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Reactive Paradigm Overview Subsumption Architecture

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2) Forms the basis for the Hybrid Reactive-Deliberative Paradigm ... Vertical decomposition of tasks into a S-A Organisation, associated with the Reactive Paradigm ... – PowerPoint PPT presentation

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Title: Reactive Paradigm Overview Subsumption Architecture


1
Reactive Paradigm Overview Subsumption
Architecture
By Ian Jonkers159.734 Studies in Machine
Learning Intelligent Robotics
2
Reactive Paradigm Overview
  • Two Representative Reactive Architectures
  • Subsumption
  • Potential Fields Summation
  • Reactive Paradigm emerged late 1980s
  • Reactive Paradigm still important for two
    reasons
  • 1) Robotic systems in limited task domain still
    being constructed
  • 2) Forms the basis for the Hybrid
    Reactive-Deliberative Paradigm
  • Reactive Paradigm grew out of the dissatisfaction
    of the hierarchical paradigm and with the influx
    of ideas from biological intelligence.

3
Horizontal Decomposition of Hierarchical Model

4
Vertical Decomposition
  • Instead, examination of ethological literature
    suggests that intelligence is layered in a
    vertical decomposition
  • Agent starts with primitive survival behaviours.
  • Evolve new layers of behaviour which either
  • Reuse the lower, older behaviour
  • Inhibit older behaviour
  • Create parallel tracts of more advanced
    behaviours
  • Parallel tracks can be thought of as vertically
    stacked layers
  • Each layer has access to sensors and actuators
    independently of any other layer.
  • If anything happens to the more advanced layer,
    lower levels should still operate. i.e. human
    brain (breathing) continue independently of
    higher order functions (counting, face
    recognition).

5
Vertical Decomposition
Vertical decomposition of tasks into a S-A
Organisation, associated with the Reactive
Paradigm

6
Attributes of Reactive Paradigm
  • The fundamental attribute of reactive paradigm is
    all actions are accomplished through behaviours
  • As in ethological systems, behaviours are a
    direct mapping of sensory inputs to a pattern of
    motor actions that are then used to achieve a
    task.

S-A organisation of the Reactive Paradigm into
multiple, concurrent behaviours
7
Attributes of Reactive Paradigm (continued)
  • From mathematical perspective, behaviours are
    simply a transfer function.
  • The Reactive Paradigm essential threw away the
    PLAN component.
  • The SENSE ACT are tightly coupled into
    behaviours sequential or concurrent robotic
    activities emerge.
  • Sensing is local to each behaviour, but sensors
    may be shared and is immediately available to the
    behaviour's perceptual schema which can be
    computationally inexpensive.

8
Characteristics of Reactive Behaviours
  • Reactive robotic systems execute rapidly (tight
    coupling of senses permits real-time operation)
  • Behaviours can be implemented directly in
    hardware circuits or low computational complexity
    algorithms (O(n)).
  • Have no memory (limiting behaviours to
    stimulus-response reflexes)
  • Main point Behaviours controlled by what is
    happening in the world, duplicating the spirit of
    the innate releasing mechanisms, rather than the
    program storing remembering what the robot last
    did
  • Five Characteristics of reactive Paradigm are
  • Situated Agent (integrated part of world) Robots
    are situated agents operating in an ecological
    niche.
  • i.e. when a robot acts, it changes the world,
    and receives immediate feedback about the world
    through sensing.

9
Characteristics of Reactive Behaviours (continued)
  • Emergent Behaviours
  • Behaviours serve as the basic building blocks
    for robotic action, and the overall behaviour of
    the robot is emergent.
  • Behaviours are independent computational
    entities and operate concurrently, Hence there is
    no explicit controller module which determines
    what will be done, or which function call other
    functions.
  • 3) Eco-centric
  • Only local, behaviour specific sensing is
    permitted.
  • i.e. does not matter that an obstacle is in the
    world at coordinates (x,y,z), only where it is
    relative to the robot.
  • 4) Modular Behaviours
  • These systems inherently follow good software
    design principles.
  • The modularity of behaviours supports the
    decomposition of a task into component
    behaviours.
  • 5) Biological Motivation
  • Animal models of behaviour are often cited as a
    basis for these systems or a particular
    behaviour (unlike earlier AI days where a
    conscious effort not to mimic biological
    intelligence was made)

10
Advantages of Programming by Behaviour
  • Constructing a robotic system under Reactive
    Paradigm often referred to as programming by
    behaviour.
  • Good Software Engineering since Behaviours are
    Modular.
  • Robot becomes more intelligent by having more
    behaviours.
  • Modules have Low Coupling
  • ? can function independently of each other with
    minimal connections or interfaces ? promoting
    easy reuse.
  • Modules have High Cohesion
  • ? Data and operations contained by a module
    relate only to the purpose of that module.

11
Reactive Paradigm Representative Architectures
  • The overall action of the robot emerges from the
    multiple concurrent behaviours and the
    architecture must provide mechanisms for
  • 1) Triggering behaviours
  • 2) Conflict resolution when multiple behaviours
    are active at any one time.
  • The two most well known Reactive Architectures
    are
  • 1) Potential Fields Behaviours combined by
    summation of fields.
  • 2) Subsumption Decomposition into layers of
    task achieving behaviours.

12
Subsumption Architecture
  • Rodney Brooks Subsumption Architecture most
    influential of the purely Reactive Paradigms.
  • Many look like shoe-box sized insects (6 legs and
    antennae)
  • Implementations quite often have the behaviours
    embedded directly in the hardware or small micro
    processors (unheard pre mid 1980s)
  • Robots could now walk, avoid collisions and climb
    over obstacles without the move-think-move-think
    pauses of Shakey.
  • A behaviour is a network of sensing and acting
    modules which accomplish a task.
  • The modules are Augmented Finite State Machines
    (AFSM), or finite state machines which have
    registers, timers other enhancements to permit
    them to be interfaced with other modules.

13
Subsumption Architecture (continued)
  • Behaviours are released in a stimulus response
    way, without an external program explicitly
    coordinating and controlling them.
  • Layers of Competence
  • The layers reflect a hierarchy of intelligence
    or competence.
  • ? lower layers encapsulate basic survival
    functions (collisions)
  • ? higher levels create more goal directed
    actions (mapping)
  • Each of the layers can be viewed as an abstract
    behaviour for a particular task.
  • Subsumption of lower layers
  • - Modules in a higher layer can override or
    subsume the output from behaviours in the next
    lower layers.
  • - Behaviour layers operate concurrently and
    independently and hence need mechanism to handle
    potential conflicts ? winner always takes all
    (always the highest layer)

14
Subsumption Architecture (continued)
  • No World Model (Internal State)
  • - No persistence representation of the world
    model since information comes directly from the
    world.
  • - Dangerous to depend on internal state since
    may diverge from reality.
  • - Some internal state needed for releasing
    behaviours (i.e. scared, hungry), but good design
    minimises this.
  • Taskable
  • - Tasks are accomplished by activating the
    appropriate layer, which then activate the lower
    layers.
  • - In practice, Subsumption style systems are not
    easily taskable, that is, they cant be ordered
    to do another task without being reprogrammed.

15
Obstacle Avoidance Example
  • Sensor A SONAR module that gives the distance to
    the objects in polar coordinates.
  • Internal Modules
  • COLLIDE ? detects if front obstacle is too close
    (i.e. halt)
  • FEELFORCE ? sensor reading acts as repulsive
    force field
  • RUNAWAY ? provides direction to move
  • Actuators
  • TURN ? provides motor output to turn robot
  • FORWARD ? switches forward motion on or off

16
Sonar Module
? Sonar module reads the sonar ranges. ? Polar
plot range readings in polar coordinates (r,?)
surrounding the robot.
  • robo-centric view of range readings

Unrolled into a plot
17
Level 0 Architecture obstacle avoidance
18
Level 1 Architecture wander
Wander - Cant pass directly onto Turn since
will sacrifice obstacle avoidance
How does Turn know which module to take heading
from?
19
Suppression replaces all other inputs to the
module with input coming from the suppressing
module.
20
Inhibition blocks output from the specified
module for the defined time interval.
21
Level 2 Architecture follow corridor
Integrate - estimates how far robot has travelled
off course ? Supplies dangerous internal state
22
Evaluating Subsumption Architecture
  • Modularity
  • ? behaviours are modular, but generally favour a
    hardware implementation
  • Niche targetability
  • ? high due to direct perception.
  • Portability
  • ? limited to tasks which can be accomplished
    with reflexive behaviours
  • ? generally cant be transferred where planning
    is needed
  • Robustness
  • ? offers graceful degradation if anything should
    disable a higher level behaviour, then the lower
    level can be left intact.

23
Summary
  • Layers of abstract behaviours
  • ? achieved by grouping schemas like modules into
    layers.
  • Suppression and inhibition of lower layers
  • ? Higher layers may subsume inhibit behaviours
    in lower layers, but the behaviours in lower
    layers never rewritten or replaced.
  • ? Mimics biological evolution (i.e. frogs with
    large objects)
  • Difficult to design
  • ? More of a art form than a science.
  • Behaviour Release Mechanisms
  • ? Behaviours are released by the presence of
    stimulus in the environment.

24
Summary (continued)
  • Solution to the Frame Problem
  • ? Solves the frame problem by eliminating the
    need to model the world.
  • ? Behaviours dont remember the past.
  • Direct Perception and Affordance
  • ? The release for a behaviour is almost always
    the percept for guiding the motor schema.
  • Perception is Eco-centric Distributed
  • ? i.e. sensing objects relative to the robot and
    the sensors can be shared among modules.

25
References
  • Robin R. Murphy - Introduction to AI robotics -
    Cambridge, Mass. MIT Press, 2000
  • Jonathan SIMPSON, Christian L. JACOBSEN and
    Matthew C. JADUD - Mobile Robot Control - The
    Subsumption Architecture and occam-pi -
    Communicating Process Architectures 2006
  • http//www.jonsimpson.co.uk/weblog/2006-09-24/mob
    ile-robot-control-the-subsumption-architecture-and
    -occam-pi.html
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