behaviour tree
A simulation framework for autonomous lunar construction work
Linde, Mattias, Lindmark, Daniel, Ålstig, Sandra, Servin, Martin
We present a simulation framework for lunar construction work involving multiple autonomous machines. The framework supports modelling of construction scenarios and autonomy solutions, execution of the scenarios in simulation, and analysis of work time and energy consumption throughout the construction project. The simulations are based on physics-based models for contacting multibody dynamics and deformable terrain, including vehicle-soil interaction forces and soil flow in real time. A behaviour tree manages the operational logic and error handling, which enables the representation of complex behaviours through a discrete set of simpler tasks in a modular hierarchical structure. High-level decision-making is separated from lower-level control algorithms, with the two connected via ROS2. Excavation movements are controlled through inverse kinematics and tracking controllers. The framework is tested and demonstrated on two different lunar construction scenarios that involve an excavator and dump truck with actively controlled articulated crawlers.
- North America > United States (0.14)
- Europe > Sweden > Västerbotten County > Umeå (0.05)
- Asia > Japan (0.04)
Multimodal Behaviour Trees for Robotic Laboratory Task Automation
Fakhruldeen, Hatem, Nambiar, Arvind Raveendran, Veeramani, Satheeshkumar, Tailor, Bonilkumar Vijaykumar, Juneghani, Hadi Beyzaee, Pizzuto, Gabriella, Cooper, Andrew Ian
Laboratory robotics offer the capability to conduct experiments with a high degree of precision and reproducibility, with the potential to transform scientific research. Trivial and repeatable tasks; e.g., sample transportation for analysis and vial capping are well-suited for robots; if done successfully and reliably, chemists could contribute their efforts towards more critical research activities. Currently, robots can perform these tasks faster than chemists, but how reliable are they? Improper capping could result in human exposure to toxic chemicals which could be fatal. To ensure that robots perform these tasks as accurately as humans, sensory feedback is required to assess the progress of task execution. To address this, we propose a novel methodology based on behaviour trees with multimodal perception. Along with automating robotic tasks, this methodology also verifies the successful execution of the task, a fundamental requirement in safety-critical environments. The experimental evaluation was conducted on two lab tasks: sample vial capping and laboratory rack insertion. The results show high success rate, i.e., 88% for capping and 92% for insertion, along with strong error detection capabilities. This ultimately proves the robustness and reliability of our approach and that using multimodal behaviour trees should pave the way towards the next generation of robotic chemists.
- Europe > United Kingdom > England > Merseyside > Liverpool (0.04)
- North America > United States > California > San Diego County > San Diego (0.04)
Intelligent Framework for Human-Robot Collaboration: Safety, Dynamic Ergonomics, and Adaptive Decision-Making
Iodice, Francesco, De Momi, Elena, Ajoudani, Arash
The integration of collaborative robots into industrial environments has improved productivity, but has also highlighted significant challenges related to operator safety and ergonomics. This paper proposes an innovative framework that integrates advanced visual perception technologies, real-time ergonomic monitoring, and Behaviour Tree (BT)-based adaptive decision-making. Unlike traditional methods, which often operate in isolation or statically, our approach combines deep learning models (YOLO11 and SlowOnly), advanced tracking (Unscented Kalman Filter) and dynamic ergonomic assessments (OWAS), offering a modular, scalable and adaptive system. Experimental results show that the framework outperforms previous methods in several aspects: accuracy in detecting postures and actions, adaptivity in managing human-robot interactions, and ability to reduce ergonomic risk through timely robotic interventions. In particular, the visual perception module showed superiority over YOLOv9 and YOLOv8, while real-time ergonomic monitoring eliminated the limitations of static analysis. Adaptive role management, made possible by the Behaviour Tree, provided greater responsiveness than rule-based systems, making the framework suitable for complex industrial scenarios. Our system demonstrated a 92.5\% accuracy in grasping intention recognition and successfully classified ergonomic risks with real-time responsiveness (average latency of 0.57 seconds), enabling timely robotic
- Information Technology > Human Computer Interaction (1.00)
- Information Technology > Artificial Intelligence > Representation & Reasoning > Rule-Based Reasoning (1.00)
- Information Technology > Artificial Intelligence > Robots > Humanoid Robots (0.74)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks > Deep Learning (0.68)
Programming Manipulators by Instructions
We propose an instructions-based approach for robot programming where the programmer interacts with the robot by issuing simple commands in a scripting language, like python. Internally, these commands make use of pre-programmed motion and manipulation skills coordinated by a behaviour tree task controller. A knowledge graph keeps track of the state of the robot and the environment and of all the instructions given to the robot by the programmer. This allows to easily transform sequences of instructions into new skills that can be reused in the same or in other tasks. An advantage of this approach is that the programmer does not need to be located physically next to the robot, but can work remotely, either with a physical robot or with a digital twin. To demonstrate the concept, we show an interactive simulation of a robot manipulator in a pick and place scenario.
- North America > United States > Massachusetts > Middlesex County > Cambridge (0.04)
- Europe > Spain > Galicia > Madrid (0.04)
Good Things Come in Trees: Emotion and Context Aware Behaviour Trees for Ethical Robotic Decision-Making
Tuttösí, Paige, Zhang, Zhitian, Hughson, Emma, Lim, Angelica
Emotions guide our decision making process and yet have been little explored in practical ethical decision making scenarios. In this challenge, we explore emotions and how they can influence ethical decision making in a home robot context: which fetch requests should a robot execute, and why or why not? We discuss, in particular, two aspects of emotion: (1) somatic markers: objects to be retrieved are tagged as negative (dangerous, e.g. knives or mind-altering, e.g. medicine with overdose potential), providing a quick heuristic for where to focus attention to avoid the classic Frame Problem of artificial intelligence, (2) emotion inference: users' valence and arousal levels are taken into account in defining how and when a robot should respond to a human's requests, e.g. to carefully consider giving dangerous items to users experiencing intense emotions. Our emotion-based approach builds a foundation for the primary consideration of Safety, and is complemented by policies that support overriding based on Context (e.g. age of user, allergies) and Privacy (e.g. administrator settings). Transparency is another key aspect of our solution. Our solution is defined using behaviour trees, towards an implementable design that can provide reasoning information in real-time.
- Health & Medicine (1.00)
- Law (0.69)
CoBT: Collaborative Programming of Behaviour Trees from One Demonstration for Robot Manipulation
Jain, Aayush, Long, Philip, Villani, Valeria, Kelleher, John D., Leva, Maria Chiara
Mass customization and shorter manufacturing cycles are becoming more important among small and medium-sized companies. However, classical industrial robots struggle to cope with product variation and dynamic environments. In this paper, we present CoBT, a collaborative programming by demonstration framework for generating reactive and modular behavior trees. CoBT relies on a single demonstration and a combination of data-driven machine learning methods with logic-based declarative learning to learn a task, thus eliminating the need for programming expertise or long development times. The proposed framework is experimentally validated on 7 manipulation tasks and we show that CoBT achieves approx. 93% success rate overall with an average of 7.5s programming time. We conduct a pilot study with non-expert users to provide feedback regarding the usability of CoBT.
When Prolog meets generative models: a new approach for managing knowledge and planning in robotic applications
Saccon, Enrico, Tikna, Ahmet, De Martini, Davide, Lamon, Edoardo, Roveri, Marco, Palopoli, Luigi
In this paper, we propose a robot oriented knowledge management system based on the use of the Prolog language. Our framework hinges on a special organisation of knowledge base that enables: 1. its efficient population from natural language texts using semi-automated procedures based on Large Language Models, 2. the bumpless generation of temporal parallel plans for multi-robot systems through a sequence of transformations, 3. the automated translation of the plan into an executable formalism (the behaviour trees). The framework is supported by a set of open source tools and is shown on a realistic application.
- North America > United States > California > San Francisco County > San Francisco (0.14)
- North America > United States > Oklahoma > Payne County > Cushing (0.04)
- Europe > Italy > Trentino-Alto Adige/Südtirol > Trentino Province > Trento (0.04)
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Behaviour Trees for Creating Conversational Explanation Experiences
Wijekoon, Anjana, Corsar, David, Wiratunga, Nirmalie
This paper presented an XAI system specification and an interactive dialogue model to facilitate the creation of Explanation Experiences (EE). Such specifications combine the knowledge of XAI, domain and system experts of a use case to formalise target user groups and their explanation needs and to implement explanation strategies to address those needs. Formalising the XAI system promotes the reuse of existing explainers and known explanation needs that can be refined and evolved over time using user evaluation feedback. The abstract EE dialogue model formalised the interactions between a user and an XAI system. The resulting EE conversational chatbot is personalised to an XAI system at run-time using the knowledge captured in its XAI system specification. This seamless integration is enabled by using Behaviour Trees (BT) to conceptualise both the EE dialogue model and the explanation strategies. In the evaluation, we discussed several desirable properties of using BTs over traditionally used STMs or FSMs. BTs promote the reusability of dialogue components through the hierarchical nature of the design. Sub-trees are modular, i.e. a sub-tree is responsible for a specific behaviour, which can be designed in different levels of granularity to improve human interpretability. The EE dialogue model consists of abstract behaviours needed to capture EE, accordingly, it can be implemented as a conversational, graphical or text-based interface which caters to different domains and users. There is a significant computational cost when using BTs for modelling dialogue, which we mitigate by using memory. Overall, we find that the ability to create robust conversational pathways dynamically makes BTs a good candidate for designing and implementing conversation for creating explanation experiences.
- North America > United States (0.14)
- Europe > United Kingdom > Scotland > City of Aberdeen > Aberdeen (0.04)
- Health & Medicine (1.00)
- Government (0.68)
- Law (0.68)
- Information Technology > Artificial Intelligence > Representation & Reasoning (1.00)
- Information Technology > Artificial Intelligence > Natural Language > Explanation & Argumentation (1.00)
- Information Technology > Artificial Intelligence > Machine Learning (1.00)
- Information Technology > Artificial Intelligence > Natural Language > Chatbot (0.90)
Verifying Safety of Behaviour Trees in Event-B
Tadiello, Matteo, Troubitsyna, Elena
Autonomous Systems (AS) like Humanoid Robots, Autonomous Vehicles, or Unmanned Aerial Vehicles are becoming increasingly complex and need to interact with dynamic environments and with each other. For this reason, robots require tools to enable advanced perception and understanding of the environment, or capabilities to operate in complex situations. Artificial Intelligence is extending the capability of perception and action of the agents and allows robots to operate in environments not suitable for robots just a few years ago. In most common scenarios the complexity of the environment requires to the robot to have different skills, the capability of different actions, and hence also a certain degree of reasoning and understanding of which action to take and when. A relevant example could be an urban road, with car, pedestrian, and signals.
- North America > United States > New York > New York County > New York City (0.04)
- Europe > United Kingdom > England > Cambridgeshire > Cambridge (0.04)
- Europe > Sweden > Stockholm > Stockholm (0.04)
- Europe > Italy > Tuscany > Pisa Province > Pisa (0.04)
Behavior trees for AI: How they work
The first two, as their names suggest, inform their parent that their operation was a success or a failure. The third means that success or failure is not yet determined, and the node is still running. The node will be ticked again next time the tree is ticked, at which point it will again have the opportunity to succeed, fail or continue running. This functionality is key to the power of behaviour trees, since it allows a node's processing to persist for many ticks of the game. For example a Walk node would offer up the Running status during the time it attempts to calculate a path, as well as the time it takes the character to walk to the specified location. If the pathfinding failed for whatever reason, or some other complication arisen during the walk to stop the character reaching the target location, then the node returns failure to the parent. If at any point the character's current location equals the target location, then it returns success indicating the Walk command executed successfully. This means that this node in isolation has a cast iron contract defined for success and failure, and any tree utilizing this node can be assured of the result it received from this node. These statuses then propagate and define the flow of the tree, to provide a sequence of events and different execution paths down the tree to make sure the AI behaves as desired.