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Naturally-Inspired Exploring, Pursuit and Evasion Behaviors
supported by NSF
Sam Rodriguez,
Robert Salazar,
Roozbeh Daneshvar,
Philip Coleman,
Nancy M. Amato
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Group behaviors are an inherent part of the world we live in. They arise in many
scenarios ranging from search and rescue operations, to hunting, to even soccer.
Our research explores the degree to which a common framework can be used as the
basis for simulating group behaviors for a variety of agents, ranging from animals,
to humans, to artificial agents such as robots. In particular, we focused on developing
behaviors inspired from nature and exploring their relation to robotics-based
multi-agent systems. We use natural behaviors as the basis for developing more
complex agent-based systems because they constitute a rich set of effective
behaviors that have evolved over time. Through this evolution these behaviors
have been optimized for a complex and dynamic environment, namely our world.
Using our system we have generated various types of behaviors ranging from simple covering strategies to more complex group pursuit behaviors. These behaviors include new approaches to the standard exploration or pursuit problem and have been inspired from behaviors seen in animals such as chimpanzees, wolves, and lions. We split the behaviors into three categories; exploration, evasion, and pursuit. For the exploration behvaviors we created three different variations. These included; exploration using scanning, exploration using rendezvous points, and patrolling. For evasion, we present models for flee-and-freeze and flee-and-hide behaviors. Finally for pursuit, we created a basic pursuit behavior and a surround and capture behavior. The results from these behaviors help show that by looking towards nature for inspiration we can create interesting new strategies that can provide a basis for artificial multi-agent systems. |
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Image Links Wolves attack Bear, Gnus crossing river, Lions and Zebras, Wolves and Bison (1), Wolves and Bison (2), ants
Exploring the environment is a common and useful behavior that includes activities such as vacuuming, foraging for food or resources, locating prey, or finding suitable places for relocation. We use the General Exploration Algorithm to model all such exploring behaviors.
The general exploration behavior is specialized by selecting how the agents choose the areas to explore and how they will explore them. The behaviors can also include cooperation to manage explorations in groups.
We provide several exploration strategies, including basic exploration, scanning, rendezvous and patrolling.
Basic Exploration
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The basic exploration behavior attempts to maximize coverage, and utilizes indirect communication where agents mark the environment, similar to pheromones used by ants. The basic exploration behavior attempts to cover as much of the environment as possible (much like an animal foraging for food by searching every plant). In this behavior, the agents utilize the edge weights in their roadmap to determine their next destination. As they traverse the environment, they mark their path so that other agents will be less likely to explore the same area. |
ants
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Unlike the behaviors whose goal is to maximize coverage, patrolling typically concentrates on areas near a boundary, and many times is done periodically in groups. For example, chimpanzees select either the border of their territory or the area near their main living area and wolves tend to select borders of their realm. The behavior while patrolling can also vary, e.g., robotic agents may make maneuvers to improve sensing, police officers may slow down in areas of interest, chimpanzees make frequent stops during patrolling and remain quiet unless they encounter neighbors and wolves scent-mark territorially on a patrol. The patrolling algorithm follows the general exploration algorithm. The first step is to determine which regions of the environment will be patrolled and which agents will do it. It may be that all agents patrol the entire territory, or, the agents might form groups to patrol portions of the territory. Next, a patrol route is determined, including setting parameters such as how closely the patrol route follows the boundary of the patrol area, how closely the patrollers must follow the patrol path, and how frequently sites on the the patrol route should be visited. This route takes into account the patrol areas that have yet to be patrolled. Then, the agents patrol the identified route. This process will be influenced by the degree of coordination in the patrol group and the parameters set in the previous step. Finally, periodically throughout this process, the status of the patrollers is evaluated and it is determined if adaptation is needed or if the patrol is complete.
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Our general evasion algorithm includes actions that an evader may take when attempting to escape from a pursuer. The evasion strategy has four stages: determining a threat, creating a defensive plan, acting upon the plan and adapting the plan.
Particular evasion behaviors specialize the various stages of the General Evasion Algorithm. These behaviors can be characterized as to whether the agents have memory and if they can communicate with other agents. For example, the evading agent's behavior might be based solely on the pursuing agent(s) that are currently visible to it, or the evader's reaction might also be based on its memory of pursuing agents that it has seen, but can no longer directly observe. Evading agents may also have the option of communicating their knowledge of pursuing agents to other evading agents. In our current evasion behaviors, this information includes the last known locations of pursuing agents and a distance from those locations in which an evader might be detected by the pursuer; these locations and distances identify unsafe regions where evaders might be visible to pursuing agents. An example of how our hiding agents use memory can be seen in this animation.
We have currently implemented two evasion strategies: flee-and-freeze and flee-and-hide. The flee-and-freeze strategy is similar to that used by the red colobus monkeys in the Tai National Park. The monkeys freeze in their location when they are being hunted, and when the hunter makes a move toward them they tend to flee farther away and then freeze again. The flee-and-hide strategy is similar to the way humans play a game of hide-and-seek, where the hiders will attempt to position themselves in areas where they will remain undetected and if seen continue to try to evade pursuing agents.
Our general pursuit algorithm outlines a basic pursuit strategy. This algorithm has four stages: location of the target, creation of a pursuit plan, acting upon the plan, and then ending the pursuit under a success or failure condition.
Various strategies employ different customizations of the steps in the general algorithm. Furthermore, the agents may use any degree of cooperation with the other pursuing agents, ranging from independent actions to coordinated actions with the goal of increasing the chance for another agent to capture the evading agent. Our current behaviors support notification of the location of evading agents to other nearby pursuing agents and the coordination of starting positions of an attempt to capture an evading agent. Finally, the determination of whether or not a chase has failed may be an individual or collaborative decision among the pursuing agents.
We currently have implemented two different pursuing strategies: basic pursuit and surround-and-attack. The basic pursuit will chase a target in a direct path until it either captures the target or the target is no longer visible. Agents employing this strategy have the option to either act by themselves or to relay the location of a target to nearby agents in its group. When using communication, the basic pursuit is similar to hunting in wild dogs, which will chase a single target as a pack, and often makes its captures on faster prey when one or more of the dogs takes a shorter route than the prey. The surround and attack behavior requires a higher degree of cooperation from the pursuing agents. It is inspired by the positioning strategies observed in lions and dolphins when preparing to attack their prey. The predators will take up encircling positions and block off routes of escape for their intended prey before they commence their attack. For our strategy, once these location-based preparations are completed, the strategy for chasing the target is the same as with the basic pursuit.
For more information on the behaviors and results, please see the paper on
naturally inspired group behaviors below.
Related Projects
Group Behaviors using Rule-Based Roadmaps
Roadmap-Based Group Behaviors: Generation and Evaluation
Planning Motion Among Moving Obstacles
Shepherding Behaviors
Composable Group Behaviors
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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