4,185 research outputs found
To boldly go:an occam-Ļ mission to engineer emergence
Future systems will be too complex to design and implement explicitly. Instead, we will have to learn to engineer complex behaviours indirectly: through the discovery and application of local rules of behaviour, applied to simple process components, from which desired behaviours predictably emerge through dynamic interactions between massive numbers of instances. This paper describes a process-oriented architecture for fine-grained concurrent systems that enables experiments with such indirect engineering. Examples are presented showing the differing complex behaviours that can arise from minor (non-linear) adjustments to low-level parameters, the difficulties in suppressing the emergence of unwanted (bad) behaviour, the unexpected relationships between apparently unrelated physical phenomena (shown up by their separate emergence from the same primordial process swamp) and the ability to explore and engineer completely new physics (such as force fields) by their emergence from low-level process interactions whose mechanisms can only be imagined, but not built, at the current time
Bearing-based formation control with second-order agent dynamics
We consider the distributed formation control problem for a network of agents using visual measurements. We propose solutions that are based on bearing (and optionally distance) measurements, and agents with double integrator dynamics. We assume that a subset of the agents can track, in addition to their neighbors, a set of static features in the environment. These features are not considered to be part of the formation, but they are used to asymptotically control the velocity of the agents. We analyze the convergence properties of the proposed protocols analytically and through simulations.Published versionSupporting documentatio
UltraSwarm: A Further Step Towards a Flock of Miniature Helicopters
We describe further progress towards the development of a
MAV (micro aerial vehicle) designed as an enabling tool to investigate aerial flocking. Our research focuses on the use of low cost off the shelf vehicles and sensors to enable fast prototyping and to reduce development costs. Details on the design of the embedded electronics and the
modification of the chosen toy helicopter are presented, and the technique used for state estimation is described. The fusion of inertial data through an unscented Kalman filter is used to estimate the helicopterās state, and this forms the main input to the control system. Since no detailed dynamic model of the helicopter in use is available, a method is proposed for automated system identification, and for subsequent controller design based on artificial evolution. Preliminary results obtained with a dynamic simulator of a helicopter are reported, along with some encouraging results for tackling the problem of flocking
Bounded Distributed Flocking Control of Nonholonomic Mobile Robots
There have been numerous studies on the problem of flocking control for
multiagent systems whose simplified models are presented in terms of point-mass
elements. Meanwhile, full dynamic models pose some challenging problems in
addressing the flocking control problem of mobile robots due to their
nonholonomic dynamic properties. Taking practical constraints into
consideration, we propose a novel approach to distributed flocking control of
nonholonomic mobile robots by bounded feedback. The flocking control objectives
consist of velocity consensus, collision avoidance, and cohesion maintenance
among mobile robots. A flocking control protocol which is based on the
information of neighbor mobile robots is constructed. The theoretical analysis
is conducted with the help of a Lyapunov-like function and graph theory.
Simulation results are shown to demonstrate the efficacy of the proposed
distributed flocking control scheme
Agent-based pedestrian modelling
When the focus of interest in geographical systems is at the very fine scale, at the level of
streets and buildings for example, movement becomes central to simulations of how spatial
activities are used and develop. Recent advances in computing power and the acquisition of
fine scale digital data now mean that we are able to attempt to understand and predict such
phenomena with the focus in spatial modelling changing to dynamic simulations of the
individual and collective behaviour of individual decision-making at such scales. In this
Chapter, we develop ideas about how such phenomena can be modelled showing first how
randomness and geometry are all important to local movement and how ordered spatial
structures emerge from such actions. We focus on developing these ideas for pedestrians
showing how random walks constrained by geometry but aided by what agents can see,
determine how individuals respond to locational patterns. We illustrate these ideas with three
types of example: first for local scale street scenes where congestion and flocking is all
important, second for coarser scale shopping centres such as malls where economic
preference interferes much more with local geometry, and finally for semi-organised street
festivals where management and control by police and related authorities is integral to the
way crowds move
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