18 research outputs found

    A Dual-SLIP Model For Dynamic Walking In A Humanoid Over Uneven Terrain

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    Fall Prediction and Controlled Fall for Humanoid Robots

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    Humanoids which resemble humans in their body structure and degrees of freedom are anticipated to work like them within infrastructures and environments constructed for humans. In such scenarios, even humans who have exceptional manipulation, balancing, and locomotion skills are vulnerable to fall, humanoids being their approximate imitators are no exception to this. Furthermore, their high center of gravity position in relation to their small support polygon makes them more prone to fall, unlike other robots such as quadrupeds. The consequences of these falls are so devastating that it can instantly annihilate both the robot and its surroundings. This has become one of the major stumbling blocks which humanoids have to overcome to operate in real environments. As a result, in this thesis, we have strived to address the imminent fall over of humanoids by developing different control techniques. The fall over problem as such can be divided into three subissues: fall prediction, controlled fall, and its recovery. In the presented work, the first two issues have been addressed, and they are presented in three parts. First, we define what is fall over for humanoids, different sources for it to happen, the effect fall over has both on the robot and to its surroundings, and how to deal with them. Following which, we give a brief introduction to the overall system which includes both the hardware and software components which have been used throughout the work for varied purposes. Second, the first sub-issue is addressed by proposing a generic method to predict the falling over of humanoid robots in a reliable, robust, and agile manner across various terrains, and also amidst arbitrary disturbances. The aforementioned characteristics are strived to attain by proposing a prediction principle inspired by the human balance sensory systems. Accordingly, the fusion of multiple sensors such as inertial measurement unit and gyroscope (IMU), foot pressure sensor (FPS), joint encoders, and stereo vision sensor, which are equivalent to the human\u2019s vestibular, proprioception, and vision systems are considered. We first define a set of feature-based fall indicator variables (FIVs) from the different sensors, and the thresholds for those FIVs are extracted analytically for four major disturbance scenarios. Further, an online threshold interpolation technique and an impulse adaptive counter limit are proposed to manage more generic disturbances. For the generalized prediction process, both the instantaneous and cumulative sum of each FIVs are normalized, and a suitable value is set as the critical limit to predict the fall over. To determine the best combination and the usefulness of multiple sensors, the prediction performance is evaluated on four different types of terrains, in three unique combinations: first, each feature individually with their respective FIVs; second, an intuitive performance based (PF); and finally, Kalman filter based (KF) techniques, which involve the usage of multiple features. For PF and KF techniques, prediction performance evaluations are carried out with and without adding noise. Overall, it is reported that KF performs better than PF and individual sensor features under different conditions. Also, the method\u2019s ability to predict fall overs during the robot\u2019s simple dynamic motion is also tested and verified through simulations. Experimental verification of the proposed prediction method on flat and uneven terrains was carried out with the WALK-MAN humanoid robot. Finally, in reference to the second sub-issue, i.e., the controlled fall, we propose two novel fall control techniques based on energy concepts, which can be applied online to mitigate the impact forces incurred during the falling over of humanoids. Both the techniques are inspired by the break-fall motions, in particular, Ukemi motion practiced by martial arts people. The first technique reduces the total energy using a nonlinear control tool, called energy shaping (ES) and further distributes the reduced energy over multiple contacts by means of energy distribution polygons (EDP). We also include an effective orientation control to safeguard the end-effectors in the event of ground impacts. The performance of the proposed method is numerically evaluated by dynamic simulations under the sudden falling over scenario of the humanoid robot for both lateral and sagittal falls. The effectiveness of the proposed ES and EDP concepts are verified by diverse comparative simulations regarding total energy, distribution, and impact forces. Following the first technique, we proposed another controller to generate an online rolling over motion based on the hypothesis that multi-contact motions can reduce the impact forces even further. To generate efficient rolling motion, critical parameters are defined by the insights drawn from a study on rolling, which are contact positions and attack angles. In addition, energy-injection velocity is proposed as an auxiliary rolling parameter to ensure sequential multiple contacts in rolling. An online rolling controller is synthesized to compute the optimal values of the rolling parameters. The first two parameters are to construct a polyhedron, by selecting suitable contacts around the humanoid\u2019s body. This polyhedron distributes the energy gradually across multiple contacts, thus called energy distribution polyhedron. The last parameter is to inject some additional energy into the system during the fall, to overcome energy drought and tip over successive contacts. The proposed controller, incorporated with energy injection, minimization, and distribution techniques result in a rolling like motion and significantly reduces the impact forces, and it is verified in numerical experiments with a segmented planar robot and a full humanoid model

    Multimodal bipedal locomotion generation with passive dynamics via deep reinforcement learning

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    Generating multimodal locomotion in underactuated bipedal robots requires control solutions that can facilitate motion patterns for drastically different dynamical modes, which is an extremely challenging problem in locomotion-learning tasks. Also, in such multimodal locomotion, utilizing body morphology is important because it leads to energy-efficient locomotion. This study provides a framework that reproduces multimodal bipedal locomotion using passive dynamics through deep reinforcement learning (DRL). An underactuated bipedal model was developed based on a passive walker, and a controller was designed using DRL. By carefully planning the weight parameter settings of the DRL reward function during the learning process based on a curriculum learning method, the bipedal model successfully learned to walk, run, and perform gait transitions by adjusting only one command input. These results indicate that DRL can be applied to generate various gaits with the effective use of passive dynamics

    Relationship descriptors for interactive motion adaptation

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    In this thesis we present an interactive motion adaptation scheme for close interactions between skeletal characters and mesh structures, such as navigating restricted environments and manipulating tools. We propose a new spatial-relationship based representation to encode character-object interactions describing the kinematics of the body parts by the weighted sum of vectors relative to descriptor points selectively sampled over the scene. In contrast to previous discrete representations that either only handle static spatial relationships, or require offline, costly optimization processes, our continuous framework smoothly adapts the motion of a character to deformations in the objects and character morphologies in real-time whilst preserving the original context and style of the scene. We demonstrate the strength of working in our relationship-descriptor space in tackling the issue of motion editing under large environment deformations by integrating procedural animation techniques such as repositioning contacts in an interaction whilst preserving the context and style of the original animation. Furthermore we propose a method that can be used to adapt animations from template objects to novel ones by solving for mappings between the two in our relationship-descriptor space effectively transferring an entire motion from one object to a new one of different geometry whilst ensuring continuity across all frames of the animation, as opposed to mapping static poses only as is traditionally achieved. The experimental results show that our method can be used for a wide range of applications, including motion retargeting for dynamically changing scenes, multi-character interactions, and interactive character control and deformation transfer for scenes that involve close interactions. We further demonstrate a key use case in retargeting locomotion to uneven terrains and curving paths convincingly for bipeds and quadrupeds. Our framework is useful for artists who need to design animated scenes interactively, and modern computer games that allow users to design their own virtual characters, objects and environments, such that they can recycle existing motion data for a large variety of different configurations without the need to manually reconfigure motion from scratch or store expensive combinations of animation in memory. Most importantly it’s achieved in real-time

    Towards understanding human locomotion

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    Die zentrale Frage, die in der vorliegenden Arbeit untersucht wurde, ist, wie man die komplizierte Dynamik des menschlichen Laufens besser verstehen kann. In der wissenschaftlichen Literatur werden zur Beschreibung von Laufbewegungen (Gehen und Rennen) oftmals minimalistische "Template"-Modelle verwendet. Diese sehr einfachen Modelle beschreiben nur einen ausgewählten Teil der Dynamik, meistens die Schwerpunktsbahn. In dieser Arbeit wird nun versucht, mittels Template-Modellen das Verständnis des Laufens voranzubringen. Die Analyse der Schwerpunktsbewegung durch Template-Modelle setzt eine präzise Bestimmung der Schwerpunktsbahn im Experiment voraus. Hierfür wird in Kapitel 2.3 eine neue Methode vorgestellt, welche besonders robust gegen die typischen Messfehler bei Laufexperimenten ist. Die am häfigsten verwendeten Template-Modelle sind das Masse-Feder-Modell und das inverse Pendel, welche zur Beschreibung der Körperschwerpunktsbewegung gedacht sind und das Drehmoment um den Schwerpunkt vernachlässigen. Zur Beschreibung der Stabilisierung der Körperhaltung (und damit der Drehimpulsbilanz) wird in Abschnitt 3.3 das Template-Modell "virtuelles Pendel" für das menschliche Gehen eingeführt und mit experimentellen Daten verglichen. Die Diskussion möglicher Realisierungsmechanismen legt dabei nahe, dass die Aufrichtung des menschlichen Gangs im Laufe der Evolution keine große mechanische Hürde war. In der Literatur wird oft versucht, Eigenschaften der Bewegung wie Stabilität durch Eigenschaften der Template-Modelle zu erklären. Dies wird in modifizierter Form auch in der vorliegen Arbeit getan. Hierzu wird zunächst eine experimentell bestimmte Schwerpunktsbewegung auf das Masse-Feder-Modell übertragen. Anschließend wird die Kontrollvorschrift der Schritt-zu-Schritt-Anpassung der Modellparameter identifiziert sowie eine geeignete Näherung angegeben, um die Stabilität des Modells, welches mit dieser Kontrollvorschrift ausgestattet wird, zu analysieren. Der Vergleich mit einer direkten Bestimmung der Stabilität aus einem Floquet-Modell zeigt qualitativ gute Übereinstimmung. Beide Ansätze führen auf das Ergebnis, dass beim langsamen menschlichen Rennen Störungen innerhalb von zwei Schritten weitgehend abgebaut werden. Zusammenfassend wurde gezeigt, wie Template-Modelle zum Verständnis der Laufbewegung beitragen können. Gerade die Identifikation der individuellen Kontrollvorschrift auf der Abstraktionsebene des Masse-Feder-Modells erlaubt zukünftig neue Wege, aktive Prothesen oder Orthesen in menschenähnlicher Weise zu steuern und ebnet den Weg, menschliches Rennen auf Roboter zu übertragen.Human locomotion is part of our everyday life, however the mechanisms are not well enough understood to be transferred into technical devices like orthoses, protheses or humanoid robots. In biomechanics often minimalistic so-called template models are used to describe locomotion. While these abstract models in principle offer a language to describe both human behavior and technical control input, the relation between human locomotion and locomotion of these templates was long unclear. This thesis focusses on how human locomotion can be described and analyzed using template models. Often, human running is described using the SLIP template. Here, it is shown that SLIP (possibly equipped with any controller) cannot show human-like disturbance reactions, and an appropriate extension of SLIP is proposed. Further, a new template to describe postural stabilization is proposed. Summarizing, this theses shows how simple template models can be used to enhance the understanding of human gait

    A Bio-inspired architecture for adaptive quadruped locomotion over irregular terrain

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    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

    Humanoid Robot Soccer Locomotion and Kick Dynamics: Open Loop Walking, Kicking and Morphing into Special Motions on the Nao Robot

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    Striker speed and accuracy in the RoboCup (SPL) international robot soccer league is becoming increasingly important as the level of play rises. Competition around the ball is now decided in a matter of seconds. Therefore, eliminating any wasted actions or motions is crucial when attempting to kick the ball. It is common to see a discontinuity between walking and kicking where a robot will return to an initial pose in preparation for the kick action. In this thesis we explore the removal of this behaviour by developing a transition gait that morphs the walk directly into the kick back swing pose. The solution presented here is targeted towards the use of the Aldebaran walk for the Nao robot. The solution we develop involves the design of a central pattern generator to allow for controlled steps with realtime accuracy, and a phase locked loop method to synchronise with the Aldebaran walk so that precise step length control can be activated when required. An open loop trajectory mapping approach is taken to the walk that is stabilized statically through the use of a phase varying joint holding torque technique. We also examine the basic princples of open loop walking, focussing on the commonly overlooked frontal plane motion. The act of kicking itself is explored both analytically and empirically, and solutions are provided that are versatile and powerful. Included as an appendix, the broader matter of striker behaviour (process of goal scoring) is reviewed and we present a velocity control algorithm that is very accurate and efficient in terms of speed of execution

    Dynamics of the Inertia Coupled Rimless Wheel with Frictional Losses and Actuation

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    The Inertia Coupled Rimless (ICR) wheel is a mechanically simple walking device capable of energy efficient motion. Typically, walking robots that are capable of level ground transport are extremely energy inefficient. To address this performance issue, the ICR wheel was examined while considering real-world frictional losses. The ICR wheel has been previously shown to be capable of collisionless, periodic motion, but until now, the ICR wheel had only been examined as an ideal, theoretical model. The inertia device within the system was tested to determine both the magnitude of energy loss due to damping and a suitable model for its motion. Fitting friction models to the experimental results showed that the a visciously damped model most accurately represented the system\u27s motion. Simulations revealed that the ICR wheel with friction would be capable of walking passively on a ramp with half stable, periodic walking, but the collisionless motion was lost. An actuation scheme was designed in simulation to allow an ICR wheel with damping to achieve collisionless motion on level ground. Experimental testing of a passive ICR wheel on a 3o3^o ramp showed that a cost of transport of at least 0.052 is possible with this system. Simulations suggest that, with the inclusion of an actuation scheme, the cost of transport for the same system on level ground could be as low as 0.024. Understanding how to overcome frictional losses lays the foundation for the creation of a walking robot capable of level ground transport with significantly less energy use than current models are capable of achieving
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