117 research outputs found

    Quadrupedal Footstep Planning using Learned Motion Models of a Black-Box Controller

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    Legged robots are increasingly entering new domains and applications, including search and rescue, inspection, and logistics. However, for such systems to be valuable in real-world scenarios, they must be able to autonomously and robustly navigate irregular terrains. In many cases, robots that are sold on the market do not provide such abilities, being able to perform only blind locomotion. Furthermore, their controller cannot be easily modified by the end-user, requiring a new and time-consuming control synthesis. In this work, we present a fast local motion planning pipeline that extends the capabilities of a black-box walking controller that is only able to track high-level reference velocities. More precisely, we learn a set of motion models for such a controller that maps high-level velocity commands to Center of Mass (CoM) and footstep motions. We then integrate these models with a variant of the A star algorithm to plan the CoM trajectory, footstep sequences, and corresponding high-level velocity commands based on visual information, allowing the quadruped to safely traverse irregular terrains at demand

    Negotiating Large Obstacles with a Humanoid Robot via Multi-Contact Motion Planning

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    Incremental progress in humanoid robot locomotion over the years has achieved essential capabilities such as navigation over at or uneven terrain, stepping over small obstacles and imbing stairls. However, the locomotion research has mostly been limited to using only bipedal gait and only foot contacts with the environment, using the upper body for balancing without considering additional external contacts. As a result, challenging locomotion tasks like climbing over large obstacles relative to the size of the robot have remained unsolved. In this paper, we address this class of open problems with an approach based on multi-contact motion planning, guided by physical human demonstrations. Our goal is to make humanoid locomotion problem more tractable by taking advantage of objects in the surrounding environment instead of avoiding them. We propose a multi-contact motion planning algorithm for humanoid robot locomotion which exploits the multi-contacts at the upper and lower body limbs. We propose a contact stability measure, which simplies the contact search from demonstration and contact transition motion generation for the multi-contact motion planning algorithm. The algorithm uses the whole-body motions generated via Quadratic Programming (QP) based solver methods. The multi-contact motion planning algorithm is applied for a challenging task of climbing over a relatively larger obstacle compared to the robot. We validate our planning approach with simulations and experiments for climbing over a large wooden obstacle with COMAN, which is a complaint humanoid robot with 23 degrees of freedom (DOF). We also propose a generalization method, the \Policy-Contraction Learning Method" to extend the algorithm for generating new multi-contact plans for our multi-contact motion planner, that can adapt to changes in the environment. The method learns a general policy and the multi-contact behavior from the human demonstrations, for generating new multi-contact plans for the obstacle-negotiation

    Online, interactive user guidance for high-dimensional, constrained motion planning

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    We consider the problem of planning a collision-free path for a high-dimensional robot. Specifically, we suggest a planning framework where a motion-planning algorithm can obtain guidance from a user. In contrast to existing approaches that try to speed up planning by incorporating experiences or demonstrations ahead of planning, we suggest to seek user guidance only when the planner identifies that it ceases to make significant progress towards the goal. Guidance is provided in the form of an intermediate configuration q^\hat{q}, which is used to bias the planner to go through q^\hat{q}. We demonstrate our approach for the case where the planning algorithm is Multi-Heuristic A* (MHA*) and the robot is a 34-DOF humanoid. We show that our approach allows to compute highly-constrained paths with little domain knowledge. Without our approach, solving such problems requires carefully-crafting domain-dependent heuristics

    Online, interactive user guidance for high-dimensional, constrained motion planning

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    We consider the problem of planning a collision-free path for a high-dimensional robot. Specifically, we suggest a planning framework where a motion-planning algorithm can obtain guidance from a user. In contrast to existing approaches that try to speed up planning by incorporating experiences or demonstrations ahead of planning, we suggest to seek user guidance only when the planner identifies that it ceases to make significant progress towards the goal. Guidance is provided in the form of an intermediate configuration q^\hat{q}, which is used to bias the planner to go through q^\hat{q}. We demonstrate our approach for the case where the planning algorithm is Multi-Heuristic A* (MHA*) and the robot is a 34-DOF humanoid. We show that our approach allows to compute highly-constrained paths with little domain knowledge. Without our approach, solving such problems requires carefully-crafting domain-dependent heuristics

    Humanoid manipulation and locomotion with real-time footstep optimization

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    Cette thèse porte sur la réalisation des tâches avec la locomotion sur des robots humanoïdes. Grâce à leurs nombreux degrés de liberté, ces robots possèdent un très haut niveau de redondance. D’autre part, les humanoïdes sont sous-actionnés dans le sens où la position et l’orientation ne sont pas directement contrôlées par un moteur. Ces deux aspects, le plus souvent étudiés séparément dans la littérature, sont envisagés ici dans un même cadre. En outre, la génération d’un mouvement complexe impliquant à la fois des tâches de manipulation et de locomotion, étudiée habituellement sous l’angle de la planification de mouvement, est abordée ici dans sa composante réactivité temps réel. En divisant le processus d’optimisation en deux étapes, un contrôleur basé sur la notion de pile de tâches permet l’adaptation temps réel des empreintes de pas planifiées dans la première étape. Un module de perception est également conçu pour créer une boucle fermée de perception-décision-action. Cette architecture combinant planification et réactivité est validée sur le robot HRP-2. Deux classes d’expériences sont menées. Dans un cas, le robot doit saisir un objet éloigné, posé sur une table ou sur le sol. Dans l’autre, le robot doit franchir un obstacle. Dans les deux cas, les condition d’exécution sont mises à jour en temps réel pour faire face à la dynamique de l’environnement : changement de position de l’objet à saisir ou de l’obstacle à franchir. ABSTRACT : This thesis focuses on realization of tasks with locomotion on humanoid robots. Thanks to their numerous degrees of freedom, humanoid robots possess a very high level of redundancy. On the other hand, humanoids are underactuated in the sense that the position and orientation of the base are not directly controlled by any motor. These two aspects, usually studied separately in manipulation and locomotion research, are unified in a same framework in this thesis and are resolved as one unique problem. Moreover, the generation of a complex movement involving both tasks and footsteps is also improved becomes reactive. By dividing the optimization process into appropriate stages and by feeding directly the intermediate result to a task-based controller, footsteps can be calculated and adapted in real-time to deal with changes in the environment. A perception module is also developed to build a closed perception-decision-action loop. This architecture combining motion planning and reactivity validated on the HRP-2 robot. Two classes of experiments are carried out. In one case the robot has to grasp an object far away at different height level. In the other, the robot has to step over an object on the floor. In both cases, the execution conditions are updated in real-time to deal with the dynamics of the environment: changes in position of the target to be caught or of the obstacle to be stepped over

    From walking to running: robust and 3D humanoid gait generation via MPC

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    Humanoid robots are platforms that can succeed in tasks conceived for humans. From locomotion in unstructured environments, to driving cars, or working in industrial plants, these robots have a potential that is yet to be disclosed in systematic every-day-life applications. Such a perspective, however, is opposed by the need of solving complex engineering problems under the hardware and software point of view. In this thesis, we focus on the software side of the problem, and in particular on locomotion control. The operativity of a legged humanoid is subordinate to its capability of realizing a reliable locomotion. In many settings, perturbations may undermine the balance and make the robot fall. Moreover, complex and dynamic motions might be required by the context, as for instance it could be needed to start running or climbing stairs to achieve a certain location in the shortest time. We present gait generation schemes based on Model Predictive Control (MPC) that tackle both the problem of robustness and tridimensional dynamic motions. The proposed control schemes adopt the typical paradigm of centroidal MPC for reference motion generation, enforcing dynamic balance through the Zero Moment Point condition, plus a whole-body controller that maps the generated trajectories to joint commands. Each of the described predictive controllers also feature a so-called stability constraint, preventing the generation of diverging Center of Mass trajectories with respect to the Zero Moment Point. Robustness is addressed by modeling the humanoid as a Linear Inverted Pendulum and devising two types of strategies. For persistent perturbations, a way to use a disturbance observer and a technique for constraint tightening (to ensure robust constraint satisfaction) are presented. In the case of impulsive pushes instead, techniques for footstep and timing adaptation are introduced. The underlying approach is to interpret robustness as a MPC feasibility problem, thus aiming at ensuring the existence of a solution for the constrained optimization problem to be solved at each iteration in spite of the perturbations. This perspective allows to devise simple solutions to complex problems, favoring a reliable real-time implementation. For the tridimensional locomotion, on the other hand, the humanoid is modeled as a Variable Height Inverted Pendulum. Based on it, a two stage MPC is introduced with particular emphasis on the implementation of the stability constraint. The overall result is a gait generation scheme that allows the robot to overcome relatively complex environments constituted by a non-flat terrain, with also the capability of realizing running gaits. The proposed methods are validated in different settings: from conceptual simulations in Matlab to validations in the DART dynamic environment, up to experimental tests on the NAO and the OP3 platforms
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