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4/29/2016
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EMERGENCE ORIENTED PROGRAMMING AND BIOMIMICRY
Dr. Marc KirschenbaumMathematics and Computer Science DepartmentJohn Carroll University
YOUR MISSION, IF YOU CHOOSE TO ACCEPT, IS TO BUILD A
1/2 mile tall skyscraper (320+ stories) No time spent planning the project No blueprints No foremen No building codes Built by 1000’s of untrained citizens Includes cost-free climate control
MISSION IMPOSSIBLE!!!
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~2 m
~6 m
Termite: ~1 cm
THE EASTGATE IN CENTRAL HARARE, ZIMBABWEBIOMIMICRY
Designed by Mick Pearce with Arup engineers
No conventional air-conditioning or heating
Stays regulated year round with dramatically less energy consumption
Use design methods inspired by indigenous Zimbabwean masonry and self-cooling mounds of African termites!
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EMERGENCE DEFINITION
“A more nuanced definition is higher-order complexity arising out of chaos in which novel, coherent structures coalesce through interactions among the diverse entities of a system. Emergence occurs when these interactions disrupt, causing the system to differentiate and ultimately coalesce into something novel.”- Peggy Holman
SWARM CHARACTERISTICS
Large numbers of Agents
Each agent is very simple
Agents chose actions based on local info
No knowledge of the goal
Decentralized control
Relies on randomness to succeed
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EMERGENT BEHAVIOR CHARACTERISTICS
Global behavior emerging from local actions
Complexity arises from the random interaction of many known behaviors
Requires large numbers of agents
More than just a “speed-up” factor, extends capabilities
EMERGENT BEHAVIOR AS A PROBLEM SOLVING TECHNIQUE
Complex problems require complex solutions swarms allow the complexity to emerge
Flexible easy to reconfigure
Robust distribution of work - no single point of failure
Inexpensive lots of small deployments are cheaper
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WHAT ARE SOME APPLICATIONS?
Collectives of Autonomous Robots
Searching large solution spaces
Simulations of multi-agent activities
Large collaborations Human Swarms
APPLICATIONS OF SWARMS
Collectives of Autonomous Robots
Searching large solution spaces
Simulations of multi-agent activities
Large collaborations
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COLLECTIVES OF AUTONOMOUS ROBOTS
Military applications
Space exploration
Hazardous environment access
MILITARY APPLICATIONS
Battlefield communication Ad hoc networks, ground radio
Covert Reconnaissance Sensor fusion networks
Unmanned Vehicle operations Target acquisition, destruction, verification Battlefield assessment
Urban Warfare Data acquisition and communication Battlefield dynamic mission components
Explosives Detection
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SPACE EXPLORATION
Micro-satellite constellations Several small satellites replace single, large one
Individual components used as needed
Multi-vehicle exploration missions Modular development: less expensive
Planetary rovers Decentralized control of robot collective: robust
MARTIAN ROVERS
Artist’s conception of Sojourner bouncing across Mars surface during landing (left)
Mars Exploration Rover – MER (above)
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THE TUMBLEWEED ROVER
•Must be compressible to fit within rocket fairing
•Must minimize mass
•Must survive Martian Environment
•Using wind as motive force removes the need for motors, transmissions, power supplies etc.
•Balloon like structure provides natural mechanism for compression and encapsulating delicate sensors etc.
BIOLOGICAL INSPIRATION
The Russian Thistle (salsola tragus) provides biological inspiration for wind driven rover design
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HAZARDOUS OR INACCESSIBLE ENVIRONMENT ACCESS
Rescue missions
Natural and man-made disaster rescue
Hostage situation information gathering
Dangerous sites
Radioactive site inspection and evaluation
Hostile environments – volcanic, vacuum, etc.
Maintenance bots
Sewer tracking
IN JAPAN ROBOTS GO WHERE HUMANS CAN'T. BY BOONSRI DICKINSON, INNOVATION
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APPLICATIONS OF SWARMS
Collectives of Autonomous Robots
Searching large solution spaces
Simulations of multi-agent activities
Large collaborations
ANT COLONY OPTIMIZATION (ACO) CREATED BY MARCO DORIGO, ANNUAL CONFERENCE IN BELGIUM, ANTS Artificial ant colonies
using pheromones to solve general optimization problems
Uses ants’ desire for high concentrations of pheromones and randomness to produce positive feedback loops and behavior reinforcement
Goal of the “programmer” is to create the proper conditions under which the pheromones are released and sensed to bring about an emergent solution
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Food Nest
From: Ant colonies for the traveling salesman problem by Dorigo and Gambardella
Pheromone trail
Food Nest
From: Ant colonies for the traveling salesman problem by Dorigo and Gambardella
Obstacle appears
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Food Nest
From: Ant colonies for the traveling salesman problem by Dorigo and Gambardella
Ants randomly explore both alternate directions
Food Nest
From: Ant colonies for the traveling salesman problem by Dorigo and Gambardella
Path reconnected on shorter side of obstacle first, Thus faster application of additional pheromones
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Food Nest
From: Ant colonies for the traveling salesman problem by Dorigo and Gambardella
Reinforcement of pheromones establishes shorter path before longer path can gain a critical mass. Eventually all ants use Shorter path
APPLICATIONS OF SWARMS
Collectives of Autonomous Robots
Searching large solution spaces
Simulations of multi-agent activities
Large collaborations
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MULTI-AGENT SIMULATIONS
Emergency exits Previously modeled as a liquid
Improved survival with agent-based models
Urban, traffic, public transportation, sporting venue planning and design
Physical properties of the “Wave” at stadiums
MORE MULTI-AGENT SIMULATIONS
Predator-Prey studies
Disease transmission and infection vectors
Shipboard logistics and supply storage balancing
Ancient civilizations, simulated archeology
Cultural algorithms
Social networks
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SWARM PROGRAMMING
Writing Agent Rules Low level actions
Realizing Global Behavior High level actions
Most Difficult Aspect of Swarms
APPLICATIONS OF SWARMS
Collectives of Autonomous Robots
Searching large solution spaces
Simulations of multi-agent activities
Large collaborations Human Swarms
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ULTIMATE BIO-INSPIRATION: HUMANS
Trial and error approaches to swarm algorithm development
Apply biological inspiration: tell a swarm of humans what to do, then observe
Reverse-engineer their algorithms and apply to swarm control problem.
PHYSICAL HUMAN SWARMS
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LARGE COLLABORATIONS -EXAMPLES OF EMERGENT HUMAN BEHAVIOR
“The Wave” at sporting events Smart Mobs AMBER Alert Systems e-Political movements World Wide Web Wikipedia Open Source software development UNU collective intelligence platform
SWARM ALGORITHM MINING
Observing Human Swarms can produce decentralized control strategies
Can test existing algorithms
Can watch as the swarm generates new ones
Once extracted, can be implemented in simulation or on robots
Color grouping Algorithm Example
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POSSIBLE APPLICATION
Human Swarming Behavior applied to the development of collective control architectures for small quadruped robots Proposed jointly by Dan Palmer, Marc
Kirschenbaum, Ravi Vaidyanathan, and Roger Quinn
SWARM OF MULTI-PURPOSE ROBOTS
Capable Emergent Behavior
Simple Relatively inexpensive Relatively easy to program
Flexible Many different applications
Robust Generally no single points of failure
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ROBOT SWARM CATCH-22
Must know robot capabilities to write algorithms
Must know algorithms’ requirements to spec out robot
Configure and Build Swarm of Robots First?
Too expensive if you get it wrong…
…even once
ROBOT SWARM CATCH-22 Design Algorithms First and Verify with Simulations?
Make assumptions about robot capabilities Approximate/write possible swarm algorithms
Bio-inspiration Writing detailed simulations is time consuming Repeat for different:
Robot capabilitiesApplication scenariosDifferent possible algorithms
Very time consuming
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NEED TO BREAK THE INTERDEPENDENCE
Fast, reprogrammable system Interactive programming interface Describe agent program in terms of swarm goals
Evaluate and suggest programming possibilities
Provide feedback on robot/scenario success Inexpensive
SOLUTION: HUMAN SWARMS Humans are instantly (re)programmable
Programming interface is easy: articulate goal
Source of Bio-inspiration for algorithms Can potentially mine swarm algorithms
Can provide a computational “upper-bound” If a swarm of humans can’t do it…
Can be inexpensive if “fun” enough
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BIO-INSPIRATION: ALGORITHM MINING
Give the human swarm a goal
Record their actions towards the solution
Analyze recorded data
Extract human swarm algorithms
Implement algorithms autonomously
Verify the problem-solving success
Human Swarm: Color Grouping
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HIGH-LEVEL SWARM COMMANDS
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PROBLEMS WITH HUMAN SWARMS
Difficult to control humans in a large group
Limited to physical environment
Subtle algorithmic factors hard to extract, replicate
Human capabilities exceed robot’s Sensor, communication, computation, ….
How to find motivated volunteers when needed?
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EMERGENCE-ORIENTED PROGRAMMING
EOP Complete
Restart Cycle
Restart Cycle
Start Cycle
No Improvement
Improvement
Human Observation of Swarm Behavior
Baseline Swarm System
Evaluate Hybrid Performance
Codify Human Assistance Becomes New Baseline
Roll Back to Previous Swarm System
Goal Emergent Behavior
Human Assists/interacts with Swarm
HUMAN SWARM FEEDBACK LOOP - EBST
Humans generate Finite State Automata (FSA) to program swarms Get immediate feedback of swarm in action Refine control rules on the fly
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EMERGENT BEHAVIOR SIMULATION TOOL (EBST)
Online, interactive swarm programming system
Users generate Finite State Automata (FSA) to program swarms
Users set priorities of agent sensors and size of the experiment
Users can view a real-time animated simulation of their programmed swarm
EBST - EOP
Two programming scenarios Multi-goal ants
Task-oriented robots
User writes a single program that all agents execute
User observes results and modifies program
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ANT BRIDGES (SCENARIOS 1 )
http://www.emergencemarketing.com
• Ants use their bodies to traverse large gaps
• An ant tries to go as far as possible on a path
• When it reaches the edge, it strives to reach out further
• Subsequent ants trying to go as far as possible, climb on them
• Each ant follows an individual goal, the bridge emerges.
CONCEPTS OF ANTS, BRIDGES AND FOOD SCENARIO
Trade-offs and alternatives Many possible ways to produce a solution
Communication needed for emergent behavior
Hungry ants require balancing multiple goalsBuild bridge(s)
Don’t starve
More behavioral building blocks = more interesting swarm programming
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EBST
DUAL MOBILITY ROBOTS (SCENARIO 2) Robots can work effectively in sand and underwater Robots contain a reservoir that can be filled with sea water Weight increase supports in water mobility, weight
decrease supports movement in sand Cost associated with switching
From: Case Western Reserve University’s BioRobotics Lab
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ADDING COMPLEXITY: ROBOTS
Scenario 2, a surf zone, mine sweeping experiment, adds more: Sensors Actions Communication capabilities Evaluation criteria
Goal: Program Robot swarm to make a surf zone landing “Safe” Disarm, detonate, mark mines Identify safe pathways
Naval Post-graduate SchoolJohn Carroll University
EIAE '07
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Initial deployment
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CURRENT RESEARCH SWARM/HUMAN BLENDED INTELLIGENCE
DESIRABLE
Scalable
High-level, short-duration Interaction
Intuitive
AVOID
Micromanagement
OTHER APPROACHES
Beacons
Human as swarm agent
Swarm “leader”
OUR APPROACH
Population Ratio Control
DRIVING PROBLEM CHARACTERISTICS
Swarm
Parallel component
Randomness useful
Emergent
Can solve autonomously
Humans
Big Picture component
Engage human visual system
Contextual knowledge
Can solve independently
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HUMAN-SWARM HYBRID SYSTEM
Digital Jigsaw Puzzle
Agent Population Ratio Control
Humans address
“big picture”
Swarms leverage parallelism and randomness
HASS – Human Assisted Swarm Simulation
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AGENT TYPES
Connectors
Sorters Color
Edge
“Shape”
Finishers
DEMONSTRATE PROGRAM:
USER INTERFACESWARM COMPOSITION HASSDOWNLOAD FROM HTTPS://WWW.ERICMUSTEE.COM/
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SCALABILITY
Previous work showed Blended Intelligence out performed both a human and a swarm working independently
Single Human can direct several different swarms simultaneously
Compared the number of swarm moves necessary to complete a puzzle for: Human and a Single Swarm Human with Two Swarms Human with Four Swarms
RESULTS
OnePuzzle
TwoPuzzles
TwoPuzzles
FourPuzzles
FourPuzzles
FourPuzzles
FourPuzzles
Mean 13866.16 13904.16 13390.4 13023.36 13060.52 12877.32 13904.16
Min 9642 9467 11284 9346 10150 9671 9467
Q1 12252.5 12441.5 12111.5 11886.5 12200 11666.5 13904.16
Median 13909 13471 13305 14399 14108 14125 15561
Q3 15105 15561 14328 14399 14108 114125 15561
Max 18458 18379 17881 16395 15869 15739 18379
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BLENDED INTELLIGENCE
Jigsaw Puzzle Human Alone Averaged a little over 2 Hours to
solve a puzzle
Swarm Alone Averaged around 10 minutes to solve a puzzle
Human/Swarm Blended Intelligence around 5 minutes to solve a puzzle.
Building a Skyscraper?
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EOP AND DIGITAL JIGSAW PUZZLE DESIGN
Baseline, reactionary swarm consisting of only connector agents
Added sorters
Basic strategies to autonomously address ratios – no human intervention
Child agents
Finisher agentsYou can watch animated examples of each improvement to HASS in chronological order at: http://tinyurl.com/l24vef3
SHBI2016 WORKSHOP Swarm/Human Blended Intelligence
Dates 10/21-10/23
Check out SHBI2015 at
http://shbi2015.org
Artist: Rebecca Borrelli
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ACKNOWLEDGEMENTS Dr. Daniel Palmer
Dr. Roger Quinn
John Carroll University Undergraduates
Huntington Foundation
CAS - John Carroll University
Naval Post-graduate School