32 research outputs found

    Predictive Collision Management for Time and Risk Dependent Path Planning

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    Autonomous agents such as self-driving cars or parcel robots need to recognize and avoid possible collisions with obstacles in order to move successfully in their environment. Humans, however, have learned to predict movements intuitively and to avoid obstacles in a forward-looking way. The task of collision avoidance can be divided into a global and a local level. Regarding the global level, we propose an approach called "Predictive Collision Management Path Planning" (PCMP). At the local level, solutions for collision avoidance are used that prevent an inevitable collision. Therefore, the aim of PCMP is to avoid unnecessary local collision scenarios using predictive collision management. PCMP is a graph-based algorithm with a focus on the time dimension consisting of three parts: (1) movement prediction, (2) integration of movement prediction into a time-dependent graph, and (3) time and risk-dependent path planning. The algorithm combines the search for a shortest path with the question: is the detour worth avoiding a possible collision scenario? We evaluate the evasion behavior in different simulation scenarios and the results show that a risk-sensitive agent can avoid 47.3% of the collision scenarios while making a detour of 1.3%. A risk-averse agent avoids up to 97.3% of the collision scenarios with a detour of 39.1%. Thus, an agent's evasive behavior can be controlled actively and risk-dependent using PCMP.Comment: Extended version of the SIGSPATIAL '20 pape

    Search-based Planning for a Legged Robot over Rough Terrain

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    We present a search-based planning approach for controlling a quadrupedal robot over rough terrain. Given a start and goal position, we consider the problem of generating a complete joint trajectory that will result in the legged robot successfully moving from the start to the goal. We decompose the problem into two main phases: an initial global planning phase, which results in a footstep trajectory; and an execution phase, which dynamically generates a joint trajectory to best execute the footstep trajectory. We show how R* search can be employed to generate high-quality global plans in the high-dimensional space of footstep trajectories. Results show that the global plans coupled with the joint controller result in a system robust enough to deal with a variety of terrains

    HoverBots: Precise Locomotion Using Robots That Are Designed for Manufacturability

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    Scaling up robot swarms to collectives of hundreds or even thousands without sacrificing sensing, processing, and locomotion capabilities is a challenging problem. Low-cost robots are potentially scalable, but the majority of existing systems have limited capabilities, and these limitations substantially constrain the type of experiments that could be performed by robotics researchers. As an alternative to increasing the quantity of robots by reducing their functionality, we have developed a new technology that delivers increased functionality at low-cost. In this study, we present a comprehensive literature review on the most commonly used locomotion strategies of swarm robotic systems. We introduce a new type of low-friction locomotion—active low-friction locomotion—and we show its first implementation in the HoverBot system. The HoverBot system consists of an air levitation and magnet table, and a HoverBot agent. HoverBot agents are levitating circuit boards that we have equipped with an array of planar coils and a Hall-effect sensor. The HoverBot agent uses its coils to pull itself toward magnetic anchors that are embedded into a levitation table. These robots use active low-friction locomotion; consist of only surface-mount components; circumvent actuator calibration; are capable of odometry by using a single Hall-effect sensor; and perform precise movement. We conducted three hours of experimental evaluation of the HoverBot system in which we observed the system performing more than 10,000 steps. We also demonstrate formation movement, random collision, and straight collisions with two robots. This study demonstrates that active low-friction locomotion is an alternative to wheeled and slip-stick locomotion in the field of swarm robotics

    A two teraflop swarm

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    © 2018 Jones, Studley, Hauert and Winfield. We introduce the Xpuck swarm, a research platform with an aggregate raw processing power in excess of two teraflops. The swarm uses 16 e-puck robots augmented with custom hardware that uses the substantial CPU and GPU processing power available from modern mobile system-on-chip devices. The augmented robots, called Xpucks, have at least an order of magnitude greater performance than previous swarm robotics platforms. The platform enables new experiments that require high individual robot computation and multiple robots. Uses include online evolution or learning of swarm controllers, simulation for answering what-if questions about possible actions, distributed super-computing for mobile platforms, and real-world applications of swarm robotics that requires image processing, or SLAM. The teraflop swarm could also be used to explore swarming in nature by providing platforms with similar computational power as simple insects. We demonstrate the computational capability of the swarm by implementing a fast physics-based robot simulator and using this within a distributed island model evolutionary system, all hosted on the Xpucks

    Mixed Reality and Remote Sensing Application of Unmanned Aerial Vehicle in Fire and Smoke Detection

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    This paper proposes the development of a system incorporating inertial measurement unit (IMU), a consumer-grade digital camera and a fire detection algorithm simultaneously with a nano Unmanned Aerial Vehicle (UAV) for inspection purposes. The video streams are collected through the monocular camera and navigation relied on the state-of-the-art indoor/outdoor Simultaneous Localisation and Mapping (SLAM) system. It implements the robotic operating system (ROS) and computer vision algorithm to provide a robust, accurate and unique inter-frame motion estimation. The collected onboard data are communicated to the ground station and used the SLAM system to generate a map of the environment. A robust and efficient re-localization was performed to recover from tracking failure, motion blur, and frame lost in the data received. The fire detection algorithm was deployed based on the colour, movement attributes, temporal variation of fire intensity and its accumulation around a point. The cumulative time derivative matrix was utilized to analyze the frame-by-frame changes and to detect areas with high-frequency luminance flicker (random characteristic). Colour, surface coarseness, boundary roughness, and skewness features were perceived as the quadrotor flew autonomously within the clutter and congested area. Mixed Reality system was adopted to visualize and test the proposed system in a physical environment, and the virtual simulation was conducted through the Unity game engine. The results showed that the UAV could successfully detect fire and flame, autonomously fly towards and hover around it, communicate with the ground station and simultaneously generate a map of the environment. There was a slight error between the real and virtual UAV calibration due to the ground truth data and the correlation complexity of tracking real and virtual camera coordinate frames

    Time-bounded Lattice for Efficient Planning in Dynamic Environments ∗

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    For vehicles navigating initially unknown cluttered environments, current state-of-the-art planning algorithms are able to plan and re-plan dynamicallyfeasible paths efficiently and robustly. It is still a challenge, however, to deal well with the surroundings that are both cluttered and highly dynamic. Planning under these conditions is more difficult for two reasons. First, tracking and predicting the trajectories of moving objects (i.e., cars, humans) is very noisy. Second, the planning process is computationally more expensive because of the increased dimensionality of the statespace, with time as an additional variable. Moreover, re-planning needs to be invoked more often since the trajectories of moving obstacles need to be constantly re-estimated. In this paper, we develop a path planning algorithm that addresses these challenges. First, we choose a representation of dynamic obstacles that efficiently models their predicted trajectories and the uncertainty associated with the predictions. Second, to provide realtime guarantees on the performance of planning with dynamic obstacles, we propose to utilize a novel data structure for planning- a time-bounded lattice- that merges together short-term planning in time with longterm planning without time. We demonstrate the effectiveness of the approach in both simulations with up to 30 dynamic obstacles and on real robots

    Towards a swarm of agile micro quadrotors

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    Abstract—We describe a prototype 73 gram, 21 cm diameter micro quadrotor with onboard attitude estimation and control that operates autonomously with an external localization system. We argue that the reduction in size leads to agility and the ability to operate in tight formations and provide experimental arguments in support of this claim. The robot is shown to be capable of 1850 ◦ /sec roll and pitch, performs a 360 ◦ flip in 0.4 seconds and exhibits a lateral step response of 1 body length in 1 second. We describe the architecture and algorithms to coordinate a team of quadrotors, organize them into groups and fly through known three-dimensional environments. We provide experimental results for a team of 20 micro quadrotors. I

    Planning for Landing Site Selection in the Aerial Supply Delivery

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    In the aerial supply delivery problem, an un-manned aircraft needs to deliver supplies as close as possible to the desired goal location. This involves choosing and landing at a landing site that is closest to or most accessible from the desired goal location. The problem is complicated by the fact that the status of candidate landing sites is unknown before the mission begins, and instead the aircraft needs to compute a sequence according to which it flies and senses the candidate landing sites in order to land as quickly as possible. The problem of computing this sequence corresponds to planning under uncertainty about environment. In this paper, we show how it can be solved efficiently via a recently developed probabilistic planning framework, called Probabilistic Planning with Clear Preferences (PPCP). We show that the problem satisfies the Clear Preferences assumption required by PPCP,and therefore all the theoretical guarantees continue to hold. The experimental results in simulation show that our approachcan solve large-scale problems in real-time while experiments on a physical quad-rotor provide proof of concept
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