpected environment changes to achieve on line real-time guidance.
During this research, three neural network components were developed. The path planner was developed first by using a three-layer feedforward network to optimize the cost (collision penalty) function of a path. The first version of the navigator - Navigator-1 - was then implemented using a multilayer feedforward network in which steering commands for static obstacle avoidance were generated by directly converting sensor reading through the network. To enable the navigator to handle moving objects with unknown trajectories, on-line motion prediction was introduced. The predictor was developed using an Elman recurrent net. Following that, an enhanced version of the Navigator-1 - Navigator-2 - was developed using a structured network in which three sub-nets were used - two of the sub-nets were used to realise dynamic obstacle avoidance and static obstacle avoidance respectively, and the third sub-net was used to make final steering decision by reconciling the results from those two sub-nets. Finally, the overall navigation strategy was implemented in a simulation system. Simulations showed encouraging results. It demonstrates that the neural network based strategy is capable of achieving adaptive navigation in the presence of unexpected environmental changes
A Route Selection Problem Applied to Auto-Piloted Aircraft Tugs
The antithetical needs of increasing the air traffic, reducing the air pollutant and noise emissions, jointly
with the prominent problem of airport congestion spur to radically innovate the entire ground operation system
and airport management. In this scenario, an alternative autonomous system for engine-off taxiing (dispatch towing)
attracts the interest of the civil aviation world. Even though structural and regulatory limitations undermine
the employment of the already existing push-back tractors to this purpose, they remain the main candidates to
accomplish the mission. New technologies are already under investigation to optimize towbarless tractor joints,
so as to respond to the structure safety requirements. However, regulation limitations will soon be an issue. In
this paper, a software solution for a route selection problem in a discretized airport environment is presented, in
the believe that a full-authority control system, including tractors’ selection logic, path planning and mission event
sequencing algorithms will possibly meet the regulation requirements. Four different algorithms are implemented
and compared: two Hopfield-type neural networks and two algorithms based on graph theory. They compute the
shortest path, accounting for restricted airport areas, preferential directions and dynamic obstacles. The computed
route checkpoints serve as a reference for the tractor autopilot. Two different missions are analyzed, concerning
the towing of departing and arriving aircraft respectively. A single mission consists of three different events, called
phases: Phase 1 goes from the actual tractor position (eventually the parking zone) to the selected aircraft (parked
or just landed); Phase 2 is the actual engine-off taxi towing; Phase 3 is the tractor return to its own parking zone.
Both missions are simulated and results are reported and compared
Oscillatory neural network learning for pattern recognition:an on-chip learning perspective and implementation
In the human brain, learning is continuous, while currently in AI, learning algorithms are pre-trained, making the model non-evolutive and predetermined. However, even in AI models, environment and input data change over time. Thus, there is a need to study continual learning algorithms. In particular, there is a need to investigate how to implement such continual learning algorithms on-chip. In this work, we focus on Oscillatory Neural Networks (ONNs), a neuromorphic computing paradigm performing auto-associative memory tasks, like Hopfield Neural Networks (HNNs). We study the adaptability of the HNN unsupervised learning rules to on-chip learning with ONN. In addition, we propose a first solution to implement unsupervised on-chip learning using a digital ONN design. We show that the architecture enables efficient ONN on-chip learning with Hebbian and Storkey learning rules in hundreds of microseconds for networks with up to 35 fully-connected digital oscillators.</p
Path planning for general mazes
Path planning is used in, but not limited to robotics, telemetry, aerospace, and medical applications. The goal of the path planning is to identify a route from an origination point to a destination point while avoiding obstacles. This path might not always be the shortest in distance as time, terrain, speed limits, and many other factors can affect the optimality of the path. However, in this thesis, the length, computational time, and the smoothness of the path are the only constraints that will be considered with the length of the path being the most important. There are a variety of algorithms that can be used for path planning but Ant Colony Optimization (ACO), Neural Network, and A* will be the only algorithms explored in this thesis. The problem of solving general mazes has been greatly researched, but the contributions of this thesis extended Ant Colony Optimization to path planning for mazes, created a new landscape for the Neural Network to use, and added a bird\u27s eye view to the A* Algorithm. The Ant Colony Optimization that was used in this thesis was able to discover a path to the goal, but it was jagged and required a larger computational time compared to the Neural Network and A* algorithm discussed in this thesis. The Hopfield-type neural network used in this thesis propagated energy to create a landscape and used gradient decent to find the shortest path in terms of distance, but this thesis modified how the landscape was created to prevent the neural network from getting trapped in local minimas. The last contribution was applying a bird\u27s eye view to the A* algorithm to learn more about the environment which helped to create shorter and smoother paths
A Neural Network Approach to Multi-Vehicle Navigation
We develop a neural network formulation for multii-vehicle navigation on a two-dimensional surface here. A time-linking map is generated for each individual vehicle using techniques similar to the known shortest path algorithms for an isolated vehicle. Neural networks are then applied to generate non-conflicting paths minimizing the time of travel
Hypersonic Vehicle Trajectory Optimization and Control
Two classes of neural networks have been developed for the study of hypersonic vehicle trajectory optimization and control. The first one is called an 'adaptive critic'. The uniqueness and main features of this approach are that: (1) they need no external training; (2) they allow variability of initial conditions; and (3) they can serve as feedback control. This is used to solve a 'free final time' two-point boundary value problem that maximizes the mass at the rocket burn-out while satisfying the pre-specified burn-out conditions in velocity, flightpath angle, and altitude. The second neural network is a recurrent network. An interesting feature of this network formulation is that when its inputs are the coefficients of the dynamics and control matrices, the network outputs are the Kalman sequences (with a quadratic cost function); the same network is also used for identifying the coefficients of the dynamics and control matrices. Consequently, we can use it to control a system whose parameters are uncertain. Numerical results are presented which illustrate the potential of these methods
Influencing robot learning through design and social interactions: a framework for balancing designer effort with active and explicit interactions
This thesis examines a balance between designer effort required in biasing a robot’s learn-ing of a task, and the effort required from an experienced agent in influencing the learning using social interactions, and the effect of this balance on learning performance. In order to characterise this balance, a two dimensional design space is identified, where the dimensions represent the effort from the designer, who abstracts the robot’s raw sensorimotor data accord-ing to the salient parts of the task to increasing degrees, and the effort from the experienced agent, who interacts with the learner robot using increasing degrees of complexities to actively accentuate the salient parts of the task and explicitly communicate about them. While the in-fluence from the designer must be imposed at design time, the influence from the experienced agent can be tailored during the social interactions because this agent is situated in the environ-ment while the robot is learning. The design space is proposed as a general characterisation of robotic systems that learn from social interactions. The usefulness of the design space is shown firstly by organising the related work into the space, secondly by providing empirical investigations of the effect of the various influences o
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