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Vehicle Autonomy and Intelligent Control J. A. Farrell Department of Electrical Engineering University of California, Riverside.

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Presentation on theme: "Vehicle Autonomy and Intelligent Control J. A. Farrell Department of Electrical Engineering University of California, Riverside."— Presentation transcript:

1 Vehicle Autonomy and Intelligent Control J. A. Farrell Department of Electrical Engineering University of California, Riverside

2 Intelligence & Autonomy Value Judgment Sensor World Behavior Processing Model Generation Sensors Structure Actuators World Increasingly capable autonomous vehicles: a worthy challenge necessitating increased ability along various dimensions of intelligence

3 AV Examples Phoenix Mars Lander Artist: Corby Waste, JPL

4 AV Examples Stanford/Volkswagen’s Stanley: 2005 DARPA Grand Challenge

5 CMU: TARTAN Racing - Boss 2007 DARPA Urban Challenge “… to autonomously navigate in town and in traffic. Boss uses perception, planning and behavioral software to reason about traffic and take appropriate actions while proceeding safely to a destination. “ AV Examples

6 IAV: Control Impact Value Judgment Sensor World Behavior Processing Model Generation Sensors Structure Actuators World

7 Enabling Technological Advances Computational Hardware Sensors and Sensor Processing Computational Reasoning Control Theoretic Advances Software Engineering Principles This talk: One perspective on how such advances enable advancing AV capability Topics: –Deliberative & reactive planning –Behaviors & nonlinear control –Discrete event & hybrid systems –Theory & practicality: Cognitive mapping

8 Computational Reasoning: AI Benchmark Intelligent (Human) Capabilities: Deduction, reasoning, problem solving Natural language understanding Knowledge representation Planning & scheduling Learning Vision …… “The science and engineering of making intelligent machines” – John McCarthy, 1956 Intelligence: the ability of a system to act appropriately in an uncertain environment, where appropriate action is that which increased the probability of success, and success is the achievement of behavioral subgoals that support the system’s ultimate goal.-J. S. Albus

9 Computational Reasoning: Planning Discovery of an action sequence to achieve a goal Formulation: Initial state, final state, action set, cost Implementation: Search (e.g. A*), hierarchical tasks, heuristics Challenges: Dealing w/ real world –Dimensionality –Model error –Lack of determinism

10 AI Early Successes Games, Theorem proving, Planning, etc. R. Brooks (1987) questions status: “Replication of human intelligence in a machine” –Achieve success on AI component abstraction symbolic processing w/ simple semantics no uncertainty Neglected Hard Issues: Recognition Spatial understanding Uncertainty & Noise Model error …..

11 Traditional “Mobile Robot Control” Traditional approach: -- Decompose human intelligence into (right) subpieces, -- Progress on each subpiece, -- Define (right) interfaces between subpieces -- Reassemble subpieces Criticism: Insufficient experience and knowledge to … --R. Brooks (1987)

12 Behavior Based Control Capabilities of Intelligent Systems –Built incrementally via task-achieving behaviors –Complete functional systems at each step: to ensure pieces are valid to ensure interfaces are valid

13 Many opportunities for control theoretic contributions: Behaviors provide interface Finite alphabet of discrete actions/events for planning Continuous desired trajectories to controllers Behaviors included control, but were not control theoretic Higher performance/robustness Behavior switching requires analysis Domains of attractions, controlled invariant sets Switching stability Adaptability requires stable performance feedback Environmental models Behavior models: closed loop performance Etc. Planning & Reaction Reactivity: Activates automatically to ensure vehicle safety –Direct reflexive perception- action links Tradeoff: optimal for safe –Well-tested for fixed tasks Hierarchical Planning: Formulates action sequence for long range goals –Deliberation Time consuming Model based –Adaptability for general tasks Discrete Event Systems Nonlinear control Hybrid systems Adaptation & learning

14 Behavior based ‘control’ design via DES Specify the set of events , set of behaviors Q, and transition function  to solve a given problem.  – set of switching events e(t) Q– set of behaviorsi(t)  – behavioral switching logic in response to eventsi(t + )=  (e(t),i(t)) The resulting automaton can be represented as a graph. Discrete Event Controller,  (e(t),i(t)) –Switches among behaviors Interface: –Event generator –Library of behaviors: Q = {B i }, i = 1,…N Trajectory generator Controller

15 Q: Behaviors GT– go to point P US – uninformed search IS– informed search MI– maintain: in MO– maintain: out PD– post-declaration maneuvers  Events f– finish c – detect chemical @t d n 1 – no detection at t = t d + t 1 d– declare source DES: Chemical Plume Tracing Design behaviors Q, event definitions , and transition function  such that an autonomous underwater vehicle (AUV) will Proceed from a home location to a region of operation Search for a chemical plume Track a chemicalnn plume in a turbulent flow to its source Declare the source location Return home

16 DES: Chemical Plume Tracing DES formulation provides systematic design/analysis structure Graph representation of  facilitates definition of specifications within design team and with customer Behaviors Q Each behavipor designed to execute a specific trajectory Behavior/Control interface at the speed/heading command level New behaviors easily added Design: Q, ,  Biological emulation: moths, mosquitoes, salmon, … Understanding of vehicle kinematics, fluid flow, physics Informed search using HMM for chemical transport For CPT, stochastic DES sufficiently complex to preclude analytic analysis Analysis and design based on simulation At-sea surf-zone performance demonstration (3x)

17 Mission 003 - OpArea is dashed line - Trajectory in red - Chemical detections in blue CPT In-water Experimental Results (June 2003)

18 What is a Behavior/Schema? A pattern of action as well as a pattern for action (Neisser 1976). A mental codification of experience that includes a particular organized way of perceiving cognitively and responding to a complex situation or set of stimuli (Merriam-Webster 1984). A control system that continually monitors … the system it controls to determine the appropriate pattern of action for achieving the motor schema’s goals (Overton 1984). Behavior implementation requires control traditionally at the speed and yaw command level Speed & yaw control implementation is part of the hardware Alternative interfaces/behaviors may be desirable control is critical performance robustness different behaviors may necessitate different controllers switching between different controllers for different behaviors must be performed in a stable manner Arkin 1989

19 Behaviors: Simple

20 Behavior Examples: Land Vehicle 1.Throttle and wheel angle control 2.Speed (cruise) control Adaptive cruise control – slows to avoid collisions 3.Speed and yaw rate control 4.Speed and yaw angle control 5.Path following 6.Trajectory following Still may use speed and yaw as intermediate control variables Provides provably stable system Robustness analysis is possible Domain of attraction can be determined 7.Autonomous Parallel Parking of a Nonholonomic Vehicle 8.... Avoid obstacle, follow target, change lane, exit, … 9.…Platoon: merge, exit, …

21 Behavior Examples: VSTOL MODES CTOL – Conventional Takeoff & Landing VTOL – Vertical Takeoff & Landing Transition Key Ideas Stability via approximate feedback linearization Maximal controlled invariant subset Least restrictive feedback control Flight envelope protection

22 Behavior Examples: Helicopter Behaviors: Motion primitives –trim points, transition between trim points Tactical planning by hybrid automata: –Selection of optimal sequence of motion primitives: Vehicle state constraints Cost function Strategic objectives –Each node of the automata is an agent (controller) responsible for behavior implementation

23 Behaviors: Nonlinear Control

24 Library of behaviors: {B i }, i = 1,…N –Each behavior: B i Behavior based controller  i  i, W i are Class K functions

25 Hybrid/Switched Systems Issues No Zeno: Guaranteed via trajectory generator portion of planner/behavior Behavior stability: Guaranteed via nonlinear control design/analysis given that behavior i starts with x i 2  i Switching stability: –Requires

26 AUV for Hull Search Behaviors: velocity & angular rate velocity & attitude trajectory following w/ zero attitude trajectory following w/ nonzero attitude surface following hold position and attitude scan object at offset Sim

27 Comments: 1.Simulation is an essential tool –idea evaluation –debugging 2.Implementation and test –of complete systems –on real vehicles –in the real world is the only real test of efficacy 3.Rigorous theoretical study: foundation to enable & direct advancement in autonomous vehicle capabilities 4.Ingenuity: to address the practical complexities beyond our theoretical understanding Contests: DARPA: Grand & Urban AUVSI: UAS, UGV, USV, AUV NIST: Search & Rescue SAUC-E

28 Cognitive Mapping Egocentric: self-centered frame –Object locations change as the vehicle moves –Uses: sensor information Allocentric: external reference frame –Object locations are (largely) fixed –Uses: planning, long-term memory Human Example: Home map (allocentric) facilitates planning Vision (egocentric sensor) facilites maneuvering

29 Simultaneous Localization and Mapping Setting: Initiate an AV at an unknown location in an unknown environment: 1.Develop a map M of the unknown environment 2.Maintain knowledge of the AV position P v w/i the unknown environment Assuming only egocentric sensing D landmark info:d i – distance and b i – bearing dead-reckoning: odometry or inertial No anchoring (i.e., sensors such as GPS are not used) SLAM Theoretical solution w/ properties in 2001 Stochastic & Kalman filter methods Linear assumptions

30 Practical SLAM: Challenges 1.System: noise, nonlinearity, observability issues 2.Dimensionality: –Number of variables Position variables:3*(#landmarks+1) Covariance matrix:9*(#landmarks+1) 2 –Topography: grid or triangular tessalation –Topology 3.Correspondence or Data Association: Ego to Allo issues 4.Time variation: object motion, aging, changing topology 5.Exploration: optimization w/ map uncertainty 6.Sensor fusion: combining heterogeneous information from various sensor modalities

31 Similar Complex IAV Problems Cognitive Mapping Perception –Sensor Fusion/Feature Correspondence Behavioral Learning Optimal Control –Approximate dynamic programming Mission Planning –Heuristics, hierarchies, …

32 Concluding Comments Turing Test: –Optimal –Strong super-human: performs better than all humans –Super human: performs better than most humans –Sub-human: performs worse than most humans Intelligent AV Capabilities, e.g.: –All involve feedback processes, w/ many challenging & unsolved problems –Control expertise has & continues to expand its role, both developing & utilizing new tools, to yield increasingly robust and capable systems The concept of behaviors, combined w/ advanced control methods, enables robust abstraction for higher level IAV performance NavigationControl Data fusionMap building Plan managementLearning

33 Caption: It locates and destroys mines at the command of an operator who’s nowhere in the vicinity Thank you

34 Agile AV SW/HW Development Tenets Simplicity –Start w/ simplest approach –Always have a functioning prototype –Add functionality as needed Feedback & Communications –From customer –From team Behavior specification Unit test specification Simulation test –From system Freq. vehicle testing

35 Intelligent AV: Implementation “Optimism is an occupational hazard of programming, feedback is the treatment.”Kent Beck Test Failure ScenariosSoftware Engineering Hardware (HW) Software (SW) Compile SW Link HW/SW Mismatch: drivers SW Logic SW Parameters Sensor/SW/event/mission Unconsidered Scenarios Agile Programming Version Control Object Oriented Programming – Reuseable & maintainable SW – Standard behavior interface: init, model, control, reference trajectory generator, event alphabet DES & FSM Tools


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