79 research outputs found
Anytime planning for agent behaviour
For an agent to act successfully in a complex and dynamic environment (such as a computer game)it must have a method of generating future behaviour that meets the demands of its environment. One such method is anytime planning. This paper discusses the problems and benefits associated with making a planning system work under the anytime paradigm, and introduces Anytime-UMCP (A-UMCP), an anytime version of the UMCP hierarchical task network (HTN) planner [Erol, 1995]. It also covers the necessary abilities an agent must have in order to execute plans produced by an anytime hierarchical task network planner
Improving the Parallel Execution of Behavior Trees
Behavior Trees (BTs) have become a popular framework for designing
controllers of autonomous agents in the computer game and in the robotics
industry. One of the key advantages of BTs lies in their modularity, where
independent modules can be composed to create more complex ones. In the
classical formulation of BTs, modules can be composed using one of the three
operators: Sequence, Fallback, and Parallel. The Parallel operator is rarely
used despite its strong potential against other control architectures as Finite
State Machines. This is due to the fact that concurrent actions may lead to
unexpected problems similar to the ones experienced in concurrent programming.
In this paper, we introduce Concurrent BTs (CBTs) as a generalization of BTs in
which we introduce the notions of progress and resource usage. We show how CBTs
allow safe concurrent executions of actions and we analyze the approach from a
mathematical standpoint. To illustrate the use of CBTs, we provide a set of use
cases in robotics scenarios
Augmenting Agent Platforms to Facilitate Conversation Reasoning
Within Multi Agent Systems, communication by means of Agent Communication
Languages (ACLs) has a key role to play in the co-operation, co-ordination and
knowledge-sharing between agents. Despite this, complex reasoning about agent
messaging, and specifically about conversations between agents, tends not to
have widespread support amongst general-purpose agent programming languages.
ACRE (Agent Communication Reasoning Engine) aims to complement the existing
logical reasoning capabilities of agent programming languages with the
capability of reasoning about complex interaction protocols in order to
facilitate conversations between agents. This paper outlines the aims of the
ACRE project and gives details of the functioning of a prototype implementation
within the Agent Factory multi agent framework
Design an evaluation of RoboCup humanoid goalie
P. 19-26In this article we describe the ethological inspired
architecture we have developed and how it has been used to
implement a humanoid goalkeeper according to the regulations of
the two-legged Standard Platform League of the RoboCup Federation. We present relevant concepts borrowed from ethology that
we have successfully used for generating autonomous behaviours
in mobile robotics, such as the use of ethograms in robotic pets
or the ideas of schemata, or the use of fixed actions patterns
to implement reactivity. Then we discuss the implementation of
this architecture on the Nao biped robot. Finally, we propose a
method for its evaluation and validation and analyse the results
obtained during RoboCup real competition, which allowed us to
test first hand how it worked in a real environmentS
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