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Combinatorial optimization and metaheuristics
Today, combinatorial optimization is one of the youngest and most active areas of discrete mathematics. It is a branch of optimization in applied mathematics and computer science, related to operational research, algorithm theory and computational complexity theory. It sits at the intersection of several fields, including artificial intelligence, mathematics and software engineering. Its increasing interest arises for the fact that a large number of scientific and industrial problems can be formulated as abstract combinatorial optimization problems, through graphs and/or (integer) linear programs. Some of these problems have polynomial-time (“efficient”) algorithms, while most of them are NP-hard, i.e. it is not proved that they can be solved in polynomial-time. Mainly, it means that it is not possible to guarantee that an exact solution to the problem can be found and one has to settle for an approximate solution with known performance guarantees. Indeed, the goal of approximate methods is to find “quickly” (reasonable run-times), with “high” probability, provable “good” solutions (low error from the real optimal solution). In the last 20 years, a new kind of algorithm commonly called metaheuristics have emerged in this class, which basically try to combine heuristics in high level frameworks aimed at efficiently and effectively exploring the search space. This report briefly outlines the components, concepts, advantages and disadvantages of different metaheuristic approaches from a conceptual point of view, in order to analyze their similarities and differences. The two very significant forces of intensification and diversification, that mainly determine the behavior of a metaheuristic, will be pointed out. The report concludes by exploring the importance of hybridization and integration methods
Exploration of the grasp space using independent contact and non-graspable regions
This report presents the use of independent contact and non-graspable regions to generate the grasp space for 2D and 3D discrete objects. The grasp space is constructed via a sampling method, which provides samples of force-closure or non force-closure grasps, used to compute regions of the graspable or non-graspable space, respectively.
The method provides a reliable procedure for an efficient generation of the whole grasp space for n-finger grasps on discrete objects; two examples on 2D objects are provided to illustrate its performance. The approach has several applications in manipulation and regrasping of objects, as it provides a large number of force-closure and non force-closure grasps in a short time
Fast, Autonomous Flight in GPS-Denied and Cluttered Environments
One of the most challenging tasks for a flying robot is to autonomously
navigate between target locations quickly and reliably while avoiding obstacles
in its path, and with little to no a-priori knowledge of the operating
environment. This challenge is addressed in the present paper. We describe the
system design and software architecture of our proposed solution, and showcase
how all the distinct components can be integrated to enable smooth robot
operation. We provide critical insight on hardware and software component
selection and development, and present results from extensive experimental
testing in real-world warehouse environments. Experimental testing reveals that
our proposed solution can deliver fast and robust aerial robot autonomous
navigation in cluttered, GPS-denied environments.Comment: Pre-peer reviewed version of the article accepted in Journal of Field
Robotic
Goal-Directed Planning for Habituated Agents by Active Inference Using a Variational Recurrent Neural Network
It is crucial to ask how agents can achieve goals by generating action plans
using only partial models of the world acquired through habituated
sensory-motor experiences. Although many existing robotics studies use a
forward model framework, there are generalization issues with high degrees of
freedom. The current study shows that the predictive coding (PC) and active
inference (AIF) frameworks, which employ a generative model, can develop better
generalization by learning a prior distribution in a low dimensional latent
state space representing probabilistic structures extracted from well
habituated sensory-motor trajectories. In our proposed model, learning is
carried out by inferring optimal latent variables as well as synaptic weights
for maximizing the evidence lower bound, while goal-directed planning is
accomplished by inferring latent variables for maximizing the estimated lower
bound. Our proposed model was evaluated with both simple and complex robotic
tasks in simulation, which demonstrated sufficient generalization in learning
with limited training data by setting an intermediate value for a
regularization coefficient. Furthermore, comparative simulation results show
that the proposed model outperforms a conventional forward model in
goal-directed planning, due to the learned prior confining the search of motor
plans within the range of habituated trajectories.Comment: 30 pages, 19 figure
Grasping bulky objects with two anthropomorphic hands
© 2016 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other worksThis paper presents an algorithm to compute precision grasps for bulky objects using two anthropomorphic hands. We use objects modeled as point clouds obtained from a sensor camera or from a CAD model. We then process the point clouds dividing them into two set of slices where we look for sets of triplets of points. Each triplet must accomplish some physical conditions based on the structure of the hands. Then, the triplets of points from each set of slices are evaluated to find a combination that satisfies the force closure condition (FC). Once one valid couple of triplets have been found the inverse kinematics of the system is computed in order to know if the corresponding points are reachable by the hands, if so, motion planning and a collision check are performed to asses if the final grasp configuration of the system is suitable. The paper
inclu des some application examples of the proposed approachAccepted versio
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
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