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                                      5.5 Assemblages of Behaviors
                                        This example also illustrates the tendency among purely reactive motor
                                         schema to assign one sensor per behavior.

                                5.5   Assemblages of Behaviors


                                      The UGV competition case study illustrated the basic principles of the design
                                      of reactive behaviors. In that case, there were a trivial number of behaviors.
                                      What happens when there are several behaviors, some of which must run
                                      concurrently and some that run in a sequence? Clearly there are releasers
                                      somewhere in the system which determine the sequence. The issue is how
                                      to formally represent the releasers and their interactions into some sort of
                                      sequencing logic. If a set of behaviors form a prototypical pattern of action,
                                      they can be considered a “meta” or “macro” behavior, where a behavior is
                                      assembled from several other primitive behaviors into an abstract behavior.
                                      This raises the issue of how to encapsulate the set of behaviors and their
                                      sequencing logic into a separate module.
                                        The latter issue of encapsulation is straightforward. The same OOP schema
                                      structure used to collect a perceptual schema and a motor schema into a be-
                                      havior can be used to collect behaviors into an abstract behavior, as shown
                                      by a behavior being composed of behaviors in Fig. 5.1. The coordinated con-
                                      trol program member of the abstract behavior expresses the releasers for the
                                      component behaviors.
                                        This leaves the issue of how to formally represent the releasers in a way
                                      that both the robot can execute and the human designer can visualize and
                                      troubleshoot. There are three common ways of representing how a sequence
                              SKILLS  of behaviors should unfold: finite state automata, scripts and skills. Finite state
                                      automata and scripts are logically equivalent, but result in slightly differ-
                                      ent ways about thinking about the implementation. Skills collect behavior-
                                      like primitives called Reaction-Action Packages (RAPs) into a “sketchy plan”
                                      which can be filled in as the robot executes. FSA-type of behavioral coordina-
                                      tion and control were used successfully by the winning Georgia Tech team 19
                                      in the 1994 AAAI Pick Up the Trash event, and the winning LOLA team in the
                                      1995 IJCAI competition for the Pick Up the Trash event. Scripts were used
                                      by the Colorado School of Mines team in the 1995 competition; that entry
                                      performed behaviorally as well as the winning teams but did not place due
                                      to a penalty for not having a manipulator. Those three teams used at most
                                      eight behaviors, even though LOLA had a more sophisticated gripper than
                                      the Georgia Tech team. In contrast, CHIP the second place team in the IJCAI
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