Bootstrapping Multi-Agent Unmanned Aerial Vehicle (UAV) System Integration Using Ground-Based Assets: Lessons Learned
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Convoys are collections of vehicles that share similar velocity profiles. In the sense-and follow convoy construct, a vehicle can follow a member of an existing convoy resulting in convoy chaining. We prove conditions under which this can occur such that the resulting convoy chain is bounded and the velocities of all members converge to the leader velocity through locally distributed control algorithms. To assess the approach, we utilize a six degree-of-freedom rigid body vehicle dynamics model for each agent. A dynamic inversion based control law is used to track the desired trajectory generated by the convoy algorithms. To simulate the system, we utilize Unity, a cross-platform game engine, where 3-dimensional terrain, building, and vehicle data can be visualized. Numerous simulations are presented to illustrate the concept.
Convoys are collections of vehicles that share similar velocity profiles. In the sense-and follow convoy construct, a vehicle can follow a member of an existing convoy resulting in convoy chaining. We prove conditions under which this can occur such that the resulting convoy chain is bounded and the velocities of all members converge to the leader velocity through locally distributed control algorithms. To assess the approach, we utilize a six degree-of-freedom rigid body vehicle dynamics model for each agent. A dynamic inversion based control law is used to track the desired trajectory generated by the convoy algorithms. To simulate the system, we utilize Unity, a cross-platform game engine, where 3-dimensional terrain, building, and vehicle data can be visualized. Numerous simulations are presented to illustrate the concept. Link to video file below:
In an earlier paper [1] examples of agent technology in a NASA context were presented. Both groundbased and space-based applications were addressed. This paper continues the discussion of one aspect of the Goddard Space Flight Center's continuing efforts to develop a community of agents that can support both ground-based and space-based systems autonomy. The paper focuses on an approach to agent-community modeling based on the theory of viable systems developed by Stafford Beer. It gives the status of an initial attempt to capture some of the agent-community behaviors in a viable system context. This paper is expository in nature and focuses on a discussion of the modeling of some of the underlying concepts and infrastructure that will serve as the basis of more detailed investigative work into the behavior of agent communities. The paper is organized as follows. First, a general introduction to agent community requirements is presented. Secondly, a brief introduction to the cybernetic concept of a viable system is given. This concept forms the foundation of the modeling approach. Then the concept of an agent community is modeled in the cybernetic context.
The Control Architecture for Multirobot Outpost (CAMPOUT) is a distributed-control architecture for coordinating the activities of multiple robots. In the CAMPOUT, multiple-agent activities and sensor-based controls are derived as group compositions and involve coordination of more basic controllers denoted, for present purposes, as behaviors. The CAMPOUT provides basic mechanistic concepts for representation and execution of distributed group activities. One considers a network of nodes that comprise behaviors (self-contained controllers) augmented with hyper-links, which are used to exchange information between the nodes to achieve coordinated activities. Group behavior is guided by a scripted plan, which encodes a conditional sequence of single-agent activities. Thus, higher-level functionality is composed by coordination of more basic behaviors under the downward task decomposition of a multi-agent planner
Constraining the operation of an agent requires knowledge of the restrictions to physical and temporal capabilities of that agent, as well as an inherent understanding of the desires being processed by that agent. Usually a set of constraints are available that must be adhered to in order to foster safe operations. In the worst case, violation of a constraint may be cause to terminate operation. If the agent is carrying out a plan, then a method for predicting the agent's desires, and therefore possible constraint violations, is required. The conceptualization of constraint-based reasoning used herein assumes that a system knows how to select a constraint for application as well as how to apply that constraint once it is selected. The application of constraint-based reasoning for evaluating certain kinds of plans known as sequential procedures is discussed. By decomposing these plans, it is possible to apply context dependent constraints in production system fashion without incorporating knowledge of the original planning process.
Corrosion, the environmentally induced degradation of materials, is a very costly problem that has a major impact on the global economy. Results from a 2-year breakthrough study released in 2002 by the U.S. Federal Highway Administration (FHWA) showed that the total annual estimated direct cost associated with metallic corrosion in nearly every U.S. industry sector was a staggering $276 billion, approximately 3.1% of the nation's Gross Domestic Product (GOP). Corrosion protective coatings are widely used to protect metallic structures from the detrimental effects of corrosion but their effectiveness can be seriously compromised by mechanical damage, such as a scratch, that exposes the metallic substrate. The incorporation of a self healing mechanism into a corrosion control coating would have the potential to significantly increase its effectiveness and useful lifetime. This paper describes work performed to incorporate a number of microcapsule-based self healing systems into corrosion control coatings. The work includes the preparation and evaluation of self-healing systems based on curable epoxy, acrylate, and siloxane resins, as well as, microencapsulated systems based on passive, solvent born, healing agent delivery. The synthesis and optimization of microcapsule-based self healing systems for thin coating (less than 100 micron) will be presented.
In this paper, we will present a look at the current state of the art in human-computer interface technologies, including intelligent interactive agents, natural speech interaction and gestural based interfaces. We describe our use of these technologies to implement a cost effective, immersive experience on a public region in Second Life. We provision our Artificial Agents as a German Shepherd Dog avatar with an external rules engine controlling the behavior and movement. To interact with the avatar, we implemented a natural language and gesture system allowing the human avatars to use speech and physical gestures rather than interacting via a keyboard and mouse. The result is a system that allows multiple humans to interact naturally with AI avatars by playing games such as fetch with a flying disk and even practicing obedience exercises using voice and gesture, a natural seeming day in the park.
The effects of radiation heat transfer in microgravity compared to convection heat transfer in earth gravity for opposed-flow (downward) over thermally-thick fuel using low density foam fuel were investigated. Microgravity experiments on flame spread over thermally-thick fuels were conducted using foam fuels to obtain low density and thermal conductivity, and thus large flame spread rate compared to dense fuels such as PMMA. And thereby valid microgravity results were obtained even in 2.2 second drop-tower experiments not to mention for the longer duration tests in Zero Gravity Facility. Contrast to the conventional understanding, it was found that steady flame spread can occur over thick fuels in quiescent microgravity environments, especially when radiatively-active diluent gases such as CO2 were employed. This is proposed to result from radiative heat transfer from the flame to the fuel surface, which could lead to steady spread even when the amount of the heat transfer via conduction from the flame to the fuel bed is negligible. Radiative effects are more significant at microgravity conditions because the flame is thicker and thus the volume of radiating combustion products is larger as well. These results suggested that helium may be a better inert or extinguishment agent on both a mass and a mole bases at microgravity even though CO2 is much better on a mole bases at earth gravity, and these are relevant to studies of fire safety in manned spacecraft, particularly the International Space Station that uses CO2 fire extinguishers. CO2 may not be as effective as an extinguishing agent at g as it is at earth gravity in some conditions because of the differences in spread mechanisms between the two cases. In particular, the difference between conduction-dominated heat transport to the fuel bed at earth gravity and radiation-dominated heat transport at g indicates that radiatively-inert diluent such as helium could be preferable in g applications. Helium may be a superior fire suppression agent at g on several bases. First, helium is more effective than CO2 on a mole basis (thus pressure times storage volume basis) at g, meaning that the size and weight of storage bottles would be smaller for the same fire-fighting capability. Second; helium is much more effective on a mass basis (by about 11 times) at g. Third; helium has no physiological activity, unlike CO2 that affects human respiration. Fourth, as compared to N2 or CO2, is not very soluble in water and thus has fewer tendencies to cause bloodstream bubble formation following rapid spacecraft cabin depressurization.
The effects of radiation heat transfer in microgravity compared to convection heat transfer in earth gravity for opposed-flow (downward) over thermally-thick fuel using low density foam fuel were investigated. Microgravity experiments on flame spread over thermally-thick fuels were conducted using foam fuels to obtain low density and thermal conductivity, and thus large flame spread rate compared to dense fuels such as PMMA. And thereby valid microgravity results were obtained even in 2.2 second drop-tower experiments not to mention for the longer duration tests in Zero Gravity Facility. Contrast to the conventional understanding, it was found that steady flame spread can occur over thick fuels in quiescent microgravity environments, especially when radiatively-active diluent gases such as CO2 were employed. This is proposed to result from radiative heat transfer from the flame to the fuel surface, which could lead to steady spread even when the amount of the heat transfer via conduction from the flame to the fuel bed is negligible. Radiative effects are more significant at microgravity conditions because the flame is thicker and thus the volume of radiating combustion products is larger as well. These results suggested that helium may be a better inert or extinguishment agent on both a mass and a mole bases at microgravity even though CO2 is much better on a mole bases at earth gravity, and these are relevant to studies of fire safety in manned spacecraft, particularly the International Space Station that uses CO2 fire extinguishers. CO2 may not be as effective as an extinguishing agent at microgravity as it is at earth gravity in some conditions because of the differences in spread mechanisms between the two cases. In particular, the difference between conduction-dominated heat transport to the fuel bed at earth gravity and radiation-dominated heat transport at microgravity indicates that radiatively-inert diluent such as helium could be preferable in microgravity applications. Helium may be a superior fire suppression agent at microgravity on several bases. First, helium is more effective than CO2 on a mole basis (thus pressure times storage volume basis) at microgravity, meaning that the size and weight of storage bottles would be smaller for the same fire-fighting capability. Second; helium is much more effective on a mass basis (by about 11 times) at microgravity. Third; helium has no physiological activity, unlike CO2 that affects human respiration. Fourth, as compared to N2 or CO2, is not very soluble in water and thus has fewer tendencies to cause bloodstream bubble formation following rapid spacecraft cabin depressurization.
Coordinating multiple agents that need to perform a sequence of actions to maximize a system level reward requires solving two distinct credit assignment problems. First, credit must be assigned for an action taken at time step t that results in a reward at time step t > t. Second, credit must be assigned for the contribution of agent i to the overall system performance. The first credit assignment problem is typically addressed with temporal difference methods such as Q-learning. The second credit assignment problem is typically addressed by creating custom reward functions. To address both credit assignment problems simultaneously, we propose the "Q Updates with Immediate Counterfactual Rewards-learning" (QUICR-learning) designed to improve both the convergence properties and performance of Q-learning in large multi-agent problems. QUICR-learning is based on previous work on single-time-step counterfactual rewards described by the collectives framework. Results on a traffic congestion problem shows that QUICR-learning is significantly better than a Q-learner using collectives-based (single-time-step counterfactual) rewards. In addition QUICR-learning provides significant gains over conventional and local Q-learning. Additional results on a multi-agent grid-world problem show that the improvements due to QUICR-learning are not domain specific and can provide up to a ten fold increase in performance over existing methods.
We devise a qualitative control layer to be integrated into a real-time multi-agent reactive planner. The reactive planning system consists of distributed planning agents attending to various perspectives of the task environment. Each perspective corresponds to an objective. The set of objectives considered are sometimes in conflict with each other. Each agent receives information about events as they occur, and a set of actions based on heuristics can be taken by the agents. Within the qualitative control scheme, we use a set of qualitative feature vectors to describe the effects of applying actions. A qualitative transition vector is used to denote the qualitative distance between the current state and the target state. We will then apply on-line learning at the qualitative control level to achieve adaptive planning. Our goal is to design a mechanism to refine the heuristics used by the reactive planner every time an action is taken toward achieving the objectives, using feedback from the results of the actions. When the outcome is compared with expectations, our prior objectives may be modified and a new set of objectives (or a new assessment of the relative importance of the different objectives) can be introduced. Because we are able to obtain better estimates of the time-varying objectives, the reactive strategies can be improved and better prediction can be achieved.
This paper discusses the implementation and use of reflexive reasoning in real-time, distributed knowledge-based applications. Recently there has been a great deal of interest in agent-oriented systems. Implementing such systems implies a mechanism for sharing knowledge, goals and other state information among the agents. Our techniques facilitate an agent examining both state information about other agents and the parameters of the knowledge-based system shell implementing its reasoning algorithms. The shell implementing the reasoning is the Distributed Artificial Intelligence Toolkit, which is a derivative of CLIPS.
The effects of novel aromatic diamine structures on the adhesive properties of epoxy and polyurethane adhesives were studied. Aromatic diamines based on benzophenone and diphenyl-methane isomers were evaluated as curing agents for epoxy resins and benzophenone and diphenyl-methane based diamine isomers were evaluated as curing agents for polyurethane adhesives. Polyurethane adhesives were prepared based on m, m prime-diisocyanato-diphenyl-methane and m, m prime-diisocyanato-benzophenone. The m, m prime-diisocayanato-diphenyl-methane based adhesive had properties comparable to state-of-the-art adhesives. The m, m prime-diisocyanato-benzophenone based adhesive was extremely reactive.
This paper presents a collaborative conflict resolution technique using deep neural network-based intelligent search of the solution space. This approach offers a rapid convergence to a mutually acceptable solution for real-time conflict resolution, suitable for urban air mobility operations. Furthermore, the presented technique allows operational flexibility to the urban air mobility agents where these agents can collaboratively devise the solution via integrative negotiation, based on their local utility functions, as long as such a solution does not violate the global safety thresholds. The presented machine-to-machine negotiation method is built on our prior work on holistic assessment of the airspace and potential conflict detection implemented at-the-edge, onboard the unmanned aircraft systems. This paper extends the prior work to augment decision-making at-the-edge, thereby, promising a true distributed control architecture for urban air mobility. In this approach, each agent (a) builds a potential in-flight conflict map, (b) identifies the conflicting agents, (c) dynamically prepares a list of alternatives based on its current utility functions, (d) negotiates with the conflicting agents to pick one of these alternatives, and (e) implements the negotiated alternative to mutually resolve the conflict. Note that such an approach does not require a contingency plan to be made pre-flight, as the conflict resolution strategies are decided and negotiated in real time based on the present state of the agent. The contingency plan, if available, can serve as an input to the real-time conflict resolution strategy formulation, and also can be used as a fallback plan in case the negotiation fails and the impacted agents need to switch to a rule-based/supervisory resolution mode from the discussed distributed resolution mode. The presented collaborative negotiation-based conflict resolution technique incorporates a time-dependent reward function to catalyze collaborative resolution by incentivizing the agents with local and global rewards beneficial to their business operations.
The design and implementation of an interface between the C Language Integrated Production System (CLIPS) expert system development environment and the graphic user interface development tools of the X-Window system are described. The underlying basis of the CLIPS/X-Window is a client-server model in which multiple clients can attach to a single server that interprets, executes, and returns operation results, in response to client action requests. Implemented in an AIX (UNIX) operating system environment, the interface has been successfully applied in the development of graphics interfaces for production rule cooperating agents in a knowledge-based computer aided design (CAD) system. Initial findings suggest that the client-server model is particularly well suited to a distributed parallel processing operational mode in a networked workstation environment.
NASA is rapidly moving towards the use of spatially distributed multiple satellites operating in near Earth orbit and Deep Space. Effective operation of such multi-satellite constellations raises many key research issues. In particular, the satellites will be required to cooperate with each other as a team that must achieve common objectives with a high degree of autonomy from ground based operations. The multi-agent research community has made considerable progress in investigating the challenges of realizing such teamwork. In this report, we discuss some of the teamwork issues that will be faced by multi-satellite operations. The basis of the discussion is a particular proposed mission, the Magnetospheric MultiScale mission to explore Earth's magnetosphere. We describe this mission and then consider how multi-agent technologies might be applied in the design and operation of these missions. We consider the potential benefits of these technologies as well as the research challenges that will be raised in applying them to NASA multi-satellite missions. We conclude with some recommendations for future work.
It is evident that nanotubes, such as carbon, boron nitride and even silicon, offer great potential for many aerospace applications. The opportunity exists to harness the extremely high strength and stiffness exhibited by high-purity, low-defect nanotubes in structural materials. Even though the technology associated with carbon nanotube (CNT) development is mature, the mechanical property benefits have yet to be fully realized. Boron nitride nanotubes (BNNTs) offer similar structural benefits, but exhibit superior chemical and thermal stability. A broader range of potential structural applications results, particularly as reinforcing agents for metal- and ceramic- based composites. However, synthesis of BNNTs is more challenging than CNTs mainly because of the higher processing temperatures required, and mass production techniques have yet to emerge. A promising technique is radio frequency plasma spray (RFPS), which is an inductively coupled, very high temperature process. The lack of electrodes and the self- contained, inert gas environment lend themselves to an ultraclean product. It is the aim of this White Paper to survey the state of the art with regard to nano-material production by analyzing the pros and cons of existing methods. The intention is to combine the best concepts and apply the NASA Langley Research Center (LaRC) RFPS facility to reliably synthesize large quantities of consistent, high-purity BNNTs.