Dynamic team formation addresses the problem of forming teams of robots and
humans in a pickup manner. That is, we assume that both human and robot team
members may have only minimal knowledge of each other's behavior but are
able to team effectively. We focus specifically on the problem of
dynamically forming teams of heterogeneous robots with a range of
capabilities together with human team members. The human members of the team
are responsible for the highest-level planning and the robots have
comparatively limited capabilities; they can sense information about their
environment, and they can be tasked to execute abstract tasks. Furthermore,
the robots are capable of accepting spoken orders that specify high-level
objectives, receive important cue information about the terrain, and provide
status reports as needed. These research objectives are demonstrated and
evaluated in a treasure hunt scenario.
Allocation
TraderBots, developed by Dias and Stentz (Dias 2004) is a coordination
mechanism, inspired by the contract net protocol by Smith (Smith 1980), is
designed to inherit the efficacy and flexibility of a market economy, and to
exploit these benefits to enable robust and efficient multirobot
coordination in dynamic environments. A brief overview of the TraderBots
approach is presented here to provide context for this work.
Consider a team of robots assembled to perform a particular set of tasks.
Consider further, that each robot in the team is modeled as a
self-interested agent, and the team of robots as an economy. The goal of the
team is to complete the tasks successfully while minimizing overall costs.
Each robot aims to maximize its individual profit; however, since all
revenue is derived from satisfying team objectives, the robots self-interest
equates to doing global good. Moreover, all robots can increase their profit
by eliminating excess cost. Thus, to solve the task-allocation problem, the
robots run task auctions, and bid on tasks in other robots task auctions. If
the global cost is determined by the summation of individual robot costs,
each deal made by a robot will result in global cost reduction. Note that
robots will only make profitable deals. Furthermore, the individual aim to
maximize profit (rather than to minimize cost) allows added flexibility in
the approach to prioritize tasks that are of high cost and high priority
over tasks that incur low cost but provide lower value to the overall
mission. The competitive element of the robots bidding for different tasks
enables the system to decipher the competing local information of each
robot, while the currency exchange provides grounding for the competing
local costs in terms of the global value of the tasks being performed.
Coordination
Veloso and colleagues (Bowling, Browning, & Veloso 2004)introduce a skills,
tactics, and plays architecture (STP) for controlling autonomous robot teams
in adversarial environments. In STP, teamwork, individual behavior, and
low-level control are decomposed into three separate modules. Relevant to
our implementation are Plays which provide the mechanism for adaptive team
coordination. Plays are the central mechanism for coordinating team actions.
Each play consists of the following components: (a) a set of roles for each
team member executing the play, (b) a sequence of actions for each role to
perform, (c) an applicability evaluation function, (d) a termination
evaluation function, (e) a weight to determine the likelihood of selecting
the play. Each play is a fixed team plan that describes a sequence of
actions for each role in the team towards achieving the team goal(s). Each
of the roles is assigned to a unique team member during execution. The role
assignment is based on the believed state of the world and is dynamic (e.g.
role A may start with player 1, but may switch to player 3 as execution
progresses). Note that the role assignment mechanism is independent of the
play framework.
The concept of plays was created for domains where tight synchronization of
actions between team members is required. Therefore, the sequence of tactics
to be performed by each role is executed in lock step with each other role
in the play. Hence, the play forms a fixed team plan whereby the sequence of
activities is synchronized between team members.
As not all plans are appropriate under all circumstances, each play has a
Boolean evaluation function that determines the applicability of the play.
This function is defined on the team's belief state, and determines if the
play can be executed or not. Thus, it is possible to define special purpose
plays that are applicable only under specific conditions as well as
general-purpose plays that can be executed under much broader conditions.
Once executed, there are two conditions under which the play can terminate.
The first is that the team finishes executing the team plan. Each play
includes an evaluation function that determines whether the play should be
terminated. As with applicability, this evaluation function operates over
the team's belief state. Hence, the second means of ending a play is if the
termination evaluation function determines that the play should end, either
because it has failed or is successful.
Team strategy consists of a set of plays, called a playbook, of which the
team can execute only one play at any instant of time. A play can only be
selected for execution if it is applicable. From the set of applicable
plays, one is selected at random with a likelihood that is tied to the
play's weight. The plays are selected with a likelihood determined by a
Gibbs distribution from the weights over the set of applicable plays. This
means the team strategy is in effect stochastic. This is desirable in
adversarial domains to prevent the team strategy being predictable, and
therefore exploitable by the opponent.
Language
The human interface, Teamtalk (Harris et al. 2004), is a multi-modal
multi-agent dialog system, which accommodates multiple dialogue agents in a
single experimental framework. Teamtalk uses the Galaxy-II framework (Seneff
et al. 1998) for message routing. It uses Sphinx-II (Huang et al. 1993) for
automatic speech recognition, Phoenix (Ward 1994) for context-free grammar
parsing, Helios (Bohus & Rudnicky 2002) for confidence annotation, Ravenclaw
(Bohus & Rudnicky 2003) for dialogue management, ROSETTA (Oh & Rudnicky
2000) for natural language generation, and Swift for text-to-speech
rendering. The dialog management system, Ravenclaw, is a generalized
tree-based dialogue management framework that provides the designer of a
dialogue management system with mechanisms through which to specify dialogue
tasks.
The Teamtalk system addresses several challenges in multi-modal and
multi-agent spoken dialog. Some of these challenges are currently addressed
at a superficial level, as we believe that all of the elements must be in
place to some degree in order to develop valid tests of the system-wide
consequences of the other design decisions.