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Topic 3 — Task Execution & Action Sequencing

Navigation answers the question “how do I get there?”. Task execution answers “what should I do in what order, and how do I recover when things go wrong?”. This topic introduces task graphs, behavior trees, skill libraries, and multi-step task composition for humanoid robots.


3.1 Task Graphs & Behavior Trees

Task Graphs

Task graphs represent tasks as nodes and edges:

  • Nodes: actions or conditions (e.g., "navigate to room", "pick object").
  • Edges: transitions (success/failure/conditions).

They are useful for:

  • Visualizing complex workflows.
  • Reasoning about dependencies between actions.

Behavior Trees

Behavior trees are a structured way to control behavior using:

  • Root node: entry point for the tree.
  • Composite nodes:
    • Sequence: run children in order until one fails.
    • Selector (fallback): try children in order until one succeeds.
  • Decorator nodes:
    • Modify behavior (e.g., retry, invert result, add timeouts).
  • Leaf nodes:
    • Actions (e.g., "navigate_to_pose", "pick_object").
    • Conditions (e.g., "object_visible", "door_open").

Advantages:

  • Clear separation of decision logic from skills.
  • Natural support for:
    • Retry logic.
    • Parallel and conditional branches.
    • Modular reuse of subtrees.

Example pattern:

  • Root
    • Sequence:
      • Condition: object identified?
      • Action: navigate to object.
      • Action: pick object.
      • Action: navigate to destination.
      • Action: place object.

If any step fails, the tree can:

  • Switch to a fallback branch (e.g., re-scan, search another room).
  • Abort and report failure to the high-level agent.

3.2 Skill Library Construction

Skills are atomic capabilities that behavior trees and planners can call.

Examples of humanoid skills:

  • Pick up object
    • Inputs: object ID or pose.
    • Steps:
      • Align base.
      • Reach with arm (IK).
      • Close gripper with appropriate force.
    • Outcomes: success, failure (e.g., object slipped), reasons.
  • Place object
    • Inputs: target pose or surface.
    • Steps:
      • Align approach vector.
      • Lower object to surface.
      • Release grip smoothly.
  • Follow human
    • Inputs: person ID or tracking target.
    • Steps:
      • Use perception to track human pose.
      • Maintain safe distance using local planner.
  • Deliver object
    • Inputs: target location or person.
    • Combines:
      • Navigation skill.
      • Pick/place skills.
  • Inspect or scan area
    • Inputs: region or room ID.
    • Steps:
      • Execute waypoint pattern.
      • Log observations or changes.

Design guidelines:

  • Each skill should:
    • Have a clear ROS 2 interface (action, service, or topic).
    • Publish its status and errors.
    • Be testable in isolation (unit tests, simulation scenarios).

3.3 Chaining Skills into Tasks

Complex tasks are compositions of skills.

Examples:

  • Find object → navigate → grasp → deliver
    • Perception: detect object and estimate pose.
    • Navigation: move to an approach pose.
    • Manipulation: pick object.
    • Navigation: move to delivery location.
    • Manipulation: place object.
  • Track person → follow → maintain distance
    • Perception: detect and track human pose.
    • Navigation: constantly update goal to follow path.
    • Control: enforce distance constraints and comfort zones.
  • Scan room → detect changes → report findings
    • Navigation: waypoint-based sweep.
    • Perception: detect objects and compare with baseline.
    • Reporting: summarize changes (e.g., "chair moved", "new object on table").

Behavior trees or task graphs orchestrate these chains:

  • Condition checks before actions.
  • Fallbacks when expected conditions are not met.
  • Loops for retry and search behaviors.

3.4 Lab: Task Graph for Pick-and-Deliver

This lab focuses on implementing a task graph or behavior tree for a pick-and-deliver task.

Objectives

  • Build a behavior tree that orchestrates navigation and manipulation skills.
  • Handle common failure modes (object not found, grasp failure, blocked path).

Tasks

  1. Define Skills
    • Ensure you have working skills for:
      • navigate_to_pose.
      • pick_object.
      • place_object.
  2. Design the Behavior Tree
    • Plan a tree that:
      • Locates the object.
      • Navigates to approach pose.
      • Attempts to pick the object.
      • Navigates to delivery location.
      • Places the object.
    • Add:
      • Timeouts for each step.
      • Retry policies (e.g., try pick up to N times).
      • Fallbacks (e.g., re-scan environment if object not visible).
  3. Integrate with ROS 2
    • Use a behavior-tree framework (e.g., BehaviorTree.CPP with ROS 2 integration).
    • Implement action nodes that call existing ROS 2 actions/services.
  4. Test in Simulation
    • Use your digital twin from Chapter 3.
    • Run multiple scenarios:
      • Ideal conditions.
      • Partial occlusion.
      • Slightly moved objects.

Deliverables

  • Behavior tree definition (XML/JSON/YAML or code).
  • Logs from multiple runs (success and failure cases).
  • Short report describing:
    • Tree structure.
    • How failures are handled.
    • Lessons learned about task-level robustness.

This lab provides the task execution backbone that later topics will drive with natural language and higher-level reasoning.