154 research outputs found
Pattern Generation for Rough Terrain Locomotion with Quadrupedal Robots:Morphed Oscillators & Sensory Feedback
Animals are able to locomote on rough terrain without any apparent difficulty, but this does not mean that the locomotor system is simple. The locomotor system is actually a complex multi-input multi-output closed-loop control system. This thesis is dedicated to the design of controllers for rough terrain locomotion, for animal-like quadrupedal robots. We choose the problem of blind rough terrain locomotion as the target of experiments. Blind rough terrain locomotion requires continuous and momentary corrections of leg movements and body posture, and provides a proper testbed to observe the interaction of different mod- ules involved in locomotion control. As for the specific case of this thesis, we have to design rough terrain locomotion controllers that do not depend on the torque-control capability, have limited sensing, and have to be computationally light, all due to the properties of the robotics platform that we use. We propose that a robust locomotion controller, taking into account the aforementioned constraints, is constructed from at least three modules: 1) pattern generators providing the nominal patterns of locomotion; 2) A posture controller continuously adjusting the attitude of the body and keeping the robot upright; and 3) quick reflexes to react to unwanted momentary events like stumbling or an external force impulse. We introduce the framework of morphed oscillators to systematize the design of pattern gen- erators realized as coupled nonlinear oscillators. Morphed oscillators are nonlinear oscillators that can encode arbitrary limit cycle shapes and simultaneously have infinitely large basins of attraction. More importantly, they provide dynamical systems that can assume the role of feedforward locomotion controllers known as Central Pattern Generators (CPGs), and accept discontinuous sensory feedback without the risk of producing discontinuous output. On top of the CPG module, we add a kinematic model-based posture controller inspired by virtual model control (VMC), to control the body attitude. Virtual model control produces forces, and through the application of the Jacobian transpose method, generates torques which are added to the CPG torques. However, because our robots do not have a torque- control capability, we adapt the posture controller by producing task-space velocities instead of forces, thus generating joint-space velocity feedback signals. Since the CPG model used for locomotion generates joint velocities and accepts feedback without the fear of instability or discontinuity, the posture control feedback is easily integrated into the CPG dynamics. More- over, we introduce feedback signals for adjusting the posture by shifting the trunk positions, which directly update the limit cycle shape of the morphed oscillator nodes of the CPG. Reflexes are added, with minimal complexity, to react to momentary events. We implement simple impulse-based feedback mechanisms inspired by animals and successful rough terrain robots to 1) flex the leg if the robot is stumbling (stumbling correction reflex); 2) extend the leg if an expected contact is missing (leg extension reflex); or 3) initiate a lateral stepping sequence in response to a lateral external perturbation. CPG, posture controller, and reflexes are put together in a modular control architecture alongside additional modules that estimate inclination, control speed and direction, maintain timing of feedback signals, etc. [...
A bio-inspired postural control for a quadruped robot : an attractor-based dynamic
Postural stability is a requirement for autonomous
adaptive legged locomotion. Neurobiological research lead to the
idea that there are independent central systems for posture and
locomotion, which interact when required.
In this work we propose a posture control system focused
in the standing posture context. We integrate the proposed
posture system with a CPG design based on coupled nonlinear
oscillators.
The proposed system generates movements for posture correction
which are modulated according to sensory information.
We integrate several different responses that individually contribute
to the posture equilibrium. This coordination, competition
and redundancy among the responses is a key element for
adaptive, flexible and fault tolerant motor system.
The control system is validated through a few experiments,
where the robot is subjected to different posture situations
ranging from roll and pitch variations to loss of feet support
Genetically evolved dynamic control for quadruped walking
The aim of this dissertation is to show that dynamic control of quadruped locomotion is achievable through the use of genetically evolved central pattern generators. This strategy is tested both in simulation and on a walking robot. The design of the walker has been chosen to be statically unstable, so that during motion less than three supporting feet may be in contact with the ground.
The control strategy adopted is capable of propelling the artificial walker at a forward locomotion speed of ~1.5 Km/h on rugged terrain and provides for stability of motion. The learning of walking, based on simulated genetic evolution, is carried out in simulation to speed up the process and reduce the amount of damage to the hardware of the walking robot. For this reason a general-purpose fast dynamic simulator has been developed, able to efficiently compute the forward dynamics of tree-like robotic mechanisms.
An optimization process to select stable walking patterns is implemented through a purposely designed genetic algorithm, which implements stochastic mutation and cross-over operators. The algorithm has been tailored to address the high cost of evaluation of the optimization function, as well as the characteristics of the parameter space chosen to represent controllers.
Experiments carried out on different conditions give clear indications on the potential of the approach adopted. A proof of concept is achieved, that stable dynamic walking can be obtained through a search process which identifies attractors in the dynamics of the motor-control system of an artificial walker
A Bio-inspired architecture for adaptive quadruped locomotion over irregular terrain
Tese de doutoramento
Programa Doutoral em Engenharia Electrónica e de ComputadoresThis thesis presents a tentative advancement on walking control of small quadruped and humanoid
position controlled robots, addressing the problem of walk generation by combining dynamical systems
approach to motor control, insights from neuroethology research on vertebrate motor control and
computational neuroscience.
Legged locomotion is a complex dynamical process, despite the seemingly easy and natural behavior
of the constantly present proficiency of legged animals. Research on locomotion and motor control
in vertebrate animals from the last decades has brought to the attention of roboticists, the potential of
the nature’s solutions to robot applications. Recent knowledge on the organization of complex motor
generation and on mechanics and dynamics of locomotion has been successfully exploited to pursue
agile robot locomotion.
The work presented on this manuscript is part of an effort on the pursuit in devising a general,
model free solution, for the generation of robust and adaptable walking behaviors. It strives to devise a
practical solution applicable to real robots, such as the Sony’s quadruped AIBO and Robotis’ DARwIn-
OP humanoid. The discussed solutions are inspired on the functional description of the vertebrate
neural systems, especially on the concept of Central Pattern Generators (CPGs), their structure and
organization, components and sensorimotor interactions. They use a dynamical systems approach for
the implementation of the controller, especially on the use of nonlinear oscillators and exploitation of
their properties.
The main topics of this thesis are divided into three parts.
The first part concerns quadruped locomotion, extending a previous CPG solution using nonlinear
oscillators, and discussing an organization on three hierarchical levels of abstraction, sharing the purpose
and knowledge of other works. It proposes a CPG solution which generates the walking motion
for the whole-leg, which is then organized in a network for the production of quadrupedal gaits. The
devised solution is able to produce goal-oriented locomotion and navigation as directed through highlevel
commands from local planning methods. In this part, active balance on a standing quadruped is
also addressed, proposing a method based on dynamical systems approach, exploring the integration of
parallel postural mechanisms from several sensory modalities. The solutions are all successfully tested on the quadruped AIBO robot.
In the second part, is addressed bipedal walking for humanoid robots. A CPG solution for biped
walking based on the concept of motion primitives is proposed, loosely based on the idea of synergistic
organization of vertebrate motor control. A set of motion primitives is shown to produce the basis
of simple biped walking, and generalizable to goal-oriented walking. Using the proposed CPG, the
inclusion of feedback mechanisms is investigated, for modulation and adaptation of walking, through
phase transition control according to foot load information. The proposed solution is validated on the
humanoid DARwIn-OP, and its application is evaluated within a whole-body control framework.
The third part sidesteps a little from the other two topics. It discusses the CPG as having an alternative
role to direct motor generation in locomotion, serving instead as a processor of sensory information
for a feedback based motor generation. In this work a reflex based walking controller is devised for the
compliant quadruped Oncilla robot, to serve as purely feedback based walking generation. The capabilities
of the reflex network are shown in simulations, followed by a brief discussion on its limitations,
and how they could be improved by the inclusion of a CPG.Esta tese apresenta uma tentativa de avanço no controlo de locomoção para pequenos robôs quadrúpedes
e bipedes controlados por posição, endereçando o problema de geração motora através da combinação
da abordagem de sistemas dinâmicos para o controlo motor, e perspectivas de investigação
neuroetologia no controlo motor vertebrado e neurociência computacional.
Andar é um processo dinâmico e complexo, apesar de parecer um comportamento fácil e natural
devido à presença constante de animais proficientes em locomoção terrestre. Investigação na área da locomoção
e controlo motor em animais vertebrados nas últimas decadas, trouxe à atenção dos roboticistas
o potencial das soluções encontradas pela natureza aplicadas a aplicações robóticas. Conhecimento
recente relativo à geração de comportamentos motores complexos e da mecânica da locomoção tem
sido explorada com sucesso na procura de locomoção ágil na robótica.
O trabalho apresentado neste documento é parte de um esforço no desenho de uma solução geral,
e independente de modelos, para a geração robusta e adaptável de comportamentos locomotores. O
foco é desenhar uma solução prática, aplicável a robôs reais, tal como o quadrúpede Sony AIBO e
o humanóide DARwIn-OP. As soluções discutidas são inspiradas na descrição funcional do sistema
nervoso vertebrado, especialmente no conceito de Central Pattern Generators (CPGs), a sua estrutura e
organização, componentes e interacção sensorimotora. Estas soluções são implementadas usando uma
abordagem em sistemas dinâmicos, focandos o uso de osciladores não lineares e a explorando as suas
propriedades.
Os tópicos principais desta tese estão divididos em três partes.
A primeira parte explora o tema de locomoção quadrúpede, expandindo soluções prévias de CPGs
usando osciladores não lineares, e discutindo uma organização em três níveis de abstracção, partilhando
as ideias de outros trabalhos. Propõe uma solução de CPG que gera os movimentos locomotores
para uma perna, que é depois organizado numa rede, para a produção de marcha quadrúpede. A
solução concebida é capaz de produzir locomoção e navegação, comandada através de comandos de alto
nível, produzidos por métodos de planeamento local. Nesta parte também endereçado o problema da
manutenção do equilíbrio num robô quadrúpede parado, propondo um método baseado na abordagem
em sistemas dinâmicos, explorando a integração de mecanismos posturais em paralelo, provenientes de várias modalidades sensoriais. As soluções são todas testadas com sucesso no robô quadrupede AIBO.
Na segunda parte é endereçado o problema de locomoção bípede. É proposto um CPG baseado
no conceito de motion primitives, baseadas na ideia de uma organização sinergética do controlo motor
vertebrado. Um conjunto de motion primitives é usado para produzir a base de uma locomoção bípede
simples e generalizável para navegação. Esta proposta de CPG é usada para de seguida se investigar
a inclusão de mecanismos de feedback para modulação e adaptação da marcha, através do controlo de
transições entre fases, de acordo com a informação de carga dos pés. A solução proposta é validada
no robô humanóide DARwIn-OP, e a sua aplicação no contexto do framework de whole-body control é
também avaliada.
A terceira parte desvia um pouco dos outros dois tópicos. Discute o CPG como tendo um papel
alternativo ao controlo motor directo, servindo em vez como um processador de informação sensorial
para um mecanismo de locomoção puramente em feedback. Neste trabalho é desenhado um controlador
baseado em reflexos para a geração da marcha de um quadrúpede compliant. As suas capacidades são
demonstradas em simulação, seguidas por uma breve discussão nas suas limitações, e como estas podem
ser ultrapassadas pela inclusão de um CPG.The presented work was possible thanks to the support by the Portuguese Science and Technology Foundation through the PhD grant SFRH/BD/62047/2009
Implementasi Sistem Kendali Keseimbangan Statis Pada Robot Quadruped Menggunakan Reinforcement Learning
The basic thing to consider when building a quadruped robot is the issue of balance. These factors greatly determine the success of the quadruped robot in carrying out movements such as stabilizing the body on an inclined plane, walking movements and others. Conventional feedback control methods by performing mathematical modeling can be used to balance the robot. However, this method still has weaknesses. The application of conventional feedback control methods often results in an inaccurate controller, so it must be manually tuned for its application. In this study, reinforcement learning methods were used using Q-Learning algorithms. The use of reinforcement learning methods was chosen because no mathematical calculations are needed to control the balance of quadruped robots. The process of learning the system to train the agent's abilities is carried out using a Gazebo simulator. The learning results show that the system could run well as evidenced by the higher value of sum rewards per episode
Motion Planning and Control of Dynamic Humanoid Locomotion
Inspired by human, humanoid robots has the potential to become a general-purpose platform that lives along with human. Due to the technological advances in many field, such as actuation, sensing, control and intelligence, it finally enables humanoid robots to possess human comparable capabilities. However, humanoid locomotion is still a challenging research field. The large number of degree of freedom structure makes the system difficult to coordinate online. The presence of various contact constraints and the hybrid nature of locomotion tasks make the planning a harder problem to solve. Template model anchoring approach has been adopted to bridge the gap between simple model behavior and the whole-body motion of humanoid robot.
Control policies are first developed for simple template models like Linear Inverted Pendulum Model (LIPM) or Spring Loaded Inverted Pendulum(SLIP), the result controlled behaviors are then been mapped to the whole-body motion of humanoid robot through optimization-based task-space control strategies. Whole-body humanoid control framework has been verified on various contact situations such as unknown uneven terrain, multi-contact scenarios and moving platform and shows its generality and versatility. For walking motion, existing Model Predictive Control approach based on LIPM has been extended to enable the robot to walk without any reference foot placement anchoring. It is kind of discrete version of \u201cwalking without thinking\u201d.
As a result, the robot could achieve versatile locomotion modes such as automatic foot placement with single reference velocity command, reactive stepping under large external disturbances, guided walking with small constant external pushing forces, robust walking on unknown uneven terrain, reactive stepping in place when blocked by external barrier. As an extension of this proposed framework, also to increase the push recovery capability of the humanoid robot, two new configurations have been proposed to enable the robot to perform cross-step motions. For more dynamic hopping and running motion, SLIP model has been chosen as the template model. Different from traditional model-based analytical approach, a data-driven approach has been proposed to encode the dynamics of the this model. A deep neural network is trained offline with a large amount of simulation data based on the SLIP model to learn its dynamics.
The trained network is applied online to generate reference foot placements for the humanoid robot. Simulations have been performed to evaluate the effectiveness of the proposed approach in generating bio-inspired and robust running motions. The method proposed based on 2D SLIP model can be generalized to 3D SLIP model and the extension has been briefly mentioned at the end
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