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Petter Ögren

Publications and source records attributed to Petter Ögren.

28 records · Page 2Linked to original sources

Underwater Caging and Capture for Autonomous Underwater Vehicles

In this paper, we consider the problem of caging and eventual capture of an underwater entity using multiple Autonomous Underwater Vehicles (AUVs) in a 3D water volume We solve this problem both with and without taking bathymetry into account. Our proposed algorithm for range-limited sensing in 3D environments captures a finite-speed entity based on sparse and irregular observations. After an isolated initial sighting of the entity, the uncertainty of its whereabouts grows while deployment of the AUV system is underway. To contain the entity, an initial cage, or barrier of sensing footprints, is created around the initial sighting, using islands and other terrain as part of the cage if available. After the initial cage is established, the system waits for a second sighting, and the possible opportunity to create a smaller, shrinkable cage. This process continues until at some point it is possible to create this smaller cage, resulting in capture, meaning the entity is sensed directly and continuously. We present a set of algorithms for addressing the scenario above, and illustrate their performance on a set of examples. The proposed algorithm is a combination of solutions to the min-cut problem, the set cover problem, the linear bottleneck assignment problem and the Thomson problem.

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Combining Control Barrier Functions and Behavior Trees for Multi-Agent Underwater Coverage Missions

Robot missions typically involve a number of desired objectives, such as avoiding collisions, staying connected to other robots, gathering information using sensors and returning to the charging station before the battery runs out. Some of these objectives need to be taken into account at the same time, such as avoiding collisions and staying connected, while others are focused upon during different parts of the executions, such as returning to the charging station and connectivity maintenance. In this paper, we show how Control Barrier Functions(CBFs) and Behavior Trees(BTs) can be combined in a principled manner to achieve both types of task compositions, with performance guarantees in terms of mission completion. We illustrate our method with a simulated underwater coverage mission.

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A Survey of Behavior Trees in Robotics and AI

Behavior Trees (BTs) were invented as a tool to enable modular AI in computer games, but have received an increasing amount of attention in the robotics community in the last decade. With rising demands on agent AI complexity, game programmers found that the Finite State Machines (FSM) that they used scaled poorly and were difficult to extend, adapt and reuse. In BTs, the state transition logic is not dispersed across the individual states, but organized in a hierarchical tree structure, with the states as leaves. This has a significant effect on modularity, which in turn simplifies both synthesis and analysis by humans and algorithms alike. These advantages are needed not only in game AI design, but also in robotics, as is evident from the research being done. In this paper we present a comprehensive survey of the topic of BTs in Artificial Intelligence and Robotic applications. The existing literature is described and categorized based on methods, application areas and contributions, and the paper is concluded with a list of open research challenges.

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Improving the Modularity of AUV Control Systems using Behaviour Trees

In this paper, we show how behaviour trees (BTs) can be used to design modular, versatile, and robust control architectures for mission-critical systems. In particular, we show this in the context of autonomous underwater vehicles (AUVs). Robustness, in terms of system safety, is important since manual recovery of AUVs is often extremely difficult. Further more, versatility is important to be able to execute many different kinds of missions. Finally, modularity is needed to achieve a combination of robustness and versatility, as the complexity of a versatile systems needs to be encapsulated in modules, in order to create a simple overall structure enabling robustness analysis. The proposed design is illustrated using a typical AUV mission.

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Towards Blended Reactive Planning and Acting using Behavior Trees

In this paper, we show how a planning algorithm can be used to automatically create and update a Behavior Tree (BT), controlling a robot in a dynamic environment. The planning part of the algorithm is based on the idea of back chaining. Starting from a goal condition we iteratively select actions to achieve that goal, and if those actions have unmet preconditions, they are extended with actions to achieve them in the same way. The fact that BTs are inherently modular and reactive makes the proposed solution blend acting and planning in a way that enables the robot to efficiently react to external disturbances. If an external agent undoes an action the robot reexecutes it without re-planning, and if an external agent helps the robot, it skips the corresponding actions, again without replanning. We illustrate our approach in two different robotics scenarios.

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A New UGV Teleoperation Interface for Improved Awareness of Network Connectivity and Physical Surroundings

A reliable wireless connection between the operator and the teleoperated Unmanned Ground Vehicle (UGV) is critical in many Urban Search and Rescue (USAR) missions. Unfortunately, as was seen in e.g. the Fukushima disaster, the networks available in areas where USAR missions take place are often severely limited in range and coverage. Therefore, during mission execution, the operator needs to keep track of not only the physical parts of the mission, such as navigating through an area or searching for victims, but also the variations in network connectivity across the environment. In this paper, we propose and evaluate a new teleoperation User Interface (UI) that includes a way of estimating the Direction of Arrival (DoA) of the Radio Signal Strength (RSS) and integrating the DoA information in the interface. The evaluation shows that using the interface results in more objects found, and less aborted missions due to connectivity problems, as compared to a standard interface. The proposed interface is an extension to an existing interface centered around the video stream captured by the UGV. But instead of just showing the network signal strength in terms of percent and a set of bars, the additional information of DoA is added in terms of a color bar surrounding the video feed. With this information, the operator knows what movement directions are safe, even when moving in regions close to the connectivity threshold.

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RCAMP: A Resilient Communication-Aware Motion Planner for Mobile Robots with Autonomous Repair of Wireless Connectivity

Mobile robots, be it autonomous or teleoperated, require stable communication with the base station to exchange valuable information. Given the stochastic elements in radio signal propagation, such as shadowing and fading, and the possibilities of unpredictable events or hardware failures, communication loss often presents a significant mission risk, both in terms of probability and impact, especially in Urban Search and Rescue (USAR) operations. Depending on the circumstances, disconnected robots are either abandoned or attempt to autonomously back-trace their way to the base station. Although recent results in Communication-Aware Motion Planning can be used to effectively manage connectivity with robots, there are no results focusing on autonomously re-establishing the wireless connectivity of a mobile robot without back-tracking or using detailed a priori information of the network. In this paper, we present a robust and online radio signal mapping method using Gaussian Random Fields and propose a Resilient Communication-Aware Motion Planner (RCAMP) that integrates the above signal mapping framework with a motion planner. RCAMP considers both the environment and the physical constraints of the robot, based on the available sensory information. We also propose a self-repair strategy using RCMAP, that takes both connectivity and the goal position into account when driving to a connection-safe position in the event of a communication loss. We demonstrate the proposed planner in a set of realistic simulations of an exploration task in single or multi-channel communication scenarios.

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Pound: A ROS node for Reducing Delay and Jitter in Wireless Multi-Robot Networks

The Robot Operating System (ROS) is rapidly becoming the de facto framework for building robotics systems, thanks to its flexibility and the large acceptance that it has received in the robotics community. With the growth of its popularity, it has started to be used in multi-robot systems as well. However, the TCP connections that the platform relies on for connecting the so-called ROS nodes, presents several issues in terms of limited-bandwidth, delays and jitter, when used in wireless ad-hoc networks. In this paper, we present a thorough analysis of the problem and propose a new ROS node called Pound to improve the wireless communication performance. Pound allows the use of multiple ROS cores and introduces a priority scheme favoring more important flows over less important ones, thus reducing delay and jitter over single-hop and multihop networks. We compare Pound to the state-of-the-art solutions and show that it performs equally well, or better in all the test cases, including a control-over-network example.

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Learning of Behavior Trees for Autonomous Agents

Definition of an accurate system model for Automated Planner (AP) is often impractical, especially for real-world problems. Conversely, off-the-shelf planners fail to scale up and are domain dependent. These drawbacks are inherited from conventional transition systems such as Finite State Machines (FSMs) that describes the action-plan execution generated by the AP. On the other hand, Behavior Trees (BTs) represent a valid alternative to FSMs presenting many advantages in terms of modularity, reactiveness, scalability and domain-independence. In this paper, we propose a model-free AP framework using Genetic Programming (GP) to derive an optimal BT for an autonomous agent to achieve a given goal in unknown (but fully observable) environments. We illustrate the proposed framework using experiments conducted with an open source benchmark Mario AI for automated generation of BTs that can play the game character Mario to complete a certain level at various levels of difficulty to include enemies and obstacles.

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Adaptive Fault Tolerant Execution of Multi-Robot Missions using Behavior Trees

Multi-robot teams offer possibilities of improved performance and fault tolerance, compared to single robot solutions. In this paper, we show how to realize those possibilities when starting from a single robot system controlled by a Behavior Tree (BT). By extending the single robot BT to a multi-robot BT, we are able to combine the fault tolerant properties of the BT, in terms of built-in fallbacks, with the fault tolerance inherent in multi-robot approaches, in terms of a faulty robot being replaced by another one. Furthermore, we improve performance by identifying and taking advantage of the opportunities of parallel task execution, that are present in the single robot BT. Analyzing the proposed approach, we present results regarding how mission performance is affected by minor faults (a robot losing one capability) as well as major faults (a robot losing all its capabilities). Finally, a detailed example is provided to illustrate the approach.

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