ISSN 0105-8517
August 2002 DAIMI PB - 561 Daniel Moldt (Ed.)
Second Workshop on Modelling of Objects, Components and Agents Aarhus, Denmark,
August 26-27, 2002
Preface
This report contains the proceedings of the workshop Modelling of Objects, Components, an Agents (MOCA’02), August 26-27, 2002. The workshop is organized by the “Coloured Petri Net” Group at the University of Aarhus, Denmark and the “Theoretical Foundations of Computer Science” Group at the University of Hamburg, Germany. The homepage of the workshop is: http://www.daimi.au.dk/CPnets/workshop02/
Objects, components, and agents as fundamental concepts are often found in the modelling of systems. Even though they are used intensively in software engineering, the relations and potential of mutual enhancements between Petri-net modelling and the three paradigms have not been finally covered. The intention of this workshop is to bring together research and application to have a lively mutual exchange of ideas, view points, knowledge, and experience.
The programme committee that selected the papers consists of:
Wil van der Aalst The Netherlands
Remi Bastide France
Jonathan Billington Australia
Didier Buchs Switzerland
Henrik Bærbak Christensen Denmark
Jose-Manuel Colom Spain
Jörg Desel Germany
Susanna Donatelli Italy
Nisse Husberg Finland
Jens Bæk Jørgensen Denmark
Francisco José Camargo Santacruz México
Ekkart Kindler Germany
Gabriela Kotsis Austria
Fabrice Kordon France
Sadatoshi Kumagai Japan
Rainer Mackenthun Germany
Daniel Moldt (Chair) Germany
Tadao Murata USA
Dan Simpson United Kingdom
Rüdiger Valk Germany
Tomas Vojnar Czech Republic
Wlodek M. Zuberek Canada
The programme committee has accepted 8 papers for presentation. They tackle the concepts of objects, components, and agents from different perspectives. Formal as well as application aspects demonstrate the wide range within which Petri nets can be used. At the same time they illustrate that there is a tendency to use more high-level concepts for the analysis and design of Petri-net-based models.
Daniel Moldt
Reviewers
The organisers of MOCA’02 would like to express their appreciation for the work of the reviewers listed below.
Wil van der Aalst Eindhoven University of Technology (EUT), Netherlands
Remi Bastide University of Toulouse, France
Jonathan Billington University of South Australia, Australia
Didier Buchs Swiss Federal Institute of Technology Lausanne, Switzerland
Henrik Bærbak Christensen University of Aarhus, Denmark Jose-Manuel Colom University of Zaragoza, Spain
Jörg Desel Catholic University of Eichstätt-Ingolstadt, Germany Susanna Donatelli University of Torino, Italy
Nisse Husberg Helsinki University of Technology, Finland Jens Bæk Jørgensen University of Aarhus, Denmark
Francisco José Camargo Santacruz Technological Education of State of Mexico, México Ekkart Kindler University of Paderborn, Germany
Michael Köhler University of Hamburg, Germany
Fabrice Kordon University Pierre an Marie Currie of Paris, France Gabriela Kotsis University of Vienna, Austria
Sadatoshi Kumagai University of Osaka, Japan
Gabriela Lindemann Humboldt University Berlin, Germany
Rainer Mackenthun Fraunhofer Institute for Software and Systems Engineering, Germany
Tadao Murata University of Illinois at Chicago, USA
Heiko Rölke University of Hamburg, Germany
Dan Simpson University of Brighton, UK
Mark-Oliver Stehr University of Hamburg, Germany
Rüdiger Valk University of Hamburg, Germany
Tomas Vojnar Technical University of Brno, Czech Republic Klaus Voss German National Research Center for Information
Technology (GMD), Germany
Bin YuNorth Carolina State University, USA
Wlodek M. Zuberek Memorial University of Newfoundland, Canada
Table of Contents
Invited Talk:
Hans-Dieter Burkhard
Software-Architectures for Agents and Mobile Robots... 1 Mao Xinjun, Wu Gang, Wang Huaimin, and Zhao Jianming
Formal Model of Joint Achievement Intention... 19 H. Djenidi, A. Ramdane-Cherif, C. Tadj and N. Levy
Generic Multi-Agent Architectures for Multimedia Multimodal Dialogs... 29 F. Franceschinis, M. Gribaudo, M.Iacono, N. Mazzocca, and V. Vittorini Towards an Object Based Multi-Formalism Multi-Solution Modeling
Approach... 47 Jukka Järvenpää and Marko Mäkelä
Towards Automated Checking of Component-Oriented Enterprise
Applications ... 67 Invited Talk:
Søren Christensen
Moddeling with Coloured Petri Nets ... 87 Jens Bæk Jørgensen and Claus Bossen
Executable Use Cases for Pervasive Healthcare... 89 W.M.P van der Aalst
Inheritance of Dynamic Behaviour in UML ... 105 Danny Weyns and Tom Holvoet
A Coloured Petri Net for a Multi Agent Application ... 121 Michael Köhler and Heiko Rölke
Modelling Mobility and Mobile Agents using Nets within Nets... 141
Hans-DieterBurkhard
InstituteofInformatics
HumboldtUniversity
Berlin, Germany
hdb@informatik.hu-berlin.de
Abstract
Agents and mobile robots are implemented to act"autonomously on behalf of
their user/owner". They have tointeractwith virtual or real-worldenvironments.
Thisleadstoarst"horizontal"modularizationaccordingtoperception,control,and
actuation. Reactivebehaviorisimplemented bysimpletranslationsfromsensorsto
actuators,deliberativebehaviorincludescomplexgoalselectionandplanning. Hybrid
architectures combine both approaches using layered architectures, which leads to
asecondverticalmodularization. Thesynchronizationand interaction between the
modulesposesseriousproblemswhentheagents/robotshavetoworkoncomplextasks
indynamicenvironments. Persistentstatesareusedtomaintain pastoriented and
futureorientedinformation:Theworldmodelcombinesnewperceptionswithprevious
ones,and thecommitmentmaintainsplansfortheachievementsoflongtermgoals.
Specialeortsareneededtokeepbalancebetweenstabilebehaviorandadaptationto
newsituations. Theimplementationof"boundedrationality"needsnewarchitectures
behindthescopeoftheclassicalones.
1 Introduction
Control ofautonomousrobots indynamicalenvironments isinteresting from acognitive
pointofviewaswellasunderapplicationviewpoints. Technicalrequirementsareestab-
lished toconstruct intelligentautonomous systems invirtual worldslike theinternetas
wellasintherealworld. Butstillthereisanongoingdebateaboutthebestwaytocontrol
intelligentbehavior.Examplesfromnatureinclude
1. Immediatereactionstoinputsfromtherealworld[Maes90],[Brooks91]:
This approach can lead to surprisingly complexbehavior ifthe stimulus-response
actionsarewelltuned. Thebasicideabehindthisapproachistousethecomplexity
of the environment for control: The best model of the world is the world itself,
complexbehavioremergesfromtheinteractionwiththeworld.Butnotethatvirtual
reality worlds must simulate the physical relations includingsubstitutes for body
sensorstoaverydetailedleveltoalloweÆcientstimulus-responsebehaviors.
2. Actionsfollowinglongtermplans[Bratman87 ],[Rao/George91]:
The control uses complexinternal models which are analyzed for reachable goals.
Plansaredevelopedtoachievethegoals. Itneedsalotofeortstomakeappropriate
models even for simple behaviors like following a pathwhile avoidingobstacles in
adynamicallychangingenvironment. Butcomplexbehavior(e.g. playingchessor
constructinganairplan)needsalotofappropriateproactivity.
largegroupsofsimpleagents. Thisapproachcanbeseenasanextensionoftherst
oneusing cooperation. Cooperation emergesbysimilar reactionsof the agents to
similarsensory inputs. Moreover, theresultsoftheactivitiesintheworldareused
asstimuliofotheragents(e.g. theuseofchemicalsubstancesasmarkersbyinsects).
Flexibilityandadaptationarerealizedbya certainrandomnessofactions.
Thepaperisconcernedwithindividualagents,i.e. withthersttwoapproaches. Layered
architecturesareusedforcombination[Arkin98,Murphy00]: Lowerlayersimplementfast
reactionsusing"behaviors",higherlayersimplementtheguidanceofbehaviorsbyplans.
Thehigherlayersarecalledwithlowerfrequenciesandhavelongerreaction times.
Dierentbehaviorneedsdierenttriggers. Simplestimulus-responsebehavioristriggered
by recent sensory data only. But often the environment does not provide appropriate
sensorydatafortriggeringtheachievementofalongtermgoal(e.g. runningtointercept
a ball coming from behind- this point will be discussed in more detail below). This
means theagent needssome knowledge aboutthe situation inthe outsideworldbehind
thesensorydataandsomeknowledgeaboutitsgoalsandplans.
More abstractly spoken, the agent possesses "persistent" (mental) states to memorize
world models and goals, respectively. We call them "persistent" states to emphasize
their persistence over longer time intervals. This is necessary to make a clear distinc-
tionconcerningcertainsoftwareaspects: Duringcomplexcomputationprocesseswehave
"intermediate" states. Oftenused methodsfor action selection are decision trees, state
machines,rulebasesetc. Thesemethodsmaygo throughdierent"intermediate" states
whileperformingtheselectionprocess. Buttheseintermediatestatesareforgottenwhen
theprocess isnished. Butiftheresult ofthe processneedstobe stored (like agoalto
be achievedin thefuture),thenthis isrealizedusinga persistentstate. Itisused asan
internaltriggerforforthcomingdecisionprocesses.
Commonlyusednotionsare"reactive"and"deliberative"behavior,respectively. Reactive
behavior is mostly understoodas simple behavior, without (persistent) commitmentto
goals and plans. Deliberative behavior is identied with complex decisions. There are
dierentaspectsmixedinthesenotionsas
complexityofthedecisionprocess,
abilitytoanticipatepossiblefuturedevelopments,
planningcapabilities,
persistentstatesconcerning thepast (persistentworldmodel),
persistentstatesconcerning thefuture(persistentcommitments).
As an example we may consider a chess program: It can anticipate future situations
consideringthepossiblemoves ofbothplayersstartingwiththe recentsituation. Itcan
evaluate reachable future "goals" using complicated evaluation procedures. Finally it
comesup with simplythe nextmove, and all intermediate results are forgotten. After
the opponent's move, the same process starts again for the new situation without any
referencetothepreviouscomputations. Isitareactivebehavior? Wecannotsolvethese
terminological problems in this paper, but we willdiscuss some of its aspects and the
reasonsbehind.
Thepracticalproblemsconcernrapidreactionstofastchangesintheenvironment. Reac-
tivebehaviorsare consideredappropriateforrapidreactions, whiledeliberativeones are
ing environments, bothapproaches are needed, butthen theyare inconict concerning
their synchronization. Layered architectures combine deliberative "higher" layers with
reactive "lower" layers. Dierent synchronization strategies are in use, butusually the
higher layershave some delaybecause theyare computationally expensive. Hence only
lowerreactivelayersreactdynamically. Therebytheyactaccordingtothelongtermgoals
denedbythe higher deliberative layers. Butthis goals remain the old onesas long as
there isno redeliberationregarding the newrequirements. In fact, there is a real time
controlproblemconcerningfastredeliberations.
Toallowsomekindofshorttermredeliberationincomplexenvironments,itisinevitably
torestrictthesearchspaceforrapiddecisions. Thiscorrespondstoconceptsofbounded
rationality, wherea special"screenofadmissibility"([Bratman87])isintroducedfor the
restrictionofdeliberationprocesses. Theproposalinthispaperisanewarchitecturewith
twoseparatedpassesthroughalllevelsofcontrolasanattempttocombinecomplexlong
termdecisionswithshorttermbehaviorsunderrealtimeconditions.
Thepaperisorganizedasfollows: Generalaspectsofrobotcontrolsindynamicalenviron-
mentsareconsideredinSection2usingthescenarioofsoccerplayingrobots(RoboCup).
Control architectures are discussed in Section 3. Section4 continues the discussion of
controlproblems,theimpactsoftheseproblemstothedesignofcontrolarchitecturesare
investigated. This analysisleads tothe proposalof an hierarchicallystructuredcontrol
architectureinSection5. Itallowsforlongtermandshorttermdecisionsonalllevelsof
thehierarchy. Incontrasttootherlayeredarchitectures,just-in-timedecisionsarepossible
on thehigher levels, too. An extended versionof thepaper willappear in Fundamenta
Informaticae[Burkhard02].
Theauthorlikestothankthemembersoftheteams"ATHumboldt"and"GermanTeam"
in the RoboCup for a lot of fruitfuldiscussions. The work is granted by the German
ResearchAssociation(DFG)intheresearchprogram1125"Cooperatingteamsofmobile
robotsindynamicandcompetitiveenvironments".
2 Robot Control in Dynamic Environments
Dynamic environments are characterized by fast changes, such that plans may become
invalid byunpredictableevents. Therobotfootball (European"football", i.e. "soccer")
scenariopromotedbytheRoboCupinitiative[RoboCup][Kitano-et-al-97]isbestsuitedas
anillustrativeexample. Itprovidesadynamicenvironmentforthefootball/soccerplaying
robots. Specialcharacteristics arethepresenceofadversariesandtheavailabilityofonly
incomplete,imprecisedata. Onemaytheoreticallythinkaboutaplantoplaytheballvia
several playersfrom thegoal-kicktothe opponentsgoal, but nobodywouldexpect that
plantowork. Notethatthereisagreatdierencetoachessprogram: Itiseasytowritea
programfor ndingtheultimatebestmoves,itis"only"aquestionofcomplexitytorun
thisprogram. Butnobodyisabletowrite asimilarprogramfor football/soccer playing
robots.
Itisimportanttorealizethattherobotshave toworkautonomouslywithoutanyoutside
control. Moreover,thereisnoglobalcontrolinourscenario: Eachrobothastodecidefor
itsownwithrestrictedknowledgeabouttheenvironmentand aboutotherrobots. Some
communicationisprovided,but notenoughto exchangedetailedinformation aboutthe
situationandaboutdecisions(theamountofdataisrestricted).
Controlstructuresforintelligentrobots/agentsinclude
sensorsandperceptionunittogetinputsfromtheenvironment,
behaviortolongtermdeliberativebehaviorasdiscussedinthispaper),
actorsand basic action control to act inthe environment(sometimes using direct
feedbackwithsensors),
operatingsystemforsynchronizingthedierentactivities(usingparallelprocessing
ifpossible).
Communicationcapabilities are included in the sensors and actors, respectively. There
exista lotofdierentapproachesfor controlsofintelligentagents and intelligentrobots
(cf. e.g. [Arkin98,Murphy00,Wei99]).
2.1 Basic Skills
Thefootball/soccerscenarioprovidesalotofdierentsituationstoillustratetheneedsof
agentarchitecturesfordynamicenvironments. Theyrangefrombasicskillsuptocomplex
cooperative behavior.
Theraw inputinformation provided by sensorsis processed to yielda perception.
Theresultingdatastructuremodelstheenvironmentincludingthe robotitself(es-
pecially positions and movements ofthe ball and of the players). It is called the
"worldmodel".
Theinformationprovidedbysensorsinasinglemomentisincomplete(theballmay
be covered by other players) and imprecise (due to noisy data). It is possible to
build a more complete worldmodelusing information from the past together with
thenewperception. Forexample,themovementofaballwhichiscoveredbyother
playerscanbeanticipatedusinginformationfromtheoldworldmodel.
Theimportantaspectofsuchaworldmodelisitspersistencewithrespecttothetime
scale inducedby sensor inputsand eector outputs. The agent maintainssuch a
worldmodelasapersistentstatewithupdatesaccordingtonewsensoryinformation.
Sinceit isoriented to information from the past, it iscalled past-oriented mental
state.
Interceptionofamovingballillustratessimpleproblemsofthedynamicenvironment:
Averysimple"stimulus-responseplayer"wouldrunstraightlinetotheplacewhere
hesees theball. As theballismovinghe hastoadjustitsdirection everytime he
looks forthe ball,and hewillperform acurved pathastheresult. Amoreskillful
player couldanticipate the optimal pointfor interception and run directlyto this
point.
Nowwediscusssuchaprocedurefortheanticipationoftheoptimalpointforinter-
ception. Itcalculatesthespeedvectorv for theoptimalruntotheball depending
ontherecentpositionpand thespeeduoftheball (relativetotheplayer). Itmay
useadditionalparametersaccordingtoopponents,whetherconditions,noiseetc.
The calculation may explicitly exploit physical laws (including e.g. the expected
delay ofthe ball). It may use simulation (forward model) for possiblespeedvec-
tors v ofthe player. If an inverse model is available, the optimal speed vector v
may be calculateddirectly. Calculationsofv mayuse aneural network whichhas
beentrained byreal orsimulated data. (Which ofthese methodsshouldbe called
"reactive"?)
speedvectorv. Thecalculationcanberepeatedwhenevernewsensorinformationis
available. Therewithitalwayscanregardnewestinformation andhopefullyobtain
thebestspeedvectorv. Alternatively,theplayermaykeepmovingaccordingto v
fora longer time. Thereforehe needsanotherkindofpersistent state tomemorize
thisgoal. Sincethisstateisorientedtoinformationconcerningthefuture,itmaybe
calledfuture-oriented mentalstate. Itcansave computation time,and itis useful
tokeepstablebehavior(seebelow).
Iftheballisnotobservableforsometime(e.g.,ifitiscoveredbyanotherplayer),then
thepersistentgoalisusedasthetriggertokeeprunning. Alternatively,simulating
theballintheworldmodelcanalsobeatriggertocontinuetheinterceptionprocess.
Problemswiththe reliabilityofthecomputedspeedvector v arisedue tonoise in
thesensorydata(andmaybedue toimprecisecalculationsthemselves). Repeated
calculationsmayhenceresultin oscillationsandsub-optimalbehavior(as reported
e.g. in[Muller-Gugenberger/Wendler98]). Itmaybe better tofollow theoldspeed
v
t
as long as the dierenceto the newspeedv
t+1
is nottoo large. Keeping v
t in
afutureorientedmentalstateprovidesthenecessarymeans. Exploitingtheinertia
of the robot provides another wayusing the physical world directly. A complete
analysisoftheproblemsbehindstabilityandexibilitygobehindthescopeofthis
paper(cf. e.g. [Bratman87 ],[Burkhard00 ]).
The discussion shows a lot ofdierent approaches and implementations for the simple
behavior "follow a moving object". In most cases there is a lot of redundancies which
canbe exploited foreÆcientand morereliable controlsin dierentways. Itisa typical
observation in robot control that the same behavior can be realized in dierent ways
yieldingdierent trade os. Since single methodsare often of restricted reliability, the
appropriatecombination(regardingtheoverallsystem)isachallengingdesignproblem.
To summarize: Two conceptsof persistent ("mental") states have beenintroduced. It
iscommonly accepted that some form of persistentstate isessential even for primitive
beings. The worldmodelas a persistent state concerning the past compensatesmissing
sensory information from the outsideworld. Thepersistentstate concerning the future
maybenotreallynecessaryatthelevelofbasicskills.
2.2 Coordination
More complex problems of dynamic environments are illustrated by coordination. The
decision processes become more and more complex (and subject to stability problems)
asthetime horizonisenlarged. Even inthe recentSimulationLeagueofRoboCup(the
competitionsin avirtualenvironmentwhichdo notsuerfromthe physicalrobotprob-
lems),acoordinatedbehaviorlikeadoublepassemergesonlysometimesbychance,notby
plannedactivities. HerearesomeexamplesofdecisionprocessesintheRoboCupscenario:
Aplayerdecides ifhecaninterceptthe ball, i.e. iftheball isreachable duringits
moveontheplayground. Thedecisionprocesscanusetheproceduresforcomputing
vfromabovetocalculatetheinterceptionpointandtime.
Aplayerdecidesifhe canintercepttheball beforeanyother player. Thereforehe
hasto compare hisown chances with the interceptiontimes ofother players (e.g.
usingthemethodstocalculatevfromtheviewpointofotherplayers).
reasonmaybe ateam mateinabetterpositionforcontinuation.
Nextwehadtodiscusstheoptimalbehaviorforalltheplayerswhicharenotinaposition
tocontrol theballdirectly. Theiroptimalbehaviorisdeterminedbylongtermstrategic
items,anditisimportantforthesuccessofarobotteam. Humansoftenusepredenedbe-
haviorpatternsforcoordination,likechangeofwings,doublepassetc. infootball/soccer.
Thereaderisinvitedtothinkabouttherelatedproblemsasdiscussedaboveforintercep-
tion: maintenanceofinformationfromthepast,anticipationoffuturechances,managing
ofstabilityandoptimality,{allundertheconditionsofdynamicchangesandincomplete
impreciseinformation. Thereisa growingvalueofglobal(symbolic)descriptionsofsitu-
ationsandbehaviorsinordertoguideshorttermbehaviorbylongtermgoals. Goalsand
plansarememorizedbyfutureorientedpersistentstatesforatleasttworeasons,namely
eÆciency(repeatedcomputationsshouldbeavoided)andstability(neededforcooperation
ofteammates).
3 Architecture Models
3.1 A Simple State Model
Thenotionsofpersistentstatesarediscussedsomewhatmoreformallyinthissection. A
discretecontroloftheagentisconsideredforthesakeofsimplicity.Thereissomefreedom
for choosing thetime steps t =0;1;2;::: . There aregoodreasons toidentifythe time
steps with the arrival ofsensory data ("input") at the control unit (e.g. we have some
kindofevent drivencontrol). Note that persistence dependson this denition: We call
a state a persistentstate ifand only ifit keeps information from onestep tothe next.
Thechess programconsidered inSection 1does nothave persistentstates. It needsno
persistentworldmodelifallboardpositionsareusedasinput,anditneedsnomemorizing
ofgoalsifevaluationofpossiblemovesstartsfromscratchforthenewsituation.
Computedgoals and plans ofa football/soccerrobotare not persistentas long asthey
cannot be used bythe decision processin the nexttime step. (Ourimplementationof
thecontrol architecture in [Burkhardetal.98] wasbased on thenotionsof belief, desire
and intentions to describe intermediate results. Actually, the concepts did not stand
for persistent states since the decision process was started from the beginning in each
time step. Butthen certain stabilityproblems occurredlike oscillatingdirections while
interceptingtheball. Theyweresolved byreferencestooldintentionslater.)
Ageneric agent-oriented control architecturewith a simplecyclicprocess("sense-think-
act"-cycle)iswidelyused. Thecycleisperformedateachtimestept.
1. Input(sense): Datahavebeencollectedbytheagent. Theymaycomefromoutside
(sensors),viacommunicationandbybodyinformation(proprioceptivesensors). The
dataispreprocessedyieldingsomeinternalrepresentationoftheenvironmentwhich
iscalled"worldmodel".(Herethenotion"worldmodel"maystandfornon-persistent
data,too.)
2. Commit (think): The control unitanalyses theworldmodel. It may evaluate pos-
siblecoursesofactionsandpossiblefuturesituations. Itcommitsforactionstobe
performedimmediatelyandperhapsforlongtermbehavior.
3. Output (act): The control unit outputs the advice for actions to be performed
by the agentimmediately. Theactions are performed(may be after some further
processing)byeectors,andbycommunicators.
1. Onlythemostrecentinputcanbeusedforthecontrol. Thiscausesnoproblemsifthe
inputiscompleteand reliableasfarasnecessaryforcommitments.
for t=0,1,2,... do
worldmodel
t
:= perceive(input
t );
commitment
t
:= deliberate(worldmodel
t );
output
t
:= execute(commitment
t );
Figure1: Stimulus-responseArchitecturewithoutPersistentWorldmodel
Thedeliberate-functioncanbeasimpletable,aneuralnetworkoracomplicateddecision
processusinggoals andplans{ rememberthe chess program. Butthecommitments are
usedonlyfortherecentoutput,thentheyarecompletelyforgotteninthecaseofstimulus-
responsearchitectures.
Next the stimulus-responsearchitecture withpersistentworld modelisconsideredas in
Figure2. Apersistentworldmodelallowstoregardformer inputs. Theagentcantryto
maintainacompleteworldmodelevenifthemostrecentsensorinformationisincomplete.
Thenewinputisintegratedintotheexistingworldmodel,missingfacts canbesimulated
tosomeextend. Thismeansthattheagenthastheabilitytoanticipateworldstates. Itis
commonunderstandingthatthepersistentworldmodelisusedonlyasa "past-oriented"
statewhichmemorizesinformationconcerningthesituationoftheoutsideworld: Itserves
asa substitute fora complete and precisesensory information bythe input. Again the
deliberate-functioncanbeverysimpleorcomplex,respectively. Commitmentsareused
onlyfortherecentoutput.
for t=0,1,2,... do
worldmodel
t
:= update(worldmodel
t 1
, input
t );
commitment
t
:= deliberate(worldmodel
t );
output
t
:= execute(commitment
t );
Figure2: Stimulus-responsearchitecturewithPersistentWorldModel
Asdiscussedabove,eÆciencyandstabilityarereasonstomemorizepreviouscommitments
to guide further decisionsand actions. The deliberate-function can use complicated
processes toevaluate possiblefuture situations,itcanmakeplans toguidethebehavior
for a longer time regarding coordination with other robots. It may be useful or even
necessary(for stability) toconsider thesame commitmentover several timesteps. This
meanstohaveadditionalpersistentstatesrelatedtothefuture. Thisisconsideredbythe
architecturewithpersistentstatesforworldmodelandcommitmentasgiven inFigure3.
Theessential dierence tothe stimulus response architectures isthe treatment of com-
mitment as a persistent mental state. It can be split further e.g. into desires, inten-
tions,plans(BDI-architecture)withalotofvariantsintheliterature(cf. [Wooldridge99 ],
[Burkhard00]). ItservesforeÆciencyaswellasforstability.
worldmodel
t
:= update(worldmodel
t 1
, input
t );
commitment
t
:= deliberate(commitment
t 1
, worldmodel
t );
output
t
:= execute(commitment
t );
Figure3: ArchitecturewithPersistentStatesforWorldmodelandCommitment
3.2 Layered Architectures
Theconceptofpersistentstatesworksneaslongasthereisenoughtimeforthecalcula-
tionsinasingle intervalbetweentwotimepointstandt+1. Butrealtimearchitectures
in dynamical environments usually allow for fast action control (by execute) in short
intervals,whilesensorintegrationand updateofthe worldmodelaswellascommitment
needmoretime. Thereare severesynchronizationproblems.
Acommonusedmodelisahierarchicalarchitecturewhereexecuteperforms"low level"
behaviorwithshorttimehorizonandfastspecicationtime,e.g. forcollisionavoidance.
Each such low level behavior is realized by simple methods, e.g. predened scripts or
in theform ofstimulus response behavior. The aimof thedeliberate-functionon the
higher level is thechoice ofsucha script, the computation ofa planetc. Followingthe
necessitiesof"boundedrationality",thedeliberateprocessconstitutesareduced"screen
ofadmissibility"[Bratman87]:
Iftheenvironmentiscomplexthenlonger computation timeisnecessary toanalyzethe
globalsituation(e.g. forimageprocessing andinterpretation,modelingofotherplayers,
calculation ofthe utilitiesofdierentstrategies etc.). Butnot all aspects of theglobal
situationaresubjecttofastchanges(e.g. theballpossessionmaychangeveryrapidly,but
thepositionsofplayersdonot). Hencethereisthepossibilityofshared work: Complex
analysis is performed by the "global" deliberate calculations leading to search space
reductionfor"local"shorttimedecisionsofexecute.
Classicallayeredtwopassarchitectureshaveacontrolowbottomupfromlowerlayersto
higherlayersandthenbackagaintothelowestlayer. Toactintime,thehigherlayersare
usedonlyifneeded,orwithlowerfrequency. Intherstapproach,thelowerlayersmust
decideifhigherlayershave tobeinvolved. Thiscanyieldcontextproblemsasdiscussed
inSection4.2. Inthesecondapproach,higherlayershavedelays.
Layered onepassarchitectureshave onlyonecontrol ow through thelayers. Toact in
time,thehigherlayersarecalledwithlowerfrequencies. Implementationsofonepasstop-
down architectures canuse stack-oriented programming paradigms. Actionsare pushed
ontoastack. Theactionafromthetopisexecutedifaislowlevel,otherwiseitisreplaced
bylowerlevelactionsa
1
;:::;a
n
,respectively(cf. e.g. [dMARS]). Subroutinecallsasused
in (procedural) programming implementthe same principle(using the runtime stack).
Thecomputedcommitmentactivatesasubroutinewhichperformsthe necessaryactions
for the achievement of the committed goal. Thecontrol turns back to the higher level
deliberationprocessforanewcommitmentwhenthesubroutinehasnished.
Suchlayered modelshave dierenttimescales ontheirlayers. Thismeansthat thesyn-
chronization betweendeliberateand executeis somewhat dierentto thedescription
byFigure3. Thecommitmentcanbeunderstoodasa(maybeconditional)planorscript
computedonthehigherlevels(bydeliberate)attimetsuchthat
t t t+1
t+k
Thelowlevelexecute-functioncomputestheoutputsfori=t;:::;t+kaccordingtothat
script:
output
i
:= execute(step
i
, input
i ).
Themostrecentinputinput
i
(ortheworldmodelifavailableintime)isusedforadapta-
tion. Atemporarystimulusresponsebehaviorisrealizedifidenticalstepsstep
i
areused.
Asan examplewemaythinkofthecommitmenttoruntoacertain position,wherethe
execute-functionhastorealizethenecessarymovementsoveralongertime.
While executeis active at each time stept, the higher level commitments may remain
unchanged over longer time intervals in the layered architectures. In fact, using the
subroutine-paradigm,thehigherlevelprocessesareinactiveuntilthelowerlevelprocesses
arenished. AproblemoftheseapproachesisthediÆcultyoffastreactionsonthehigher
levels to unexpectedchanges inthe environment. The problem cannot be overcome by
concurrentcomputations asfar asthe completeanalysisofa globalsituation (including
time consumingsensorprocessing and integrationfor the worldmodel, and future simu-
lations,evaluationsandmeans-ends-analysisforthecommitment,respectively)consumes
moretimethanonlyasingleintervalbetweentwotimepointstandt+1. Wewilldiscuss
thismatterinSection4,andtheproposalofthe"DoublePassArchitecture"inSection5
isanattempt toovercome theproblem. Thename"DoublePassArchitecture" refersto
adierencetotheonepassandtwopassarchitectures,suchthattwoindependentpasses
areperformedtop-downforthedeliberate-andexecute-functions,respectively.
4 Problems of Control
This section discusses some details of the problems concerning eÆcient controls. EÆ-
ciency means optimal behavior with respect to given constraints, especially complexity
constraints("boundedrationality").
4.1 Trade-os
As discussedfor layered architectures, worldmodelupdateand deliberationcan be time
consuming processes. An accurate analysis of the situation (i.e. by complex picture
processingalgorithms)isworthlessifitcomestoolate. Thereisatime-trade-obetween
Precise decisions based on a suÆcientanalysisof the situation: It needs time for
computingthe perceptionfrom sensory data, its integration into the worldmodel,
thecalculationofpossibleoutcomesofavailableactivities,generationofappropriate
plansetc.
versus
Immediate fast responses to the most recent sensory data: It leaves no time for
complexdeliberation.
Layeredarchitecturesdistinguishbetweenlongtermdecisions(deliberations{whichmay
needmoretime),andshorttermdecisions(executions)guidedbythelongtermones. The
guidance bythe long term ones means a smaller scope ofpossiblechoices for the short
termdecisionsandhenceshortercomputationtimes.
Aproblemofthesearchitecturesare delayed reconsiderationsoflong termplans: Inthe
caseofunexpectedevents, the adaptationofthe longtermcommitmentsmaycome too
ball/soccer,the ball handlingcanbe consideredas low level behavior,too. Butfor the
otherplayers, their low level behavior(e.g. running)isnot related directly tothe ball.
Nevertheless,theyshouldreactquicklye.g. incaseswhenateammateloosestheball.
Thestability-trade-oconcernstheconsiderationandoptimalhandlingof(unexpected)
changesintheenvironment. Itisatrade-obetween
Fastadaptationtonewsituationsinordertoactaccordingtothemostrecentdata,
andaccordingtothemostpromisingalternatives,respectively,
versus
Stabile following ofold plansin order to pursuean intention. Stabile behavioris
importantforresolvedactingandforcooperation(toensuretrustiness).
Bothalternativeshavetheirdrawbacks: Stabilityhasthedangeroffanaticism,i.e. pursu-
ingofunachievablegoals,likekeeponrunningforapasswhentheballisalreadycontrolled
bytheopponents. Adaptationmayleadtopermanentchangesofbehaviorlikeoscillations,
e.g. changingdirectionswhilerunningtoanobject.
Adaptation may be very ineÆcient ifthe costs for adaptation itself are high over time
(thinkofan undecidedgoaliewhichpermanently revisestheplace oftheball for agoal
kick). Therefore, thecostsofadaptationhavetobeconsidered,too. Theappreciationof
adaptationcostsandconsequencesareamatterofthetimetrade-o.
The both trade-os are directly connected with persistentcommitments: Time can be
savedbymemorizingcommitments. Thedistinctionbetweenshortandlongtermdecisions
helps to react faster. Stability needs the consideration of former decisions which can
be memorized bypersistentcommitments. (But there exist other possibilities,e.g. the
exploitationofphysicalpropertieslikeinertia.)
There are much more alternatives concerning the constructionof robot controls. Ifthe
robotperformsexactmovements thentheeortsofmotioncontrol canbereduced. Vice
versa,inexact movements maybe compensated byextensive motioncontrol to someex-
tend. Thisisaanothertradeowithconsequencestodeliberationand executionproce-
dures.
4.2 Context
Thecontextproblemisbestillustratedbythebehaviorofaplayerwhichdoesnotcontrol
theball. Allhecandoischanginghispositionusingsimplebehaviorslikerun/walk/stay.
Goodpositionsareessentialforthesuccessoftheteam. Theplayerhasalotofdierent
alternativesrelatedtomanydierentgoals. Morethanfortheballcontrollingagent,the
optimal behavior depends on the global situation, i.e. of the context (like defensive or
oensiveplay,distancetotheball/tootherplayers/tothegoals, actualscoreetc.).
Inour rstRoboCupimplementations,positionchangingwashandledon agloballevel.
Auniqueprocedurehad tocomputeutilitiesforallsituations. Thecalculation ofuseful
utilitiesbecomes more and more diÆcult with growing numbers ofcontexts. Thus,our
resultswereratherraw.
Areasonableprincipleofagentarchitecturesarehierarchicalstructures: Complexskillsuse
simpler skills, complexoptions are structured bysimpler options. Dierent positioning
options can be embedded into larger options like goal defense, double pass etc. This
makes deliberationeasier: First theagent decidesfora doublepass,then hedecides for
theappropriatepositioningactionsinthiscontext.
Intheclassical,sequential,stack-orientedsoftwarearchitecturesthiscanbeimplemented
by successively called subroutines: The "play soccer method" calls the "oensive play
righttime. Onlythemostrecentlycalledmethod/procedureisactive(here: "positioning
method"), the callers wait for the terminationof this method. Each subroutine in the
stackcanbeconsideredasa "level"ofhierarchicallyorderedcommitments. Thenumber
oflevels isnotrestricted. In contrast,classicallayered architectures havea verylimited
numberof layers (e.g. two or three) which implementdierentreasoning methods and
whicharecalledwithdierentfrequencies.
In the case of unexpected events, the successively called subroutines canreact only on
thelowestlevel,i.e. bytheactive subroutine. Classicallayeredarchitectureshaverelated
problems,theyreactonlyonthelowestlayer. ThisissuÆcientaslongasthehigherlayers
neednofastchangesaccordingtounexpectedevents. Thelongtermgoalofanunmanned
groundvehicleusuallydoesnotchangebecauseofanunexpectedobstacle. Afterdrawing
asideitwillcontinueitswaytotheformergoal. Iftherearestillseriousproblems,itcan
stop for deliberation. Hence the concept of fast low level reactions works wellfor such
scenarios.
But, iffast changes are needed on higher levels, then the considerations of unexpected
eventscouldbedonebestintheappropriatecontext. Forexample,thelossoftheballby
thesecondplayerduring adoublepassshouldbehandledbythe"playsoccermethod".
Itshould lead totermination ofthe "oensive play method" and its successively called
methods ("double pass method", "positioning method"). At the same time, the "play
soccermethod"shouldactivatethe"defensiveplaymethod"withappropriatesubmethods,
e.g. forattackingtheopponents.
Ifonlythe"changepositionmethod"isactive(e.g. astheactivesubroutine),allnecessary
computations (analysis of the situation, test of conditions, termination of higher level
routinesuptothe"oensive playmethod")must performedbythismethod. Thisleads
toaverycomplexandineÆcient"changepositionmethod". Moreover,sincethe"change
position method" is used in many other contexts, this method becomes overwhelming
complex. Alternatively, dierent "change position method" could be implementing for
dierentcontexts. Butthiswouldleadtomultiplecopiesofcode.
Theproblem canbe solved ifthe executeprocedurehas accessto all levels, and ifthe
decisionstobeperformedcanberestricted. AsolutionisproposedinthefollowingSection
5. TheDoublePassarchitectureisintendedtopermitrealtimeredeliberationonalllevels
usingprinciplesofboundedrationality.
5 The Double Pass Architecture
Thissectionproposesanarchitecturewhichdealswiththeaboveproblemsinareasonable
way. Itusespersistentmentalstatesforthepast(worldmodel)andforthefuture(commit-
ment). Itcanimplementgoal-directedapproaches,e.g. theBDI-approach[Bratman87]. It
usesahierarchicalstructureandaleastcommitmentstrategy. Thehierarchicalstructure
providesoptionsondierentlevels. Itistraversedbytwo independentlyrunningpasses.
Thehierarchyallowstodescribebehaviorsandplansinauniqueway,rangingfromsingle
actionson thelowestlevelup tolong termplanson thehighestlevels. Thelowerlevel
behaviorsarecombinedtohigherlevelplans. Thepassesperformdierenttasks:
The Deliberator performstimeconsumingprocessesregardingallaspectsoftherecent
situationlikechoiceofgoalsandlongtermplanning.Itsetsupapartialhierarchical
plan. Following the least commitment idea, the plan is rened as time goes on.
NormallythedeliberatordoesnothavetimeproblemssinceheworkswithsuÆcient
forerun. Timecriticaldecisionsarelefttotheexecutor.
The Executor performsthecontemporary decisions.Based onthepreparatoryworkof
the deliberator,its search space isrestricted to a minimum ofdecisionsusing the
most recentsensory information. In contrasttoclassicallayered architectures,the
executorconsidersalllevelsinrealtime.
Both lines of operation are independently running passes through all (!) levels of the
hierarchy: Thus we have a "Double Pass" run time structure. This is in contrast to
runtimeorganizationin layeredarchitectures(where shorttime decisionsonlyaectthe
lowestlevel)andinprogramminglanguages(where onlytheprocedureon thetopofthe
stackisactive).
5.1 Options
Thedatastructure fromwhichgoals(or desiresand intentions) arechosen fromare the
options. Thesetofoptionscanbeconsideredasa(virtual)treestructurewithlongterm
optionsneartherootandspecicshorttermactionsneartheleaves. Anexamplefromthe
football/soccerdomainisgiveninFigure4. Thenumbers(e.g. inDoublePass/1)denote
therole(rstplayer)inacooperativebehavior.
Anoptionisperformedbyappropriatesuboptionsasdenedbythetree. Thereare two
kindsofconnectionsbetweenoptionsandsuboptions:
Choice-Optionscan be performedby dierent, alternative suboptions(e.g. a pass
canbeperformedbyaforward-kick,asideward-kicketc.),cf.Figure5foraPetriNet
descriptionofthe alternatives ofanoensive option. Transitionringdepends on
sideconditions. "MaxUtility"meanstemporalpriorityforthetransitionwithhighest
utilityaccordingtotherecentsituation. Otherconditionsarebooleanvalued.
Sequencing-Optionsareperformedbyasequenceofsuboptions(e.g. thesuboptions
of a double pass as described above), cf. Figure 6 for a Petri Net depicting the
suboptionsofthedoublepassoptionfromtheperspectiveoftheplayerwiththerole
DoublePass/1.
Forclarity,thebothkindsofconnectionsarenotmixed. ThisissimilartoPrologconcepts:
alternativesuboptionscorrespondtodierentclausesofapredicate,sequencedsuboptions
correspondtothesubgoalsinaclause.
Choice-options describe the dierent possibilities in the context of that option. Delib-
eratoractivities consistofchoices from the alternative suboptions (e.g. using utilities),
calculatingappropriate parameters(e.g. the player tocooperate within a doublepass)
anddecisionsconcerningthetermination(orcancellation)ofintendedactivities. Alterna-
tiveplanscanbeprovidedifaplaniscanceled. Thehierarchicalstructureallowsforlocal
decisions.Redeliberation(ifneeded)isperformedinagivencontext.
Sequencingoptionsdescribethesteps(suboptions)neededtoperformahigherleveloption.
Therehavetobewell-dened criteriaforthetransitionsfromonesuboptiontothenext
one. The evaluation ofthese criteriais timecritical becausethey areperformedbythe
executorwhenacting inresponsetothenewestsensorydata.
Accordingto deliberationand execution, options can be in dierent states. The delib-
eratorchoosesoptions/suboptionstobeexecutedasintentions/subintentions, theirstate
isthencalled"intended". Theybuild asubtreeoftheoption-treeasshownforadouble
passinFigure4. Thecompleteintentionsubtreemustcontainonesubintentionforeach
choice-optionstartinginthe rootdowntosomeleaves, andallsubintentionsfor eachse-
quencingoption. Usingtheleastcommitmentprinciple,theintentiontreehastheformof
ahierarchicalpartialplan. Subintentionsdescribetheplanpartsondierentlevels.
Atanyconcretetimepoint,thereexistsauniquepathintheintentionsubtree(cf. Figure
4)fromtheroottoaleaveconsistingoftheactiveoptions. Thispathiscalledactivation
path. Atthetimewhentherstplayerpassestothesecondone,theactivationpathcon-
sistsof"PlaySoccer"{"Oensive"{"DoublePass/1"{"Pa ss"{ ... downtoaconcreteaction
(e.g. akick-commandwithspeciedpoweranddirection).
Theexecutorperformsthetransition(assoonastherelatedconditionissatised)froman
activeoptiontothesubsequentoption(asprovidedbytheplanintheformofasequencing
option),and thenthe subsequentoptionbecomesactive. For example,after thepassis
nished, the player starts running for a new position (cf. Figure 6). Transitions are
checked (andperformedifconditionsare fullled)bytheexecutoron alllevelsfollowing
theactivationpath.
Besidesintentions,thedeliberatorcanalsopreparedesiresascandidatesforforthcoming
oralternative intentions. Desiresbuild a subtree similarto intentions. The deliberator
maychoosebetweendierentdesireswhenhehastodecideforanintention. Desirescan
beusedasfastavailablealternativesfortheexecutorwhenhehastostopaplanaccording
tounexpectedsituations. As anexamplewemightthinkaboutthefastswitchtoscoring
a goal(because thesituation allows it) insteadof continuing the doublepass(a related
transitioncanbeaddedtothePetriNetinFigure5).
5.2 Deliberator
Theaim ofthe deliberator isthe preparation of intentionsas partial hierarchicalplans
(builtfromoptions)withoutanytimestress(cf. Figure4). Itcanpreparethisplan(asa
desire)whiletheexecutorisstillperforminganoldintention. Forexample,thedeliberator
evaluatestheavailableplansafteraninterceptwhiletherobotisstillrunningfortheball.
At the same time, other players can evaluate their contributions to the possible plans
oftheirteammate. As inreal football/soccer,planningfrom stretchisdiÆcult because
oftheindeterminationofotherplayer'sbehavior. Instead wecanuse so-calledstandard
situations.
Standardsituationsprovidegeneric casesofcooperative play. UsingmethodsfromCase
Based Reasoning (CBR, cf. [Lenz-et-al98]), a concrete situation canbe matched to the
standardsituation. Forexample,atriggeringfeaturefor thedoublepassisan opponent
onthewayofanoensiveplayercontrollingtheball. Thestandardsituation(the"case")
providesastandardscheme("solution")foran intention. UsingCBRmethodsforadap-
tation,a concreteintention canbe specied. Theoptionhierarchyserves asa structure
fordescribingcases(cf. Section6).
Thedeliberatorcomputeslong termdecisions. Itcanbeunderstoodasthedeliberate-
functionfromFigure3.
5.3 Executor
Shorttime behavior should rely on the newest available data: Hence there is no place
fortimeconsumingdeliberations. Theadvancesandthedrawbacks ofstimulus-response
approaches and layered deliberativeapproaches have already been discussed. Stimulus-
responsearchitecturesallow forfastreactions,butcannot handlecomplexlong termbe-
havior, while layered deliberative architecturescan handlecomplexlong termbehavior,
buthaveproblemswithdynamicallychangingsituations.
Theconceptofthe specialexecutor passthroughalllayers isproposed asasolution. It
works accordingto the recent activitypath in theintentionsubtree. It starts from the
rootandproceedslevelbyleveldowntotheleave whichspeciesthenextoutput action
tobeexecutedbytherobot. Oneachlevelitperformscertaintests(e.g. ifasubintention
shouldterminateorstop),and itcancalculateparametersaccordingtothe newestdata
(e.g. for performing an optimal kick). If a subintention is terminated, it performs the
intention.
Itisessentialthatalltestsandcalculationsoftheexecutorcanbeperformedinshorttime,
andthattheyareperformedon theappropriatelevel. Alltimeconsumingcomputations
shouldbeperformedbythedeliberatorintimebefore. Thestructureofoptionsmustbe
designedforthesepurposes.
Theexecutorworksassoonasnewactionsaretobeperformed,andaslateasthenewest
datarelevantfortheseactionscanbeanalyzed. Thiscanbedoneconcurrentlytothework
ofthedeliberator-whichatthesame timepreparesand specieslateractivitiesforthe
executor. In a strictlysequentialapproach, the executormust interrupt theinterpreter.
Concreteimplementationsarepossibleindierentways,theyarestillinanexperimental
state.
Theexecutor operates overthe restricted search spaceofthe intentiontree provided by
thedeliberator.Itcanbeunderstoodastheimplementationoftheexecute-functionfrom
Figure3,butregardingalllevels.
5.4 Main Features of the Double Pass Architecture
Theoption hierarchy allows for unique descriptions ofbehaviors and plans on dierent
levels. All levels are treated the same way. An important feature of the Double Pass
Architecture is the possibilityofimmediate reactions on all levels. It canbe described
as a "doubled one-pass-architecture": One-pass-architectures have a control ow which
passesthrough each level only once. In our case, the control ow is directedtop-down
fromthehighestleveltothelowestone. Thedierenceconsistsinthefact,thatthereare
twoseparatedpasses: Onepassforthedeliberatorwhichpreparescommitments(e.g. goal
andplans),andanotherpathfortheexecutorwhichallowsforrealtime reactionsonall
levels. Theexecutor allowsforacertain kindofstimulus-responsebehavioronalllevels,
wherethestimulus-responsebehaviorhasbeenpreparedbythedeliberator. Theexecutor
realizesreal-timebehavior,whilethedeliberatoractswithoutshorttimeconstraints.
Classicallayeredone-andtwo-passarchitecturesincomplexdynamicalenvironmentshave
serioussynchronization problems. Computationson higher(deliberative)layersare per-
formedin longer time intervals, and rapidresponses to changes in the environment are
possibleonlyatthelower(reactive)layers. TheexecutoroftheDoublePassArchitecture
worksinshorttimeintervalslikethereactivecomponentsofclassicallayeredarchitectures,
butitpassesthroughthehigherlevels,too. Thisispossiblewithoutsynchronizationprob-
lems sincethedeliberatorprepares a restricted search space(theintention tree) for the
executor.
Therequirementtorunthroughalllevelsbytheexecutorneedsaspecialruntimeorgani-
zation. Mostruntimeorganizationmethodsinprogrammingarebasedonstacks, wherea
higherlevelmethodiscalledagainonlywhenthelowerlevelhasterminated. Thisholdsfor
imperativelanguagesaswellasfordescriptiveones,anditisusedinagentarchitectures,
too. Theimplementationofthenewruntimestrategyisstillunderwork.
6 Conclusion, Further Work
The paper has discussed dierent aspects of basic approaches for robot/agent control.
Thenotions ofpersistentstates (concerning thepast and thefuture, respectively) have
been identied as characteristic concepts. Dierent approaches can be classiedalong
these lines. They provide more clear dierences than the classical notions of reactive
and deliberativebehavior. The classicationhelpsto identifytheproblems ofreal time
ArchitecturewasproposedtoavoidthediÆcultiesoflayeredarchitecturesindynamically
changingenvironments. Itallowsforfastadaptationstonewsituationsevenonthehigher
levels.
Future plans include the use of the new architecture for robot learning. The project
"ArchitecturesandLearningontheBaseofMentalModels"oftheresearchprogram1125
"Cooperatingteamsofmobilerobotsindynamicandcompetitiveenvironments"granted
bythe GermanResearch Association (DFG)investigatesthe usage ofCBRmethodsfor
control ofrobots. The cases correspond togeneric behaviorwhich canbe specied and
adapted according to the current situation. There are two main goals for using CBR:
Therst goalis the eÆcient control, while the secondgoal islearningfrom experience.
Learningcanbe twofold: Newcasescan be acquiredas templatesfor behavior,and the
usageofexistingcasescanbeimprovedbybetter analysisandadaptationmethods.
There have already been some attempts to use CBR-methods for Robot Control, e.g.
for opponent positioningmodels [Wendler/Lenz98 ], and for problemsofselflocalization
[Wendleret. al.00]. Theinvestigationsinopponentmodelinghavediscoveredaproblemof
dynamicswhenusingCBRforlowlevelbehavior:Assoonastheteamtriestoadapttothe
opponentspositions,theopponentsdidchangetootherpositions. Intheconsequence,we
needadaptationtohigher level strategies. Theoptionhierarchyservesasastructurefor
describinghigherlevelcases. Itgivesroomforo-linelearningaswellason-linelearning.
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