A new way of building control systems, known as behavior-based robotic
s, has recently been proposed to overcome the difficulties of the trad
itional artificial intelligence approach to robotics. This new approac
h is based on she idea of providing the robot with a range of simple b
ehaviors and letting the environment determine which behavior should h
ave control at any given time. We will present a set of experiments in
which neural networks with different architectures have been trained
so control a mobile robot designed to keep an arena clear by picking u
p trash objects and releasing them outside the arena. Controller weigh
ts are selected using a form of genetic algorithm and do not change du
ring the lifetime (i.e., no learning occurs). We will compare, in simu
lation and on a real robot, five different network architectures and w
ill show that a network that allows for fine-grained modularity achiev
es significantly better performance. By comparing the functionality of
each network module and ifs interaction with a description of the sim
ple behavior components, we will show that it is not possible to find
simple correlations; rather module switching and interaction are corre
lated with low-level sensorimotor mappings. This implies that the engi
neering-oriented approach to behavior-based robotics might have seriou
s limitations because it is difficult to know in advance the appropria
te mappings between behavior components and sensorimotor activity for
complex tasks.