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1.
提出一种多机器人协作追捕多个移动目标策略,基于主从式协作结构提出了分区主从式协作方法,在确定追捕目标点后通过引入追捕意向、追捕耗时,心智态度等三个指标概念选择最优合作追捕团队成员,并根据逃跑者状况以及协作效用判断追捕结果,评价追捕效率,仿真试验结果证明该策略的可行性及有效性.  相似文献   

2.
针对包含有n个追捕者及1个逃跑者的2维平面多机器人追逃问题,对实现成功捕获的约束条件进行了研究.经过理论分析得出:在机器人拥有全局视野的情况下,即使单一逃跑者性能优于每个追捕者,只要满足追捕者与逃跑者的速率比大于sin(π/n),逃跑机器人落在追捕机器人所构成的凸多边形内部且逃跑者和追捕者构成的相邻追-逃阿波罗尼奥斯圆满足两两相交(相切)这2个约束条件,则追捕者通过选择合适的追捕策略就一定可以实现成功抓捕.此外,还给出了在此约束条件下的追捕者和逃跑者的追逃策略.多组仿真实验同样证明了本文提出的约束条件是正确的.  相似文献   

3.
提出一种多机器人协作追捕多个移动目标策略.基于主从式协作结构提出了分区主从式协作方法,在确定追捕目标点后通过引入追捕意向、追捕耗时、心智态度等三个指标概念选择最优合作追摘团队成员,并根据逃跑者状况以及协作效用判断追捕结果,评价追捕效率.仿真试验结果证明该策略的可行性及有效性.  相似文献   

4.
陈铭治  朱大奇 《控制与决策》2020,35(12):2845-2854
多自主水下机器人(AUV)实时围捕是一个综合的研究课题,包括联盟生成和目标追捕等阶段.首先,基于快速行进算法(FMM)预估围捕时间,有效形成多AUV的动态围捕联盟;然后,在追捕阶段,AUV需要立即跟踪智能逃逸机器人以防止其逃跑.为了实现这一目标,在GBNN(Glasius biological inspired neural network)模型中使用反比例函数替换指数函数计算神经元连接权值,加入额外的衰减项,并提出两点加快神经元活性传播的改进措施,使其适用于实时追捕路径规划.仿真研究表明,围捕联盟形成机制和反比例权值GBNN模型实时路径规划策略都显示出其优越性.在水下环境的多AUV协作围捕中,所提出的围捕控制算法可以提高围捕效率,减少AUV所花费的追捕距离和逃逸机器人的逃逸距离.  相似文献   

5.
基于Motor Schema的多移动机器人队形优化控制   总被引:3,自引:0,他引:3  
曹志强  王硕  张斌  谭民 《控制与决策》2001,16(Z1):763-765
针对多移动机器人的队形优化控制任务,引入4种基本行为,即奔向目标行为、保持队形行为、避免与静态障碍物碰撞行为、避免与其它机器人碰撞行为.为了实现行为的决策,机器人采用基于MotorSchema的结构,并通过遗传算法优化行为合成所需的控制参数.仿真结果表明,所提出的方法是可行的.  相似文献   

6.
建立了一个包含多个捕猎机器人和单个猎物机器人的动态空间模型,并构建了捕猎机器人的AIAE-ANN行为决策系统。人工神经网络(ANN)所有的连接权值采用改进型人工免疫算法(AIAE)进行优化,使神经网络的性能不断得到进化,最终可生成一个性能优良的行为决策系统,从而完成捕猎机器人的围捕。仿真实验表明:用AIAE训练,能有效地应用于追捕系统的多移动机器人研究。  相似文献   

7.
该文面向分布Agent多移动机器人系统,提出了一种适合于多移动机器人的机器人Agent分层式体系结构,包括状态监测层、决策规划层、协调控制层和行为控制层,其中状态监测层主要实现整个系统对外部环境的状态监测。决策规划层设定系统的全局目标和单个机器人的局部目标,合理快速地完成任务的分解和分配,实现机器人之间任务级之间的协作。协调控制层完成机器人之间的运动协调。行为控制器主要采用基于行为的方法实现具体的运动控制。该结构应用于RoboCup环境下的分布多机器人系统中,满足复杂的、动态的应用环境和系统要求。  相似文献   

8.
李虎  方宝富 《计算机科学》2020,47(4):169-177
多机器人系统(Multi Robot System,MRS)通过引入机器人个体情感因素,可以有效提高个体的自主协作能力、决策能力以及多机器人系统的整体智能化水平。然而,以往研究主要集中于个体情感状态(情绪、个性等),缺乏从团队情感层面来探索积极团队情感基调(Positive Group Affective Tone,PGAT)对团队协作能力和团队有效性的影响。为了发挥PGAT在任务分配中的积极作用,降低因为团队成员情绪衰减而导致团队解散的风险,并增加团队协作能力和团队有效性,提出了基于PGAT的情感机器人协作任务分配拍卖算法。仿真追捕对比实验表明,相对于基于焦虑情感模型的改进合同网协议多机器人任务分配算法和基于自主意识的分布式情感机器人任务分配算法,基于PGAT的情感机器人协作任务分配拍卖算法的追捕成功率分别提高了269.3%和6.5%,任务分配成功率分别提高了138.7%和5.1%,平均追捕时间分别缩短了14.5%和26.3%,并且在150场追捕对比实验中,追捕时间小于对比算法的场次占比分别达到87.3%和90.7%。  相似文献   

9.
动态环境下多机器人合作追捕研究   总被引:5,自引:0,他引:5  
周浦城  洪炳镕  王月海 《机器人》2005,27(4):289-295
主要研究了多个自主型移动机器人合作追捕多个运动猎物的追捕—逃避问题. 从基于范例的推理缩小任务招标范围、引入辅助决策矩阵改善联盟决策两个方面对传统的合同网协议进行了改进,以减少任务协商过程中的通信开销,接着引入了联盟生命值、违约金等概念,在此基础上,实现了一种允许动态联盟的多机器人合作追捕算法. 仿真实验证明了所提算法的可行性和有效性.  相似文献   

10.
多机器人编队可以分解为队形形成和队形保持控制两部分.针对多机器人编队控制任务中的队形形成问题,提出了一种基于动态目标点的行为分解编队算法.此算法是一种改进的基于行为的编队控制方法,这种控制方法的思路为,首先要求各机器人在每一时刻确定一个运动目标点,此运动目标点是根据运动过程中机器人实时的位置运算出来的,是一个动态的目标点.根据此目标点进而产生一个运动需求.再将此运动需求按照有限状态机(FSM)原理分解为不同的子行为,然后给这些子行为分别赋予不同的权值,并求出一组控制变量,最终对这组控制变量加权平均产生一个综合控制变量.仿真实验表明,该方法能快速有效地实现多机器人的编队控制.此编队算法可以有效应用于军事搜索、围捕或机器搬运等多个领域.  相似文献   

11.
An extensive fuzzy behavior-based architecture is proposed for the control of mobile robots in a multiagent environment. The behavior-based architecture decomposes the complex multirobotic system into smaller modules of roles, behaviors and actions. Fuzzy logic is used to implement individual behaviors, to coordinate the various behaviors, to select roles for each robot and, for robot perception, decision-making, and speed control. The architecture is implemented on a team of three soccer robots performing different roles interchangeably. The robot behaviors and roles are designed to be complementary to each other, so that a coherent team of robots exhibiting good collective behavior is obtained.  相似文献   

12.
This paper deals withspontaneous behavior for cooperation through interaction in a distributed autonomous robot system. Though a human gives the robots evaluation functions for the relation of cooperation among robots, each robot decides its behavior depending on its environment, its experience, and the behavior of other robots. The robot acquires a model of the behavior of the other robots through learning. Inspired by biological systems, the robot's behaviors are interpreted as emotional by an observer of the system. In psychology, the emotions have been considered to play important roles for generation of motivation and behavior selection. In this paper, the robot's behaviors are interpreted as follows: each robot feels frustration when its behavior decision does not fit its environment. Then, it changes its behavior to change its situation actively and spontaneously. The results show potential of intelligent behavior by emotions. This work was presented, in part, at the International Symposium on Artificial Life and Robotics, Oita, Japan, February 18–20, 1996  相似文献   

13.
To achieve efficient and objective search tasks in an unknown environment, a cooperative search strategy for distributed autonomous mobile robots is developed using a behavior‐based control framework with individual and group behaviors. The sensing information of each mobile robot activates the individual behaviors to facilitate autonomous search tasks to avoid obstacles. An 802.15.4 ZigBee wireless sensor network then activates the group behaviors that enable cooperative search among the mobile robots. An unknown environment is dynamically divided into several sub‐areas according to the locations and sensing data of the autonomous mobile robots. The group behaviors then enable the distributed autonomous mobile robots to scatter and move in the search environment. The developed cooperative search strategy successfully reduces the search time within the test environments by 22.67% (simulation results) and 31.15% (experimental results).  相似文献   

14.
由于动态未知环境下自主移动机器人的导航具有较大困难,为实现自主机器人在动态未知环境下的无碰撞运行,文中将行为优先级控制与模糊逻辑控制相结合,提出4种基本行为控制策略:目标寻找、避障、跟踪和解锁.针对'U'型和'V'型障碍物运行解锁问题,提出了行走路径记忆方法,并通过构建虚拟墙来避免机器人再次走入此类区域.仿真实验表明,所提出的控制策略可有效地运用于复杂和未知环境下自主移动机器人的导航,且具有较好的鲁棒性和适应性.  相似文献   

15.
This paper introduces a nonlinear oscillator scheme to control autonomous mobile robots. The method is based on observations of a successful control mechanism used in nature, the Central Pattern Generator. Simulations were used to assess the performance of oscillator controller when used to implement several behaviors in an autonomous robot operating in a closed arena. A sequence of basic behaviors (random wandering, obstacle avoidance and light following) was coordinated in the robot to produce the higher behavior of foraging for light. The controller is explored in simulations and tests on physical robots. It is shown that the oscillator—based controller outperforms a reactive controller in the tasks of exploring an arena with irregular walls and in searching for light.  相似文献   

16.
We propose a self-generating algorithm of behavioral evaluation that is important for a learning function in order to develop appropriate cooperative behavior among robots depending on the situation. The behavioral evaluation is composed of rewards and a consumption of energy. Rewards are provided by an operator when the robots share tasks appropriately, and the consumption of energy is measured during the execution of the tasks. Each robot estimates rules of behavior selection by using the evaluation generated, and learns to select an appropriate behavior when it meets the same situation. As a result, the robots may be able to share tasks efficiently even if the purpose of their task is changed by an operator in the middle of execution, because the evaluation is modified depending on the situation. We performed simulations to study the effectiveness of the proposed algorithm. In the simulations, we applied the algorithm to three robots, each with three behaviors. We confirmed that each robot can generate an appropriate behavioral evaluation based on rewards from an operator, and therefore they develop cooperative behaviors such as task sharing. This work was presented, in part, at the Second International Symposium on Artificial Life and Robotics, Oita, Japan, February 18–20, 1997  相似文献   

17.
ABSTRACT

The design of humanoid robots’ emotional behaviors has attracted many scholars’ attention. However, users’ emotional responses to humanoid robots’ emotional behaviors which differ from robots’ traditional behaviors remain well understood. This study aims to investigate the effect of a humanoid robot’s emotional behaviors on users’ emotional responses using subjective reporting, pupillometry, and electroencephalography. Five categories of the humanoid robot’s emotional behaviors expressing joy, fear, neutral, sadness, or anger were designed, selected, and presented to users. Results show that users have a significant positive emotional response to the humanoid robot’s joy behavior and a significant negative emotional response to the humanoid robot’s sadness behavior, indicated by the metrics of reported valence and arousal, pupil diameter, frontal middle relative theta power, and frontal alpha asymmetry score. The results suggest that humanoid robot’s emotional behaviors can evocate users’ significant emotional response. The evocation might relate to the recognition of these emotional behaviors. In addition, the study provides a multimodal physiological method of evaluating users’ emotional responses to the humanoid robot’s emotional behaviors.  相似文献   

18.
In a multi-robotic system, robots interact with each other in a dynamically changing environment. The robots need to be intelligent both at the individual and group levels. In this paper, the evolution of a fuzzy behavior-based architecture is discussed. The behavior-based architecture decomposes the complicated interactions of multiple robots into modular behaviors at different complexity levels. The fuzzy logic approach brings in human-like reasoning to the behavior construction, selection and coordination. Various behaviors in the fuzzy behavior-based architecture are evolved by genetic algorithm (GA). At the lowest level of the architecture hierarchy, the evolved fuzzy controllers enhanced the smoothness and accuracy of the primitive robot actions. At a higher level, the individual robot behaviors have become more skillful after the evolution. At the topmost level, the evolved group behaviors have resulted in aggressive competition strategy. The simulation and real-world experimentation on a robot-soccer system justify the effectiveness of the approach.  相似文献   

19.
It is envisioned that in the near future personal mobile robots will be assisting people in their daily lives. An essential characteristic shaping the design of personal robots is the fact that they must be accepted by human users. This paper explores the interactions between humans and mobile personal robots, by focusing on the psychological effects of robot behavior patterns during task performance. These behaviors include the personal robot approaching a person, avoiding a person while passing, and performing non-interactive tasks in an environment populated with humans. The level of comfort the robot causes human subjects is analyzed according to the effects of robot speed, robot distance, and robot body design, as these parameters are varied in order to present a variety of behaviors to human subjects. The information gained from surveys taken by 40 human subjects can be used to obtain a better understanding of what characteristics make up personal robot behaviors that are most acceptable to the human users.  相似文献   

20.
This paper proposes an architecture that makes programming of robot behavior of an arbitrary complexity possible for end-users and shows the technical solutions in a way that is easy to understand and generalize to different situations. It aims to facilitate the uptake and actual use of robot technologies in therapies for training social skills to autistic children. However, the framework is easy to generalize for an arbitrary human–robot interaction application, where users with no technical background need to program robots, i.e. in various assistive robotics applications. We identified the main needs of end-user programming of robots as a basic prerequisite for the uptake of robots in assistive applications. These are reusability, modularity, affordances for natural interaction and the ease of use. After reviewing the shortcomings of the existing architectures, we developed an initial architecture according to these principles and embedded it in a robot platform. Further, we used a co-creation process to develop and concretize the architecture to facilitate solutions and create affordances for robot specialists and therapists. Several pilot tests showed that different user groups, including therapists with general computer skills and adolescents with autism could make simple training or general behavioral scenarios within 1 h, by connecting existing behavioral blocks and by typing textual robot commands for fine-tuning the behaviors. In addition, this paper explains the basic concepts behind the TiViPE based robot control platform, and gives guidelines for choosing the robot programming tool and designing end-user platforms for robots.  相似文献   

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