45 research outputs found

    Locomoção de humanoides robusta e versátil baseada em controlo analítico e física residual

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    Humanoid robots are made to resemble humans but their locomotion abilities are far from ours in terms of agility and versatility. When humans walk on complex terrains or face external disturbances, they combine a set of strategies, unconsciously and efficiently, to regain stability. This thesis tackles the problem of developing a robust omnidirectional walking framework, which is able to generate versatile and agile locomotion on complex terrains. We designed and developed model-based and model-free walk engines and formulated the controllers using different approaches including classical and optimal control schemes and validated their performance through simulations and experiments. These frameworks have hierarchical structures that are composed of several layers. These layers are composed of several modules that are connected together to fade the complexity and increase the flexibility of the proposed frameworks. Additionally, they can be easily and quickly deployed on different platforms. Besides, we believe that using machine learning on top of analytical approaches is a key to open doors for humanoid robots to step out of laboratories. We proposed a tight coupling between analytical control and deep reinforcement learning. We augmented our analytical controller with reinforcement learning modules to learn how to regulate the walk engine parameters (planners and controllers) adaptively and generate residuals to adjust the robot’s target joint positions (residual physics). The effectiveness of the proposed frameworks was demonstrated and evaluated across a set of challenging simulation scenarios. The robot was able to generalize what it learned in one scenario, by displaying human-like locomotion skills in unforeseen circumstances, even in the presence of noise and external pushes.Os robôs humanoides são feitos para se parecerem com humanos, mas suas habilidades de locomoção estão longe das nossas em termos de agilidade e versatilidade. Quando os humanos caminham em terrenos complexos ou enfrentam distúrbios externos combinam diferentes estratégias, de forma inconsciente e eficiente, para recuperar a estabilidade. Esta tese aborda o problema de desenvolver um sistema robusto para andar de forma omnidirecional, capaz de gerar uma locomoção para robôs humanoides versátil e ágil em terrenos complexos. Projetámos e desenvolvemos motores de locomoção sem modelos e baseados em modelos. Formulámos os controladores usando diferentes abordagens, incluindo esquemas de controlo clássicos e ideais, e validámos o seu desempenho por meio de simulações e experiências reais. Estes frameworks têm estruturas hierárquicas compostas por várias camadas. Essas camadas são compostas por vários módulos que são conectados entre si para diminuir a complexidade e aumentar a flexibilidade dos frameworks propostos. Adicionalmente, o sistema pode ser implementado em diferentes plataformas de forma fácil. Acreditamos que o uso de aprendizagem automática sobre abordagens analíticas é a chave para abrir as portas para robôs humanoides saírem dos laboratórios. Propusemos um forte acoplamento entre controlo analítico e aprendizagem profunda por reforço. Expandimos o nosso controlador analítico com módulos de aprendizagem por reforço para aprender como regular os parâmetros do motor de caminhada (planeadores e controladores) de forma adaptativa e gerar resíduos para ajustar as posições das juntas alvo do robô (física residual). A eficácia das estruturas propostas foi demonstrada e avaliada em um conjunto de cenários de simulação desafiadores. O robô foi capaz de generalizar o que aprendeu em um cenário, exibindo habilidades de locomoção humanas em circunstâncias imprevistas, mesmo na presença de ruído e impulsos externos.Programa Doutoral em Informátic

    FC Portugal 3D Simulation Team: Team Description Paper 2020

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    The FC Portugal 3D team is developed upon the structure of our previous Simulation league 2D/3D teams and our standard platform league team. Our research concerning the robot low-level skills is focused on developing behaviors that may be applied on real robots with minimal adaptation using model-based approaches. Our research on high-level soccer coordination methodologies and team playing is mainly focused on the adaptation of previously developed methodologies from our 2D soccer teams to the 3D humanoid environment and on creating new coordination methodologies based on the previously developed ones. The research-oriented development of our team has been pushing it to be one of the most competitive over the years (World champion in 2000 and Coach Champion in 2002, European champion in 2000 and 2001, Coach 2nd place in 2003 and 2004, European champion in Rescue Simulation and Simulation 3D in 2006, World Champion in Simulation 3D in Bremen 2006 and European champion in 2007, 2012, 2013, 2014 and 2015). This paper describes some of the main innovations of our 3D simulation league team during the last years. A new generic framework for reinforcement learning tasks has also been developed. The current research is focused on improving the above-mentioned framework by developing new learning algorithms to optimize low-level skills, such as running and sprinting. We are also trying to increase student contact by providing reinforcement learning assignments to be completed using our new framework, which exposes a simple interface without sharing low-level implementation details

    Humanoid Robots

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    For many years, the human being has been trying, in all ways, to recreate the complex mechanisms that form the human body. Such task is extremely complicated and the results are not totally satisfactory. However, with increasing technological advances based on theoretical and experimental researches, man gets, in a way, to copy or to imitate some systems of the human body. These researches not only intended to create humanoid robots, great part of them constituting autonomous systems, but also, in some way, to offer a higher knowledge of the systems that form the human body, objectifying possible applications in the technology of rehabilitation of human beings, gathering in a whole studies related not only to Robotics, but also to Biomechanics, Biomimmetics, Cybernetics, among other areas. This book presents a series of researches inspired by this ideal, carried through by various researchers worldwide, looking for to analyze and to discuss diverse subjects related to humanoid robots. The presented contributions explore aspects about robotic hands, learning, language, vision and locomotion

    BIPED GAIT GENERATION FOR HUMANOID DYNAMIC WALKING

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    Ph.DDOCTOR OF PHILOSOPH

    Humanoid Robot Soccer Locomotion and Kick Dynamics: Open Loop Walking, Kicking and Morphing into Special Motions on the Nao Robot

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    Striker speed and accuracy in the RoboCup (SPL) international robot soccer league is becoming increasingly important as the level of play rises. Competition around the ball is now decided in a matter of seconds. Therefore, eliminating any wasted actions or motions is crucial when attempting to kick the ball. It is common to see a discontinuity between walking and kicking where a robot will return to an initial pose in preparation for the kick action. In this thesis we explore the removal of this behaviour by developing a transition gait that morphs the walk directly into the kick back swing pose. The solution presented here is targeted towards the use of the Aldebaran walk for the Nao robot. The solution we develop involves the design of a central pattern generator to allow for controlled steps with realtime accuracy, and a phase locked loop method to synchronise with the Aldebaran walk so that precise step length control can be activated when required. An open loop trajectory mapping approach is taken to the walk that is stabilized statically through the use of a phase varying joint holding torque technique. We also examine the basic princples of open loop walking, focussing on the commonly overlooked frontal plane motion. The act of kicking itself is explored both analytically and empirically, and solutions are provided that are versatile and powerful. Included as an appendix, the broader matter of striker behaviour (process of goal scoring) is reviewed and we present a velocity control algorithm that is very accurate and efficient in terms of speed of execution

    Quadruped locomotion reference synthesis wıth central pattern generators tuned by evolutionary algorithms

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    With the recent advances in sensing, actuating and communication tecnologies and in theory for control and navigation; mobile robotic platforms are seen more promising than ever. This is so for many fields ranging from search and rescue in earthquake sites to military applications. Autonomous or teleoperated land vehicles make a major class of these mobile platforms. Legged robots, with their potential virtues in obstacle avoidance and cross-country capabilities stand out for applications on rugged terrain. In the nature, there are a lot of examples where four-legged anatomy embraces both speed and climbing characteristics. This thesis is on the locomotion reference generation of quadruped robots. Reference generation plays a vital role for the success of the locomotion controller. It involves the timing of the steps and the selection of various spatial parameters. The generated references should be suitable to be followed. They should not be over-demanding to cause the robot fall by loosing its balance. Nature tells that the pattern of the steps, that is, the gait, also changes with the speed of locomotion. A well-planned reference generation algorithm should take gait transitions into account. Central Pattern Generators (CPG) are biologically-inspired tools for legged-robot locomotion reference generation. They represent one of the main stream quadruped robot locomotion synthesis approaches, along with Zero Moment Point (ZMP) based techniques and trial–and–error methods. CPGs stand out with their natural convenience for gait transitions. This is so because of the stable limit cycle behavior inhertent in their structure. However, the parameter selection and tuning of this type of reference generators is difficult. Often, trial–and–error iterations are employed to obtain suitable parameters. The background of complicated dynamics and difficulties in reference generation makes automatic tuning of CPGs an interesting area of research. A natural command for a legged robot is the speed of its locomotion. When considered from kinematics point of view, there is no unique set of walking parameters which yield a given desired speed. However, some of the solutions can be more suitable for a stable walk, whereas others may lead to instability and cause robot to fall. This thesis proposes a quadruped gait tuning method based on evolutionary methods. A velocity command is given as the input to the system. A CPG based reference generation method is employed. 3D full-dynamics locomotion simulations with a 16-degrees-of-freedom (DOF) quadruped robot model are performed to assess the fitness of artificial populations. The fitness is measured by three different cost functions. The first cost function measures the amount of support the simulated quadruped receives from torsional virtual springs and dampers opposing the changes in body orientation, whereas the second one is a measure of energy efficiency in the locomotion. The third cost function is a combination of the firs two. Tuning results with the three cost functions are obtained and compared. Cross-over and mutation mechanisms generate new populations. Simulation results verify the merits of the proposed reference generation and tuning method

    Bio-Inspired Robotics

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    Modern robotic technologies have enabled robots to operate in a variety of unstructured and dynamically-changing environments, in addition to traditional structured environments. Robots have, thus, become an important element in our everyday lives. One key approach to develop such intelligent and autonomous robots is to draw inspiration from biological systems. Biological structure, mechanisms, and underlying principles have the potential to provide new ideas to support the improvement of conventional robotic designs and control. Such biological principles usually originate from animal or even plant models, for robots, which can sense, think, walk, swim, crawl, jump or even fly. Thus, it is believed that these bio-inspired methods are becoming increasingly important in the face of complex applications. Bio-inspired robotics is leading to the study of innovative structures and computing with sensory–motor coordination and learning to achieve intelligence, flexibility, stability, and adaptation for emergent robotic applications, such as manipulation, learning, and control. This Special Issue invites original papers of innovative ideas and concepts, new discoveries and improvements, and novel applications and business models relevant to the selected topics of ``Bio-Inspired Robotics''. Bio-Inspired Robotics is a broad topic and an ongoing expanding field. This Special Issue collates 30 papers that address some of the important challenges and opportunities in this broad and expanding field

    Goal-Based Control and Planning in Biped Locomotion Using Computational Intelligence Methods

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    Este trabajo explora la aplicación de campos neuronales, a tareas de control dinámico en el domino de caminata bípeda. En una primera aproximación, se propone una arquitectura de control que usa campos neuronales en 1D. Esta arquitectura de control es evaluada en el problema de estabilidad para el péndulo invertido de carro y barra, usado como modelo simplificado de caminata bípeda. El controlador por campos neuronales, parametrizado tanto manualmente como usando un algoritmo evolutivo (EA), se compara con una arquitectura de control basada en redes neuronales recurrentes (RNN), también parametrizada por por un EA. El controlador por campos neuronales parametrizado por EA se desempeña mejor que el parametrizado manualmente, y es capaz de recuperarse rápidamente de las condiciones iniciales más problemáticas. Luego, se desarrolla una arquitectura extendida de control y planificación usando campos neurales en 2D, y se aplica al problema caminata bípeda simple (SBW). Para ello se usa un conjunto de valores _óptimos para el parámetro de control, encontrado previamente usando algoritmos evolutivos. El controlador óptimo por campos neuronales obtenido se compara con el controlador lineal propuesto por Wisse et al., y a un controlador _optimo tabular que usa los mismos parámetros óptimos. Si bien los controladores propuestos para el problema SBW implementan una estrategia activa de control, se aproximan de manera más cercana a la caminata dinámica pasiva (PDW) que trabajos previos, disminuyendo la acción de control acumulada. / Abstract. This work explores the application of neural fields to dynamical control tasks in the domain of biped walking. In a first approximation, a controller architecture that uses 1D neural fields is proposed. This controller architecture is evaluated using the stability problem for the cart-and-pole inverted pendulum, as a simplified biped walking model. The neural field controller is compared, parameterized both manually and using an evolutionary algorithm (EA), to a controller architecture based on a recurrent neural neuron (RNN), also parametrized by an EA. The non-evolved neural field controller performs better than the RNN controller. Also, the evolved neural field controller performs better than the non-evolved one and is able to recover fast from worst-case initial conditions. Then, an extended control and planning architecture using 2D neural fields is developed and applied to the SBW problem. A set of optimal parameter values, previously found using an EA, is used as parameters for neural field controller. The optimal neural field controller is compared to the linear controller proposed by Wisse et al., and to a table-lookup controller using the same optimal parameters. While being an active control strategy, the controllers proposed here for the SBW problem approach more closely Passive Dynamic Walking (PDW) than previous works, by diminishing the cumulative control action.Maestrí
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