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Michele Colledanchise

dblp:139/3426 · DBLP profile ↗
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17ranked-venue papers
13as first author
3since 2021 · last 2022
0000-0003-0289-7424ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 14 · 11 first-author · 2 since 2021Systems, architecture and hardware · 13 · 10 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 3 · 2 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
4 papers
Motion planning and robot control · 38% Planning, search and constraint satisfaction · 30% Robot navigation and mapping · 26%
Theoretical computer science
1 paper
Automated reasoning and model checking · 100%

Topics — the 10 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Robotics › Motion planning and robot control › robot control architecture
behavior tree
0.832019
Towards Blended Reactive Planning and Acting using Behavior Trees · ICRA 2019
Towards a unified behavior trees framework for robot control · ICRA 2014
Performance analysis of stochastic behavior trees · ICRA 2014
Robotics › Robot navigation and mapping › localization › probabilistic localization
active localization
0.412020
Act, Perceive, and Plan in Belief Space for Robot Localization · ICRA 2020
Robotics › Robot navigation and mapping
localization
0.412020
Act, Perceive, and Plan in Belief Space for Robot Localization · ICRA 2020
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
task planning
0.412020
Act, Perceive, and Plan in Belief Space for Robot Localization · ICRA 2020
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
reactive planning
0.412019
Towards Blended Reactive Planning and Acting using Behavior Trees · ICRA 2019
Robotics › Robot manipulation
grasping
0.212014
Towards a unified behavior trees framework for robot control · ICRA 2014
Robotics › Motion planning and robot control
robot control
0.212014
Towards a unified behavior trees framework for robot control · ICRA 2014
Robotics › Motion planning and robot control › motion planning › motion planning under uncertainty
belief space planning
0.112020
Act, Perceive, and Plan in Belief Space for Robot Localization · ICRA 2020
Robotics › Motion planning and robot control
robot control architecture
0.112014
Performance analysis of stochastic behavior trees · ICRA 2014
Automated reasoning and model checking
hybrid systems
0.112014
Towards a unified behavior trees framework for robot control · ICRA 2014

Methods — techniques the papers use, named apart from their topics

task planning · 0.4belief space planning · 0.4behavior trees · 0.4back chaining · 0.4equivalence analysis · 0.4behavior tree formalism · 0.4monte carlo simulation · 0.2discrete-time markov chain · 0.2
YearPublicationVenuePosition
2022 Handling Concurrency in Behavior Trees
abstract
This article addresses the concurrency issues affecting behavior trees (BTs), a popular tool to model the behaviors of autonomous agents in the video game and the robotics industry. BT designers can easily build complex behaviors composing simpler ones, which represents a key advantage of BTs. The parallel composition of BTs expresses a way to combine concurrent behaviors that has high potential, since composing pre-existing BTs in parallel results easier than composing in parallel classical control architectures, as finite state machines or teleo-reactive programs. However, BT designers rarely use such composition due to the underlying concurrency problems similar to the ones faced in concurrent programming. As a result, the parallel composition, despite its potential, finds application only in the composition of simple behaviors or where the designer can guarantee the absence of conflicts by design. In this article, we define two new BT nodes to tackle the concurrency problems in BTs and we show how to exploit them to create predictable behaviors. In addition, we introduce measures to assess execution performance and show how different design choices affect them. We validate our approach in both simulations and the real world. Simulated experiments provide statistically significant data, whereas real-world experiments show the applicability of our method on real robots. We provided an open-source implementation of the novel BT formulation and published all the source code to reproduce the numerical examples and experiments.
Michele Colledanchise, Lorenzo Natale
IEEE Trans. Robotics1
2021 Formalizing the Execution Context of Behavior Trees for Runtime Verification of Deliberative Policies
abstract
In this paper, we enable automated property verification of deliberative components in robot control architectures. We focus on formalizing the execution context of Behavior Trees (BTs) to provide a scalable, yet formally grounded, methodology to enable runtime verification and prevent unexpected robot behaviors. To this end, we consider a message-passing model that accommodates both synchronous and asynchronous composition of parallel components, in which BTs and other components execute and interact according to the communication patterns commonly adopted in robotic software architectures. We introduce a formal property specification language to encode requirements and build runtime monitors. We performed a set of experiments, both on simulations and on the real robot, demonstrating the feasibility of our approach in a realistic application and its integration in a typical robot software architecture. We also provide an OS-level virtualization environment to reproduce the experiments in the simulated scenario.
Michele Colledanchise, Giuseppe Cicala, Daniele Domenichelli, Lorenzo Natale, Armando Tacchella
IROS1
2021 Active Perception for Ambiguous Objects Classification
abstract
Recent visual pose estimation and tracking solutions provide notable results on popular datasets such as T-LESS and YCB. However, in the real world, we can find ambiguous objects that do not allow exact classification and detection from a single view. In this work, we propose a framework that, given a single view of an object, provides the coordinates of a next viewpoint to discriminate the object against similar ones, if any, and eliminates ambiguities. We also describe a complete pipeline from a real object’s scans to the viewpoint selection and classification. We validate our approach with a Franka Emika Panda robot and common household objects featured with ambiguities. We released the source code to reproduce our experiments.
Evgenii Safronov, Nicola A. Piga, Michele Colledanchise, Lorenzo Natale
IROS3
2020 Act, Perceive, and Plan in Belief Space for Robot Localization
abstract
In this paper, we outline an interleaved acting and planning technique to rapidly reduce the uncertainty of the estimated robot's pose by perceiving relevant information from the environment, as recognizing an object or asking someone for a direction. Generally, existing localization approaches rely on low-level geometric features such as points, lines, and planes. While these approaches provide the desired accuracy, they may require time to converge, especially with incorrect initial guesses. In our approach, a task planner computes a sequence of action and perception tasks to actively obtain relevant information from the robot's perception system. We validate our approach in large state spaces, to show how the approach scales, and in real environments, to show the applicability of our method on real robots. We prove that our approach is sound, probabilistically complete, and tractable in practical cases.
Michele Colledanchise, Damiano Malafronte, Lorenzo Natale
ICRA1
2020 Task Planning with Belief Behavior Trees
abstract
In this paper, we propose Belief Behavior Trees (BBTs), an extension to Behavior Trees (BTs) that allows to automatically create a policy that controls a robot in partially observable environments. We extend the semantic of BTs to account for the uncertainty that affects both the conditions and action nodes of the BT. The tree gets synthesized following a planning strategy for BTs proposed recently: from a set of goal conditions we iteratively select a goal and find the action, or in general the subtree, that satisfies it. Such action may have preconditions that do not hold. For those preconditions, we find an action or subtree in the same fashion. We extend this approach by including, in the planner, actions that have the purpose to reduce the uncertainty that affects the value of a condition node in the BT (for example, turning on the lights to have better lighting conditions). We demonstrate that BBTs allows task planning with non-deterministic outcomes for actions. We provide experimental validation of our approach in a real robotic scenario and - for sake of reproducibility - in a simulated one.
Evgenii Safronov, Michele Colledanchise, Lorenzo Natale
IROS2
2019 Towards Blended Reactive Planning and Acting using Behavior Trees
abstract
In this paper, we show how a planning algorithm can be used to automatically create and update a Behavior Tree (BT), controlling a robot in a dynamic environment. The planning part of the algorithm is based on the idea of back chaining. Starting from a goal condition we iteratively select actions to achieve that goal, and if those actions have unmet preconditions, they are extended with actions to achieve them in the same way. The fact that BTs are inherently modular and reactive makes the proposed solution blend acting and planning in a way that enables the robot to effectively react to external disturbances. If an external agent undoes an action the robot reexecutes it without re-planning, and if an external agent helps the robot, it skips the corresponding actions, again without replanning. We illustrate our approach in two different robotics scenarios.
Michele Colledanchise, Diogo Almeida, Petter Ögren
ICRA1
2019 Analysis and Exploitation of Synchronized Parallel Executions in Behavior Trees
abstract
Behavior Trees (BTs) are becoming a popular tool to model the behaviors of autonomous agents in the computer game and the robotics industry. One of the key advantages of BTs lies in their composability, where complex behaviors can be built by composing simpler ones. The parallel composition is the one with the highest potential since the complexity of composing pre-existing behaviors in parallel is much lower than the one needed using classical control architectures as finite state machines. However, the parallel composition is rarely used due to the underlying concurrency problems that are similar to the ones faced in concurrent programming. In this paper, we define two synchronization techniques to tackle the concurrency problems in BTs compositions and we show how to exploit them to improve behavior predictability. Also, we introduce measures to assess execution performance and we show how design choices can affect them. To illustrate the proposed framework, we provide a set of experiments using the R1 robot and we gather statistically-significant data.
Michele Colledanchise, Lorenzo Natale
IROS1
2019 Conditional Behavior Trees: Definition, Executability, and Applications
abstract
Behavior Trees (BTs) are gaining acceptance in robotics to specify action policies at the deliberative level. Their advantages include modularity, ease of use and increasing tool support. In this paper, we define Conditional Behavior Trees (CBTs) as an extension of BTs wherein actions are decorated considering pre- and post-conditions. CBTs improve on basic BTs in that they enable monitoring the execution of single actions by checking pre- and post-conditions, respectively. Since there might exist action sequences wherein some preconditions are violated, CBT executability may depend on the success/failure of specific actions. We developed an encoding of CBT executability into satisfiability of propositional formulas to be checked off-line in a publicly-available tool that computes the encoding for generic CBTs. For the kind of application scenarios and related behavior specifications that we consider, we show that our approach is effective and yields formal guarantees about the executability of deliberative policies designed as CBTs.
Eleonora Giunchiglia, Michele Colledanchise, Lorenzo Natale, Armando Tacchella
SMC2
2019 Learning of Behavior Trees for Autonomous Agents
abstract
In this paper, we study the problem of automatically synthesizing a successful behavior tree (BT) in ana prioriunknown dynamic environment. Starting with a given set of actions, a reward function, and sensing in terms of a set of binary conditions, the proposed algorithm incrementally learns a switching structure, in terms of a BT, that is able to handle the situations encountered. Exploiting the fact that BTs generalizeand–or-trees and also provide very natural chromosome mappings for genetic programming, we combine the long-term performance of genetic programming with a greedy element and use theand–oranalogy to limit the size of the resulting structure. Finally, earlier results on BTs enable us to provide certain safety guarantees for the resulting system. Using the testing environment Mario AI, we compare our approach to alternative methods for learning BTs and finite state machines. The evaluation shows that the proposed approach generated solutions with better performance, and often fewer nodes than the other two methods.
Michele Colledanchise, Ramviyas Parasuraman, Petter Ögren
IEEE Trans. Games1
2018 Improving the Parallel Execution of Behavior Trees
abstract
Behavior Trees (BTs) have become a popular framework for designing controllers of autonomous agents in the computer game and in the robotics industry. One of the key advantages of BTs lies in their modularity, where independent modules can be composed to create more complex ones. In the classical formulation of BTs, modules can be composed using one of the three operators: Sequence, Fallback, and Parallel. The Parallel operator is rarely used despite its strong potential against other control architectures such as Finite State Machines. This is due to the fact that concurrent actions may lead to unexpected problems similar to the ones experienced in concurrent programming. In this paper, we outline how to tackle the aforementioned problem by introducing Concurrent BTs (CBTs) as a generalization of BTs in which we include the notions of progress and resource usage. We show how CBTs allow safe concurrent executions of actions and we analyze the approach from a mathematical standpoint. To illustrate the use of CBTs, we provide a set of use cases in realistic robotics scenarios.
Michele Colledanchise, Lorenzo Natale
IROS1
2017 Synthesis of correct-by-construction behavior trees
abstract
In this paper we study the problem of synthesizing correct-by-construction Behavior Trees (BTs) controlling agents in adversarial environments. The proposed approach combines the modularity and reactivity of BTs with the formal guarantees of Linear Temporal Logic (LTL) methods. Given a set of admissible environment specifications, an agent model in form of a Finite Transition System and the desired task in form of an LTL formula, we synthesize a BT in polynomial time, that is guaranteed to correctly execute the desired task. To illustrate the approach, we present three examples of increasing complexity.
Michele Colledanchise, Richard M. Murray, Petter Ögren
IROS1
2017 How Behavior Trees Modularize Hybrid Control Systems and Generalize Sequential Behavior Compositions, the Subsumption Architecture, and Decision Trees
abstract
Behavior trees (BTs) are a way of organizing the switching structure of a hybrid dynamical system (HDS), which was originally introduced in the computer game programming community. In this paper, we analyze how the BT representation increases the modularity of an HDS and how key system properties are preserved over compositions of such systems, in terms of combining two BTs into a larger one. We also show how BTs can be seen as a generalization of sequential behavior compositions, the subsumption architecture, and decisions trees. These three tools are powerful but quite different, and the fact that they are unified in a natural way in BTs might be a reason for their popularity in the gaming community. We conclude the paper by giving a set of examples illustrating how the proposed analysis tools can be applied to robot control BTs.
Michele Colledanchise, Petter Ögren
IEEE Trans. Robotics1
2016 How Behavior Trees generalize the Teleo-Reactive paradigm and And-Or-Trees
abstract
Behavior Trees (BTs) is a way of organizing the switching structure of a control system, that was originally developed in the computer gaming industry but is now also being used in robotics. The Teleo-Reactive programs (TRs) is a highly cited reactive hierarchical robot control approach suggested by Nilsson and And-Or-Trees are trees used for heuristic problems solving. In this paper, we show that BTs generalize TRs as well as And-Or-Trees, even though the two concepts are quite different. And-Or-Trees are trees of conditions, and we show that they transform into a feedback execution plan when written as a BT. TRs are hierarchical control structures, and we show how every TR can be written as a BT. Furthermore, we show that so-called Universal TRs, guaranteeing that the goal will be reached, are a special case of so-called Finite Time Successful BTs. This implies that many designs and theoretical results developed for TRs can be applied to BTs.
Michele Colledanchise, Petter Ögren
IROS1
2014 Performance analysis of stochastic behavior trees
abstract
This paper presents a mathematical framework for performance analysis of Behavior Trees (BTs). BTs are a recent alternative to Finite State Machines (FSMs), for doing modular task switching in robot control architectures. By encoding the switching logic in a tree structure, instead of distributing it in the states of a FSM, modularity and reusability are improved. In this paper, we compute performance measures, such as success/failure probabilities and execution times, for plans encoded and executed by BTs. To do this, we first introduce Stochastic Behavior Trees (SBT), where we assume that the probabilistic performance measures of the basic action controllers are given. We then show how Discrete Time Markov Chains (DTMC) can be used to aggregate these measures from one level of the tree to the next. The recursive structure of the tree then enables us to step by step propagate such estimates from the leaves (basic action controllers) to the root (complete task execution). Finally, we verify our analytical results using massive Monte Carlo simulations, and provide an illustrative example of the results for a complex robotic task.
Michele Colledanchise, Alejandro Marzinotto, Petter Ögren
ICRA1
2014 Towards a unified behavior trees framework for robot control
abstract
This paper presents a unified framework for Behavior Trees (BTs), a plan representation and execution tool. The available literature lacks the consistency and mathematical rigor required for robotic and control applications. Therefore, we approach this problem in two steps: first, reviewing the most popular BT literature exposing the aforementioned issues; second, describing our unified BT framework along with equivalence notions between BTs and Controlled Hybrid Dynamical Systems (CHDSs). This paper improves on the existing state of the art as it describes BTs in a more accurate and compact way, while providing insight about their actual representation capabilities. Lastly, we demonstrate the applicability of our framework to real systems scheduling open-loop actions in a grasping mission that involves a NAO robot and our BT library.
Alejandro Marzinotto, Michele Colledanchise, Christian Smith, Petter Ögren
ICRA2
2014 How Behavior Trees modularize robustness and safety in hybrid systems
abstract
Behavior Trees (BTs) have become a popular framework for designing controllers of in-game opponents in the computer gaming industry. In this paper, we formalize and analyze the reasons behind the success of the BTs using standard tools of robot control theory, focusing on how properties such as robustness and safety are addressed in a modular way. In particular, we show how these key properties can be traced back to the ideas of subsumption and sequential compositions of robot behaviors. Thus BTs can be seen as a recent addition to a long research effort towards increasing modularity, robustness and safety of robot control software. To illustrate the use of BTs, we provide a set of solutions to example problems.
Michele Colledanchise, Petter Ögren
IROS1
2013 Obstacle avoidance in formation using navigation-like functions and constraint based programming
abstract
In this paper, we combine navigation functionlike potential fields and constraint based programming to achieve obstacle avoidance in formation. Constraint based programming was developed in robotic manipulation as a technique to take several constraints into account when controlling redundant manipulators. The approach has also been generalized, and applied to other control systems such as dual arm manipulators and unmanned aerial vehicles. Navigation functions are an elegant way to design controllers with provable properties for navigation problems. By combining these tools, we take advantage of the redundancy inherent in a multi-agent control problem and are able to concurrently address features such as formation maintenance and goal convergence, even in the presence of moving obstacles. We show how the user can decide a priority ordering of the objectives, as well as a clear way of seeing what objectives are currently addressed and what are postponed. We also analyze the theoretical properties of the proposed controller. Finally, we use a set of simulations to illustrate the approach.
Michele Colledanchise, Dimos V. Dimarogonas, Petter Ögren
IROS1