scholarly journals Automatic modular design of robot swarms using behavior trees as a control architecture

2020 ◽  
Vol 6 ◽  
pp. e314
Author(s):  
Antoine Ligot ◽  
Jonas Kuckling ◽  
Darko Bozhinoski ◽  
Mauro Birattari

We investigate the possibilities, challenges, and limitations that arise from the use of behavior trees in the context of the automatic modular design of collective behaviors in swarm robotics. To do so, we introduce Maple, an automatic design method that combines predefined modules—low-level behaviors and conditions—into a behavior tree that encodes the individual behavior of each robot of the swarm. We present three empirical studies based on two missions: aggregation and Foraging. To explore the strengths and weaknesses of adopting behavior trees as a control architecture, we compare Maple with Chocolate, a previously proposed automatic design method that uses probabilistic finite state machines instead. In the first study, we assess Maple’s ability to produce control software that crosses the reality gap satisfactorily. In the second study, we investigate Maple’s performance as a function of the design budget, that is, the maximum number of simulation runs that the design process is allowed to perform. In the third study, we explore a number of possible variants of Maple that differ in the constraints imposed on the structure of the behavior trees generated. The results of the three studies indicate that, in the context of swarm robotics, behavior trees might be appealing but in many settings do not produce better solutions than finite state machines.

2020 ◽  
Vol 6 ◽  
pp. e322
Author(s):  
Jonas Kuckling ◽  
Thomas Stützle ◽  
Mauro Birattari

Iterative improvement is an optimization technique that finds frequent application in heuristic optimization, but, to the best of our knowledge, has not yet been adopted in the automatic design of control software for robots. In this work, we investigate iterative improvement in the context of the automatic modular design of control software for robot swarms. In particular, we investigate the optimization of two control architectures: finite-state machines and behavior trees. Finite state machines are a common choice for the control architecture in swarm robotics whereas behavior trees have received less attention so far. We compare three different optimization techniques: iterative improvement, Iterated F-race, and a hybridization of Iterated F-race and iterative improvement. For reference, we include in our study also (i) a design method in which behavior trees are optimized via genetic programming and (ii) EvoStick, a yardstick implementation of the neuro-evolutionary swarm robotics approach. The results indicate that iterative improvement is a viable optimization algorithm in the automatic modular design of control software for robot swarms.


2020 ◽  
Vol 6 ◽  
pp. e291
Author(s):  
Ken Hasselmann ◽  
Mauro Birattari

We investigate the automatic design of communication in swarm robotics through two studies. We first introduce Gianduja an automatic design method that generates collective behaviors for robot swarms in which individuals can locally exchange a message whose semantics is not a priori fixed. It is the automatic design process that, on a per-mission basis, defines the conditions under which the message is sent and the effect that it has on the receiving peers. Then, we extend Gianduja to Gianduja2 and Gianduja 3, which target robots that can exchange multiple distinct messages. Also in this case, the semantics of the messages is automatically defined on a per-mission basis by the design process. Gianduja and its variants are based on Chocolate, which does not provide any support for local communication. In the article, we compare Gianduja and its variants with a standard neuro-evolutionary approach. We consider a total of six different swarm robotics missions. We present results based on simulation and tests performed with 20 e-puck robots. Results show that, typically, Gianduja and its variants are able to associate a meaningful semantics to messages.


2020 ◽  
Vol 10 (13) ◽  
pp. 4654 ◽  
Author(s):  
David Garzón Ramos ◽  
Mauro Birattari

Research in swarm robotics has shown that automatic design is an effective approach to realize robot swarms. In automatic design methods, the collective behavior of a swarm is obtained by automatically configuring and fine-tuning the control software of individual robots. In this paper, we present TuttiFrutti: an automatic design method for robot swarms that belongs to AutoMoDe—a family of methods that produce control software by assembling preexisting software modules via optimization. The peculiarity of TuttiFrutti is that it designs control software for e-puck robots that can display and perceive colors using their RGB LEDs and omnidirectional camera. Studies with AutoMoDe have been so far restricted by the limited capabilities of the e-pucks. By enabling the use of colors, we significantly enlarge the variety of collective behaviors they can produce. We assess TuttiFrutti with swarms of e-pucks that perform missions in which they should react to colored light. Results show that TuttiFrutti designs collective behaviors in which the robots identify the colored light displayed in the environment and act accordingly. The control software designed by TuttiFrutti endowed the swarms of e-pucks with the ability to use color-based information for handling events, communicating, and navigating.


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