4,096 research outputs found

    Multiple chaotic central pattern generators with learning for legged locomotion and malfunction compensation

    Full text link
    An originally chaotic system can be controlled into various periodic dynamics. When it is implemented into a legged robot's locomotion control as a central pattern generator (CPG), sophisticated gait patterns arise so that the robot can perform various walking behaviors. However, such a single chaotic CPG controller has difficulties dealing with leg malfunction. Specifically, in the scenarios presented here, its movement permanently deviates from the desired trajectory. To address this problem, we extend the single chaotic CPG to multiple CPGs with learning. The learning mechanism is based on a simulated annealing algorithm. In a normal situation, the CPGs synchronize and their dynamics are identical. With leg malfunction or disability, the CPGs lose synchronization leading to independent dynamics. In this case, the learning mechanism is applied to automatically adjust the remaining legs' oscillation frequencies so that the robot adapts its locomotion to deal with the malfunction. As a consequence, the trajectory produced by the multiple chaotic CPGs resembles the original trajectory far better than the one produced by only a single CPG. The performance of the system is evaluated first in a physical simulation of a quadruped as well as a hexapod robot and finally in a real six-legged walking machine called AMOSII. The experimental results presented here reveal that using multiple CPGs with learning is an effective approach for adaptive locomotion generation where, for instance, different body parts have to perform independent movements for malfunction compensation.Comment: 48 pages, 16 figures, Information Sciences 201

    A hexapod walker using a heterarchical architecture for action selection

    Get PDF
    Schilling M, Paskarbeit J, Hoinville T, et al. A hexapod walker using a heterarchical architecture for action selection. Frontiers in Computational Neuroscience. 2013;7:126.Moving in a cluttered environment with a six-legged walking machine that has additional body actuators, therefore controlling 22 DoFs, is not a trivial task. Already simple forward walking on a flat plane requires the system to select between different internal states. The orchestration of these states depends on walking velocity and on external disturbances. Such disturbances occur continuously, for example due to irregular up-and-down movements of the body or slipping of the legs, even on flat surfaces, in particular when negotiating tight curves. The number of possible states is further increased when the system is allowed to walk backward or when front legs are used as grippers and cannot contribute to walking. Further states are necessary for expansion that allow for navigation. Here we demonstrate a solution for the selection and sequencing of different (attractor) states required to control different behaviors as are forward walking at different speeds, backward walking, as well as negotiation of tight curves. This selection is made by a recurrent neural network (RNN) of motivation units, controlling a bank of decentralized memory elements in combination with the feedback through the environment. The underlying heterarchical architecture of the network allows to select various combinations of these elements. This modular approach representing an example of neural reuse of a limited number of procedures allows for adaptation to different internal and external conditions. A way is sketched as to how this approach may be expanded to form a cognitive system being able to plan ahead. This architecture is characterized by different types of modules being arranged in layers and columns, but the complete network can also be considered as a holistic system showing emergent properties which cannot be attributed to a specific module

    A general architecture for robotic swarms

    Get PDF
    Swarms are large groups of simplistic individuals that collectively solve disproportionately complex tasks. Individual swarm agents are limited in perception, mechanically simple, have no global knowledge and are cheap, disposable and fallible. They rely exclusively on local observations and local communications. A swarm has no centralised control. These features are typifed by eusocial insects such as ants and termites, who construct nests, forage and build complex societies comprised of primitive agents. This project created the basis of a general swarm architecture for the control of insect-like robots. The Swarm Architecture is inspired by threshold models of insect behaviour and attempts to capture the salient features of the hive in a closely defined computer program that is hardware agnostic, swarm size indifferent and intended to be applicable to a wide range of swarm tasks. This was achieved by exploiting the inherent limitations of swarm agents. Individual insects were modelled as a machine capable only of perception, locomotion and manipulation. This approximation reduced behaviour primitives to a fixed tractable number and abstracted sensor interpretation. Cooperation was achieved through stigmergy and decisions made via a behaviour threshold model. The Architecture represents an advance on previous robotic swarms in its generality - swarm control software has often been tied to one task and robot configuration. The Architecture's exclusive focus on swarms, sets it apart from existing general cooperative systems, which are not usually explicitly swarm orientated. The Architecture was implemented successfully on both simulated and real-world swarms

    Synaptic plasticity in a recurrent neural network for versatile and adaptive behaviors of a walking robot

    Get PDF
    Walking animals, like insects, with little neural computing can effectively perform complex behaviors. They can walk around their environment, escape from corners/deadlocks, and avoid or climb over obstacles. While performing all these behaviors, they can also adapt their movements to deal with an unknown situation. As a consequence, they successfully navigate through their complex environment. The versatile and adaptive abilities are the result of an integration of several ingredients embedded in their sensorimotor loop. Biological studies reveal that the ingredients include neural dynamics, plasticity, sensory feedback, and biomechanics. Generating such versatile and adaptive behaviors for a walking robot is a challenging task. In this study, we present a bio-inspired approach to solve this task. Specifically, the approach combines neural mechanisms with plasticity, sensory feedback, and biomechanics. The neural mechanisms consist of adaptive neural sensory processing and modular neural locomotion control. The sensory processing is based on a small recurrent network consisting of two fully connected neurons. Online correlation-based learning with synaptic scaling is applied to adequately change the connections of the network. By doing so, we can effectively exploit neural dynamics (i.e., hysteresis effects and single attractors) in the network to generate different turning angles with short-term memory for a biomechanical walking robot. The turning information is transmitted as descending steering signals to the locomotion control which translates the signals into motor actions. As a result, the robot can walk around and adapt its turning angle for avoiding obstacles in different situations as well as escaping from sharp corners or deadlocks. Using backbone joint control embedded in the locomotion control allows the robot to climb over small obstacles. Consequently, it can successfully explore and navigate in complex environments

    Escape strategy of the cockroach (Gromphadorhina portentosa) to heat and looming stimuli

    Get PDF
    Escape responses to aversive stimuli have been observed in insects, including species of cricket, fly, locust, and cockroach. The goal of this study was to investigate the escape strategy of the Madagascar cockroach, Gromphadorhina portentosa. In regard to this species, Erickson and colleagues (2015) showed that electrical stimulation of both cerci and antennae together could generate an escape response. However, in other reports (Olsen and Triblehorn, 2014), it was observed that wind could not elicit the escape response. In this study, G. portentosa was stimulated by looming and heat stimuli. A 2.5’’ black ball approaching at 1 m/s was used to mimic a predator and a laser was used to apply heat stimuli to the cockroach’s tarsi. The results showed that heat stimuli evoked robust turning and translation responses while the looming stimuli evoked small but significant translation but not turning. In conclusion, and in contrast to the literature, Madagascar cockroaches displayed robust escape responses to looming and especially heat stimuli

    Rapid inversion: running animals and robots swing like a pendulum under ledges.

    Get PDF
    Escaping from predators often demands that animals rapidly negotiate complex environments. The smallest animals attain relatively fast speeds with high frequency leg cycling, wing flapping or body undulations, but absolute speeds are slow compared to larger animals. Instead, small animals benefit from the advantages of enhanced maneuverability in part due to scaling. Here, we report a novel behavior in small, legged runners that may facilitate their escape by disappearance from predators. We video recorded cockroaches and geckos rapidly running up an incline toward a ledge, digitized their motion and created a simple model to generalize the behavior. Both species ran rapidly at 12-15 body lengths-per-second toward the ledge without braking, dove off the ledge, attached their feet by claws like a grappling hook, and used a pendulum-like motion that can exceed one meter-per-second to swing around to an inverted position under the ledge, out of sight. We discovered geckos in Southeast Asia can execute this escape behavior in the field. Quantification of these acrobatic behaviors provides biological inspiration toward the design of small, highly mobile search-and-rescue robots that can assist us during natural and human-made disasters. We report the first steps toward this new capability in a small, hexapedal robot

    Climbing favours the tripod gait over alternative faster insect gaits.

    Get PDF
    To escape danger or catch prey, running vertebrates rely on dynamic gaits with minimal ground contact. By contrast, most insects use a tripod gait that maintains at least three legs on the ground at any given time. One prevailing hypothesis for this difference in fast locomotor strategies is that tripod locomotion allows insects to rapidly navigate three-dimensional terrain. To test this, we computationally discovered fast locomotor gaits for a model based on Drosophila melanogaster. Indeed, the tripod gait emerges to the exclusion of many other possible gaits when optimizing fast upward climbing with leg adhesion. By contrast, novel two-legged bipod gaits are fastest on flat terrain without adhesion in the model and in a hexapod robot. Intriguingly, when adhesive leg structures in real Drosophila are covered, animals exhibit atypical bipod-like leg coordination. We propose that the requirement to climb vertical terrain may drive the prevalence of the tripod gait over faster alternative gaits with minimal ground contact
    • 

    corecore