Ford, Kenneth M. (Florida Institute for Human and Machine Cognition (IHMC)) | Allen, James (Florida Institute for Human and Machine Cognition (IHMC)) | Suri, Niranjan (Florida Institute for Human and Machine Cognition (IHMC)) | Hayes, Patrick J. (Florida Institute for Human and Machine Cognition (IHMC)) | Morris, Robert (Nasa Ames Research Center)
With the growing importance of multiagent team-work, tools that can help humans analyze, evaluate, and understand team behaviors are also becoming increasingly important. ISAAC'S novelty stems from a key design constraint that arises in team analysis: Multiple types of models of team behavior are necessary to analyze different granularities of team events, including agent actions, interactions, and global performance. Additionally, ISAAC uses multiple presentation techniques that can aid human understanding of the analyses. This article presents ISAAC'S general conceptual framework and its application in the RoboCup soccer domain, where ISAAC was awarded the RoboCup Scientific Challenge Award.
This work deals with designing simple behaviors to allow quadruped robots to play soccer. In addition to vision problems such as changing lighting conditions and color confusion, legged robots must cope with "bouncing images" because of successive legs hitting the ground. Because it is not always possible to simulate the problems encountered in real situations, the behavior strategy should anticipate them. Experiments were carried out at the 1999 RoboCup in Stockholm using the Sony quadruped robots (Fujita 2000).
The National Association of Securities Dealers, Inc., regulation advanced-detection system (ADS) monitors trades and quotations in The Nasdaq Stock Market to identify patterns and practices of behavior of potential regulatory interest. More important, it has greatly expanded surveillance coverage to new areas of the market and to many new types of behavior of regulatory concern. ADS combines detection and discovery components in a single system that supports multiple regulatory domains and shares the same market data. ADS makes use of a variety of AI techniques, including visualization, pattern recognition, and data mining, in support of the activities of regulatory analysis, alert and pattern detection, and knowledge discovery.
Robotic soccer is a challenging research domain that involves multiple agents that need to collaborate in an adversarial environment to achieve specific objectives. In this article, we describe CMUNITED, the team of small robotic agents that we developed to enter the RoboCup-97 competition. We designed and built the robotic agents, devised the appropriate vision algorithm, and developed and implemented algorithms for strategic collaboration between the robots in an uncertain and dynamic environment. The article then focuses on the agent behaviors, ranging from low-level individual behaviors to coordinated, strategic team behaviors.
The YODA Robot Project at the University of Southern California/Information Sciences Institute consists of a group of young researchers who share a passion for autonomous systems that can bootstrap its knowledge from real environments by exploration, experimentation, learning, and discovery. Our participation in the Fifth Annual AAAI Mobile Robot Competition and Exhibition, held as part of the Thirteenth National Conference on Artificial Intelligence, served as the first milestone in advancing us toward this goal. YODA's software architecture is a hierarchy of abstraction layers, ranging from a set of behaviors at the bottom layer to a dynamic, mission-oriented planner at the top. This abstraction architecture has proven robust in dynamic and noisy environments, as shown by YODA's performance at the robot competition.
The Georgia Institute of Technology won the Office Cleanup event at the 1994 AAAI Robot Competition and Exhibition with a multirobot cooperating team. This article describes the design and implementation of these reactive trash-collecting robots, including details of multiagent cooperation, color vision for the detection of perceptual object classes, temporal sequencing of behaviors for task completion, and a language for specifying motor schema-based robot behaviors.
Phoenix is a real-time, adaptive planner that manages forest fires in a simulated environment. Alternatively, Phoenix is a search for functional relationships between the designs of agents, their behaviors, and the environments in which they work. In fact, both characterizations are appropriate and together exemplify a research methodology that emphasizes complex, dynamic environments and complete, autonomous agents. This article describes the underlying methodology and illustrates the architecture and behavior of Phoenix agents.
Nevertheless, significant aspects of behavior and user expectation are peculiar to expert systems and their users. These considerations are discussed here with examples from an actual system. Guidelines for the behavior of expert systems and the responsibility of designers to their users are proposed.