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Late Submission and Assessment Policy for Coursework

Late Submission Penalties

· Late submission of any item of coursework for each day or part thereof (or for hard copy submission only, working day or part thereof) for up to five days after the published deadline, coursework relating to modules at Levels 0, 4, 5, 6 submitted late (including deferred coursework, but with the exception of referred coursework), will have the numeric grade reduced by 10 grade points until or unless the numeric grade reaches or is 40. Where the numeric grade awarded for the assessment is less than 40, no lateness penalty will be applied.

· Late submission of referred coursework will automatically be awarded a grade of zero (0).

· Coursework (including deferred coursework) submitted later than five days (five working days in the case of hard copy submission) after the published deadline will be awarded a grade of zero (0).

· Where genuine serious adverse circumstances apply, you may apply for an extension to the hand-in date, provided the extension is requested at a reasonable time in advance of the deadline.

This Assignment assesses the following module Learning Outcomes (Take these from the module DMD):

9. Intended Learning Outcomes:

9a. Knowledge and Understanding:

Successful students will typically:

• have a knowledge and deep understanding of a variety of AL techniques and methods applicable across domains ranging from molecular computational biology and evolution of agents to behaviour-oriented and social robotics.

9b. Skills and Attributes:

Successful students will typically:

• be able to critically evaluate and articulate some recent Artificial Life paradigms for building agent systems and modeling biological systems.

Please submit you Assignment work through the StudyNet/Canvas 7COM1032 Module Assignments Submissions page. Your submission should include:

1. Your completed Front Cover Sheet (page 1 of this document)

2. Your Thymio II Program file ( AEPL file)

3. A Robot Architecture Diagram which illustrates how your Thymio II program is structured.

This assignment is worth 40 % of the overall assessment for this module.

Please see Marking Criteria Sheet below.

A note to Students:

1. For undergraduate modules, a score above 40% represent a pass performance at honours level.

2. For postgraduate modules, a score of 50% or above represents a pass mark.

3. Modules may have several components of assessment and may require a pass in all elements. For further details, please consult the relevant Module Guide or ask the Module Leader.

Developing Your Program Using your Robot Control Architecture Diagram as a guide, write the program for the Thymio II robots. Use the ASEBA Playground simulator to develop your program. You do not need to run your program on the real Thymio robots but just use the ASEBA Playground simulator. When developing your program, do not try to do everything in one go! The suggested order to implement the functionality is as follows:

1. Implement the “LINE_FOLLOW” state/behaviour, so your robot can reliably follow the desired circular track on the Robot Arena in ASEBA Playground, when initially placed ON the track/line.

2. Add an “EXPLORE” state/behaviour that allows the robot to drive forward until the dark blue oval track is found, which then triggers or enables the previously tested “LINE_FOLLOW” behaviour. Make sure that the “outside” robot follows the line in the opposite direction to the “inside” robot. (Note, both robots should run the same program)

This assignment is Practically based and requires you to plan and produce a program for the Thymio II robots. Your program, which should be running identically on two Thymio Robots, should provide the following behaviours when the robots are running in the provided simulated Robot Arena (ASEBA Playground)

1. The two robots should both be initially placed in random positions, one outside the dark blue oval track, and one inside the dark blue oval track. The track consists of a dark blue line on the Arena floor, and which is in the shape of an oval. Both robots should explore, avoiding any obstacles in the way (including the Arena Wall boundary) until the dark blue oval track is encountered.

2. When the circular track/line is encountered, the robots should both turn left and then follow the darl blue track/line (i.e. in opposite directions, one moving Clockwise (CW) and the other Counter-Clockwise (CCW)). Whenever the respective robots meet each other at any point while following the track, they should both move aside allowing them to pass each other safely without collision, then find their way back to the track/line, then carry on following the circular track/line in the same direction they were originally travelling in.

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