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SensorActuator Networks Braitenburg Vehicles

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Norm Badler. Steve Lane. CSE 377. General Structure. Decision_function. Sensors. Actuators ... Velocity is a linear function of sensor value. Basic Braitenberg ... – PowerPoint PPT presentation

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Title: SensorActuator Networks Braitenburg Vehicles


1
Sensor-Actuator Networks(Braitenburg Vehicles)
  • Experiments in Synthetic Psychology
  • OR
  • Steps toward really artifical life
  • Norm Badler
  • Steve Lane
  • CSE 377

2
General Structure
Actuators Decision_function(Sensors)
Decision_function
Sensors
Actuators
Environment
3
A Simple Example
V k(S) Velocity is a linear function of sensor
value
kS
S
VkS
Environment
4
Basic Braitenberg Vehicle Design
  • Sensor/Actuator Pairs
  • Light or other environment feature sensor(s)
  • Motor(s) (wheels)
  • Wiring

Vehicle 1
5
Two Motors Make it a Little More Interesting
(Left-Right Actuators)
Vleft kl(Sl) Vright kr(Sr) Velocity of
(left, right) actuators are linear functions of
two sensor values
kl(Sl) kr(Sr)
SlSr
Vleft kl(Sl) Vright kr(Sr)
Environment
6
A Little More Complex
Vleft kl(Sl) Vright kr(Sr) Velocity of
(left, right) actuators are linear functions of
two sensor values (but crossed)
kl(Sr) kr(Sl)
SlSr
Vleft kl(Sr) Vright kr(Sl)
Environment
7
Excitatory and Inhibitory Functions
Vleft kl(Sl) Vright kr(Sr) Functions may be
excitatory () or inhibitory (-) (essentially
reflects the slope of the function)
kl(Sl) kr(Sr)
SlSr
Vleft kl(Sl) Vright kr(Sr)
Environment
8
Fear Aggression
Vehicle 2
9
Exploring Love
Vehicle 3
10
Values Special Tastes Cont
  • The outer 2 sensors are uncrossed excitatory
  • The next pair in are crossed and excitatory
  • The third pair are uncrossed and inhibitory like
    Sensor/Actuator Pairs
  • The fourth pair are crossed and excitatory.

Vehicle 4
11
Values Special Tastes
  • Dislikes high temperature (turns away from hot
    places.
  • Dislikes light sources (turns toward them and
    destroys them.
  • Prefers oxygenated environment containing organic
    matter
  • Can move elsewhere when O2 food scarce.

Vehicle 4
12
VALUES, KNOWLEDGE INFERENCE
  • From the outside you might conclude that Vehicle
    4 has
  • a system of VALUES
  • Dislikes high temperatures
  • Dislikes light sources
  • Prefers environments with food sources
  • KNOWLEDGE of its environment and
  • an INFERENCE ability
  • Light bulbs are a source of heat
  • If I destroy them then I will be cooler
  • Oxygen organic matter make energy

13
But Whats Really Going On?
  • Intelligence implies the ability to acquire,
    represent and process information
  • There was no such acquisition or representation
    of information here.
  • In constructing Vehicle 4 we were just playing
    with the wiring between sensors and actuators
  • The behavioral properties and responses that
    emerge may look intelligent but they really are
    not.
  • When we analyze a system we tend to overestimate
    its complexity
  • Anyone have pets?

14
Taking this Further
Vleft Fl(params,Sl,Sr) Vright
Fr(params,Sl,Sr) Velocity of (left, right)
actuators are non-linear, parametric functions of
two sensor values
Fl(params,Sl,Sr) Fr(params,Sl,Sr)
SlSr
Vleft Fl() Vright Fr()
Environment
15
Non-linear sensory responses
V speed of motor I intensity of stimulation
16
Whats the Point?
The decision functions relate actuator
behaviors to the sensed environment. Can
generalize any component.
Hard-wired function Learned function
Eyes Ears Hunger
Wheels Legs Color Other internal state
Environment
17
Decisions ?
18
Sensor Scope ?
19
What (Who) is Being Sensed?
  • Environment
  • Check for obstacles, food sources, lights, etc.
  • Beware zig-zag wall following
  • Other nearby vehicles/creatures
  • Check local environment for motion of neighbors,
    gives rise to flocking and herding behaviors.
  • Boids

20
Some other links
  • Vehicles Experiments in Synthetic Psychology, by
    Valentino Braitenberg (1984), Bradford Books, MIT
    Press, ISBN 0-262-02208-7
  • Braitenberg demos
  • Braitenberg Vehicles
  • BEAST
  • POPBUGS
  • Gerken (Dewdwey article)
  • Some implementation notes
  • You can find a lot more if you Google

21
Conclusions
  • The interaction of simple devices and systems can
    give rise to a variety of complex emergent
    behavior
  • Many of these individual behaviors can be readily
    seen in animals such as insects, bees, ants, etc.
  • love, fear, aggression, foraging, exploring, etc,
  • Group behaviors also can be created in a similar
    manner
  • Flocking, herding, schooling, etc.
  • You can implement this for particular cases in
    your worlds.
  • The computational model is scalable to multiple
    individuals (code re-use, parameterized).
  • Lesson Learned Graphical Synthesis is a lot
    easier than Analysis!
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