1,524 research outputs found

    A learning-based shared control architecture for interactive task execution

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    Shared control is a key technology for various robotic applications in which a robotic system and a human operator are meant to collaborate efficiently. In order to achieve efficient task execution in shared control, it is essential to predict the desired behavior for a given situation or context to simplify the control task for the human operator. To do this prediction, we use Learning from Demonstration (LfD), which is a popular approach for transferring human skills to robots. We encode the demonstrated behavior as trajectory distributions and generalize the learned distributions to new situations. The goal of this paper is to present a shared control framework that uses learned expert distributions to gain more autonomy. Our approach controls the balance between the controller’s autonomy and the human preference based on the distributions of the demonstrated trajectories. Moreover, the learned distributions are autonomously refined from collaborative task executions, resulting in a master-slave system with increasing autonomy that requires less user input with an increasing number of task executions. We experimentally validated that our shared control approach enables efficient task executions. Moreover, the conducted experiments demonstrated that the developed system improves its performances through interactive task executions with our shared control

    Trajectory Deformations from Physical Human-Robot Interaction

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    Robots are finding new applications where physical interaction with a human is necessary: manufacturing, healthcare, and social tasks. Accordingly, the field of physical human-robot interaction (pHRI) has leveraged impedance control approaches, which support compliant interactions between human and robot. However, a limitation of traditional impedance control is that---despite provisions for the human to modify the robot's current trajectory---the human cannot affect the robot's future desired trajectory through pHRI. In this paper, we present an algorithm for physically interactive trajectory deformations which, when combined with impedance control, allows the human to modulate both the actual and desired trajectories of the robot. Unlike related works, our method explicitly deforms the future desired trajectory based on forces applied during pHRI, but does not require constant human guidance. We present our approach and verify that this method is compatible with traditional impedance control. Next, we use constrained optimization to derive the deformation shape. Finally, we describe an algorithm for real time implementation, and perform simulations to test the arbitration parameters. Experimental results demonstrate reduction in the human's effort and improvement in the movement quality when compared to pHRI with impedance control alone

    Experience-driven optimal motion synthesis in complex and shared environments

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    Optimal loco-manipulation planning and control for high-dimensional systems based on general, non-linear optimisation allows for the specification of versatile motion subject to complex constraints. However, complex, non-linear system and environment dynamics, switching contacts, and collision avoidance in cluttered environments introduce non-convexity and discontinuity in the optimisation space. This renders finding optimal solutions in complex and changing environments an open and challenging problem in robotics. Global optimisation methods can take a prohibitively long time to converge. Slow convergence makes them unsuitable for live deployment and online re-planning of motion policies in response to changes in the task or environment. Local optimisation techniques, in contrast, converge fast within the basin of attraction of a minimum but may not converge at all without a good initial guess as they can easily get stuck in local minima. Local methods are, therefore, a suitable choice provided we can supply a good initial guess. If a similarity between problems can be found and exploited, a memory of optimal solutions can be computed and compressed efficiently in an offline computation process. During runtime, we can query this memory to bootstrap motion synthesis by providing a good initial seed to the local optimisation solver. In order to realise such a system, we need to address several connected problems and questions: First, the formulation of the optimisation problem (and its parametrisation to allow solutions to transfer to new scenarios), and related, the type and granularity of user input, along with a strategy for recovery and feedback in case of unexpected changes or failure. Second, a sampling strategy during the database/memory generation that explores the parameter space efficiently without resorting to exhaustive measures---i.e., to balance storage size/memory with online runtime to adapt/repair the initial guess. Third, the question of how to represent the problem and environment to parametrise, compute, store, retrieve, and exploit the memory efficiently during pre-computation and runtime. One strategy to make the problem computationally tractable is to decompose planning into a series of sequential sub-problems, e.g., contact-before-motion approaches which sequentially perform goal state planning, contact planning, motion planning, and encoding. Here, subsequent stages operate within the null-space of the constraints of the prior problem, such as the contact mode or sequence. This doctoral thesis follows this line of work. It investigates general optimisation-based formulations for motion synthesis along with a strategy for exploration, encoding, and exploitation of a versatile memory-of-motion for providing an initial guess to optimisation solvers. In particular, we focus on manipulation in complex environments with high-dimensional robot systems such as humanoids and mobile manipulators. The first part of this thesis focuses on collision-free motion generation to reliably generate motions. We present a general, collision-free inverse kinematics method using a combination of gradient-based local optimisation with random/evolution strategy restarting to achieve high success rates and avoid local minima. We use formulations for discrete collision avoidance and introduce a novel, computationally fast continuous collision avoidance objective based on conservative advancement and harmonic potential fields. Using this, we can synthesise continuous-time collision-free motion plans in the presence of moving obstacles. It further enables to discretise trajectories with fewer waypoints, which in turn considerably reduces the optimisation problem complexity, and thus, time to solve. The second part focuses on problem representations and exploration. We first introduce an efficient solution encoding for trajectory library-based approaches. This representation, paired with an accompanying exploration strategy for offline pre-computation, permits the application of inexpensive distance metrics during runtime. We demonstrate how our method efficiently re-uses trajectory samples, increases planning success rates, and reduces planning time while being highly memory-efficient. We subsequently present a method to explore the topological features of the solution space using tools from computational homology. This enables us to cluster solutions according to their inherent structure which increases the success of warm-starting for problems with discontinuities and multi-modality. The third part focuses on real-world deployment in laboratory and field experiments as well as incorporating user input. We present a framework for robust shared autonomy with a focus on continuous scene monitoring for assured safety. This framework further supports interactive adjustment of autonomy levels from fully teleoperated to automatic execution of stored behaviour sequences. Finally, we present sensing and control for the integration and embodiment of the presented methodology in high-dimensional real-world platforms used in laboratory experiments and real-world deployment. We validate our presented methods using hardware experiments on a variety of robot platforms demonstrating generalisation to other robots and environments

    RE-MOVE: An Adaptive Policy Design Approach for Dynamic Environments via Language-Based Feedback

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    Reinforcement learning-based policies for continuous control robotic navigation tasks often fail to adapt to changes in the environment during real-time deployment, which may result in catastrophic failures. To address this limitation, we propose a novel approach called RE-MOVE (\textbf{RE}quest help and \textbf{MOVE} on), which uses language-based feedback to adjust trained policies to real-time changes in the environment. In this work, we enable the trained policy to decide \emph{when to ask for feedback} and \emph{how to incorporate feedback into trained policies}. RE-MOVE incorporates epistemic uncertainty to determine the optimal time to request feedback from humans and uses language-based feedback for real-time adaptation. We perform extensive synthetic and real-world evaluations to demonstrate the benefits of our proposed approach in several test-time dynamic navigation scenarios. Our approach enable robots to learn from human feedback and adapt to previously unseen adversarial situations

    A Multi-modal Utility to Assist Powered Mobility Device Navigation Tasks

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    Are preferences useful for better assistance? A physically assistive robotics user study

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    © 2021 Copyright held by the owner/author(s).Assistive Robots have an inherent need of adapting to the user they are assisting. This is crucial for the correct development of the task, user safety, and comfort. However, adaptation can be performed in several manners. We believe user preferences are key to this adaptation. In this paper, we evaluate the use of preferences for Physically Assistive Robotics tasks in a Human-Robot Interaction user evaluation. Three assistive tasks have been implemented consisting of assisted feeding, shoe-fitting, and jacket dressing, where the robot performs each task in a different manner based on user preferences. We assess the ability of the users to determine which execution of the task used their chosen preferences (if any). The obtained results show that most of the users were able to successfully guess the cases where their preferences were used even when they had not seen the task before. We also observe that their satisfaction with the task increases when the chosen preferences are employed. Finally, we also analyze the user’s opinions regarding assistive tasks and preferences, showing promising expectations as to the benefits of adapting the robot behavior to the user through preferences.This work has been supported by the ERC project Clothilde (ERC-2016-ADG-741930), the HuMoUR project (Spanish Ministry of Science and Innovation TIN2017-90086-R) and by the Spanish State Research Agency through the MarĂ­a de Maeztu Seal of Excellence to IRI (MDM-2016-0656). Gerard Canal has also been supported by the Spanish Ministry of Education, Culture and Sport by the FPU15/00504 doctoral grant and the CHIST-ERA project COHERENT (EPSRC EP/V062506/1).Peer ReviewedPostprint (published version

    3D multi-robot patrolling with a two-level coordination strategy

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    Teams of UGVs patrolling harsh and complex 3D environments can experience interference and spatial conflicts with one another. Neglecting the occurrence of these events crucially hinders both soundness and reliability of a patrolling process. This work presents a distributed multi-robot patrolling technique, which uses a two-level coordination strategy to minimize and explicitly manage the occurrence of conflicts and interference. The first level guides the agents to single out exclusive target nodes on a topological map. This target selection relies on a shared idleness representation and a coordination mechanism preventing topological conflicts. The second level hosts coordination strategies based on a metric representation of space and is supported by a 3D SLAM system. Here, each robot path planner negotiates spatial conflicts by applying a multi-robot traversability function. Continuous interactions between these two levels ensure coordination and conflicts resolution. Both simulations and real-world experiments are presented to validate the performances of the proposed patrolling strategy in 3D environments. Results show this is a promising solution for managing spatial conflicts and preventing deadlocks
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