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Cognitive RoboticsCognitive Robotics
Behavior ControlBehavior Control
Hans-Dieter Burkhard/Monika DomanskaMarch 2013
OverviewIntroduction
C f CExample: Behavior Control for RoboCupControl ArchitecturesBehavior Based Robotics
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Reflexes (Stimulus-Response, reactive) ( p , )
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Goal directed behaviorActing according to a predefined goal
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CooperationpCooperation
Joint intention (Double pass)
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Behavior ControlThe robots should act appropriately to reach its tasks/plans• It can use its action skills• It can use its action skills
e.g. by motion planning/controlIt can use its sensors to adapt to the situation• It can use its sensors to adapt to the situatione.g. by sensor-actor-coupling,
b tiby perception, by world model
It d i i d t fi d b t ti• It can use decision procedures to find best options
Behavior control of robots is similar to behavior control of agents in Artificial Intelligence.
E l B li f D i I t ti A hit t (BDI)
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Example: Belief-Desire-Intention Architecture (BDI)
Decision ProblemsWhich behavior is useful? (needs criteria for usefulness)
Which goal/situation is desirable? (goal selection)How can in be reached? (planning)How can in be reached? (planning)
N d l k h dNeeds look ahead:Short term: next action(s)L t fi l lLong term: final goals
Least commitment:Postpone decisions as long as possible.
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p g p
Ideal Rational AgentsgDefinition by Russell/Norvig: Artificial Intelligence – A Modern Approach.
F h ibl t id l ti lFor each possible percept sequence, an ideal rational agent should do whatever action is expected to maximize its performance measure on the basis ofmaximize its performance measure, on the basis of the evidence provided by the percept sequence and whatever built-in knowledge the agent has.
Aspects of the definition:• Performance measure: determines the purposes of agent/robot• Design problem: designer has to built the necessary means
“Bounded Rationality”: Efficiency w.r.t. limited resources
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DesigngThere are different principles of design:• “Classical AI”• Classical AI
prefers symbolic descriptions and inference methods“Physical symbols systems”“Physical symbols systems”
B h i l R b ti /Bi l i ll I i d R b ti• Behavioral Robotics/Biologically Inspired Robotics prefer principles from (primitive?) natural systems“Ph i l d d t ”“Physical grounded systems”
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„Conscious“ Behavior„I see the light left in front.
I lik th li htI like the light.I should go to the left.I have to turn an walkI have to turn an walk.
My right wheel should move faster than the left one.etc.
Alternatively: Stimulus ResponseStimulus Response
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Stimulus Response p
Likes Light
Afraid from lightBraitenberg VehicleBraitenberg Vehicle
Alternatively: Conscious“ ActingAlternatively: „Conscious Acting
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Efficient behaviordepends on
Situation in the environment- Situation in the environmentaccessible by sensors, perception, world model(integration of past situations)(integration of past situations)
- Expectations about results of possible actionsl ti f h bl it ti l ievaluation of reachable situations, planning,
(integration of possible future situations)
Different control architectures depending on the time horizonsR di f i iRegarding past resp. future situations.
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Classical Types of BehaviorypReactive Behavior:
like Stimulus-Response: short termlike Stimulus Response: short term„simple“ behavior patterns, simple skills
Deliberative BehaviorGoal directed, plan based behavior: long termp g„complex“ behavior
Hybrid:Combination of reactive and deliberative behaviore.g. goal driven usage of reactive skills
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Behavior Types: Data StructuresypData Structures Past Situations
Data Structures Future Situations
ComplexityPast Situations(World Model)
Future Situations(Goals, Plans)
Reactive Stimulus Response lowReactive, Stimulus Response - - low
(example: Chess) - - high
Reactive with world model + - low
Reactive with world model + - high
- + low
- + high
+ + low
Deliberative + + high+ + g
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OverviewIntroduction
C f CExample: Behavior Control for RoboCupControl ArchitecturesBehavior Based Robotics
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How to program a double pass?p g p
1. Trial („Chess-like“):(„ )
• Foresight simulation
Choice of best alternative• Choice of best alternative
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Where to intercept the ball?p
B l l tiBy calculation
By simulation
By learned behavior
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Which player can intercept first?p y pBased oncalculationcalculationof intercept point
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Pass to which team mate?Based on
l l ticalculationsof intercepting players
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How to program a double pass?p g p1. Trial („Chess-like“):
R l• Foresight simulation
Result:Useful only for
• Choice of best alternative short term decisions2 Trial ( Emergence“)2. Trial („Emergence )
If every player behaves in an optimal way,
then a double pass emerges without planning.Result:Result:Double pass emerges
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from time to time
How to program a double pass?p g p
3. Trial:3. Trial:
• Use Bratman´s concept of „bounded rationality“
Belief-Desire-Intention-Architecture (BDI)
U C B d R i• Use Case-Based Reasoning
Still under work …
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Only partial plan in the beginning y p p g gAnalysis of situation <situation description>
Dribbling on path <path parameters>5´10´´
5´12´´ Kick with parameters <ball speed vector>
R th < th t >
5´12´´5´13´´
Run on path <path parameters>
5´17´´
Intercept ball at point <position>
Run to ball on path <path parameters>5 17
5´19´´5´20´´ p p p5 20
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Hierarchy of Optionsy pPlaySoccer
Offensive Defensive . . .
Score OffsideTraAttackChangeWings/1DoublePass/2DoublePass/1 ...
Dribble
...
Kick
Pass... ... ... ......
Kick. . .
Run... ...
... ...
. . . . . .. . .Reposition
Burkhard/Domanska Cognitive Robotics Behavior Control 23Intercept
... ...
Result of “Deliberator“: Intention SubtreePlaySoccer
Offensive Defensive . . .
S Off id TAtt kCh Wi /1D bl P /2D bl P /1Score OffsideTrapAttackChangeWings/1DoublePass/2DoublePass/1 ...
Dribble
...
Kick . . .
Pass
... ... ... ... ......
Run
... ...... ...
. . . . . .. . . . . . . . .. . .Reposition
... ...
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Intercept
... ...
Activity Path: Present state of an Intentionc y a ese s a e o a e oPlaySoccer
Offensive Defensive . . .
S r Off id TrAtt kCh Wi /1D bl P /2D bl P /1Score OffsideTrapAttackChangeWings/1DoublePass/2DoublePass/1 ...
Dribble
...
Kick. . .
Pass
... ... ... ... ......
Run
... ...... ...
. . . . . .. . . . . . . . .. . .Reposition
... ...
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Intercept
... ...
Activity Path: Present state of an Intentionc y a ese s a e o a e oPlaySoccer
Offensive Defensive . . .
S r Off id TrAtt kCh Wi /1D bl P /2D bl P /1Score OffsideTrapAttackChangeWings/1DoublePass/2DoublePass/1 ...
Dribble
...
Kick. . .
Pass
... ... ... ... ......
Run
... ...... ...
. . . . . .. . . „Executor“ checks conditions on all. . . . . .. . .Reposition
... ...
„levels of the hierarchy and decides by least commitment principle
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Intercept
... ...
Activity Path: Present state of an Intentionc y a ese s a e o a e oPlaySoccer
Offensive Defensive . . .
S r Off id TrAtt kCh Wi /1D bl P /2D bl P /1Score OffsideTrapAttackChangeWings/1DoublePass/2DoublePass/1 ...
Dribble
...
Kick. . .
Pass
... ... ... ... ......
Pass ready next: RunRun
... ...... ...
. . . . . .. . .
Pass ready, next: Run
. . . . . .. . .Reposition
... ...
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Intercept
... ...
Double-Pass ArchitecturePredefined Option HierarchyDeliberatorExecutor
„Doubled“ 1-Pass-Architecture:1. Pass: Deliberator (goal-oriented: Intention Subtree)2 Pass: Executor (stimulus response: activity path)2. Pass: Executor (stimulus-response: activity path)
- on all levels -
Differences to “classical” ProgrammingControl flow by Deliberation (“Agent- oriented”)R i i i b 2 P h h ll l lRuntime organisation by 2 Passes through all levels
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OverviewIntroduction
C f CExample: Behavior Control for RoboCupControl ArchitecturesBehavior Based Robotics
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Control ArchitecturesDistribution
fInterfacesInformation flow
Sensors Actuators
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Sense-Think-Act-CycleyDependency concerning time and contents
think
sense actsense
Sensors Actuators
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„Horizontal“ Structure„
Sensors
Sense Think Act
A t tActuators
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Synchronisationy
sensethinkact
sensethinkact
sensesensethinkact conflict
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Different Complexitiesp• Sensor Signals
Si l P t• Simple Percepts
•... •Reaction (Stimulus Response)• World Model
( p )
• Choice of Skill
•....
• Planning • Simple Action
• Cooperative Planning •....
• Operation by PlanOperation by Plan
• Cooperative Plan
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Example: 3-Layer-Architecturesp yDeliberative Layer:
Planning: Longterm analysis goal selectionPlanning: Longterm analysis, goal selectionTime consuming processes
Working Layer:Working Layer:Choice and scheduling of appropriate „skills“ to reach goalsN d d t tiNeeds moderate time
Reactive Layer:L l l b h i kill “Low-level-behaviors: „skills“Immediate reactions
Example: 3-Tiered (3T) Architecture (NASA)
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Vertical LayersySense Think Act
WorldModel Planning PlanWorldModel:::::
Planning:::::
Plan:::::
::::: ::::: :::::
Signals Reflex Action
Sensors Actuators
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How to Organize Data Flow?gSense Think ActWorldModel Planning PlanWorldModel
:::::Planning
:::::Plan
:::::::::: :::::
::::: ::::: :::::::::: :::::
Signals Response Action
Sensors Actuators
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Classical One-Pass-ArchitectureSense Think Act
Worldmodel
BeliefsBeliefs
Low levelLow-levelController
Sensors Actuators
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Classical Two-Pass-ArchitectureSense Think Act
W ld d lWorldmodel
KnowledgeBase
Low levelLow-levelController
Sensors Actuators
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Classical Two-Pass-ArchitectureSense Think Act
Mission
W ld d l
MissionPlanner
Worldmodel
KnowledgeNavigator
Base
Low levelPilot Low-levelContoller
Sensors Actuators
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OverviewIntroduction
C f CExample: Behavior Control for RoboCupControl ArchitecturesBehavior Based Robotics
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Behavior Based RoboticsHypothesis:C l b h i b bi ti f i l b h i
Simple behavior by e g
Complex behavior emerges by combination of simple behaviors
Simple behavior by e.g.- Immediate reaction to sensor data (sensor-actor-coupling)
Si l h i l t f ti “ ( l d i )- Simple physical „transformation“ (clever design)
I t lli t ti ith t i t lli t thi kiIntelligent action without intelligent thinking:• No worldmodel
N b lEmergent behavior:
• No symbols • No deliberation
Complex behavior emerges by interaction of situated robots with the
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environment.
„New AI“ „Since middle of 1980s
P b R d B kPapers by Rodney Brooks:„Elefants don´t play chess“„Intelligence without reason“„Intelligence without representation“ Patty Maes
Orientation on natural principles:- Emergent behavior- Situated agents/robots- No internal representation
Kismet
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CoqRoomba
Critics on Classical AIGOFAI = “Good Old Fashioned AI”
Problems with Closed world assumption: everything is known“• Closed world assumption: „everything is known“
• Frame problem:„all assumptions/effects are modelled Ph i l t h th i l t b li• Physical systems hypothesis: complete symbolic representation
1966-72: Robot Shakey (Stanford)with hierarchical planner STRIPS(„Stanford Research Institute Problem Solver“)
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Physical Symbol System Hypothesisy y y yp"A physical symbol system has the necessary and
ffi i t f i t lli t ti “sufficient means for intelligent action.“
Newell/Simon: "Computer Science as Empirical Inquiry: Symbols and Search“
Needs:GOFAI= „good old fashioned AI“
Needs:• Complete Descriptions of the Worlds• Algorithms for actions
Many critics(Dreyfus, Searle, Penrose, ..., Brooks, Maes, Pfeiffer...)
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Physical Grounding Hypothesisy g ypThis hypothesis states that to build a system that is intelligent it is necessary to have its representations grounded in theit is necessary to have its representations grounded in the physical world. Our experience with this approach is that once this commitment is made, the need for traditional symbolic representations fades entirely. The key observation is that the world is its own best model. It is always exactly up to date. It always contains every detail there is to be known The trick isalways contains every detail there is to be known. The trick is to sense it appropriately and often enough.
T b ild t b d th h i l di h th iTo build a system based on the physical grounding hypothesis it is necessary to connect it to the world via a set of sensors and actuators Typed input and output are no longer ofand actuators. Typed input and output are no longer of interest. They are not physically grounded.R.A. Brooks: Elephants Don´t Play Chess
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R.A. Brooks: Elephants Don t Play Chess
Physical Grounding Hypothesisy g ypThis hypothesis states that to build a system that is intelligent it is necessary to have its representations grounded in theNewit is necessary to have its representations grounded in the physical world. Our experience with this approach is that once this commitment is made, the need for traditional symbolic
NewP blrepresentations fades entirely. The key observation is that the
world is its own best model. It is always exactly up to date. It always contains every detail there is to be known The trick is
Problemalways contains every detail there is to be known. The trick is to sense it appropriately and often enough.
T b ild t b d th h i l di h th iTo build a system based on the physical grounding hypothesis it is necessary to connect it to the world via a set of sensors and actuators Typed input and output are no longer of
But: To bring the Beer from the basement, the and actuators. Typed input and output are no longer of
interest. They are not physically grounded.R.A. Brooks: Elephants Don´t Play Chess
robot should have an idea about the location etc...
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R.A. Brooks: Elephants Don t Play Chess
Subsumption Architecture (Brooks):p ( )Example:
Sense Act
Collect can
Drive forward
Avoid obstacles
Sensors Actuators
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Subsumption Architecture (Brooks)p ( )
• Behaviors realized by simple AFSM (augmented finite state machines)
• No other internal modellingLa ers Hierarchical collection of beha iors• Layers: Hierarchical collection of behaviors
• Parallel control by all layers• In case of conflicts:In case of conflicts: higher layer overwrights („subsumes“) other layers
First successful robot designs for simple tasks.p
Problems with too many behaviors:
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Design and prediction of resulting behavior?