1,224 research outputs found

    Coordination of Multirobot Systems Under Temporal Constraints

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    Multirobot systems have great potential to change our lives by increasing efficiency or decreasing costs in many applications, ranging from warehouse logistics to construction. They can also replace humans in dangerous scenarios, for example in a nuclear disaster cleanup mission. However, teleoperating robots in these scenarios would severely limit their capabilities due to communication and reaction delays. Furthermore, ensuring that the overall behavior of the system is safe and correct for a large number of robots is challenging without a principled solution approach. Ideally, multirobot systems should be able to plan and execute autonomously. Moreover, these systems should be robust to certain external factors, such as failing robots and synchronization errors and be able to scale to large numbers, as the effectiveness of particular tasks might depend directly on these criteria. This thesis introduces methods to achieve safe and correct autonomous behavior for multirobot systems. Firstly, we introduce a novel logic family, called counting logics, to describe the high-level behavior of multirobot systems. Counting logics capture constraints that arise naturally in many applications where the identity of the robot is not important for the task to be completed. We further introduce a notion of robust satisfaction to analyze the effects of synchronization errors on the overall behavior and provide complexity analysis for a fragment of this logic. Secondly, we propose an optimization-based algorithm to generate a collection of robot paths to satisfy the specifications given in counting logics. We assume that the robots are perfectly synchronized and use a mixed-integer linear programming formulation to take advantage of the recent advances in this field. We show that this approach is complete under the perfect synchronization assumption. Furthermore, we propose alternative encodings that render more efficient solutions under certain conditions. We also provide numerical results that showcase the scalability of our approach, showing that it scales to hundreds of robots. Thirdly, we relax the perfect synchronization assumption and show how to generate paths that are robust to bounded synchronization errors, without requiring run-time communication. However, the complexity of such an approach is shown to depend on the error bound, which might be limiting. To overcome this issue, we propose a hierarchical method whose complexity does not depend on this bound. We show that, under mild conditions, solutions generated by the hierarchical method can be executed safely, even if such a bound is not known. Finally, we propose a distributed algorithm to execute multirobot paths while avoiding collisions and deadlocks that might occur due to synchronization errors. We recast this problem as a conflict resolution problem and characterize conditions under which existing solutions to the well-known drinking philosophers problem can be used to design control policies that prevents collisions and deadlocks. We further provide improvements to this naive approach to increase the amount of concurrency in the system. We demonstrate the effectiveness of our approach by comparing it to the naive approach and to the state-of-the-art.PHDElectrical Engineering: SystemsUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttp://deepblue.lib.umich.edu/bitstream/2027.42/162921/1/ysahin_1.pd

    Learning Robust and Correct Controllers from Signal Temporal Logic Specifications Using BarrierNet

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    In this paper, we consider the problem of learning a neural network controller for a system required to satisfy a Signal Temporal Logic (STL) specification. We exploit STL quantitative semantics to define a notion of robust satisfaction. Guaranteeing the correctness of a neural network controller, i.e., ensuring the satisfaction of the specification by the controlled system, is a difficult problem that received a lot of attention recently. We provide a general procedure to construct a set of trainable High Order Control Barrier Functions (HOCBFs) enforcing the satisfaction of formulas in a fragment of STL. We use the BarrierNet, implemented by a differentiable Quadratic Program (dQP) with HOCBF constraints, as the last layer of the neural network controller, to guarantee the satisfaction of the STL formulas. We train the HOCBFs together with other neural network parameters to further improve the robustness of the controller. Simulation results demonstrate that our approach ensures satisfaction and outperforms existing algorithms.Comment: Submitted to CDC 202

    Distributed Coverage Control of Constrained Constant-Speed Unicycle Multi-Agent Systems

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    This paper proposes a novel distributed coverage controller for a multi-agent system with constant-speed unicycle robots (CSUR). The work is motivated by the limitation of the conventional method that does not ensure the satisfaction of hard state- and input-dependent constraints and leads to feasibility issues for multi-CSUR systems. In this paper, we solve these problems by designing a novel coverage cost function and a saturated gradient-search-based control law. Invariant set theory and Lyapunov-based techniques are used to prove the state-dependent confinement and the convergence of the system state to the optimal coverage configuration, respectively. The controller is implemented in a distributed manner based on a novel communication standard among the agents. A series of simulation case studies are conducted to validate the effectiveness of the proposed coverage controller in different initial conditions and with control parameters. A comparison study in simulation reveals the advantage of the proposed method in terms of avoiding infeasibility. The experiment study verifies the applicability of the method to real robots with uncertainties. The development procedure of the method from theoretical analysis to experimental validation provides a novel framework for multi-agent system coordinate control with complex agent dynamics

    Mean-Field-Type Games in Engineering

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    A mean-field-type game is a game in which the instantaneous payoffs and/or the state dynamics functions involve not only the state and the action profile but also the joint distributions of state-action pairs. This article presents some engineering applications of mean-field-type games including road traffic networks, multi-level building evacuation, millimeter wave wireless communications, distributed power networks, virus spread over networks, virtual machine resource management in cloud networks, synchronization of oscillators, energy-efficient buildings, online meeting and mobile crowdsensing.Comment: 84 pages, 24 figures, 183 references. to appear in AIMS 201
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