26 research outputs found
Modeling and Learning of Complex Motor Tasks: A Case Study with Robot Table Tennis
Most tasks that humans need to accomplished in their everyday life require certain motor skills. Although most motor skills seem to rely on the same elementary movements, humans are able to accomplish
many different tasks. Robots, on the other hand, are still limited to a small number of skills and depend on well-defined environments. Modeling new motor behaviors is therefore an important research area
in robotics. Computational models of human motor control are an essential step to construct robotic systems that are able to solve complex tasks in a human inhabited environment. These models can be
the key for robust, efficient, and human-like movement plans. In turn, the reproduction of human-like behavior on a robotic system can be also beneficial for computational neuroscientists to verify their
hypotheses. Although biomimetic models can be of great help in order to close the gap between human and robot motor abilities, these models are usually limited to the scenarios considered. However, one
important property of human motor behavior is the ability to adapt skills to new situations and to learn new motor skills with relatively few trials. Domain-appropriate machine learning techniques, such as supervised and reinforcement learning, have a great potential to enable robotic systems to autonomously
learn motor skills. In this thesis, we attempt to model and subsequently learn a complex motor task. As a test case
for a complex motor task, we chose robot table tennis throughout this thesis. Table tennis requires a series of time critical movements which have to be selected and adapted according to environmental
stimuli as well as the desired targets. We first analyze how humans play table tennis and create a computational model that results in human-like hitting motions on a robot arm. Our focus lies on
generating motor behavior capable of adapting to variations and uncertainties in the environmental conditions. We evaluate the resulting biomimetic model both in a physically realistic simulation and on a real anthropomorphic seven degrees of freedom Barrett WAM robot arm. This biomimetic model based purely on analytical methods produces successful hitting motions, but does not feature the flexibility found in human motor behavior. We therefore suggest a new framework that allows a robot to learn cooperative table tennis from and with a human. Here, the robot first learns a set of elementary hitting movements from a human teacher by kinesthetic teach-in, which is compiled into a set of motor primitives. To generalize these movements to a wider range of situations we introduce the mixture of motor primitives algorithm. The resulting motor policy enables the robot to select appropriate motor primitives as well as to generalize between them. Furthermore, it also allows to adapt the selection process of the hitting movements based on the outcome of previous trials. The framework is evaluated both in simulation and on a real Barrett WAM robot. In consecutive experiments, we show that our approach allows the robot to return balls from a ball launcher and furthermore to play table tennis with a human partner.
Executing robot movements using a biomimetic or learned approach enables the robot to return balls successfully. However, in motor tasks with a competitive goal such as table tennis, the robot not
only needs to return the balls successfully in order to accomplish the task, it also needs an adaptive strategy. Such a higher-level strategy cannot be programed manually as it depends on the opponent and the abilities of the robot. We therefore make a first step towards the goal of acquiring such a strategy and investigate the possibility of inferring strategic information from observing humans playing table tennis. We model table tennis as a Markov decision problem, where the reward function captures the goal of the task as well as knowledge on effective elements of a basic strategy. We show how this reward function, and therefore the strategic information can be discovered with model-free inverse reinforcement learning from human table tennis matches. The approach is evaluated on data collected from players with different playing styles and skill levels. We show that the resulting reward functions are able to capture expert-specific strategic information that allow to distinguish the expert among players with different playing skills as well as different playing styles. To summarize, in this thesis, we have derived a computational model for table tennis that was
successfully implemented on a Barrett WAM robot arm and that has proven to produce human-like hitting motions. We also introduced a framework for learning a complex motor task based on a library
of demonstrated hitting primitives. To select and generalize these hitting movements we developed the mixture of motor primitives algorithm where the selection process can be adapted online based
on the success of the synthesized hitting movements. The setup was tested on a real robot, which showed that the resulting robot table tennis player is able to play a cooperative game against an human
opponent. Finally, we could show that it is possible to infer basic strategic information in table tennis from observing matches of human players using model-free inverse reinforcement learning
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A Novel Multi-View Table Tennis Umpiring Framework
This research investigates the development of a low-cost multi-view umpiring framework, as an alternative to the current expensive systems that are almost exclusively restricted to elite professional sports. Table tennis has been selected as the testbed because, while automating the process is challenging, it has many different complex match elements including the service, return and rallies, which are governed by a strict set of regulations. The focus is mainly on the rally element rather than the whole match. Ball detection and tracking in video frames are undertaken to determine reliably the ball position relative to key reference objects like the table surface and net, and the ball’s flight path is used to determine the rally’s status.
While a low-cost option has benefits, it is technically challenging due to the limited number of cameras and generally low video resolution used. This thesis presents a portable multi-view umpiring framework that identifies each state change in a rally. It makes three significant contributions to knowledge: i) a reliable ball detection strategy that accurately detects the location of the ball in low-resolution sequences; ii) a novel framework for ball tracking using a multi-view system, and iii) a new state-machine based evaluation system for analysing table tennis rallies.
In a series of ten different test scenarios, the system achieved an average of 94% system detection rate and 100% accurate decisions. A test sequence of duration 1 s can be processed in 8 s, leading to a delay of only 7 s, which is considered acceptable for practical purposes. This solution has the potential to reform the way matches are umpired, providing objectivity in resolving disputed decisions. It affords an economic technology for amateur players, while the multi-view facility is extendible to other relevant ball-based sports. Finally, the ball flight path analysis mechanism can be a valuable training tool for skills development
Rule-Based Control Application on Multimode Cricket Bowling Machine
This paper presents the application of rule-based control on the multimode cricket bowling machine to create varying bowling deliveries. Rule-based control on the machine allows an easier imitation of the different deliveries utilized by the real cricket bowlers. This was achieved by studying the kinematic properties of the cricket bowling and designing the rule base to achieve the required trajectory. The corresponding rules had three inputs namely ball speed, side spin, and length whereas the outputs were motor rotational speed, motor rotational direction, and motor base orientation. The investigated rules were divided into two major groups; without-ball spin rules and with-ball spin rules. The first group was physically experimented and compared with simulation results via the ball’s trajectory mathematical model whereas the later was only simulated. Both results showed the effect of the rules on the ball trajectories where there was good coherence with the kinematic data obtained from the bowling deliveries. However, the effect of the ball spin rules was relatively small in terms of magnitude due to the lower ball rotational velocity. Thus, improving the machine’s capability by applying higher ball rotational velocity would augment the effect of the rules
TRAJECTORY GENERATION BASED GUIDANCE AND CONTROL OF ROTORCRAFT UNMANNED AERIAL VEHICLES
Ph.DDOCTOR OF PHILOSOPH
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Proceedings of the 9th international conference on disability, virtual reality and associated technologies (ICDVRAT 2012)
The proceedings of the conferenc
Proceedings of the NASA Conference on Space Telerobotics, volume 2
These proceedings contain papers presented at the NASA Conference on Space Telerobotics held in Pasadena, January 31 to February 2, 1989. The theme of the Conference was man-machine collaboration in space. The Conference provided a forum for researchers and engineers to exchange ideas on the research and development required for application of telerobotics technology to the space systems planned for the 1990s and beyond. The Conference: (1) provided a view of current NASA telerobotic research and development; (2) stimulated technical exchange on man-machine systems, manipulator control, machine sensing, machine intelligence, concurrent computation, and system architectures; and (3) identified important unsolved problems of current interest which can be dealt with by future research
Using MapReduce Streaming for Distributed Life Simulation on the Cloud
Distributed software simulations are indispensable in the study of large-scale life models but often require the use of technically complex lower-level distributed computing frameworks, such as MPI. We propose to overcome the complexity challenge by applying the emerging MapReduce (MR) model to distributed life simulations and by running such simulations on the cloud. Technically, we design optimized MR streaming algorithms for discrete and continuous versions of Conway’s life according to a general MR streaming pattern. We chose life because it is simple enough as a testbed for MR’s applicability to a-life simulations and general enough to make our results applicable to various lattice-based a-life models. We implement and empirically evaluate our algorithms’ performance on Amazon’s Elastic MR cloud. Our experiments demonstrate that a single MR optimization technique called strip partitioning can reduce the execution time of continuous life simulations by 64%. To the best of our knowledge, we are the first to propose and evaluate MR streaming algorithms for lattice-based simulations. Our algorithms can serve as prototypes in the development of novel MR simulation algorithms for large-scale lattice-based a-life models.https://digitalcommons.chapman.edu/scs_books/1014/thumbnail.jp
Scalable video compression with optimized visual performance and random accessibility
This thesis is concerned with maximizing the coding efficiency, random accessibility and visual performance of scalable compressed video. The unifying theme behind this work is the use of finely embedded localized coding structures, which govern the extent to which these goals may be jointly achieved.
The first part focuses on scalable volumetric image compression. We investigate 3D transform and coding techniques which exploit inter-slice statistical redundancies without compromising slice accessibility. Our study shows that the motion-compensated temporal discrete wavelet transform (MC-TDWT) practically achieves an upper bound to the compression efficiency of slice transforms. From a video coding perspective, we find that most of the coding gain is attributed to offsetting the learning penalty in adaptive arithmetic coding through 3D code-block extension, rather than inter-frame context modelling.
The second aspect of this thesis examines random accessibility. Accessibility refers to the ease with which a region of interest is accessed (subband samples needed for reconstruction are retrieved) from a compressed video bitstream, subject to spatiotemporal code-block constraints. We investigate the fundamental implications of motion compensation for random access efficiency and the compression performance of scalable interactive video. We demonstrate that inclusion of motion compensation operators within the lifting steps of a temporal subband transform incurs a random access penalty which depends on the characteristics of the motion field.
The final aspect of this thesis aims to minimize the perceptual impact of visible distortion in scalable reconstructed video. We present a visual optimization strategy based on distortion scaling which raises the distortion-length slope of perceptually significant samples. This alters the codestream embedding order during post-compression rate-distortion optimization, thus allowing visually sensitive sites to be encoded with higher fidelity at a given bit-rate.
For visual sensitivity analysis, we propose a contrast perception model that incorporates an adaptive masking slope. This versatile feature provides a context which models perceptual significance. It enables scene structures that otherwise suffer significant degradation to be preserved at lower bit-rates. The novelty in our approach derives from a set of "perceptual mappings" which account for quantization noise shaping effects induced by motion-compensated temporal synthesis. The proposed technique reduces wavelet compression artefacts and improves the perceptual quality of video