Characterizing An Architecture For Intelligent, Reactive Agents
Characterizing An Architecture For Intelligent, Reactive Agents
Characterizing
an Architecture
R.
for Intelligent,
Reactive Agents
Peter
Bonasso
and David
Kortenkamp
Metrica Inc. Robotics and Automation Group
NASAJohnson Space Center -- ER4
Houston, TX 77058
bonasso or korten@aio.jsc.nasa.gov
Abstract
In this paper we briefly describe a software architecture that integrates reactivity and dehberation. The
architecture has three levels, or tiers. The bottom
tier contains a set of situated, reactive skills. The
second tier is a sequencer that can activate sets of
skills to performa task. The third tier is a planner
that reasons in-depth about goals, resources and constraints. Wecharacterize this architecture across several dimensionsand then describe the lessons that we
have learned from applyingthis architecture to several
robotics projects.
A sequencing capability that can activate and deactivate sets of skills to create networks that change the
state of the world and accomplish specific tasks. For
this we use the Reactive Action Packages (RAPs)
system (Firby 1989).
A deliberative planning capability that reasons in
depth about goals, resources and timing constraints.
For this we use a system known as the Adversarial
Planner (AP) (Elsaesser & Slack 1994).
Introduction
For several years we have investigated ways to combine deliberation and reactivity in robot control architectures to program robots to carry out tasks robustly in field environments (Bonasso 1991; Bonasso,
Antonisse, & Slack 1992). Webelieve this integration is crucial. Not only must an agent be able to
adjust to changes in a dynamic situation, but it must
be able to synthesize plans, since the complexities of
the real world make precompiling plans for every situation impractical. Wehave arrived at an architecture that is an outgrowth of several lines of situated
reasoning research in robot intelligence (Brooks 1986;
Gat 1992). This architecture allows a robot, for example, to accept guidance from a humansupervisor, plan
a series of activities at various locations, moveamong
the locations carrying out the activities, and simultaneously avoid danger and maintain nominal resource
levels. Wehave used the architecture to program several mobile and manipulator robots in real world environments and believe that it offers a unifying paradigm
for control of intelligent systems.
Our architecture separates the general robot intelligence problem into three interacting layers or tiers
(and is thus known as 3T):
29
Structure
PaPalTaskOrdering
Instan~ated
Tasks
Actuato
r Co mmands
Figure 1: 3T Intelligent
Control Architecture
tivates a specific set of skills in the skill level (reactive layer). Also activated are a set of event monitors
which notifies the sequencing layer of the occurrence of
certain world conditions. In this example, one of the
events being monitored would be when the location of
the end of the docking arm was within some specified
tolerance of camera-site-1. Whenthis event occurs, the
clause (at robot camera-site-I) would be posted to the
RAP memory.
The activated skills will movethe state of the world
in a direction that should cause the desired events. The
sequencing layer will terminate the actions, or replace
them with new actions when the monitoring events are
triggered, when a timeout occurs, or when a new message is received from the deliberative layer indicating
a change of plan. In our example, the navigate RAPs
succeed clause (at robot camera-site-I) would be true,
terminating the RAPand causing the planner to label
task one complete and to execute the attach task.
Characterizing
the
architecture
There has been a great deal of work lately on integrating reaction and deliberation in a single architecture (Connell 1992; Musliner, Durfee, & Shin 1993;
Schoppers 1987; Simmons1990; Wilkins et al. 1995).
While we do not have space for a direct comparison
between our architecture and others, we can begin to
characterize our architecture across several dimensions.
This characterization is meant to show the motivations
behind our architecture and demonstrate some design
decisions that we have made along the way.
procedure for accomphshinga task. For instance, in one
of our manipulator projects, unloading an item involves
unfasteningbolts, two or three tool changes, and the use
of a redundantjoint capability.
3O
and representation
motivations
31
whole. There are many examples of learning being used to increase a planners performance (e.g.,
(Knoblock, Minton, & Etzioni 1991)). The feedback
that the RAPssystem exploits from the low-level skills
can be the basis of learning new methods in the sequencing layer, a process of learning by observation
(e.g., (Dejong 1986)). There are also manyexamples
reinforcement learning being used to increase the performanceof reactive robot skills, (e.g., (Brooks 1989)).
Second, learning can take place across layers, that is,
activities that once required planning can, over time,
be movedto the sequencer and finally to a skill. For
example, when a plan is successful, the planner can
create a new RAPthat embodies the actions and variable bindings of that plan and add this RAPto the
RAP library. Now the planner can use that new RAP
as an atomic action within a larger plan. Similarly, if
a RAPfails repeatedly, it is possible for the planner to
change the context, preconditions or succeed clauses of
that RAPin order to prevent future failures. Or, the
planner could add a new context and method to an
existing RAPin order to prevent failure during future
executions.
Third, learning can be used to alter the response of
the architecture to the environment. For example, the
sequencer could learn the correct timings for each skill
in a reactive package based on its experiences with the
pace of the world around it. As the robot accumulates
world knowledgeit can better schedule its resources.
Interfaces
There are graphical user interfaces (GUIs) at each level
of the architecture. At the planning level, a multiple
pane GUIreminiscent of constraint-frames in LISP machines allows inspection of every aspect of a plan, as
well as the input of goals via pop-up menus. The user
mayalso control the planners choices in the selection
ofsubgoals, evaluation functions, and certainty factors.
At the sequencer level, domain specific point and
click GUIs are developed to allow the user to invoke
individual RAPs. This is particularly useful when a
situation presents itself for which the planner cannot
synthesize a response (due to insufficient operator or
constraint knowledge), yet the human can devise an
ad hoc method for success. This is equivalent to one
agent "coaching" another through a new situation. It
is at this level then, that a natural language interface
on the order of Chapmans Sonya system (Chapman
1990) could be developed. Martin has developed
more comprehensive approach for natural language in
the RAPs system (Martin & Firby 1991).
The skill level has a point and click GUIwhich allows
the invocation of individual skills with a numberof pa-
Figure 2: MARTA:
A mobile robot with a manipulator
rameter settings, such as whether to record the I/O to
a file for later playback, verbosity settings, and turning on and off any graphical display associated with a
skill.
Wehave as yet not developed a set of interfaces
which would allow the user to input new knowledge of
plans (as in Cypress (Wilkins et al. 1995)) or of RAPs.
This is partially due to focusing limited resources on
the framework, and to our hope that certain machine
learning techniques might obviate this need.
Applications
of the
architecture
for
following
and
32
tracks people and other robots for up to twenty minutes (sometimes having to stop and autonomously reacquire the target), while avoiding obstacles.
The second mobile robot project is a mobile base
with a manipulator (see Figure 2). The task is to approach a workspace, use a wrist-mounted sonar sensor
to find an aluminum can, grasp the can and carry it
to another location. In this case, the skills on-board
the robot are local navigation with obstacle avoidance,
sonar-based docking with the workspace, sonar search
for the object and manipulator movementand grasping. The sequencer transitions the robot between these
skill sets, determining wheneach particular segment of
the task is finished.
The third mobile robot project is a mobile base with
a color vision system mounted on a pan/tilt head and
the task is to locate and approach four different colors
in a large room (see Figure 3). The skills on-board
the robot are local navigation with obstacle avoidance
and color searching, tracking and approaching. The
sequencer determines a search strategy, activates different sets of skills at different phases of the search and
reasons about false detections. This system repeatedly
finds the four colors over an average twenty minute
search period, even while being "tricked" with colors
that appear momentarily and then disappear again,
only to be seen later.
Manipulation
tasks
Lessons Learned
Our breadth of implementation across several projects
has allowed us to gain insights into the strengths and
weaknesses of the architecture.
These insights are
qualitative rather than quantitative. Webelieve that
3T can ease the development of software control code
for most robot systems, which are notoriously complex.
This is especially true in the case of multiple robotic
subsystems. There are two reasons we believe this is
true.
First, the skill manager framework abstracts away
the need for the programmer to explicitly connect the
data coming to and from a skill. This was especially
evident in the mobile robot tracking project, where we
used skills for movementand obstacle avoidance and
a separate vision system with skills for tracking mov-
1994).
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