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to observe the environment and to gather information. This
is achieved by using a laser scanner for localization and
cameras for machine detection.
To explore the game-field in an efficient manner with mul-
tiple robots, a scheduling algorithm has to be implemented.
For this, our software architecture described in SectionIII
comes into play. With the centralized team server, it is
possible to generate a global exploration strategy and to
combine the information delivered by all the robots into one
reliable and consistent database.
During the exploration phase, all robots have the non-
blocking task to report all seen machines, i.e. the zone,
orientation (in discrete steps) and light pattern as well as
the corresponding confidence. These updates are sent to
the team server if parts of the information changes (e.g.
orientation is corrected), new information is added (e.g. a
lightpattern isdetected)or theconfidence ofa property rises.
This information is then collected at the team server as an
observations database.
To start the exploration with no observed date (i.e. at the
beginning of the exploration phase) the default task for the
first robot is to explore the top most left zone of the game
field if the team starts at the right start box or the top right
zone of the game field if the team starts at the left start box
(see Figure 1). Using this simple strategy, the probability
is very high that on the way to the destination zone the
robot observed other machines and reported them to the team
server. As soon as another robot is ready for a task or the
first robot has finished its navigation, the robot gets the task
assigned to visited a zone. During the visiting of a zone, the
robot detects if a machine is within the zone. If a machine is
present, the robot performs a light detection of the machine.
If no machine position is reported so far, the robot gets a
backup task to visit a randomly chosen zone which was not
visited before. Otherwise, the robot is sent to a zone with
a high probability that a machine is in this zone (one robot
has reported that there should be a machine) but was not
visited before. If all zones are visited, the zone with the
lowest confidence is chosen as the next task. This allows
maximizing the confidence of the machine information. The
simplified algorithm can be seen in Algorithm 1.
With the start position in the team boxes (as it can be seen
in Figure 1) it is very likely that at least one machine is seen
already in the start position. Thus the usual procedure is that
the first robot directly reports at least one machine at start-
up. The team server creates a task for this robot and sends
it to discover the light state and the correct orientation. On
its way, the robot reports other machines, and so the other
robots can be sent to zones with machines too. Thus the
backup solution to drive to some randomly chosen zone is
rarely used.
This dynamic scheduling allows a very efficient and fast
exploration of the whole game field. This is necessary as the
game field is rather large (12m×6m) for the low speed these
robots are able to move.
Another advantage of the global view of the team server
can be used here too. The machines are distributed at the Algorithm 1: Exploration Algorithm
Input: observations, notVisitedZones, #MPS, thresh
Output: task
1: if observations=∅ then
2: if oppositeZone∈ notVisitedZones then
3: return exploreZone(oppositeZone)
4: else
5: zone = chooseRandom(notVisitedZones)
6: return exploreZone(zone)
7: end if
8: else
9: if numZonesNotVisited(observations)> 0 then
10: zones = zonesNotVisited(observations)
11: zone = getZoneWithLowestConfidence(zones)
12: return exploreZone(zone)
13: end if
14: if mFound(observations, thresh)< #MPS then
15: zone = chooseRandom(notVisitedZones)
16: return exploreZone(zone)
17: else
18: zones = zonesNotVisited(observations)
19: zone = getZoneWithLowestConfidence(zones)
20: return exploreZone(zone)
21: end if
22: end if
game-field in a symmetric fashion to allow fair conditions
for both teams. This constraint can be used for a sanity check
of the reports, i.e. before the final result is sent to the referee
box, it is checked if it makes sense and the most probable
consistent set of observations is reported.
After the exploration phase, the set of reliable machine po-
sitions and orientations is then broadcasted to the connected
robots to allow them to work during the production phase
with the gathered information. Also if one robot has to be
restarted during the production phase, the information about
the position of the machines is provided as a new (or in this
case restarted) robot connects to the team server.
V. RELATED RESEARCH
In the previous section we have discussed our software
architecture how to solve the challenges in the RoboCup
logistic league. Within this section we will discuss another
approach to solve the problems inRoboCup Logistic League.
We will compare our approach to the Carologistics Team
which won the world championships several times. As the
Carologistics Team describes in its team description paper
[15], they also use a three-layer architecture.
A. Carologistics
The main difference is that no central coordinator is used.
Instead a distributed, local-scope and incremental reasoning
approach [16] is chosen. This has the advantage of no single
point of failure but also the disadvantage that no optimal
global strategy can be derived. To keep a consistent view of
65
Proceedings of the OAGM&ARW Joint Workshop
Vision, Automation and Robotics
- Titel
- Proceedings of the OAGM&ARW Joint Workshop
- Untertitel
- Vision, Automation and Robotics
- Autoren
- Peter M. Roth
- Markus Vincze
- Wilfried Kubinger
- Andreas Müller
- Bernhard Blaschitz
- Svorad Stolc
- Verlag
- Verlag der Technischen Universität Graz
- Ort
- Wien
- Datum
- 2017
- Sprache
- englisch
- Lizenz
- CC BY 4.0
- ISBN
- 978-3-85125-524-9
- Abmessungen
- 21.0 x 29.7 cm
- Seiten
- 188
- Schlagwörter
- Tagungsband
- Kategorien
- International
- Tagungsbände