314 research outputs found

    A framework for compliant physical interaction : the grasp meets the task

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    Although the grasp-task interplay in our daily life is unquestionable, very little research has addressed this problem in robotics. In order to fill the gap between the grasp and the task, we adopt the most successful approaches to grasp and task specification, and extend them with additional elements that allow to define a grasp-task link. We propose a global sensor-based framework for the specification and robust control of physical interaction tasks, where the grasp and the task are jointly considered on the basis of the task frame formalism and the knowledge-based approach to grasping. A physical interaction task planner is also presented, based on the new concept of task-oriented hand pre-shapes. The planner focuses on manipulation of articulated parts in home environments, and is able to specify automatically all the elements of a physical interaction task required by the proposed framework. Finally, several applications are described, showing the versatility of the proposed approach, and its suitability for the fast implementation of robust physical interaction tasks in very different robotic systems

    Abstracting Multidimensional Concepts for Multilevel Decision Making in Multirobot Systems

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    Multirobot control architectures often require robotic tasks to be well defined before allocation. In complex missions, it is often difficult to decompose an objective into a set of well defined tasks; human operators generate a simplified representation based on experience and estimation. The result is a set of robot roles, which are not best suited to accomplishing those objectives. This thesis presents an alternative approach to generating multirobot control algorithms using task abstraction. By carefully analysing data recorded from similar systems a multidimensional and multilevel representation of the mission can be abstracted, which can be subsequently converted into a robotic controller. This work, which focuses on the control of a team of robots to play the complex game of football, is divided into three sections: In the first section we investigate the use of spatial structures in team games. Experimental results show that cooperative teams beat groups of individuals when competing for space and that controlling space is important in the game of robot football. In the second section, we generate a multilevel representation of robot football based on spatial structures measured in recorded matches. By differentiating between spatial configurations appearing in desirable and undesirable situations, we can abstract a strategy composed of the more desirable structures. In the third section, five partial strategies are generated, based on the abstracted structures, and a suitable controller is devised. A set of experiments shows the success of the method in reproducing those key structures in a multirobot system. Finally, we compile our methods into a formal architecture for task abstraction and control. The thesis concludes that generating multirobot control algorithms using task abstraction is appropriate for problems which are complex, weakly-defined, multilevel, dynamic, competitive, unpredictable, and which display emergent properties

    Deep learning based approaches for imitation learning.

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    Imitation learning refers to an agent's ability to mimic a desired behaviour by learning from observations. The field is rapidly gaining attention due to recent advances in computational and communication capabilities as well as rising demand for intelligent applications. The goal of imitation learning is to describe the desired behaviour by providing demonstrations rather than instructions. This enables agents to learn complex behaviours with general learning methods that require minimal task specific information. However, imitation learning faces many challenges. The objective of this thesis is to advance the state of the art in imitation learning by adopting deep learning methods to address two major challenges of learning from demonstrations. Firstly, representing the demonstrations in a manner that is adequate for learning. We propose novel Convolutional Neural Networks (CNN) based methods to automatically extract feature representations from raw visual demonstrations and learn to replicate the demonstrated behaviour. This alleviates the need for task specific feature extraction and provides a general learning process that is adequate for multiple problems. The second challenge is generalizing a policy over unseen situations in the training demonstrations. This is a common problem because demonstrations typically show the best way to perform a task and don't offer any information about recovering from suboptimal actions. Several methods are investigated to improve the agent's generalization ability based on its initial performance. Our contributions in this area are three fold. Firstly, we propose an active data aggregation method that queries the demonstrator in situations of low confidence. Secondly, we investigate combining learning from demonstrations and reinforcement learning. A deep reward shaping method is proposed that learns a potential reward function from demonstrations. Finally, memory architectures in deep neural networks are investigated to provide context to the agent when taking actions. Using recurrent neural networks addresses the dependency between the state-action sequences taken by the agent. The experiments are conducted in simulated environments on 2D and 3D navigation tasks that are learned from raw visual data, as well as a 2D soccer simulator. The proposed methods are compared to state of the art deep reinforcement learning methods. The results show that deep learning architectures can learn suitable representations from raw visual data and effectively map them to atomic actions. The proposed methods for addressing generalization show improvements over using supervised learning and reinforcement learning alone. The results are thoroughly analysed to identify the benefits of each approach and situations in which it is most suitable

    Enhanced online programming for industrial robots

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    The use of robots and automation levels in the industrial sector is expected to grow, and is driven by the on-going need for lower costs and enhanced productivity. The manufacturing industry continues to seek ways of realizing enhanced production, and the programming of articulated production robots has been identified as a major area for improvement. However, realizing this automation level increase requires capable programming and control technologies. Many industries employ offline-programming which operates within a manually controlled and specific work environment. This is especially true within the high-volume automotive industry, particularly in high-speed assembly and component handling. For small-batch manufacturing and small to medium-sized enterprises, online programming continues to play an important role, but the complexity of programming remains a major obstacle for automation using industrial robots. Scenarios that rely on manual data input based on real world obstructions require that entire production systems cease for significant time periods while data is being manipulated, leading to financial losses. The application of simulation tools generate discrete portions of the total robot trajectories, while requiring manual inputs to link paths associated with different activities. Human input is also required to correct inaccuracies and errors resulting from unknowns and falsehoods in the environment. This study developed a new supported online robot programming approach, which is implemented as a robot control program. By applying online and offline programming in addition to appropriate manual robot control techniques, disadvantages such as manual pre-processing times and production downtimes have been either reduced or completely eliminated. The industrial requirements were evaluated considering modern manufacturing aspects. A cell-based Voronoi generation algorithm within a probabilistic world model has been introduced, together with a trajectory planner and an appropriate human machine interface. The robot programs so achieved are comparable to manually programmed robot programs and the results for a Mitsubishi RV-2AJ five-axis industrial robot are presented. Automated workspace analysis techniques and trajectory smoothing are used to accomplish this. The new robot control program considers the working production environment as a single and complete workspace. Non-productive time is required, but unlike previously reported approaches, this is achieved automatically and in a timely manner. As such, the actual cell-learning time is minimal
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