8,961 research outputs found
Deep Visual Perception for Dynamic Walking on Discrete Terrain
Dynamic bipedal walking on discrete terrain, like stepping stones, is a
challenging problem requiring feedback controllers to enforce safety-critical
constraints. To enforce such constraints in real-world experiments, fast and
accurate perception for foothold detection and estimation is needed. In this
work, a deep visual perception model is designed to accurately estimate step
length of the next step, which serves as input to the feedback controller to
enable vision-in-the-loop dynamic walking on discrete terrain. In particular, a
custom convolutional neural network architecture is designed and trained to
predict step length to the next foothold using a sampled image preview of the
upcoming terrain at foot impact. The visual input is offered only at the
beginning of each step and is shown to be sufficient for the job of dynamically
stepping onto discrete footholds. Through extensive numerical studies, we show
that the robot is able to successfully autonomously walk for over 100 steps
without failure on a discrete terrain with footholds randomly positioned within
a step length range of 45-85 centimeters.Comment: Presented at Humanoids 201
Material Recognition CNNs and Hierarchical Planning for Biped Robot Locomotion on Slippery Terrain
In this paper we tackle the problem of visually predicting surface friction
for environments with diverse surfaces, and integrating this knowledge into
biped robot locomotion planning. The problem is essential for autonomous robot
locomotion since diverse surfaces with varying friction abound in the real
world, from wood to ceramic tiles, grass or ice, which may cause difficulties
or huge energy costs for robot locomotion if not considered. We propose to
estimate friction and its uncertainty from visual estimation of material
classes using convolutional neural networks, together with probability
distribution functions of friction associated with each material. We then
robustly integrate the friction predictions into a hierarchical (footstep and
full-body) planning method using chance constraints, and optimize the same
trajectory costs at both levels of the planning method for consistency. Our
solution achieves fully autonomous perception and locomotion on slippery
terrain, which considers not only friction and its uncertainty, but also
collision, stability and trajectory cost. We show promising friction prediction
results in real pictures of outdoor scenarios, and planning experiments on a
real robot facing surfaces with different friction
A Survey of Behavior Learning Applications in Robotics -- State of the Art and Perspectives
Recent success of machine learning in many domains has been overwhelming,
which often leads to false expectations regarding the capabilities of behavior
learning in robotics. In this survey, we analyze the current state of machine
learning for robotic behaviors. We will give a broad overview of behaviors that
have been learned and used on real robots. Our focus is on kinematically or
sensorially complex robots. That includes humanoid robots or parts of humanoid
robots, for example, legged robots or robotic arms. We will classify presented
behaviors according to various categories and we will draw conclusions about
what can be learned and what should be learned. Furthermore, we will give an
outlook on problems that are challenging today but might be solved by machine
learning in the future and argue that classical robotics and other approaches
from artificial intelligence should be integrated more with machine learning to
form complete, autonomous systems.Comment: under review at International Journal of Robotics Researc
Bridging Vision and Dynamic Legged Locomotion
Legged robots have demonstrated remarkable advances regarding robustness and versatility in the past decades. The questions that need to be addressed in this field are increasingly focusing on reasoning about the environment and autonomy rather than locomotion only. To answer some of these questions visual information is essential. If a robot has information about the terrain it can plan and take preventive actions against potential risks. However, building a model of the terrain is often computationally costly, mainly because of the dense nature of visual data. On top of the mapping problem, robots need feasible body trajectories and contact sequences to traverse the terrain safely, which may also require heavy computations. This computational cost has limited the use of visual feedback to contexts that guarantee (quasi-) static stability, or resort to planning schemes where contact sequences and body trajectories are computed before starting to execute motions. In this thesis we propose a set of algorithms that reduces the gap between visual processing and dynamic locomotion. We use machine learning to speed up visual data processing and model predictive control to achieve locomotion robustness. In particular, we devise a novel foothold adaptation strategy that uses a map of the terrain built from on-board vision sensors. This map is sent to a foothold classifier based on a convolutional neural network that allows the robot to adjust the landing position of the feet in a fast and continuous fashion. We then use the convolutional neural network-based classifier to provide safe future contact sequences to a model predictive controller that optimizes target ground reaction forces in order to track a desired center of mass trajectory. We perform simulations and experiments on the hydraulic quadruped robots HyQ and HyQReal. For all experiments the contact sequences, the foothold adaptations, the control inputs and the map are computed and processed entirely on-board. The various tests show that the robot is able to leverage the visual terrain information to handle complex scenarios in a safe, robust and reliable manner
Terrain RL Simulator
We provide challenging simulation environments that range in difficulty.
The difficulty of solving a task is linked not only to the number of dimensions
in the action space but also to the size and shape of the distribution of
configurations the agent experiences. Therefore, we are releasing a number of
simulation environments that include randomly generated terrain. The library
also provides simple mechanisms to create new environments with different agent
morphologies and the option to modify the distribution of generated terrain. We
believe using these and other more complex simulations will help push the field
closer to creating human-level intelligence.Comment: 10 page
Navigation by Imitation in a Pedestrian-Rich Environment
Deep neural networks trained on demonstrations of human actions give robot
the ability to perform self-driving on the road. However, navigation in a
pedestrian-rich environment, such as a campus setup, is still challenging---one
needs to take frequent interventions to the robot and take control over the
robot from early steps leading to a mistake. An arduous burden is, hence,
placed on the learning framework design and data acquisition. In this paper, we
propose a new learning-from-intervention Dataset Aggregation (DAgger) algorithm
to overcome the limitations brought by applying imitation learning to
navigation in the pedestrian-rich environment. Our new learning algorithm
implements an error backtrack function that is able to effectively learn from
expert interventions. Combining our new learning algorithm with deep
convolutional neural networks and a hierarchically-nested policy-selection
mechanism, we show that our robot is able to map pixels direct to control
commands and navigate successfully in real world without explicitly modeling
the pedestrian behaviors or the world model
Emergence of Locomotion Behaviours in Rich Environments
The reinforcement learning paradigm allows, in principle, for complex
behaviours to be learned directly from simple reward signals. In practice,
however, it is common to carefully hand-design the reward function to encourage
a particular solution, or to derive it from demonstration data. In this paper
explore how a rich environment can help to promote the learning of complex
behavior. Specifically, we train agents in diverse environmental contexts, and
find that this encourages the emergence of robust behaviours that perform well
across a suite of tasks. We demonstrate this principle for locomotion --
behaviours that are known for their sensitivity to the choice of reward. We
train several simulated bodies on a diverse set of challenging terrains and
obstacles, using a simple reward function based on forward progress. Using a
novel scalable variant of policy gradient reinforcement learning, our agents
learn to run, jump, crouch and turn as required by the environment without
explicit reward-based guidance. A visual depiction of highlights of the learned
behavior can be viewed following https://youtu.be/hx_bgoTF7bs
ALLSTEPS: Curriculum-driven Learning of Stepping Stone Skills
Humans are highly adept at walking in environments with foot placement
constraints, including stepping-stone scenarios where the footstep locations
are fully constrained. Finding good solutions to stepping-stone locomotion is a
longstanding and fundamental challenge for animation and robotics. We present
fully learned solutions to this difficult problem using reinforcement learning.
We demonstrate the importance of a curriculum for efficient learning and
evaluate four possible curriculum choices compared to a non-curriculum
baseline. Results are presented for a simulated human character, a realistic
bipedal robot simulation and a monster character, in each case producing
robust, plausible motions for challenging stepping stone sequences and
terrains
Modelling Locomotor Control: the advantages of mobile gaze
In 1958, JJ Gibson put forward proposals on the visual control of locomotion. Research in the last 50 years has served to clarify the sources of visual and nonvisual information that contribute to successful steering, but has yet to determine how this information is optimally combined under conditions of uncertainty. Here, we test the conditions under which a locomotor robot with a mobile camera can steer effectively using simple visual and extra-retinal parameters to examine how such models cope with the noisy real-world visual and motor estimates that are available to humans. This applied modeling gives us an insight into both the advantages and limitations of using active gaze to sample information when steering
Intra-active Boundaries: An investigation into the dynamic interrelationship between the human body and the environment using painterly media
Intra-active boundaries: An investigation into the dynamic interrelationship between the
human body and the environment using painterly media.
To acknowledge ‘I am this body’…is not to lock up awareness within the density of a
closed and bounded object, for as we shall see, the boundaries of a living body are
open and indeterminate; more like membranes than barriers, they define a surface of
metamorphosis and exchange.
David Abram, 1996, The Spell of the Sensuous, Vintage Books, New York, p.46.
The MFA research addresses the problem of how to aesthetically visualize the interconnection
between the human body and the environment through a series of experimental paintings and
mixed media. Traditional pictorial approaches, grounded in art world conventions and Cartesian
philosophy, tend to portray the human body and landscape as static spaces disconnected from
each other. As such, they focus on the representation of discrete spaces/objects rather than the
experience of the processes involved between them. There is a vast gap between these
traditional concepts and the contemporary redefinition of the nexus between the human and
non-human environment suggested by recent philosophical re-conceptualisations of Maurice
Merleau-Ponty, Gilles Deleuze, Felix Guattari and Michel Serres. This interconnected space
was foreshadowed in the philosophy of Merleau-Ponty, who proposed that the perception of
reality emerges through the interaction of the body within the world, rather than as the
exchange between static objects in a world of empty space, as formulated by Réne Descartes.
This redefinition portrays the relationship of the human self and the non-human world as
inextricably one. As Deleuze and Guattari state, “there is no such thing as either man or nature
now, only a process that produces the one within the other”. More significantly Serres, in his
ecological philosophy, directs us to the materiality of the human and the natural as intra-active,
defining each other through their mutual interactions, both occupying the same biospheric
terrain, the biological sphere that makes life possible on the planet.
The experimental paintings at the heart of the MFA research investigate the way in which we
can re-experience human and environmental phenomena, such as bodies and landscapes, in a
way that questions conventional assumptions of their separateness. In order to do so, the
research first examines the development of landscape art in the West as a reflection of changing
human and environmental relations, through the work of selected artists, including JMW Turner
and Olafur Eliasson, who have sought to respond to this changing dynamic by exploring the
human form as part of an environment implicit with the human body. The research also
examines the work of other artists, such as Juul Kraijer and Berlinde de Bruyckere, whose work
involves the integration of aspects of the non-human within the human, predicated on an intention to explore the human condition as opposed to the relationship of the human with the
natural world.
The research tests the hypothesis, foreshadowed in recent philosophy, that an aesthetic reformulation
of the figure/landscape is needed to better understand the human/environmental
interrelationship, via a series of experimental paintings where aspects of the body are fused
with aspects of the environment to create an integrated spatial concept that makes visible their
interconnection. Framed within an ecological aesthetic that explores the network of relations
between human and environmental processes, the research undertakes this interconnection in
three ways:
1. Using common intercellular processes – where the intrinsic properties of the raw
materials, and their physical interactions used within the painterly techniques, are
analogous to the mutual biological processes of interchange between the body and the
environment; the forms exist in an ambiguous space inside or outside the body.
2. Integrating sites of the body with geographic sites – fusing specific organs within the
body, such as parts of the eye, heart and lungs, with geophysical sites, such as salt lakes,
geological strata, plant communities, such that they can be read as one or the other, or
both, simultaneously.
3. Creating a terrain that fuses the human and the non-human – amalgamating features of
the human and non-human to visualize a new form of topography that embodies a
reciprocal biospheric space, a new mutual terrain that cannot be interpreted as separate
entities.
These reformulations of processes, forms and imagery, use an integrated spatial concept that
embodies an immersive mode of experience. It is immersive in the sense that it prompts
recognition of reality as an enveloping interaction occurring between the inside and the outside
of the body, between the haptic self and the dynamic exterior world. What this encourages is an
aesthetic position where the human self is no longer considered separate from the outside world
but rather entangled within it, and vice versa. In this way both are intra-active with each other,
defining each other through their interactions
- …