43 research outputs found

    Navigation behavior design and representations for a people aware mobile robot system

    Get PDF
    There are millions of robots in operation around the world today, and almost all of them operate on factory floors in isolation from people. However, it is now becoming clear that robots can provide much more value assisting people in daily tasks in human environments. Perhaps the most fundamental capability for a mobile robot is navigating from one location to another. Advances in mapping and motion planning research in the past decades made indoor navigation a commodity for mobile robots. Yet, questions remain on how the robots should move around humans. This thesis advocates the use of semantic maps and spatial rules of engagement to enable non-expert users to effortlessly interact with and control a mobile robot. A core concept explored in this thesis is the Tour Scenario, where the task is to familiarize a mobile robot to a new environment after it is first shipped and unpacked in a home or office setting. During the tour, the robot follows the user and creates a semantic representation of the environment. The user labels objects, landmarks and locations by performing pointing gestures and using the robot's user interface. The spatial semantic information is meaningful to humans, as it allows providing commands to the robot such as ``bring me a cup from the kitchen table". While the robot is navigating towards the goal, it should not treat nearby humans as obstacles and should move in a socially acceptable manner. Three main navigation behaviors are studied in this work. The first behavior is the point-to-point navigation. The navigation planner presented in this thesis borrows ideas from human-human spatial interactions, and takes into account personal spaces as well as reactions of people who are in close proximity to the trajectory of the robot. The second navigation behavior is person following. After the description of a basic following behavior, a user study on person following for telepresence robots is presented. Additionally, situation awareness for person following is demonstrated, where the robot facilitates tasks by predicting the intent of the user and utilizing the semantic map. The third behavior is person guidance. A tour-guide robot is presented with a particular application for visually impaired users.Ph.D

    Belief State Planning for Autonomously Navigating Urban Intersections

    Full text link
    Urban intersections represent a complex environment for autonomous vehicles with many sources of uncertainty. The vehicle must plan in a stochastic environment with potentially rapid changes in driver behavior. Providing an efficient strategy to navigate through urban intersections is a difficult task. This paper frames the problem of navigating unsignalized intersections as a partially observable Markov decision process (POMDP) and solves it using a Monte Carlo sampling method. Empirical results in simulation show that the resulting policy outperforms a threshold-based heuristic strategy on several relevant metrics that measure both safety and efficiency.Comment: 6 pages, 6 figures, accepted to IV201

    AR Point&Click: An Interface for Setting Robot Navigation Goals

    Full text link
    This paper considers the problem of designating navigation goal locations for interactive mobile robots. We propose a point-and-click interface, implemented with an Augmented Reality (AR) headset. The cameras on the AR headset are used to detect natural pointing gestures performed by the user. The selected goal is visualized through the AR headset, allowing the users to adjust the goal location if desired. We conduct a user study in which participants set consecutive navigation goals for the robot using three different interfaces: AR Point & Click, Person Following and Tablet (birdeye map view). Results show that the proposed AR Point&Click interface improved the perceived accuracy, efficiency and reduced mental load compared to the baseline tablet interface, and it performed on-par to the Person Following method. These results show that the AR Point\&Click is a feasible interaction model for setting navigation goals.Comment: 6 Pages, 5 Figures, 4 Table

    Guided Curriculum Learning for Walking Over Complex Terrain

    Full text link
    Reliable bipedal walking over complex terrain is a challenging problem, using a curriculum can help learning. Curriculum learning is the idea of starting with an achievable version of a task and increasing the difficulty as a success criteria is met. We propose a 3-stage curriculum to train Deep Reinforcement Learning policies for bipedal walking over various challenging terrains. In the first stage, the agent starts on an easy terrain and the terrain difficulty is gradually increased, while forces derived from a target policy are applied to the robot joints and the base. In the second stage, the guiding forces are gradually reduced to zero. Finally, in the third stage, random perturbations with increasing magnitude are applied to the robot base, so the robustness of the policies are improved. In simulation experiments, we show that our approach is effective in learning walking policies, separate from each other, for five terrain types: flat, hurdles, gaps, stairs, and steps. Moreover, we demonstrate that in the absence of human demonstrations, a simple hand designed walking trajectory is a sufficient prior to learn to traverse complex terrain types. In ablation studies, we show that taking out any one of the three stages of the curriculum degrades the learning performance.Comment: Submitted to Australasian Conference on Robotics and Automation (ACRA) 202
    corecore