Reactive and low-level control

CS154, Spring 2002

Daniel Lowd

Part 1: Reactive control

Introduction

Early attempts at mobile robotics were dominated by model-building approaches using the sense, plan, act (SPA) architecture [Gat]. Sensors were used to build a model of the environment, an analytical engine planned a course, and the resulting plan was used to drive the robot. Unfortunately, these robots tended to be slow and unreliable. Building a world model was computationally expensive and could get outdated as the plan was being constructed.

Reactive control was first suggested by Rodney Brooks, whose insect-like robots demonstrated exceptional speed and robustness yet required very limited computational power [Brooks89]. Instead of building a model, these robots reacted to their environment, with higher-level behaviors overriding lower-level ones as necessary to achieve more complex behavior.

Though inadequate for some tasks, responding directly to sensors can be enough to achieve basic obstacle avoidance or wall-following behavior. My goals for the first part of this project are to implement basic obstacle-avoidance behaviors in the Nomad 200 robot.

Approach

Since the Nomad 200 is prebuilt and pretested, and has good software simulator support, programming it is fairly straightforward.  The basic locomotion and control challenges that other robotics projects face [Phee02] are avoided here by using a manufactured base.  This leaves the challenge of directing it based on sensor readings.  To address this, I am implementing a reactive control program for the Nomad 200. Rather than storing the state of the world internally, this program will respond exclusively to its sonar sensors. The Nomad is also equipped with radar for short-range sensing, as well as contact bumpers. I avoid the use of these because I hope the robot will avoid walls before getting too close to them. Furthermore, infrared sensors may be affected by lighting conditions. By not depending on infrared, I hope to achieve a more robust solution. The robot"s current translational and rotational velocities are accessible, so it would be possible to react to them as well as the environment. For a first trial implementation, I will ignore these in hopes of a simpler, purer, though perhaps less effective solution.

Progress

Development was done using a simulator. While simulation is no substitute for the real world, it provided an easy and safe way to quickly test ideas. As a starting point, I used the provided file survivor.cc and class discussions of obstacle avoidance for developing my strategies.  I chose to make the robot turn towards the right or the left depending on how much space there seemed to be in that direction, from the sensors. To accomplish this, I simply set the rotational velocity to be the difference between the left front and right front sensor ranges. This, however, would be insufficient for avoiding a wall that was directly ahead.  Corners could present a similar challenge.  To take care of this problem, I set a threshold for the forward sensors. When a wall or object was detected closer than a specified distance, the robot would turn left at a medium-high rotational velocity. The threshold was tuned somewhat to achieve reasonable performance in one test map.

The first implementation of this code actually turned left or right, depending on which side seemed to have more space. I abandoned this, however, after observing that the robot would crash into walls when ambivalent about direction. Another approach is used in the sample solution to this problem: by reacting to the current turn direction, an emergency avoidance turn may be maintained in spite of inconsistent sensors.This may even work better than my solution, but it depends on more information.

At my specified turning rate, the robot would still sometimes crash into walls.Instead of increasing the turning rate, I decided to modify the robot’s speed. I made the robot’s translational velocity proportional to the distance detected by its forward sensors. This would give it plenty of time to turn away from a wall when it got too close.The project page was unclear as to whether modifying the translational velocity dynamically was permitted.Using a greater rotational velocity would permit safe travel at reasonable speeds, but seems less robust than this approach.

Below, I have included one sample run in the simulator. This program has not yet been tested with other map files or in the real world, and may yet need other modifications or parameter tuning.  However, I believe this suffices to show initial success.  After achieving this, I switched to focus on wall-following.  I did not consider further refinement of this part necessary, since successful wall-following will necessarily avoid obstacles as well.

Figure 1: Sample run of obstacle avoidance code in the Nomad simulator.

Part 2: Wall-following

Introduction

Wall-following is a somewhat more sophisticated way to maneuver than simple obstacle avoidance.  Obstacle avoidance has as its only goal a lack of collisions.  One hopes that such an algorithm will also tend to explore much of an area over time, but there are no guarantees.  In contrast, a wall-following algorithm may be used to reliably solve mazes or map out areas.  It also presents greater challenges; no longer is it sufficient to run away from everything solid.  A wall-following robot must maintain a safe distance from all walls while never losing the one it follows.

A related problem is building a corridor-follower, a robot that maintains an equal distance from each side of a hallway.  Though this may be beneficial in well-structured environments, it suffers in more chaotic ones.  In addition, the corridor-following problem is somewhat ambiguous: how does one determine what is or is not a corridor in a complex environment?  And what should the robot do in the absence of clearly-defined corridors?  Is it a failure if a robot does not entirely fully explore an arbitrary yet structured environment?  Though not altogether unanswerable, these are challenging questions with no one "right" answer.

For this project, I am avoiding those questions by focusing on wall-following, a task that is, for the most part, well-defined.  My performance goal is to implement an algorithm for let Nomad 200 to maintain a constant distance from walls while progressing at reasonably high speeds.

Initial Approach

I decided to look at wall-following as a control problem and implement a PD controller to solve it.  The goal is to maintain a certain distance from either the left or right wall.  I arbitrarily chose to follow the right wall, though this does not affect the general approach.  For a measure of error, I decided to use the shortest distance to an object on the right less the prespecified buffer distance (18 inches in my case).  This was then modified using information about which sensor had read that closest reading.  If the closest wall on the right is behind us, then we should turn closer to the wall to maintain this same distance as we proceed forward.  On the other hand, if the closest wall is in front, we should turn away to avoid getting closer.  Specifically, the raw error would be increased or decreased by as much as 40% based on which sensor was being read.

I left in some of the original obstacle avoidance code, so that the robot would slow down and take evasive maneuvers if it got too close to an object.  This code would only take effect when a wall was detected within 18 inches of the front sonars.  The architecture used to tie these two together was thus related to Brooks' subsumption architecture [Brooks89], except that a lower-level behavior (obstacle-avoidance) is subsuming a slightly higher-level behavior (wall-following), rather than letting higher-level behaviors override lower-level ones.

Initial Results/Frustrations

I continued to use the simulator for both development and testing.  While I had some measure of success with following walls, it proved to be more challenging than I had anticipated.  I ran into two classes of problems.  If I made the gains too high, the robot would merely run in circles, never finding a wall (Fig.2).  If the gains were lowered too much, the robot would follow walls more or less, but swing wide on corners (Fig.3).  I had some success with intermediate values, but even then the robot would tend to weave somewhat (Fig.4).  The robot's speed was fixed to 100 (10.0 in/sec) unless near a wall, at which point obstacle-avoidance behavior slowed and turned the robot.




Figure 2: Sample run with excessively high gains.  The robot gets stuck in a loop because it never finds the wall.




Figure 3: Sample run with insufficiently high gains.  The result is a failure to make tight turns around corners.



Figure 4: Sample run with intermediate gains.  Corner turns are now tighter, but the robot still weaves noticeably.


Revised Approach

Unsatisfied with these initial results, I used three strategies to improve upon them.  To correct the perpetual looping behavior of Fig.2, I implemented a wall-seeking behavior.  After being initialized, the robot goes straight until its forward sensors detect a wall to follow; then its regular wall-seeking behaviors take over for the remainder of its life.  While it would be possible to reenter this state, I never found that to be necessary.  Once the robot found a wall, it never lost it.  In the real world, where walls move and people look like walls, a more sophisticated wall-seeking behavior would be appropriate.  For my experiments in the simulator, this sufficed.  Once I had the wall-seeking behavior, I was free to use higher gains, and thus achieve better cornering.

However, the robot still wove when it encountered a wall.  My initial obstacle-avoidance behavior had not been adequately modified to work with the new goal of wall-following: as the robot approached a wall, its obstacle-avoidance behavior took over to avoid the wall, but left it too close (fewer than 18 inches on the right).  Since turning to avoid a corner was a common occurrence, I developed a simpler approach: when a wall is too close in front, stop going forward and turn.

Since some oscillation still remained, I improved my derivative calculation to remember the past five errors rather than just the previous one.  The problem with remembering only the previous error is that sonar readings don't necessarily change every timestep.  By recording the last five errors, I increased the probability that a slower change in error would be correctly and consistently detected.  One additional modification I had to make was to clear the error history is cleared whenever the wall-avoidance code takes over.  Comparing errors before a turn with errors after a turn led to incorrect behavior.

I initially implemented an integral term in my control algorithm, but never found it necessary to use it.  It seemed unlikely that there would be a systematic error that an integral term would need to correct; the robot never had trouble getting close enough to a wall or retreating away from it, and the robot's situation varied too much to make an integral term of much use.

Final Results

Using the described modifications, I was able to achieve very good wall-following, even at high speeds (20.0 in/sec) with reasonable bounds on turning rates (45.0 deg/sec).  Fig.5 shows the result of my revised algorithm on a challenging course.

Smoother wall-following, no weaving

Figure 5: Sample run after algorithm enhancements; weaving is almost non-existent, and overshooting is minimal.

The time had come for a challenge.  Could the robot find its way out of a large maze using this wall-following algorithm?  I constructed such a scenario, and after a couple of attempts, it succeeded.  I first had trouble because some of the corridors were too narrow: rather than passing through, the robot would turn around and head for safety.  By reducing the wall-following distance from 18 inches to 12, I was able to help the robot succeed without reconstructing the map from scratch.  It should be noted that some mazes with loops cannot be solved this way; this map was specially constructed to be solveable by a wall-follower.  Fig.6 documents the attempt.

Sample run showing robot escaping from a maze

Figure 6: Successful escape from the maze.  Base velocity was 20.0 in/sec.  One path was not followed because it was too narrow, but most others were.  Some overshooting is present; it might be possible to reduce this with further parameter tuning.

One of the strengths of the wall-following method is that it can handle arbitrary angles, not just square ones.  Fig.7 shows the behavior of this algorithm in an angled environment.

Sample run with angled map

Figure 7: Sample run through a map with acute and obtuse angles.

Perspective

I have discovered and demonstrated a variety of strategies that yield successful wall-following behavior in the Nomad simulator.  Most novel was scaling distance errors based on which sensor was responsible for the reading, so that a close reading in front is treated differently from one behind.  More common techniques were using a PD controller for wall-following, and calculating derivatives by storing the last several errors.  The major successes of this project are exceptionally smooth wall-following and minimal use of state.  Apart from storing the last several errors for calculating derivatives, this algorithm uses only one bit of state: whether or not it has found a wall.  The rest is reactive control, with a subsumption-like override for emergency wall-avoidance.

Some of the limitations of my work are that this is purely simulation and that the algorithm required retuning for different environments.  A run in the real-world might reveal dependencies on ideal simulator conditions which render certain approaches invalid.  I already mentioned earlier the possibility that the robot could lose the wall if the wall moved suddenly, ending up in a confused circle as in Fig.2.  Furthermore, I found it necessary to retune the gains to achieve optimal performance on a given map.  With additional work and thought, a more robust algorithm might be possible, perhaps utilizing machine learning techniques.  One of the clear issues with my algorithm is in the derivative calculation: I assume that my sense/act loop takes a constant amount of time and thus that sensor readings come at regular intervals.  However, I have noticed that this is not even the case in the simulator: sometimes it seems to run more slowly, and other times more quickly.  A stronger implementation would read the system clock and take into account the actual time lapse rather than assuming constancy.

A final issue is performance metrics: a more thorough review could report average distances from the wall and use it as a metric for tuning and evaluating algorithm performance.  Lacking the time to thoroughly pursue metrics, I evaluated my work qualitatively.  The danger, of course, is that another's evaluation might differ.

Supplementary Files

survivor1.cc: Source code for basic obstacle avoidance.  Based on survivor.cc base file, provided for class use.

survivor2.cc: Source code for wall-following, also based on survivor.cc.  Algorithm parameters are set within the source code itself.

wallfollow_map_3: Wall-following test map used for Figs 2-5.

maze1: Maze test map used for Fig 6.

Works Cited

  1. Brooks, Rodney. Achieving Artificial Intelligence through Building Robots. A. I. Memo 899, Massachusetts Institute of Technology, Artificial Intelligence Laboratory. 1986.
  2. Gat, Erann. On Three-Layer Architectures. In Artificial Intelligence and Mobile Robots, Kortenkamp, Bonnasso, and Murphy, eds., AAAI Press.
  3. Phee, L., A. Menciassi, S. Gorini, G. Pernorio, A. Arena, P. Dario.  An Innovative Locomotion Principle for Minirobots Moving in the Gastrointestinal Tract.  Proceedings of the 2002 IEEE International Conference on Robotics & Automation.  Washington, DC.  May 2002.