Reactive Systems Design 159'734 - PowerPoint PPT Presentation

1 / 20
About This Presentation
Title:

Reactive Systems Design 159'734

Description:

Behaviours and Mechanism for merging the output of the concurrent behaviours. ... Props, Cues. percepts, sensor inputs. Sub-script. exception handling. Causal Chain ... – PowerPoint PPT presentation

Number of Views:21
Avg rating:3.0/5.0
Slides: 21
Provided by: mass6
Category:

less

Transcript and Presenter's Notes

Title: Reactive Systems Design 159'734


1
Reactive Systems Design 159.734
  • 01257358
  • H Dayal S Ranadewa

2
The Components of Reactive Architecture
  • Behaviours and Mechanism for merging the output
    of the concurrent behaviours.
  • Many applications have a series of behaviours
    operating in a sequence.
  • Ex Picking up and disposing an empty soft drink
    can.
  • Behaviours include search for a can, move toward
    the can, pick up the can, search for the recycle
    bin, move toward the bin, drop the can.

3
Behaviours as Objects in OOP
4
Primitive Move-To-Goal Behaviour
  • Ex Pick up the Trash
  • Robot must move to the Red Coke Can and pick it
    up and then move to the Blue Bin and drop it
  • Single generic behaviour would be move-to goal
    (colour)
  • move-to-goal (goal-colour)

5
Where do releasers go in OOP?
  • Perception serves two purposes
  • 1) To Release a behaviour
  • 2) Guide the behaviour
  • The Releaser it self is a perceptual schema
    and can execute independently and is not bound to
    a motor schema
  • It is common to have the releaser be part
    of the behaviour. This requires a Coordinated
    Control Program. Although the behaviour is always
    active if the releaser is not satisfied the
    coordinated control program short circuits
    processing.

6
Design Methodology
7
Case Study Unmanned Vehicle to Autonomously
Navigate around an outdoor course of white lines
painted on grass
  • Step 1 Describe the Task
  • Robot must follow a path with turns,
    obstacles and a sand pit.
  • Step 2 Describe the Robot
  • Determine the basic physical abilities of
    the robot and limitations and consider the fixed
    constraints.
  • Step 3 Describe the Environment
  • This step is a key factor in determining the
    situatedness of the robot and identifies the
    perceptual opportunities for the behaviours

8
Case Study Unmanned Vehicle to Autonomously
Navigate around an outdoor course of white lines
painted on grass
  • Step 4 Describe how the robot should act in
    response to its environment
  • Identify one or more behaviours. Identify
    what the Robot should do?
  • Ex follow_line behaviour
  • Perceptual Schema Use the white lines to
    compute the centroid.
  • Motor Schema Convert the percept to a
    command to steer the motor.

  • Behaviour Table

9
Case Study Unmanned Vehicle to Autonomously
Navigate around an outdoor course of white lines
painted on grass
  • Step 5 Refine each behaviour
  • Concentrate on the design of each individual
    behaviour
  • Step 6 Test each behaviour independently
  • The only way to verify the perceptual schema
    is to try in the real world.

10
Case Study Unmanned Vehicle to Autonomously
Navigate around an outdoor course of white lines
painted on grass
  • Step 7 Test with other behaviours
  • Perform integration testing with the
    behaviours combined in the actual environment
  • Ex follow_line did not work well with visual
    distractions! In the presence of distractions the
    robot needed to ignore vision and deploy
    move_ahead. Use the sonar as a releaser for
    move_ahead. Sonar releaser for move_ahead
    inhibited the follow_line and the lack of a sonar
    releaser inhibited move_ahead.
  • New Behaviour Table

11
Representing a Sequence of Behaviours
  • 1 Finite State Automata
  • Provides a set of popular mechanisms for
    specifying what
  • a program should be doing at a given time.
    FSA can be
  • written as a table or a state diagram.
  • 2 Scripts
  • Abstract behaviours often use scripts or
    related construct called skills to provide a
    different way of generating logic for a seqence
    of behaviours. Encourages the designer to think
    of the robot ad task in terms of a screenplay.
  • 3 Skills
  • Skills collect behaviour like primitives
    called Reaction-Action-Packages (RAPs) into a
    sketchy plan which is filled in as the robot
    executes.

12
Finite State Automata
  • States
  • current state q element of set of states K
  • Initial State
  • s or q0, starting state
  • Transition Function
  • ? a function that specifies the next state when
    the stimulus ? is encountered. ? is the set of
    stimuli
  • Final State the terminating states (F)

13
FSA example
Range far
Time remaining
Time elapsed
Move ahead
Follow line
Range near
MK Follow line, Move ahead, ? Range
near, Range far, Time remaining, Time elapsed s
Follow line, F Follow line, Move ahead
14
FSA example for Pick Up the Trash Behaviour
Table
15
Contd. FSA example for Pick Up the Trash
16
FSA for picking up and recycling Coke Cans
State Transitions
17
Scripts
  • Abstract Behaviours use scripts/skills to create
    a generic template.
  • Scripts encourage the designer to think of the
    robot and the tasks.
  • The use of scripts in robots can be thought of as
    a screenplay where the actors are robots reading
    the scripts.
  • Scripts allow improvisation and when an
    exception is encountered the robot will follow
    the subscript.

18
Robot Script of Pick Up the Trash
19
Scripts
  • Skills
  • sets of behaviours
  • Props, Cues
  • percepts, sensor inputs
  • Sub-script
  • exception handling
  • Causal Chain
  • Sequence of behaviours
  • Focussing of attention

20
Summary
  • Reactive implementation consists of one or more
    behaviours and a mechanism for combining the
    output of concurrent behaviour.
  • Designer must develop individual behaviours and
    assemble them into a sequence or abstract
    behaviour
  • Finite State Automata offer a method of
    representing the coordination logic needed to
    control a sequence of behaviours
  • Scripts are an equivalent with a more natural
    story like flow of control.
  • A Behaviour Table represents the releasers, motor
    perceptual schemas for each behaviour.
  • Must fully specify the ecological niche of the
    robot in order to design useful behaviours.
  • The control should rely on the world to inform
    the robot as to what to do next rather than rely
    on the program to remember and maintain state.
Write a Comment
User Comments (0)
About PowerShow.com