Universität Bielefeld - Sonderforschungsbereich 360

Steps towards the Realization of Behavior-based Agents

Henning Lobin, Steffen Förster, Jan-Torsten Milde & Gil Müller
Contents:

Introduction

The three papers collected in this report document first results of the SFB-project D1 'Communicating Agents'. The aim of this project is the development of a behavior-based robot arm that can be instructed using natural language for carrying out simple construction tasks in the SFB 'baufix' scenario.

There are two main problems of the robot architecture. Firstly, a suitable approach to the realization of behaviors has to be chosen and its appropriateness and feasibility for the given scenario has to be shown. In this paper 'Neural Fuzzy Controller In Behaviour-Oriented Architectures', Steffen Förster describes an improvement of the architecture for reactive systems proposed by Luc Steels. Förster shows that the advantages of two independent technologies, artificial neural networks and the theory of fuzzy systems, can be exploited to enhance the ease of definition and the adaptivity of Steels-style reactive systems significantly.

The second problem our project is confronted with concerns with the interface between the reactive behavior system and a symbolic cognitive system on top of it, that contains the natural language system and the planning component. The philosophy of behavior-based systems defy straightforward combination with goal-oriented planning systems. Jan-Torsten Milde discusses in his paper 'An Architecture Proposal for the Integration of a Reactive and Cognitive System' the interaction of behavior and planning systems that is made possible by an hierarchical organization of behavior together with explicitly represented information on activation and selection state of each behavior.

Due to the dominant role of the processing of sensory data from different sources in our approach to an instructable though during execution still reactive system, we decided to develop a simulation system for the complete scenario as a testbed for our architecture. The simulation system allows to equip the robot very easily with numerous sensors of different types and to investigate their interplay during task execution. Gil Müller describes the architecture of a simulation system that contains as its core the so-called I-Space, a communication tool for multi-agent systems.

Neural Fuzzy Controller in Behavior-Oriented Architectures

Abstract
In this paper an approach for the realization of behavior-oriented systems with neural fuzzy controllers is presented. Rules, described with linguistic variables, can be determined intuitively by the designer. These rules are used in a fuzzy controller which is parametrized in an artificial neural network. Within the neural fuzzy contruler the rules can be unambiguously located. The systems can be interpreted clearly even after an adaptation.

The process of design has been made easier without the loss of functionality. The system is capable of learning with already known algorithms (e.g. backpropagation, reinforcement learning).

An Architecture Proposal for the Integration of a Reactive and Cognitive System

Abstract
An approach to behavior-oriented programming is proposed which allows the integration of reactive and symbolic (linguistic) components. The symbolic component creates linear plans which the reactive system executed without losing reactivity.

The hybrid system is used for the control of a simulated robot arm, that has to construct a toy plane. Instructions are given to the robot arm in natural language. Besides the capacity of natural language understanding, the arm is equipped with a set of sensor for the perception of visual and tactile information.

I-Space - A Communication Tool for Multi-Agent Systems

Abstract
I-Space ("Interaction Space") is a tool to facilitate the interaction between different processes on different hosts. It provides time-based message passing and one-to-many asynchronous communication. I-Space also supports dynamic reconfiguration of tools by message filters. It has two (standard) mechanisms for message reception: interrupt and polling.

I-Space is responsible for the transportation of messages in a manner that is indepentent from the actual physical network. To use its service, applications (we will call them objects) have to connect to it. Then they can send and receive messages. The transport of those messages depends on three parameters: receiver, message type and time. The receiver of such a message could be anyone on a range of all connected objects to one particular object. This means that each specified receiver will get a copy of the message. This could result in a great amount of messages sent. Filtering is a means to restrict that. The system supports simple filters through message types. Thus, only those messages will be delivered to a particular object that match the message types the object has specified. In real-time systems messages have to arrive within a fixed amount of time. I-Space suuports that through time-based scheduling. The object can control that mechanism by specifying the time of delivery. Messages are delivered on demand of the connected objects (i.e. by polling) or by signaling the objects (by interrupt).


Postscript-File (~ 205 k)
Anke Weinberger, 1994-05-03, 1995-09-25