convex obstacles are thus allowed. At the same time
we try to obtain maximum benefit from the number of
robots that are available for exploration.
The remainder of this paper is organized as fol-
lows. Firstly, we describe the exploration strategy for
a general type of robot using a theoretical approach
in section 2. More details about the implementation
within the simulator can be found in section 3. Fi-
nally, we discuss the results in section 4, followed by
some conclusions in section 5.
2 ALGORITHM DESCRIPTION
In our approach, robots are ordered on a straight line.
An important advantage of a straight line is its width,
which is the largest of all possible formations. In this
way a large part of the map can be explored at once. In
addition it’s a very simple formation, which allows for
easy establishment via a chain of friendships (J. Fred-
slund and M. J. Mataric, 2002). As for the exploration
itself we use a complete sensor coverage approach as
in (Rogge and Aeyels, 2007).
Like many previous work, the robots explore the
environment slice per slice. The deliberative ap-
proach differs a lot from traditional algorithms (such
as behavior-based systems) as we don’t simply split
the robot team in two groups, each wall-following a
different side of the obstacles. Instead, two separate
phases are executed when obstacles are found. If one
robots detects an obstacle, this is communicated to
the team and all robots stop. Next, they start the first
phase in which all new obstacles are added to the map
(fully explored via wall-following). This is called the
exploration phase and is illustrated in figure 1. When
no new obstacles can be found this phase is termi-
nated and the robots initiate the second phase. In this
phase the robots move round the obstacles until each
robot has passed it and the formation is regrouped. If
during the second phase a new obstacle is found or an
obstacle is preventing the formation to regroup, the
robots go back to the exploration phase. This process
continues until the formation is reestablished and no
obstacles are blocking their path. The formation can
then explore the remainder of the slice.
Once no new obstacles can be found near the
robots, they start moving round each obstacle block-
ing their path. Since each of those obstacles is already
added to the map, they can locate their correct goal
position. Each goal position is chosen so that all ar-
eas are explored, in particular the cavities of concave
obstacles. To do so an imaginary line is drawn, start-
ing from the robot’s position and going through the
obstacle blocking its path. As soon as enough free
space is found, a goal point is located.
3 EXPERIMENTAL SETUP
We implemented our strategy on the EyeBot-platform
within a simulator called EyeSim (A. Koestler and T.
Br
¨
aunl, 2004). In addition we built a generic test suite
providing easy testing, configuration and evaluation.
The setup comprises several robots and one computer
acting as a server. The robots are fully autonomous
and can communicate both directly with each other
and with the server (wireless).
3.1 EyeBotServer
The server has several tasks. Firstly, it is responsi-
ble for the configuration of each experiment. It reads
in a configuration-file containing parameters like the
shape of the formation, driving speed, width of slices,
etc. These parameters are sent to all robots which
means configuration is centralized and the need to re-
compile the robots program is eliminated. It also al-
lows for easy extending the suite with other forma-
tions and strategies resulting in a very generic plat-
form. The second task of the server originates from
the exploration of an environment. It is responsible
for storing the global map of the area, constructed
by the robots. We do this to adjust for the limited
memory capacity of the robots and to provide a safer
storage of the map. Since a computer has a large
amount of memory, we use a grid to model the envi-
ronment. A grid makes it easy to calculate goal points
and the shortest route towards them. The last task of
the server comprises exporting the results of the ex-
ploration. A visualization of the map via a PNG im-
age is generated from the grid structure and stored on
disk.
3.2 EyeXplore
EyeXplore is the main program run by each EyeBot
and is an implementation of the deliberative strat-
egy described in section 2. We emphasize that the
robots running this program are fully autonomous in
the sense that they don’t get instructions from the
server. For them the server acts as an extended mem-
ory in which the map can be stored. During explo-
ration, the robots are responsible for determining the
edges of obstacles which are then send to the server.
The robots don’t store these edges permanently in lo-
cal memory in order to save space. There is thus no
distributed map among the robots. In order to explore
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