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Robotics & Automation Series Part 10: AI Integration & Autonomous Systems

February 13, 2026 Wasil Zafar 42 min read

Combine perception with intelligence — machine learning for robotics, deep learning, reinforcement learning, path planning algorithms (A*, RRT, Dijkstra), behavior trees, decision-making, and swarm intelligence.

Table of Contents

  1. ML for Robotics
  2. Reinforcement Learning
  3. Path Planning
  4. Decision Making & Autonomy
  5. AI System Planner Tool
  6. Exercises & Challenges
  7. Conclusion & Next Steps

Machine Learning for Robotics

Series Overview: This is Part 10 of our 18-part Robotics & Automation Series. AI transforms robots from pre-programmed machines into intelligent agents that learn, adapt, and make decisions autonomously.

Robotics & Automation Mastery

Your 18-step learning path • Currently on Step 10
Introduction to Robotics
History, types, DOF, architectures, mechatronics, ethics
Sensors & Perception Systems
Encoders, IMUs, LiDAR, cameras, sensor fusion, Kalman filters, SLAM
Actuators & Motion Control
DC/servo/stepper motors, hydraulics, drivers, gear systems
Kinematics (Forward & Inverse)
DH parameters, transformations, Jacobians, workspace analysis
Dynamics & Robot Modeling
Newton-Euler, Lagrangian, inertia, friction, contact modeling
Control Systems & PID
PID tuning, state-space, LQR, MPC, adaptive & robust control
Embedded Systems & Microcontrollers
Arduino, STM32, RTOS, PWM, serial protocols, FPGA
Robot Operating Systems (ROS)
ROS2, nodes, topics, Gazebo, URDF, navigation stacks
Computer Vision for Robotics
Calibration, stereo vision, object recognition, visual SLAM
10
AI Integration & Autonomous Systems
ML, reinforcement learning, path planning, swarm robotics
You Are Here
11
Human-Robot Interaction (HRI)
Cobots, gesture/voice control, safety standards, social robotics
12
Industrial Robotics & Automation
PLC, SCADA, Industry 4.0, smart factories, digital twins
13
Mobile Robotics
Wheeled/legged robots, autonomous vehicles, drones, marine robotics
14
Safety, Reliability & Compliance
Functional safety, redundancy, ISO standards, cybersecurity
15
Advanced & Emerging Robotics
Soft robotics, bio-inspired, surgical, space, nano-robotics
16
Systems Integration & Deployment
HW/SW co-design, testing, field deployment, lifecycle
17
Robotics Business & Strategy
Startups, product-market fit, manufacturing, go-to-market
18
Complete Robotics System Project
Autonomous rover, pick-and-place arm, delivery robot, swarm sim

Think of traditional robots as train locomotives — they follow fixed tracks (programs) with no ability to deviate. AI-powered robots are more like experienced taxi drivers — they perceive their environment, learn from experience, plan routes dynamically, and make split-second decisions in unpredictable situations. This transformation from rigid automation to adaptive intelligence is what separates a factory arm repeating the same weld 10,000 times from a surgical robot that adjusts its grip based on tissue compliance in real time.

Supervised & Unsupervised Learning

Supervised learning teaches a robot by showing it labeled examples — "this image contains a bolt," "this force reading indicates a collision." The model learns a mapping from inputs to outputs, then generalizes to new, unseen inputs. In robotics, supervised learning powers object classification, grasp quality prediction, terrain classification, and predictive maintenance.

Analogy: Supervised learning is like teaching a child to identify animals by showing flashcards with labels. After seeing enough examples of "cat" vs "dog," the child can identify new animals they've never seen before. The robot does the same with sensor data and labels.

Key supervised learning algorithms used in robotics:

Algorithm Robotics Application Input Type Strengths
Linear/Logistic Regression Force prediction, binary fault detection Numeric features Fast, interpretable, low compute
Random Forest Terrain classification, sensor fusion Mixed features Handles noise, feature importance
SVM Gesture recognition, anomaly detection High-dim vectors Works well with small datasets
k-NN Grasp quality lookup, pose matching Feature vectors Simple, no training phase
CNN (Convolutional) Object detection, visual inspection Images State-of-art for vision tasks
RNN / LSTM Trajectory prediction, speech commands Sequences Captures temporal patterns
import numpy as np
from sklearn.ensemble import RandomForestClassifier
from sklearn.model_selection import train_test_split
from sklearn.metrics import classification_report

# Simulate terrain sensor data: [vibration_rms, pitch_angle, slip_ratio, current_draw]
np.random.seed(42)
n_samples = 500

# Generate labeled terrain data
terrain_types = ['concrete', 'gravel', 'grass', 'sand']
X, y = [], []

for terrain_id, terrain in enumerate(terrain_types):
    base = [0.1, 2.0, 0.02, 1.5]  # concrete baseline
    noise_scale = [0.05, 1.0, 0.01, 0.3]
    offsets = [[0, 0, 0, 0], [0.3, 5.0, 0.05, 0.8],
               [0.15, 3.0, 0.08, 0.5], [0.5, 8.0, 0.12, 1.2]]
    
    for _ in range(n_samples // 4):
        sample = [base[j] + offsets[terrain_id][j] + np.random.normal(0, noise_scale[j])
                  for j in range(4)]
        X.append(sample)
        y.append(terrain)

X = np.array(X)
y = np.array(y)

# Train terrain classifier
X_train, X_test, y_train, y_test = train_test_split(X, y, test_size=0.3, random_state=42)

clf = RandomForestClassifier(n_estimators=100, random_state=42)
clf.fit(X_train, y_train)

# Evaluate
y_pred = clf.predict(X_test)
print("Terrain Classification Report:")
print(classification_report(y_test, y_pred))

# Feature importance
features = ['vibration_rms', 'pitch_angle', 'slip_ratio', 'current_draw']
importances = clf.feature_importances_
for feat, imp in sorted(zip(features, importances), key=lambda x: -x[1]):
    print(f"  {feat}: {imp:.3f}")

Unsupervised learning finds hidden structure in unlabeled data. In robotics, this is invaluable for anomaly detection (finding unusual vibration patterns that indicate bearing failure), clustering (grouping similar manipulation strategies), and dimensionality reduction (compressing high-dimensional sensor data for real-time processing).

import numpy as np
from sklearn.cluster import KMeans
from sklearn.preprocessing import StandardScaler

# Simulate robot joint telemetry: [joint_temp, vibration, current, cycle_time]
np.random.seed(42)
n_readings = 300

# Normal operation cluster
normal = np.random.normal(loc=[45, 0.3, 2.1, 1.5], scale=[3, 0.05, 0.2, 0.1], size=(200, 4))
# Degraded bearing cluster (higher temp & vibration)
degraded = np.random.normal(loc=[65, 0.8, 2.8, 1.7], scale=[4, 0.1, 0.3, 0.15], size=(70, 4))
# Overloaded cluster (high current, slow cycle)
overloaded = np.random.normal(loc=[55, 0.5, 4.5, 2.3], scale=[3, 0.08, 0.4, 0.2], size=(30, 4))

telemetry = np.vstack([normal, degraded, overloaded])
scaler = StandardScaler()
telemetry_scaled = scaler.fit_transform(telemetry)

# K-Means clustering to discover operational modes
kmeans = KMeans(n_clusters=3, random_state=42, n_init=10)
labels = kmeans.fit_predict(telemetry_scaled)

# Analyze clusters
for cluster_id in range(3):
    mask = labels == cluster_id
    cluster_data = telemetry[mask]
    print(f"\nCluster {cluster_id} ({mask.sum()} samples):")
    for i, name in enumerate(['Temp(°C)', 'Vibration(g)', 'Current(A)', 'CycleTime(s)']):
        print(f"  {name}: mean={cluster_data[:, i].mean():.2f}, std={cluster_data[:, i].std():.2f}")

Case Study: Predictive Maintenance at Fanuc

Manufacturing ML in Production

Fanuc's FIELD (FANUC Intelligent Edge Link & Drive) system collects data from thousands of factory robots. Using a combination of supervised learning (predicting remaining useful life of components) and unsupervised anomaly detection (flagging unusual vibration patterns via autoencoders), they achieved 40% reduction in unplanned downtime. The system processes 20+ sensor channels per robot at 1 kHz, training gradient-boosted models on historical failure data. When anomaly scores exceed thresholds, maintenance is scheduled preemptively — shifting from reactive replacement to predictive servicing.

Deep Learning for Robotics

Deep learning has revolutionized robotics perception. Convolutional Neural Networks (CNNs) enable robots to "see" with human-like accuracy, while Transformers are now powering multi-modal reasoning — combining vision, language, and action into unified models.

Key Deep Learning Architectures for Robotics:
  • CNNs — Object detection (YOLOv8), semantic segmentation (U-Net), depth estimation (MiDaS)
  • Vision Transformers (ViT) — Scene understanding, attention-based feature extraction
  • Autoencoders — Anomaly detection, dimensionality reduction, state representation
  • GANs — Synthetic training data generation, sim-to-real domain adaptation
  • Diffusion Models — Robot trajectory generation, dexterous manipulation policies
  • Foundation Models (RT-2, Octo) — Language-conditioned robotic control, zero-shot task generalization
import numpy as np

# Simplified CNN forward pass for grasp quality prediction
# In production, use PyTorch/TensorFlow — this illustrates the core concept

def conv2d_simple(image, kernel):
    """Apply a single 3x3 convolution filter to extract features."""
    h, w = image.shape
    kh, kw = kernel.shape
    output = np.zeros((h - kh + 1, w - kw + 1))
    for i in range(output.shape[0]):
        for j in range(output.shape[1]):
            output[i, j] = np.sum(image[i:i+kh, j:j+kw] * kernel)
    return output

def relu(x):
    """ReLU activation — introduces non-linearity."""
    return np.maximum(0, x)

# Simulate a 16x16 depth image of a graspable object
np.random.seed(42)
depth_image = np.random.rand(16, 16) * 0.5
depth_image[5:11, 5:11] = 0.8 + np.random.rand(6, 6) * 0.1  # Object region

# Edge detection kernel (learns to find grasp edges)
edge_kernel = np.array([[-1, -1, -1],
                        [-1,  8, -1],
                        [-1, -1, -1]])

# Forward pass: Conv → ReLU → Global Average Pool → Prediction
features = conv2d_simple(depth_image, edge_kernel)
activated = relu(features)
pooled = activated.mean()  # Global average pooling

# Simple threshold classifier (in practice, learned via backpropagation)
grasp_quality = "good" if pooled > 0.5 else "poor"
print(f"Feature activation (pooled): {pooled:.4f}")
print(f"Predicted grasp quality: {grasp_quality}")
print(f"Feature map shape: {activated.shape}")

Case Study: Google RT-2 — Vision-Language-Action Model

Foundation Models Multi-Modal AI

Google's RT-2 (Robotics Transformer 2) demonstrated that large vision-language models (VLMs) can directly output robot actions. By fine-tuning a 55B parameter PaLM-E model on 130K robot demonstrations, RT-2 achieved zero-shot generalization — executing tasks described in natural language that it had never been explicitly trained on ("move the banana to the red bowl"). The model reasons about spatial relationships, object properties, and even abstract concepts like "pick up the healthiest snack." This represents a paradigm shift from task-specific ML models to general-purpose robotic intelligence, where a single model handles perception, reasoning, and action generation end-to-end.

Reinforcement Learning

While supervised learning requires labeled data, Reinforcement Learning (RL) lets robots learn through trial and error — just like a child learning to walk. The robot (agent) takes actions in an environment, receives rewards or penalties, and gradually discovers optimal behavior. RL is the backbone of autonomous decision-making, from dexterous manipulation to drone acrobatics.

Analogy: Imagine learning to ride a bicycle without anyone telling you the physics. You try different balance adjustments, feel yourself falling (negative reward), correct, feel stable (positive reward), and eventually learn an optimal policy — all without equations. That's exactly how RL works for robots.

The RL Framework

Every RL problem is formalized as a Markov Decision Process (MDP):

  • State (s) — Robot's current situation (joint angles, sensor readings, object positions)
  • Action (a) — What the robot can do (move joint, apply force, change speed)
  • Reward (r) — Scalar feedback signal (positive for progress, negative for mistakes)
  • Policy (Ï€) — The learned strategy: Ï€(s) → a (maps states to actions)
  • Value Function V(s) — Expected cumulative future reward from state s
  • Discount Factor (γ) — How much future rewards are worth vs immediate (0.9-0.99 typical)

Q-Learning: The Foundation

Q-Learning is the simplest model-free RL algorithm. It learns a Q-table mapping every (state, action) pair to its expected return, then picks the action with the highest Q-value. The update rule is:

Q-Learning Update: Q(s, a) ← Q(s, a) + α · [r + γ · max Q(s', a') − Q(s, a)]
Where α = learning rate, γ = discount factor, s' = next state, max over all possible next actions a'.
import numpy as np

# Q-Learning for a simple robot navigation grid
# Robot must navigate from start (0,0) to goal (4,4) avoiding obstacles

np.random.seed(42)

# Grid world: 0 = free, -1 = obstacle, +10 = goal
grid_size = 5
grid = np.zeros((grid_size, grid_size))
grid[1, 1] = -1  # Obstacle
grid[2, 3] = -1  # Obstacle  
grid[3, 1] = -1  # Obstacle
grid[4, 4] = 10  # Goal

# Actions: 0=up, 1=down, 2=left, 3=right
actions = [(-1, 0), (1, 0), (0, -1), (0, 1)]
action_names = ['Up', 'Down', 'Left', 'Right']
n_actions = 4

# Initialize Q-table
Q = np.zeros((grid_size, grid_size, n_actions))

# Hyperparameters
alpha = 0.1      # Learning rate
gamma = 0.95     # Discount factor
epsilon = 0.2    # Exploration rate (epsilon-greedy)
episodes = 1000

def step(state, action_idx):
    """Take action, return next_state and reward."""
    dy, dx = actions[action_idx]
    ny, nx = state[0] + dy, state[1] + dx
    
    # Boundary check
    if ny < 0 or ny >= grid_size or nx < 0 or nx >= grid_size:
        return state, -1  # Hit wall
    
    if grid[ny, nx] == -1:
        return state, -5  # Hit obstacle
    
    reward = grid[ny, nx] if grid[ny, nx] == 10 else -0.1  # Step cost
    return (ny, nx), reward

# Training loop
for ep in range(episodes):
    state = (0, 0)
    
    for _ in range(50):  # Max steps per episode
        # Epsilon-greedy action selection
        if np.random.random() < epsilon:
            action = np.random.randint(n_actions)
        else:
            action = np.argmax(Q[state[0], state[1]])
        
        next_state, reward = step(state, action)
        
        # Q-Learning update
        best_next = np.max(Q[next_state[0], next_state[1]])
        Q[state[0], state[1], action] += alpha * (
            reward + gamma * best_next - Q[state[0], state[1], action]
        )
        
        state = next_state
        if reward == 10:
            break

# Extract learned policy
print("Learned Policy (best action at each cell):")
for y in range(grid_size):
    row = ""
    for x in range(grid_size):
        if grid[y, x] == -1:
            row += " ██ "
        elif grid[y, x] == 10:
            row += " 🎯 "
        else:
            best = np.argmax(Q[y, x])
            symbols = ['↑', '↓', '←', '→']
            row += f" {symbols[best]}  "
    print(row)

print(f"\nQ-value at start (0,0): {Q[0, 0].max():.2f}")

Deep Reinforcement Learning

Q-tables don't scale to continuous state spaces (infinite possible joint angles). Deep Q-Networks (DQN) replace the table with a neural network that approximates Q(s, a). More advanced algorithms like PPO (Proximal Policy Optimization) and SAC (Soft Actor-Critic) directly learn the policy network, making them the standard for modern robot learning.

Algorithm Type Action Space Sample Efficiency Robotics Use
DQN Value-based Discrete Medium Grid navigation, discrete decisions
DDPG Actor-Critic Continuous Medium Robotic arm control, locomotion
PPO Policy Gradient Both Low Locomotion, manipulation (most popular)
SAC Actor-Critic Continuous High Dexterous manipulation, real robot training
TD3 Actor-Critic Continuous High Stable continuous control, smooth motions
Dreamer (v3) Model-based Both Very High Sample-efficient learning from pixels
import numpy as np

# Simplified Policy Gradient (REINFORCE) for robot reaching task
# Robot arm with 2 joints must reach a target position

np.random.seed(42)

# Environment: 2-joint planar arm
link_lengths = [1.0, 0.8]
target = np.array([0.5, 1.2])

def forward_kinematics(angles):
    """Compute end-effector position from joint angles."""
    x = link_lengths[0] * np.cos(angles[0]) + link_lengths[1] * np.cos(angles[0] + angles[1])
    y = link_lengths[0] * np.sin(angles[0]) + link_lengths[1] * np.sin(angles[0] + angles[1])
    return np.array([x, y])

def get_reward(angles):
    """Reward = negative distance to target (closer = higher reward)."""
    ee_pos = forward_kinematics(angles)
    distance = np.linalg.norm(ee_pos - target)
    return -distance

# Simple policy: Gaussian distribution over joint angle adjustments
# Parameters: mean (mu) and std (sigma) for each joint
mu = np.array([0.0, 0.0])      # Mean action
sigma = np.array([0.5, 0.5])   # Exploration noise
learning_rate = 0.01

# Current joint angles
angles = np.array([np.pi/4, np.pi/4])

# Training with REINFORCE
print("Training Policy Gradient (REINFORCE):")
for episode in range(200):
    # Sample action from policy
    action = mu + sigma * np.random.randn(2)
    
    # Apply action (adjust angles)
    new_angles = angles + action * 0.1
    reward = get_reward(new_angles)
    
    # Policy gradient update (simplified REINFORCE)
    # Gradient of log-probability of Gaussian policy
    log_grad = (action - mu) / (sigma ** 2)
    mu += learning_rate * reward * log_grad
    
    if (episode + 1) % 50 == 0:
        test_angles = angles + mu * 0.1
        ee_pos = forward_kinematics(test_angles)
        dist = np.linalg.norm(ee_pos - target)
        print(f"  Episode {episode+1}: distance to target = {dist:.4f}, "
              f"mu = [{mu[0]:.3f}, {mu[1]:.3f}]")

final_angles = angles + mu * 0.1
final_pos = forward_kinematics(final_angles)
print(f"\nTarget: {target}")
print(f"Reached: [{final_pos[0]:.3f}, {final_pos[1]:.3f}]")
print(f"Final distance: {np.linalg.norm(final_pos - target):.4f}")

Sim-to-Real Transfer

The biggest challenge in robot RL is that real-world training is slow, expensive, and dangerous. A robot learning to walk might fall thousands of times — fine in simulation, catastrophic on a $50,000 physical platform. Sim-to-Real transfer trains policies in physics simulators (Isaac Sim, MuJoCo, PyBullet) then deploys them to real hardware.

The Reality Gap: Simulated physics never perfectly matches reality. Friction, latency, sensor noise, and material properties all differ. Without bridging techniques, sim-trained policies often fail catastrophically on real robots — a policy that walks beautifully in MuJoCo may face-plant on a physical Spot robot.

Key techniques to bridge the sim-to-real gap:

  • Domain Randomization — Randomize physics parameters (friction 0.3–0.9, mass ±20%, latency 0–50ms) during training so the policy becomes robust to variation. If it works across 1000 random environments, it likely works in reality.
  • System Identification — Carefully measure real robot parameters (joint friction, backlash, sensor delays) and set simulation to match exactly.
  • Progressive Nets / Fine-Tuning — Pre-train in sim, then fine-tune on a small amount of real-world data to correct mis-calibrations.
  • Domain Adaptation (CycleGAN) — Transform simulated camera images to look realistic using adversarial networks, so vision policies trained on synthetic images work on real cameras.
  • Teacher-Student Distillation — Train a "teacher" policy with privileged information in sim (ground-truth contacts, object poses), then distill into a "student" policy that uses only realistic sensor inputs.

Case Study: OpenAI → NVIDIA Isaac — Sim-to-Real at Scale

Sim-to-Real Locomotion

OpenAI's Dactyl system trained a Shadow Dexterous Hand to manipulate a Rubik's Cube entirely in simulation — using massive domain randomization across 64,000 CPU cores. Physics parameters (friction, object mass, actuator noise) were randomized so aggressively that the real world became "just another domain." The policy transferred to the physical hand with zero real-world training data. NVIDIA extended this with Isaac Gym, training 4,096 robot environments in parallel on a single GPU, achieving 1000× speedups. Their Anymal quadruped learned robust locomotion over rocks, stairs, and deformable terrain — policies trained in 20 minutes of GPU time deployed to the real robot with 95% success rate. The key insight: if you randomize enough, reality looks easy.

Path Planning Algorithms

Path planning answers the fundamental question: "How does a robot get from point A to point B without hitting anything?" This is trivially easy for humans walking across a room, but computationally demanding for robots navigating complex, dynamic environments. The choice of algorithm depends on the dimensionality of the space, real-time requirements, and optimality guarantees needed.

Graph-based planners discretize the environment into a grid or graph, then search for the shortest path. They guarantee finding the optimal path if one exists, but scale poorly to high dimensions.

Analogy: Graph-based planning is like using Google Maps with a street grid. You know every intersection (node) and road (edge), and the algorithm systematically explores outward from your starting point until it finds the destination, always preferring routes that seem closer to the goal.
Algorithm Optimal? Heuristic? Dynamic Replanning? Best For
Dijkstra's Yes No No Uniform-cost shortest path, small graphs
A* Yes (admissible h) Yes No Most common, fast with good heuristic
D* Yes Yes Yes Changing environments (new obstacles)
D* Lite Yes Yes Yes Mars rovers, mobile robots (efficient replanning)
Theta* Near-optimal Yes No Any-angle paths (smoother than A*)
import numpy as np
import heapq

def astar(grid, start, goal):
    """A* pathfinding on a 2D grid.
    
    grid: 2D numpy array (0=free, 1=obstacle)
    start: (row, col) tuple
    goal: (row, col) tuple
    Returns: list of (row, col) waypoints or None
    """
    rows, cols = grid.shape
    
    # Heuristic: Manhattan distance (admissible for 4-connected grid)
    def heuristic(pos):
        return abs(pos[0] - goal[0]) + abs(pos[1] - goal[1])
    
    # Priority queue: (f_score, position)
    open_set = [(heuristic(start), start)]
    came_from = {}
    g_score = {start: 0}
    
    # 4-connected neighbors (up, down, left, right)
    neighbors = [(-1, 0), (1, 0), (0, -1), (0, 1)]
    
    while open_set:
        f, current = heapq.heappop(open_set)
        
        if current == goal:
            # Reconstruct path
            path = [current]
            while current in came_from:
                current = came_from[current]
                path.append(current)
            return path[::-1]
        
        for dy, dx in neighbors:
            neighbor = (current[0] + dy, current[1] + dx)
            
            # Boundary and obstacle check
            if (0 <= neighbor[0] < rows and 0 <= neighbor[1] < cols 
                and grid[neighbor[0], neighbor[1]] == 0):
                
                tentative_g = g_score[current] + 1
                
                if tentative_g < g_score.get(neighbor, float('inf')):
                    came_from[neighbor] = current
                    g_score[neighbor] = tentative_g
                    f_score = tentative_g + heuristic(neighbor)
                    heapq.heappush(open_set, (f_score, neighbor))
    
    return None  # No path found

# Create a warehouse-like grid
grid = np.zeros((10, 10), dtype=int)
grid[1, 2:8] = 1   # Shelf row 1
grid[3, 0:6] = 1   # Shelf row 2
grid[5, 4:10] = 1  # Shelf row 3
grid[7, 1:7] = 1   # Shelf row 4

start = (0, 0)
goal = (9, 9)

path = astar(grid, start, goal)

if path:
    print(f"Path found! Length: {len(path)} steps")
    
    # Visualize
    display = grid.astype(str)
    display[display == '0'] = '·'
    display[display == '1'] = 'â–ˆ'
    for r, c in path:
        display[r, c] = '★'
    display[start[0], start[1]] = 'S'
    display[goal[0], goal[1]] = 'G'
    
    print("\nWarehouse Grid (S=start, G=goal, ★=path, █=shelves):")
    for row in display:
        print(' '.join(row))
    
    print(f"\nNodes in path: {len(path)}")
    print(f"Explored area ratio: ~{len(path)/np.sum(grid == 0)*100:.1f}%")
else:
    print("No path found!")

RRT & PRM

Sampling-based planners avoid discretizing the entire space. Instead, they randomly sample configurations and connect feasible ones, building a tree or graph incrementally. These are essential for high-dimensional planning (6+ DOF arms) where grid-based methods are computationally infeasible.

Why Sampling Works: A 6-DOF robot arm has a 6-dimensional configuration space. Discretizing each joint into just 100 steps creates 100⁶ = 10¹² cells — more than a trillion. Sampling-based methods explore this space efficiently with typically just a few thousand samples.
  • RRT (Rapidly-exploring Random Tree) — Grows a tree from the start by randomly sampling points and extending the nearest node toward each sample. Biased toward unexplored space, so it explores quickly.
  • RRT* — Optimized variant that rewires the tree to find shorter paths. Asymptotically optimal (converges to best path given infinite time).
  • RRT-Connect — Grows two trees (from start and goal) simultaneously, meeting in the middle. Much faster for narrow passages.
  • PRM (Probabilistic Roadmap) — Pre-builds a graph of collision-free configurations, then queries it for multiple start-goal pairs. Best for repeated planning in the same environment.
import numpy as np

class RRT:
    """Rapidly-exploring Random Tree for 2D path planning."""
    
    def __init__(self, start, goal, obstacles, bounds, step_size=0.5, max_iter=2000):
        self.start = np.array(start)
        self.goal = np.array(goal)
        self.obstacles = obstacles  # List of (center_x, center_y, radius)
        self.bounds = bounds        # (x_min, x_max, y_min, y_max)
        self.step_size = step_size
        self.max_iter = max_iter
        self.nodes = [self.start]
        self.parents = {0: -1}
    
    def is_collision_free(self, p1, p2):
        """Check if line segment p1→p2 is collision-free."""
        for ox, oy, r in self.obstacles:
            # Distance from line segment to obstacle center
            d = p2 - p1
            f = p1 - np.array([ox, oy])
            a = np.dot(d, d)
            b = 2 * np.dot(f, d)
            c = np.dot(f, f) - r * r
            discriminant = b*b - 4*a*c
            if discriminant >= 0:
                t1 = (-b - np.sqrt(discriminant)) / (2*a)
                t2 = (-b + np.sqrt(discriminant)) / (2*a)
                if t1 <= 1 and t2 >= 0:
                    return False
        return True
    
    def plan(self):
        """Run RRT algorithm, return path or None."""
        goal_threshold = self.step_size * 1.5
        
        for i in range(self.max_iter):
            # Sample random point (10% goal bias)
            if np.random.random() < 0.1:
                sample = self.goal.copy()
            else:
                sample = np.array([
                    np.random.uniform(self.bounds[0], self.bounds[1]),
                    np.random.uniform(self.bounds[2], self.bounds[3])
                ])
            
            # Find nearest node
            distances = [np.linalg.norm(node - sample) for node in self.nodes]
            nearest_idx = np.argmin(distances)
            nearest = self.nodes[nearest_idx]
            
            # Steer toward sample
            direction = sample - nearest
            dist = np.linalg.norm(direction)
            if dist < 1e-6:
                continue
            direction = direction / dist
            new_node = nearest + direction * min(self.step_size, dist)
            
            # Check collision
            if self.is_collision_free(nearest, new_node):
                node_idx = len(self.nodes)
                self.nodes.append(new_node)
                self.parents[node_idx] = nearest_idx
                
                # Check if goal reached
                if np.linalg.norm(new_node - self.goal) < goal_threshold:
                    # Reconstruct path
                    path = [self.goal]
                    idx = node_idx
                    while idx != -1:
                        path.append(self.nodes[idx])
                        idx = self.parents[idx]
                    return path[::-1]
        
        return None  # Failed to find path

# Setup: robot navigating around circular obstacles
obstacles = [(3, 3, 1.5), (7, 2, 1.0), (5, 7, 1.2), (2, 8, 0.8)]
start = (0, 0)
goal = (9, 9)
bounds = (-1, 11, -1, 11)

np.random.seed(42)
rrt = RRT(start, goal, obstacles, bounds, step_size=0.8, max_iter=3000)
path = rrt.plan()

if path:
    print(f"RRT path found! {len(path)} waypoints, {len(rrt.nodes)} nodes explored")
    print(f"\nWaypoints (first 5 and last 5):")
    for i, wp in enumerate(path[:5]):
        print(f"  WP{i}: ({wp[0]:.2f}, {wp[1]:.2f})")
    if len(path) > 10:
        print(f"  ... ({len(path)-10} more) ...")
    for i, wp in enumerate(path[-5:], len(path)-5):
        print(f"  WP{i}: ({wp[0]:.2f}, {wp[1]:.2f})")
    
    # Path length
    total_len = sum(np.linalg.norm(np.array(path[i+1]) - np.array(path[i]))
                    for i in range(len(path)-1))
    straight_line = np.linalg.norm(np.array(goal) - np.array(start))
    print(f"\nTotal path length: {total_len:.2f}")
    print(f"Straight-line distance: {straight_line:.2f}")
    print(f"Path efficiency: {straight_line/total_len*100:.1f}%")
else:
    print("RRT failed to find path — try increasing max_iter")

Motion Planning

While path planning finds a geometric route, motion planning adds kinematic and dynamic constraints — joint limits, velocity bounds, torque limits, and smoothness. The result is a time-parameterized trajectory, not just a sequence of waypoints.

Analogy: Path planning tells you which roads to take (the route). Motion planning tells you how fast to drive on each road, when to brake for curves, and how to smoothly accelerate — respecting speed limits and the car's engine power.

Key motion planning concepts:

  • Configuration Space (C-Space) — The set of all possible robot configurations. For a 6-DOF arm, C-space is 6-dimensional. Obstacles in workspace map to "forbidden regions" in C-space (C-obstacles).
  • Trajectory Optimization — Minimize a cost function (time, energy, jerk) subject to constraints. CHOMP and TrajOpt use gradient descent on the trajectory directly.
  • Trapezoidal Velocity Profile — The simplest time-optimal trajectory: accelerate at max → cruise at max velocity → decelerate to stop. Used in most industrial robots.
  • Cubic/Quintic Splines — Smooth polynomial interpolation between waypoints ensuring continuous velocity (cubic) or acceleration (quintic).
import numpy as np

def trapezoidal_velocity_profile(distance, v_max, a_max, dt=0.01):
    """Generate a time-optimal trapezoidal velocity trajectory.
    
    Args:
        distance: Total distance to travel
        v_max: Maximum velocity
        a_max: Maximum acceleration
        dt: Time step
    
    Returns:
        times, positions, velocities, accelerations
    """
    # Check if triangular profile (can't reach v_max)
    t_accel_full = v_max / a_max
    d_accel_full = 0.5 * a_max * t_accel_full ** 2
    
    if 2 * d_accel_full > distance:
        # Triangular profile
        t_accel = np.sqrt(distance / a_max)
        v_peak = a_max * t_accel
        t_cruise = 0
        t_decel = t_accel
    else:
        # Trapezoidal profile
        t_accel = v_max / a_max
        d_cruise = distance - 2 * d_accel_full
        t_cruise = d_cruise / v_max
        t_decel = t_accel
        v_peak = v_max
    
    t_total = t_accel + t_cruise + t_decel
    times = np.arange(0, t_total, dt)
    positions = np.zeros_like(times)
    velocities = np.zeros_like(times)
    accelerations = np.zeros_like(times)
    
    for i, t in enumerate(times):
        if t <= t_accel:
            # Acceleration phase
            accelerations[i] = a_max
            velocities[i] = a_max * t
            positions[i] = 0.5 * a_max * t ** 2
        elif t <= t_accel + t_cruise:
            # Cruise phase
            dt_cruise = t - t_accel
            accelerations[i] = 0
            velocities[i] = v_peak
            positions[i] = d_accel_full + v_peak * dt_cruise
        else:
            # Deceleration phase
            dt_decel = t - t_accel - t_cruise
            accelerations[i] = -a_max
            velocities[i] = v_peak - a_max * dt_decel
            positions[i] = (d_accel_full + v_peak * t_cruise +
                          v_peak * dt_decel - 0.5 * a_max * dt_decel ** 2)
    
    return times, positions, velocities, accelerations

# Example: Robot joint moving 90 degrees (pi/2 radians)
distance = np.pi / 2  # radians
v_max = 2.0           # rad/s
a_max = 5.0           # rad/s²

times, pos, vel, acc = trapezoidal_velocity_profile(distance, v_max, a_max)

print("Trapezoidal Velocity Profile for 90° Joint Motion:")
print(f"  Total distance: {distance:.4f} rad ({np.degrees(distance):.1f}°)")
print(f"  Total time: {times[-1]:.3f} s")
print(f"  Peak velocity: {max(vel):.3f} rad/s")
print(f"  Max acceleration: {a_max:.1f} rad/s²")
print(f"\nTrajectory samples:")
for i in range(0, len(times), len(times)//8):
    print(f"  t={times[i]:.3f}s → pos={np.degrees(pos[i]):.1f}°, "
          f"vel={vel[i]:.3f} rad/s, acc={acc[i]:.1f} rad/s²")
print(f"  t={times[-1]:.3f}s → pos={np.degrees(pos[-1]):.1f}°, "
      f"vel={vel[-1]:.3f} rad/s, acc={acc[-1]:.1f} rad/s²")

Decision Making & Autonomy

Path planning tells a robot how to move; decision-making architectures tell it what to do and when. These frameworks organize complex robot behavior into manageable, hierarchical structures — from high-level mission goals ("deliver package to room 305") down to low-level motor commands.

Behavior Trees

Behavior Trees (BTs) are the dominant decision-making architecture in modern robotics and game AI. Originally developed for video game NPCs (Halo 2), they've been adopted by robotics for their modularity, readability, and composability.

Analogy: A behavior tree is like a decision flowchart that a manager uses to delegate tasks. The manager (root) checks if the highest-priority task can be done. If not, they fall back to the next option. Each task can itself be broken into sub-tasks, creating a natural hierarchy from "deliver package" → "navigate to package" → "avoid obstacle" → "turn left."

Core BT node types:

  • Sequence (→) — Runs children left-to-right. Succeeds only if ALL children succeed (logical AND). If any child fails, the sequence fails immediately.
  • Fallback/Selector (?) — Runs children left-to-right. Succeeds if ANY child succeeds (logical OR). Tries alternatives until one works.
  • Decorator — Modifies a child's behavior: Inverter (NOT), Repeat(N), Timeout, RetryUntilSuccess.
  • Action (leaf) — Executes a robot command: MoveToGoal, PickObject, Speak.
  • Condition (leaf) — Checks a state: BatteryOK?, ObstacleDetected?, ObjectGrasped?
from enum import Enum

class Status(Enum):
    SUCCESS = "SUCCESS"
    FAILURE = "FAILURE"
    RUNNING = "RUNNING"

class BehaviorNode:
    """Base class for all behavior tree nodes."""
    def __init__(self, name):
        self.name = name
    def tick(self):
        raise NotImplementedError

class Sequence(BehaviorNode):
    """Runs children in order. Fails if ANY child fails (AND logic)."""
    def __init__(self, name, children):
        super().__init__(name)
        self.children = children
    def tick(self):
        for child in self.children:
            result = child.tick()
            if result != Status.SUCCESS:
                return result  # Fail or Running → stop sequence
        return Status.SUCCESS

class Fallback(BehaviorNode):
    """Tries children in order. Succeeds if ANY child succeeds (OR logic)."""
    def __init__(self, name, children):
        super().__init__(name)
        self.children = children
    def tick(self):
        for child in self.children:
            result = child.tick()
            if result != Status.FAILURE:
                return result  # Success or Running → stop trying alternatives
        return Status.FAILURE

class Condition(BehaviorNode):
    """Checks a condition, returns SUCCESS or FAILURE."""
    def __init__(self, name, check_fn):
        super().__init__(name)
        self.check_fn = check_fn
    def tick(self):
        result = Status.SUCCESS if self.check_fn() else Status.FAILURE
        print(f"  [Condition] {self.name}: {result.value}")
        return result

class Action(BehaviorNode):
    """Executes a robot action."""
    def __init__(self, name, action_fn):
        super().__init__(name)
        self.action_fn = action_fn
    def tick(self):
        result = self.action_fn()
        print(f"  [Action] {self.name}: {result.value}")
        return result

# --- Build a delivery robot behavior tree ---
robot_state = {
    'battery': 75,
    'has_package': False,
    'at_pickup': True,
    'at_destination': False,
    'obstacle': False
}

# Leaf nodes
def battery_ok():
    return robot_state['battery'] > 20

def has_package():
    return robot_state['has_package']

def at_destination():
    return robot_state['at_destination']

def pick_up():
    if robot_state['at_pickup']:
        robot_state['has_package'] = True
        return Status.SUCCESS
    return Status.FAILURE

def navigate():
    robot_state['at_destination'] = True
    robot_state['battery'] -= 15
    return Status.SUCCESS

def deliver():
    if robot_state['has_package'] and robot_state['at_destination']:
        robot_state['has_package'] = False
        return Status.SUCCESS
    return Status.FAILURE

def go_charge():
    robot_state['battery'] = 100
    return Status.SUCCESS

# Build tree: Delivery Robot
#   Fallback
#   ├── Sequence (Main Mission)
#   │   ├── Condition: BatteryOK?
#   │   ├── Action: PickUp
#   │   ├── Action: Navigate
#   │   └── Action: Deliver
#   └── Action: GoCharge (fallback when battery low)

tree = Fallback("Root", [
    Sequence("DeliveryMission", [
        Condition("BatteryOK?", battery_ok),
        Action("PickUp", pick_up),
        Action("Navigate", navigate),
        Action("Deliver", deliver)
    ]),
    Action("GoCharge", go_charge)
])

print("=== Delivery Robot Behavior Tree ===\n")
print("Tick 1 (battery=75%, at pickup):")
result = tree.tick()
print(f"  Result: {result.value}\n")
print(f"  State: battery={robot_state['battery']}%, "
      f"has_package={robot_state['has_package']}, "
      f"at_dest={robot_state['at_destination']}")

# Simulate low battery scenario
print("\n--- Simulating low battery ---")
robot_state['battery'] = 10
robot_state['at_pickup'] = True
robot_state['has_package'] = False
robot_state['at_destination'] = False

print("\nTick 2 (battery=10%, triggers fallback):")
result = tree.tick()
print(f"  Result: {result.value}")
print(f"  Battery after charge: {robot_state['battery']}%")

Finite State Machines

Finite State Machines (FSMs) are the simplest decision-making architecture. The robot is always in exactly one state (e.g., IDLE, NAVIGATING, PICKING, ERROR), and transitions between states are triggered by events or conditions. FSMs are easy to understand but become unwieldy for complex behaviors ("state explosion problem").

FSM vs Behavior Tree: An FSM with 10 states might need 45+ transition rules (every state can potentially transition to every other). A behavior tree achieves the same logic with modular, reusable subtrees. For robots with >8 behavioral modes, behavior trees are generally preferred.
from enum import Enum, auto

class RobotState(Enum):
    IDLE = auto()
    SEARCHING = auto()
    APPROACHING = auto()
    GRASPING = auto()
    TRANSPORTING = auto()
    PLACING = auto()
    ERROR = auto()

class PickAndPlaceFSM:
    """Finite State Machine for a pick-and-place robot."""
    
    def __init__(self):
        self.state = RobotState.IDLE
        self.target_found = False
        self.at_target = False
        self.grasped = False
        self.at_place = False
        self.error_count = 0
    
    def transition(self, event):
        """Process event and transition to next state."""
        old_state = self.state
        
        if self.state == RobotState.IDLE:
            if event == 'start_task':
                self.state = RobotState.SEARCHING
        
        elif self.state == RobotState.SEARCHING:
            if event == 'object_detected':
                self.target_found = True
                self.state = RobotState.APPROACHING
            elif event == 'timeout':
                self.state = RobotState.ERROR
        
        elif self.state == RobotState.APPROACHING:
            if event == 'reached_target':
                self.at_target = True
                self.state = RobotState.GRASPING
            elif event == 'lost_target':
                self.state = RobotState.SEARCHING
        
        elif self.state == RobotState.GRASPING:
            if event == 'grasp_success':
                self.grasped = True
                self.state = RobotState.TRANSPORTING
            elif event == 'grasp_fail':
                self.error_count += 1
                if self.error_count >= 3:
                    self.state = RobotState.ERROR
                else:
                    self.state = RobotState.APPROACHING  # Retry
        
        elif self.state == RobotState.TRANSPORTING:
            if event == 'reached_place':
                self.at_place = True
                self.state = RobotState.PLACING
            elif event == 'dropped_object':
                self.grasped = False
                self.state = RobotState.SEARCHING
        
        elif self.state == RobotState.PLACING:
            if event == 'place_success':
                self.state = RobotState.IDLE  # Task complete
            elif event == 'place_fail':
                self.state = RobotState.GRASPING
        
        elif self.state == RobotState.ERROR:
            if event == 'reset':
                self.state = RobotState.IDLE
                self.error_count = 0
        
        if old_state != self.state:
            print(f"  {old_state.name} --[{event}]--> {self.state.name}")
        return self.state

# Simulate a pick-and-place cycle
fsm = PickAndPlaceFSM()
print("=== Pick-and-Place FSM Simulation ===\n")

events = [
    'start_task',       # IDLE → SEARCHING
    'object_detected',  # SEARCHING → APPROACHING
    'reached_target',   # APPROACHING → GRASPING
    'grasp_fail',       # GRASPING → APPROACHING (retry)
    'reached_target',   # APPROACHING → GRASPING (retry)
    'grasp_success',    # GRASPING → TRANSPORTING
    'reached_place',    # TRANSPORTING → PLACING
    'place_success',    # PLACING → IDLE (complete!)
]

for event in events:
    fsm.transition(event)

print(f"\nFinal state: {fsm.state.name}")
print(f"Grasp retries: {fsm.error_count}")
print(f"Task complete: {fsm.state == RobotState.IDLE}")

Swarm Intelligence

Swarm robotics draws inspiration from social insects (ants, bees, termites) and fish schools. Instead of one complex robot, swarm systems use many simple robots that follow local rules, creating emergent collective behavior. No single robot has a global plan — intelligence emerges from interactions.

Analogy: Imagine a flock of starlings creating mesmerizing formations. No bird is the "leader" — each simply follows three rules: (1) stay close to neighbors, (2) don't collide, (3) match neighbors' direction. From these simple local rules, complex global patterns emerge. Swarm robots work the same way.

Core swarm behaviors (Reynolds' rules):

  • Separation — Avoid crowding nearby robots (repulsion force)
  • Alignment — Steer toward average heading of neighbors
  • Cohesion — Move toward average position of neighbors (attraction force)
import numpy as np

class SwarmRobot:
    """A single robot in a swarm using Reynolds' flocking rules."""
    
    def __init__(self, position, velocity):
        self.pos = np.array(position, dtype=float)
        self.vel = np.array(velocity, dtype=float)
    
    def update(self, neighbors, target, dt=0.1):
        """Update position using swarm rules + target attraction."""
        if not neighbors:
            return
        
        # 1. Separation — avoid collisions
        separation = np.zeros(2)
        for n in neighbors:
            diff = self.pos - n.pos
            dist = np.linalg.norm(diff)
            if dist < 1.5 and dist > 0:
                separation += diff / (dist ** 2)
        
        # 2. Alignment — match neighbor velocities
        avg_vel = np.mean([n.vel for n in neighbors], axis=0)
        alignment = avg_vel - self.vel
        
        # 3. Cohesion — move toward group center
        center = np.mean([n.pos for n in neighbors], axis=0)
        cohesion = center - self.pos
        
        # 4. Target attraction — move toward goal
        to_target = target - self.pos
        target_dist = np.linalg.norm(to_target)
        attraction = to_target / max(target_dist, 0.1)
        
        # Weighted combination
        force = (separation * 2.0 +
                 alignment * 0.5 +
                 cohesion * 0.3 +
                 attraction * 1.0)
        
        # Limit max force
        force_mag = np.linalg.norm(force)
        if force_mag > 3.0:
            force = force / force_mag * 3.0
        
        self.vel += force * dt
        
        # Limit max speed
        speed = np.linalg.norm(self.vel)
        if speed > 2.0:
            self.vel = self.vel / speed * 2.0
        
        self.pos += self.vel * dt

# Create a swarm of 12 robots
np.random.seed(42)
n_robots = 12
robots = [SwarmRobot(
    position=np.random.uniform(-5, 5, 2),
    velocity=np.random.uniform(-0.5, 0.5, 2)
) for _ in range(n_robots)]

target = np.array([10.0, 10.0])
sensing_range = 5.0

# Simulate 100 steps
print("=== Swarm Robotics Simulation ===")
print(f"Robots: {n_robots}, Target: {target}")
print(f"Sensing range: {sensing_range}m\n")

for step in range(100):
    for robot in robots:
        # Find neighbors within sensing range
        neighbors = [r for r in robots if r is not robot 
                     and np.linalg.norm(r.pos - robot.pos) < sensing_range]
        robot.update(neighbors, target)
    
    if step % 25 == 0:
        positions = np.array([r.pos for r in robots])
        center = positions.mean(axis=0)
        spread = positions.std()
        dist_to_target = np.linalg.norm(center - target)
        print(f"Step {step:3d}: center=({center[0]:6.2f}, {center[1]:6.2f}), "
              f"spread={spread:.2f}, dist_to_target={dist_to_target:.2f}")

# Final result
final_positions = np.array([r.pos for r in robots])
final_center = final_positions.mean(axis=0)
final_spread = final_positions.std()
robots_near_target = sum(np.linalg.norm(r.pos - target) < 2.0 for r in robots)
print(f"\nFinal: {robots_near_target}/{n_robots} robots within 2m of target")
print(f"Swarm cohesion (spread): {final_spread:.2f}")

Case Study: Kilobot Swarm — 1,024 Robots Self-Organizing

Harvard Swarm Robotics

Harvard's Kilobot project demonstrated 1,024 tiny robots (~3cm diameter) self-assembling into complex shapes — stars, letters, wrenches — using only local communication (infrared) and simple gradient-following rules. No robot knew the global shape; each used edge-following and gradient messages from seed robots. The system proved that huge-scale coordination is achievable with minimal per-robot intelligence (8-bit microcontroller, 2KB RAM). Applications include search-and-rescue swarms: 100+ cheap robots flooding a collapsed building, forming communication chains, and collectively mapping the structure — losing individual units is acceptable because the swarm is resilient.

AI System Planner Tool

Use this interactive planner to design the AI/ML architecture for your robotic system. Specify the robot type, perception needs, decision-making framework, and learning approach — then generate a structured specification document.

AI System Architecture Planner

Define your robot's AI stack — perception, planning, decision-making, and learning. Download as Word, Excel, or PDF.

Draft auto-saved

All data stays in your browser. Nothing is sent to or stored on any server.

Exercises & Challenges

Exercise 1: Terrain-Adaptive Navigation with RL

Reinforcement Learning Intermediate

Task: Extend the Q-Learning grid navigation to include terrain costs. Assign different rewards for traversing different terrain types: road (cost 1), grass (cost 3), sand (cost 5), water (impassable). Train the agent to find the cheapest path, not just the shortest. Compare the optimal terrain-aware path with the shortest geometric path.

Bonus: Implement epsilon decay (start at 0.5, decay to 0.01 over training) and plot the cumulative reward per episode to visualize convergence.

Exercise 2: Behavior Tree for Search-and-Rescue

Decision Making Advanced

Task: Design and implement a behavior tree for a search-and-rescue drone with these behaviors: (1) Patrol a grid pattern searching for survivors, (2) When a heat signature is detected, hover and confirm with camera, (3) If confirmed, drop a supply package and mark GPS coordinates, (4) If battery < 20%, abort mission and return to base, (5) If wind speed exceeds safety threshold, land immediately. Implement priority ordering so safety always overrides the mission.

Hint: Use a root Fallback with a safety Sequence (highest priority) and a mission Sequence (lower priority).

Exercise 3: PRM Planner for 2-DOF Arm

Path Planning Advanced

Task: Implement a PRM (Probabilistic Roadmap) planner for a 2-DOF planar robot arm. The configuration space is 2D (θ₁, θ₂). Define 3 rectangular obstacles in workspace, map them to C-space forbidden regions using forward kinematics collision checking, then: (1) Sample 500 random configurations, (2) Connect neighbors within a radius using collision-free edges, (3) Query the roadmap using Dijkstra's to find a path between two configurations. Visualize both the C-space roadmap and the corresponding arm motion in workspace.

Conclusion & Next Steps

AI transforms robots from rigid automatons into adaptive, intelligent agents. We've covered the full spectrum — from supervised learning classifying terrain to reinforcement learning discovering locomotion policies, from A* navigating warehouse grids to behavior trees orchestrating complex missions, and from single-robot planning to emergent swarm intelligence. The key insight is that no single AI technique solves all robotic challenges — real systems combine perception ML (CNNs for vision), planning algorithms (RRT* for motion), decision architectures (behavior trees for task sequencing), and learning (RL for adaptive behaviors) into layered, hybrid architectures.

Key Takeaways:
  • Supervised learning excels at perception tasks (classification, detection) with labeled data
  • Reinforcement learning enables discovery of novel strategies without explicit programming
  • Sim-to-real with domain randomization makes RL practical for real robot deployment
  • Graph-based planners (A*) guarantee optimality; sampling-based (RRT*) scale to high dimensions
  • Behavior trees provide modular, maintainable decision architectures for complex missions
  • Swarm intelligence achieves robustness through redundancy and local-rule simplicity
  • Foundation models (RT-2, Octo) are beginning to unify perception + reasoning + action

Next in the Series

In Part 11: Human-Robot Interaction (HRI), we'll explore how robots work alongside humans — collaborative robots, gesture/voice interfaces, safety standards, and social robotics.