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Lecture 3: Behavior Selection Gal A. Kaminka Introduction to Robots and Multi-Robot Systems Agents in Physical and Virtual Environments.

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Presentation on theme: "Lecture 3: Behavior Selection Gal A. Kaminka Introduction to Robots and Multi-Robot Systems Agents in Physical and Virtual Environments."— Presentation transcript:

1 Lecture 3: Behavior Selection Gal A. Kaminka galk@cs.biu.ac.il Introduction to Robots and Multi-Robot Systems Agents in Physical and Virtual Environments

2 © Gal Kaminka 2 Previously, on Robots … Multiple levels of control: Behaviors Avoid Object Wander Explore Map Monitor Change Identify objects Plan changes

3 © Gal Kaminka 3 Subsuming Layers How to make sure overall output is coherent? e.g., avoid object is in conflict with explore Subsumption hierarchy: Higher levels modify lower Avoid Object Wander Explore Map

4 © Gal Kaminka 4 This week, on Robots …. Behavior Selection/Arbitration Activation-based selection winner-take-all selection argmax selection (priority, utility, success likelihood, … ) Behavior networks Goal-oriented behavior-based control Takes a direct aim at key weaknesses of reactive approach Behavior hierarchies

5 © Gal Kaminka 5 Behavior Selection (Arbitration) One behavior takes over completely All sensors, actions controlled by the behavior Behaviors compete for control Key questions: How do we select the correct behavior? When do we terminate the selected behavior?

6 © Gal Kaminka 6 Maes’ Actions Selection Mechanism (MASM) Some key highlights: Merges some planning with behavior-based control Goal-oriented, allows predictions Responsive, allows reactivity “Speed vs. thought” trade-off Lots of number-hacking A later article addressed this issue with learning However, complex environment may suffer from this

7 © Gal Kaminka 7 Overall Structure Behaviors: preconditions, delete/add lists, activation Activation links spread positive and negative activation Sensor Goal Behavior

8 © Gal Kaminka 8 Behaviors Similar to a fully-instantiated planning operator No variables (i.e, pick-up-A, not pick-up(A) Preconditions (what must be true to be executable) Add/delete list (what changes once behavior executes) Behavior

9 © Gal Kaminka 9 Connecting Behaviors Activation: Sensors to behaviors with matching preconditions Sensor Behavior

10 © Gal Kaminka 10 Connecting Behaviors Activation: Sensors to behaviors with matching preconditions Add lists to behaviors with matching preconditions Sensor Behavior

11 © Gal Kaminka 11 Connecting Behaviors (Backward) Activation: Goals to behaviors with matching add lists Behaviors to behaviors with matching add lists Sensor Behavior Goal

12 © Gal Kaminka 12 Connecting Behaviors (Backward) Advantages: Goal-orientedness (goal drives behaviors) Reactivity (sensors drive behaviors) Parameterized! Sensor Behavior Goal

13 © Gal Kaminka 13 Handling Conflicts Conflicting behaviors inhibit each other This is a winner-take-all configuration Sensor Behavior Goal Sensor Goal Behavior

14 © Gal Kaminka 14 Winner Take All A very basic structure in neural networks Relies on recurrence Key idea: Nodes compete by inhibiting each other After some cycles, winner emerges This is useful in many neural models of behavior

15 © Gal Kaminka 15 Basic Structure Each node excited by incoming information Each node’s activation inhibits its competitors 1 + + + - - - - + + + 2 3

16 © Gal Kaminka 16 First activation Darker == more activation (2 is most active, 1 least) + + + - - - - + + + 1 2 3

17 © Gal Kaminka 17 After a few cycles 3 and 2 stronger than 1, so 1 quickly deactivates 2 slightly stronger than 3, so 3 slowly deactivates + + + - - - - + + + 1 2 3

18 © Gal Kaminka 18 After a few more cycles Once 1 is out of picture, only 2 and 3 compete 2 becomes stronger: a weaker 3 inhibits 2 less + + + - - - - + + + 1 2 3

19 © Gal Kaminka 19 Until finally…. Only output from 2 remains + + + - - - - + + + 1 2 3

20 © Gal Kaminka 20 Winner Take All Output from winning node ends up being used Typically, if over a threshold Once node becomes active, never lets in any other A basic problem. Standard solutions: reset after some time, decay, … This mechanism can be used to solve competition Activation is key feature/requirement

21 © Gal Kaminka 21 Running a behavior network Let activation spread for a while, wait for threshold Once behavior over threshold, execute it Reset activation after it’s done Sensor Behavior Goal Sensor Goal Behavior

22 © Gal Kaminka 22 Advantages We’ve discussed planned vs. reactive behavior Threshold value changes “speed vs. thought” Larger threshold, more behaviors involved before selection Small threshold, less likely to find optimal chain This is not hybrid architecture—really something new!

23 © Gal Kaminka 23 Criticisms Where will this fail? Succeed? What needs improvement? What does not? What tasks is it good for? As scientists, you must always ask yourself these questions

24 © Gal Kaminka 24 Protected Goals Sussman Anomaly: Given: A on B, B on table, C on table Do: A on B, B on C, C on table No way to do this without undoing a subgoal If one is not careful, might go into thrashing Take off A, put A back, Take off A, …. Maes added mechanism for protected goals Not clear where protection comes from

25 © Gal Kaminka 25 Other problems with MASM No variables  Blow up in the number of behaviors Thrashing: Behavior resets, then re-selected Bug in activation algorithm: Activation from goals is divided by number of goals Thus a behavior satisfying more goals is not preferred Additional minor issues like this found, corrected later Tyrell 1993,1994, Dorer 1999, Blumberg 1994, …

26 © Gal Kaminka 26 Reminder We are talking about behavior selection Multiple behaviors exist Question is which one to choose Behaviors compete for control of robot Behavior networks have activation: Goal priority “meets” sensor data (preconditions, effects) Winner-take-all selection

27 © Gal Kaminka 27 Activation-based selection For each behavior, build an activation function How useful it is (utility, value) How urgent it is (priority) How likely it is to succeed (likelihood of success) How much it matches current state (applicability) …. Can of course combine these (e.g., utility X priority) Select behavior with top activation Let it run Re-evaluate all activations

28 © Gal Kaminka 28 Formal behavior selection Behaviors are arranged in a DAG DAG: Directed Acyclic Graph B set of behaviors (vertices) E set of edges (a,b), where a, b in B. The graph is structured hierarchically: Single root behavior is most general leaf behaviors correspond to primitive actions A path from every behavior to at least one primitive behavior children(b) = { all behaviors a, such that (b,a) is in E }

29 © Gal Kaminka 29 Hierarchical behaviors The root behavior is always active An active behavior with no active child must select one An active behavior can decide to deactivate itself WinGame Play Interrupt Attack-CenterZone Defense MoveKickPass ClearTurn Attack Pincer

30 © Gal Kaminka 30 argmax selection At any given time, select behavior whose priority value likelihood of success applicability is greatest No sequence of behaviors known in advance Many instances of behaviors can co-exist, compete

31 © Gal Kaminka 31 Formally …. f(b) be a function which gives the behavior’s activation Then the arbitration result is: argmax c (f(c)), where c in children(b) For instance, to choose by value, argmax c (value(c)) Or, to choose by priority, argmax c (priority(c) Or decision-theoretic choice, argmax c (probability(c) * value(c))

32 © Gal Kaminka 32 Subsumption as argmax selection Subsumption level of behavior b, given by level(b) Applicability of behavior b, given by app(b) --- 0 or 1 Subsumption arbitration: argmax b (app(b) * level(b)) Avoid Object Wander Explore Map

33 © Gal Kaminka 33 Case Study: HandleBall Arbitrator (ChaMeleons’01) HandleBall behavior triggered when player has ball Must select between multiply-instantiated children: shoot on goal, pass for shot, pass forward, dribble to goal dribble forward, clear, pass to closer, …. We defined a complex arbitrator combining: priority, and likelyhood of success

34 © Gal Kaminka 34 HandleBall Example

35 © Gal Kaminka 35 “Number-hacking”: Thrashing de-selection and re-selection of behaviors the time sensor value around threshold

36 © Gal Kaminka 36 “Number-hacking”: Sensitivity Sensitivity to specific values, ranges Manually adjusting values by 0.1 to get a wanted result… Where do the numbers come from? Learning? e.g., programmer forgot a range of values? e.g., programmer needs to extend range

37 © Gal Kaminka 37 State-Based Selection State-based selection Look at world and internal state to make selection Behaviors as operators? Almost. Pre-conditions, termination-conditions Selection control rules (non-numeric preferences, priorities) Finite state machines and hierarchical machines

38 © Gal Kaminka 38 State-Based Behavior Selection Elements from reactive control, but with internal state Quick response to sensor readings Sensor-driven operation Behaviors maintain internal state e.g., previously-executed behaviors e.g., previous sensor readings …

39 © Gal Kaminka 39 Behaviors as operators Conditions: Preconditions: When is it applicable? Termination conditions: When is it done? Conditions test sensors, internal state Must maintain World Model Can be simple (e.g., vector of sensor readings) Or complex (e.g., internal variables, previous readings)

40 © Gal Kaminka 40 State-Based Selection: Architecture World Model (beliefs) Behavior Command Scheduling

41 © Gal Kaminka 41 State-Based Selection: Architecture World Model (beliefs) Behavior Command Scheduling

42 © Gal Kaminka 42 State-Based Selection: Architecture World Model (beliefs) Behavior Command Scheduling

43 © Gal Kaminka 43 Conflicting Behaviors What if more than one behavior matches? World Model (beliefs) Behavior Command Scheduling

44 © Gal Kaminka 44 Preference Rules Prefer one behavior over another Provide “local guidance” Do not consider all possible cases, nor global ranking Test world model (which also records behaviors) World Model (beliefs) Behavior Command Scheduling Preference Rules

45 © Gal Kaminka 45 שאלות?

46 © Gal Kaminka 46 What’s in a world model? World Model (beliefs) Behavior Command Scheduling Preference Rules

47 © Gal Kaminka 47 What’s in a world model? A vector of sensor readings Distance front = 250 Light Left = Detected Battery = Medium level A vector of virtual sensors Distance front < 90 AND light front Average front distances = 149.4 Complex Simple

48 © Gal Kaminka 48 What’s in a world model? A vector processed data Estimated X, Y from detected landmarks Seen purple blob at pixel 2,5 Communication from teammate A vector of world models Position of opponent 2 seconds ago My position 10 seconds ago Complex Simple

49 © Gal Kaminka 49 Hierarchical Behaviors Hierarchies allow designer to build reusable behaviors At any given moment, a path is selected All behaviors in the path are active May issue action commands Monitor sensors This is different from a function call stack What happens when behavior terminates?

50 © Gal Kaminka 50 Case Study: ModSAF Preference rules manage high-priority interrupts Preconditions dictate ordering Execute Mission Fly Flight PlanWait-at-Point Fly RouteLand NOELowContour UnmaskShoot Find Position HaltJoin ScoutEngage

51 © Gal Kaminka 51 State-based selection Preconditions and termination conditions Effective, allow flexible re-use Very complex behavior generated Thrashing still very much a problem

52 © Gal Kaminka 52 Finite State Machines: Avoid Thrashing by Sequencing Every state represents a behavior Transitions are triggered by sensor readings Start A A B C A C AD C

53 © Gal Kaminka 53 Example: Foraging Pick Up Close to Puck Go Home Acquire Have Puck Drop At Home

54 © Gal Kaminka 54 Example: Foraging Pick Up Close to Puck Go Home Acquire Lost Puck Have Puck Drop At Home

55 © Gal Kaminka 55 Hierarchical Finite State Machines A behaviors can be decomposed into others Decomposition selected based on sensors, memory Start A A B C A C AD C

56 © Gal Kaminka 56 BITE: Bar Ilan Teamwork Engine Combining FSAs and state-based selection Multiple opportunities for arbitration Temporal (what comes next) Hierarchical (which child should be selected) Prevention of cycling, thrashing e.g., by keeping record of which child was recently selected

57 © Gal Kaminka 57 שאלות?

58 © Gal Kaminka 58 Homework #2 1. Propose algorithms for detecting (a) thrashing, (b) cycling. The algorithms must be appropriate for execution on robots. 2. One of the advantages of the state-based and activation- based approaches (non-FSA) is that they allow opportunism. Using FSAs limits this opportunism, since behaviors are executed in pre-determined sequences. Propose a method to allow opportunism in FSAs. 3. Propose a technique for resolving thrashing and cycling once detected.


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