WO2002003325A1 - Systeme automatique pour la prise de decision par un agent virt uel ou physique et procede de pilotage d'un agent correspondant - Google Patents
Systeme automatique pour la prise de decision par un agent virt uel ou physique et procede de pilotage d'un agent correspondant Download PDFInfo
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- WO2002003325A1 WO2002003325A1 PCT/FR2001/002165 FR0102165W WO0203325A1 WO 2002003325 A1 WO2002003325 A1 WO 2002003325A1 FR 0102165 W FR0102165 W FR 0102165W WO 0203325 A1 WO0203325 A1 WO 0203325A1
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06N—COMPUTING ARRANGEMENTS BASED ON SPECIFIC COMPUTATIONAL MODELS
- G06N5/00—Computing arrangements using knowledge-based models
- G06N5/04—Inference or reasoning models
- G06N5/043—Distributed expert systems; Blackboards
Definitions
- the present invention relates to the field of artificial intelligence, and more specifically, automatic systems for decision-making affecting a virtual or physical agent, for example a robot. More specifically, the present invention relates to a system making it possible to automatically select the actions of an autonomous agent as well as the way in which this agent learns to behave in his environment.
- the invention relates more particularly to an automatic system for decision-making by a virtual or physical agent as a function of external variables coming from an environment described by a numerical model, and of variables internal to the agent described by parameters numerical, comprising means for selecting actions to be exercised by the agent from a variation of one or more of said variables.
- This didactic machine for agents includes learning means operating on an environment in which the agent is located and developing an indication of behavior and means for predicting changes in the environment using the learning means so as to know the environment in which the agent is located in order to be able to predict changes or developments in the environment.
- a responsibility or reward / punishment signal is generated to weight the indication of behavior of the learning means and thus to generate behavior affecting the environment. The smaller the errors of the means of prediction, the stronger the signal of responsibility must be.
- the aim of the present invention is to overcome this drawback and to propose an improved automatic system and method making it possible to generate computer tools simulating autonomous developments of the agent close to reality.
- Another object of the invention is to propose an automatic system for decision-making affecting a virtual or physical agent, as well as a corresponding method, making it possible to provide a user with appropriate software tools to enable him to configure the one or more agents according to different types of behavior to be obtained from the agent, in particular according to his condition and the environment in which he is situated, in particular according to the perception he has of it.
- the invention relates, in its most general sense, to an automatic system for decision-making by a virtual or physical agent as a function of external variables originating from an environment described by a numerical model, and of variables internal to the agent described by numerical parameters, comprising means for selecting actions to be exercised by the agent from a variation of one or more of said variables, characterized in that the numerical parameters describing the virtual or physical agent include digital data representative of the motivation of the agent, and in that the selection of actions of the virtual or physical agent is also a function of the value of said data representative of the motivation of the agent.
- the system includes means for the temporal evolution of the value of at least part of the motivation data.
- the virtual or physical agent comprises at least one personality parameter, the system comprising calculation means for changing the value of at least part of the motivation data as a function of the value of said personality parameters.
- the system comprises means for configuring at least one agent perception and / or knowledge variable and calculation means for changing the value of at least part of the data of motivation according to the value of said parameters of perception and / or knowledge.
- this system comprises calculation means for changing the value of at least part of the motivation data of a virtual or physical agent as a function of the result of an action of said agent or of other agents or depending on the environment.
- it comprises a base of behaviors associated with the agent or virtual agents, each behavior being defined by a set of computer routines and by parameters determining the influence on at least one motivation, and means of calculation for the selection of a behavior or a sequence of behaviors acting on a virtual or physical agent as a function of the result of a function for changing the motivation data of said virtual or physical agent.
- the system comprises means of calculation for the periodic updating of the variables of one or a plurality of interacting virtual agents, and for the periodic selection of the actions applied to the agent or to each one of said agents.
- the system is provided with a database comprising a plurality of agents each described by a class, by data of motivation, behavior, actions, events perceived by the agent, personality and knowledge.
- the system may further include a motivation database comprising a plurality of motivation cards each comprising data relating to the triggered behaviors, the influence of the events perceived by the agent and the influence of the personality of the agent.
- the system is provided with a behavior database comprising a plurality of behavior sheets each comprising data relating to the sequences of triggered behaviors, to the lists of triggered actions, to the influence of the personality of the agent and the influence of the agent's knowledge. It may also include an action database comprising a plurality of action sheets, each comprising data relating to the consequences of the action on the environment and the consequences of the action on the motivations.
- the system includes a database for describing the world in which virtual agents operate.
- the invention also relates to a method for managing the operation of a virtual or physical agent, comprising the configuration and modeling of the agent, the configuration and modeling of an environment in which the agent is located, the '' development of variables external and internal to the agent, and the selection of actions according to variations of one or more external or internal variables.
- the modeling of the agent includes the development and configuration of digital data representative of the motivation of the agent, and in that the selection of actions of the virtual or physical agent comprises a selection of said actions according to the value of said data representative of the agent's motivation.
- FIG. 1 is a block diagram illustrating the general structure of a system according to the invention, as configured by a user;
- FIG. 2 is a block diagram illustrating the structure of an agent associated with the system of Figure 1;
- FIG. 3 shows the evolution of the states of an internal variable of the system of Figure 1.
- This system essentially comprises a behavioral engine constituting a software toolbox for the configuration and development of computer applications using agents having a autonomous behavior and, in particular, software applications intended to develop the behavior of an agent, namely to control the execution bodies of elementary functions or groups of functions of a robot or other, as a function of variables internal to the 'agent and variables external to it.
- the invention makes it possible to develop applications implementing agents having an autonomous and non-predictive behavior whose evolution makes it possible to carry out forecasts, model analyzes or simulations.
- the applications of such a system can relate to very varied fields such as the field of games, electronic commerce, marketing studies or industrial or economic simulations.
- the implementation of the invention is carried out in the form of a behavioral engine and of layers specific to each application, comprising a set of databases.
- the virtual or physical agent such as a robot
- the virtual or physical agent is representative of a human being and, in particular whose behavior is representative of that of a human being .
- an application comprises a base layer constituted by the behavioral engine, ensuring the management of the actions of the agents and the management of the conflicts.
- An upper layer is specific to a trade.
- a third layer contains the elements specific to a type of application.
- Each agent includes variables characteristic of the agent's motivation, the agent's behavior, and parameters or variables representative of the agent's personality as well as innate or acquired knowledge,
- the agent's motivation triggers a behavior or a set of behaviors, which interact with the agent's environment. These actions are influenced by internal parameters and variables, i.e. specific to the agent, by other agents, as well as by external events.
- FIGS. 1 and 2 in which the flow of data between the various elements forming part of the system is shown by arrows, the general structure of a system will be described. according to the invention. In this exemplary embodiment, only two agents A1 and A2 are managed by the system.
- the system provides a user with a set of computer tools, in the form of predetermined toolboxes made up of software modules that can be configured using an appropriate interface, to allow each agent to be configured. , in terms of external and internal characteristics to determine its behavior in response to requests or stimuli that are also configurable and configurable, as well as the environment in which the agent operates.
- the system essentially comprises a first part or software layer, designated by the general reference numeral 10, constituting an interface with the real environment usable by the user, a second part 12 consisting essentially of databases encompassing the 'set of configured agents containing the behavioral engine, as well as a third part 14 constituting databases in which is stored a representation of the environment or the world in which the agents operate.
- module 15 also configurable by the user, incorporated in the second part relating to the agents and in which are loaded the objects of the environment which surrounds an agent and incorporating information relating to these objects.
- this module 15 is in the form of a database. This information is intended for the agent to allow him to take it into consideration during his reflection
- the first part can be used by the user to code, configure and configure the agents so as to define their intrinsic and extrinsic characteristics, as well as the environment.
- the assembly which has just been described is in the form of on-board material means, controlling the various elements of execution basic functions of the robot via appropriate relays and associated with storage means in which the user-configurable and dynamically modifiable tool boxes are loaded.
- the behavioral engine essentially breaks down into two parts, namely the engine itself, designated by the reference general numeric 16, used to define motivations, which create needs that the agent will seek to satisfy, such as eating, drinking, responding to an order, ... by carrying out actions on the environment and a part called representations and knowledge 18, in which information relating to the modeling of the environment in the third part 14 or to other agents is stored.
- This part 16 that is to say the engine proper, comprises a motivation database comprising a plurality of motivation cards each comprising data relating to the triggered behaviors, to the influence of the events perceived by the agent. and the influence of the agent's personality
- the representation and knowledge part 18 comprises a first module 20 in which each agent or class of agent can store data relating to knowledge usable by. the agent to find solutions to his needs, a second module 22 in which information relating to the representation of a class of agents or an agent of another class of agents or objects is stored, as well that a third module 24 in which are loaded data relating to the representation made by each class of agents or agent of an instance of an agent or an object.
- a third part of the engine, designated by the reference 26, is used to model intrinsic state variables of the agent or of a class of agents, which makes it possible to configure several agents simultaneously, such as its intrinsic characteristics, for example his greed, his attributes, that is to say for example the organs or capacities available to each agent, and the skills of each agent.
- the actual motor 16 contains three parts or modules, namely: - a motivational part 28,
- the motivational part 28 is a module for calculating the motivations of the agent to respond to a psychological or physical need and to the stimuli which he receives from a perception module 32.
- this perception module also configurable by the user, is provided with means 32-a of perception adapted to obtain from the environment 14 representative characteristics of the latter, of means 32-b adapted to perceive physical effects applied to the agent and, in particular, applied to the organs for executing elementary functions activated for example in response to a stimuli, and means 32-c able to perceive communication signals emanating for example other agents.
- the motivational part 28 which includes the motivation database, performs a modeling determining the psychological, physiological and emotional states of the agents, as well as the behavior of an agent which results therefrom, that is to say the behavior linked to biological needs (food, drink, rest, etc.) and psychological attitudes (running away, being aggressive, etc.).
- the motivational part 28 performs a calculation of the temporal evolution of at least part of the motivation data of the agent using predetermined functions, as well as a calculation of the evolution of a part at least motivation data as a function of configured and stored parameters of the agent's personality and of configured and stored variables of perception and / or knowledge, also by means of predetermined functions, or also as a function of the result of an action by the agent. It also performs a periodic update of the variables of several interacting agents, and a periodic selection of the actions applied to each agent.
- It comprises a set of modules 34 for developing and calculating control variables of the reactive part and of the cognitive part 30, these modules each comprising means 36 of calculating internal state variables varying with time and events external to the motivation, such as the consumption of food or the presence of external stimuli, as well as a module 38 for calculating the control variables from the state variables internal delivered by the calculation means 36, for example by comparison with predetermined and configurable threshold values.
- each calculated motivation variable evolves in an interval of values going from an comfort interval, to an emergency interval corresponding to an imminent death of the agent and induces a more or less strong motivation tending to activate behaviors or tasks having for goal to make return the incriminated state in the interval of comfort.
- the motivational part 28 finally comprises a stimulation module 40 receiving data coming from the perception module 32 and from the representation and knowledge part 18 to generate stimuli used by the calculation means 36 to vary the state variables. internal.
- This stimulation module thus makes it possible to vary the internal state variables as a function of different stimuli such as the effect of surprise, of habituation, ... as well as according to the agent's knowledge relating for example to d other agents or environmental objects.
- the motivational part is organized by functional layers, including:
- these are, for example, constituted by survival variables or by additional variables.
- Figure 3 represents the evolution of the states of a variable. As indicated above, and with reference to FIG. 3 in which the evolution of a variable V has been represented, all the variables V have a comfort interval IC. In this zone, the agent is in a perfectly normal state.
- each variable also has an alarm interval IA from which an action must be executed urgently to bring the variable back into the comfort interval IC, as well as a tolerance interval IT which corresponds to an interval in which the tolerance to the corresponding state is lower, as well as an interval of viability IV from which the state corresponding to the elevation of the variable is intolerable (possibly syncope or dead).
- the agent's biological system is designed (for example, when the agent's hydration rate is very low, it has syncope through the effect of the variable on the model, but not by an additional mechanism that would monitor each variable ) to return the variable to the comfort interval when it exits (for example, an agent will probably die faster if he stops drinking than if he drinks too much).
- the user must therefore during configuration ensure that the system stabilizes naturally. It must for example avoid that the increase of a variable leads by retro action to the increase of this same variable. If the variable still deviates from its comfort interval, it can exit the alarm interval (for example, the “thirst” information is constructed from the survival variable “hydration rate” and the stimulus "presence of water.
- the information" thirst is stored in an intermediate variable. This variable can induce behavior" to rehydrate ", it is then called motivation, but also be used to calculate the intermediate variable” nervousness ”) .
- the “thirst” information is constructed from the survival variable “hydration rate” and the stimulus “presence of water”.
- the “thirst” information "Is stored in an intermediate variable. This variable can induce the "rehydrate” behavior, it is then called motivation, but also be used to calculate the intermediate variable "nervousness”).
- the variable While moving further away, the variable can leave the tolerance interval (for example, the intermediate variable “thirst” is slightly activated by the stimulus “presence of water”, and inhibited by the essential variable “fear” and is very dependent on the "hydration rate”). Outside this interval, the effect of the variable is amplified all the more as it approaches the saturation limits.
- the variable is called the survival variable (examples: hydration rate, fatigue ).
- the other variables are called ancillary variables (one does not die from curiosity, or from the feeling of insecurity).
- variable in the value reading curve is moreover weighted when used in the psychological and biological model.
- V n . + f + (V n , increments)
- V n . f (V n , decrements)
- Intermediate variables are, for their part, tools which make it possible to synthesize information coming from essential variables and external stimuli (this avoids having too many connections between essential variables and behaviors motivated).
- This summary information is used for other intermediate variables or to define an agent's motivation (for example, the “thirst” information is constructed from the survival variable “hydration rate” and the stimulus “presence of water.
- the “thirst” information is stored in an intermediate variable. This variable can induce the behavior “to rehydrate”, it is then called motivation, but also be used to calculate the intermediate variable “nervousness”).
- the information coming from an essential variable can be taken into account in different ways, qualitatively and quantitatively [for example, the intermediate variable “thirst” is slightly activated. by the stimulus “presence of water”, and inhibited by the essential variable “fear” and is very dependent on the “hydration rate”]: inhibition, activation, function of.
- the cognitive and reactive parts constituted by the module 30 previously mentioned, constitute the behavioral part of the system. They are activated by the motivational part 28 and control an action management module 42 with a view to selecting the actions to be executed.
- the cognitive part which makes it possible to model more complex and more efficient agents, contains an order management system.
- the reactive part consists of instances of behavior linked to a goal capable of either breaking down or directly activating an elementary action. It can be triggered by the motivational part or by the cognitive part of the architecture.
- the behavioral part consists of a hierarchy of behaviors capable of instantiating. As seen in Figure 2, this behavioral part consists of a set of modules in the form of behavior databases.
- each behavior is defined by a set of computer routines and by parameters determining the influence on at least one motivation.
- this database is associated with calculation means for the selection of a behavior or a sequence of behaviors acting on the agent as a function of the result of a predetermined function of data evolution agent motivation statement.
- these modules include a module 44 corresponding to a reactive behavior intended to cause the direct or indirect execution of an action by the action management module 42 as soon as a triggering condition was calculated by the motivational part, as well as two modules 46 corresponding to cognitive behavior, that is to say behavior memorizing the agent's intentions to do something.
- a module 44 corresponding to a reactive behavior intended to cause the direct or indirect execution of an action by the action management module 42 as soon as a triggering condition was calculated by the motivational part
- two modules 46 corresponding to cognitive behavior that is to say behavior memorizing the agent's intentions to do something.
- the instance can continue to exist according to criteria defined in the databases by the user.
- the cognitive behavior modules include, for example, a behavior database comprising behavior sheets which can also include data relating to the sequences of triggered behavior, to the lists of triggered actions, to the influence of the events perceived by the agent, to the influence of the agent's knowledge, and to the influence of the latter's personality.
- these modules may include an action database comprising a plurality of action sheets each comprising data relating to the consequences of the action on the environment and the consequences of the action on the motivations, or a scenario database.
- the information provided by the behavior modules 44 and 46 are, at this stage, differentiated into communication actions to be carried out, that is to say actions by which the agent sends a message to the attention other agents and in general actions to be carried out, that is to say actions other than communication actions.
- the action management module 42 is provided with a sub-module 48 ensuring the management and selection of the communication actions to be carried out, as well as two sub-modules 50 ensuring the management and selection of the general actions.
- each instance of behavior can either be broken down into a list of sub-behaviors, or directly activate elementary actions.
- the role of a motivated behavior consists in triggering one or more behaviors linked to a goal thanks to the intervention of a system of binders (production rules).
- Behaviors linked to a decomposable goal can be broken down into sub-behaviors linked to a goal thanks to the intervention of a system of classifiers (production rules).
- This system is of the same type as that used by motivated behaviors, i.e. it is capable of:
- Each behavior linked to a goal is coded in the architecture by a behavior linked to a general goal.
- the general goal which is a variable, is instantiated, which produces behavior linked to a goal.
- the behavior "Eat (banana)” is an example of behavior linked to a goal (the banana) which is reduced to an action (eat).
- the conditions and actions of the rules for activating one or more actions have the following form:
- the action message parameterized Action (objectl, object2, object3) 'is then activated and instantiated with the particular values of the Xi, which generates behavior linked to a parameterized goal.
- the behavioral part 30 and the module 42 for managing and selecting actions implements an activity propagation procedure.
- the propagation of activity consists in propagating inside the behavioral part the values generated by the motivational part so as to calculate at the end of the chain the interest of each instantiated action.
- One of the properties of propagation is to be able to accumulate, at the level of a behavior or an action, a
- the propagation of activity in the network of instantiated behaviors leads to the constitution of a list of instantiated actions. Each of these actions is associated with a force that represents the total activity it received from the network.
- the selection of actions consists in choosing from this list of instantiated actions the set of non-incompatible actions that have the greatest forces.
- the following description describes in detail the cognitive tasks present in the cognitive part of the engine.
- the structure of these tasks is constructed as a generalization of the behavior modules used so far in the reactive part.
- This behavior structure makes it possible to carry out both cognitive tasks or behavior modules whose functionality will then be increased.
- a cognitive task represents a memory of what the agent must do. It should therefore not disappear from one iteration to another of the engine.
- a cognitive task can be activated by a one-time event and remains active when the corresponding condition has disappeared.
- the strength of a cognitive task can, however, decrease over time when the event no longer occurs.
- a cognitive task is associated with a stop condition which causes its termination.
- a cognitive task can also end when no other task activates it.
- a new class of behavior which contains, like current behavior modules, a set of rules for breaking down into sub-behaviors.
- Each of these behaviors may have, for each agent, a set of instances.
- the strength of each instance is calculated from the strength of the instances of the parent behavior (s) that activated it.
- the new behavior class can also contain:
- Each instance of the new behavior class is associated with:
- this configuration may consist, as can be seen in FIG. 2, of creating and configuring links between the modules 34 for developing and calculating control variables of the reactive part and of the cognitive part in a way such that a modification of an internal state variable generates a consecutive modification of another variable to which it is linked.
- the system according to the invention preferably incorporates means for learning at least part of the internal variables, appearing for example in the form of incorporated lines of code to the modules entering into its constitution, in particular the modules of the motivational part and the behavioral part.
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Abstract
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Priority Applications (3)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| EP01984118A EP1323130A1 (fr) | 2000-07-05 | 2001-07-05 | Systeme automatique pour la prise de decision par un agent virt uel ou physique et procede de pilotage d'un agent correspondant |
| US10/312,985 US20040054638A1 (en) | 2000-07-05 | 2001-07-05 | Automatic system for decision making by a virtual or physical agent and corresponding method for controlling an agent |
| AU2002216773A AU2002216773A1 (en) | 2000-07-05 | 2001-07-05 | Automatic system for decision making by a virtual or physical agent and corresponding method for controlling an agent |
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| FR00/08760 | 2000-07-05 | ||
| FR0008760A FR2811449B1 (fr) | 2000-07-05 | 2000-07-05 | Systeme automatique pour la prise de decision par un agent virtuel ou physique |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| WO2002003325A1 true WO2002003325A1 (fr) | 2002-01-10 |
Family
ID=8852146
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| PCT/FR2001/002165 Ceased WO2002003325A1 (fr) | 2000-07-05 | 2001-07-05 | Systeme automatique pour la prise de decision par un agent virt uel ou physique et procede de pilotage d'un agent correspondant |
Country Status (5)
| Country | Link |
|---|---|
| US (1) | US20040054638A1 (fr) |
| EP (1) | EP1323130A1 (fr) |
| AU (1) | AU2002216773A1 (fr) |
| FR (1) | FR2811449B1 (fr) |
| WO (1) | WO2002003325A1 (fr) |
Families Citing this family (13)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP2004268235A (ja) * | 2003-03-11 | 2004-09-30 | Sony Corp | ロボット装置、その行動制御方法及びプログラム |
| EP1484716A1 (fr) | 2003-06-06 | 2004-12-08 | Sony France S.A. | Une architecture pour des dispositifs capables de s'autodévelopper |
| FR2856820B1 (fr) | 2003-06-27 | 2005-09-30 | Axel Buendia | Systeme de conception et d'utilisation de modeles decisionnels |
| US8504621B2 (en) * | 2007-10-26 | 2013-08-06 | Microsoft Corporation | Facilitating a decision-making process |
| US20090306946A1 (en) * | 2008-04-08 | 2009-12-10 | Norman I Badler | Methods and systems for simulation and representation of agents in a high-density autonomous crowd |
| EP2216145B1 (fr) * | 2009-02-06 | 2011-06-08 | Honda Research Institute Europe GmbH | Apprentissage et utilisation de schémas dans des dispositifs robotiques |
| WO2013067242A1 (fr) * | 2011-11-02 | 2013-05-10 | ThinkVine Corporation | Modélisation de sensibilité d'agent pour des systèmes de modélisation à base d'agent |
| US8447419B1 (en) | 2012-05-02 | 2013-05-21 | Ether Dynamics Corporation | Pseudo-genetic meta-knowledge artificial intelligence systems and methods |
| US10831466B2 (en) | 2017-03-29 | 2020-11-10 | International Business Machines Corporation | Automatic patch management |
| US20190095507A1 (en) * | 2017-09-25 | 2019-03-28 | Appli Inc. | Systems and methods for autonomous data analysis |
| US20200257954A1 (en) * | 2019-02-11 | 2020-08-13 | Rival Theory, Inc. | Techniques for generating digital personas |
| US12153711B1 (en) | 2021-08-24 | 2024-11-26 | Go2Market Insights, Inc. | Systems and methods for predictive analysis |
| CN116719848B (zh) * | 2023-06-02 | 2025-11-14 | 支付宝(杭州)信息技术有限公司 | 知识库调用方法及装置、介质、设备 |
Family Cites Families (5)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US5586218A (en) * | 1991-03-04 | 1996-12-17 | Inference Corporation | Autonomous learning and reasoning agent |
| US6031549A (en) * | 1995-07-19 | 2000-02-29 | Extempo Systems, Inc. | System and method for directed improvisation by computer controlled characters |
| EP0935202A1 (fr) * | 1998-01-19 | 1999-08-11 | Sony France S.A. | Architecture matérielle ou de logiciel avec conditionnement autopolarisé |
| US6230111B1 (en) * | 1998-08-06 | 2001-05-08 | Yamaha Hatsudoki Kabushiki Kaisha | Control system for controlling object using pseudo-emotions and pseudo-personality generated in the object |
| US6563503B1 (en) * | 1999-05-07 | 2003-05-13 | Nintendo Co., Ltd. | Object modeling for computer simulation and animation |
-
2000
- 2000-07-05 FR FR0008760A patent/FR2811449B1/fr not_active Expired - Lifetime
-
2001
- 2001-07-05 US US10/312,985 patent/US20040054638A1/en not_active Abandoned
- 2001-07-05 AU AU2002216773A patent/AU2002216773A1/en not_active Abandoned
- 2001-07-05 WO PCT/FR2001/002165 patent/WO2002003325A1/fr not_active Ceased
- 2001-07-05 EP EP01984118A patent/EP1323130A1/fr not_active Withdrawn
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| GAUSSIER P ET AL: "The visual homing problem: An example of robotics/biology cross fertilization", ROBOTICS AND AUTONOMOUS SYSTEMS,NL,ELSEVIER SCIENCE PUBLISHERS, AMSTERDAM, vol. 30, no. 1-2, January 2000 (2000-01-01), pages 155 - 180, XP004187563, ISSN: 0921-8890 * |
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Also Published As
| Publication number | Publication date |
|---|---|
| FR2811449A1 (fr) | 2002-01-11 |
| FR2811449B1 (fr) | 2008-10-10 |
| AU2002216773A1 (en) | 2002-01-14 |
| US20040054638A1 (en) | 2004-03-18 |
| EP1323130A1 (fr) | 2003-07-02 |
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