Title: Emotion-Based Control of Cooperating Heterogeneous Mobile Robots
1University of Missouri Columbia
- Emotion-Based Control of Cooperating
Heterogeneous Mobile Robots - Robins R. Murphy, Christine L. Lisetti, Russell
Tardiff, Liam Irish and Aaron Gage - Presented by
- Ashwin Mohan
- Course Instructor
- Dr. Majorie Skubic
- April 27, 2005
2 What does this paper talk about?
- First investigation a formal cognitive model of
emotions - choice of behavior is self-regulated for each
agent - Investigates the capacity of agents to
distinguish and adapt based on emotions - Investigates ability of robot to represent and
learn knowledge using emotions to improve
efficiency - Investigates how emotions enable adaptation to
harmful conditions - Uses communication, awareness of and reaction to
emotional stimuli to achieve interdependency
3Why interested in INTERDEPENDENCY?
- Multi-agent control for interdependent tasks
-
- Execution of a tightly coupled task with a
cyclic dependency and one that cannot be
performed by another robot - Interdependency leads to the possibility of
failure hardware, planning, environment, etc - How can one enhance performance improvements in a
dynamic and distributed system - What kind of control mechanisms can be
implemented on a heterogeneous team -
4Competition, Interference and Deadlock
- Robots cooperating asynchronously on a sequential
task can enter deadlock, where one robot does not
fulfill its obligations in a timely manner - Interference includes conflicts like goal
clobbering, deadlocks and oscillations - Resource competition can be over space,
information, and objects - Stagnation occurs when a team of robots work on a
task but cease to make progress
5? Motivation for using Emotions ?
- One method of controlling multi-robot systems
- Help to dynamically adapt to limitations, manage
social behavior, and to communicate with others - At the implementation level, emotions monitor the
accomplishment of the goals and corresponds to a
formal cognitive model - Emotional intelligence lead to robots capable of
representing and learning affective knowledge - Each emotion calls a distinctive suite of actions
appropriate for that emotional state
6Related work and non-cognitive solutions
- Coherent framework for implementation of emotions
in heterogeneous robots is missing - Based on structure of behaviors, NO awareness of
interaction - All tasks were available to all robots
- Work focused on functions of emotions in social
exchanges than efficiency - Very few AI models have computer programs
- No explicit representation and awareness of and
reaction to emotional stimulus - No work done on interdependence in hybrid
architectures
7Framework for this paper
- Leventhal and Scherer the hierarchical
multilevel process theory of emotions - The sensory-motor level is activated by external
stimuli and internal changes. Reactions are
mostly of short duration and reflex-like - The schematic level integrates sensory-motor
processes with prototypes of emotional situations
having concrete representations - The conceptual level is deliberative, involves
reasoning over the past and projecting into the
future to avoid emotional disturbances
8Approach using BSG and ESG
- Scripts used for assemblages of robotic
behavioral schemas to represent stereotypical set
of behaviors - BSG and ESG accept measures of task progress as
inputs - Task progress metrics come from three sources
monitors, individual behaviors, and inter-agent
communication - Monitors are perceptual schemas Individual
behaviors often act as releasers for other
behaviors, communication from an external agent,
either a command (e.g.,hurry) or data (e.g.,
Im at location )
Fig A Layout of a causal chain
9Approach (2)
- The use of emotions and ESG breaks the potential
master/slave coupling - Example
- Robot A receives a message Hurry
- Causes shift, say from Confident to Concerned
- ESG triggers adaptation to make better progress
- Robot may reduce the sensitivity to obstacles,
change the acceleration of its motions to produce
the change
10Multi Agent Implementation
- Waiter Script implements only schematic link
- Refiller Script implements only the sensory-motor
level link between ESG and behaviors - BSG and ESG represented as a single finite state
machine
Fig B Basic organization of the reactive layer
of Sensor fusion effects (SFX)
11Problem setup
- Waiter robot whose task it is to serve items to
an audience - Refiller cannot perform the Waiters task and
vice versa - Two robots are distributed and decentralized
- Each robot uses WaiterScript or RefillerScript
- Refiller can substantially decrease the time on
task, i.e., serving - The tray of refills is the resource
- Emotions are used to adapt or change the team
behavior - Robots use wireless to communicate either a
command or location data
12Problem setup (2)
- Fully autonomous Nomad 200 robot bases
- Both robots use the (SFX) hybrid deliberative/
reactive architecture - Both robots run under RedHat Linux version 3.0.3
and are coded in a combination languages - Emotional state was governed by the changing
relationship of the rate of treat consumption,
time till empty (TTE) to the time to be refilled
(TTR)
- The Waiter (a.k.a. Butler) has sonar rings, laser
ranger, a thermal probe, and dual Hitachi color
video camera and controlled by on-board
processors (233-MHz and 133-MHz MMX) - The Refiller (a.k.a. Leguin) has one sonar ring,
and dual Hitachi color video cameras on a
pan-tilt head and has 233 and 66-MHz Pentium
MMXs - Knowledge Query and Manipulation Language (KQML)
agent communication language
13Action tendency and Task progressmeasures
- Robots programmed with the happy, confident,
concerned and frustrated emotional states which
correspond to the action - Two modifiers were used, caution, C, and
patience, P, acting as thresholds - The output of the emotions was at the schematic
level, leading to changes in the set of active
behaviors
Fig C Action Tendency
Fig D Task Progress Measures
14Waiter and WaiterScript
- One external input data about location of
Refiller - Six external outputs which are communicated to
the Refiller - Wait refill, produced by serve
- Hurry, intercept, go home generated when an
emotional event (state change) occurs - script is responsible for computing (TTR)
(TTE), task progress measures and instantiating
or modifying the set of active behaviors
Fig E WaiterScript
15Refiller and the RefillerScript
- One source of inputs from the Waiter as commands
(wait, refill, hurry, go home, intercept) or
position data - Wait is when she loiters around the serving
station - Refill is a move-to-goal behavior where Waiter is
the goal - Hurry command increases her navigational speed to
the maximum safe speed
Fig F RefillerScript
16Combined Behavior Diagrams
Fig G Representative data run showing emotions
and changes in internal and team behavior
17Combined Behavior Diagrams (2)
- WaiterScript begins with the serve behavior Happy
and sends a command wait to the Refiller to
synchronize - Serve uses the sub-behavior face-find to track
human faces plays sound encouraging to remove
treats - While serving, at t150 the Waiter robot may
communicate a refill request if (TTE) is now
less than (TTR), Confident that she will
receive a refill in time - Refill changes behavior from wait to refill
- Ideally, the Refiller reaches the Waiter
triggering the exchange behavior - At about 220s, Waiter goes into Concerned
triggering hurry to Refiller
18Combined Behavior Diagrams (3)
- Insufficient progress of Refiller will cause
emotional state of Frustrated - ESG now dictates, if Butler should abandon serve
and move to intercept - During intercept, emotional state moves from
Frustrated to concerned to happy - Under exchange, the Waiter does nothing until the
tray-watch monitor sees the operator flash the
empty tray in front of the cameras - When the tray was seen, the Waiter communicates a
go home command to the Refiller. - When exchange terminates, the WaiterScript
re-instantiates serve
19Discussion of Results
- Demonstrated at AAAI Mobile Robot
Competition,00, in Austin, TX, and at Museum of
Science and Industry (MOSI), 2000 - Trace data collected at MOSI clearly showed that
emotions led to dynamic adaptations, and changes
in the robots behaviors - Robots regulated their subgoals and motivations
according to their own current internal emotional
states as well as external - signals
- They socially adapted their actions to the other
agents, both human and artificial, depending on
the current situation - Emotional model provides number of features
beyond a simple state machine - Coding of emotions is simple and can be added to
these systems without any re-conceptualization of
components
20Discussion of Results
- Emotional implementation is local to each robot
and based on task progress - Robots need not interpret or understand each
others emotions - Sensory-motor stimuli (e.g., seeing a tray
full/empty) gave rise to simple reflex-like
reactions involving the motor system only - Emotions suited for control of distributed,
behavior-based systems where centralized,
deliberative methods are often too
computationally expensive - The implementation reported in this paper is
appropriate for behavior-based and hybrid
deliberative/reactive robots - Partial translation of the multilevel process
theory of emotions - Results offers support that this multilevel
theory is a useful model of emotions
21