Sunday, October 31, 2010

First successes in robotics

Two months in this school year have passed, and a lot has happened. Most of our project work up to now was just research; we evaluated the JADE framework for distributed agent systems, the rule based language JESS, and the Protégé Ontology API, which all are Java based and can therefore run on the CBC controller.

On friday, Dr. David Miller arrived at Vienna, and our teacher wanted to have a robot prototype to show. On wednesday, we met at university to build something out of lego... which proved to be difficult, because the collection of Lego parts was very limited, and we hardly managed to connect a single motor to the lego gears. So we met at my place the next day and built a robot out of Fischertechnik which is, in my opinion, clearly superior to Lego. The result was this robot:


Each of the tracks is powered by two motors, although that didn't seem to bring much of a performance gain. The thing on top, in case you didn't recognize it, is a camera, and the robot's objective was to follow a blue ball.

We actually programmed the robot twice; once with C, which is natively available on the controller, and once with Java, which was installed on our controller at the university during summer. My part was the Java program, and I tried to add a few abstractions to later reuse the code.
  • As each of the tracks is powered by multiple motors, I added an abstraction for the motors, to combine multiple physical motors into one logical motor
  • Next was the drive and navigation. Our robot is tracked, so its steering uses the speed difference of the tracks. I tried to keep the theoretical possibility to use another type of steering, although some adaption is probably necessary.
  • Last but not least, the robot's construction may make it more convenient to wire it in a specific way. What actuators and sensors are on which pins can be configured, so that a new construction does not necessarily mean to change the program. Especially imagine how many times a motor may be accessed in the program, and what it would mean to change all the occurrences.
Now this is just foundation code, and the real logic, checking the camera and following the ball, was simply implemented in the main method in a loop. And that's the glorious result:


For those of you that don't understand the quiet, german comments: We have adjusted the camera for our lighting, and it already got pretty dark. For the video, we turned on the lights, and suddenly, the robot stopped recognizing the ball. So, the first thing you see in the video is me turning off the lights again, and then you can hear my teacher commenting on it^^

Saturday, October 2, 2010

Ontologies

One part of our project will be to build an ontology for our robot. An ontology is a model of the world, condensed into the relevant parts for a given problem. For example, our robot will have motors, digital and analog sensors, and so on. These would be represented in the ontology, but possibly more, like a simple model of the robot's surrounding: Hills, obstacles and so on.

At school, we're using a really easy-to use Ontology editor called Protégé; it also has some nice visualization features. The result might be an "owl" file; a standard xml file for ontologies that can easily be accessed from a program.

I'm just starting to learn this topic and not quite sure what the advantage of an ontology as opposed to e.g. an object graph is. Both model reality in some way, both are hierarchical and have properties, reference objects and so on.

One of the differences is that an ontology also models the objects, the individual instances. For example, you might model a city's subway network. In a class hierarchy, you could only model things like Subway, Station and whatever is needed for the model. Creating the objects will either mean hardcoding them or writing some code that reads the objects from a file; the former is inflexible and the second is error-prone and redundant. An ontology can (and will) contain the explicit lines and stations of the city along with the definitions, and neither of the above is needed.

The second diference is its position in context with reasoning. Reasoning is the main reason for the existence of ontologies, and therefore there are a few (hopefully good) APIs out there that make it easy to write statements like "how many stations are there on subway line 1?" or "should I go left or right around the obstacle to reach my target faster?"

And this is where we get to rule-based programming. Pulling conclusions out of the ontology is half of the work of writing a rule. See you next time!

Monday, September 20, 2010

Delaying Laterna Magica: Graduation Project

School has totally got me now. We spent last week in Carinthia and focused completely on the project. It was a great experience and we laid much of the foundation work. Today, we got even more long-term assignments, and my impression is that the difference to our graduation project is not the amount of work, but that the teachers don't give us as much time...

Okay, enough of that. What I really want to tell today is two things. Bad news are always first, so let's get it out of the way: I won't have much (if any) time to work on Laterna Magica in the near future.
And the reason is already the good news: I have a veeery interesting graduation project together with 3 colleagues: We're building and programming a robot to attend a robot competition in the USA.

Okay, to make my excitement clear, let's break this down:
We're building a robot
I think this is pretty clear. The competition consists of a few challenges, and the robot has to reflect these hardware-wise to show optimal performance. The challenges are presented at the end of October; an employee of the competiton's organization visits us personally, because we'd be the first team from Europe to attend.
We're programming a robot
This is probably the most interesting part of it. Our project is sponsored by TU Wien, Vienna's technical university, and our job is not just to program the robot, but to do so using a rule- and agent-based artificial intelligence.
  • Rule-based is basically a programming approach such as imperative or functional. It means to define a program in terms of condition-reaction pairs. It is supported by a framework which checks the conditions and execites the appropriate actions. While this might not seem spectacular, think about it: have you ever written or seen a program using this approach? Note that this is not another name for an event system; events also result in a reaction, but they only allow for reactions on one-time events (if some event happens), not to states (if some condition holds).
    Rule-based systems are good for modelling intelligent behavior. A human reacts to events because of the state-changes they cause, not the events themselves: If a window falls open, you close it because it's cold or loud outside, not because the window has opened.
  • Agent is just another word for actor. Remember how I wrote about the downloader; it's essentially the same. The only difference is that all this is now integrated into a rule system, which also changes the way how the agents exchange messages. Besides that, the concept of parallel processing stays. In our case, the focus lies on the independence of the actors to cooperatively reach a solution for a problem, and not on simpler multithreading by getting away from traditional synchronization.
  • Artificial intelligence always sounds good, but what does it really mean? Our parent project at TU Wien has a very specific goal: To build cooperative robots capable of disassembling Lego models. We won't get anywhere near disassembly, but the cooperation is still there, just in the software though. In the end, an artificial intelligence is always task-oriented, and the border where intelligence begins is not well-defined. The question is very interesting, but more philosiphical than technical, so maybe in a later post.
...to attend a robot competition in the USA
This is a goal we all really want to reach, but if we do will depend on how we perform. Our project is definitely complex, so if it doesn't work out too well, we won't go. I'm positive about it, though.
The competition we would attend is BotBall, organized by the KISS Institute of Practical Robotics, and we have the honor to be invited directly to the final "Global Conference of Educational Robotics", without attending any of the qualification tournaments. (I hope you can read from all this how proud I am^^)

So the last point to check for today is: This is definitely good news for me, but how is it for you? Well, I'll write about it, of course. Some things might be off-topic in terms of Magic, but artificial intelligence is definitely in, right? Be sure to check back in a few weeks, there are definitely interesting things to come!

Wednesday, September 8, 2010

Static and triggered abilities

Laterna Magica already supports some core functionalities of Magic, but there's still much left. I don't talk about discard and such things; these are effects that just need to be coded, and then they will be there; just a new flavor of an existing thing. I also don't talk about very complicated effects. All cards currently supported in Laterna Magica use the original oracle wording (with the exception that "draw three cards" must be changed into "draw 3 cards"), which won't be possible for all abilities, but such abilities are still not what I'm talking about.

I'm thinking about really new features, like static and triggered abilities, the ability to target, or text changing effects.
Text changing effects are just very hard; they kind of break my concept of "one template, many instances" for abilities: The printed wording can be shared between cards, just its interpretation, the rules meaning, is card-specific.
Targets are currently not my goal; I don't really want to do much UI at the moment, and this in inevitable with giving the player yet another possibility to make a choice.

That neatly leaves behind the two thing I already stated in the title, and they have one thing in common which currently gives me a headache: Scope of influence.

The scope of an ability means in what places and at what times it works. For spells and activated abilities it's comparable to legality, but the big difference is that the user initiates those abilities; static and triggered abilities are around at all times.

There are two ways to handle the situation:
  • keep all abilities at all times and ask them if they should apply on every single occasion
  • let the abilities themselves handle it; registering and unregistering using some events
I don't know why, but my initial though was to use the second. Both have good and bad points of course: The first can result in a performance problem, the second might break in strange corner cases.
A more obvious, but still realistic example is controller changes: Imagine you get control of a Glorious Anthem, but it still pumps your opponent's creatures.
But even the first approach has similar issues, namely abilities that didn't exist at the beginning of the game, for example on tokens or from Auras. If you register all abilities at the beginning of the game, those would be ignored.

If you expected a definitive solution here, I'm sorry. I don't have one. There's no right way to do anything, just several ways with different consequences.

Monday, September 6, 2010

Update

I was kindly brought to a windows incompatibility in my program, so I fixed this. Along with it came an update of the installation, which should make it much easier to update to future versions.

You can see the result here.

Saturday, September 4, 2010

First release!

This is only a short post, but one that makes me proud nonetheless.

This is the day where I put the first release version online. Don't expect too much; the basic rules including combat works, but there are currently nearly only vanilla creatures. Anyway, if you want to try it, or at least see what's there exactly, go to the forums and download it.

Tuesday, August 31, 2010

When you feel plainly dumb...

There are time when you work on a problem and nothing seems to help. You have checked everything, yet nothing works. And then you see the obvious answer. I had such a problem today. Until now, Laterna Magica only allowed you to pay costs in advance, first adding all the mana to the pool, then activating an ability or (more likely in LM) casting a spell.

The rules allow it, however, to play mana abilities while playing spells/abilities. So I wrote the code: A piece in the cost to ask the player for input, a piece in the player to handle the GUI. and it didn't work. Clicking on a card was just not recognized.

I first thought it could be that my legality checking code was not working while a spell is being cast, but I couldn't find any line in the code that even bothered about that. Next, I suspected that the asynchronous communication between game and GUI didn't work, and enabled a few debug statements, which in turn made clear that everything went like desired. So I thought to myself: where could I easily check if the action was successfully processed? Well, in the cost, where the player was asked in the first place.

But I never got to writing a debug statement; the bug was clear and simple: While I retrieved the activate action, I didn't execute it. These are the times when you feel plainly dumb...