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A hexapod walker using a heterarchical architecture for action selection

机译:使用分层架构进行动作选择的六足步行者

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摘要

Moving in a cluttered environment with a six-legged walking machine that has additional body actuators, therefore controlling 22 DoFs, is not a trivial task. Already simple forward walking on a flat plane requires the system to select between different internal states. The orchestration of these states depends on walking velocity and on external disturbances. Such disturbances occur continuously, for example due to irregular up-and-down movements of the body or slipping of the legs, even on flat surfaces, in particular when negotiating tight curves. The number of possible states is further increased when the system is allowed to walk backward or when front legs are used as grippers and cannot contribute to walking. Further states are necessary for expansion that allow for navigation. Here we demonstrate a solution for the selection and sequencing of different (attractor) states required to control different behaviors as are forward walking at different speeds, backward walking, as well as negotiation of tight curves. This selection is made by a recurrent neural network (RNN) of motivation units, controlling a bank of decentralized memory elements in combination with the feedback through the environment. The underlying heterarchical architecture of the network allows to select various combinations of these elements. This modular approach representing an example of neural reuse of a limited number of procedures allows for adaptation to different internal and external conditions. A way is sketched as to how this approach may be expanded to form a cognitive system being able to plan ahead. This architecture is characterized by different types of modules being arranged in layers and columns, but the complete network can also be considered as a holistic system showing emergent properties which cannot be attributed to a specific module.
机译:在具有杂物致动器的六足步行机中在混乱的环境中移动,因此控制22个自由度,并不是一件容易的事。在平面上已经简单地向前行走需要系统在不同内部状态之间进行选择。这些状态的编排取决于步行速度和外部干扰。这样的干扰是连续发生的,例如由于身体的不规则的上下运动或腿的滑动,甚至在平坦的表面上,特别是在谈判紧曲线时。当系统允许向后行走或将前腿用作抓手而不能有助于行走时,可能状态的数量会进一步增加。对于允许导航的扩展,还需要其他状态。在这里,我们展示了一种选择和排序不同(吸引子)状态的解决方案,这些状态可以控制不同的行为,例如以不同的速度向前行走,向后行走以及紧密曲线的协商。这种选择是由激励单元的递归神经网络(RNN)进行的,它结合环境反馈控制一组分散的存储元素。网络的底层分层体系结构允许选择这些元素的各种组合。这种代表有限数量程序的神经重用示例的模块化方法允许适应不同的内部和外部条件。概述了一种方法,该方法可以如何扩展以形成能够提前计划的认知系统。这种体系结构的特点是,不同类型的模块以层和列的形式排列,但是完整的网络也可以被视为显示无法归因于特定模块的紧急属性的整体系统。

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