Designing collective behaviors for robot swarms is a difficult endeavor due to their fully distributed, highly redundant, and ever-changing nature. To overcome the challenge, a few approaches have been proposed, which can be classified as manual, semi-automatic, or automatic design. This paper is intended to be the manifesto of the automatic off-line design for robot swarms. We define the off-line design problem and illustrate it via a possible practical realization, highlight the core research questions, raise a number of issues regarding the existing literature that is relevant to the automatic off-line design, and provide guidelines that we deem necessary for a healthy development of the domain and for ensuring its relevance to potential real-world applications.
Previous research has shown that automatically combining low-level behaviors into a probabilistic finite state machine produces control software that crosses the reality gap satisfactorily. In this paper, we explore the possibility of adopting behavior trees as an architecture for the control software of robot swarms. We introduce Maple: an automatic design method that combines preexisting modules into behavior trees. To highlight the potential of this control architecture, we present robot experiments in which we compare Maple with Chocolate and EvoStick on two missions: foraging and aggregation. Chocolate and EvoStick are two previously published automatic design methods. Chocolate is a modular method that generates probabilistic finite state machines and EvoStick is a traditional evolutionary robotics method. The results of the experiments indicate that behavior trees are a viable and promising architecture to automatically generate control software for robot swarms.JK and AL contributed equally to the research and should be considered co-first authors. Behavior trees were originally brought to the attention of the authors by DB. The proposed method was conceived by the four authors. It was implemented and tested by JK and AL. The initial draft of the manuscript was written by JK and AL and then revised by DB and MB. The research was directed by MB.The final authenticated version is available online at https://doi.
Robotic research is making huge progress. However, existing solutions are facing a number of challenges preventing them from being used in our everyday tasks: (i) robots operate in unknown environments, (ii) robots collaborate with each other and even with humans, and (iii) robots shall never injure people or create damages. Researchers are targeting those challenges from various perspectives, producing a fragmented research landscape. We aim at providing a comprehensive and replicable picture of the state of the art from a software engineering perspective on existing solutions aiming at managing safety for mobile robotic systems. We apply the systematic mapping methodology on an initial set of 1,274 potentially relevant research papers, we selected 58 primary studies and analyzed them according to a systematicallydefined classification framework. This work contributes with (i) a classification framework for methods or techniques for managing safety when dealing with the software of mobile robotic systems (MSRs), (ii) a map of current software methods or techniques for software safety for MRSs, (iii) an elaboration on emerging challenges and implications for future research, and (iv) a replication package for independent replication and verification of this study. Our results confirm that generally existing solutions are not yet ready to be used in everyday life. There is the need of turn-key solutions ready to deal with all the challenges mentioned above.
We investigate the possibilities, challenges, and limitations that arise from the use of behavior trees in the context of the automatic modular design of collective behaviors in swarm robotics. To do so, we introduce Maple, an automatic design method that combines predefined modules—low-level behaviors and conditions—into a behavior tree that encodes the individual behavior of each robot of the swarm. We present three empirical studies based on two missions: aggregation and Foraging. To explore the strengths and weaknesses of adopting behavior trees as a control architecture, we compare Maple with Chocolate, a previously proposed automatic design method that uses probabilistic finite state machines instead. In the first study, we assess Maple’s ability to produce control software that crosses the reality gap satisfactorily. In the second study, we investigate Maple’s performance as a function of the design budget, that is, the maximum number of simulation runs that the design process is allowed to perform. In the third study, we explore a number of possible variants of Maple that differ in the constraints imposed on the structure of the behavior trees generated. The results of the three studies indicate that, in the context of swarm robotics, behavior trees might be appealing but in many settings do not produce better solutions than finite state machines.
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