1,697 research outputs found
Material Recognition CNNs and Hierarchical Planning for Biped Robot Locomotion on Slippery Terrain
In this paper we tackle the problem of visually predicting surface friction
for environments with diverse surfaces, and integrating this knowledge into
biped robot locomotion planning. The problem is essential for autonomous robot
locomotion since diverse surfaces with varying friction abound in the real
world, from wood to ceramic tiles, grass or ice, which may cause difficulties
or huge energy costs for robot locomotion if not considered. We propose to
estimate friction and its uncertainty from visual estimation of material
classes using convolutional neural networks, together with probability
distribution functions of friction associated with each material. We then
robustly integrate the friction predictions into a hierarchical (footstep and
full-body) planning method using chance constraints, and optimize the same
trajectory costs at both levels of the planning method for consistency. Our
solution achieves fully autonomous perception and locomotion on slippery
terrain, which considers not only friction and its uncertainty, but also
collision, stability and trajectory cost. We show promising friction prediction
results in real pictures of outdoor scenarios, and planning experiments on a
real robot facing surfaces with different friction
Experience-Based Planning with Sparse Roadmap Spanners
We present an experienced-based planning framework called Thunder that learns
to reduce computation time required to solve high-dimensional planning problems
in varying environments. The approach is especially suited for large
configuration spaces that include many invariant constraints, such as those
found with whole body humanoid motion planning. Experiences are generated using
probabilistic sampling and stored in a sparse roadmap spanner (SPARS), which
provides asymptotically near-optimal coverage of the configuration space,
making storing, retrieving, and repairing past experiences very efficient with
respect to memory and time. The Thunder framework improves upon past
experience-based planners by storing experiences in a graph rather than in
individual paths, eliminating redundant information, providing more
opportunities for path reuse, and providing a theoretical limit to the size of
the experience graph. These properties also lead to improved handling of
dynamically changing environments, reasoning about optimal paths, and reducing
query resolution time. The approach is demonstrated on a 30 degrees of freedom
humanoid robot and compared with the Lightning framework, an experience-based
planner that uses individual paths to store past experiences. In environments
with variable obstacles and stability constraints, experiments show that
Thunder is on average an order of magnitude faster than Lightning and planning
from scratch. Thunder also uses 98.8% less memory to store its experiences
after 10,000 trials when compared to Lightning. Our framework is implemented
and freely available in the Open Motion Planning Library.Comment: Submitted to ICRA 201
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
Real-Time Motion Planning of Legged Robots: A Model Predictive Control Approach
We introduce a real-time, constrained, nonlinear Model Predictive Control for
the motion planning of legged robots. The proposed approach uses a constrained
optimal control algorithm known as SLQ. We improve the efficiency of this
algorithm by introducing a multi-processing scheme for estimating value
function in its backward pass. This pass has been often calculated as a single
process. This parallel SLQ algorithm can optimize longer time horizons without
proportional increase in its computation time. Thus, our MPC algorithm can
generate optimized trajectories for the next few phases of the motion within
only a few milliseconds. This outperforms the state of the art by at least one
order of magnitude. The performance of the approach is validated on a quadruped
robot for generating dynamic gaits such as trotting.Comment: 8 page
On Time Optimization of Centroidal Momentum Dynamics
Recently, the centroidal momentum dynamics has received substantial attention
to plan dynamically consistent motions for robots with arms and legs in
multi-contact scenarios. However, it is also non convex which renders any
optimization approach difficult and timing is usually kept fixed in most
trajectory optimization techniques to not introduce additional non convexities
to the problem. But this can limit the versatility of the algorithms. In our
previous work, we proposed a convex relaxation of the problem that allowed to
efficiently compute momentum trajectories and contact forces. However, our
approach could not minimize a desired angular momentum objective which
seriously limited its applicability. Noticing that the non-convexity introduced
by the time variables is of similar nature as the centroidal dynamics one, we
propose two convex relaxations to the problem based on trust regions and soft
constraints. The resulting approaches can compute time-optimized dynamically
consistent trajectories sufficiently fast to make the approach realtime
capable. The performance of the algorithm is demonstrated in several
multi-contact scenarios for a humanoid robot. In particular, we show that the
proposed convex relaxation of the original problem finds solutions that are
consistent with the original non-convex problem and illustrate how timing
optimization allows to find motion plans that would be difficult to plan with
fixed timing.Comment: 7 pages, 4 figures, ICRA 201
Computational intelligence approaches to robotics, automation, and control [Volume guest editors]
No abstract available
Data-Driven Grasp Synthesis - A Survey
We review the work on data-driven grasp synthesis and the methodologies for
sampling and ranking candidate grasps. We divide the approaches into three
groups based on whether they synthesize grasps for known, familiar or unknown
objects. This structure allows us to identify common object representations and
perceptual processes that facilitate the employed data-driven grasp synthesis
technique. In the case of known objects, we concentrate on the approaches that
are based on object recognition and pose estimation. In the case of familiar
objects, the techniques use some form of a similarity matching to a set of
previously encountered objects. Finally for the approaches dealing with unknown
objects, the core part is the extraction of specific features that are
indicative of good grasps. Our survey provides an overview of the different
methodologies and discusses open problems in the area of robot grasping. We
also draw a parallel to the classical approaches that rely on analytic
formulations.Comment: 20 pages, 30 Figures, submitted to IEEE Transactions on Robotic
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