60,738 research outputs found

    Reasoning and planning in dynamic domains: An experiment with a mobile robot

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    Progress made toward having an autonomous mobile robot reason and plan complex tasks in real-world environments is described. To cope with the dynamic and uncertain nature of the world, researchers use a highly reactive system to which is attributed attitudes of belief, desire, and intention. Because these attitudes are explicitly represented, they can be manipulated and reasoned about, resulting in complex goal-directed and reflective behaviors. Unlike most planning systems, the plans or intentions formed by the system need only be partly elaborated before it decides to act. This allows the system to avoid overly strong expectations about the environment, overly constrained plans of action, and other forms of over-commitment common to previous planners. In addition, the system is continuously reactive and has the ability to change its goals and intentions as situations warrant. Thus, while the system architecture allows for reasoning about means and ends in much the same way as traditional planners, it also posseses the reactivity required for survival in complex real-world domains. The system was tested using SRI's autonomous robot (Flakey) in a scenario involving navigation and the performance of an emergency task in a space station scenario

    Survey of dynamic scheduling in manufacturing systems

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    Rational physical agent reasoning beyond logic

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    The paper addresses the problem of defining a theoretical physical agent framework that satisfies practical requirements of programmability by non-programmer engineers and at the same time permitting fast realtime operation of agents on digital computer networks. The objective of the new framework is to enable the satisfaction of performance requirements on autonomous vehicles and robots in space exploration, deep underwater exploration, defense reconnaissance, automated manufacturing and household automation

    On the simulation of interactive non-verbal behaviour in virtual humans

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    Development of virtual humans has focused mainly in two broad areas - conversational agents and computer game characters. Computer game characters have traditionally been action-oriented - focused on the game-play - and conversational agents have been focused on sensible/intelligent conversation. While virtual humans have incorporated some form of non-verbal behaviour, this has been quite limited and more importantly not connected or connected very loosely with the behaviour of a real human interacting with the virtual human - due to a lack of sensor data and no system to respond to that data. The interactional aspect of non-verbal behaviour is highly important in human-human interactions and previous research has demonstrated that people treat media (and therefore virtual humans) as real people, and so interactive non-verbal behaviour is also important in the development of virtual humans. This paper presents the challenges in creating virtual humans that are non-verbally interactive and drawing corollaries with the development history of control systems in robotics presents some approaches to solving these challenges - specifically using behaviour based systems - and shows how an order of magnitude increase in response time of virtual humans in conversation can be obtained and that the development of rapidly responding non-verbal behaviours can start with just a few behaviours with more behaviours added without difficulty later in development
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