4 research outputs found

    Concurrent Cognitive Mapping and Localization Using Expectation Maximization

    Get PDF
    Robot mapping remains one of the most challenging problems in robot programming. Most successful methods use some form of occupancy grid for representing a mapped region. An occupancy grid is a two dimensional array in which the array cells represents (x,y) coordinates of a cartesian map. This approach becomes problematic in mapping large environments as the map quickly becomes too large for processing and storage. Rather than storing the map as an occupancy grid, our robot (equipped with ultrasonic sonars) views the world as a series of connected spaces. These spaces are initially mapped as an occupancy grid in a room-by-room fashion using a modified version of the Histogram In Motion Mapping (HIMM) algorithm extended in this thesis. As the robot leaves a space, denoted by passing through a doorway, it converts the grid to a polygonal representation using a novel edge detection technique. Then, it stores the polygonal representation as rooms and hallways in a set of Absolute Space Representations (ASRs) representing the space connections. Using this representation makes navigation and localization easier for the robot to process. The system also performs localization on the simplified cognitive version of the map using an iterative method of estimating the maximum likelihood of the robot\u27s correct position. This is accomplished using the Expectation Maximization algorithm. Treating vector directions from the polygonal map as a Gaussian distribution, the Expectation Maximization algorithm is applied, for the first time, to find the most probable correct pose while using a cognitive mapping approach

    Exploiting Opponent Modeling For Learning In Multi-agent Adversarial Games

    Get PDF
    An issue with learning effective policies in multi-agent adversarial games is that the size of the search space can be prohibitively large when the actions of both teammates and opponents are considered simultaneously. Opponent modeling, predicting an opponent’s actions in advance of execution, is one approach for selecting actions in adversarial settings, but it is often performed in an ad hoc way. In this dissertation, we introduce several methods for using opponent modeling, in the form of predictions about the players’ physical movements, to learn team policies. To explore the problem of decision-making in multi-agent adversarial scenarios, we use our approach for both offline play generation and real-time team response in the Rush 2008 American football simulator. Simultaneously predicting the movement trajectories, future reward, and play strategies of multiple players in real-time is a daunting task but we illustrate how it is possible to divide and conquer this problem with an assortment of data-driven models. By leveraging spatio-temporal traces of player movements, we learn discriminative models of defensive play for opponent modeling. With the reward information from previous play matchups, we use a modified version of UCT (Upper Conference Bounds applied to Trees) to create new offensive plays and to learn play repairs to counter predicted opponent actions. iii In team games, players must coordinate effectively to accomplish tasks while foiling their opponents either in a preplanned or emergent manner. An effective team policy must generate the necessary coordination, yet considering all possibilities for creating coordinating subgroups is computationally infeasible. Automatically identifying and preserving the coordination between key subgroups of teammates can make search more productive by pruning policies that disrupt these relationships. We demonstrate that combining opponent modeling with automatic subgroup identification can be used to create team policies with a higher average yardage than either the baseline game or domain-specific heuristics

    Benchmarking Approach for Empirical Comparison of Pricing Models in DRMS

    Get PDF
    emand response management systems often involve the use of pricing schemes to motivate the efficient use of electrical power. Achieving this efficiency requires the detection of electrical power patterns. The detection of these patterns normally involves use of non-linear, quasi-non-linear, and at times linear data pattern detection models. The behavioural disparities of these models and specifically when used for a specific set of data make it hard to select the most efficient model. The contribution of this study is devising an empirical benchmark (reference) ( perfect ) control pricing (PCP) model through which various models are compared in order to select the most efficient model. In this study, the authors elect neural networks, sliding window–multiple linear regression, and a proportional controller models to be representative of non-linear, quasi-non-linear, and linear models, respectively, in order to demonstrate the effectiveness of PCP. The dataset used for demonstrating both the operation of PCP and the elected models for comparisons is collected from Green Button project and Pacific Gas and Electric

    Cognitive robot mapping with polylines and an absolute space representation

    Get PDF
    Abstract—Robot mapping even today is one of the most challenging problems in robot programming. Most successful methods use some form of occupancy grid to represent a mapped region. This approach becomes problematic if the robot is mapping a large environment, the map quickly becomes too large for processing and storage. Rather than storing the map as an occupancy grid, our robot (equipped with sonars) sees the world as a series of connected spaces. These spaces are initially mapped as an occupancy grid in a room by room fashion. As the robot leaves a space, denoted by passing through a doorway, the grids are converted to a polygonal representation. This polygonal representation is stored as rooms and hallways as a set of Absolute Space Representations (ASRs) representing the space connections. Using this representation makes navigation and localization easier for the robot to process. I
    corecore