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  <front>
    <journal-meta>
      <issn pub-type="ppub">1613-0073</issn>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>in Simulated Environments</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Alexandre Thomas</string-name>
          <email>alexandre.thomas.scolaire@gmail.com</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Maria Mannone</string-name>
          <email>mariacaterina.mannone@unipa.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Valeria Seidita</string-name>
          <email>valeria.seidita@unipa.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Antonio Chella</string-name>
          <email>antonio.chella@unipa.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Engineering, University of Palermo</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Faculté d'Ingénieur, Université de Bourgogne</institution>
          ,
          <addr-line>Dijon</addr-line>
          ,
          <country country="FR">France</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>ICAR, National Research Council (CNR)</institution>
          ,
          <addr-line>Palermo</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Inspired by nature, robotic swarms can be dramatically helpful in search-and-rescue missions after natural or human-caused disasters, especially when the environmental conditions make dangerous the direct intervention of human rescuers. In this research, we focus on a simulated scene for a targetreaching mission, simulated on Webots, jointly with a recent quantum algorithm modeling pairwise interactions in a swarm. The platform Webots is known for its portability and free accessibility. Quantum computing ofers new potentialities regarding eficiency and computational time, but its application to the robotic domain is a largely unexplored field. Here, we propose a connection between the IBM quantum simulators and the Webots platform, perform a comparison between a purely random procedure and the results obtained with the quantum circuit, and discuss possible future developments of the research.</p>
      </abstract>
      <kwd-group>
        <kwd>swarm robotics</kwd>
        <kwd>quantum computing</kwd>
        <kwd>search and rescue</kwd>
        <kwd>simulation</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>CEUR
ceur-ws.org</p>
    </sec>
    <sec id="sec-2">
      <title>1. Introduction</title>
      <p>
        The observation of nature inspires artistic creation, theoretical thinking, and practical
applications. It is the case of robotics developments modeled upon the structure of natural swarms.
In nature and in its robotic imitations, a swarm is constituted by a set of multiple entities,
simple in their design and skills, able to achieve a complex task through their mutual
interaction, information-exchange, and collaboration. Similarly to natural swarms, a robotic swarm
is robust (losing a unit does not afect the whole [
        <xref ref-type="bibr" rid="ref2">18, 30, 28, 2</xref>
        ]) and scalable (invariance of
behavior upon the change of swarm size). Swarm robotics is widely used in search-and-rescue
contexts where the intervention of human rescuers is dangerous or made impossible because of
environmental conditions. Swarm robotics, including flying swarms [ 33], can thus be crucial in
disaster management [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], and exploiting their self-organizational properties [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. We will use a
search and rescue scenario in this paper for validating the proposed approach.
      </p>
      <p>
        Recently, quantum computing, a branch of computer science derived by the basic laws
of quantum mechanics [32, 15], has been applied to artificial intelligence [ 35, 21], robotics
[
        <xref ref-type="bibr" rid="ref10 ref12 ref5">12, 5, 10, 22</xref>
        ] and swarm robotics [
        <xref ref-type="bibr" rid="ref3 ref8">20, 36, 3, 8</xref>
        ]. There are two main reasons: enhancement of
the eficiency of robotic algorithms and test of the translation from classic codes to quantum
ones. In fact, quantum computing is yet at its beginning, opening a new chapter of computer
science. Thus, the translation itself from classical codes to quantum ones is a topic of theoretical
research and computational test.
      </p>
      <p>In our recent research, we exploited quantum computing to model the pairwise interactions
between the robots of a swarm in a search and rescue mission [24, 25]. In particular, we
quantized the information about position of a robot in the arena, and success in individual
target searching, describing them via a quantum formalism as state superposition. The pairwise
interaction is modeled via a quantum logic gate, which takes into account the information from a
robot, compares it with the information of another robot, and suggest a possible new position in
space to be reached. For computational reasons, we then considered, as inputs of the logic gate,
only the information coming from the robot that is the most successful one in the first step of the
random exploration of the arena. The quantum gate is called cyclically, until the swarm reaches
the target. Thus, we modeled the behavior of single elements of the swarm and then observe
the emergent behavior of the global swarm as a unique and single entity pursuing a specific
goal. In the context of swarm robotics, it is common to use simulation tools. Having hundreds
or thousands of small robots operating in a real environment can be very time and resource
consuming for a research lab. The same is true for quantum computing. From a technological
point of view, there are several problems that need to be solved if simulation is to be properly
used in swarm modeling with quantum computing. The simplest problem is interoperability.
Most robotics applications use simulation tools that do not yet incorporate quantum approaches.
They allow us to design and implement diferent types of robotic applications that can launch
and solve missions, but the real limitation is to consider the probability of a particular behavior.
We are working to provide a framework for modeling robot applications, where the behavior
of the robots is not deterministic, but depends, for example, on the environment or on the
interactions between the robots. The number of interactions needed to reach the target depends
on the number of robots because the larger the number of units, the more likely that one of
them is in proximity of the target, and thus, the less communications are needed. We claim that
in these cases we can exploit the power of quantum approaches, but at the same time we need
tools for quantum simulation.</p>
      <p>Here, we consider an ideal terrestrial scenario simulated on Webots, proposing a real-time
interaction with IBM quantum simulators (Section 2), presenting the results of our experiments
in Section 3. We discuss advantages, limits, and possible developments of our approach (Section
4). Our contribution is a real-time, fully working code development and connection of algorithms
to: (i) visualize the motion of quantum-driven robots; (ii) use the robotic sensory information
on position and (perceived) target proximity as inputs for a quantum circuit; (iii) use the output
of the quantum circuit as input for the subsequent steps of the robotic simulation.</p>
    </sec>
    <sec id="sec-3">
      <title>2. Webots and Quantum Computing</title>
      <p>We coded simple terrestrial robots, with two wheels, distance sensors, and GPS sensors. The
scenario is a squared arena, with a variable number of obstacle, and the target characterized by
a yellow circle, see Figure 1 (a).</p>
      <p>Here, we join the codes from [25], accessing IBM quantum simulators, with the Webots
platform for robotic simulation, through a file-based interaction, testing limits and advantages
of this approach. First, to interact with the quantum gate circuit, we normalize the coordinates
between 0 and 1, avoiding negative values. We made this choice to work with non-negative
probability amplitudes. Then, we perform some tests with a forced reshufle of positions, and
with the quantum-gate loop. We also added another function, concerning position accuracy and
control. In this scenario, the robots receive the coordinates of the points to reach in the next
steps of the simulation, and send back their current position. That is, the robots communicate
between them, telling each other their position and the points where they have to go. Random
movement is activated when, at a certain time point, the reward of all robots is low, and a step of
space exploration seems fundamental. In the simplified scheme of [ 25], another simplification
has been made: instead of calling the quantum circuit for each pairwise interaction, only the
robot with the highest reward feeds its information inside a quantum circuit. The output of the
circuit will provide the most recommended point to be reached.</p>
      <p>States, initialization, and communication protocol need to be set to ensure the coordination
between the code for each single robot and the quantum circuit. To establish such a
communication, we use a text file to represent a dialogue between the two programs. The text file acts
as a log of the communication and stores the data about the actual position of the robots and
their reward, and the position where the robot needs to go. The overall process is summarized
in Figure 1 (b). We need to indicate which program sends information, or if the information
received are processed.</p>
      <p>Let us now analyze the details of the proposed approach. The Robot program, implemented
for  robots, creates for each robot the file ship_swarm(N)_data.txt, to write the actual position
of the assigned robot. The Quantum program creates the file statics_variables.txt, containing the
size of the arena and the number of robots available in Webots. These files are not modified
during the simulation. Robot program starts only if the files statics_variables.txt are present,
and sends to each of them the length of the arena. If  robots send the same length, then an
 -line will be present in the text file. The number of lines indicate the number of robots in
the simulation. The quantum program acknowledges the modification of statics_variables.txt,
and gets the number of robots jointly with the length of the area. Then, it creates  files
called position_indicator_0.txt. Finally, the program in Webots reads the positions written in
position_indicator_0.txt, and rewrites the robots’ new positions on ship_swarm(N)_data.txt.
Thus, these files are updated at each step of the simulation, and constitute the real bridge
between the application on Webots and the quantum code in Python. The whole process is
repeated until the robots reach the target with the chosen precision.</p>
      <p>The first program needs to set up the random shufling without communication, looping
until all robots are close to the target. The target is defined as the main objective of the swarm;
we build a variable defining its minimum range. Multiple obstacles are included, to test obstacle
avoidance. Obstacles and target are set on the arena by the user, while the robots are spread
randomly. At each iteration of the loop, the program computes the new position of each robot
and finds out if it is near to the target, or too close to an obstacle. If the latter is true, the robot
reshufles its position again, until it finds a correct spot. Thus, the robot keeps moving, unless it
already reached the target.</p>
      <p>In Pseudocode 2, we initially perform the class initialization and choose the number of robots,
obstacles, and position of the target. A loop ensures that all robots near to the target do not
collide with the obstacles. Here we take the position of the closest robot from the target as a
reference to implement the quantum circuit, giving us two coordinates. These coordinates are
then communicated to the other robots, to help them reach the target more eficiently. The
swarm behavior emerges from the local, pairwise interactions modeled via the quantum circuit,
and leads the swarm reach the target. To avoid superpositions between the robots, they are
spread on a small circle around the outcome of the quantum circuit. In Section 3, we present
the results obtained with the forced, random reshufle (Pseudocode 1) and with the quantum
circuit (Pseudocode 2, Table 2).</p>
      <p>Algorithm 1 With the forced reshufle</p>
    </sec>
    <sec id="sec-4">
      <title>3. Results</title>
      <p>In this Section, we present the results of our tests, where we maintained fixed some parameters,
changing other ones. We compare the results obtained with a purely random procedure (Table
1), based on forced steps of reshufle (Pseudocode 1), with the ones obtained using the quantum
circuit (Pseudocode 2, Table 2). Figure 2 shows an example of the visualization in Python, derived
from [25], with progressive approaching of the swarm centroid to the target. 32 iterations were
needed to achieve the final output in Figure 2. Considering the number of iterations required
by the two methods, we can deduct which is the best strategy to find the target.
(a) initial setup
(b) final setup
Figure 2: Initial and final configurations of one of the run of the code. The red pentagons are the
obstacles, the turquoise star is the target, and the black dots are the robots. The goal of the robots is
finding the target. As the setup (a), the robots are initially scattered through the arena. Then, they
collect information from their sensory devices and exchange messages between them. These information
enter the logic gate, whose result is sent to the robots in terms of new positions to be reached for the
further step of exploration. In (b), the swarm found the target avoiding the obstacles, and thus the
mission is successful.</p>
      <p>Testing the forced reshufle. We test the consistency of the forced-reshufle method and
the needed number of iterations to let the swarm converge on the target, according to fixed
and variable parameters: number of robots, obstacles, reward threshold. Table 1 presents the
results of the first three experiments, referring to the Pseudocode 1. In the first experiment,
only the number of robots changes, while the other parameters are maintained fixed. We notice
that the more robots we add, the more iterations are needed to reach the target. In the second
experiment, we change the number of obstacles and their position. In the third experiment,
only the minimum reward changes.</p>
      <p>From the reshufle strategy, we find that setting a too-high value as the minimum reward may
let the robot be closest as possible to the target, but it requires a higher number of iterations to
achieve this kind of precision. Thus, we deduce that the forced reshufle is mainly chaotic, due
to the inconsistence of the placement. The number of iterations can be low if we have several
robots.</p>
      <p>Testing the quantum circuit. Let us now describe the results obtained with the quantum
circuit (Pseudocode 2). Rather than a forced reshufle, the program here predicts the location of
the target using the quantum circuit, forcing the robots to be scattered in a small neighbor of
the circuit’s outcome. The results of our three experiments are presented in Table 2.</p>
      <p>In the first experiment we change the number of robots, maintaining fixed the other
parameters. Contrary to what happened for the forced loop, adding more robots here does not increase
the number of required iterations. Thus, we deduce that the scalability of the method is better
while using the quantum circuit. In the second experiment, we only change the number of
obstacles and their position. In this case, adding obstacles makes the target search less easy.
The circuit outcome is precise only when one of the robots is able to come very close to the
target. In the third experiment, we only change the minimum reward. Because the precision of
0.9 would require a great number of iterations and a larger time to perform, we choose instead
0.85. As for the third experiment of the forced loop, asking for a too-high minimum reward
requires a higher number of iterations.</p>
      <p>We notice that the quantum circuit outcome does not get us directly to the exact location of
the target; instead, it seems to help find it, letting the robot reach the target. After some tests,
the method seems to work greatly for a larger swarm.</p>
      <p>Accuracy and trajectories. Finally, we considered accuracy and control. The simulations in
Webots can create a semi-realistic environment by managing congestion, collision, and motion.
While moving from a point to another one, each robot needs to take into account physical
constrains such as the rotational inertia and translational motion. Also, to make the simulation
more real, each robot needs to acknowledge the new position, get aligned to the trajectory,
and go to the spot the more precisely as possible. The robot tries to turn and converge to the
required position, but it can be only approximately on the suggested spot, due to its own inertia
and imperfection of the arena. Concerning the implementation, we can either simulate the key
movement along the trajectory, or simulate the whole trajectory.</p>
    </sec>
    <sec id="sec-5">
      <title>4. Discussion and Conclusions</title>
      <p>We started from a recently-proposed quantum approach for pairwise interactions in a robotic
swarm in a search-and-rescue mission. We rewrote the code as a Python file, and connected it
to Webots robotic simulator, to acquire information on reward directly from the sensors of the
robots, coded in C. To test the advantage of this approach, we performed a comparison with a
strategy based on forced position reshufle steps. We found that the application of the quantum
procedure leads to precise results with a minor number of iterations, confirming the advantage
given by quantum computing in this framework. In the current model, it is not possible to
dynamically change the target, e.g., with a moving object. However, this enhancement can be
introduced in further versions of the code.</p>
      <p>If the “most updated” robot of the swarm (that is, the robot that is more precisely following
the directions obtained through the logic gate, or that shows a higher proximity to the target)
occurs in a failure, e.g., the battery has run out, to a certain extent, the system is supposed to
spontaneously correct itself. In fact, let us imagine that the robots reach the position suggested
by the gate, which had however been influenced by the wrong indications of a faulty robot. If
the new position is not closer to the target, the other robots will figure this out according to
their new sensory measurements. Then, the decision-making cycle would start again, with the
information from the (new) successful robot as the new input. However, further mechanisms of
improvement and automatic correction in case of faulty robots could be developed.</p>
      <p>As drawback, the connection between the quantum method and the Webots platform is still
quite complex, needing multi-tasking to perform without error. Next research will lead to a
centralization inside the same file of both quantum and robotic-simulation parts, shortening the
overall code. A better communication map between the two programs can also be established.
Next research may also lead to a specific communication program, considering its complexity
management and relevance for the simulation structure.</p>
      <p>The definition of new algorithms exploring and exploiting the eficiency and novelty of
quantum computing can lead to future new robotic applications in search-and-rescue missions.
These applications would not only enhance technology, from energy-saving issues to quantum
advancements, but, in the framework of disaster and rescues, can potentially help save lives.</p>
    </sec>
    <sec id="sec-6">
      <title>Availability of materials</title>
      <p>The original quantum computing codes in Jupyter, and former Webots simulations (by M.M.),
can be accessed at https://github.com/medusamedusa/10_little_ants. The new Webots and
Python codes (by A.T.) can be accessed at https://github.com/AlexandreThomasKL/Webot_
repertory/tree/main.
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