scholarly journals Safety Diagnostics and Degraded Operational Modes

2021 ◽  
Vol 13 (1) ◽  
Author(s):  
Naveen Aditya Verma Dantuluri ◽  
Pierluigi Pisu

Unmanned ground combat vehicles (UGCV) promise numerous ultimate military, civilian, and space applications. The focus of this research mainly deals with how a non-geometric hazard scenario may potentially lead to a mission ending situation and a non geometric hazard can be considered as any terrain feature or object that is adjudged to be non-traversable by virtue of its physical properties. The novelty of this research lies in how a UGCV in a military applications can overcome the challenges of traversing through ever changing natural obstacles when compared to the reinforcing obstacles which are encountered by autonomous vehicle in a conventional structured scenario (see Figure 1).Figure 1. Traversal across an off-road terrain facing uneven terrain and obstacles.An operational design domain (ODD) can help specify potential unsafe situations and restrict the vehicle’s operation within them. A complete ODD will guarantee that the safety arguments can be dealt in a streamlined manner and in scenarios of restricting the ODD, the overall availability of the system gets reduced. With a semantic ODD structure for the UGVC, the standard development of the safety process for an automotive system is achieved and with the already created safety protocols, the overall situation space is reduced during critical situations.DISTRIBUTION A. Approved for public release; distribution unlimited. OPSEC5045The process of identifying reduced operational domain (ROD) starts with the quantificationand analysis of maneuvers and further leads to the identification of critical situations. Criticalareas are conditions of the environment that cause unintentional behaviour which eventuallyleads to an accident. A state machine constituting nominal behaviour will form the basis for acomponent fault tree (CFT) which is used to identify conditions that cause critical situations.Subsequently, the corresponding risk of an identified critical situation is assessed as a part ofthis process.The safety diagnostics mainly depends on a probabilistic model-based controller examining adynamic environment in which the stochastic evolution depends on the input of observationsand the current behaviour of the UGCV. In order to model the real-life performance of safetycritical systems realistically and accurately, Markov chain and Bayesian filters are highlyuseful. The finite state essence of the discrete controller may possibly lead to incorrectbehaviour of the complete system if an unforeseen situation occurs and for which there is alack of any predefined contingency. For this purpose, it becomes important to have a sense ofa complete set of admissible scenarios and also to develop a structured decision-making processfor each of the previously mentioned scenarios. State machine and failure propagation treescan help in determining the failure probabilities which keep updating based on changes incircumstances and this would help define if a mission should continue. As a part of thisresearch, Markov decision process which forms the basis for decision making process isemployed to identify and compare a set of state sequences and this in turn would help inrealizing better maneuverability of the vehicle.The assignment of ROD can be accomplished with the complete risk assessment of the criticalsituations. By assigning the ROD, the aim of increasing the overall availability of the systemwhich degraded from the nominal driving behaviour is fulfilled and this would allow for thesafe operation of UGCV.

2017 ◽  
Vol 26 (02) ◽  
pp. 1730001 ◽  
Author(s):  
Yoones A. Sekhavat

Although a Finite State Machine (FSM) is easy to implement the behaviors of None-Player Characters (NPC) in computer games, it is difficult to maintain and control the behaviors with increasing the number of states. Alternatively, Behavior Tree (BT), which is a tree of hierarchical nodes to control the ow of decision making, is widely used in computer games to address the scalability issues. This paper reviews the structure and semantics of BTs in computer games. Different techniques to automatically learn and build BTs as well as strengths and weaknesses of these techniques are discussed. This paper provides a taxonomy of BT features and shows to what extent these features are taken into account in computer games. Finally, the paper shows how BTs are used in practice in the gaming industry.


Author(s):  
N. V. Brovka ◽  
P. P. Dyachuk ◽  
M. V. Noskov ◽  
I. P. Peregudova

The problem and the goal.The urgency of the problem of mathematical description of dynamic adaptive testing is due to the need to diagnose the cognitive abilities of students for independent learning activities. The goal of the article is to develop a Markov mathematical model of the interaction of an active agent (AA) with the Liquidator state machine, canceling incorrect actions, which will allow mathematically describe dynamic adaptive testing with an estimated feedback.The research methodologyconsists of an analysis of the results of research by domestic and foreign scientists on dynamic adaptive testing in education, namely: an activity approach that implements AA developmental problem-solving training; organizational and technological approach to managing the actions of AA in terms of evaluative feedback; Markow’s theory of cement and reinforcement learning.Results.On the basis of the theory of Markov processes, a Markov mathematical model of the interaction of an active agent with a finite state machine, canceling incorrect actions, was developed. This allows you to develop a model for diagnosing the procedural characteristics of students ‘learning activities, including: building axiograms of total reward for students’ actions; probability distribution of states of the solution of the problem of identifying elements of the structure of a complex object calculate the number of AA actions required to achieve the target state depending on the number of elements that need to be identified; construct a scatter plot of active agents by target states in space (R, k), where R is the total reward AA, k is the number of actions performed.Conclusion.Markov’s mathematical model of the interaction of an active agent with a finite state machine, canceling wrong actions allows you to design dynamic adaptive tests and diagnostics of changes in the procedural characteristics of educational activities. The results and conclusions allow to formulate the principles of dynamic adaptive testing based on the estimated feedback.


2018 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Mustofa Mustofa ◽  
Sidiq Sidiq ◽  
Eva Rahmawati

Perkembangan dunia yang dinamis mendorong percepatan perkembangan teknologi dan informasi. Dengan dorongan tersebut komputer yang dulunya dibuat hanya untuk membantu pekerjaan manusia sekarang berkembang menjadi sarana hiburan, permainan, komunikasi dan lain sebagainya. Dalam sektor hiburan salah satu industri yang sedang menjadi pusat perhatian adalah industri video game. Begitu banyaknya produk video game asing yang masuk ke dalam negeri ini memberikan tantangan kepada bangsa ini. Tentunya video game asing yang masuk ke negara ini membawa banyak unsur kebudayaan negara lain. Ini semakin membuat kebudayaan nusantara semakin tergeserkan dengan serangan kebudayaan asing melalui berbagai media. Maka dari itu peneliti mencoba untuk menerapkan Finite State Machine dalam merancang sebuah video game RPG (Role-Playing game) yang memperkenalkan kebudayaan. Dalam perancangan video game ini peneliti menggunakan metode GDLC(Game Development Life Cycle) agar penelitian ini berjalan secara sistematis. Dalam suatu perancangan video game tedapat banyak elemen, pada penelitian ini penulis lebih fokus pada pengendalian animasi karakter yang dimainkan pada video game ini. Dari perancangan yang dilakukan, disimpulkan bahwa Finite State Machine dapat digunakan untuk pengendalian animasi yang baik pada video game RPG. Diharapkan video game ini dapat menjadi salah satu media untuk mengenalkan kebudayaan nusantara


2013 ◽  
Vol 18 (2-3) ◽  
pp. 49-60 ◽  
Author(s):  
Damian Dudzńiski ◽  
Tomasz Kryjak ◽  
Zbigniew Mikrut

Abstract In this paper a human action recognition algorithm, which uses background generation with shadow elimination, silhouette description based on simple geometrical features and a finite state machine for recognizing particular actions is described. The performed tests indicate that this approach obtains a 81 % correct recognition rate allowing real-time image processing of a 360 X 288 video stream.


2013 ◽  
Vol 33 (1) ◽  
pp. 149-152
Author(s):  
Jianjun LI ◽  
Yixiang JIANG ◽  
Jie QIAN ◽  
Wei LI ◽  
Yu LI

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