70 research outputs found

    Multi Robot Intruder Search

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    The aim of this work is the development and analysis of methods and algorithms to allow a multi robot system to cooperatively search a closed, 2-dimensional environment for a human intruder. The underlying problem corresponds to the game-theoretic concept of a classical pursuit evasion game, whereas the focus is set to the generation of plans for the group of pursuers. While the main aspect of of this work lies in the field of probabilistic robotics, concepts and ideas are incorporated from differential game theory, algorithmic geometry and graph theory. The probabilistic basis allows the integration of sensor error as well as nondeterministic robot motion. The main contributions of this work can be divided into three major parts: The first part deals with the development and implementation of probabilistic human models. Depending on the specific behavior of an intruder, ranging from uncooperative to unaware, different classes of intruders are identified. Models are proposed for two of these classes. For the case of a clever and uncooperative intruder who actively evades detection, we propose a model based on the concept of contamination. The second class corresponds to a person who is unaware of the pursuit. We show that simple Markov models, which are often proposed in literature, are not suited for modeling realistic human motion and develop advanced Markov models, which conform to random waypoint motion models. The second part, which is also the most extensive part of this work, deals with the problem of finding an uncooperative and clever intruder. A solution is presented, which projects the problem on a graph structure, which is then searched by a highly optimized A* planner. The solution for the corresponding graph problem is afterwards projected back to the original search space and can be executed by the robotic pursuers. By means of the models proposed in the first part, the performance and correctness of the method is shown. We present experiments in simulation as on real robots to show the practicability and efficiency of the method. The third part deals with the problem of finding an intruder who is unaware of the search. Based on the advanced Markov model previously discussed, a greedy algorithm is proposed, which aims at maximizing the probability to find the intruder in the near future. Experimental results for this method are shown and comparisons to simpler methods are given.Mehrroboter-Eindringlings-Suche Ziel dieser Arbeit ist die Entwicklung und Analyse von Methoden und Algorithmen, die einem kooperativen Mehrrobotersystem erlauben nach einem Eindringling in einer zweidimensionalen, geschlossenen Umgebung zu suchen. Das dem zugrunde liegende Problem entspricht dem spieltheoretischen Konzept eines Suche und Ausweichen Spieles (pursuit evasion game), wobei der Fokus auf der Generierung von Plänen für die Verfolger liegt. Der Hauptaspekt dieser Arbeit liegt dabei im Feld der probabilistischen Robotik, wobei Konzepte und Ideen aus dem Gebiet der differentiellen Spieltheorie, der algorithmischen Geometrie und der Graph Theorie verwendet werden. Die probabilistische Modellierung erlaubt dabei die Integration von Sensorfehlern wie auch nichtdeterministische Roboter-Bewegung. Die Arbeit gliedert sich in drei Hauptteile: Der erste Teil beschäftigt sich mit dem Entwurf und der Implementierung von probabilistischen Modellen für menschliche Bewegung. Abhängig vom angenommenen Verhalten eines Eindringlings, von aktiv ausweichend bis zu ignorant, werden verschiedene Klassen von menschlichem Verhalten unterschieden. Für zwei dieser Klassen stellen wir Modelle auf: Für den Fall einer intelligenten und aktiv ausweichenden Person, generieren wir ein Modell basierend auf dem Konzept von Kontamination. Das zweite Modell entspricht einem Eindringling, der sich der Suche nach ihm nicht bewusst ist. Wir zeigen, dass einfache Markov-Modelle, wie sie in der Vergangenheit oft vorgeschlagen worden sind, ungeeignet sind, um realistische Bewegung zu abzubilden und entwickeln entsprechend erweiterte Markov-Modelle für eine realistischere Modellierung. Der zweite Teil der Arbeit beschäftigt sich mit der Frage, wie man einen intelligente und aktiv ausweichenden Eindringling aufspüren kann. Die vorgestellte Lösung basiert auf der Projektion des Problems auf einen Graphen, der anschließend von einem hoch optimierten A*-Planungsalgorithmus durchsucht werden kann. Diese Lösung kann anschließend auf den ursprünglichen Raum rückprojeziert werden und kann als direkter Plan von den verfolgenden Robotern ausgeführt werden. Mittels der Modelle aus dem ersten Teil wird die Korrektheit und Effizienz der Lösung gezeigt. Der letzte Teil befasst sich mit der Frage, wie ein Eindringling gefunden werden kann, der sich neutral zur Suche verhält. Basierend auf den erweiterten Markov-Modellen aus dem ersten Teil, wird eine Lösung durch gierige Suche präsentiert, die die Wahrscheinlichkeit eine Person im nächsten Zeitschritt aufzuspüren, maximiert. Wie im zweiten Teil werden Experimente diskutiert und diese mit der Proformanz simplerer Methoden verglichen

    On the role and opportunities in teamwork design for advanced multi-robot search systems

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    Intelligent robotic systems are becoming ever more present in our lives across a multitude of domains such as industry, transportation, agriculture, security, healthcare and even education. Such systems enable humans to focus on the interesting and sophisticated tasks while robots accomplish tasks that are either too tedious, routine or potentially dangerous for humans to do. Recent advances in perception technologies and accompanying hardware, mainly attributed to rapid advancements in the deep-learning ecosystem, enable the deployment of robotic systems equipped with onboard sensors as well as the computational power to perform autonomous reasoning and decision making online. While there has been significant progress in expanding the capabilities of single and multi-robot systems during the last decades across a multitude of domains and applications, there are still many promising areas for research that can advance the state of cooperative searching systems that employ multiple robots. In this article, several prospective avenues of research in teamwork cooperation with considerable potential for advancement of multi-robot search systems will be visited and discussed. In previous works we have shown that multi-agent search tasks can greatly benefit from intelligent cooperation between team members and can achieve performance close to the theoretical optimum. The techniques applied can be used in a variety of domains including planning against adversarial opponents, control of forest fires and coordinating search-and-rescue missions. The state-of-the-art on methods of multi-robot search across several selected domains of application is explained, highlighting the pros and cons of each method, providing an up-to-date view on the current state of the domains and their future challenges

    Roadmap-Based Techniques for Modeling Group Behaviors in Multi-Agent Systems

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    Simulating large numbers of agents, performing complex behaviors in realistic environments is a difficult problem with applications in robotics, computer graphics and animation. A multi-agent system can be a useful tool for studying a range of situations in simulation in order to plan and train for actual events. Systems supporting such simulations can be used to study and train for emergency or disaster scenarios including search and rescue, civilian crowd control, evacuation of a building, and many other training situations. This work describes our approach to multi-agent systems which integrates a roadmap-based approach with agent-based systems for groups of agents performing a wide range of behaviors. The system that we have developed is highly customizable and allows us to study a variety of behaviors and scenarios. The system is tunable in the kinds of agents that can exist and parameters that describe the agents. The agents can have any number of behaviors which dictate how they react throughout a simulation. Aspects that are unique to our approach to multi-agent group behavior are the environmental encoding that the agents use when navigating and the extensive usage of the roadmap in our behavioral framework. Our roadmap-based approach can be utilized to encode both basic and very complex environments which include multi- level buildings, terrains and stadiums. In this work, we develop techniques to improve the simulation of multi-agent systems. The movement strategies we have developed can be used to validate agent movement in a simulated environment and evaluate building designs by varying portions of the environment to see the effect on pedestrian flow. The strategies we develop for searching and tracking improve the ability of agents within our roadmap-based framework to clear areas and track agents in realistic environments. The application focus of this work is on pursuit-evasion and evacuation planning. In pursuit-evasion, one group of agents, the pursuers, attempts to find and capture another set of agents, the evaders. The evaders have a goal of avoiding the pursuers. In evacuation planning, the evacuating agents attempt to find valid paths through potentially complex environments to a safe goal location determined by their environmental knowledge. Another group of agents, the directors may attempt to guide the evacuating agents. These applications require the behaviors created to be tunable to a range of scenarios so they can reflect real-world reactions by agents. They also potentially require interaction and coordination between agents in order to improve the realism of the scenario being studied. These applications illustrate the scalability of our system in terms of the number of agents that can be supported, the kinds of realistic environments that can be handled, and behaviors that can be simulated

    Guarding and Searching Polyhedra

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    Guarding and searching problems have been of fundamental interest since the early years of Computational Geometry. Both are well-developed areas of research and have been thoroughly studied in planar polygonal settings. In this thesis we tackle the Art Gallery Problem and the Searchlight Scheduling Problem in 3-dimensional polyhedral environments, putting special emphasis on edge guards and orthogonal polyhedra. We solve the Art Gallery Problem with reflex edge guards in orthogonal polyhedra having reflex edges in just two directions: generalizing a classic theorem by O'Rourke, we prove that r/2 + 1 reflex edge guards are sufficient and occasionally necessary, where r is the number of reflex edges. We also show how to compute guard locations in O(n log n) time. Then we investigate the Art Gallery Problem with mutually parallel edge guards in orthogonal polyhedra with e edges, showing that 11e/72 edge guards are always sufficient and can be found in linear time, improving upon the previous state of the art, which was e/6. We also give tight inequalities relating e with the number of reflex edges r, obtaining an upper bound on the guard number of 7r/12 + 1. We further study the Art Gallery Problem with edge guards in polyhedra having faces oriented in just four directions, obtaining a lower bound of e/6 - 1 edge guards and an upper bound of (e+r)/6 edge guards. All the previously mentioned results hold for polyhedra of any genus. Additionally, several guard types and guarding modes are discussed, namely open and closed edge guards, and orthogonal and non-orthogonal guarding. Next, we model the Searchlight Scheduling Problem, the problem of searching a given polyhedron by suitably turning some half-planes around their axes, in order to catch an evasive intruder. After discussing several generalizations of classic theorems, we study the problem of efficiently placing guards in a given polyhedron, in order to make it searchable. For general polyhedra, we give an upper bound of r^2 on the number of guards, which reduces to r for orthogonal polyhedra. Then we prove that it is strongly NP-hard to decide if a given polyhedron is entirely searchable by a given set of guards. We further prove that, even under the assumption that an orthogonal polyhedron is searchable, approximating the minimum search time within a small-enough constant factor to the optimum is still strongly NP-hard. Finally, we show that deciding if a specific region of an orthogonal polyhedron is searchable is strongly PSPACE-hard. By further improving our construction, we show that the same problem is strongly PSPACE-complete even for planar orthogonal polygons. Our last results are especially meaningful because no similar hardness theorems for 2-dimensional scenarios were previously known

    Deployment, Coverage And Network Optimization In Wireless Video Sensor Networks For 3D Indoor Monitoring

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    As a result of extensive research over the past decade or so, wireless sensor networks (wsns) have evolved into a well established technology for industry, environmental and medical applications. However, traditional wsns employ such sensors as thermal or photo light resistors that are often modeled with simple omni-directional sensing ranges, which focus only on scalar data within the sensing environment. In contrast, the sensing range of a wireless video sensor is directional and capable of providing more detailed video information about the sensing field. Additionally, with the introduction of modern features in non-fixed focus cameras such as the pan, tilt and zoom (ptz), the sensing range of a video sensor can be further regarded as a fan-shape in 2d and pyramid-shape in 3d. Such uniqueness attributed to wireless video sensors and the challenges associated with deployment restrictions of indoor monitoring make the traditional sensor coverage, deployment and networked solutions in 2d sensing model environments for wsns ineffective and inapplicable in solving the wireless video sensor network (wvsn) issues for 3d indoor space, thus calling for novel solutions. In this dissertation, we propose optimization techniques and develop solutions that will address the coverage, deployment and network issues associated within wireless video sensor networks for a 3d indoor environment. We first model the general problem in a continuous 3d space to minimize the total number of required video sensors to monitor a given 3d indoor region. We then convert it into a discrete version problem by incorporating 3d grids, which can achieve arbitrary approximation precision by adjusting the grid granularity. Due in part to the uniqueness of the visual sensor directional sensing range, we propose to exploit the directional feature to determine the optimal angular-coverage of each deployed visual sensor. Thus, we propose to deploy the visual sensors from divergent directional angles and further extend k-coverage to ``k-angular-coverage\u27\u27, while ensuring connectivity within the network. We then propose a series of mechanisms to handle obstacles in the 3d environment. We develop efficient greedy heuristic solutions that integrate all these aforementioned considerations one by one and can yield high quality results. Based on this, we also propose enhanced depth first search (dfs) algorithms that can not only further improve the solution quality, but also return optimal results if given enough time. Our extensive simulations demonstrate the superiority of both our greedy heuristic and enhanced dfs solutions. Finally, this dissertation discusses some future research directions such as in-network traffic routing and scheduling issues

    Conference on Intelligent Robotics in Field, Factory, Service, and Space (CIRFFSS 1994), volume 1

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    The AIAA/NASA Conference on Intelligent Robotics in Field, Factory, Service, and Space (CIRFFSS '94) was originally proposed because of the strong belief that America's problems of global economic competitiveness and job creation and preservation can partly be solved by the use of intelligent robotics, which are also required for human space exploration missions. Individual sessions addressed nuclear industry, agile manufacturing, security/building monitoring, on-orbit applications, vision and sensing technologies, situated control and low-level control, robotic systems architecture, environmental restoration and waste management, robotic remanufacturing, and healthcare applications

    Appalachia Winter/Spring 2011: Complete Issue

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    Winter/Spring 2011 - Volume LXII, Number 1 - issue #231. Up from Devastation: How the Weeks Act Saved the Eastern Forest

    Incapacity

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    In this highly original study of the nature of performance, Spencer Golub uses the insights of Ludwig Wittgenstein into the way language works to analyze the relationship between the linguistic and the visual in the work of a broad range of dramatists, novelists, and filmmakers, among them Richard Foreman, Mac Wellman, Peter Handke, David Mamet, and Alfred Hitchcock. Like Wittgenstein, these artists are concerned with the limits of language’s representational capacity. For Golub, it is these limits that give Wittgenstein’s thought a further, very personal significance—its therapeutic quality with respect to the Obsessive Compulsive Disorder from which he suffers. Underlying what Golub calls “performance behavior” is Wittgenstein’s notion of “pain behavior”—that which gives public expression to private experience. Golub charts new directions for exploring the relationship between theater and philosophy, and even for scholarly criticism itself
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