J Intell Robot Syst (2012) 68:3–19
DOI 10.1007/s10846-012-9666-9
Swarm-like Methodologies for Executing Tasks
with Deadlines
José Guerrero · Gabriel Oliver
Received: 8 March 2011 / Accepted: 1 March 2012 / Published online: 15 March 2012
© Springer Science+Business Media B.V. 2012
Abstract Very few studies have been carried out
to test multi-robot task allocation swarm algorithms in real time systems, where each task
must be executed before a deadline. This paper
presents a comparative study of several swarmlike algorithms and auction based methods for
this kind of scenarios. Moreover, a new paradigm called pseudo-probabilistic swarm-like, is
proposed, which merges characteristics of deterministic and probabilistic classical swarm approaches. Despite that this new paradigm can
not be classified as swarming, it is closely related with swarm methods. Pseudo-probabilistic
swarm-like algorithms can reduce the interference between robots and are particularly suitable
for real time environments. This work presents
two pseudo-probabilistic swarm-like algorithms:
distance pseudo-probabilistic and robot pseudoprobabilistic. The experimental results show that
This work has been partially supported by project
DPI2008-06548-C03-02 and FEDER funding.
J. Guerrero (B) · G. Oliver
Departament de Matemàtiques i Informàtica,
Universitat de les Illes Baleares, Cra. de Valldemossa,
Km. 7.5, 07122, Palma, (Balears), Spain
e-mail: jose.guerrero@uib.es
G. Oliver
e-mail: goliver@uib.es
the pseudo-probabilistic swarm-like methods significantly improve the number of finished tasks
before a deadline, compared to classical swarm algorithms. Furthermore, a very simple but effective
learning algorithm has been implemented to fit
the parameters of these new methods. To verify
the results a foraging task has been used under
different configurations.
Keywords Multi-robot · Task allocation ·
Swarm-like · Pseudo-random swarm · Learning
1 Introduction
Multi-robot systems can provide several advantages compared to single-robot systems, for example: robustness, flexibility and efficiency. To make
the most of these potential benefits, some problems have to be solved, specially in scenarios with
real time constraints. Of all the issues reported
in the specialized literature, this paper focuses on
the methods to select the best robot to execute a
task, which is commonly referred to as the ‘MultiRobot Task Allocation’ (MRTA) problem. Moreover, special attention is paid to the tasks that
have to be fulfilled before a deadline. Two main
paradigms have been proposed in recent years to
manage task allocation: swarm and auction methods. On the one hand, swarm systems are inspired
4
by insect colonies’ behavior, such as bees or ants,
where a global action emerges from the interaction between very simple entities. Whereas, on
the other hand, auction methods are based on negotiation processes between robots that, in most
cases, require complex communication skills. It is
generally accepted that auction systems provide
better results than swarm methods in terms of
the number of tasks executed, as has been shown
in [16].
Little work has been done to analyze how well
the current swarm systems fit real time scenarios,
that is, missions where the tasks must be executed
before a deadline. The interference between robots, produced when two or more of them select
the same task to execute, is one of the main
problems of the swarm systems. This paper proposes a new approach closely related to swarm
solutions, called pseudo-probabilistic swarm-like
(PSW), to reduce this interference. First, in the
PSW approach each robot probabilistically selects
a set of tasks of interest, then it selects the best
of these tasks. Hence, this is neither a classical
probabilistic response threshold [3] nor a deterministic algorithm [1], where each robot always
selects the best task from its point of view. This is
the first hybrid methodology that combines characteristics from both current swarm approaches.
As will be explained later, PSW requires a very
simple central agent to carry out some tasks, so
it can not be classified as swarming but, as the
classical swarm approaches do, PSW is distributed
and each robot selects the next tasks to execute by
itself. Hence, the PSW algorithms are not called
swarm but swarm-like approaches.
Two PSW algorithms have been implemented:
distance PSW (PSW-D) and robot PSW (PSW-R).
With the PSW-D algorithm each robot uses the
classical response threshold probability, already
implemented in other swarm methods, to preselect the tasks. Thus, it does not require any
communication between robots. By contrast, the
probabilistic initial selection in the PSW-R needs
the position of the robots, so, each robot has to
broadcast its position to the others. Then, both
pseudo-random swarm-like methods choose the
best task among the pre-selected ones as the next
one to execute. Finally, to fit the parameters of the
PSW-R algorithm, a new and very simple learning
J Intell Robot Syst (2012) 68:3–19
algorithm is presented. The experiments and simulations carried out show that the new methods
proposed here increase the number of tasks that
meet the deadline compared to the classical probabilistic and deterministic swarm algorithms.
This paper also compares the swarm-like algorithm results to the performance of three auction
strategies: Sequential Unordered Auction (SUA),
Earliest Deadline First Auction (EDFA) and Sequential Best Pair Auction (SBPA). The auction algorithms require complex communication
mechanisms and need greater computational capabilities compared to the swarm methods. The
experimental results prove that the auction approaches, compared to pseudo-swarm algorithms,
reduce the total length traveled by the robots but
there are not any significant differences in the
total number of finished tasks when no deadline
is used. In scenarios with time restrictions, the
benefits provided by the auctions are greater, but
the pseudo-swarm methods are still better than
classical swarm algorithms. Thus, this study builds
on both our previous work [14] and other authors’ work [16] with new scenarios and MRTA
approaches.
A classical foraging task has been used to verify
our methods. In this mission, each object has to
be gathered before a specific deadline. The performance measure used to compare the systems
is the number of tasks finished before its deadline and the total path travelled by the robots. A
simulator developed by the authors and the wellknown and widely-accepted Player/Stage framework have been used to execute all the simulations. Most of the experiments involving five or
less robots have been partially reproduced with
real mobile robots to guarantee the reliability of
the simulations.
The rest of this paper is organized as follows:
Section 2 reviews the relevant work in MRTA
with special attention paid to swarm and auction
methods; Section 3 presents a formal definition
of the problem to solve and details the real time
foraging task; Sections 4 and 5 explain the MRTA
algorithms implemented; special attention is paid
to pseudo-swarm approaches. The experimental
results are shown and analyzed in Section 6 and,
finally, the conclusions and future work are presented in Section 7.
J Intell Robot Syst (2012) 68:3–19
2 Previous Work
Many of approaches have been proposed for solving the multi-robot task allocation problem. Some
of them are based on centralized paradigms, that
is, all the information is sent to a central agent who
also makes all decisions executing optimization
algorithms [17, 21, 23, 26]. The solution given by
centralized methods can be near the optimum assignment, but they have several problems such as:
single point of failure, a very high computational
complexity, that makes them not suitable for dynamical environments, or a lot of communication requirements. Thus, nowadays, swarm intelligence and auction based methods are the MRTA
methodologies mostly used. Swarm methods are
inspired by insect colonies’ behaviour, such as
bees or ants, where a global action emerges from
the interaction between very simple entities. In
general, the swarm systems do not need communication protocols to coordinate the robots, but
the complexity of the tasks they can carry out
is strongly limited. One of the most commonly
used swarm approaches is the response threshold,
where each robot has a stimuli associated with
each task it has to execute. Some response threshold systems such as [3, 25] use the stimuli and
the threshold value for calculating the probability
of executing a task, that is, they are probabilistic
or non-deterministic algorithms. Some other authors, such as [1, 19], apply the response threshold
concepts together with a deterministic selection
of the task, that is, when the stimuli exceeds the
threshold, the robot immediately starts the execution of that task. As far as we know, there is no
mechanism that combines both approaches; deterministic and probabilistic response threshold.
Besides, very little work has been done to test
swarm systems in real time scenarios where the
tasks must be executed before a deadline. An
exception is the Oliveria’s et al. study [8] where
a set of agents must execute tasks with deadlines.
This approach has not been tested on robots and
requires the establishment of a lot of parameters.
In [9] Acebo and de la Rosa allow tasks with
real time restrictions but their system needs some
very complex communication mechanisms, much
more complex than the approaches proposed in
our study.
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The auction algorithms [10, 11] are based on an
explicit communication protocol to coordinate the
robots’ actions. In this kind of systems, the robots
act as selfish agents bidding for the tasks. The bids
are adjusted to the robots’ capacity to carry out
the goal. Then, the robot with the highest bid, that
is the best robot, wins the auction process and
gets the task. Thus, the auction systems provide
better solutions than swarm approaches but also
require higher communication and computational
capabilities. As the swarm systems, few auction
approaches such as [5, 15, 18, 20], can carry out
tasks with deadlines and none of them compare
their results to swarm approaches. This comparative study is made in [16] by Kalra and Martinoli
where the deterministic response threshold methods always outperformed the probabilistic swarm
approaches. This paper will show that a combination of probabilistic and deterministic selection
improves both established methods.
3 General Task Description
In this section, we will formalize the task allocation problem sketched earlier and we will explain
the main difficulties it presents.
We have a set of tasks T = {t1 , t2 , ..., tm } and a
set of robots R = {r1 , r2 , ..., rn }, where in general
n = m. An allocation can be represented by a set
′
T A = {C0 , ..., Cn }, where Ci = {ri , T i }, T i ⊆ T is
the set of tasks assigned to robot ri and T 0 is the
subset of tasks without an assigned robot. The
robots without any assigned task do not appear in
T A, therefore n′ ≤ n. Moreover, each task ti has
to be finished before a specific time, DLi , called
deadline. A valid assignment T A has to verify the
following characteristics:
n
i
–
i=0
T j = T.
i
– T
T = ∅ ∀ i = j. That is, each task can only
be assigned to one robot.
– If j > 0, All tasks in T j have to meet the
deadline.
Besides, in this study each robot can only execute one task, therefore, |T i | = 1 ∀i > 0. In our
previous paper [14], this restriction was not stated,
but PSW methods were not studied there.
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To validate the algorithms, the classical foraging like task has been used. This task is defined as
follows: some randomly placed robots have to pick
up some objects randomly placed in the environment. For all the strategies, there is a central agent
that acts as user and which receives the information about all the tasks in the environment. For the
auction approaches, this central agent also acts as
auctioneer and decides which robot has to execute
each task. For the swarm approaches, the central
agent only broadcasts the information about the
tasks to all the robots. Thus, each robot has a list
with all the information (position and deadline)
about all the available tasks. A task is only added
to the list if the robot can carry it out before its
deadline, otherwise, the task is rejected. To know
the time required to execute a task the robots
use the distance to the task and their kinematic
characteristics. The central agent also advises all
the robots when a task has been finished by any of
them, and therefore when a robot has to delete
a task from its lists. After finishing a task or
when a new task is received, the robots without
an assigned task select the next one to execute
from their list. This selection will depend on the
specific swarm-like task allocation method used.
Hence, with the swarm methods the central agent
does not make any decision about the allocation
and, after sending the information about the tasks
by the central agent, the process is decentralized.
Note that, despite that the central agent, the PSW
methods still meet the distributed characteristic
of swarm approaches. The central agent must be
seen as a user who decides when a task is finish or
provides new tasks to the system but it does not
make any decision about how to assign the tasks.
In a more realistic scenario, this agent could be
also a sensor which detects the objects to gather.
Moreover, even if the central agent has all the
information about the robots’ position and tasks,
the decision making process would still be distributed and it would be running in parallel on all
robots. Other swarm methods, such as [2], also
assume the existence of some degree of centralized knowledge about the tasks to do. Finally, the
communication protocol is simplified thanks to
the User Datagram Protocol (UDP), that allows
the robot to start the process without needing to
establish communication in the first place.
J Intell Robot Syst (2012) 68:3–19
4 Swarm Task Allocation Methods
In this section we will explain the swarm-like task
allocation methods used to carry out the mission explained earlier. As a baseline, two classical
swarm algorithms will the presented: nearest first
swarm (NFS) and probabilistic response threshold
(RTH). Then, we will explain the new pseudorandom swarm-like methods: PSW-D and PSWR, together with an adaptive/learning algorithm to
fit their parameters.
4.1 Nearest First Swarm
With the nearest first swarm strategy (NFS) each
robot selects the nearest available task, that is, the
available task that minimizes the distance to the
robot, therefore NFS is a deterministic algorithm.
To select a task, the distance between the robot
and the task must be lower than a value D, in
order to avoid assigning a robot to a very distant
task. This is the same parameter already used by
other authors in [16] without deadlines. This is a
very simple method that does not require great
communication capabilities for the robots because
they do not have to send any message and only
need to receive the information from the central
agent. This simplicity results in a lot of problems,
the main one is the interference between robots.
In this case we state that two or more robots
interfere with each other if they select the same
task to execute. Thus, the more interference there
is, the more time needed to execute the tasks. The
complexity of this selection algorithm is O(m),
where m is the number of tasks. The complexity
of the communication system is equal to O(m)
because the central auctioneer has to send the
information of the m tasks to all the robots.
4.2 Probabilistic Response Threshold
This probabilistic method is based on the classical
response threshold algorithms [1, 25] (RTH). In
this method, given a robot r and a task t, a stimuli
sr,t is defined that represents how suitable t is for r.
When sr,t exceeds a given threshold (θr ), the robot
r starts to execute the task t. To avoid relying on
the threshold value to an excessive degree, the
task selection is usually non-deterministic [1, 3].
J Intell Robot Syst (2012) 68:3–19
7
Thus, a robot will select a task to execute with a
probability Pr,t equal to:
Pr,t =
n
sr,t
4.3 Pseudo-random Swarm-like Algorithms
This section explains the new pseudo-random
swarm-like approach proposed in this paper. As
already stated, PSW algorithms combine the deterministic swarm algorithm characteristics with
probabilistic response threshold features. Hence,
the PSW combines both the NFS and the RTH algorithm, explained above. In this paper two PSW
methods have been implemented: distance PSW
(PSW-D) and robots PSW (PSW-R).
These new methods have been introduced because NFS produces a lot of interferences between
robots, because all of them execute the same task
allocation algorithm and do not have any information about the decision made by other robots. The
RTH classical algorithm reduces the NFS interference level thanks to its pseudo-random probability Pr,t (see Eq. 1). For example, if two robots
(r1 , r2 ) are located at the same point (or very near)
and execute NFS, both will try to carry out the
same task. On the other hand, if RTH is used, the
probability of both selecting the same task will be
2Pr,t and therefore the conflicts will be reduced.
The use of this random approach also means that
there is a non-null likelihood of selecting a very
bad task from the robot point of view. The PSW
algorithm solves this problem discarding very far
tasks thanks to the line 4-6 of the Algorithm 2.
Thus, the PSW can solve the conflicts due to the
execution of NFS and ensures that the selected
task is good enough for the robot.
(1)
n
sr,t
+ θrn
As demonstrated, if sr,t = θr , the probability of
executing a task is equal to 0.5. Figure 1 shows
Eq. 1 values as a function of sr,t for several values of the exponent n and θr = 50. In the experimental phase of this work, and to reproduce
the conditions used by other authors [16, 25], n
will be always equal to 2. Algorithm 1 shows the
implementation of the RTH used in this paper,
where random(0..1) is a function that returns a
random value between 0 and 1. The computational complexity of the RTH algorithm is O(m),
where m is the number of tasks. Although it has a
similar complexity to the NFS algorithm, if a robot
eventually selects a task, the number of iterations
can be much lower.
Algorithm 1 Probabilistic response threshold
(RTH) for the robot r
Require: T=List of unassigned tasks
1: for all t ∈ T do
2:
if Pr,t > random(0..1) then
3:
return t {Start to execute task t}
4:
end if
5: end for
6: return null
Fig. 1 Pr,t values (Eq. 1)
as a function of the
stimuli for several n
values with θr = 50
1
n=1
n=2
n=3
n=4
n=8
0.9
0.8
Pr,t (s)
0.7
0.6
0.5
0.4
0.3
0.2
0.1
0
0
10
20
30
40
50
60
Stimuli (s r,t )
70
80
90
100
8
J Intell Robot Syst (2012) 68:3–19
In all PSW methods each robot r selects, in
a pseudo-random way, a subset of tasks. Then,
among the pre-selected tasks, the nearest one to
the robot is finally selected. Algorithm 2 shows
the generic PSW process, where line 3 is similar
to the RTH selection and lines from 4 to 6 is the
deterministic task selection. Thus, if m is the number of tasks, the computational complexity of this
algorithm is equal to O(m). Depending on how
the probability Pr,t is calculated, the algorithm
implements the PSW-D or PSW-R.
Algorithm 2 PSW algorithm for the robot r
Require: T=List of unassigned tasks
1: tbest ← null
2: for all t ∈ T do
3:
if Pr,t > random(0..1) then
4:
if t is nearer than tbest is then
5:
tbest ← t
6:
end if
7:
end if
8:
return tbest
9: end for
On the one hand, the PSW-D method calculates the Pr,t value following the response threshold (see Eq. 1). In this case, the stimulus sr,t is
equal to the inverse of the distance between the
task t and the robot r. On the other hand, the
PSW-R method, uses the number of robots to
make this decision. Thus, the probability of selecting a robot is:
Pr,t =
1
Nar
(2)
Where Nar is the number of robots around robot r, the limit of the area whereby a robot is considered ’around’ is parameter A. Therefore, Pr,t
represents the probability of interference between
two or more robots. The lower value A is, the
closer PSW-R behaviour to NFS is, so the PSWR and NFS give the same results when A = 0 and
NFS’s parameter D = ∞. In the PSW-R, unlike
the PSW-D method, the robots have to broadcast
their locations and identifiers. Despite this, the
communication mechanism used is very simple
and does not need complex protocols. Moreover,
as has been proved during the experiments (see
Section 6), the A parameter shows a very stable
behavior over all tested configurations.
To fit the A value to the specific characteristics of the tasks and the environment, the robots
can execute Algorithm 3, where α is the learning
factor with a value between 0 and 1. As can be
seen, when a robot is idle and receives a message from the central agent that a task has not
been executed before its deadline, the new area
value Ai+1 decreases by α. Thus, the likelihood
of selecting a task will be greater in the future.
If the robot is executing a task and detects an
interference with another robot, the area A is
increased, and the probability of executing a new
task decreases. When a task finishes before its
deadline, the central agent also notifies this event
to all the other robots. The way a robot detects an
interference depends on the task’s characteristics.
For example, in a foraging mission, if a robot has
not got its assigned object yet but the central agent
notifies that this object has already been gathered,
then this robot will know that another robot has
been assigned to the same task, and therefore it
will detect the interference.
Algorithm 3 Algorithm to fit the A value
1: if idle robot and deadline not meet then
2:
Ai+1 ← (1 − α)Ai
3: else
4:
if interference detected then
5:
Ai+1 ← (1 + α)Ai
6:
else
7:
Ai+1 ← Ai
8:
end if
9: end if
5 Auction Task Allocation Methods
As an adequate baseline to compare with, three
recent and commonly used auction methods have
been chosen. Thus, the pseudo-random swarmlike approach here presented is compared to some
of the most representative state-of-the-art methods: SBPA, EDFA and SUA. In addition, it is
worth mentioning that EDFA provides a quite
simple method to deal with deadlines (EDF),
J Intell Robot Syst (2012) 68:3–19
SUA is a very simple algorithm and SPA is a
very well known auction method and it provides
a 2-competitive solution. As a matter of fact,
there exist other auction methods, like ConsensusBased Bundle Algorithm (CBBA) [6] that also
provide 2-competitive solutions, but they are not
so widely-used. Because of the main goal of this
study is not to propose new auction approaches
but to compare its results with the most wellknown swarm methods, so we have tested neither
CBBA nor more complex auction algorithms.
9
Algorithm 4 SBPA algorithm
Require: T=List of non assigned tasks
1: for all t ∈ T do
2:
Ask for a bid from all idle robots
3: end for
4: repeat
5:
Select the best robot-task pair (best bid)
6:
Send an award message to the selected
robot
7:
Remove the task and the robot from the list
8: until There are no more unassigned robots or
tasks
5.1 Sequential Best Pair Auction
The most complex auction mechanism implemented to compare its performance to the swarm
algorithms is the Sequential Best Pair Auction
method (SBPA). SBPA is based on the classical
best pair selection approach and is very similar to
the selection method used in the renowned Broadcast of Local Eligibility (BLE) [24] and studied
in detail in [4]. Each time a new task appears in
the environment or when a robot finishes its execution, a central auctioneer starts a new auction
round. The process, followed by the auctioneer,
can be seen in Algorithm 4. Firstly, it requests a
bid for each task from all the idle robots (lines
1–3). The idle robots bid using their expected time
to finish the task, providing they are able to execute the task before its deadline. Each robot uses
its kinematic characteristics to know how long it
will take to finish a task. Then the auctioneer
selects, in each iteration, the robot-task pair with
the shortest execution time and notifies this choice
to the robot. As other auction methods, this one
needs a lot of communication and computational
requirements but, as it will be shown later, it gives
the best results in the present study.
The detailed analysis of the algorithmic
complexity of the SBPA algorithm is as follows:
let m be the number of tasks (objects) and n
the number of robots, then the complexity of
the loop in lines 1–3 is O(m). To find the best
robot-task pair (line 5) must be tested each robot
and each task, but in each iteration a robot and
a task are removed, therefore the complexity of
min(m,n)
(m − i)(n − i)). Thus,
the lines 1–8 is O( i=0
the total algorithmic complexity of the SBPA
min(m,n)
(m − i)(n − i)) ⊂
algorithm is O(m + i=0
min(m,n)
(m − i)(n − i)). As can also be
O( i=0
seen, in each iteration the auctioneer sends
an award message to a robot, therefore the
cost of the communication system is equal to
O(n + min(n, m)) ⊂ O(n).
5.2 Earliest Deadline First Auction
The Earliest Deadline First (EDF) is a very wellknown and widely-used method for both processors scheduling in real time scenarios and, more
recently, for addressing the MRTA problem [7,
12, 21]. In these cases, the tasks (processes) are
sorted by deadline in such a way that the tasks
with the nearest deadline are processed first. The
same concept has been used in the present paper
to implement the Earliest Deadline First Auction
(EDFA) strategy, as can be seen in Algorithm 5.
When a new task appears or when a robot becomes idle, the central auctioneer orders all the
available tasks by deadline, and sends a request
to all the robots for the first task, the one with
the earliest deadline. Then, the robots that can
finish the task before the deadline bid for it using
its expected execution time. Finally, the central
auctioneer selects the best robot (the robot who
can finish the task first). If there are more tasks,
the task with the next earliest deadline is selected
and the process starts again.
Following the same reasoning as for the SBPA,
the analysis of the EDFA complexity is as follows:
let m be the number of tasks and n the number
10
Algorithm 5 EDFA algorithm for the ST
approach
1: sort the list of tasks T by deadline (EDF)
2: for all task t in T do
3:
Ask for a bid from all idle robots
4:
Select the best bid
5:
Send an award message to the assigned
robot
6: end for
of robots, then, the complexity for the sorting
algorithm (line 1) using the merge sort or the
binary tree sort method is O(mlog(m)). Then, the
auctioneer must check each robot’s bid to get the
best robot for a task, but we have to take into
account that the robots already assigned to earlier
objects do not need to be considered. Thus, in
each iteration a robot is assigned to a task and
the complexity will be equal to: O(mlog(m) +
min(n,m)
(n − i)). The cost of the communication
i=0
is similar to that already explained for SBPA
algorithm.
5.3 Serial Unordered Auction
This is the simplest auction strategy implemented
in this paper. As the tasks reach the central auctioneer, it starts a new auction round for each
one of them. That is, the tasks are processed in a
sequential way, such as a First in First Out (FIFO)
cue. When an auction round is started, each robot
bids for this task using its expected execution time,
providing that the robot is able to finish the task
before the deadline. Then, the robots send their
bids to the auctioneer who selects the robot with
the shortest execution time as the auction winner.
Finally, if there are more tasks, a new auction
round is started again until all the objects have
been processed. Thus, the central auctioneer does
not have to make any decision about the order in
which the task must be offered to the robots.
The computational complexity analysis of this
algorithm is as follows: let’s m be the number
of tasks and n the number of robots, then the
auctioneer for each task has to check all the bids,
that in the worst case will be equal to the number
of robots.
J Intell Robot Syst (2012) 68:3–19
Following the same reasoning as with the
EDFA algorithm, we can see that the complexity
min(n,m)
of this algorithm is O( i=0
(n − i))), where m
is the number of tasks and n the number of robots.
The communication complexity is the same as
with the EDFA strategy.
6 Experimental Results
In this section we will explain the experiments,
both with simulators and real robots, carried out
to validate our approaches. We will see how the
PSW strategy improves the system performance
compared to any other swarm method. Two simulators have been used to execute the experiments:
RoboSim and Player/Stage, the former for simulation with a large number of robots and the latter
for more accurate experiments but with fewer robots and number of tasks. Most of the experiments
have also been partially executed with up to four
real robots (Pioneer 3DX).
6.1 Experiment Design: RobSim Simulator
The RobSim simulator has been developed in our
university to execute most of the experiments related to this research project. RobSim is a simulator that allows us to emulate the behavior of a very
large population of robots and a huge number
of tasks. After each time period the simulator
updates the robots’ positions and processes all the
events that have happened in that period: new
object in the environment, task executed successfully, expired task’s deadline, etc. To speed up the
simulation time, we assume that the robot can not
collide with any other objects in the environment
and therefore, an obstacle avoidance algorithm is
not needed. Thus, RobSim can be considered as
a non-realistic simulator but it is very a useful
tool to compare the global performance of the
different tested strategies.
The foraging task, explained in Section 3 has
been executed on RoboSim. New objects to pick
up appear in the environment following a poisson
process with parameter λ, where λ is the average number of new tasks that will appear in the
environment per time unit. This paper shows the
experiments’ results with three different values of
J Intell Robot Syst (2012) 68:3–19
λ: 0.05, 0.1 and 0.3. For higher λ values, also tested
but not showed in this paper, the number of tasks
was so high that the system reaches a saturation
like state and all methods produced similar results.
–
–
–
–
1st configuration (Tasks without deadline):
there is no deadline assigned to any task.
2nd configuration (Uniform Tasks): all tasks
have the same deadline time, equal to 250 time
units.
3rd configuration (Random Deadline): the
tasks’ deadlines are generated according to
a uniform distribution between 100 and 500
time units.
4th configuration (Hybrid Tasks): similar to
the Random Deadline configuration but with
a probability of 0.2, the new task has not an
associated deadline, that is, it has no time
restrictions. Therefore, tasks with and without
deadlines coexist in the same environment.
All robots in the colony had the same characteristics and they moved in a 160 × 160 m environment. The number of robots varied between
2 and 40. The number of finished tasks is not
significantly increased with a greater number of
robots, because of from 40 robots the system
reaches a saturation like state. Similar saturation
situations for foraging tasks have also been described by other authors such as Rosenfeld et al.
[22]. Nevertheless, the complexity analysis of the
explained systems (see Section 4) proves that the
communication complexity increases linearly with
the number of robots. 1,920 simulations were executed, each one lasting 10,000 time units throughout which 270,000 objects were processed.
6.2 Tasks Without Deadline
In this section we will explain the results of the
experiments carried out without deadlines associated to the task (1st configuration). Experiments
with auction and swarm algorithms have been
conducted with the RoboSim simulator in order to
validate the pseudo-swarm approaches in a nonreal time scenario.
Figure 2 shows the results of the following
swarm algorithms: NFS with D = ∞, RTH with
θ = 0.2 and PSW-R with A = 10 m. The tasks’
11
arrival ratio, λ, is equal to 0.1. All the algorithms’
parameters have been fitted to obtain the best
results. The vertical bars represent the maximum
and the minimum value obtained in each set of
experiments. These figures do not show the PSWD results because they are similar to PSW-R, in
fact, in all cases PSW-R increases between 2%
and 8% the number of finished tasks. As can
be seen in Fig. 2a, the PSW-R is the swarm-like
method with most finished tasks, especially when
the number of robots is lower than 20. Furthermore, the number of tasks finished in the RTH
experiments varies much more than the PSW-R
do, that is, the maximum and the minimum PSWR’s results are very similar. Regarding the total
robots’ path length, showed in Fig. 2b, the RTH
approach outperforms the others swarm methods,
particularly when the number of robots is high.
PSW-R’s parameter A is very stable, its best value
has been equal to 10 for all tested configurations.
Contrarily, the θ parameter of the RTH shows a
very different optimum value depending on the
configuration or the λ value. Thus, we can state
that the PSW algorithm increases the number of
finished tasks compared to the classical swarm
methodologies but increases the total path length.
However, the PSW parameters are much more
stable than the classical swarm methods’ parameters, thus the system’s designer does not have to
modify these parameters when the environment
conditions, such as configuration or λ value, are
changed. The experiments conducted with other
λ provide similar results and, therefore have not
been presented in this paper.
The results of the auction algorithm experiments SBPA and SUA with λ = 0.1 are shown in
Fig. 3. The EDFA strategy has not been tested
because without deadlines, its results are equal to
the SUA method ones. Figure 3a shows the total
number of objects finished and Fig. 3b the total
length covered by all the robots. As demonstrated,
when the SUA strategy is used, the number of
tasks finished is increased in a quasi linear way
with regard to the number of robots and in all
cases SBPA outperforms these results. Comparing the auction strategies results (see Fig. 3) to
the swarm methods (see Fig. 2), we see that the
best auction strategy (SBPA) only increases the
number of finished tasks when the number of
12
1200
1000
Finished tasks
Fig. 2 Results without
deadlines using the
following swarm
methods: NFS, PSW-R
with A = 10 and RTH
with θ = 0, 2. λ = 0.1
J Intell Robot Syst (2012) 68:3–19
800
600
400
NFS
PSW−R
RTH
200
0
2
4
6
8
10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40
Num. Robots
4
8
x 10
NFS
PSW−R
RTH
Total length (m)
7
6
5
4
3
2
1
0
2
4
6
8
10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40
Num. Robots
robots is greater than 20 compared to the PSW-R
approach. Even in this case, the difference between the two strategies is not significant. However, the total traveled path with swarm strategies is, in general, greater than the path obtained
with auctions. Thus, it can be stated that the
new pseudo-random methods can complete similar number of tasks but increases the robots’ path
length compared to the most complex auction
method.
6.3 Tasks with Deadline
This section presents the most remarkable experiments conducted with tasks with deadlines, that is,
in the 2nd configuration, 3rd and 4th. As in the last
section, all the experiments have been carried out
with the RoboSim simulator, and the algorithms’
parameters were set to achieve the best results.
Figure 4 shows the number of objects finished
before their deadline with the 2nd configuration
and λ = 0.1. The total length traveled by robots
has not been included because the results are
very similar to those explained without time restrictions. The swarm algorithm used were: PSWD with θ = 0.05, PSW-R with A = 10 and RTH
with θ = 0.05. The best auction method, SBPA,
has also been added to the figure to compare
the results to those of the swarm approaches.
As demonstrated, the SBPA algorithm presents
the best results and, compared to those of the
swarm approaches, the difference is greater than
those obtained without time restrictions. Besides,
the PSW-D and PSW-R outperform, in almost all
J Intell Robot Syst (2012) 68:3–19
1200
1000
Finished tasks
Fig. 3 Auction methods’
results (SUA and SBPA)
with λ = 0.1 with a
configuration without
deadlines (1st
configuration)
13
800
600
400
SUA
SBPA
200
0
2
4
6
8
10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40
Num. Robots
4
x 10
8
Total length (m)
7
SUA
SBPA
6
5
4
3
2
1
0
2
4
6
8
10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40
Num. Robots
1200
Finished tasks before its deadline
Fig. 4 Number of
finished tasks before the
deadline executing SBPA,
PSW-D with θ = 0.05,
PSW-R with A = 10 y
RTH with θ = 0.05. The
2nd configuration has
been used with λ = 0.1
1000
800
600
SBPA
PSW−R
PSW−D
RTH
400
200
0
2
4
6
8
10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40
Num. Robots
14
500
Finished tasks before its deadline
Fig. 5 Tasks finished
before the deadline
executing PSW-R with
A = 10 and PSW-D with
θ = 0.025. The 2nd
configuration has been
used with λ = 0.05
J Intell Robot Syst (2012) 68:3–19
450
400
350
300
250
200
PSW−R
PSW−D
150
100
2
4
6
8
10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40
Num. Robots
cases, the classical RTH results. The difference
between PSW-D and PSW-R is more remarkable
when the λ value is low. For example, Fig. 5
presents the results of PSW-D and PSW-R with
λ = 0.05. Here, the PSW-R increases 8% on average the number of tasks finished before the deadline compared to PSW-D. Figure 6 shows the same
results with λ = 0.3 and the 3rd configuration together with the RTH method. In this case, the
PSW methods provide better results than classical
RTH do and, in all cases, PSW-R outperforms
PSW-D. Note that the best RTH’s and PSW-D’s
parameters depend on the λ value, for example
the best RTH’s θ parameter when λ = 0.1 is equal
to 0.05, but when λ = 0.1 the RTH’s best results
are obtained if θ = 0.1. A similar situation is produced with the PSW-D algorithm, but the best A
value of the PSW-D algorithm is always equal to
1200
Finished tasks before its deadline
Fig. 6 Number of tasks
finished before its
deadline executing
PSW-R with A = 10,
PSW-D with θ = 0.033
and RTH with θ = 0.1.
The 3rd configuration has
been used with λ = 0.3
10m, regardless of the kind of configuration, the
λ value, or the deadline value. This stability is
due to the very simple communication mechanism
implemented by this algorithm.
To analyze in greater depth the PSW-R algorithm, Fig. 7 shows the tasks finished before the
deadline using this algorithm for different values
of the A parameter. In these experiments the 3rd
configuration and λ = 0.1 have been used . Similar
results have been obtained with other λ values.
The worst results are obtained when A = ∞, that
is, when all the robots are taken into account to
make the final decision. Therefore, good communication capabilities do not necessarily mean
better results. Besides, when the A value is very
low (A = 0.1 m), the number of finished tasks
decreases compared to other A values. As stated,
this paper proposes Algorithm 3 to learn the most
1000
800
600
400
PSW−R
PSW−D
RTH
200
0
2
4
6
8
10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40
Num. Robots
J Intell Robot Syst (2012) 68:3–19
900
Finished tasks before its deadline
Fig. 7 Number of tasks
that fulfil its deadline
using PSW-R, the 3rd
configuration and λ = 0.1.
Different values of area
A has been tested
15
A=0.1
A=1
A=4
A=10
A=30
A=∞
800
700
600
500
400
300
200
100
2
4
6
8
10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40
Num. Robots
Fig. 8 Number of tasks
that fulfil its deadline
with PSW-R algorithm,
the 3rd configuration and
λ = 0.1. The algorithms
have been tested with and
without using the learning
algorithm and with
different A initial values.
The learning factor
α = 0.1
Finished finished before its deadline
suitable A value. Figure 8 shows the number of
finished tasks using this learning algorithm with
the 3rd configuration and λ = 0.1, that is, the
same configuration as in Fig. 7. The simulations
used different A initial values (A = 0.1 and A =
1, 000) with a learning ratio α equals to 0.1. Although the initial A values were very far from the
optimal (A = 10 m), Algorithm 3 outperforms in
all cases the results compared to a system with a
constat A value. These results prove that, as some
response threshold learning algorithms fit the θ
parameter [3, 25], the A parameter of the PSWR method can also be learned.
Finally, the number of tasks finished before
each deadline with the auction algorithms are
showed in Fig. 9. In these experiments λ is
equal to 0.3 and two different configurations
have been tested: 3rd (random deadlines) and
4th configuration (hybrid Tasks). With both
configurations, the EDFA algorithm outperforms
SUA results, because the EDFA explicitly manages the tasks deadline time. Moreover, all auction strategies outperform the NFS’s number of
finished tasks when the number of robots is high,
from eight robots in the 3rd configuration and
from 22 robots in the 4th one. The next section
explores what happens when the number of robots
is low.
6.4 Physical Interference Impact
In this section we will analyze in more detail the
auction algorithms: SBPA, EDFA and SUA, as
well as the NFS approach when the number of
robots is low. The NFS’s D parameter, has also
been used for the three auction methods, in such a
800
700
600
500
400
Learning A=0.1 Initial value
Without learning A=0.1 Fixed value
Learning A=1000 Initial value
Without learning A=1000 Fixed Value
300
200
100
2
4
6
8
10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40
Num. Robots
16
J Intell Robot Syst (2012) 68:3–19
Fig. 9 Deadlines
fulfillments with λ = 0.3
and different
configurations
Finished tasks before its deadline
1200
SUA
EDFA
SBPA
NFS
1000
800
600
400
200
0
2
4
6
8
10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40
Num. Robots
Finished tasks before its deadline
1200
SUA
EDFA
SBPA
NFS
1000
800
600
400
200
0
2
4
6
8
10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40
Num. Robots
way that an object (task) can only be assigned to a
robot if the distance between them is shorter than
D. We will use the very realistic and well-known
simulator Player/Stage, in such a way that the code
written for this simulator can be executed on real
robots without any changes. Thus, we can study
the impact of the physical interference between
robots, which is produced when two or more wish
to access the same point simultaneously. The au-
Table 1 Number of tasks
that do not meet the
deadline with the SBPA
strategy, and in brackets
the increase percentage of
tasks when swarm is used
D=9
D = 12
D=∞
M=5
M = 10
M=5
M = 10
M=5
M = 10
thors’ previous work [13] addressed this problem
when several robots can be assigned to the same
task. Although some results of this section have
already been included in [14], they are also very
important in the present paper to fully compare
the auction and swarm algorithms behavior.
To execute the experiments we used several
Pioneer 3DX robots. The dimensions of the
environment is 18 × 18 m and the maximum
R=4
R=8
R = 12
67 (26%)
90 (17%)
69 (39%)
90 (29%)
78 (32%)
87 (33%)
38 (38%)
48 (46%)
35 (53%)
56 (47%)
45 (46%)
59 (46%)
18 (60%)
48 (44%)
24 (63%)
56 (47%)
24 (61%)
68 (23%)
J Intell Robot Syst (2012) 68:3–19
Table 2 Number of tasks
that do not meet the
deadline with the SUA
strategy, and in brackets
the increase percentage of
tasks when swarm is used
D=9
D = 12
D=∞
17
M=5
M = 10
M=5
M = 10
M=5
M = 10
robots’ velocity is 0.25 m/s. The robots use this
information to calculate the expected execution
time and to decide if they can execute a task
before the deadline. Two-hundred objects were
randomly placed in each experiment, each with
a deadline time uniformly distributed between 12
and 70 s. When an object is gathered, another
one immediately appears in a random position,
thus, the number of objects in the environment,
M, is always the same. M is a parameter and
its influence on the performance of the system is
tested in the experiments. Although the Poisson
tasks arrival is more realistic, it has not been used
here because other authors, such as [16], use the
M parameter too. Note that these experiments do
not include PSW approaches because when there
are a few number of robots and few tasks (5–10)
the likelihood of two robots selecting the same
task is very low too. Therefore, under this conditions the physical effect has grater impact than
the interference between tasks. Thus, we have
studied two of the most important harmful effects:
physical interference, and task interference that
happens when two robots select the same task to
execute.
Table 1 shows the number of tasks that do not
meet the deadline using the SBPA strategy, where
R is the number of robots and with the percentage
increase of tasks when the NFS strategy is used
given in brackets. In all cases, this auction algorithm is better than the swarm system, especially
when the number of robots is increased. For exTable 3 Number of tasks
that do not meet the
deadline with the EDFA
strategy, and in brackets
the increase percentage of
tasks when swarm is used
D=9
D = 12
D=∞
M=5
M = 10
M=5
M = 10
M=5
M = 10
R=4
R=8
R = 12
105 (−17%)
128 (−17%)
102 (11%)
128 (−2%)
98 (14%)
122 (6%)
94 (−54%)
93 (−4%)
85 (−13%)
94 (11%)
84 (0%)
100 (9%)
98 (−118%)
96 (−13%)
89 (−39%)
89 (15%)
90 (−48%)
88 (−13%)
ample, with 12 robots this improvement can be
around 60%. Furthermore, the maximum distance
(D) does not have a great impact on the results,
by contrast, Kalra and Martinoli [16] showed that
without a deadline this parameter can be very
important.
Tables 2 and 3 show the number of tasks that do
not meet the deadline using SUA and EDFA, respectively. The percentage increase of tasks when
the NFS strategy is used is given in brackets.
In all cases the SBPA is better than both SUA
and EDFA and, even in most cases, the swarm
outperforms the SUA and EDFA results. The performance of the SUA/EDFA systems improves as
the ratio between the maximum distance and the
R
) increases. When there are
number of robots ( D
a lot of robots in relation to the number of tasks,
for example if D = 9 and R = 4, the SUA/EDFA
results are 17% worse than swarm, but with low
R
values of D
the results are SUA/EDFA 14% better than swarm. Moreover, the EDFA seems to
improve, in most cases the system performance,
especially for the worst SUA cases. We have to
note that these results are similar in part to those
shown in Fig. 9, where for a low number of robots
the swarm strategy could outperform both SUA
and EDFA. In the RoboSim experiments the disR
tance D was infinity and therefore the D
ratio was
the minimum possible.
To finish the experimental phase, the previously described methods have been executed using real robots with the same source code run on
R=4
R=8
R = 12
99 (−10%)
135 (−24%)
97 (15%)
126 (0%)
96 (16%)
132 (−2%)
87 (−43%)
87 (2%)
81 (−8%)
97 (15%)
94 (−12%)
94 (8%)
78 (−73%)
90 (−6%)
91 (−42%)
100 (−5%)
85 (−39%)
96 (−9%)
18
J Intell Robot Syst (2012) 68:3–19
Fig. 10 Images of the
experimenst with real
robots
the simulators. In particular, four Pioneer 3DX,
shown in Fig. 10a, have been used. Each vehicle,
whose localization is calculated by odometry, is
equipped with a ring of 16 regularly spaced sonars
and has a maximum speed of 0.25 m/s. The robots
are endowed with a Via Epia mother board with
an Eden 600MHz processor, 512MB of RAM and
a wireless card for the communications. To accomplish the mission the robots have to collect several
objects randomly placed in a 10 m long by 5 m
wide workspace. Figure 10b shows the environment and the initial location of all the robots. The
marks O2 and O1 on the floor, are some objects to
gather and the D label, in the center of the image,
is the delivery point. The system behavior during
the experiment with real robots has been, in all
cases, just as expected and in accordance with
the described methods. Thus, it is proved that the
described methods can be implemented on real
robots without highly demanding requirements.
a very simple communication mechanism and a
learning algorithm, the main PSW-R’s parameter,
A, can be easily fitted and is extremely stable.
Three different auction mechanisms have also
been tested and their performance have been
compared to the PSW algorithms. The results
show that the number of finished tasks of the
pseudo-swarm approaches is quite near to that
of some auction approaches, which need a high
level of communication and a lot of computational resources. Thus, this paper extends the
work of other authors, such as [16], taking into account tasks with deadlines and our previous work
[14] with the new pseudo-random swarm-like
methods.
The work presented here has some challenging
aspects to add and to improve. We are working
to use the PSW for other kinds of tasks, such as
exploration, cleaning, etc. We also are working on
implementing all the experiments on real robots
and allowing several tasks to be assigned to each
robot.
7 Conclusions and Future Work
This papers analyzes the behavior of swarmlike algorithms in real time scenarios, where the
tasks must be executed before a deadline. The
main contribution of this paper is a new swarmlike method called PSW that, for the first time,
combines concepts from deterministic and nondeterministic response threshold algorithms. Two
PSW versions have been implemented, PSW-R
and PSW-D, and both increase the number of
tasks finished before the deadline compared to
classical swarm approaches. Moreover, thanks to
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