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1.
This article describes the simulation of distributed autonomous robots for search and rescue operations. The simulation system is utilized to perform experiments with various control strategies for the robot team and team organizations, evaluating the comparative performance of the strategies and organizations. The objective of the robot team is to, once deployed in an environment (floor-plan) with multiple rooms, cover as many rooms as possible. The simulated robots are capable of navigation through the environment, and can communicate using simple messages. The simulator maintains the world, provides each robot with sensory information, and carries out the actions of the robots. The simulator keeps track of the rooms visited by robots and the elapsed time, in order to evaluate the performance of the robot teams. The robot teams are composed of homogenous robots, i.e., identical control strategies are used to generate the behavior of each robot in the team. The ability to deploy autonomous robots, as opposed to humans, in hazardous search and rescue missions could provide immeasurable benefits. 相似文献
2.
Stefano Nolfi 《Robotics and Autonomous Systems》1997,22(3-4):187-198
Recently, a new approach involving a form of simulated evolution has been proposed to build autonomous robots. However, it is still not clear if this approach is adequate for real life problems. In this paper we show how control systems that perform a non-trivial sequence of behaviors can be obtained with this methodology by “canalizing” the evolutionary process in the right direction. In the experiment described in the paper, a mobile robot was successfully trained to keep clear an arena surrounded by walls by locating, recognizing, and grasping “garbage” objects and by taking collected objects outside the arena. The controller of the robot was evolved in simulation and then downloaded and tested on the real robot. We also show that while a given amount of supervision may canalize the evolutionary process in the right direction the addition of unnecessary constraints can delay the evolution of the desired behavior. 相似文献
3.
This article describes a methodology, together with an associated series of experiments employing this methodology, for the
evolution of walking behavior in a simulated humanoid robot with up to 20 degrees of freedom. The robots evolved in this study
learn to walk smoothly in an upright or near-upright position and demonstrate a variety of different locomotive behaviors,
including “skating,” “limping,” and walking in a manner curiously reminiscent of a mildly or heavily intoxicated person. A
previous study demonstrated the possible potential utility of this approach while evolving controllers based on simulated
humanoid robots with a restricted range of movements. Although walking behaviors were developed, these were slow and relied
on the robot walking in an excessively stooped position, similar to the gait of an infirm elderly person. This article extends
the previous work to a robot with many degrees of freedom, up to 20 in total (arms, elbows, legs, hips, knees, etc.), and
demonstrates the automatic evolution of fully upright bipedal locomotion in a humanoid robot using an accurate physics simulator.
This work was presented in part at the 11th International Symposium on Artificial Life and Robotics, Oita, Japan, January
23–25, 2006 相似文献
4.
In this paper, a novel heuristic algorithm is proposed to solve continuous non-linear optimization problems. The presented algorithm is a collective global search inspired by the swarm artificial intelligent of coordinated robots. Cooperative recognition and sensing by a swarm of mobile robots have been fundamental inspirations for development of Swarm Robotics Search & Rescue (SRSR). Swarm robotics is an approach with the aim of coordinating multi-robot systems which consist of numbers of mostly uniform simple physical robots. The ultimate aim is to emerge an eligible cooperative behavior either from interactions of autonomous robots with the environment or their mutual interactions between each other. In this algorithm, robots which represent initial solutions in SRSR terminology have a sense of environment to detect victim in a search & rescue mission at a disaster site. In fact, victim’s location refers to global best solution in SRSR algorithm. The individual with the highest rank in the swarm is called master and remaining robots will play role of slaves. However, this leadership and master position can be transitioned from one robot to another one during mission. Having the supervision of master robot accompanied with abilities of slave robots for sensing the environment, this collaborative search assists the swarm to rapidly find the location of victim and subsequently a successful mission. In order to validate effectiveness and optimality of proposed algorithm, it has been applied on several standard benchmark functions and a practical electric power system problem in several real size cases. Finally, simulation results have been compared with those of some well-known algorithms. Comparison of results demonstrates superiority of presented algorithm in terms of quality solutions and convergence speed. 相似文献
5.
We describe the evolution—via genetic programming—of control systems for real-world, sumo-fighting robots—sumobots, in adherence with the Robothon rules: Two robots face each other within a circular arena, the objective of each being to push the other outside the arena boundaries. Our robots are minimally equipped with sensors and actuators, the intent being to seek out good fighters with this restricted platform, in a limited amount of time. We describe four sets of experiments—of gradually increasing difficulty—which also test a number of evolutionary methods: single-population vs. coevolution, static fitness vs. dynamic fitness, and real vs. dummy opponents. 相似文献
6.
Distributed Evolutionary Algorithms are traditionally executed on homogeneous dedicated clusters, despite most scientists have access mainly to networks of heterogeneous nodes (e.g., desktop PCs in a lab). Fitting this kind of algorithms to these environments, so that they can take advantage of their heterogeneity to save running time, is still an open problem. The different computational power of the nodes affects the performance of the algorithm, and tuning or fitting it to each node properly could reduce execution time.Since the distributed Evolutionary Algorithms include a whole range of parameters that influence the performance, this paper proposes a study on the population size. This parameter is one of the most important, since it has a direct relationship with the number of iterations needed to find the solution, as it affects the exploration factor of the algorithm. The aim of this paper consists in validating the following hypothesis: fitting the sub-population size to the computational power of the heterogeneous cluster node can lead to an improvement in running time with respect to the use of the same population size in every node.Two parameter size schemes have been tested, an offline and an online parameter setting, and three problems with different characteristics and computational demands have been used.Results show that setting the population size according to the computational power of each node in the heterogeneous cluster improves the time required to obtain the optimal solution. Meanwhile, the same set of different size values could not improve the running time to reach the optimum in a homogeneous cluster with respect to the same size in all nodes, indicating that the improvement is due to the interaction of the different hardware resources with the algorithm. In addition, a study on the influence of the different population sizes on each stage of the algorithm is presented. This opens a new research line on the fitting (offline or online) of parameters of the distributed Evolutionary Algorithms to the computational power of the devices. 相似文献
7.
Virtual team members do not have complete understanding of other team members’ preferences, which makes team coordination somewhat difficult and time consuming. Traditional approaches for team coordination require a lot of inter-agent electronic communication and often result in wasted effort. Methods that reduce inter-agent communication and conflicts are likely to increase productivity of virtual teams. In this research, we propose an evolutionary genetic algorithm (GA) based intelligent agent that learns a team member preferences from past actions, and develops a team-coordination schedule by minimizing schedule conflicts between different members serving on a virtual team. Using a discrete event simulation methodology, we test the proposed intelligent agent on different virtual teams of sizes two, four, six and eight members. The results of our experiments indicate that the GA-based intelligent agent learns individual team member preferences and generates a team-coordination schedule at a lower inter-agent communication cost. 相似文献
8.
M. Mucientes D. L. Moreno A. Bugarín S. Barro 《Soft Computing - A Fusion of Foundations, Methodologies and Applications》2006,10(10):881-889
The design of fuzzy controllers for the implementation of behaviors in mobile robotics is a complex and highly time-consuming task. The use of machine learning techniques such as evolutionary algorithms or artificial neural networks for the learning of these controllers allows to automate the design process. In this paper, the automated design of a fuzzy controller using genetic algorithms for the implementation of the wall-following behavior in a mobile robot is described. The algorithm is based on the iterative rule learning approach, and is characterized by three main points. First, learning has no restrictions neither in the number of membership functions, nor in their values. In the second place, the training set is composed of a set of examples uniformly distributed along the universe of discourse of the variables. This warrantees that the quality of the learned behavior does not depend on the environment, and also that the robot will be capable to face different situations. Finally, the trade off between the number of rules and the quality/accuracy of the controller can be adjusted selecting the value of a parameter. Once the knowledge base has been learned, a process for its reduction and tuning is applied, increasing the cooperation between rules and reducing its number. 相似文献
9.
There exist quantum algorithms that are more efficient than their classical counterparts; such algorithms were invented by
Shor in 1994 and then Grover in 1996. A lack of invention since Grover’s algorithm has been commonly attributed to the non-intuitive
nature of quantum algorithms to the classically trained person. Thus, the idea of using computers to automatically generate
quantum algorithms based on an evolutionary model emerged. A limitation of this approach is that quantum computers do not
yet exist and quantum simulation on a classical machine has an exponential order overhead. Nevertheless, early research into
evolving quantum algorithms has shown promise. This paper provides an introduction into quantum and evolutionary algorithms
for the computer scientist not familiar with these fields. The exciting field of using evolutionary algorithms to evolve quantum
algorithms is then reviewed.
相似文献
Phil StocksEmail: |
10.
This work investigates how to distribute in an optimum fashion the desired movement of the end-effector of an industrial robot with respect to the workpiece, when there are redundant degrees of freedom, such as a positioning table. The desired motion is given as a series of acceleration functions in respective time intervals. The constraints of the optimisation are the available acceleration limit of axes, such as the table axes, the upper bounds to velocity and displacement of each axis and the avoidance of singular point areas of the robot, as defined by its manufacturer. The optimisation criterion is minimum total work for the motion. A genetic algorithm was used to solve the problem. The fitness function of the genetic algorithm calls a kinematics and dynamics simulation model of the robotic installation constructed in Matlab™, in order to compute the work consumed and to check possible violation of constraints. Examples of straight line and circular movement are given to prove the concept. Results are encouraging, yet demand on computing power is high. 相似文献
11.
W. B. Langdon 《Genetic Programming and Evolvable Machines》2009,10(1):5-36
The distribution of fitness values (landscapes) of programs tends to a limit as the programs get bigger. We use Markov chain
convergence theorems to give general upper bounds on the length of programs needed for convergence. How big programs need
to be to approach the limit depends on the type of the computer they run on. We give bounds (exponential in N, N log N and smaller) for five computer models: any, average or amorphous or random, cyclic, bit flip and four functions (AND, NAND,
OR and NOR). Programs can be treated as lookup tables which map between their inputs and their outputs. Using this we prove
similar convergence results for the distribution of functions implemented by linear computer programs. We show most functions
are constants and the remainder are mostly parsimonious. The effect of ad-hoc rules on genetic programming (GP) are described
and new heuristics are proposed. We give bounds on how long programs need to be before the distribution of their functionality
is close to its limiting distribution, both in general and for average computers. The computational importance of destroying
information is discussed with respect to reversible and quantum computers. Mutation randomizes a genetic algorithm population
in generations. Results for average computers and a model like genetic programming are confirmed experimentally. 相似文献
12.
This article presents a survey of genetic algorithms that are designed for solving multi depot vehicle routing problem. In this context, most of the articles focus on different genetic approaches, methods and operators, commonly used in practical applications to solve this well-known and researched problem. Besides providing an up-to-date overview of the research in the field, the results of a thorough experiment are presented and discussed, which evaluated the efficiency of different existing genetic methods on standard benchmark problems in detail. In this manner, the insights into strengths and weaknesses of specific methods, operators and settings are presented, which should help researchers and practitioners to optimize their solutions in further studies done with the similar type of the problem in mind. Finally, genetic algorithm based solutions are compared with other existing approaches, both exact and heuristic, for solving this same problem. 相似文献
13.
Metaheuristics have received considerable interest these recent years in the field of combinatorial optimization. However, the choice of a particular algorithm to optimize a certain problem is still mainly driven by some sort of devotion of its author to a certain technique rather than by a rationalistic choice driven by reason. Hybrid algorithms have shown their ability to provide local optima of high quality. Hybridization of algorithms is still in its infancy: certain combinations of algorithms have experimentally shown their performance, though the reasons of their success is not always really clear. In order to add some rational to these issues, we study the structure of search spaces and attempt to relate it to the performance of algorithms. We wish to explain the behavior of search algorithms with this knowledge and provide guidelines in the design of hybrid algorithms. This paper briefly reviews the current knowledge we have on search spaces of combinatorial optimization problems. Then, we discuss hybridization and present a general classification of the way hybridization can be conducted in the light of our knowledge of the structure of search spaces. 相似文献
14.
J. Aguilar Madeira H. C. Rodrigues H. Pina 《Structural and Multidisciplinary Optimization》2006,32(1):31-39
In this work, a genetic algorithm (GA) for multiobjective topology optimization of linear elastic structures is developed. Its purpose is to evolve an evenly distributed group of solutions to determine the optimum Pareto set for a given problem. The GA determines a set of solutions to be sorted by its domination properties and a filter is defined to retain the Pareto solutions. As an equality constraint on volume has to be enforced, all chromosomes used in the genetic GA must generate individuals with the same volume value; in the coding adopted, this means that they must preserve the same number of “ones” and, implicitly, the same number of “zeros” along the evolutionary process. It is thus necessary: (1) to define chromosomes satisfying this propriety and (2) to create corresponding crossover and mutation operators which preserve volume. Optimal solutions of each of the single-objective problems are introduced in the initial population to reduce computational effort and a repairing mechanism is developed to increase the number of admissible structures in the populations. Also, as the work of the external loads can be calculated independently for each individual, parallel processing was used in its evaluation. Numerical applications involving two and three objective functions in 2D and two objective functions in 3D are employed as tests for the computational model developed. Moreover, results obtained with and without chromosome repairing are compared. 相似文献
15.
16.
Recently, there has been a lot of interest in evolving controllers for both physically simulated creatures as well as for real physical robots. However, a range of different ANN architectures are used for controller evolution, and, in the majority of the work conducted, the choice of the architecture used is made arbitrarily. No fitness landscape analysis was provided for the underlying fitness landscape of the controllers search space. As such, the literature remains largely inconclusive as to which ANN architecture provides the most efficient and effective space for searching the range of possible controllers through evolutionary methods. This represents the motivation for this paper where we compare the search space for four different types of ANN architecture for controller evolution through an information-theoretic analysis of the fitness landscape associated with each type of architecture. 相似文献
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18.
As the applications of mobile robotics evolve it has become increasingly less practical for researchers to design custom hardware and control systems for each problem. This paper presents a new approach to control system design in order to look beyond end-of-lifecycle performance, and consider control system structure, flexibility, and extensibility. Towards these ends the Control ad libitum philosophy was proposed, stating that to make significant progress in the real-world application of mobile robot teams the control system must be structured such that teams can be formed in real-time from diverse components. The Control ad libitum philosophy was applied to the design of the HAA (Host, Avatar, Agent) architecture: a modular hierarchical framework built with provably correct distributed algorithms. A control system for mapping, exploration, and foraging was developed using the HAA architecture and evaluated in three experiments. First, the basic functionality of the HAA architecture was studied, specifically the ability to: (a) dynamically form the control system, (b) dynamically form the robot team, (c) dynamically form the processing network, and (d) handle heterogeneous teams and allocate robots between tasks based on their capabilities. Secondly, the control system was tested with different rates of software failure and was able to successfully complete its tasks even when each module was set to fail every 0.5–1.5 min. Thirdly, the control system was subjected to concurrent software and hardware failures, and was still able to complete a foraging task in a 216 m2 environment. 相似文献
19.
基于遗传算法和直接搜索策略的PID整定研究 总被引:3,自引:0,他引:3
该文在详细分析遗传算法和直接搜索法优缺点的基础上提出了一种基于遗传算法和直接搜索策略的混合优化算法。该算法既具有遗传算法的全局寻优能力,又具有直接搜索法的局部寻优能力。可大大提高寻优的精度和速度。该混合算法先用遗传算法对给定区域进行全局的粗略搜索,然后用直接搜索法对其中部分较优个体进行局部的精细搜索。应用于PID自整定的仿真实验表明:该算法可节约绝大部分的进化代数,极大地提高寻优的速度,同时,PID整定的参数一致性好,具有比遗传退火策略更一致的寻优精度。 相似文献
20.
遗传算法中遗传算子的启发式构造策略 总被引:16,自引:0,他引:16
遗传算法是影响遗传算法搜索性能的重要因素,本文研究交配算子与其搜索子空间的关系,提出了设计良好算子的指导性原则,并构造出一种启发式交配算子。 相似文献