Sudden impact disasters often result in the displacement of large numbers of people. These movements can occur prior to events, due to early warning messages, or take place post-event due to damages to shelters and livelihoods as well as a result of long-term reconstruction efforts. Displaced populations are especially vulnerable and often in need of support. However, timely and accurate data on the numbers and destinations of displaced populations are extremely challenging to collect across temporal and spatial scales, especially in the aftermath of disasters. Mobile phone call detail records were shown to be a valid data source for estimates of population movements after the 2010 Haiti earthquake, but their potential to provide near real-time ongoing measurements of population displacements immediately after a natural disaster has not been demonstrated. A computational architecture and analytical capacity were rapidly deployed within nine days of the Nepal earthquake of 25th April 2015, to provide spatiotemporally detailed estimates of population displacements from call detail records based on movements of 12 million de-identified mobile phones users. Analysis shows the evolution of population mobility patterns after the earthquake and the patterns of return to affected areas, at a high level of detail. Particularly notable is the movement of an estimated 390,000 people above normal from the Kathmandu valley after the earthquake, with most people moving to surrounding areas and the highly-populated areas in the central southern area of Nepal. This analysis provides an unprecedented level of information about human movement after a natural disaster, provided within a very short timeframe after the earthquake occurred. The patterns revealed using this method are almost impossible to find through other methods, and are of great interest to humanitarian agencies.
In this paper, the characteristics and performance of three open-source simulators for robotics, V-REP, Gazebo and ARGoS, are thoroughly analysed and compared. While they all allow for programming in C++, they also represent clear alternatives when it comes to the trade-off between complexity and performance. Attention is given to their built-in features, robot libraries, programming methods and the usability of their user interfaces. Benchmark test results are reported in order to identify how well the simulators can cope with environments of varying complexity. The richness of features of V-REP and the strong performance of Gazebo and ARGoS in complex scenes are highlighted. Various usability issues of Gazebo are also noted.
An important characteristic of a robot swarm that must operate in the real world is the ability to cope with changeable environments by exhibiting behavioural plasticity at the collective level. For example, a swarm of foraging robots should be able to repeatedly reorganise in order to exploit resource deposits that appear intermittently in different locations throughout their environment. In this paper, we report on simulation experiments with homogeneous foraging robot teams and show that analysing swarm behaviour in terms of information flow can help us to identify whether a particular behavioural strategy is likely to exhibit useful swarm plasticity in response to dynamic environments. While it is beneficial to maximise the rate at which robots share information when they make collective decisions in a static environment, plastic swarm behaviour in changeable environments requires regulated information transfer in order to achieve a balance between the exploitation of existing information and exploration leading to acquisition of new information. We give examples of how information flow analysis can help designers to decide on robot control strategies with relevance to a number of applications explored in the swarm robotics literature.
Demand for autonomous swarms, where robots can cooperate with each other without human intervention, is set to grow rapidly in the near future. Currently, one of the main challenges in swarm robotics is understanding how the behaviour of individual robots leads to an observed emergent collective performance. In this paper, a novel approach to understanding robot swarms that perform foraging is proposed in the form of the Information-Cost-Reward (ICR) framework. The framework relates the way in which robots obtain and share information (about where work needs to be done) to the swarm’s ability to exploit that information in order to obtain reward efficiently in the context of a particular task and environment. The ICR framework can be applied to analyse underlying mechanisms that lead to observed swarm performance, as well as to inform hypotheses about the suitability of a particular robot control strategy for new swarm missions. Additionally, the information-centred understanding that the framework offers paves a way towards a new swarm design methodology where general principles of collective robot behaviour guide algorithm design.
Designing and representing control algorithms is challenging in swarm robotics, where the collective swarm performance depends on interactions between robots and with their environment. The currently available modeling languages, such as UML, cannot fully express these interactions. We therefore propose a new, Behaviour-Data Relations Modeling Language (BDRML), where robot behaviours and data that robots utilise, as well as relationships between them, are explicitly represented. This allows BDRML to express control algorithms where robots cooperate and share information with each other while interacting with the environment.
In swarm robotics, a design pattern provides high-level guidelines for the implementation of a particular robot behaviour and describes its impact on swarm performance. In this paper, we explore information exchange design patterns for robot swarm foraging. First, a method for the specification of design patterns for robot swarms is proposed that builds on previous work in this field and emphasises modular behaviour design, as well as information-centric micro-macro link analysis. Next, design pattern application rules that can facilitate the pattern usage in robot control algorithms are given. A catalogue of six design patterns is then presented. The patterns are derived from an extensive list of experiments reported in the swarm robotics literature, demonstrating the capability of the proposed method to identify distinguishing features of robot behaviour and their impact on swarm performance in a wide range of swarm implementations and experimental scenarios. Each pattern features a detailed description of robot behaviour and its associated parameters, facilitated by the usage of a multi-agent modeling language, BDRML, and an account of feedback loops and forces that affect the pattern’s applicability. Scenarios in which the pattern has been used are described. The consequences of each design pattern on overall swarm performance are characterised within the Information-Cost-Reward framework, that makes it possible to formally relate the way in which robots acquire, share and utilise information. Finally, the patterns are validated by demonstrating how they improved the performance of foraging e-puck swarms and how they could guide algorithm design in other scenarios.