An open-plus-closed-loop (OPCL) control problem for the chaotic motion of a 3D rigid pendulum subjected to a constant gravitationM force is studied. The 3D rigid pendulum is assumed to be consist of a rigid body sup...An open-plus-closed-loop (OPCL) control problem for the chaotic motion of a 3D rigid pendulum subjected to a constant gravitationM force is studied. The 3D rigid pendulum is assumed to be consist of a rigid body supported by a fixed and frictionless pivot with three rotational degrees. In order to avoid the singular phenomenon of Euler's angular velocity equation, the quaternion kinematic equation is used to describe the motion of the 3D rigid pendulum. An OPCL controller for chaotic motion of a 3D rigid pendulum at equilibrium position is designed. This OPCL controller contains two parts: the open-loop part to construct an ideal trajectory and the closed-loop part to stabilize the 3D rigid pendulum. Simulation results show that the controller is effective and efficient.展开更多
The closed-loop stability issue of finite-precision realizations was investigated for digital control-lers implemented in block-floating-point format. The controller coefficient perturbation was analyzed resultingfrom...The closed-loop stability issue of finite-precision realizations was investigated for digital control-lers implemented in block-floating-point format. The controller coefficient perturbation was analyzed resultingfrom using finite word length (FWL) block-floating-point representation scheme. A block-floating-point FWL closed-loop stability measure was derived which considers both the dynamic range and precision. To facilitate the design of optimal finite-precision controller realizations, a computationally tractable block-floating-point FWL closed-loop stability measure was then introduced and the method of computing the value of this measure for a given controller realization was developed. The optimal controller realization is defined as the solution that maximizes the corresponding measure, and a numerical optimization approach was adopted to solve the resulting optimal realization problem. A numerical example was used to illustrate the design procedure and to compare the optimal controller realization with the initial realization.展开更多
The video game presented in this paper is a prey-predator game where two preys (human players) must avoid three predators (automated players) and must reach a location in the game field (the computer screen) called pr...The video game presented in this paper is a prey-predator game where two preys (human players) must avoid three predators (automated players) and must reach a location in the game field (the computer screen) called preys’ home. The game is a sequence of matches and the human players (preys) must cooperate in order to achieve the best perform- ance against their opponents (predators). The goal of the predators is to capture the preys, which are the predators try to have a “rendez vous” with the preys, using a small amount of the “resources” available to them. The score of the game is assigned following a set of rules to the prey team, not to the individual prey. In some situations the rules imply that to achieve the best score it is convenient for the prey team to sacrifice one of his components. The video game pursues two main purposes. The first one is to show how the closed loop solution of an optimal control problem and elementary sta- tistics can be used to generate (game) actors whose movements satisfy the laws of classical mechanics and whose be- haviour simulates a simple form of intelligence. The second one is “educational”, in fact the human players in order to be successful in the game must understand the restrictions to their movements posed by the laws of classical mechanics and must cooperate between themselves. The video game has been developed having in mind as players for children aged between five and thirteen years. These children playing the video game acquire an intuitive understanding of the basic laws of classical mechanics (Newton’s dynamical principle) and enjoy cooperating with their teammate. The video game has been experimented on a sample of a few dozen children. The children aged between five and eight years find the game amusing and after playing a few matches develop an intuitive understanding of the laws of classical me- chanics. They are able to cooperate in making fruitful decisions based on the positions of the preys (themselves), of the predators (their opponents) and on the physical limitations to the movements of the game actors. The interest in the game decreases when the age of the players increases. The game is too simple to interest a teenager. The game engine consists in the solution of an assignment problem, in the closed loop solution of an optimal control problem and in the adaptive choice of some parameters. At the beginning of each match, and when necessary during a match, an assign- ment problem is solved, that is the game engine chooses how to assign to the predators the preys to chase. The resulting assignment implies some cooperation among the predators and defines the optimal control problem used to compute the strategies of the predators during the match that follows. These strategies are determined as the closed loop solution of the optimal control problem considered and can be thought as a (first) form of artificial intelligence (AI) of the preda- tors. In the optimal control problem the preys and the predators are represented as point masses moving according to Newton’s dynamical principle under the action of friction forces and of active forces. The equations of motion of these point masses are the constraints of the control problem and are expressed through differential equations. The formula- tion of the decision process through optimal control and Newton’s dynamical principle allows us to develop a game where the effectiveness and the goals of the automated players can be changed during the game in an intuitive way sim- ply modifying the values of some parameters (i.e. mass, friction coefficient, ...). In a sequence of game matches the predators (automated players) have “personalities” that try to simulate human behaviour. The predator personalities are determined making an elementary statistical analysis of the points scored by the preys in the game matches played and consist in the adaptive choice of the value of a parameter (the mass) that appears in the differential equations that define the movements of the predators. The values taken by this parameter determine the behaviour of the predators and their effectiveness in chasing the preys. The predators personalities are a (second) form of AI based on elementary statistics that goes beyond the intelligence used to chase the preys in a match. In a sequence of matches the predators using this second form of AI adapt their behaviour to the preys’ behaviour. The video game can be downloaded from the website: http://www.ceri.uniroma1.it/ceri/zirilli/w10/.展开更多
This paper investigates impact of noise and signal averaging on patient control in anesthesia applications, especially in networked control system settings such as wireless connected systems, sensor networks, local ar...This paper investigates impact of noise and signal averaging on patient control in anesthesia applications, especially in networked control system settings such as wireless connected systems, sensor networks, local area networks, or tele-medicine over a wide area network. Such systems involve communication channels which introduce noises due to quantization, channel noises, and have limited communication bandwidth resources. Usually signal averaging can be used effectively in reducing noise effects when remote monitoring and diagnosis are involved. However, when feedback is intended, we show that signal averaging will lose its utility substantially. To explain this phenomenon, we analyze stability margins under signal averaging and derive some optimal strategies for selecting window sizes. A typical case of anesthe-sia depth control problems is used in this development.展开更多
To improve the energy efficiency of a direct expansion air conditioning(DX A/C) system while guaranteeing occupancy comfort, a hierarchical controller for a DX A/C system with uncertain parameters is proposed. The con...To improve the energy efficiency of a direct expansion air conditioning(DX A/C) system while guaranteeing occupancy comfort, a hierarchical controller for a DX A/C system with uncertain parameters is proposed. The control strategy consists of an open loop optimization controller and a closed-loop guaranteed cost periodically intermittent-switch controller(GCPISC). The error dynamics system of the closed-loop control is modelled based on the GCPISC principle. The difference,compared to the previous DX A/C system control methods, is that the controller designed in this paper performs control at discrete times. For the ease of designing the controller, a series of matrix inequalities are derived to be the sufficient conditions of the lower-layer closed-loop GCPISC controller. In this way, the DX A/C system output is derived to follow the optimal references obtained through the upper-layer open loop controller in exponential time, and the energy efficiency of the system is improved. Moreover, a static optimization problem is addressed for obtaining an optimal GCPISC law to ensure a minimum upper bound on the DX A/C system performance considering energy efficiency and output tracking error. The advantages of the designed hierarchical controller for a DX A/C system with uncertain parameters are demonstrated through some simulation results.展开更多
In this paper, the nonlinear control of chaotic oscillations was investigated by using the input output linearization control method. The chaotic attitude of a kind of spacecraft was discussed. It is demonstrated that...In this paper, the nonlinear control of chaotic oscillations was investigated by using the input output linearization control method. The chaotic attitude of a kind of spacecraft was discussed. It is demonstrated that the input output linearization control law is the nonlinear version of the parametric open plus closed loop control law.展开更多
基金supported by the National Natural Science Foundation of China(No.11072038)the Municipal Key Programs of Natural Science Foundation of Beijing(No.KZ201110772039)
文摘An open-plus-closed-loop (OPCL) control problem for the chaotic motion of a 3D rigid pendulum subjected to a constant gravitationM force is studied. The 3D rigid pendulum is assumed to be consist of a rigid body supported by a fixed and frictionless pivot with three rotational degrees. In order to avoid the singular phenomenon of Euler's angular velocity equation, the quaternion kinematic equation is used to describe the motion of the 3D rigid pendulum. An OPCL controller for chaotic motion of a 3D rigid pendulum at equilibrium position is designed. This OPCL controller contains two parts: the open-loop part to construct an ideal trajectory and the closed-loop part to stabilize the 3D rigid pendulum. Simulation results show that the controller is effective and efficient.
文摘The closed-loop stability issue of finite-precision realizations was investigated for digital control-lers implemented in block-floating-point format. The controller coefficient perturbation was analyzed resultingfrom using finite word length (FWL) block-floating-point representation scheme. A block-floating-point FWL closed-loop stability measure was derived which considers both the dynamic range and precision. To facilitate the design of optimal finite-precision controller realizations, a computationally tractable block-floating-point FWL closed-loop stability measure was then introduced and the method of computing the value of this measure for a given controller realization was developed. The optimal controller realization is defined as the solution that maximizes the corresponding measure, and a numerical optimization approach was adopted to solve the resulting optimal realization problem. A numerical example was used to illustrate the design procedure and to compare the optimal controller realization with the initial realization.
文摘The video game presented in this paper is a prey-predator game where two preys (human players) must avoid three predators (automated players) and must reach a location in the game field (the computer screen) called preys’ home. The game is a sequence of matches and the human players (preys) must cooperate in order to achieve the best perform- ance against their opponents (predators). The goal of the predators is to capture the preys, which are the predators try to have a “rendez vous” with the preys, using a small amount of the “resources” available to them. The score of the game is assigned following a set of rules to the prey team, not to the individual prey. In some situations the rules imply that to achieve the best score it is convenient for the prey team to sacrifice one of his components. The video game pursues two main purposes. The first one is to show how the closed loop solution of an optimal control problem and elementary sta- tistics can be used to generate (game) actors whose movements satisfy the laws of classical mechanics and whose be- haviour simulates a simple form of intelligence. The second one is “educational”, in fact the human players in order to be successful in the game must understand the restrictions to their movements posed by the laws of classical mechanics and must cooperate between themselves. The video game has been developed having in mind as players for children aged between five and thirteen years. These children playing the video game acquire an intuitive understanding of the basic laws of classical mechanics (Newton’s dynamical principle) and enjoy cooperating with their teammate. The video game has been experimented on a sample of a few dozen children. The children aged between five and eight years find the game amusing and after playing a few matches develop an intuitive understanding of the laws of classical me- chanics. They are able to cooperate in making fruitful decisions based on the positions of the preys (themselves), of the predators (their opponents) and on the physical limitations to the movements of the game actors. The interest in the game decreases when the age of the players increases. The game is too simple to interest a teenager. The game engine consists in the solution of an assignment problem, in the closed loop solution of an optimal control problem and in the adaptive choice of some parameters. At the beginning of each match, and when necessary during a match, an assign- ment problem is solved, that is the game engine chooses how to assign to the predators the preys to chase. The resulting assignment implies some cooperation among the predators and defines the optimal control problem used to compute the strategies of the predators during the match that follows. These strategies are determined as the closed loop solution of the optimal control problem considered and can be thought as a (first) form of artificial intelligence (AI) of the preda- tors. In the optimal control problem the preys and the predators are represented as point masses moving according to Newton’s dynamical principle under the action of friction forces and of active forces. The equations of motion of these point masses are the constraints of the control problem and are expressed through differential equations. The formula- tion of the decision process through optimal control and Newton’s dynamical principle allows us to develop a game where the effectiveness and the goals of the automated players can be changed during the game in an intuitive way sim- ply modifying the values of some parameters (i.e. mass, friction coefficient, ...). In a sequence of game matches the predators (automated players) have “personalities” that try to simulate human behaviour. The predator personalities are determined making an elementary statistical analysis of the points scored by the preys in the game matches played and consist in the adaptive choice of the value of a parameter (the mass) that appears in the differential equations that define the movements of the predators. The values taken by this parameter determine the behaviour of the predators and their effectiveness in chasing the preys. The predators personalities are a (second) form of AI based on elementary statistics that goes beyond the intelligence used to chase the preys in a match. In a sequence of matches the predators using this second form of AI adapt their behaviour to the preys’ behaviour. The video game can be downloaded from the website: http://www.ceri.uniroma1.it/ceri/zirilli/w10/.
文摘This paper investigates impact of noise and signal averaging on patient control in anesthesia applications, especially in networked control system settings such as wireless connected systems, sensor networks, local area networks, or tele-medicine over a wide area network. Such systems involve communication channels which introduce noises due to quantization, channel noises, and have limited communication bandwidth resources. Usually signal averaging can be used effectively in reducing noise effects when remote monitoring and diagnosis are involved. However, when feedback is intended, we show that signal averaging will lose its utility substantially. To explain this phenomenon, we analyze stability margins under signal averaging and derive some optimal strategies for selecting window sizes. A typical case of anesthe-sia depth control problems is used in this development.
基金supported by the Natural Sciences and Engineering Research Council of Canada(N00892)in part by National Natural Science Foundation of China(51405436,51375452,61573174)
基金supported by the National Natural Science Foundation of China(61773220,61876192,61907021)the National Natural Science Foundation of Hubei(ZRMS2019000752)+2 种基金the Fundamental Research Funds for the Central Universities(2662018QD057,CZT20022,CZT20020)Academic Team in Universities(KTZ20051)School Talent Funds(YZZ19004)。
文摘To improve the energy efficiency of a direct expansion air conditioning(DX A/C) system while guaranteeing occupancy comfort, a hierarchical controller for a DX A/C system with uncertain parameters is proposed. The control strategy consists of an open loop optimization controller and a closed-loop guaranteed cost periodically intermittent-switch controller(GCPISC). The error dynamics system of the closed-loop control is modelled based on the GCPISC principle. The difference,compared to the previous DX A/C system control methods, is that the controller designed in this paper performs control at discrete times. For the ease of designing the controller, a series of matrix inequalities are derived to be the sufficient conditions of the lower-layer closed-loop GCPISC controller. In this way, the DX A/C system output is derived to follow the optimal references obtained through the upper-layer open loop controller in exponential time, and the energy efficiency of the system is improved. Moreover, a static optimization problem is addressed for obtaining an optimal GCPISC law to ensure a minimum upper bound on the DX A/C system performance considering energy efficiency and output tracking error. The advantages of the designed hierarchical controller for a DX A/C system with uncertain parameters are demonstrated through some simulation results.
基金Supported by the National Natural Science Foundation of China!( 19782 0 0 3 ) theChina Postdoctoral Science Foundation and
文摘In this paper, the nonlinear control of chaotic oscillations was investigated by using the input output linearization control method. The chaotic attitude of a kind of spacecraft was discussed. It is demonstrated that the input output linearization control law is the nonlinear version of the parametric open plus closed loop control law.