299 research outputs found
Le contrôle paramétrique, un outil de modélisation pour les mouvements évolutifs complexes et l'autonomie
International audienceLa modélisation de formes tridimensionnelles est aujourd'hui très développée, la modélisation physique pour l'animation l'est en revanche beaucoup moins. Dans ce cadre, le contrôle du mouvement est un point délicat. On recherche à la fois un contrôle plus fin pendant la simulation et la possibilité de composer avec un modèle actif et non plus passif. Un certain nombre de techniques ont été mises au point, mais toujours au service d'un effet particulier. Cet article propose d'introduire de manière générique le contrôle actif de paramètres physiques pour un modeleur physique particulaire. Un module générique de contrôle de paramètres a été conçu pour le formalisme Cordis-Anima et fait partie intégrante de la modélisation d'un réseau de masses-interactions. Deux exemples caractéristiques, le contrôle de la dynamique d'un saut et le contrôle de la dynamique d'une fracture lors d'un étirement (striction), illustreront la méthode et ses résultats
Training Physics-based Controllers for Articulated Characters with Deep Reinforcement Learning
In this thesis, two different applications are discussed for using machine learning techniques to train coordinated motion controllers in arbitrary characters in absence of motion capture data. The methods highlight the resourcefulness of physical simulations to generate synthetic and generic motion data that can be used to learn various targeted skills. First, we present an unsupervised method for learning loco-motion skills in virtual characters from a low dimensional latent space which captures the coordination between multiple joints. We use a technique called motor babble, wherein a character interacts with its environment by actuating its joints through uncoordinated, low-level (motor) excitation, resulting in a corpus of motion data from which a manifold latent space can be extracted. Using reinforcement learning, we then train the character to learn locomotion (such as walking or running) in the low-dimensional latent space instead of the full-dimensional joint action space. The thesis also presents an end-to-end automated framework for training physics-based characters to rhythmically dance to user-input songs. A generative adversarial network (GAN) architecture is proposed that learns to generate physically stable dance moves through repeated interactions with the environment. These moves are then used to construct a dance network that can be used for choreography. Using DRL, the character is then trained to perform these moves, without losing balance and rhythm, in the presence of physical forces such as gravity and friction
Kinematic primitives for walking and trotting gaits of a quadruped robot with compliant legs
In this work we research the role of body dynamics in the complexity of kinematic patterns in a quadruped robot with compliant legs. Two gait patterns, lateral sequence walk and trot, along with leg length control patterns of different complexity were implemented in a modular, feed-forward locomotion controller. The controller was tested on a small, quadruped robot with compliant, segmented leg design, and led to self-stable and self-stabilizing robot locomotion. In-air stepping and on-ground locomotion leg kinematics were recorded, and the number and shapes of motion primitives accounting for 95% of the variance of kinematic leg data were extracted. This revealed that kinematic patterns resulting from feed-forward control had a lower complexity (in-air stepping, 2 to 3 primitives) than kinematic patterns from on-ground locomotion (4 primitives), although both experiments applied identical motor patterns. The complexity of on-ground kinematic patterns had increased, through ground contact and mechanical entrainment. The complexity of observed kinematic on-ground data matches those reported from level-ground locomotion data of legged animals. Results indicate that a very low complexity of modular, rhythmic, feed-forward motor control is sufficient for level-ground locomotion in combination with passive compliant legged hardware
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Multiagent learning for locomotion and coordination in tensegrity robotics
Tensegrity structures are composed of pure compressional elements that are connected via a network of pure tensional elements. The concept of tensegrity promises numerous advantages to the field of robotics. Tensegrity robots are, however, notoriously difficult to control due to their oscillatory nature and nonlinear interaction between the components. Multiagent learning, a subtopic of artificial intelligence, provides the tools to address challenges of tensegrity robots. In multiagent learning, multiple entities simultaneously learn a task together while interacting with each other through the environment. This approach can be applied at two different levels: both to coordinate teams of multiple robots, and to control a single robot where different agents control different parts of the robot. In this work, we consider both cases, and apply two multiagent learning approaches (Reinforcement Learning and Evolutionary Algorithms) to tensegrity robotics problems at different levels. First, we take the model of an icosahedron robot, and use multiagent learning to control different parts. We use coevolutionary algorithms and fitness shaping to develop learning based robust rolling locomotion algorithm. After the locomotion aspect, we study multi-robot coordination using multiagent reinforcement learning and reward shaping methods. At this phase, we study reward shaping and develop methods to use reward shaping to improve the cooperation between multiple tensegrity robots. We explain how these results are simulated and validated by using physical tensegrity robots. Last, we explain how these results helped design and development of a tensegrity robot with rolling capability: SUPERBall
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