George Mason University
Abstract:Given a swarm of limited-capability robots, we seek to automatically discover the set of possible emergent behaviors. Prior approaches to behavior discovery rely on human feedback or hand-crafted behavior metrics to represent and evolve behaviors and only discover behaviors in simulation, without testing or considering the deployment of these new behaviors on real robot swarms. In this work, we present Real2Sim2Real Behavior Discovery via Self-Supervised Representation Learning, which combines representation learning and novelty search to discover possible emergent behaviors automatically in simulation and enable direct controller transfer to real robots. First, we evaluate our method in simulation and show that our proposed self-supervised representation learning approach outperforms previous hand-crafted metrics by more accurately representing the space of possible emergent behaviors. Then, we address the reality gap by incorporating recent work in sim2real transfer for swarms into our lightweight simulator design, enabling direct robot deployment of all behaviors discovered in simulation on an open-source and low-cost robot platform.
Abstract:Despite significant research, robotic swarms have yet to be useful in solving real-world problems, largely due to the difficulty of creating and controlling swarming behaviors in multi-agent systems. Traditional top-down approaches in which a desired emergent behavior is produced often require complex, resource-heavy robots, limiting their practicality. This paper introduces a bottom-up approach by employing an Embodied Agent-Based Modeling and Simulation approach, emphasizing the use of simple robots and identifying conditions that naturally lead to self-organized collective behaviors. Using the Reality-to-Simulation-to-Reality for Swarms (RSRS) process, we tightly integrate real-world experiments with simulations to reproduce known swarm behaviors as well as discovering a novel emergent behavior without aiming to eliminate or even reduce the sim2real gap. This paper presents the development of an Agent-Based Embodiment and Emulation process that balances the importance of running physical swarming experiments and the prohibitively time-consuming process of even setting up and running a single experiment with 20+ robots by leveraging low-fidelity lightweight simulations to enable hypothesis-formation to guide physical experiments. We demonstrate the usefulness of our methods by emulating two known behaviors from the literature and show a third behavior `discovered' by accident.
Abstract:Drones which can swarm and loiter in a certain area cost hundreds of dollars, but mosquitos can do the same and are essentially worthless. To control swarms of low-cost robots, researchers may end up spending countless hours brainstorming robot configurations and policies to ``organically" create behaviors which do not need expensive sensors and perception. Existing research explores the possible emergent behaviors in swarms of robots with only a binary sensor and a simple but hand-picked controller structure. Even agents in this highly limited sensing, actuation, and computational capability class can exhibit relatively complex global behaviors such as aggregation, milling, and dispersal, but finding the local interaction rules that enable more collective behaviors remains a significant challenge. This paper investigates the feasibility of training spiking neural networks to find those local interaction rules that result in particular emergent behaviors. In this paper, we focus on simulating a specific milling behavior already known to be producible using very simple binary sensing and acting agents. To do this, we use evolutionary algorithms to evolve not only the parameters (the weights, biases, and delays) of a spiking neural network, but also its structure. To create a baseline, we also show an evolutionary search strategy over the parameters for the incumbent hand-picked binary controller structure. Our simulations show that spiking neural networks can be evolved in binary sensing agents to form a mill.
Abstract:The rapid growth of Internet of Things (IoT) has led to the widespread deployment of smart IoT devices at wireless edge for collaborative machine learning tasks, ushering in a new era of edge learning. With a huge number of hardware-constrained IoT devices operating in resource-limited wireless networks, edge learning encounters substantial challenges, including communication and computation bottlenecks, device and data heterogeneity, security risks, privacy leakages, non-convex optimization, and complex wireless environments. To address these issues, this article explores a novel framework known as distributed swarm learning (DSL), which combines artificial intelligence and biological swarm intelligence in a holistic manner. By harnessing advanced signal processing and communications, DSL provides efficient solutions and robust tools for large-scale IoT at the edge of wireless networks.
Abstract:Coordination of multi-robot systems require some form of localization between agents, but most methods today rely on some external infrastructure. Ultra Wide Band (UWB) sensing has gained popularity in relative localization applications, and we see many implementations that use cooperative agents augmenting UWB range measurements with other sensing modalities (e.g., ViO, IMU, VSLAM) for infrastructure-free relative localization. A lesser researched option is using Angle of Arrival (AoA) readings obtained from UWB Antenna pairs to perform relative localization. In this paper we present a UWB platform called ReLoki that can be used for ranging and AoA-based relative localization in~3D. ReLoki enables any message sent from a transmitting agent to be localized by using a Regular Tetrahedral Antenna Array (RTA). As a full scale proof of concept, we deploy ReLoki on a 3-robot system and compare its performance in terms of accuracy and speed with prior methods.
Abstract:Actively searching for targets using a multi-agent system in an unknown environment poses a two-pronged problem, where on the one hand we need agents to cover as much of the environment as possible with little overlap and on the other hand the agents must coordinate among themselves to select and track targets thereby maximizing detection performance. This paper proposes a fully distributed solution for an ad hoc network of agents to cooperatively search for targets and monitor them in an unknown infrastructure-free environment. The solution combines a distributed pheromone-based coverage control strategy with a distributed target selection mechanism. We further expand the scope to show the implementation of the proposed algorithm on a Lighter Than Air (LTA) multi-robotic system that can search and track objects in priori unknown locations.
Abstract:This paper for the first time attempts to bridge the knowledge between chemistry, fluid mechanics, and robot swarms. By forming these connections, we attempt to leverage established methodologies and tools from these these domains to uncover how we can better comprehend swarms. The focus of this paper is in presenting a new framework and sharing the reasons we find it promising and exciting. While the exact methods are still under development, we believe simply laying out a potential path towards solutions that have evaded our traditional methods using a novel method is worth considering. Our results are characterized through both simulations and real experiments on ground robots.
Abstract:This paper describes the full end-to-end design of our primary scoring agent in an aerial autonomous robotics competition from April 2023. As open-ended robotics competitions become more popular, we wish to begin documenting successful team designs and approaches. The intended audience of this paper is not only any future or potential participant in this particular national Defend The Republic (DTR) competition, but rather anyone thinking about designing their first robot or system to be entered in a competition with clear goals. Future DTR participants can and should either build on the ideas here, or find new alternate strategies that can defeat the most successful design last time. For non-DTR participants but students interested in robotics competitions, identifying the minimum viable system needed to be competitive is still important in helping manage time and prioritizing tasks that are crucial to competition success first.
Abstract:Agent-based modeling (ABM) and simulation have emerged as important tools for studying emergent behaviors, especially in the context of swarming algorithms for robotic systems. Despite significant research in this area, there is a lack of standardized simulation environments, which hinders the development and deployment of real-world robotic swarms. To address this issue, we present Zespol, a modular, Python-based simulation environment that enables the development and testing of multi-agent control algorithms. Zespol provides a flexible and extensible sandbox for initial research, with the potential for scaling to real-world applications. We provide a topological overview of the system and detailed descriptions of its plug-and-play elements. We demonstrate the fidelity of Zespol in simulated and real-word robotics by replicating existing works highlighting the simulation to real gap with the milling behavior. We plan to leverage Zespol's plug-and-play feature for neuromorphic computing in swarming scenarios, which involves using the modules in Zespol to simulate the behavior of neurons and their connections as synapses. This will enable optimizing and studying the emergent behavior of swarm systems in complex environments. Our goal is to gain a better understanding of the interplay between environmental factors and neural-like computations in swarming systems.
Abstract:This paper proposes a novel methodology for addressing the simulation-reality gap for multi-robot swarm systems. Rather than immediately try to shrink or `bridge the gap' anytime a real-world experiment failed that worked in simulation, we characterize conditions under which this is actually necessary. When these conditions are not satisfied, we show how very simple simulators can still be used to both (i) design new multi-robot systems, and (ii) guide real-world swarming experiments towards certain emergent behaviors when the gap is very large. The key ideas are an iterative simulator-in-the-design-loop in which real-world experiments, simulator modifications, and simulated experiments are intimately coupled in a way that minds the gap without needing to shrink it, as well as the use of minimally viable phase diagrams to guide real world experiments. We demonstrate the usefulness of our methods on deploying a real multi-robot swarm system to successfully exhibit an emergent milling behavior.