No Arabic abstract
Designing soft robots poses considerable challenges: automated design approaches may be particularly appealing in this field, as they promise to optimize complex multi-material machines with very little or no human intervention. Evolutionary soft robotics is concerned with the application of optimization algorithms inspired by natural evolution in order to let soft robots (both morphologies and controllers) spontaneously evolve within physically-realistic simulated environments, figuring out how to satisfy a set of objectives defined by human designers. In this paper a powerful evolutionary system is put in place in order to perform a broad investigation on the free-form evolution of walking and swimming soft robots in different environments. Three sets of experiments are reported, tackling different aspects of the evolution of soft locomotion. The first two sets explore the effects of different material properties on the evolution of terrestrial and aquatic soft locomotion: particularly, we show how different materials lead to the evolution of different morphologies, behaviors, and energy-performance tradeoffs. It is found that within our simplified physics world stiffer robots evolve more sophisticated and effective gaits and morphologies on land, while softer ones tend to perform better in water. The third set of experiments starts investigating the effect and potential benefits of major environmental transitions (land - water) during evolution. Results provide interesting morphological exaptation phenomena, and point out a potential asymmetry between land-water and water-land transitions: while the first type of transition appears to be detrimental, the second one seems to have some beneficial effects.
The challenge of robotic reproduction -- making of new robots by recombining two existing ones -- has been recently cracked and physically evolving robot systems have come within reach. Here we address the next big hurdle: producing an adequate brain for a newborn robot. In particular, we address the task of targeted locomotion which is arguably a fundamental skill in any practical implementation. We introduce a controller architecture and a generic learning method to allow a modular robot with an arbitrary shape to learn to walk towards a target and follow this target if it moves. Our approach is validated on three robots, a spider, a gecko, and their offspring, in three real-world scenarios.
Neurobiological theories of spatial cognition developed with respect to recording data from relatively small and/or simplistic environments compared to animals natural habitats. It has been unclear how to extend theoretical models to large or complex spaces. Complementarily, in autonomous systems technology, applications have been growing for distributed control methods that scale to large numbers of low-footprint mobile platforms. Animals and many-robot groups must solve common problems of navigating complex and uncertain environments. Here, we introduce the NeuroSwarms control framework to investigate whether adaptive, autonomous swarm control of minimal artificial agents can be achieved by direct analogy to neural circuits of rodent spatial cognition. NeuroSwarms analogizes agents to neurons and swarming groups to recurrent networks. We implemented neuron-like agent interactions in which mutually visible agents operate as if they were reciprocally-connected place cells in an attractor network. We attributed a phase state to agents to enable patterns of oscillatory synchronization similar to hippocampal models of theta-rhythmic (5-12 Hz) sequence generation. We demonstrate that multi-agent swarming and reward-approach dynamics can be expressed as a mobile form of Hebbian learning and that NeuroSwarms supports a single-entity paradigm that directly informs theoretical models of animal cognition. We present emergent behaviors including phase-organized rings and trajectory sequences that interact with environmental cues and geometry in large, fragmented mazes. Thus, NeuroSwarms is a model artificial spatial system that integrates autonomous control and theoretical neuroscience to potentially uncover common principles to advance both domains.
We investigate the dynamics of textbf{textit{Lumbriculus variegatus}} in water-saturated sediment beds to understand limbless locomotion in the benthic zone found at the bottom of lakes and oceans. These slender aquatic worms are observed to perform elongation-contraction and transverse undulatory strokes in both water-saturated sediments and water. Greater drag anisotropy in the sediment medium is observed to boost the burrowing speed of the worm compared to swimming in water with the same stroke using drag-assisted propulsion. We capture the observed speeds by combining the calculated forms based on resistive-force theory of undulatory motion in viscous fluids and a dynamic anchor model of peristaltic motion in the sediments. Peristalsis is found to be effective for burrowing in non-cohesive sediments which fill in rapidly behind the moving body inside the sediment bed. Whereas, the undulatory stroke is found to be effective in water and in shallow sediment layers where anchoring is not possible to achieve peristaltic motion. We show that such dual strokes occur as well in the earthworm textbf{textit{Eisenia fetida}} which inhabit moist sediments that are prone to flooding. Our analysis in terms of the rheology of the medium shows that the dual strokes are exploited by organisms to negotiate sediment beds that may be packed heterogeneously, and can be used by active intruders to move effectively from a fluid through the loose bed surface layer which fluidize easily to the well-consolidated bed below.
The dendritic cell algorithm is an immune-inspired technique for processing time-dependant data. Here we propose it as a possible solution for a robotic classification problem. The dendritic cell algorithm is implemented on a real robot and an investigation is performed into the effects of varying the migration threshold median for the cell population. The algorithm performs well on a classification task with very little tuning. Ways of extending the implementation to allow it to be used as a classifier within the field of robotic security are suggested.
A combined Short-Term Learning (STL) and Long-Term Learning (LTL) approach to solving mobile robot navigation problems is presented and tested in both real and simulated environments. The LTL consists of rapid simulations that use a Genetic Algorithm to derive diverse sets of behaviours. These sets are then transferred to an idiotypic Artificial Immune System (AIS), which forms the STL phase, and the system is said to be seeded. The combined LTL-STL approach is compared with using STL only, and with using a handdesigned controller. In addition, the STL phase is tested when the idiotypic mechanism is turned off. The results provide substantial evidence that the best option is the seeded idiotypic system, i.e. the architecture that merges LTL with an idiotypic AIS for the STL. They also show that structurally different environments can be used for the two phases without compromising transferability