59 research outputs found

    Desenvolvimento de comportamentos para robô humanoide

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    Mestrado em Engenharia de Computadores e TelemáticaHumanoid robotics is an area of active research. Robots with human body are better suited to execute tasks in environments designed for humans. Moreover, people feel more comfortable interacting with robots that have a human appearance. RoboCup encourages robotic research by promoting robotic competitions. One of these competitions is the Standard Platform League (SPL) in which humanoid robots play soccer. The robot used is the Nao robot, created by Aldebaran Robotics. The di erence between the teams that compete in this league is the software that controls the robots. Another league promoted by RoboCup is the 3D Soccer Simulation League (3DSSL). In this league the soccer game is played in a computer simulation. The robot model used is also the one of the Nao robot. However, there are a few di erences in the dimensions and it has one more Degree of Freedom (DoF) than the real robot. Moreover, the simulator cannot reproduce reality with precision. Both these leagues are relevant for this thesis, since they use the same robot model. The objective of this thesis is to develop behaviors for these leagues, taking advantage of the previous work developed for the 3DSSL. These behaviors include the basic movements needed to play soccer, namely: walking, kicking the ball, and getting up after a fall. This thesis presents the architecture of the agent developed for the SPL, which is similar to the architecture of the FC Portugal team agent from the 3DSSL, hence allowing to port code between both leagues easily. It was also developed an interface that allows to control a leg in a more intuitive way. It calculates the joint angles of the leg, using the following parameters: three angles between the torso and the line connecting hip and ankle; two angles between the foot and the perpendicular of the torso; and the distance between the hip and the ankle. It was also developed an algorithm to calculate the three joint angles of the hip that produce the desired vertical rotation, since the Nao robot does not have a vertical joint in the hip. This thesis presents also the behaviors developed for the SPL, some of them based on the existing behaviors from the 3DSSL. It is presented a behavior that allows to create robot movements by de ning a sequence of poses, an open-loop omnidirectional walking algorithm, and a walk optimized in the simulator adapted to the real robot. Feedback was added to this last walk to make it more robust against external disturbances. Using the behaviors presented in this thesis, the robot achieved a forward velocity of 16 cm/s, a lateral velocity of 6 cm/s, and rotated at 40 deg/s. The work developed in this thesis allows to have an agent to control the Nao robot and execute the basic low level behaviors for competing in the SPL. Moreover, the similarities between the architecture of the agent for the SPL with that of the agent from the 3DSSL allow to use the same high level behaviors in both leagues.A robótica humanoide é uma área em ativo desenvolvimento. Os robôs com forma humana estão melhor adaptados para executarem tarefas em ambientes desenhados para humanos. Além disso, as pessoas sentem-se mais confortáveis quando interagem com robôs que tenham aparência humana. O RoboCup incentiva a investigação na área da robótica através da realização de competições de robótica. Uma destas competições é a Standard Platform League (SPL) na qual robôs humanoides jogam futebol. O robô usado é o robô Nao, criado pela Aldebaran Robotics. A diferença entre as equipas que competem nesta liga está no software que controla os robôs. Outra liga presente no RoboCup é a 3D Soccer Simulation League (3DSSL). Nesta liga o jogo de futebol é jogado numa simulação por computador. O modelo de robô usado é também o do robô Nao. Contudo, existem umas pequenas diferenças nas dimensões e este tem mais um grau de liberdade do que o robô real. O simulador também não consegue reproduzir a realidade com perfeição. Ambas estas ligas são importantes para esta dissertação, pois usam o mesmo modelo de robô. O objectivo desta dissertação é desenvolver comportamentos para estas ligas, aproveitando o trabalho prévio desenvolvido para a 3DSSL. Estes comportamentos incluem os movimentos básicos necessários para jogar futebol, nomeadamente: andar, chutar a bola e levantar-se depois de uma queda. Esta dissertação apresenta a arquitetura do agente desenvolvida para a SPL, que é similar á arquitetura do agente da equipa FC Portugal da 3DSSL, para permitir uma mais fácil partilha de código entre as ligas. Foi também desenvolvida uma interface que permite controlar uma perna de maneira mais intuitiva. Ela calcula os ângulos das juntas da perna, usando os seguintes parâmetros: três ângulos entre o torso e a linha que une anca ao tornozelo; dois ângulos entre o pé e a perpendicular do torso; e a distância entre a anca e o tornozelo. Nesta dissertação foi também desenvolvido um algoritmo para calcular os três ângulos das juntas da anca que produzam a desejada rotação vertical, visto o robô Nao não ter uma junta na anca que rode verticalmente. Esta dissertação também apresenta os comportamentos desenvolvidos para a SPL, alguns dos quais foram baseados nos comportamentos já existentes na 3DSSL. É apresentado um modelo de comportamento que permite criar movimentos para o robô de nindo uma sequência de poses, um algoritmo para um andar open-loop e omnidirecional e um andar otimizado no simulador e adaptado para o robô real. A este último andar foi adicionado um sistema de feedback para o tornar mais robusto. Usando os comportamentos apresentados nesta dissertação, o robô atingiu uma velocidade de 16 cm/s para frente, 6 cm/s para o lado e rodou sobre si pr oprio a 40 graus/s. O trabalho desenvolvido nesta dissertação permite ter um agente que controle o robô Nao e execute os comportamentos básicos de baixo nível para competir na SPL. Além disso, as semelhan cas entre a arquitetura do agente para a SPL com a arquitetura do agente da 3DSSL permite usar os mesmos comportamentos de alto nível em ambas as ligas

    A New Method for Generating Safe Motions for Humanoid Robots

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    International audienceThis paper introduces a new method for planning safe motions for complex systems such as humanoid robots. Motion planning can be seen as a Semi-Infinite Programming problem (SIP) since it involves a finite number of variables over an infinite set of constraints. Most methods solve the SIP problem by transforming it into a finite programming one by using a discretization over a prescribed grid. We show that this approach is risky because it can lead to motions which violate one or several constraints. Then we introduce our new method for planning safe motions. It uses Interval Analysis techniques in order to achieve a safe discretization of the constraints. We show how to implement this method and use it with state-of-the-art constrained optimization packages. Then, we illustrate its capabilities for planning safe motions for the HOAP-3 humanoid robot

    Humanoid Robot NAO : developing behaviours for soccer humanoid robots

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    Tese de mestrado integrado. Engenharia Informática e Computação. Faculdade de Engenharia. Universidade do Porto. 201

    Generating whole body movements for dynamics anthropomorphic systems under constraints

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    Cette thèse étudie la question de la génération de mouvements corps-complet pour des systèmes anthropomorphes. Elle considère le problème de la modélisation et de la commande en abordant la question difficile de la génération de mouvements ressemblant à ceux de l'homme. En premier lieu, un modèle dynamique du robot humanoïde HRP-2 est élaboré à partir de l'algorithme récursif de Newton-Euler pour les vecteurs spatiaux. Un nouveau schéma de commande dynamique est ensuite développé, en utilisant une cascade de programmes quadratiques (QP) optimisant des fonctions coûts et calculant les couples de commande en satisfaisant des contraintes d'égalité et d'inégalité. La cascade de problèmes quadratiques est définie par une pile de tâches associée à un ordre de priorité. Nous proposons ensuite une formulation unifiée des contraintes de contacts planaires et nous montrons que la méthode proposée permet de prendre en compte plusieurs contacts non coplanaires et généralise la contrainte usuelle du ZMP dans le cas où seulement les pieds sont en contact avec le sol. Nous relions ensuite les algorithmes de génération de mouvement issus de la robotique aux outils de capture du mouvement humain en développant une méthode originale de génération de mouvement visant à imiter le mouvement humain. Cette méthode est basée sur le recalage des données capturées et l'édition du mouvement en utilisant le solveur hiérarchique précédemment introduit et la définition de tâches et de contraintes dynamiques. Cette méthode originale permet d'ajuster un mouvement humain capturé pour le reproduire fidèlement sur un humanoïde en respectant sa propre dynamique. Enfin, dans le but de simuler des mouvements qui ressemblent à ceux de l'homme, nous développons un modèle anthropomorphe ayant un nombre de degrés de liberté supérieur à celui du robot humanoïde HRP2. Le solveur générique est utilisé pour simuler le mouvement sur ce nouveau modèle. Une série de tâches est définie pour décrire un scénario joué par un humain. Nous montrons, par une simple analyse qualitative du mouvement, que la prise en compte du modèle dynamique permet d'accroitre naturellement le réalisme du mouvement.This thesis studies the question of whole body motion generation for anthropomorphic systems. Within this work, the problem of modeling and control is considered by addressing the difficult issue of generating human-like motion. First, a dynamic model of the humanoid robot HRP-2 is elaborated based on the recursive Newton-Euler algorithm for spatial vectors. A new dynamic control scheme is then developed adopting a cascade of quadratic programs (QP) optimizing the cost functions and computing the torque control while satisfying equality and inequality constraints. The cascade of the quadratic programs is defined by a stack of tasks associated to a priority order. Next, we propose a unified formulation of the planar contact constraints, and we demonstrate that the proposed method allows taking into account multiple non coplanar contacts and generalizes the common ZMP constraint when only the feet are in contact with the ground. Then, we link the algorithms of motion generation resulting from robotics to the human motion capture tools by developing an original method of motion generation aiming at the imitation of the human motion. This method is based on the reshaping of the captured data and the motion editing by using the hierarchical solver previously introduced and the definition of dynamic tasks and constraints. This original method allows adjusting a captured human motion in order to reliably reproduce it on a humanoid while respecting its own dynamics. Finally, in order to simulate movements resembling to those of humans, we develop an anthropomorphic model with higher number of degrees of freedom than the one of HRP-2. The generic solver is used to simulate motion on this new model. A sequence of tasks is defined to describe a scenario played by a human. By a simple qualitative analysis of motion, we demonstrate that taking into account the dynamics provides a natural way to generate human-like movements

    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

    Generation of whole-body motion for humanoid robots with the complete dynamics

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    Cette thèse propose une solution au problème de la génération de mouvements pour les robots humanoïdes. Le cadre qui est proposé dans cette thèse génère des mouvements corps-complet en utilisant la dynamique inverse avec l'espace des tâches et en satisfaisant toutes les contraintes de contact. La spécification des mouvements se fait à travers objectifs dans l'espace des tâches et la grande redondance du système est gérée avec une pile de tâches où les tâches moins prioritaires sont atteintes seulement si elles n'interfèrent pas avec celles de plus haute priorité. À cette fin, un QP hiérarchique est utilisé, avec l'avantage d'être en mesure de préciser tâches d'égalité ou d'inégalité à tous les niveaux de la hiérarchie. La capacité de traiter plusieurs contacts non-coplanaires est montrée par des mouvements où le robot s'assoit sur une chaise et monte une échelle. Le cadre générique de génération de mouvements est ensuite appliqué à des études de cas à l'aide de HRP-2 et Romeo. Les mouvements complexes et similaires à l'humain sont obtenus en utilisant l'imitation du mouvement humain où le mouvement acquis passe par un processus cinématique et dynamique. Pour faire face à la nature instantanée de la dynamique inverse, un générateur de cycle de marche est utilisé comme entrée pour la pile de tâches qui effectue une correction locale de la position des pieds sur la base des points de contact permettant de marcher sur un terrain accidenté. La vision stéréo est également introduite pour aider dans le processus de marche. Pour une récupération rapide d'équilibre, le capture point est utilisé comme une tâche contrôlée dans une région désirée de l'espace. En outre, la génération de mouvements est présentée pour CHIMP, qui a besoin d'un traitement particulier.This thesis aims at providing a solution to the problem of motion generation for humanoid robots. The proposed framework generates whole-body motion using the complete robot dynamics in the task space satisfying contact constraints. This approach is known as operational-space inverse-dynamics control. The specification of the movements is done through objectives in the task space, and the high redundancy of the system is handled with a prioritized stack of tasks where lower priority tasks are only achieved if they do not interfere with higher priority ones. To this end, a hierarchical quadratic program is used, with the advantage of being able to specify tasks as equalities or inequalities at any level of the hierarchy. Motions where the robot sits down in an armchair and climbs a ladder show the capability to handle multiple non-coplanar contacts. The generic motion generation framework is then applied to some case studies using HRP-2 and Romeo. Complex and human-like movements are achieved using human motion imitation where the acquired motion passes through a kinematic and then dynamic retargeting processes. To deal with the instantaneous nature of inverse dynamics, a walking pattern generator is used as an input for the stack of tasks which makes a local correction of the feet position based on the contact points allowing to walk on non-planar surfaces. Visual feedback is also introduced to aid in the walking process. Alternatively, for a fast balance recovery, the capture point is introduced in the framework as a task and it is controlled within a desired region of space. Also, motion generation is presented for CHIMP which is a robot that needs a particular treatment

    Design and control of a soccer-playing humanoid robot

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    Master'sMASTER OF ENGINEERIN

    Trajectory Optimization and Machine Learning to Design Feedback Controllers for Bipedal Robots with Provable Stability

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    This thesis combines recent advances in trajectory optimization of hybrid dynamical systems with machine learning and geometric control theory to achieve unprecedented performance in bipedal robot locomotion. The work greatly expands the class of robot models for which feedback controllers can be designed with provable stability. The methods are widely applicable beyond bipedal robots, including exoskeletons, and prostheses, and eventually, drones, ADAS, and other highly automated machines. One main idea of this thesis is to greatly expand the use of multiple trajectories in the design of a stabilizing controller. The computation of many trajectories is now feasible due to new optimization tools. The computations are not fast enough to apply in the real-time, however, so they are not feasible for model predictive control (MPC). The offline “library” approach will encounter the curse of dimensionality for the high-dimensional models common in bipedal robots. To overcome these obstructions, we embed a stable walking motion in an attractive low-dimensional surface of the system's state space. The periodic orbit is now an attractor of the low-dimensional state-variable model but is not attractive in the full-order system. We then use the special structure of mechanical models associated with bipedal robots to embed the low-dimensional model in the original model in such a manner that the desired walking motions are locally exponentially stable. The ultimate solution in this thesis will generate model-based feedback controllers for bipedal robots, in such a way that the closed-loop system has a large stability basin, exhibits highly agile, dynamic behavior, and can deal with significant perturbations coming from the environment. In the case of bipeds: “model-based” means that the controller will be designed on the basis of the full floating-base dynamic model of the robot, and not a simplified model, such as the LIP (Linear Inverted Pendulum). By “agile and dynamic” is meant that the robot moves at the speed of a normal human or faster while walking off a curb. By “significant perturbation” is meant a human tripping, and while falling, throwing his/her full weight into the back of the robot.PHDMechanical EngineeringUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttps://deepblue.lib.umich.edu/bitstream/2027.42/145992/1/xda_1.pd
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