675 research outputs found
Footstep and Motion Planning in Semi-unstructured Environments Using Randomized Possibility Graphs
Traversing environments with arbitrary obstacles poses significant challenges
for bipedal robots. In some cases, whole body motions may be necessary to
maneuver around an obstacle, but most existing footstep planners can only
select from a discrete set of predetermined footstep actions; they are unable
to utilize the continuum of whole body motion that is truly available to the
robot platform. Existing motion planners that can utilize whole body motion
tend to struggle with the complexity of large-scale problems. We introduce a
planning method, called the "Randomized Possibility Graph", which uses
high-level approximations of constraint manifolds to rapidly explore the
"possibility" of actions, thereby allowing lower-level motion planners to be
utilized more efficiently. We demonstrate simulations of the method working in
a variety of semi-unstructured environments. In this context,
"semi-unstructured" means the walkable terrain is flat and even, but there are
arbitrary 3D obstacles throughout the environment which may need to be stepped
over or maneuvered around using whole body motions.Comment: Accepted by IEEE International Conference on Robotics and Automation
201
Gait generation via intrinsically stable MPC for a multi-mass humanoid model
We consider the problem of generating a gait with no a priori assigned footsteps while taking into account the contribution of the swinging leg to the total Zero Moment Point (ZMP). This is achieved by considering a multi-mass model of the humanoid and distinguishing between secondary masses with known pre-defined motion and the remaining, primary, masses. In the case of a single primary mass with constant height, it is possible to transform the original gait generation problem for the multi-mass system into a single LIP-like problem. We can then take full advantage of an intrinsically stable MPC framework to generate a gait that takes into account the swinging leg motion
Real-Time Planning with Primitives for Dynamic Walking over Uneven Terrain
We present an algorithm for receding-horizon motion planning using a finite
family of motion primitives for underactuated dynamic walking over uneven
terrain. The motion primitives are defined as virtual holonomic constraints,
and the special structure of underactuated mechanical systems operating subject
to virtual constraints is used to construct closed-form solutions and a special
binary search tree that dramatically speed up motion planning. We propose a
greedy depth-first search and discuss improvement using energy-based
heuristics. The resulting algorithm can plan several footsteps ahead in a
fraction of a second for both the compass-gait walker and a planar
7-Degree-of-freedom/five-link walker.Comment: Conference submissio
Hierarchical Experience-informed Navigation for Multi-modal Quadrupedal Rebar Grid Traversal
This study focuses on a layered, experience-based, multi-modal contact
planning framework for agile quadrupedal locomotion over a constrained rebar
environment. To this end, our hierarchical planner incorporates
locomotion-specific modules into the high-level contact sequence planner and
solves kinodynamically-aware trajectory optimization as the low-level motion
planner. Through quantitative analysis of the experience accumulation process
and experimental validation of the kinodynamic feasibility of the generated
locomotion trajectories, we demonstrate that the experience planning heuristic
offers an effective way of providing candidate footholds for a legged contact
planner. Additionally, we introduce a guiding torso path heuristic at the
global planning level to enhance the navigation success rate in the presence of
environmental obstacles. Our results indicate that the torso-path guided
experience accumulation requires significantly fewer offline trials to
successfully reach the goal compared to regular experience accumulation.
Finally, our planning framework is validated in both dynamics simulations and
real hardware implementations on a quadrupedal robot provided by Skymul Inc
Optimization And Learning For Rough Terrain Legged Locomotion
We present a novel approach to legged locomotion over rough terrain that is thoroughly rooted in optimization. This approach relies on a hierarchy of fast, anytime algorithms to plan a set of footholds, along with the dynamic body motions required to execute them. Components within the planning framework coordinate to exchange plans, cost-to-go estimates, and \u27certificates\u27 that ensure the output of an abstract high-level planner can be realized by lower layers of the hierarchy. The burden of careful engineering of cost functions to achieve desired performance is substantially mitigated by a simple inverse optimal control technique. Robustness is achieved by real-time re-planning of the full trajectory, augmented by reflexes and feedback control. We demonstrate the successful application of our approach in guiding the LittleDog quadruped robot over a variety of types of rough terrain. Other novel aspects of our past research efforts include a variety of pioneering inverse optimal control techniques as well as a system for planning using arbitrary pre-recorded robot behavior
3LP: a linear 3D-walking model including torso and swing dynamics
In this paper, we present a new model of biped locomotion which is composed
of three linear pendulums (one per leg and one for the whole upper body) to
describe stance, swing and torso dynamics. In addition to double support, this
model has different actuation possibilities in the swing hip and stance ankle
which could be widely used to produce different walking gaits. Without the need
for numerical time-integration, closed-form solutions help finding periodic
gaits which could be simply scaled in certain dimensions to modulate the motion
online. Thanks to linearity properties, the proposed model can provide a
computationally fast platform for model predictive controllers to predict the
future and consider meaningful inequality constraints to ensure feasibility of
the motion. Such property is coming from describing dynamics with joint torques
directly and therefore, reflecting hardware limitations more precisely, even in
the very abstract high level template space. The proposed model produces
human-like torque and ground reaction force profiles and thus, compared to
point-mass models, it is more promising for precise control of humanoid robots.
Despite being linear and lacking many other features of human walking like CoM
excursion, knee flexion and ground clearance, we show that the proposed model
can predict one of the main optimality trends in human walking, i.e. nonlinear
speed-frequency relationship. In this paper, we mainly focus on describing the
model and its capabilities, comparing it with human data and calculating
optimal human gait variables. Setting up control problems and advanced
biomechanical analysis still remain for future works.Comment: Journal paper under revie
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