skip to main content


Search for: All records

Creators/Authors contains: "Mahadev, Arun"

Note: When clicking on a Digital Object Identifier (DOI) number, you will be taken to an external site maintained by the publisher. Some full text articles may not yet be available without a charge during the embargo (administrative interval).
What is a DOI Number?

Some links on this page may take you to non-federal websites. Their policies may differ from this site.

  1. It is now possible to deploy swarms of drones with populations in the thousands. There is growing interest in using such swarms for defense, and it has been natural to program them with bio-mimetic motion models such as flocking or swarming. However, these motion models evolved to survive against predators, not enemies with modern firearms. This paper presents experimental data that compares the survivability of several motion models for large numbers of drones. This project tests drone swarms in Virtual Reality (VR), because it is prohibitively expensive, technically complex, and potentially dangerous to fly a large swarm of drones in a testing environment. We model the behavior of drone swarms flying along parametric paths in both tight and scattered formations. We add random motion to the general motion plan to confound path prediction and targeting. We describe an implementation of these flight paths as game levels in a VR environment. We then allow players to shoot at the drones and evaluate the difference between flocking and swarming behavior on drone survivability. 
    more » « less
  2. There are driving applications for large populations of tiny robots in robotics, biology, and chemistry. These robots often lack onboard computation, actuation, and communication. Instead, these “robots” are particles carrying some payload and the particle swarm is controlled by a shared control input such as a uniform magnetic gradient or electric field. In previous works, we showed that the 2D position of each particle in such a swarm is controllable if the workspace contains a single obstacle the size of one particle. Requiring a small, rigid obstacle suspended in the middle of the workspace is a strong constraint, especially in 3D. This paper relaxes that constraint, and provides position control algorithms that only require non-slip wall contact in 2D. Both in vivo and artificial environments often have such boundaries. We assume that particles in contact with the boundaries have zero velocity if the shared control input pushes the particle into the wall. This paper provides a shortest-path algorithm for positioning a two-particle swarm, and a generalization to positioning an n-particle swarm. Results are validated with simulations and a hardware demonstration. 
    more » « less
  3. We propose an approach to mapping tissue and vascular systems without the use of contrast agents, based on moving and measuring magnetic particles. To this end, we consider a swarm of particles in a 1D or 2D grid that can be tracked and controlled by an external agent. Control inputs are applied uniformly so that each particle experiences the same applied forces. We present algorithms for three tasks: (1) Mapping, i.e., building a representation of the free and obstacle regions of the workspace; (2) Subset Coverage, i.e., ensuring that at least one particle reaches each of a set of desired locations; and (3) Coverage, i.e., ensuring that every free region on the map is visited by at least one particle. These tasks relate to a large body of previous work from robot navigation, both from theory and practice, which is based on individual control. We provide theoretical insights that have potential relevance for fast MRI scans with magnetically controlled contrast media. In particular, we develop a fundamentally new approach for searching for an object at an unknown distance D, where the search is subject to two different and independent cost parameters for moving and for measuring. We show that regardless of the relative cost of these two operations, there is a simple O(log D/log log D)-competitive strategy, which is the best possible. Also, we provide practically useful and computationally efficient strategies for higher-dimensional settings. These algorithms extend to any number of particles and show that additional particles tend to reduce the mean and the standard deviation of the time required for each task. 
    more » « less