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1.
This paper presents a new algorithm of path planning for mobile robots, which utilises the characteristics of the obstacle border and fuzzy logical reasoning. The environment topology or working space is described by the time-variable grid method that can be further described by the moving obstacles and the variation of path safety. Based on the algorithm, a new path planning approach for mobile robots in an unknown environment has been developed. The path planning approach can let a mobile robot find a safe path from the current position to the goal based on a sensor system. The two types of machine learning: advancing learning and exploitation learning or trial learning are explored, and both are applied to the learning of mobile robot path planning algorithm. Comparison with A* path planning approach and various simulation results are given to demonstrate the efficiency of the algorithm. This path planning approach can also be applied to computer games.  相似文献   

2.
Learning in the mobile robot domain is a very challenging task, especially in nonstationary conditions. The behavior-based approach has proven to be useful in making mobile robots work in real-world situations. Since the behaviors are responsible for managing the interactions between the robots and its environment, observing their use can be exploited to model these interactions. In our approach, the robot is initially given a set of behavior-producing modules to choose from, and the algorithm provides a memory-based approach to dynamically adapt the selection of these behaviors according to the history of their use. The approach is validated using a vision- and sonar-based Pioneer I robot in nonstationary conditions, in the context of a multirobot foraging task. Results show the effectiveness of the approach in taking advantage of any regularities experienced in the world, leading to fast and adaptable specialization for the learning robot.  相似文献   

3.
In this paper, we present a strategy for fast grasping of unknown objects based on the partial shape information from range sensors for a mobile robot with a parallel-jaw gripper. The proposed method can realize fast grasping of an unknown object without needing complete information of the object or learning from grasping experience. Information regarding the shape of the object is acquired by a 2D range sensor installed on the robot at an inclined angle to the ground. Features for determining the maximal contact area are extracted directly from the partial shape information of the unknown object to determine the candidate grasping points. Note that since the shape and mass are unknown before grasping, a successful and stable grasp cannot be in fact guaranteed. Thus, after performing a grasping trial, the mobile robot uses the 2D range sensor to judge whether the object can be lifted. If a grasping trial fails, the mobile robot will quickly find other candidate grasping points for another trial until a successful and stable grasp is realized. The proposed approach has been tested in experiments, which found that a mobile robot with a parallel-jaw gripper can successfully grasp a wide variety of objects using the proposed algorithm. The results illustrate the validity of the proposed algorithm in term of the grasping time.  相似文献   

4.
In this paper, we present a strategy for fast grasping of unknown objects by mobile robots through automatic determination of the number of robots. An object handling system consisting of a Gripper robot and a Lifter robot is designed. The Gripper robot moves around an unknown object to acquire partial shape information for determination of grasping points. The object is transported if it can be lifted by the Gripper robot. Otherwise, if all grasping trials fail, a Lifter robot is used. In order to maximize use of the Gripper robot’s payload, the detected grasping points that apply the largest force to the gripper are selected for the Gripper robot when the object is grasped by two mobile robots. The object is measured using odometry and scanned data acquired while the Gripper robot moves around the object. Then, the contact point for calculating the insert position for the Lifter robot can be acquired quickly. Finally, a strategy for fast grasping of known objects by considering the transition between stable states is used to realize grasping of unknown objects. The proposed approach is tested in experiments, which find that a wide variety of objects can be grasped quickly with one or two mobile robots.  相似文献   

5.
This paper presents the design and development of a four-legged mobile robot with intelligent sensing and decision-making capabilities. Multiple sensors with embedded knowledge bases and learning capabilities are used in a novel approach towards environmental perception and reaction. These sensors continuously monitor the environment as well as their own operating parameters. Priority is given to any one or a group of sensors based on prevailing environmental conditions. Intelligent sensing is shown to be the key towards a high degree of autonomy for a mobile robot. Nicknamed Flimar, this robot has the ability to function at varying degrees of intelligence made possible by an object-oriented architecture with embedded intelligence at various levels. This architecture is shown to be conducive towards incremental learning. Each of the four legs has three degrees of freedom, i.e. Flimar has a total of 12 motors on its four legs. Flimar can walk and turn without dragging or skidding, and also turns about its center of gravity with a zero radius. Flimar responds to light, sound and touch in different ways, based on prevailing environmental conditions. The overall goal of the paper is to present a novel walking principle and control architecture for a walking robot.  相似文献   

6.
In this paper, we describe how a mobile robot under simple visual control can retrieve a particular goal location in an open environment. Our model neither needs a precise map nor to learn all the possible positions in the environment. The system is a neural architecture inspired by neurobiological analysis of how visual patterns named landmarks are recognized. The robot merges these visual informations and their azimuth to build a plastic representation of its location. This representation is used to learn the best movement to reach the goal. A simple and fast on-line learning of a few places located near the goal allows this goal to be reached from anywhere in its neighborhood. The system uses only a very rough representation of the robot environment and presents very high generalization capabilities. We describe an efficient implementation of autonomous and motivated navigation tested on our robot in real indoor environments. We show the limitations of the model and its possible extensions.  相似文献   

7.

Most of today’s mobile robots operate in controlled environments prone to various unpredictable conditions. Programming or reprogramming of such systems is time-consuming and requires significant efforts by number of experts. One of the solutions to this problem is to enable the robot to learn from human teacher through demonstrations or observations. This paper presents novel approach that integrates Learning from Demonstrations methodology and chaotic bioinspired optimization algorithms for reproduction of desired motion trajectories. Demonstrations of the different trajectories to reproduce are gathered by human teacher while teleoperating the mobile robot in working environment. The learning (optimization) goal is to produce such sequence of mobile robot actuator commands that generate minimal error in the final robot pose. Four different chaotic methods are implemented, namely chaotic Bat Algorithm, chaotic Firefly Algorithm, chaotic Accelerated Particle Swarm Optimization and newly developed chaotic Grey Wolf Optimizer (CGWO). In order to determine the best map for CGWO, this algorithm is tested on ten benchmark problems using ten well-known chaotic maps. Simulations compare aforementioned algorithms in reproduction of two complex motion trajectories with different length and shape. Moreover, these tests include variation of population in swarm and demonstration examples. Real-world experiment on a nonholonomic mobile robot in indoor environment proves the applicability of the proposed approach.

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8.
An approach to learning mobile robot navigation   总被引:1,自引:0,他引:1  
This paper describes an approach to learning an indoor robot navigation task through trial-and-error. A mobile robot, equipped with visual, ultrasonic and laser sensors, learns to servo to a designated target object. In less than ten minutes of operation time, the robot is able to navigate to a marked target object in an office environment. The central learning mechanism is the explanation-based neural network learning algorithm (EBNN). EBNN initially learns function purely inductively using neural network representations. With increasing experience, EBNN employs domain knowledge to explain and to analyze training data in order to generalize in a more knowledgeable way. Here EBNN is applied in the context of reinforcement learning, which allows the robot to learn control using dynamic programming.  相似文献   

9.
自主导航是移动机器人的一项关键技术。该文采用强化学习结合模糊逻辑的方法实现了未知环境下自主式移动机机器人的导航控制。文中首先介绍了强化学习原理,然后设计了一种未知环境下机器人导航框架。该框架由避碰模块、寻找目标模块和行为选择模块组成。针对该框架,提出了一种基于强化学习和模糊逻辑的学习、规划算法:在对避碰和寻找目标行为进行独立学习后,利用超声波传感器得到的环境信息进行行为选择,使机器人在成功避碰的同时到达目标点。最后通过大量的仿真实验,证明了算法的有效性。  相似文献   

10.
针对未知环境下移动机器人路径规划问题,以操作条件反射学习机制为基础,根据模糊推理系统和学习自动机的原理,提出一种应用于移动机器人导航的混合学习策略.运用仿生的自组织学习方法,通过不断与外界未知环境交互从而使机器人具有自学习和自适应的功能.仿真结果表明,该方法能使机器人学会避障和目标导航任务,与传统的人工势场法相比,能有效地克服局部极小和振荡情况.  相似文献   

11.
The principal aim of this study was to show how an autonomous mobile robot can acquire the optimal action to avoid moving multiobstacles through interaction with the real world. In this paper, we propose a new architecture using hierarchical fuzzy rules, a fuzzy evaluation system, and learning automata. By using our proposed method, the robot autonomously acquires finely tuned behavior which allows it to move to its goal and avoid moving obstacles by using the steering and velocity control inputs simultaneously. We also show experimental results which confirm the feasibility of our method.  相似文献   

12.
This paper presents a technique for a reactive mobile robot to adaptively behave in unforeseen and dynamic circumstances. A robot in nonstationary environments needs to infer how to adaptively behave to the changing environment. Behavior-based approach manages the interactions between the robot and its environment for generating behaviors, but in spite of its strengths of fast response, it has not been applied much to more complex problems for high-level behaviors. For that reason many researchers employ a behavior-based deliberative architecture. This paper proposes a 2-layer control architecture for generating adaptive behaviors to perceive and avoid moving obstacles as well as stationary obstacles. The first layer is to generate reflexive and autonomous behaviors with behavior network, and the second layer is to infer dynamic situations of the mobile robot with Bayesian network. These two levels facilitate a tight integration between high-level inference and low-level behaviors. Experimental results with various simulations and a real robot have shown that the robot reaches the goal points while avoiding stationary or moving obstacles with the proposed architecture.  相似文献   

13.
For a robot providing services to people in a public space such as a shopping mall, it is important to distinguish potential customers, such as window shoppers, from other people, such as busy commuters. In this paper, we present a series of abstraction techniques for people's trajectories and a service framework for using these techniques in a social robot, which enables a designer to make the robot proactively approach customers by only providing information about target local behavior. We placed a ubiquitous sensor network consisting of six laser range finders in a shopping arcade. The system tracks people's positions as well as their local behaviors, such as fast walking, idle walking, wandering, or stopping. We accumulated people's trajectories for a week, applying a clustering technique to the accumulated trajectories to extract information about the use of space and people's typical global behaviors. This information enables the robot to target its services to people who are walking idly or stopping. The robot anticipates both the areas in which people are likely to perform these behaviors as well as the probable local behaviors of individuals a few seconds in the future. In a field experiment, we demonstrate that this service framework enables the robot to serve people efficiently.   相似文献   

14.
This paper introduces a piano playing robot in views of smart house and assistive robot technology to care the affective states of the elderly. We address the current issues in this research area and propose a piano playing robot as a solution. For affective interaction based on music, we first present a beat gesture recognition method to synchronize the tempo of a robot playing a piano with the desired tempo of the user. To estimate the period of an unstructured beat gesture expressed by any part of a body or an object, we apply an optical flow method, and use the trajectories of the center of gravity and normalized central moments of moving objects in images. In addition, we also apply a motion control method by which robotic fingers are trained to follow a set of trajectories. Since the ability to track the trajectories influences the sound a piano generates, we adopt an iterative learning control method to reduce the tracking error.  相似文献   

15.
A new approach to the design of a neural network (NN) based navigator is proposed in which the mobile robot travels to a pre-defined goal position safely and efficiently without any prior map of the environment. This navigator can be optimized for any user-defined objective function through the use of an evolutionary algorithm. The motivation of this research is to develop an efficient methodology for general goal-directed navigation in generic indoor environments as opposed to learning specialized primitive behaviors in a limited environment. To this end, a modular NN has been employed to achieve the necessary generalization capability across a variety of indoor environments. Herein, each NN module takes charge of navigating in a specialized local environment, which is the result of decomposing the whole path into a sequence of local paths through clustering of all the possible environments. We verify the efficacy of the proposed algorithm over a variety of both simulated and real unstructured indoor environments using our autonomous mobile robot platform.  相似文献   

16.
Asada  Minoru  Noda  Shoichi  Tawaratsumida  Sukoya  Hosoda  Koh 《Machine Learning》1996,23(2-3):279-303
This paper presents a method of vision-based reinforcement learning by which a robot learns to shoot a ball into a goal. We discuss several issues in applying the reinforcement learning method to a real robot with vision sensor by which the robot can obtain information about the changes in an environment. First, we construct a state space in terms of size, position, and orientation of a ball and a goal in an image, and an action space is designed in terms of the action commands to be sent to the left and right motors of a mobile robot. This causes a state-action deviation problem in constructing the state and action spaces that reflect the outputs from physical sensors and actuators, respectively. To deal with this issue, an action set is constructed in a way that one action consists of a series of the same action primitive which is successively executed until the current state changes. Next, to speed up the learning time, a mechanism of Learning from Easy Missions (or LEM) is implemented. LEM reduces the learning time from exponential to almost linear order in the size of the state space. The results of computer simulations and real robot experiments are given.  相似文献   

17.
18.
Learning sensor-based navigation of a real mobile robot in unknownworlds   总被引:1,自引:0,他引:1  
In this paper, we address the problem of navigating an autonomous mobile robot in an unknown indoor environment. The parti-game multiresolution learning approach is applied for simultaneous and cooperative construction of a world model, and learning to navigate through an obstacle-free path from a starting position to a known goal region. The paper introduces a new approach, based on the application of the fuzzy ART neural architecture, for on-line map building from actual sensor data. This method is then integrated, as a complement, on the parti-game world model, allowing the system to make a more efficient use of collected sensor information. Then, a predictive on-line trajectory filtering method, is introduced in the learning approach. Instead of having a mechanical device moving to search the world, the idea is to have the system analyzing trajectories in a predictive mode, by taking advantage of the improved world model. The real robot will only move to try trajectories that have been predicted to be successful, allowing lower exploration costs. This results in an overall improved new method for goal-oriented navigation. It is assumed that the robot knows its own current world location-a simple dead-reckoning method is used for localization in our experiments. It is also assumed that the robot is able to perform sensor-based obstacle detection (not avoidance) and straight-line motions. Results of experiments with a real Nomad 200 mobile robot are presented, demonstrating the effectiveness of the discussed methods.  相似文献   

19.
In an environment where robots coexist with humans, mobile robots should be human-aware and comply with humans' behavioural norms so as to not disturb humans' personal space and activities. In this work, we propose an inverse reinforcement learning-based time-dependent A* planner for human-aware robot navigation with local vision. In this method, the planning process of time-dependent A* is regarded as a Markov decision process and the cost function of the time-dependent A* is learned using the inverse reinforcement learning via capturing humans' demonstration trajectories. With this method, a robot can plan a path that complies with humans' behaviour patterns and the robot's kinematics. When constructing feature vectors of the cost function, considering the local vision characteristics, we propose a visual coverage feature for enabling robots to learn from how humans move in a limited visual field. The effectiveness of the proposed method has been validated by experiments in real-world scenarios: using this approach robots can effectively mimic human motion patterns when avoiding pedestrians; furthermore, in a limited visual field, robots can learn to choose a path that enables them to have the larger visual coverage which shows a better navigation performance.  相似文献   

20.
We present in this paper a methodology for computing the maximum velocity profile over a trajectory planned for a mobile robot. Environment and robot dynamics as well as the constraints of the robot sensors determine the profile. The planned profile is indicative of maximum speeds that can be possessed by the robot along its path without colliding with any of the mobile objects that could intercept its future trajectory. The mobile objects could be arbitrary in number and the only information available regarding them is their maximum possible velocity. The velocity profile also enables one to deform planned trajectories for better trajectory time. The methodology has been adopted for holonomic and non-holonomic motion planners. An extension of the approach to an online real-time scheme that modifies and adapts the path as well as velocities to changes in the environment such that both safety and execution time are not compromised is also presented for the holonomic case. Simulation and experimental results demonstrate the efficacy of this methodology.  相似文献   

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