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Dispersing robots in an unknown environment

Dispersing robots in an unknown environment
Dispersing robots in an unknown environment

Dispersing robots in an unknown environment

Ryan Morlok and Maria Gini

Department of Computer Science and Engineering,University of Minnesota,200 Union St.S.E.,Minneapolis,MN55455-0159{morlok,gini}@https://www.wendangku.net/doc/e516576440.html, Summary.We examine how the choice of the movement algorithm can a?ect the success of a swarm of simple mobile robots attempting to disperse themselves in an unknown environment.We assume there is no central control,and the robots have limited processing power,simple sensors,and no active communication.We evaluate di?erent movement algorithms based on the percentage of the environment that the group of robots succeeds in observing.

1Introduction

The problem we address is that of dispersing a group of mobile robots in an unknown environment.We assume the robots do not know how many other robots are operating in the same environment,where those robots are located, and where those robots have been.

The primary motivation for this work comes from the Scout project[9]. The scouts are small,two wheeled robots with extremely limited processing capability.In general,the scouts are deployed by being hauled or launched into the environment by a larger robot.Their job is then to disperse throughout the environment so that it can be e?ectively monitored.Currently the scouts are teleoperated,but they can also perform some autonomous operations,such as hiding and watching for motion[9],by proxy processing over a radio link.

One of the major issues with these type of robots is communication.Since the robots are small,and therefore do not have a great deal of available elec-trical power,it can be di?cult(and in some cases impossible)to generate a signal strong enough to communicate with all other robots.This problem is worsened by the fact that the scouts are designed to explore hostile environ-ments,which may have physical characteristics that further hamper any sort of radio based communication.Because of this,we will constrain our algo-rithms not to require any explicit communication,and to use the sensors to communicate implicitly by observing cues from the environment.This type of communication,which is called stigmergy in the biology literature,is common

2Ryan Morlok and Maria Gini

in swarm approaches to robotics[1].We will further assume that the robots have enough local processing power,so all computation is done locally.

2Related Work

Coverage of terrain during motion is important in many application domains, such as?oor cleaning,lawn mowing,harvesting,etc.A recent survey[2]clas-si?es the existing algorithms for terrain coverage.

Wagner et al.[11]formalize the terrain covering problem and propose two algorithms.one called mark and cover(MAC),the second called probabilistic coverage(PC),both for single and multiple robots.They show how several cooperating robots can obtain faster coverage.Algorithms inspired by insect behaviors,such as ants,are becoming popular both for terrain coverage[6], where robots leave trails and cover the terrain repeatedly,and for optimization of paths[8].

The study by Hsiang et al.[4,5]is the closest to our work.In their work, they examined methods for dispersing robots from?xed locations to cover the entire environment.They assume a continuous stream of robots would be en-tering the environment through speci?c,predetermined locations.The goal of the robots would then be to position themselves such that the entire area of the accessible space is covered.While this work has great properties/guarantees, it is not immediately applicable to the problem we are investigating in this paper.The reason is that while each robot only has extremely local knowl-edge of the environment,through the use of the deterministic movement and in?nite supply of robots the information available at the point at which any given robot is located is su?cient to guarantee that the robot will make the correct choice.In our investigation,it would be impractical to assume that there are enough robots to cover the entire map and to guarantee that every robot can remain within sensor range of the other robots.In our experiments, we assume there are at most50robots present in the environment.In envi-ronments such as the Hospital World(shown later in Figure2),this would allow possibly two robots per room explored.Clearly there are not enough robots to make Hsiang’s algorithm feasible.

3Motion algorithms

The purpose of this study is to examine how the selection of the movement algorithm for a multi-robot system a?ects the coverage of robot observation in a variety of environments.

We considered four distinct movement algorithms,all of them reactive in nature.Each movement algorithm controls two types of movements:for-ward/backward and turning.Turning can occur in place or while the robot is moving.The sensors available to the movement algorithms are16sonar range

Dispersing robots in an unknown environment 3

Fig.1.Left:A robot using the FollowWall algorithm navigates a corner.Center:A robot using the SeekOpen algorithm calculates the average obstacle vector and moves in the direction opposite from this vector.Right:The Fiducial movement algorithm.(a)A robot detects another robot behind it within its sensor range,and begins to adjust its forward motion to turn so the detected robot will be immediately behind.(b)The detector robot has successfully positioned the detected robot behind it;the detector robot will now continue with straight forward movement.

?nders,each of which returns the distance of the nearest object detected in the direction in which the range ?nder is pointing.A ?ducial range ?nder is also used to determine the location of other robots,which is needed for the Fiducial algorithm.Robots have only local knowledge,they are not under global control (no central source knows the state of all of the robots),and do not have any knowledge of the environment other than what they can detect with their sensors.

3.1Random Walk

The RandomWalk movement algorithm is the most basic of the algorithms we examined.A robot using this algorithm can be in one of two states:random forward movement or obstacle avoidance.In random forward movement,the robot moves forward with a small random turn factor between ?10?and 10?(the robot’s path is curved)which is changed at random intervals,ranging between 10s and 15s.The amount of the turn is constrained to ensure the robot does not end up going in small circles.Once the robot detects that it has encountered an obstacle,it enters the obstacle avoidance state.In this state,the robot will stop,turn a random amount (in the range 120?to 240?),and transition back to the standard forward movement state.

3.2Follow Wall

The idea behind the FollowWall algorithm comes from the fact that in many indoor environments,if a robot could ?nd an outer wall of the building and follow it,the robot would be led through much of the structure.A robot

4Ryan Morlok and Maria Gini

using the FollowWall algorithm will search for an obstacle(presumably a wall or large object in the environment)and then proceed to follow that wall inde?nitely.In this algorithm,a robot has four states:?nd wall,align to wall, follow wall,and navigate corner.If the robot believes that it has lost the wall in any of the three non-?nd-wall states,it will reset back to the initial?nd wall state and search for a new wall to follow.

The major problem of this movement algorithm is that it assumes every obstacle encountered is a wall,rather than trying to determine if the observed entity is something smaller,such as a robot at close range.Because of this, when many robots using this algorithm are together,they will tend to perceive each other as walls and try to align themselves to each other.This is wasteful, since the alignment procedure will not e?ectively spread the robots out in the environment.

3.3Seek Open

The SeekOpen movement algorithm causes a robot to move toward open areas in the map.The motivation for the SeekOpen algorithm is similar to the?ducial robot avoidance algorithm(discussed next).According to the assumptions of the experiment,all robots start out in the same general area, grouped fairly close together.Because of this,all the robots tend to have objects(generally other robots)close to themselves at the beginning of a run. The goal of the seek open algorithm is to motivate the robots to disperse as quickly as possible.

SeekOpen is executed by?rst calculating the average obstacle vector for all obstacles in sensor range.The average obstacle vector is computed by summing the vectors pointing to all of the objects within sensor range and dividing by the number of vectors summed.The magnitude of the vector must be large for objects close to the robot and small for objects far away.This is accomplished by setting the magnitude of a perceived obstacle vector equal to the maximum range of the sensors minus the perceived distance a given obstacle is from the robot,or by using some other function which decreases with distance,as done when using arti?cial potential?elds for navigation[7]. After the average obstacle vector is computed,the goal of the robot becomes to move in the opposite direction of the average obstacle vector.The robot turns toward the direction of the negative obstacle vector.The rate of turn is determined by the magnitude of the average obstacle vector.This allows the SeekOpen algorithm to not run into walls as well as disperse from other robots.This is illustrated in Figure1.

3.4Fiducial

The Fiducial movement algorithm was inspired by the idea that the robots would be able to recognize other robots,and therefore move away from them. The original concept involved a simple signal(possibly a weak radio signal)

Dispersing robots in an unknown environment5 that each robot would emit,so that another robot could detect the signal,and determine an approximate distance to the originating robot based solely on signal intensity.The problem of moving away from other robots would then become a goal of?nding areas in which signal intensities are low,which can be done by any hill-climbing algorithm.Unfortunately,there was no straight-forward way to implement such as system within Stage,and therefore an alternative method was sought.

The solution to the simulation problem was to use a?ducial device(gen-erally used to?nd beacons in the Stage simulator)and attach a beacon to every robot.This allows a given robot to know the polar coordinates of other robots within sensor range(sensor range is a semi-circle of?xed radius)with respect to its own position and orientation.The information can be used to steer away from other robots.

With the?ducial information,implementation of an avoidance algorithm is straightforward.Whenever a robot detects another robot within sensor range, the robot adjusts its movement so that it is moving away from the detected robot.When no robots are in sensor range,a robot simply moves according to the random walk algorithm.If at any time a robot encounters a physical obstacle such as a wall,the obstacle avoidance technique takes precedence over whatever movement algorithm the robot is currently executing.

4Simulation Environment and Data Analysis

To compare the algorithms,we performed a large number of experiments within the Player/Stage[10,3]simulator.The virtual robot used for experi-ments is a rectangular,four-wheeled,Pioneer-like robot.Although the moti-vation for this work comes from the scout project,the scouts are not currently modeled in Stage,and this motivated the change in platform.The robots used in the simulations have16sonar range?nder sensors,a pan-tilt-zoom camera with blob?nding software capabilities(not used for any experiments),a laser ?ducial?nding device,and a truth device(a device used in the simulator to extract information about the robot’s position status to record experimental data).The dimensions of the simulated robots are33x44cm.

The experiments were carried out by executing each of the four movement algorithms in?ve di?erent simulated environments with di?erent numbers of robots(10,20,30,40,and50)and two di?erent durations(5min and10min). The environments are described in Table1and shown in Figure2.In each experiment the robots started out clustered together near the center of the map,each robot facing a random direction(except for the house world where the robots began in the left most room).

Experiments were carried out within the Player/Stage[10,3]architecture. The Player Java client library was used to control the robots for all experi-ments.Each robot’s control ran on its own thread,and all robot control code was executed on the same machine as the Stage simulation.This was done

6Ryan Morlok and Maria Gini

Fig.2.The simulated worlds used in the experiments.Top:Square,Convex,Con-cave,and House worlds.Bottom:Hospital World.

World Size Key Features

Square30x30m Simplest world,large open area designed to provide a baseline

for other worlds

Convex30x30m Simple world with basic,convex obstacles;no locations where

robots can get trapped

Concave30x30m More extended,concave barriers in which robots can get

trapped if they are unwilling to backtrack

House41x16m World modeled after a simple house blueprint;robots interact

with a simpli?ed map of a real world environment

Hospital140x54m Complex world(packaged with Stage)designed to test robots

in complicated world with many corridors and rooms Table1.Simulated test environments;see Figure2for visual reference.

primarily because of the di?culty of starting all robots simultaneously on multiple machines.Each of the experiments was run four times.

Because the Stage simulator does not provide built in utilities for analyzing the performance of the robots as they observe the environment,snapshots

of relevant data were taken from the simulation for later o?-line analysis. This was done by attaching a Truth device(a simulated device in Stage)to each robot.The Truth device is a device that can either get or set the world coordinates/orientation of any object to which it is attached.For each robot, an additional thread running on the same JVM queried the robot via the Truth device and recorded its position/orientation once per second.Data for

all robots for a given experiment was written out to the same?le.The data could then be used later(in combination with the world map)to determine the observation coverage of the environment.

Dispersing robots in an unknown environment 7

For each experiment,a single,large ?le containing the position coordinates of all the robots was created.In order to determine observation coverage of the robots,the data was analyzed in combination with the world map used in the experiment.The procedure was implemented in Matlab.

First,all data points are loaded from the ?le.A binary bitmap of the same size as the world bitmap is created.Each pixel in the binary bitmap represents a discrete location in the world,which can be in one of two states:observed

(1)or not observed (0).Initially,all pixels are not observed.For each location that is taken from the robot position ?le,all of the pixels within a set radius are set to observed.This is repeated for all the locations in the position ?le.

After all locations in the position ?le are processed,the observed region is oversized.Some areas are marked as observed when they are in fact un-observed.This is because the observed region includes pixels that are in fact obstacles,as well as those that are outside the accessible region of the world (a closed region from which the robot cannot escape).To account for this,a logical AND is performed on the observed binary bitmap and the interior region of the world.The interior region of the world is found by performing a ?ood ?ll,beginning at the start location of one of the robots.This leaves the observed bitmap as the locations that have fallen within the robots’observed radii at some point,that are valid,and accessible points in the

world.

Fig. 3.A problem with the model used to calculate the re-gion observed by a robot.Note that this procedure is not a per-

fect model of what the robots could actually

observe,especially in blueprint-like environ-

ments.Consider the situation shown in Fig-

ure 3.Suppose the elongated rectangle rep-

resents a wall separating two rooms (both of

which are accessible to the robot).Here the

algorithm will mark the area beyond the wall

as observed,where clearly it is not.We devel-

oped a method to deal with this problem,but we did not use it in the data reported,since it signi?cantly increases the time for data anal-ysis and only leads to a minor improvement

in accuracy for a relatively small view radius

of the robots.Because of this,it should be noted that data reported for the House and Hospital worlds are slight overestimates of the actual values.5Experimental Results

Table 2summarizes the results from both the ?ve and ten minute experiment runs for the four algorithms in all ?ve environments with di?erent numbers of robots.The percents values in the table indicate the percentage of the accessible area of the environment that was observed by the robots.

8Ryan Morlok and Maria Gini

5Minutes10Minutes

10203040501020304050

Square Environment

Fiducial61.0%77.4%81.6%85.5%83.4%81.2%95.8%96.9%96.9%97.1% Follow wall28.8%57.4%52.8%53.8%57.3%56.6%76.1%77.0%68.4%78.6% Random walk50.2%65.7%76.4%84.8%79.8%73.3%90.6%96.6%95.8%97.7% Seek open18.7%36.7%43.9%47.3%44.4%41.8%72.7%70.7%87.4%77.0%

Convex Environment

Fiducial52.2%66.1%71.6%75.1%75.6%74.7%82.9%93.7%94.4%92.0% Follow wall22.7%41.8%36.2%36.0%37.5%28.8%64.6%61.1%59.8%55.4% Random walk44.2%58.5%62.4%64.9%65.9%69.8%82.4%84.0%88.2%93.1% Seek open18.9%30.2%40.9%38.4%33.6%36.6%52.8%59.9%65.9%56.9%

Concave Environment

Fiducial46.2%58.7%64.5%67.3%69.0%67.8%85.9%85.8%90.7%88.5% Follow wall14.9%34.6%37.1%35.7%35.5%35.5%53.1%58.3%52.4%56.3% Random walk33.8%48.2%56.2%64.8%59.8%51.6%73.4%78.6%79.0%86.4% Seek open16.2%29.4%35.0%33.5%40.8%36.1%49.1%53.4%54.6%60.9%

Home Environment

Fiducial37.0%40.0%43.0%40.9%40.7%39.7%46.3%47.2%44.5%43.9% Follow wall23.9%22.3%27.3%30.9%35.2%31.4%32.6%39.1%37.0%40.7% Random walk33.3%37.1%40.0%38.6%40.4%39.2%41.6%42.9%44.4%44.1% Seek open23.8%31.6%33.6%33.4%35.2%35.5%37.6%36.6%37.1%36.9%

Hospital Environment

Fiducial 5.6% 6.0%7.0%7.7%8.7%8.4%11.0%10.6%10.3%13.3% Follow wall 3.3% 3.6% 3.1% 3.7% 4.3% 4.1% 6.5% 5.5%7.0% 5.0% Random walk 4.7% 4.4% 4.1% 6.1% 5.9% 5.0% 6.5% 4.9%7.5%8.0% Seek open 3.4% 3.5% 3.7% 3.9% 4.8% 3.4% 3.5% 3.8% 4.3% 5.1%

Table2.Results for all experiments

The data shows that the Fiducial algorithm performs the best in every situation.This is not surprising in that this algorithm has access to more data than the other algorithms.It does,however,indicate that knowledge of the locations of the other robots can help to speed up the exploration process.

The results for the Fiducial algorithm can be seen graphically in Fig-ure4.This illustration shows that the robots had di?culty observing the more enclosed areas of the map,which is to be expected since the obstacle avoidance portion of the movement algorithm tends to favor regions in which it does not run into things.To get into the enclosed-hook region,the robot would have to intersect the obstacle,and then by random chance be redirected towards the hook region.None of the movement algorithms have the ability to be naturally attracted toward this type of region.

Figure4also shows the performance of the Fiducial algorithm in the House world.All robots started out in the garage(the large,left most rectangle that is all green(light colored))clustered together,facing di?erent,random directions.Here we can see that the robots managed to make it into the house,

Dispersing robots in an unknown environment9

Fig. 4.Results of the Fiducial algorithm in the concave,house,and hospital worlds.Red(dark)indicates an unexplored area,green(light)indicates an observed region.The concave and house results were obtained by running50robots for10 minutes,and the hospital results were obtained by running50robots for1hour. but not past the?rst room.Doors are a natural obstacle for all movement algorithms in this experiment,in that they present a situation where there is obstacle on both sides,with a small opening.This can cause the avoidance logic to move away from the door area when it is encountered,unless the robot hits the door dead on.

What was somewhat surprising was that the RandomWalk movement algorithm performed second best among those algorithms tested,and generally close to the performance of the Fiducial movement algorithm.The similarity in performance between them should be expected,since for the majority of the time,both are acting in the same manner.The?ducial algorithm will only act di?erently than the random walk algorithm early in the simulation,when all of the robots are still clustered together.After the robots have spread out,the movement patterns become identical.The Fiducial algorithm simply speeds this spreading process.

Both FollowWall and SeekOpen have some innate?aws.The?aw in FollowWall is that it assumes two things.First,it assumes the robot to be in a closed region with no internal,isolated obstacles.Robots using FollowWall are likely to?nd an obstacle and orbit it inde?nitely.The robot would require some form of self-position estimation to detect when it traverses the same positions over and over again.The second problem with FollowWall has been mentioned previously.The algorithm has no ability to distinguish between robots and obstacles(namely walls)because of this,in the initial robot cluster,many robots ended up trying to follow each other as walls,and ended up going in circles.

The fundamental problem with the SeekOpen algorithm is that it is sub-ject to orbiting around local maxima for“openness.”Some robots using this algorithm were observed to be traveling in small circles,remaining in one area of the map.SeekOpen also tends to prevent robots from going through nar-row passageways such as doors.The hook in the Concave world,as shown, could act as one such narrow passageway.

10Ryan Morlok and Maria Gini

6Conclusions and Future Work

We have examined the performance of several movement algorithms at dis-persing a group of robots in an unknown environment when starting from a initial cluster.The algorithms have been tested in various virtual worlds varying from a simple open area to a complex real-world building.The results show that even approximate knowledge of the locations of close-by robots helps the robots to spread out.The next step is to move into the real world. The combination of these algorithms and a group of small robots would make for an e?ective system for automatically exploring unknown worlds. Acknowledgments

Work supported in part by NSF under grants EIA-0224363and EIA-0324864.

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雅思历年真题口语题目汇总

雅思历年真题口语题目汇总 version 01old person describe an old man influenced you 1.who was he 2.when did you know him 3.what he did and explain why he influenced you part3 1.老人的经验有什么问题存在? 2.喜欢什么艺术品? 3.给老人拍照片时候注意什么呢? 4.你们国家对老年人是什么态度? 5.你认为这个社会在哪些方面对老年人不太好? 6.老人在你们家有什么影响? 7.你认为老年人在看问题的时候跟年轻人有什么不一样? 8.他们对大家有什么影响? version 02 city 1.where it is located? 2. what special for you? 3. why you want to stay there? part 3 1.please compare 100 hundred years old city and modern city and what predict about the city in the future. 2.上海是个怎样的城市 3.都有那些著名建筑

4.你想为这个城市做些什么? 5.有哪些现象有待提高或者那些提倡 version 03 room part2: 1.what's your favorite room in your home 2.what it likes you live 3.what you do in the room normally and explain why you like it part3: 1.你认识你的邻居吗? 2.城市里的房子和乡村有什么不同? 2003年9月换题后的口语topic Old person Describe a older person you know You should say:Who he or she is How you know him or her How he or she is And explain what infection he or she give you and in what aspect Further question: 1、你们国家对老年人是什么态度? 2、你认为这个社会在哪些方面对老年人不太好? 3、老人在你们家有什么影响? 4、你认为老年人在看问题的时候跟年轻人有什么不一样? 5、他们对大家有什么影响?

完整版初中英语语法大全知识点总结

英语语法大全 初中英语语法 学习提纲 一、词类、句子成分和构词法: 1、词类:英语词类分十种: 名词、形容词、代词、数词、冠词、动词、副词、介词、连词、感叹词。 1、名词(n.):表示人、事物、地点或抽象概念的名称。如:boy, morning, bag, ball, class, orange. :who, she, you, it . 主要用来代替名词。如): 2、代词(pron.3、形容词(adj..):表示人或事物的性质或特征。如:good, right, white, orange . 4、数词(num.):表示数目或事物的顺序。如:one, two, three, first, second, third, fourth. 5、动词(v.):表示动作或状态。如:am, is,are,have,see . 6、副词(adv.):修饰动词、形容词或其他副词,说明时间、地点、程度等。如:now, very, here, often, quietly, slowly. 7、冠词(art..):用在名词前,帮助说明名词。如:a, an, the. 8、介词(prep.):表示它后面的名词或代词与其他句子成分的关系。如in, on, from, above, behind. 9、连词(conj.):用来连接词、短语或句子。如and, but, before . 10、感叹词(interj..)表示喜、怒、哀、乐等感情。如:oh, well, hi, hello. 2、句子成分:英语句子成分分为七种:主语、谓语、宾语、定语、状语、表语、宾语补足语。 1、主语是句子所要说的人或事物,回答是“谁”或者“什么”。通常用名词或代词担任。如:I'm Miss Green.(我是格林小姐) 2、谓语动词说明主语的动作或状态,回答“做(什么)”。主要由动词担任。如:Jack cleans the room every day. (杰克每天打扫房间) 3、表语在系动词之后,说明主语的身份或特征,回答是“什么”或者“怎么样”。通常由名词、 代词或形容词担任。如:My name is Ping ping .(我的名字叫萍萍) 4、宾语表示及物动词的对象或结果,回答做的是“什么”。通常由名词或代词担任。如:He can spell the word.(他能拼这个词) 有些及物动词带有两个宾语,一个指物,一个指人。指物的叫直接宾语,指人的叫间接宾语。间接 宾语一般放在直接宾语的前面。如:He wrote me a letter . (他给我写了 一封信) 有时可把介词to或for加在间接宾语前构成短语,放在直接宾语后面,来强调间接宾语。如:He wrote a letter to me . (他给我写了一封信)

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