998 research outputs found
MPC-based humanoid pursuit-evasion in the presence of obstacles
We consider a pursuit-evasion problem between humanoids in the presence of obstacles. In our scenario, the pursuer enters the safety area of the evader headed for collision, while the latter executes a fast evasive motion. Control schemes are designed for both the pursuer and the evader. They are structurally identical, although the objectives are different: the pursuer tries to align its direction of motion with the line- of-sight to the evader, whereas the evader tries to move in a direction orthogonal to the line-of-sight to the pursuer. At the core of the control architecture is a Model Predictive Control scheme for generating a stable gait. This allows for the inclusion of workspace obstacles, which we take into account at two levels: during the determination of the footsteps orientation and as an explicit MPC constraint. We illustrate the results with simulations on NAO humanoids
Unsupervised Contact Learning for Humanoid Estimation and Control
This work presents a method for contact state estimation using fuzzy
clustering to learn contact probability for full, six-dimensional humanoid
contacts. The data required for training is solely from proprioceptive sensors
- endeffector contact wrench sensors and inertial measurement units (IMUs) -
and the method is completely unsupervised. The resulting cluster means are used
to efficiently compute the probability of contact in each of the six
endeffector degrees of freedom (DoFs) independently. This clustering-based
contact probability estimator is validated in a kinematics-based base state
estimator in a simulation environment with realistic added sensor noise for
locomotion over rough, low-friction terrain on which the robot is subject to
foot slip and rotation. The proposed base state estimator which utilizes these
six DoF contact probability estimates is shown to perform considerably better
than that which determines kinematic contact constraints purely based on
measured normal force.Comment: Submitted to the IEEE International Conference on Robotics and
Automation (ICRA) 201
Distributed Bio-inspired Humanoid Posture Control
This paper presents an innovative distributed bio-inspired posture control
strategy for a humanoid, employing a balance control system DEC (Disturbance
Estimation and Compensation). Its inherently modular structure could
potentially lead to conflicts among modules, as already shown in literature. A
distributed control strategy is presented here, whose underlying idea is to let
only one module at a time perform balancing, whilst the other joints are
controlled to be at a fixed position. Modules agree, in a distributed fashion,
on which module to enable, by iterating a max-consensus protocol. Simulations
performed with a triple inverted pendulum model show that this approach limits
the conflicts among modules while achieving the desired posture and allows for
saving energy while performing the task. This comes at the cost of a higher
rise time.Comment: 2019 41st Annual International Conference of the IEEE Engineering in
Medicine & Biology Society (EMBC
Unsupervised Contact Learning for Humanoid Estimation and Control
This work presents a method for contact state estimation using fuzzy
clustering to learn contact probability for full, six-dimensional humanoid
contacts. The data required for training is solely from proprioceptive sensors
- endeffector contact wrench sensors and inertial measurement units (IMUs) -
and the method is completely unsupervised. The resulting cluster means are used
to efficiently compute the probability of contact in each of the six
endeffector degrees of freedom (DoFs) independently. This clustering-based
contact probability estimator is validated in a kinematics-based base state
estimator in a simulation environment with realistic added sensor noise for
locomotion over rough, low-friction terrain on which the robot is subject to
foot slip and rotation. The proposed base state estimator which utilizes these
six DoF contact probability estimates is shown to perform considerably better
than that which determines kinematic contact constraints purely based on
measured normal force.Comment: Submitted to the IEEE International Conference on Robotics and
Automation (ICRA) 201
Learning a Unified Control Policy for Safe Falling
Being able to fall safely is a necessary motor skill for humanoids performing
highly dynamic tasks, such as running and jumping. We propose a new method to
learn a policy that minimizes the maximal impulse during the fall. The
optimization solves for both a discrete contact planning problem and a
continuous optimal control problem. Once trained, the policy can compute the
optimal next contacting body part (e.g. left foot, right foot, or hands),
contact location and timing, and the required joint actuation. We represent the
policy as a mixture of actor-critic neural network, which consists of n control
policies and the corresponding value functions. Each pair of actor-critic is
associated with one of the n possible contacting body parts. During execution,
the policy corresponding to the highest value function will be executed while
the associated body part will be the next contact with the ground. With this
mixture of actor-critic architecture, the discrete contact sequence planning is
solved through the selection of the best critics while the continuous control
problem is solved by the optimization of actors. We show that our policy can
achieve comparable, sometimes even higher, rewards than a recursive search of
the action space using dynamic programming, while enjoying 50 to 400 times of
speed gain during online execution
Data-Driven Grasp Synthesis - A Survey
We review the work on data-driven grasp synthesis and the methodologies for
sampling and ranking candidate grasps. We divide the approaches into three
groups based on whether they synthesize grasps for known, familiar or unknown
objects. This structure allows us to identify common object representations and
perceptual processes that facilitate the employed data-driven grasp synthesis
technique. In the case of known objects, we concentrate on the approaches that
are based on object recognition and pose estimation. In the case of familiar
objects, the techniques use some form of a similarity matching to a set of
previously encountered objects. Finally for the approaches dealing with unknown
objects, the core part is the extraction of specific features that are
indicative of good grasps. Our survey provides an overview of the different
methodologies and discusses open problems in the area of robot grasping. We
also draw a parallel to the classical approaches that rely on analytic
formulations.Comment: 20 pages, 30 Figures, submitted to IEEE Transactions on Robotic
An Extendable Multiagent Model for Behavioural Animation
This paper presents a framework for visually
simulating the behaviour of actors in virtual environments.
In principle, the environmental interaction
follows a cyclic processing of perception,
decision, and action. As natural life-forms
perceive their environment by active sensing,
our approach also tends to let the artificial actor
actively sense the virtual world. This allows
us to place the characters in non-preprocessed
virtual dynamic environments, what we call
generic environments. A main aspect within
our framework is the strict distinction between
a behaviour pattern, that we term model, and
its instances, named characters, which use the
pattern. This allows them sharing one or more
behaviour models. Low-level tasks like sensing
or acting are took over by so called subagents,
which are subordinated modules extendedly
plugged in the character. In a demonstration
we exemplarily show the application of
our framework. We place the same
character in different environments and let it
climb and descend stairs, ramps and hills autonomously.
Additionally the reactiveness for
moving objects is tested. In future, this approach
shall go into action for a simulation of an urban
environment
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