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Simulating Flocking Behaviors in Complex Environments

Simulating Flocking Behaviors in Complex Environments
supported by NSF
O. Burchan Bayazit, Jyh-Ming Lien, Nancy M. Amato

Group behavior can be observed everywhere. For example, birds fly in flocks, fish swim in schools, sheep move as a herd steered by a dog, and ants explore until they find a food source and then all ants follow the same path to the food source. The objective of our research is to develop efficient techniques for simulating such behaviors. In our research, we integrate adaptive roadmaps with traditional flocking techniques to generate complex global behaviors that are difficult to generate using traditional emergent approaches such as flocking. An adaptive roadmap is a roadmap (graph) containing representative paths in the environment whose edge values can be updated according to information gathered by the flock members.

We extend ideas from cognitive modeling, and embed behavior rules in individual flock members and in the nodes and edges of the roadmap. We find that the global information provided by our rule-based roadmaps improves the behavior of autonomous characters, and in particular, enables more sophisticated group behaviors than are possible using traditional (local) flocking methods. Key features of our approach include:

  • The roadmap provides a convenient abstract representation of global information in complex environments.
  • Adaptive roadmaps (e.g., modifying node and edge weights) enable communication between agents.
  • Associating rules with roadmap nodes and edges enables local customization of behaviors.

  • To our knowledge, this is the first time global maps have been used to support group behavior. However, Parker's work supports our use of global information to enable sophisticated group behaviors.

    Figure 1: Complex behavior, such as covering, can be produced using global information.


    Figure 2: Searching for an unknown goal



    The first behavior we study is homing behavior when the goal is to move the flock from a starting position to a goal position. The individual members follow Reymo nd's "boid" dynamics, where as the flock's global motion is implemented by using a Adaptive PRM. The second behavior we study is exploring. We consider two kinds of exploring, covering and goal searching. In the first case, individual members of the flock will explore the environment so that all points of the scene are covered. This behavior is useful for mine sweeping. In the second case, individual members will explore an environment to locate a goal whose position was not know priori, and then all members move towards the goal based on indirect communication. This can be used to model foraging behavior in ants. Our third behavior is shepherding, where a flock is steered by an outside agent. This behavior has applications in robot collaboration or robotic guarding problems. Finally, Narrow passage demostrates group behaviors that depend on surrounding environment using rule based roadmap.

    Homing

    The environment is a square with sides measuring 420 meters which contains six types of obstacles. A total of 301 obstacles are randomly place d in the environment. At any given time there is one goal, and when all flock members reach it, a new goal is randomly generated; this process continues until eight goals have been generated and reached. The experiment involves 40 flock members, which are initially placed according to a Gaussia n distribution around the center of the square environment.
    The simulation is updated every 100 msec. The roadmap is built using the MAPRM method to generate 400 roadmap nodes and we attempt to connect each node to its 4 nearest neighbors. Also, a simple 3D case is tested with 40 flock members.

    In the movies, the roadmap is displayed with the lines. The first movie shows the roadmap approach in a complex 2D environment. The goal location is represen ted with a red line. The second movie shows the roadmap approach in a 3D environ ment.

    Movie:

  • 2D Homing (mpeg 10.5MB)
  • 3D Homing (mpeg 1.5MB)

  • Covering

    In this experiment, we compare basic flocking behavior, roadmap-based behavior, and an ideal variant of the roadmap-based behavior which has dynamic knowledge of the undiscovered regions.
    The environment (80*100) is populated with 16 obstacles (6 types of obstacles) and in total 24% of the environment is occupied by obstacles. 50 flock members are simulated and states are update d every 100 msec. A bitmap is built to record discovered/undiscovered information. A bitmap cell is discovered when it is inside the sensory range of any flock member. We set the radius of the sensory circle as 5m. For the roadmap, 120 nodes are sampled and connections are attempted to each node's 4 nearest neighbors.


    In the movie, the flock starts at the center of the environment. The road map is represented in the white lines. Initially all the environment is dark. As the members visit new regions, the covered areas are highlighted. Circles ar ound the members represent their sensory range.
    The first part of movie shows basic behavior. It can be seen that some parts of the environment is not covered since dark regions around the buildings are left on the top left corner at the end of the movie. However when a roadmap based app roach used, all the environment is covered as shown in the second part.


    Movie: Covering (mpeg 10.9MB)


    Goal Searching

    In this experiment, the roadmap-based behavior is compared with simple flocking behavior that has only local information about the environment and no knowledge of the goal position and with an ideal variant of the roadmap-based behavior that has a priori knowledge of the position of the goal. The environmental is the same as that used in the covering experiment.

    The first part of the movie shows the basic behavior. The goal (which is unknown ) is represented by a yellow line. The flock couldn't reach the goal. The second part shows the roadmap approach where the goal location was known. As it can be seen, all the members converge to the goal location immediately. In the third p art, the goal location is unknown and individual members update the roadmap edge s' weight if they find the goal. At the beginning the members are searching the space. As individual members reach the goal they increase the weight of edges th at reaches the goal. At the end all the members converge to the goal.

    Movie: 2D Goal Searching. (mpeg 10.6MB)

    In addition, a group of snake-like deformable objects are simulated in a 3D environment. Flock members need to pass through two ho les to find the goal. 20 deformable objects are simulated in a 650*450*300 bounding box.

    Movie: Deformable Object Goal Searching. (mpeg 9 .4MB)

    Shepherding (see also Specialized Techniques for Shepherding Behaviors)

    In this experiment we used the same environment as the homing experiment. In this experiment, an outside agent (dog), steers a herd of sheep. The sheep show basic flocking behavior (they tend to stay together) while trying to avoid the dog.

    The movie shows a simple environment. The roadmap is represented in the white lines. The goal is to move the herd to the stable. The radius of individual gro ups are represented by a circle. If some members gets far away from the herd, th e dog steers them back to the herd. The dog uses roadmap to find a path for the herd to the stable. It steers the herd towards subgoals placed in the path. Thes e subgoals are represented with a red sphere in the movie. The steering location for the dog for either moving the herd towards to subgoal or moving the separat ed members towards to the herd is represented with a light blue sphere.

    Movie: Shepherding (mpeg 10.8MB)

    Narrow Passage


    This experiment shows that flock's behavior depends on the surrounding environment. Different group formations may be used in relatively open areas than when passing through narrow regions.

    A naive way to achieve narrow passage traversal by the flock is to use the homing behavior. One drawback of this approach is that flock members may bunch up and conflict with each other as they try to move through the passage. Using rule based roadmap, we first assemble the flock in front of the narrow passage, and then select the closest flock member to the entrance to the narrow passage as the leader. Then, the remaining flock members are arranged into a queue that follows the leader.

    Movie:

  • Narrow Passage (Rule Based) (mpeg 3.7MB)
  • Narrow Passage (Homing, without rules) (mpeg 1.9MB)


  • Flocking behavior with rule based roadmap


    Flocking behavior without rule based roadmap (homing behavior)





    Related Projects

    Planning Motion Among Moving Obstacles
    Shepherding Behaviors
    Composable Group Behaviors


    Papers

    A Framework for Planning Motion in Environments with Moving Obstacles, Sam Rodriguez, Jyh-Ming Lien, Nancy M. Amato, In Proc. IEEE Int. Conf. Intel. Rob. Syst. (IROS), pp. 3309-3314, Oct 2007. Also, Technical Report, TR06-010, Parasol Laboratory, Department of Computer Science, Texas A&M University, Sep 2007.
    Proceedings(ps, pdf, abstract) Technical Report(ps, pdf, abstract)

    Roadmap-Based Group Behaviors: Generation and Evaluation, Samuel Rodriguez, Robert Salazar, Troy McMahon, Nancy M. Amato, Technical Report, TR07-004, Parasol Laboratory, Department of Computer Science, Texas A&M University, Sep 2007.
    Technical Report(ps, pdf, abstract)

    Composable Group Behaviors, Jyh-Ming Lien, Samuel Rodriguez, Xinyu Tang, John Maffei, Arnaud Masciotra, Technical Report, TR05-006, Parasol Laboratory, Department of Computer Science, Texas A&M University, Sep 2005.
    Technical Report(ps, pdf, abstract)

    Shepherding Behaviors with Multiple Shepherds, Jyh-Ming Lien, Samuel Rodriguez, Jean-Philippe Malric, Nancy M. Amato, In Proc. IEEE Int. Conf. Robot. Autom. (ICRA), Apr 2005. Also, Technical Report, TR04-003, Parasol Laboratory, Department of Computer Science, Texas A&M University, Sep 2004.
    Proceedings(ps, pdf, abstract) Technical Report(ps, pdf)

    Swarming Behavior Using Probabilistic Roadmap Techniques, O. Burchan Bayazit, Jyh-Ming Lien, Nancy M. Amato, Lecture Notes in Computer Science, 3342/2005:112-125, Jan 2005.
    Journal(ps, pdf, abstract)

    Shepherding Behaviors, Jyh-Ming Lien, O. Burchan Bayazit, Ross T. Sowell, Samuel Rodriguez, Nancy M. Amato, In Proc. IEEE Int. Conf. Robot. Autom. (ICRA), pp. 4159-4164, New Orleans, Apr 2004. Also, Technical Report, TR03-006, Parasol Laboratory, Department of Computer Science, Texas A&M University, Nov 2003.
    Proceedings(ps, pdf, abstract) Technical Report(ps, pdf)

    Better Shepherding Behaviors Using Improved Shepherd Locomotion, Ross T. Sowell, O. Burchan Bayazit, Jyh-Ming Lien, Nancy M. Amato, Technical Report, TR03-009, Parasol Laboratory, Department of Computer Science, Texas A&M University, Aug 2003.
    Technical Report(ps, pdf, abstract)

    Better Group Behaviors in Complex Environments with Global Roadmaps, O. Burchan Bayazit, Jyh-Ming Lien, Nancy M. Amato, In Proc. Int. Conf. on the Sim. and Syn. of Living Sys. (Alife), pp. 362-370, Sydney, Australia, Dec 2002.
    Proceedings(ps, pdf, abstract)

    Better Group Behaviors using Rule-Based Roadmaps, O. Burchan Bayazit, Jyh-Ming Lien, Nancy M. Amato, In Proc. Int. Wkshp. on Alg. Found. of Rob. (WAFR), pp. 95-111, Nice, France, Dec 2002.
    Proceedings(ps, pdf, abstract)

    Roadmap-Based Flocking for Complex Environments, O. Burchan Bayazit, Jyh-Ming Lien, Nancy M. Amato, In Proc. Pacific Conf. on Computer Graphics and App. (PG), pp. 104-113, Beijing, China, Oct 2002. Also, Technical Report, TR02-003, Parasol Laboratory, Department of Computer Science, Texas A&M University, Apr 2002.
    Proceedings(ps, pdf, abstract) Technical Report(ps, pdf, abstract)



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