Fun with Robots and Elixir
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1 Presented by Jean-François Cloutier At the Meetup Fun with Robots and Elixir January 21, 2016
2 Why program robots with Elixir? Because robots are lots of fun and Elixir is the shiznit And a robot's mind should be a society of agents (or, at least, a cacophony of agents) Which is best implemented with processes, lots of processes, running concurrently And Elixir (with OTP and the Erlang runtime system) totally shines here
3 Lego Mindstorms The Greatest Toy Ever! And it keeps getting better EV3 brick 1998 RCX 2006 NXT EV3 Faster CPU, more memory Linux! Bootable microsd card USB port Daisy chain up to 4 bricks Plug WiFi dongle
4 The goodies The programmable brick 4 sensor input ports 4 motor output ports LEDs Sound Sensors and actuators 2 large motors 1 medium motor 1 color sensor 1 IR sensor (with beacon/remote control) 1 touch sensor 1 ultrasonic sensor (extra) 1 gyro sensor (extra)
5 The goodies And a whole bunch of Connectors Wheels, cogs, threads Etc.
6 Programming the EV3 The EV3 set comes with a customized version of LabView Visual programming? Snazzy! If you don't mind coding everything as one big sense and respond loop
7 Blerch! OK it's not that bad but we can do better!
8 ev3dev.org to the rescue An updated LEGO Linux kernel (Debian) Bootable from a microsd card Can run most Debian packages apt-get install EV3 software rebuilt from the ground up Motor, sensor and LED drivers use sysfs Exposed as character files Sensing = reading files Controlling = writing to files EV3 is now exposed to any and all programming languages running under Linux Ergo, we can code the EV3 with Elixir!
9 Installing Elixir on the EV3 You will need to Connect the EV3 to the Internet (via WiFi dongle) Build the latest release of Erlang from sources Install Elixir from a precompiled zip Setup a user account with the right privileges See details in my blog
10 Meet the robot LEDs Ultrasonic sensor (to sense (green when moving around, orange when finding food, red when panicking) proximity of obstacles) Infrared sensor (to sense beacon distance and direction) Medium motor (turned on when eating ) Touch sensor Speaker (to detect collisions) (to emote audibly) Color sensor (to see the food ) Large motor (to move and turn) Beacon Powered by elixir Designed and built by my 12 year old son William (to simulate the smell of food)
11
12 Perceptors Perceptors generate high(er)-level percepts Each Perceptor reacts to a new percept of interest and analyzes more or less recent memorized percepts to, possibly, create a new percept which it then notifies the CNS of A collision Perceptor, for example, would analyze proximity and touch percepts Decreasing proximity = collision soon Close proximity in immediate past = collision imminent Recent collision imminent and touched = collision now A fear Perceptor would analyze collisions and ambient light percepts It would create fear percepts when the robot collides in very low ambient light
13 Motivators Motivators generate motives in response to new percepts Motives are like emotions They trigger behaviors A motive can inhibit other or all motives Hunger inhibits curiosity Fear inhibits all other motives Motives are kept in memory for a while
14 Behaviors Behaviors are finite-state machines triggered by motives Curiosity State transitions Collision NOW are caused by new percepts And typically generate intents A behavior is frozen if all its triggering motives are inhibited Behave this! Time elapsed Started Back off Collision Stuck IMMINENT Avoid collision Roaming Roam Time elapsed
15 Actuators Actuators translate intents into commands Each actuator realizes one type of intent by executing a script that sends a sequence of commands to motors and LEDs Different robots may require completely different scripts to realize the same intent
16 Memory The Memory stores percepts, motives and intents For later recall by by Perceptors, Motivators and Behaviors Expired, invalidated percepts are continuously removed from memory Percepts from different senses are retained for different amounts of time
17 The Central Nervous System The CNS is an event dispatcher Dispatched events include A percept, motive or intent was created An intent was realized An actuator is overwhelmed The CNS connects the robot's mind via events Detectors, Memory, Perceptors, Motivators, Behaviors, Actuators... do not communicate directly They each listen to all events but only handle those of interest to them
18 From percepts to actions to percepts Detectors produce percepts when sensors detect changes CNS mediates all interactions Perceptors generate higher-level percepts Motivator Motivator Percepts cause motives via motivators Motives trigger behaviors that are driven by percepts and generate intents Perceptor Perceptor Intents are translated into commands by actuators Commands make the robot move, generating new perceptions The passing of time is itself a periodic perception Behavior Behavior Detector, Detector, Internal Internal clock clock Everything happens concurrently No single, big sense-respond loop All interactions are via events dispatched by the CNS Actions Actionscause cause measures measurestotochange change Actuator Actuator
19 The urgency of now A robot must deal with the here and now It can't afford to react to its situation as it was 10 seconds ago When the robot is falling behind, it sees increasingly stale percepts, motives or intents At some point, they become dangerously out-of-sync with reality One solution Ignore stale percepts, motives and intents Strong intents take longer to become stale And make the robot faint (briefly) To temporarily stop the production of Percepts by Detectors and by the Internal Clock Giving the robot a chance to catch up
20 Inspiration Marvin Minsky's society of mind A core tenet of Minsky's philosophy is that "minds are what brains do". The society of mind theory views the human mind and any other naturally evolved cognitive systems as a vast society of individually simple processes known as agents. These processes are the fundamental thinking entities from which minds are built, and together produce the many abilities we attribute to minds. The great power in viewing a mind as a society of agents, as opposed to the consequence of some basic principle or some simple formal system, is that different agents can be based on different types of processes with different purposes, ways of representing knowledge, and methods for producing results. This idea is perhaps best summarized by the following quote: What magical trick makes us intelligent? The trick is that there is no trick. The power of intelligence stems from our vast diversity, not from any single, perfect principle. Marvin Minsky, The Society of Mind, p
21 Inspiration Rodney Brooks' subsumption architecture Subsumption architecture is a reactive robotic architecture heavily associated with behavior-based robotics. The term was introduced by Rodney Brooks and colleagues in Subsumption architecture is a control architecture that [decomposes] the complete behavior into sub-behaviors. These sub-behaviors are organized into a hierarchy of layers. Each layer implements a particular level of behavioral competence, and higher levels are able to subsume lower levels in order to create viable behavior. For example, a robot's lowest layer could be "avoid an object". The second layer would be "wander around", which runs beneath the third layer "explore the world". The layers, which all receive sensor-information, work in parallel and generate outputs. These outputs can be commands to actuators, or signals that suppress or inhibit other layers. Each layer is made up by a set of processors that are augmented finite-state machines (AFSM), the augmentation being added instance variables to hold programmable data-structures. A layer is a module and is responsible for a single behavioral goal, such as "wander around." There is no central control within or between these behavioral modules. All AFSMs continuously and asynchronously receive input from the relevant sensors and send output to actuators (or other AFSMs). Input signals that are not read by the time a new one is delivered end up getting discarded. These discarded signals are common, and is useful for performance because it allows the system to work in real time by dealing with the most immediate information.
22 The robot's mind is constructed by defining its Perceptors Motivators Behaviors Actuators
23 Release the robot! The robot starts hungry, so it forages first by... Trying to orient itself and move toward the beacon Looking for blue food, hopefully in well-lit areas (more plentiful) While avoiding obstacles or getting stuck When not hungry, it expresses its innate curiosity by roaming Randomly going here and there And avoiding obstacles or getting stuck If it collides into something, it panics And behaves like a headless chicken Until it calms down and resumes foraging or roaming
24 Test run Beacon (as the Food smell of food) The robot starts up hungry and searches for food. It first heads in the wrong direction, gets stuck ( I'm stuck! ) but manages to free itself. Then it smells the bacon beacon and makes a bee line toward the food. It slows down as it gets closer, adjusting its aim until it finds the food (blue paper). It then proceeds to eat it ( nom de nom de nom! ), turning on orange lights and running its small motor (the mouth ). The beast When it becomes sated, curiosity takes over and the robot roams around, trying to avoid collisions. It sometimes panics ( I'm scared! ) when it runs into walls. The lights then turn red and the poor robot behaves like a headless chicken for a while until it calms down. At some point, it gets hungry again and, this time, easily finds the food.
25 Coding the mind of a robot I use Elixir file functions to write to and read from /sys/class/... And take advantage of Elixir's functional programming Devices, percepts etc. as immutable data Detection, perception, behavior etc. as functional transformations I made OTP my BFF The CNS and its event handlers are implemented with GenServer and GenEvent I use Agents for Detectors, Perceptors, Motivators, Behaviors and Actuators Memory is a singleton GenServer Linked processes Periodically remove stale memories Poll sensors (creates a transaction boundary) Everything is supervised for fail-over
26 Accessing the EV3 via sysfs
27 Interacting with tacho-motors Large motor ssh cd /sys/class/tacho motor cd motor0 cat driver_name echo 50 > duty_cycle_sp echo run-forever > command echo stop > command Medium motor
28 Interacting with sensors Touch sensor Infrared sensor and remote control cd /sys/class/lego sensor cd sensor1 cat driver_name cat value0 cat modes echo IR SEEK > mode cat value0 cat value1 Color sensor
29 Modeling EV3 devices We can model the changing state of motors, sensors and LEDs As mutable global variables (the non-fp way) as embodied by /sys/class files Or as functions consuming and producing immutable data Done by wrapping /sys/class with pure functions that input and output device states Device Get connected devices (the FP way) Alter controls Device Execute command Device Device Get state Device Device
30 Accessing EV3 devices the FP way Devices are immutable data Access to sensors and other devices Via pure functions Inputing and outputting devices as structs
31 A functional brain The robot's state is modeled as a bunch of (immutable) data structures Percept, Motive, Behavior FSM, Intent Configurations for perception, motivation, behaviors and actuation Memory queries are encoded as higher order functions and transformation pipelines Functions-as-data encode Perception capabilities Motivation rules Elements of behavior Actuation scripts
32 OTP on the brain In my implementation, I aimed for Maximum concurrency via processes A society of mind is inherently parallel Sequential processing happens only where absolutely necessary Maximum decoupling via events Components don't know of each other OTP is a spectacular fit Supervisor, GenServer, GenEvent, Agent etc. = high-level concurrency framework OTP makes it easy to implement a process-based design with predictable behavior You don't need to be a genius to correctly interleave concurrent and sequential code The use of OTP favors economical and largely declarative code It says what it does and it does what it says
33 Processes in Elixir, a refresher Processes are cheap (2.5K per process) Preemptive scheduling (no CPU hogs) over multiple cores Process Process Communication with processes: Via self-contained (deep-copied) messages Messages are sent to a process' mailbox (a queue) The receiving process handles one message a time linked When a process creates another, it can... Link to it (it dies if the linked process dies abnormally) Monitor it (might receive a wrongful death message) Process Process {:exit, pid, reason} OTP is (among other things) a framework for easily and safely creating, interacting with and supervising processes Hides complexities and handles the corner cases Standardizes multi-process coding
34 The Ev3 application's process tree* * Here running with mock motors and sensors
35 I OTP The 'simple-one-for-one' supervisor strategy Supervised worker child processes are created on request and as needed Applied to (re)start Detectors, Perceptors, Motivators, Behaviors, Actuators A singleton GenServer creates a transactional boundary N processes sending messages to one Genserver (transaction boundary!) Applied for Memory, CNS Process Calls GenServer Process Process Messages handled one at a time
36 I I use Agents (simplified GenServers) to implement Detectors, Perceptors, Motivators, Behaviors and Actuators Agents are supervisable processes that Hold a non-shared state (while the process is alive) Behaviors are finite state machines A behavior has states and state transitions I did not use OTP's gen_fsm but rolled my own FSM to fit my special needs OTP
37 I OTP The CNS is an event manager implemented as a GenServer that monitors its GenEvent handlers It notices and recovers from event handler failures See my Gist I spawn processes to parallelize event dispatching Used by event handlers for Perceptors, and Actuators
38 Configuring a robot's mind The particulars of a given robot's perception and execution are defined in these modules: Ev3.Perception Ev3.Motivation The rules by which the robot responds to Percepts by turning Motives on and off Ev3.Behaviors The ways by which the robot creates Percepts and interprets them into high-level Percepts The robot's finite state machines triggered by Motives and driven by Percepts to generate Intents Ev3.Actuation The rules by which the robot realizes Intents by sending scripted commands to its motors and LEDs
39 Debugging a robot is painful Debugging the real-world behavior of a physical being is not like debugging code The effects of commands are unpredictable (the robot hits a wall, a wheel slips) Sensors can lie (they sometimes see ghosts) Overall behavior is very sensitive to tuning (how much to turn, how far to move) The Heisenberg Principle is in full force (producing a debug trace drastically alters time-sensitive behavior causing new problems) And debugging code is harder Some bugs only come out when dealing with real motors and sensors (vs mocks) The run-edit-deploy cycle on the EV3 is very long (it's a slooow 300MHz ARM9 single core computer)
40 Time to wrap it up Functional programming FTW! I implemented a non-trivial robotics framework using FP I never once missed having classes, inheritance etc. (sorry OO, my old friend) Data structures + functional transformations make the code remarkably declarative and compact OTP, how do I love thee? OTP is a treasure trove of battle-tested power tools for writing fault-tolerant, concurrent, event-driven code Elixir polishes it to a shine (minimal boilerplate, simple abstractions like Agent and Task) Bottom line Coding the robot in Elixir/OTP is so much fun it at times verges on pure giddiness
41 Watch this space
42 Thank you all! I organize the Portland (Maine) Erlang & Elixir meetup jean.f.cloutier@gmail.com Twitter: jfcloutier Github:
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