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Kansas State's Slick Willie Robot Software

AI Magazine

Robotics Team 1 from Kansas State University was the team that perfectly completed the Office Navigation event in the shortest time at the fifth Annual AAAI Mobile Robot Competition and Exhibition, held as part of the Thirteenth National Conference on Artificial Intelligence. The team, consisting of Michael Novak and Darrel Fossett, developed its code in an undergraduate software-engineering course. Its C code used multiple threads to provide separate autonomous agents to solve the meeting scheduling task, control the sonar sensors, and control the actual robot motion. The team's robot software was nicknamed SLICK WILLIE for the way it gracefully moved through doorways and around obstacles.


To Know or Not to Know: On the Utility of Models in Mobile Robotics

AI Magazine

This article describes JEEVES, one of the winning entries in the 1996 Annual AAAI Mobile Robot Competition and Exhibition, held as part of the Thirteenth National Conference on Artificial Intelligence. The model, a geometric map constructed from sensory data gathered while the robot performed its task, enabled JEEVES to sweep the arena efficiently. This article argues that JEEVES's success depended crucially on the existence of the model. It also argues that models are generally useful in mobile robotics -- even in tasks as simple as the one faced in this competition.


A Retrospective of the AAAI Robot Competitions

AI Magazine

This article is the content of an invited talk given by the authors at the Thirteenth National Conference on Artificial Intelligence (AAAI-96). The piece begins with a short history of the competition, then discusses the technical challenges and the political and cultural issues associated with bringing it off every year. We also cover the science and engineering involved with the robot tasks and the educational and commercial aspects of the competition. We finish with a discussion of the community formed by the organizers, participants, and the conference attendees.


Making an Impact: Artificial Intelligence at the Jet Propulsion Laboratory

AI Magazine

The National Aeronautics and Space Administration (NASA) is being challenged to perform more frequent and intensive space-exploration missions at greatly reduced cost. Nowhere is this challenge more acute than among robotic planetary exploration missions that the Jet Propulsion Laboratory (JPL) conducts for NASA. This article describes recent and ongoing work on spacecraft autonomy and ground systems that builds on a legacy of existing success at JPL applying AI techniques to challenging computational problems in planning and scheduling, real-time monitoring and control, scientific data analysis, and design automation.


Dynamic Object Capture Using Fast Vision Tracking

AI Magazine

This article discusses the use of fast (60 frames per second) object tracking using the COGNACHROME VISION SYSTEM, produced by Newton Research Labs. The authors embedded the vision system in a small robot base to tie for first place in the Clean Up the Tennis Court event at the 1996 Annual AAAI Mobile Robot Competition and Exhibition, held as part of the Thirteenth National Conference on Artificial Intelligence. Of particular interest is that the authors' entry was the only robot capable of using a gripper to capture and pick up the motorized, randomly moving squiggle ball. Other examples of robotic systems using fast vision tracking are also presented, such as a robot arm capable of catching thrown objects and the soccer-playing robot team that won the 1996 Micro Robot World Cup Soccer Tournament in Taejon, Korea.


Gaps and Bridges: New Directions in Planning and Natural Language Generation

AI Magazine

The workshop entitled "Gaps and Bridges: New Directions in Planning and Natural Language Generation" was held on 12 August 1996 in Budapest, Hungary. This article describes the four sessions of the workshop and summarizes the important themes that were revealed.


RoboCup: A Challenge Problem for AI

AI Magazine

The Robot World-Cup Soccer (RoboCup) is an attempt to foster AI and intelligent robotics research by providing a standard problem where a wide range of technologies can be integrated and examined. A robot team must actually perform a soccer game, incorporating various technologies, including design principles of autonomous agents, multiagent collaboration, strategy acquisition, real-time reasoning, robotics, and sensor fusion. RoboCup is a task for a team of multiple fast-moving robots under a dynamic environment. Although RoboCup's final target is a world cup with real robots, RoboCup offers a software platform for research on the software aspects of RoboCup.


The Fourth International Workshop on Artificial Intelligence in Economics and Management

AI Magazine

The Fourth International Workshop on Artificial Intelligence in Economics and Management was held in Tel-Aviv, Israel, from 8 to 10 January 1996. This article discusses the main themes presented at the workshop, including the need for multiple methods in any system designed to solve real-world problems, the differences in the effectiveness of AI versus classic analytic techniques, and the use of AI techniques to customize products.


Third International Conference on Artificial Intelligence Planning Systems

AI Magazine

The Third International Conference on Artificial Intelligence Planning Systems (AIPS-96) was held in Edinburgh, Scotland, from 29 to 31 May 1996. The main gathering of researchers in AI and planning and scheduling, the conference promoted the practical applications of planning technologies. Details of the conference papers and sessions are provided as well as information on the Defense Advanced Research Projects Agency -- Rome Laboratory Planning Initiative.


The 1996 Fall Symposium Series

AI Magazine

The Association for the Advancement of Artificial Intelligence (AAAI) held its 1996 Fall Symposia Series on 9 to 11 November in Cambridge, Massachusetts. This article contains summaries of the seven symposia that were conducted: (1) Configuration; (2) Developing Assistive Technology for People with Disabilities; (3) Embodied Cognition and Action; (4) Flexible Computation: Results, Issues, and Opportunities; (5) Knowledge Representation Systems Based on Natural Language; (6) Learning Complex Behaviors in Adaptive Intelligent Systems; and (7) Plan Execution: Problems and Issues.