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AbstractOne of the current challenges in the development of

robot navigation systems is making them capable of intelligent


and suitable responses to the complex and changing
environments. The navigation of the robots behavior becomes
very challenging when it is under complex and dynamic
environments. Autonomous navigation systems for mobile robots
have been well developed for a wide range of planar
ground-based tasks. This paper presents a novel prefence-based
fuzzy behavioral scheme for navigating an unmanned vehicle in
dense 3-D environments. The 3-D navigation problem is divided
into several identical 2-D navigation sub-problems, each of
which is solved by using preference-based fuzzy behaviors. A
new defuzzification algorithm that steers the robot by finding
the centroid of a 3-D convex region of maximum volume in the
3-D solution region is developed. A fuzzy speed control system is
also developed to ensure efficient and safe navigation.
Keyword: Autonomous Navigation, 3-D Navigation, 3-D
Defuzzification, Preference-Based Fuzzy Control Behaviors.
I. INTRODUCTION
ne of the current challenges in the development of robot
navigation systems is making them capable of intelligent
and suitable responses to the uncertain and changing
environments. Safe maneuvering in such complex
environments is a major challenge for unmanned autonomous
vehicles(UAVs). Future urban reconnaissance and search
missions will require UAVs to autonomously navigate
through dense urban spaces. This navigation problem is a
multi-objective control problem that seeks to ensure that the
robot not only reaches its goal without colliding with obstacles,
but also does so at fast speeds that ensure stealth and
concealment. The problem is particularly difficult because of
high vehicle speeds, which require a fast response from the
controller.
In recent years most of the research conducted in
autonomous navigation systems has been restricted to planar
ground-based settings for use with wheeled mobile robots, e.g.,
[2, 3, 14]. Only a few algorithms developed for 2-D navigation
have been extended to 3-D navigation. Some of these
algorithms are Bug-type 3-D navigation schemes [11, 9]. A
scheme for 3-D path planning was developed in [11] by
combining a 2-D Bug algorithm with a 3-D surface

D. Shi was with the Florida State University, Tallahassee, FL 32306 USA. He
is now with the School of Mechanical Engineering, Anhui University of
Technology, Maanshan, Anhui, 243032, China (E-mail:dongqshi@gmail.com)
X. Xu
*
was with the Florida State University, Tallahassee, FL 32306 USA. He
is now with the School of Mechanical Engineering, Anhui University of
Technology, Maanshan, Anhui, 243032, China (Phone:+86-555-2312302,
Fax:+86-555-2316517, E-mail: xuxr88@yahoo.com or xuxr@ahut.edu.cn )
H. Xu, C. Song and H. Su are with Anhui University of Technology,
Maanshan, Anhui, 243032, China (E-mail: ahaxuo@ahut.edu.cn )
exploration algorithm. This planner requires learning the
shapes of unknown objects based on visual sensors. Instead of
exploration of the entire obstacle surface, a new and reduced
data structure was used in [9]. A globally shortest path in
simple scenarios is ensured. Both Bug algorithms have
shortcomings. In particular, they assume the environments are
populated by polyhedral obstacles and do not consider the
robot's size.
A behavioral robotic system for 3-D navigation was
introduced in [2], which is essentially an extension of a
schema-based reactive navigation system for planar robots.
Each schema, a behavior that is instantiated based on the
robot's needs and the environmental conditions, generates a
vector reflecting the reaction of the robot to its perceived
world. The desired steering velocity is obtained by summation
of the schema vectors. In order to deal with incompatible
behaviors in some situations, the relative contribution of each
schema is determined by a gain factor. The difficulty in
choosing suitable schema gains for different scenarios is a
limitation of this method. Additional disadvantages are that
this method assumes obstacles have a sphere-like shape and
the scenarios are relatively simple.
The algorithm proposed in this paper presents a novel
navigation scheme that decomposes the 3-D navigation
problem into several 2-D navigation problems. Each 2-D
navigation system uses a preference-based fuzzy behavioral
controller that has a general and cooperative fusion
mechanism instead of using a weighted sum of the schema
outputs. A new 3-D defuzzification method is developed to
find the desired flying orientation. The algorithm is used to
navigate an unmanned helicopter in virtual urban and forest
environments in which the obstacles are very densely spaced
buildings or trees of various sizes. The overall navigation
scheme also includes a fuzzy speed control system to make the
basic steering navigation system more efficient.
For an autonomous robot, one of primary features of
behavioral control is the ability to respond quickly even in
unknown and complex environments. Moreover, fuzzy
behavioral methods, which use fuzzy logic controllers, have
an inherent ability to handle uncertainty in the robot
information [1, 7, 14]. Fuzzy behavioral methods can be
classified in terms of the type of behavioral outputs as
standard fuzzy behavioral systems [1,14] and
preference-based fuzzy behavioral systems [11, 13, 14].
Standard fuzzy behavioral systems use behaviors that output a
single command, while in contrast preference-based fuzzy
behavioral systems use behaviors that output their preferences
to various command options. The first of the preference-based
A Preference-Based Fuzzy Behaviors Method for Autonomous Robot
Navigation in Dense Environment
Dongqing Shi, Xiangrong Xu
*
, Member, IEEE, Hao Xu, Chongzhi Song and Hong Su
O
978-1-4799-2744-9/13/$31.00 2013 IEEE
Proceeding of the IEEE
International Conference on Robotics and Biomimetics (ROBIO)
Shenzhen, China, December 2013
2001

behavioral systems were voting architectures like the DAMN
architecture [13, 14]. The fuzzy extension of the DAMN
architecture was presented in [15]. Independently a similar
system using desirability functions and preference logic was
proposed in [17] and developed further in [16], which
established a general framework for preference-based systems.
A successful application of [17, 16] for navigating in very
cluttered environments was presented in [10].
II. ALGORITHM FOR 3-D FUZZY BEHAVIORAL NAVIGATION
Aerial and underwater applications for behavioral control
require reformulation of the existing fuzzy behavioral
techniques that have been successfully used for ground-based
navigation.
A. A Possible Method for 3-D Navigation
Suppose each behavior
i
assigns a preference
j i,
o
to each
command alternative
j
according to some fuzzy rules. The
resultant preference
j
o
of each alternative is the minimum of
the preferences cast from all the behaviors to the alternative,
i.e.,
, min =
, j i j
o o
(1)
where, i{1,2,.,4} and j{1,2,.,5}.
j
o
is the measure
of the importance of each command alternative j. The final
heading command is defuzzifed using centroid of the largest
area method. The design details can be found in [19, 5].
Inspired by the idea of the existing 2-D fuzzy behavioral
techniques, perhaps the easiest way to accomplish 3-D
navigation is to clone the basic idea directly. Hence, assume
each behavior
i
casts its preference
) , ( j i
o
for each of the
available command alternatives
j
. Then, the general fuzzy
rule for each behavior is

) rvalues eparticula Stimulihav ( IF


) ores Command1sc ( THEN
) (1, j
o


) ores Command2sc ( AND
) (2, j
o


). ores Commandnsc ( AND ,
) , ( j n
o " "
(2)


Figure 1: A possible division for the forward perception region

Now consider a forward obstacle avoidance behavior.
Assume there exists a 3-D range finder which can detect a
range, as shown in Fig. 1. By equivalently separating the
whole range into nine small regions, as shown in Fig. 3, the
fuzzy rules for this behavior can be written as:
) ANDD ANDD D ( IF
9 2 1
"


) ores Command1sc ( THEN
) (1, j
o


) ores Command2sc ( AND
) (2, j
o


), ores Commandnsc ( AND ,
) , ( j n
o " "
(3)
where the
i
D
(
,9} {1,2," e i
) represent the sensor readings
indicating the distance from the robot to the nearest obstacle in
the corresponding region. If the distance is fuzzified using the
classifications short, medium and long, there are 3
9
(=19,683)
total rules. Compared with the same behavior in the equivalent
2-D system which has only 3
3
(=27) rules, there is a huge
increase in the computational cost. This makes it necessary to
consider this problem from another perspective.
B. Description of the Proposed Algorithm
Instead of applying the behavioral idea directly as in the
previous subsection, an indirect approach that views the 3-D
navigation problem as several 2-D navigation sub-problems at
different pitch angles is considered. The proposed approach is
detailed below.
1)2-D Decomposition of the 3-D Navigation Problem: In
this research, the overall pitch angle range of the sensor is
assumed to be from
D
52.5
to
D
52.5
and the yaw angle range is
chosen from
D
90
to
D
90
. The 3-D navigation problem is
decomposed into several 2-D sub-problems. Each 2-D
sub-problem will be solved by a regular fuzzy behavioral
controller as stated in Section 2. Each sub-controller, however,
will be required to deal with sensor data within a pitch range
} : { = u A u A u A u A u O s s +
D
, instead of at a particular pitch
angle, say
D
u
.
In this paper
O
is chosen so that if the passable pitch range
is obstacle free for the minimum safe distance d
s
, then the gap
shown in Fig. 2 represents a passable space. Hence,
O
is
given by

Figure 2: The passable pitch range defined by O


.
2
arctan 2 =
s
h
d
H
O
(4)
where H
h
is the height of helicopter. By choosing d
s
=6.5m,
and H
h
=1.8m,
D
15 ~ O
. Hence
D
15 = O
will be subsequently
assumed. It follows that seven navigation sub-problems
(
7 = 2/15 52.5
D D

) are needed to exactly span the overall pitch


angle range,
D
u
is one of the angles in the set
} 45 , 30 , 15 , {0
D D D D

,
and
u A
is
D
7.5
.
Increasing
O
will increase the safety margins for
navigation between tight passageways. However, increasing
O
also increases the probability that passable regions for the
2002

robot will be effectively hidden from the robot. Conversely,
by overlapping the passable pitch ranges as shown in Fig. 3,
where the black circle represents the robot and the black
rectangles are obstacles, additional passable regions can be
revealed. However, the computational cost will increase as
well due to the corresponding increase in the number of
sub-problems, since this cost is approximately proportional to
the number of sub-problems. From this discussion it should be
clear that the proposed method trades off decreased
computational cost for the increased possibility that passable
regions will be obscured.

Figure 3: (a) Non-overlapping pitch range regions, (b) Overlapping pitch
range regions; Region 3 in (b) reveals a passable region not revealed in (a) at
that moment.
As shown in Fig. 4, the seven sub-problems are labeled as
Sub_prob1, Sub_prob2, Sub_prob3, ..., Sub_prob7.

Figure 4: 7 Decompositions of the 3-D navigation problem

Each sub-problem considers only a 2-D problem in which
the goal is the projection of the actual goal onto the plane,
defined by the corresponding pitch angle
D
u
; hence, each
sub-problem neglects a component of the goal and is solved
by a 2-D sub-controller.
Fig. 5 shows the sensor configuration, i.e., the cones for
each 2-D controller, labeled C
1
, C
2
, C
9
. The minimum
sensor readings in each cone are crisp inputs to the fuzzy
controller. The angle of each of the sensor cones in Fig. 5 is
decided by considering the helicopter width and the minimum
safe distance, exactly analogous to the calculation of
O
in Eq.
(4). The overlapping of the cones was used in Fig. 5 to
increase the ability to find passable regions in the plane of
motion. As stated above, the difference in the use of the 2-D
controller here is that the input to the 2-D controller is
computed from sensor data within the small pitch range
O
.
To extract the data to feed as inputs to the 2-D controller,
assume the pitch resolution is
D
5
as shown in Fig. 6(a). Hence
there are four sets of sensor readings within
O
(at
D
7.5
o
u
,
D
2.5
o
u
,
D
2.5 +
o
u
, and
D
7.5 +
o
u
). Then, as shown in Fig. 6(b),
for each yaw range considered the reading for
O
is the
minimum of the four readings in Fig. 6(a). These compressed
data are the inputs to the 2-D controller.

Figure 5: 2-D sensor configuration of the fuzzy behavioral controller

[Original sensor data spectrum at each pitch angle]

[Compressed sensor data spectrum for a sub-problem]

Figure 6: Sensor spectrums (The di are the scalar readings at the pitch angles
shown for sensor region C3.)
In practice, the above idea may be implemented by a
normal 2-D range finder that can rotate to reach different pitch
angles as shown in Fig. 7. However, to increase the sweep
speed in the pitch direction, it would be best to use a laser
range finder that has the inherent ability to sweep in a 3-D
region of space.

Figure 7: A possible sensor setup for obstacle avoidance

As detailed in Section 2, the outputs of the 2-D
sub-controllers are the degrees of preference to the five
control command alternatives: Large Right Turn (LRT),
Slight Right Turn (SRT), No Turn (NT), Slight Left Turn
(SLT), and Large Left Turn (LLT). The preferences for
sub-controller
k

,7}) {1,2, ( " e k
are given by the preference
vector
5 ) (
R
k
e
.
In order to compensate for the goal vertical dimension
2003

neglected in each sub-problem because of the projection as
stated above, a goal pitch orientation (GPO) behavior is used
in conjunction with the seven sub-controllers. Based on the
location of the goal, this behavior gives preferences for the
pitch angles corresponding to the angles in the set
D
u
based on
the nearness of the pitch angle to the pitch angle that points to
the goal; more specifically it provides weights
k

for the
preference vectors
) (

k
associated with the sub-controllers for
the corresponding 2-D planes. Hence, the general fuzzy rule of
the goal orientation behavior is

) larvalue hasparticu rientation goalpitcho ( IF


) ores Command1sc ( THEN
1



) ores Command2sc ( AND
2



). ores Command7sc ( AND ,
7
" "
(5)
The resultant preferences for each sub-controller are then
modified according to
.
) ( ) ( k
k
k

(6)
Below, it is assumed that the preference vectors
) (

k
have
been modified according to (6).
2)Fusion of the 2-D Sub-problems: Another key task is to
fuse the outputs of the seven sub-systems to obtain the final
command. One approach is to use the preference vectors
) (k
o

from each sub-controller along with defuzzification to obtain
a desired command for each sub-controller. Vector
summation can then be used to add each of these command
outputs to obtain the final steering direction. However, this
approach encounters problems in some cases [4]. In particular,
detailed information, such as the local obstacle distribution is
lost in this process. To illustrate, assume, as shown in Fig. 8,
the sub-controller at pitch angle 1 asks for the direction
corresponding to v
1
, and the sub-controller at pitch angle 2
asks for the direction corresponding to v
2
. As a result, the
summed direction is somewhere close to the region denoted as
the white circle, which is not an acceptable navigation
direction for the robot.
In the proposed algorithm, the command fusion problem is
solved by preventing the seven sub-systems from performing
their own final defuzzification process to output their own
steering directions. Instead, their intermediate preferences
) (

k
to the fuzzy command alternatives (LRT, SRT, NT, SLT,
LLT) are combined to form a 3-D solution region representing
degrees of preference for the UAV movement. The final
steering orientation is defuzzified from this 3-D solution
region. This process is called 3-D defuzzification. The
proposed 3-D defuzzification fuses all the information
together to find a globally suitable direction at a moment on
the UAV flight. In the context of the example of Fig. 10, this
process enables the robot to choose either the direction
corresponding to
1
v
or the direction corresponding to
2
v
. The
choice depends on the size of each free space area.
Fig. 9 presents a diagram illustrating the complete
framework of the 3-D navigation system, including the 3-D
defuzzification process.

Figure 8: Vector summation problem: black region for blocked space; v1 and
v2 are sub-directions from 2-D controllers


Figure 9: The general framework of the 3-D fuzzy behavioral navigation
system


Figure 10: Visualization of a 3-D solution region

Fig. 10 provides an example of a 3-D solution region, which
uses one horizontal dimension for the yaw angle, one
horizontal dimension for the pitch angle, and the vertical
dimension for the degree of preference. Note that each of the
seven blocks of yaw angle rows is formed using one of the
preference vectors
) (

k
. A suitable threshold is set to exclude
the sub-regions that have relatively low degrees of preference
from the overall 3-D solution region. A threshold of 0.2 is
chosen in this paper. In the 3-D solution region, each bar with
degree of preference higher than the threshold is called a high
preference bar (indicating free space), and all connected high
preference bars comprise a candidate. (Two candidates are
shown in Fig. 10.)
III. A NOVEL ALGORITHM FOR 3-D DEFUZZIFICATION
One possibility for 3-D defuzzification is to find the
centroid of the candidate of largest volume. If this method is
chosen, as illustrated in Fig. 13, there are three general
classifications of locations of the centroid's projection C in
the pitch-yaw plane relative to the contour of a candidate in
2004

the pitch-yaw plane: a) the projection is inside the contour and
it is far away from the contour boundary; b) the projection is
inside the contour but very close to the contour boundary; c)
the projection is outside of the contour. (Note that the contour
is the projection of the preference space in the pitch-yaw plane
of Fig. 8, not the contour of the 3-D scenario space.) The latter
two classifications indicate that 3-D defuzzification using the
centroid of a candidate may lead to an undesirable solution. In
practice this occurs when the contour of the candidate is
highly concave. The above deficiencies motivate the
development of a novel 3-D defuzzification algorithm that
ensures that the defuzzified output lies well within the contour
of a candidate. The key to the proposed algorithm is to
consider all the candidates and find the centroid of a 3-D
convex region of maximum volume. Here 3-D convex region
actually refers to a 3-D region of a convex contour.


Figure 11: Examples of three types of defuzzification conditions

The following is the detailed 3-D defuzzification algorithm:
Step 1. Apply the threshold to exclude sub-regions with
relatively low degrees of preference;
Step 2. Find all the candidate sub-regions by using the
connected components labeling algorithm [8]. To illustrate,
Table 1 shows the outputs (i.e., the preferences to the fuzzy
control alternatives) from all the 2-D sub-problems
corresponding to Fig. 10. The labeling algorithm highlights
the two candidates, labeled 1 and 2 respectively.
Step 3. Find the 3-D convex region of maximum volume
for each candidate by applying a novel maximum convex
finding algorithm. The details of this sub-algorithm are
presented in Appendix 7. (Note that this particular algorithm
is different from the general convex decomposition algorithms
[12, 10], which split a concave figure into pieces of convex
components and each convex component is not overlapped.
Besides, general convex decomposition algorithms cannot
guarantee finding a convex region of maximum area.) Since
the preference is the height dimension of the volume and the
area under each preference is constant, the algorithm of
Appendix 7 picks the convex region with maximum
summation of the preferences. For the case shown in Table 1,
the summation of preferences in the region labeled 1 is bigger
than that of the region label 2. Hence, the final orientation will
be defuzzified from this sub-region.
Step 4. Choose the maximum convex region determined
above and determine the final flying orientation change at that
instant by taking the yaw and pitch coordinates corresponding
to the centroid of the maximum convex region, which can be
calculated using
, =
V
V
i i
u
u A
_
(7)
, =
V
V
i i

A
_
(8)
where
u A
is the pitch angle change;
A
is the yaw
angle change; V
i
is the volume of the i-th high preference bar
in the maximum convex part; V is the volume of the maximum
convex part;
i
is the average pitch angle for the i-th high
preference bar;
i

is the average yaw angle for the i-th high


preference bar. Note that this process ensures that the final
flying orientation lies well within the contour of the
corresponding candidate.
In the proposed algorithm, for each sub-controller the left
wall tracking behavior, right wall tracking behavior and
forward obstacle avoidance behavior each has 27 rules. The
horizontal goal seeking behavior has 5 rules. The total number
of rules for each sub-controller is 86. Including the five rules
for the GPO behavior, the total number of rules for the
proposed scheme is 7 86+5 (=607). The on-board-fuzzy
controller designed at the Sugeno Lab can store 1500 fuzzy
control rules. The inference speed is 1 msec in the case of 60
rules. Hence, the processing time of all the rules is 60760
(=10.1) msec, which is acceptable even for a very high speed
helicopter. Currently, a high-speed fuzzy processor can infer
1000 rules within 1 msec. Hence real time computation will
not be a problem.
IV. SIMULATIONS
The proposed method was tested on a virtual unmanned
helicopter in 3-D virtual environments, built using the Virtual
Reality Modelling Language (VRML) and simulated in the
MATLAB Virtual Reality Toolbox. The sensor in simulation
is based on the SICK laser. The helicopter is approximately
4.0m4.0m1.8m. Simulation results are based on the
algorithm with 7 decompositions unless otherwise stated. The
sample traveling routes below were plotted based on the
positions of the center of mass of the helicopter. For each
experimental scenario the robot was required to reach a goal
from a start point, both of which were specified in Cartesian
coordinates. The units involved in the simulations are meters.
In all but one scenario the start point and the goal are at
different altitudes, which requires the robot to vary its vertical
position. The figure 12 and14 for each scenario shows the
corresponding 3-D path while the figure 13 is 2-D and shows
the altitude change along the path. Below, the simulation
results are detailed. First, results corresponding to relatively
simple, benchmark test scenarios are described. Next, a much
more complex urban landscape, as illustrated in Figs. 14, is
considered.
In scenario 6, the path length with 7 decompositions is
476.7 m, and the path length with 13 decompositions is 481.6
m, and the relative difference is 1.02%.
2005


Figure 12: Simulation results for scenario 1


Figure 13: Altitude trace for scenario 2


Figure 14: Simulation results for scenario 6

Numerous simulations were performed in this environment,
all with success, and two of them are used as illustrations
(Scenarios 1, 2 and 6 of Figs. 10, 12-14). Finally, a fairly
complex forest-like environment is considered. Again, several
simulations were performed in this environment, all with
success.
V. CONCLUSION
In this paper, a new fuzzy behavioral navigation system for
unmanned aerial or underwater vehicles in unknown, cluttered
3-D environments has been proposed. The main contributions
are as follows:
1. A novel framework for 3-D navigation problem was
developed. The 3-D navigation problem has been solved by
decomposing it into several identical 2-D navigation
sub-problems. Each sub-problem uses a particular sensor data
extraction model to handle the navigation problem in a small
pitch range.
2. A new 3-D defuzzification algorithm is developed. After
fusing the intermediate outputs of the 2-D navigation
controllers, this defuzzification algorithm intelligently finds a
desirable and safe flying orientation for the robot.
3. A fuzzy logic based speed controller is developed to
enable the robot to efficiently travel through a cluttered space.
The proposed behavioral control algorithm is low cost both in
computation and construction. Substantial simulations have
been carried out to demonstrate that an unmanned helicopter
is able to reach its goal for a wide variety of obstacle
configurations.
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