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We introduce a functional gradient descent trajectory optimization algorithm for robot motion planning in Reproducing Kernel Hilbert Spaces (RKHSs). Functional gradient algorithms are a popular choice for motion planning in complex many-degree-of-freedom robots, since they (in theory) work by directly optimizing within a space of continuous trajectories to avoid obstacles while maintaining geometric properties such as smoothness. However, in practice, functional gradient algorithms typically commit to a fixed, finite parameterization of trajectories, often as a list of waypoints. Such a parameterization can lose much of the benefit of reasoning in a continuous trajectory space: e.g., it can require taking an inconveniently small step size and large number of iterations to maintain smoothness. Our work generalizes functional gradient trajectory optimization by formulating it as minimization of a cost functional in an RKHS. This generalization lets us represent trajectories as linear combinations of kernel functions, without any need for waypoints. As a result, we are able to take larger steps and achieve a locally optimal trajectory in just a few iterations. Depending on the selection of kernel, we can directly optimize in spaces of trajectories that are inherently smooth in velocity, jerk, curvature, etc., and that have a low-dimensional, adaptively chosen parameterization. Our experiments illustrate the effectiveness of the planner for different kernels, including Gaussian RBFs, Laplacian RBFs, and B-splines, as compared to the standard discretized waypoint representation.
Functional Gradient Motion Planning in Reproducing Kernel Hilbert Spaces
8,600
In this paper, we propose several solutions to guide an older adult along a safe path using a robotic walking assistant (the c-Walker). We consider four different possibilities to execute the task. One of them is mechanical, with the c-Walker playing an active role in setting the course. The other ones are based on tactile or acoustic stimuli, and suggest a direction of motion that the user is supposed to take on her own will. We describe the technological basis for the hardware components implementing the different solutions, and show specialized path following algorithms for each of them. The paper reports an extensive user validation activity with a quantitative and qualitative analysis of the different solutions. In this work, we test our system just with young participants to establish a safer methodology that will be used in future studies with older adults.
Follow, listen, feel and go: alternative guidance systems for a walking assistance device
8,601
In this paper we explore state-of-the-art underactuated, compliant robot gripper designs through looking at their performance on a generic grasping task. Starting from a state of the art open gripper design, we propose design modifications,and importantly, evaluate all designs on a grasping experiment involving a selection of objects resulting in 3600 object-gripper interactions. Interested in non-planned grasping but rather on a design's generic performance, we explore the influence of object shape, pose and orientation relative to the gripper and its finger number and configuration. Using open-loop grasps we achieved up to 75% success rate over our trials. The results indicate and support that under motion constraints and uncertainties and without involving grasp planning, a 2-fingered underactuated compliant hand outperforms higher multi-fingered configurations. To our knowledge this is the first extended objective comparison of various multi-fingered underactuated hand designs under generic grasping conditions.
Towards an objective evaluation of underactuated gripper designs
8,602
This paper presents a overview of the inaugural Amazon Picking Challenge along with a summary of a survey conducted among the 26 participating teams. The challenge goal was to design an autonomous robot to pick items from a warehouse shelf. This task is currently performed by human workers, and there is hope that robots can someday help increase efficiency and throughput while lowering cost. We report on a 28-question survey posed to the teams to learn about each team's background, mechanism design, perception apparatus, planning and control approach. We identify trends in this data, correlate it with each team's success in the competition, and discuss observations and lessons learned based on survey results and the authors' personal experiences during the challenge.
Analysis and Observations from the First Amazon Picking Challenge
8,603
This paper presents the architecture and implementation of a tele-presence wheelchair system based on tele-presence robot, intelligent wheelchair, and touch screen technologies. The tele-presence wheelchair system consists of a commercial electric wheelchair, an add-on tele-presence interaction module, and a touchable live video image based user interface (called TIUI). The tele-presence interaction module is used to provide video-chatting for an elderly or disabled person with the family members or caregivers, and also captures the live video of an environment for tele-operation and semi-autonomous navigation. The user interface developed in our lab allows an operator to access the system anywhere and directly touch the live video image of the wheelchair to push it as if he/she did it in the presence. This paper also discusses the evaluation of the user experience.
A Low-Cost Tele-Presence Wheelchair System
8,604
Motion planning under differential constraints, kinodynamic motion planning, is one of the canonical problems in robotics. Currently, state-of-the-art methods evolve around kinodynamic variants of popular sampling-based algorithms, such as Rapidly-exploring Random Trees (RRTs). However, there are still challenges remaining, for example, how to include complex dynamics while guaranteeing optimality. If the open-loop dynamics are unstable, exploration by random sampling in control space becomes inefficient. We describe a new sampling-based algorithm, called CL-RRT#, which leverages ideas from the RRT# algorithm and a variant of the RRT algorithm that generates trajectories using closed-loop prediction. The idea of planning with closed-loop prediction allows us to handle complex unstable dynamics and avoids the need to find computationally hard steering procedures. The search technique presented in the RRT# algorithm allows us to improve the solution quality by searching over alternative reference trajectories. Numerical simulations using a nonholonomic system demonstrate the benefits of the proposed approach.
Sampling-based Algorithms for Optimal Motion Planning Using Closed-loop Prediction
8,605
The motivation of this paper is to develop a smart system using multi-modal vision for next-generation mechanical assembly. It includes two phases where in the first phase human beings teach the assembly structure to a robot and in the second phase the robot finds objects and grasps and assembles them using AI planning. The crucial part of the system is the precision of 3D visual detection and the paper presents multi-modal approaches to meet the requirements: AR markers are used in the teaching phase since human beings can actively control the process. Point cloud matching and geometric constraints are used in the robot execution phase to avoid unexpected noises. Experiments are performed to examine the precision and correctness of the approaches. The study is practical: The developed approaches are integrated with graph model-based motion planning, implemented on an industrial robots and applicable to real-world scenarios.
Teaching Robots to Do Object Assembly using Multi-modal 3D Vision
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Capturability of a robot determines whether it is able to capture a robot within a number of steps. Current capturability analysis is based on stance leg dynamics, without taking adequate consideration on swing leg. In this paper, we combine capturability-based analysis with swing leg dynamics. We first associate original definition of capturability with a time-margin, which encodes a time sequence that can capture the robot. This time-margin capturability requires consideration of swing leg, and we therefore introduce a swing leg kernel that acts as a bridge between step time and step length. We analyze N-step capturability with a combined model of swing leg kernels and a linear inverted pendulum model. By analyzing swing leg kernels with different parameters, we find that more powerful actuation and longer normalized step length result in greater capturability. We also answer the question whether more steps would give greater capturability. For a given disturbance, we find a step sequence that minimizes actuation. This step sequence is whether a step time sequence or a step length sequence, and this classification is based on boundary value problem analysis.
Capturability-based Analysis of Legged Robot with Consideration of Swing Legs
8,607
The semantic localization problem in robotics consists in determining the place where a robot is located by means of semantic categories. The problem is usually addressed as a supervised classification process, where input data correspond to robot perceptions while classes to semantic categories, like kitchen or corridor. In this paper we propose a framework, implemented in the PCL library, which provides a set of valuable tools to easily develop and evaluate semantic localization systems. The implementation includes the generation of 3D global descriptors following a Bag-of-Words approach. This allows the generation of dimensionality-fixed descriptors from any type of keypoint detector and feature extractor combinations. The framework has been designed, structured and implemented in order to be easily extended with different keypoint detectors, feature extractors as well as classification models. The proposed framework has also been used to evaluate the performance of a set of already implemented descriptors, when used as input for a specific semantic localization system. The results obtained are discussed paying special attention to the internal parameters of the BoW descriptor generation process. Moreover, we also review the combination of some keypoint detectors with different 3D descriptor generation techniques.
Semantic Localization in the PCL library
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The problem of developing distributed control and navigation system for quadrotor UAVs operating in GPS-denied environments is addressed in the paper. Cooperative navigation, marker detection and mapping task solved by a team of multiple unmanned aerial vehicles is chosen as demo example. Developed intelligent control system complies with on 4D\RCS reference model and its implementation is based on ROS framework. Custom implementation of EKF-based map building algorithm is used to solve marker detection and map building task.
Distributed control and navigation system for quadrotor UAVs in GPS-denied environments
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This volume is the proceedings of the 2nd workshop on Cognitive Architectures for Social Human-Robot Interaction, held at the ACM/IEEE HRI 2016 conference, which took place on Monday 7th March 2016, in Christchurch, New Zealand. Organised by Paul Baxter (Plymouth University, U.K.), J. Gregory Trafton (Naval Research Laboratory, USA), and Severin Lemaignan (Plymouth University, U.K.).
2nd Workshop on Cognitive Architectures for Social Human-Robot Interaction 2016 (CogArch4sHRI 2016)
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We consider the problem of configuration formation in modular robot systems where a set of modules that are initially in different configurations and located at different locations are required to assume appropriate positions so that they can get into a new, user-specified, target configuration. We propose a novel algorithm based on graph isomorphism, where the modules select locations or spots in the target configuration using a utility-based framework, while retaining their original configuration to the greatest extent possible, to reduce the time and energy required by the modules to assume the target configuration. We have shown analytically that our proposed algorithm is complete and guarantees a Pareto-optimal allocation. Experimental simulations of our algorithm with different number of modules in different initial configurations and located initially at different locations, show that the planning time of our algorithm is nominal (order of msec. for 100 modules). We have also compared our algorithm against a market-based allocation algorithm and shown that our proposed algorithm performs better in terms of time and number of messages exchanged.
A Graph Isomorphism-based Decentralized Algorithm for Modular Robot Configuration Formation
8,611
New safety critical systems are about to appear in our everyday life: advanced robots able to interact with humans and perform tasks at home, in hospitals , or at work. A hazardous behavior of those systems, induced by failures or extreme environment conditions, may lead to catastrophic consequences. Well-known risk analysis methods used in other critical domains (e.g., avion-ics, nuclear, medical, transportation), have to be extended or adapted due to the non-deterministic behavior of those systems, evolving in unstructured environments. One major challenge is thus to develop methods that can be applied at the very beginning of the development process, to identify hazards induced by robot tasks and their interactions with humans. In this paper we present a method which is based on an adaptation of a hazard identification technique, HAZOP (Hazard Operability), coupled with a system description notation, UML (Unified Modeling Language). This systematic approach has been applied successfully in research projects, and is now applied by robot manufacturers. Some results of those studies are presented and discussed to explain the benefits and limits of our method.
Hazard analysis of human--robot interactions with HAZOP--UML
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This paper presents a first contribution to the design of a small aerial robot for inhabited microgravity environments, such as orbiting space stations. In particular, we target a fleet of robots for collaborative tasks with humans, such as telepresence and cooperative mobile manipulation. We explore a propeller based propulsion system, arranged in such a way that the translational and the rotational components can be decoupled, resulting in an holonomic hexarotor. Since propellers have limited thrust, we employ an optimization approach to select the geometric configuration given a criteria of uniform maximum thrust across all directions in the body reference frame. We also tackle the problem of motion control: due to the decoupling of translational and rotational modes we use separate converging controllers for each one of these modes. In addition, we present preliminary simulation results in a realistic simulator, in closed loop with the proposed controller, thus providing a first validation of the followed methodology.
Space CoBot: a collaborative aerial robot for indoor microgravity environments
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We describe an algorithm for motion planning based on expert demonstrations of a skill. In order to teach robots to perform complex object manipulation tasks that can generalize robustly to new environments, we must (1) learn a representation of the effects of a task and (2) find an optimal trajectory that will reproduce these effects in a new environment. We represent robot skills in terms of a probability distribution over features learned from multiple expert demonstrations. When utilizing a skill in a new environment, we compute feature expectations over trajectory samples in order to stochastically optimize the likelihood of a trajectory in the new environment. The purpose of this method is to enable execution of complex tasks based on a library of probabilistic skill models. Motions can be combined to accomplish complex tasks in hybrid domains. Our approach is validated in a variety of case studies, including an Android game, simulated assembly task, and real robot experiment with a UR5.
Towards Robot Task Planning From Probabilistic Models of Human Skills
8,614
Safely integrating unmanned aerial vehicles into civil airspace is contingent upon development of a trustworthy collision avoidance system. This paper proposes an approach whereby a parameterized resolution logic that is considered trusted for a given range of its parameters is adaptively tuned online. Specifically, to address the potential conservatism of the resolution logic with static parameters, we present a dynamic programming approach for adapting the parameters dynamically based on the encounter state. We compute the adaptation policy offline using a simulation-based approximate dynamic programming method that accommodates the high dimensionality of the problem. Numerical experiments show that this approach improves safety and operational performance compared to the baseline resolution logic, while retaining trustworthiness.
Optimized and Trusted Collision Avoidance for Unmanned Aerial Vehicles using Approximate Dynamic Programming (Technical Report)
8,615
Robotic manipulation of deformable objects remains a challenging task. One such task is to iron a piece of cloth autonomously. Given a roughly flattened cloth, the goal is to have an ironing plan that can iteratively apply a regular iron to remove all the major wrinkles by a robot. We present a novel solution to analyze the cloth surface by fusing two surface scan techniques: a curvature scan and a discontinuity scan. The curvature scan can estimate the height deviation of the cloth surface, while the discontinuity scan can effectively detect sharp surface features, such as wrinkles. We use this information to detect the regions that need to be pulled and extended before ironing, and the other regions where we want to detect wrinkles and apply ironing to remove the wrinkles. We demonstrate that our hybrid scan technique is able to capture and classify wrinkles over the surface robustly. Given detected wrinkles, we enable a robot to iron them using shape features. Experimental results show that using our wrinkle analysis algorithm, our robot is able to iron the cloth surface and effectively remove the wrinkles.
Multi-Sensor Surface Analysis for Robotic Ironing
8,616
This work presents methods for the determination of a humanoid robot's joint velocities and accelerations directly from link-mounted Inertial Measurement Units (IMUs) each containing a three-axis gyroscope and a three-axis accelerometer. No information about the global pose of the floating base or its links is required and precise knowledge of the link IMU poses is not necessary due to presented calibration routines. Additionally, a filter is introduced to fuse gyroscope angular velocities with joint position measurements and compensate the computed joint velocities for time-varying gyroscope biases. The resulting joint velocities are subject to less noise and delay than filtered velocities computed from numerical differentiation of joint potentiometer signals, leading to superior performance in joint feedback control as demonstrated in experiments performed on a SARCOS hydraulic humanoid.
Inertial Sensor-Based Humanoid Joint State Estimation
8,617
This volume is the proceedings of the 5th International Symposium on New Frontiers in Human-Robot Interaction, held at the AISB Convention 2016, which took place on the 5th and 6th of April 2016, in Sheffield, U.K. Organised by Maha Salem (Google U.K.), Astrid Weiss (Vienna University of Technology, Austria), Paul Baxter (Lincoln University, U.K.), and Kerstin Dautenhahn (University of Hertfordshire, U.K.).
5th International Symposium on New Frontiers in Human-Robot Interaction 2016 (NF-HRI 2016)
8,618
The Memory-Centred Cognition perspective places an active association substrate at the heart of cognition, rather than as a passive adjunct. Consequently, it places prediction and priming on the basis of prior experience to be inherent and fundamental aspects of processing. Social interaction is taken here to minimally require contingent and co-adaptive behaviours from the interacting parties. In this contribution, I seek to show how the memory-centred cognition approach to cognitive architectures can provide an means of addressing these functions. A number of example implementations are briefly reviewed, particularly focusing on multi-modal alignment as a function of experience-based priming. While there is further refinement required to the theory, and implementations based thereon, this approach provides an interesting alternative perspective on the foundations of cognitive architectures to support robots engage in social interactions with humans.
Memory-Centred Cognitive Architectures for Robots Interacting Socially with Humans
8,619
We propose a polynomial force-motion model for planar sliding. The set of generalized friction loads is the 1-sublevel set of a polynomial whose gradient directions correspond to generalized velocities. Additionally, the polynomial is confined to be convex even-degree homogeneous in order to obey the maximum work inequality, symmetry, shape invariance in scale, and fast invertibility. We present a simple and statistically-efficient model identification procedure using a sum-of-squares convex relaxation. Simulation and robotic experiments validate the accuracy and efficiency of our approach. We also show practical applications of our model including stable pushing of objects and free sliding dynamic simulations.
A Convex Polynomial Force-Motion Model for Planar Sliding: Identification and Application
8,620
In this paper a cascaded approach for stabilization and path tracking of a general 2-trailer vehicle configuration with an off-axle hitching is presented. A low level Linear Quadratic controller is used for stabilization of the internal angles while a pure pursuit path tracking controller is used on a higher level to handle the path tracking. Piecewise linearity is the only requirement on the control reference which makes the design of reference paths very general. A Graphical User Interface is designed to make it easy for a user to design control references for complex manoeuvres given some representation of the surroundings. The approach is demonstrated with challenging path following scenarios both in simulation and on a small scale test platform.
Path tracking and stabilization for a reversing general 2-trailer configuration using a cascaded control approach
8,621
The use of robotics in Urban Search and Rescue (USAR) is growing steadily from their initial inception during the 2001 World Trade Centre incident. Despite years of progress, the core design of robots currently in use for USAR purposes has deviated little, favoring software and control development and optimization of the basic robot template to improve performance instead. Presented here is a novel design description of the Cricket, an advanced robot with a broader range of physical capabilities than traditional USAR robots. By incorporating the tracked structure of earlier robots, appreciated for energy efficiency and robustness, into a multi-limbed walking design, the Cricket enables the use of advanced locomotion techniques. The ability to climb over obstacles many times the height of the robot, ascend vertical shafts without the assistance of a tether, and traverse rough and near vertical terrain improves the Cricket's capability to successfully locate victims in confined spaces.
A Reconfigurable USAR Robot Designed for Traversing Complex 3D Terrain
8,622
Robotic architectures that incorporate cloud-based resources are just now gaining popularity. However, researchers have very few investigations into their capabilities to support claims of their feasibility. We propose a novel method to exchange quality for speed of response. Further, we back this assertion with empirical findings from experiments performed with Amazon Mechanical Turk and find that our method improves quality in exchange for response time in our cognitive architecture.
NIMBUS: A Hybrid Cloud-Crowd Realtime Architecture for Visual Learning in Interactive Domains
8,623
In this position paper, we discuss how the use of a cognitive architecture based on unsupervised clustering (the Kohonen Self-Organizing Map) enables us to meet our goals of efficient action selection in a mobile robot. This architecture provides several opportunities for human-robot interaction, and we discuss how its features facilitate these interactions.
Associative Memories and Human-Robot Social Interaction
8,624
We show a control algorithm to guide a robotic walking assistant along a planned path. The control strategy exploits the electromechanical brakes mounted on the back wheels of the walker. In order to reduce the hardware requirements we adopt a Bang Bang approach relying of four actions (with saturated value for the braking torques).When the platform is far away from the path, we execute an approach phase in which the walker converges toward the platform with a specified angle. When it comes in proximity of the platform, the control strategy switches to a path tracking mode, which uses the four control actions to converge toward the path with an angle which is a function of the state. This way it is possible to control the vehicle in feedback, secure a gentle convergence of the user to the planned path and her steady progress towards the destination.
Hybrid Feedback Path Following for Robotic Walkers via Bang-Bang Control Actions
8,625
The topic of joint actions has been deeply studied in the context of Human-Human interaction in order to understand how humans cooperate. Creating autonomous robots that collaborate with humans is a complex problem, where it is relevant to apply what has been learned in the context of Human-Human interaction. The question is what skills to implement and how to integrate them in order to build a cognitive architecture, allowing a robot to collaborate efficiently and naturally with humans. In this paper, we first list a set of skills that we consider essential for Joint Action, then we analyze the problem from the robot's point of view and discuss how they can be instantiated in human-robot scenarios. Finally, we open the discussion on how to integrate such skills into a cognitive architecture for human-robot collaborative problem solving and task achievement.
Some essential skills and their combination in an architecture for a cognitive and interactive robot
8,626
The StarL programming framework aims to simplify development of distributed robotic applications by providing easy-to-use language constructs for communication and control. It has been used to develop applications such as formation control, distributed tracking, and collaborative search. In this paper, we present a complete redesign of the StarL language and its runtime system which enables us to achieve portability of robot programs across platforms. Thus, the same application program, say, for distributed tracking, can now be compiled and deployed on multiple, heterogeneous robotic platforms. Towards portability, this we first define the semantics of StarL programs in a way that is largely platform independent, except for a few key platform-dependent parameters that capture the worst-case execution and sensing delays and resolution of sensors. Next, we present a design of the StarL runtime system, including a robot controller, that meets the above semantics. The controller consists of a platform-independent path planner implemented using RRTs and a platform-dependent way-point tracker that is implemented using the control commands available for the platform. We demonstrate portability of StarL applications using simulation results for two different robotic platforms, and several applications.
Porting Code Across Simple Mobile Robots
8,627
We present a damage-aware planning approach which determines the best sequence to manipulate a number of objects in a scene. This works on task-planning level, abstracts from motion planning and anticipates the dynamics of the scene using a physics simulation. Instead of avoiding interaction with the environment, we take unintended motion of other objects into account and plan manipulation sequences which minimize the potential damage. Our method can also be used as a validation measure to judge planned motions for their feasibility in terms of damage avoidance. We evaluate our approach on one industrial scenario (autonomous container unloading) and one retail scenario (shelf replenishment).
Physics-Based Damage-Aware Manipulation Strategy Planning Using Scene Dynamics Anticipation
8,628
The software of robotic assistants needs to be verified, to ensure its safety and functional correctness. Testing in simulation allows a high degree of realism in the verification. However, generating tests that cover both interesting foreseen and unforeseen scenarios in human-robot interaction (HRI) tasks, while executing most of the code, remains a challenge. We propose the use of belief-desire-intention (BDI) agents in the test environment, to increase the level of realism and human-like stimulation of simulated robots. Artificial intelligence, such as agent theory, can be exploited for more intelligent test generation. An automated testbench was implemented for a simulation in Robot Operating System (ROS) and Gazebo, of a cooperative table assembly task between a humanoid robot and a person. Requirements were verified for this task, and some unexpected design issues were discovered, leading to possible code improvements. Our results highlight the practicality of BDI agents to automatically generate valid and human-like tests to get high code coverage, compared to hand-written directed tests, pseudorandom generation, and other variants of model-based test generation. Also, BDI agents allow the coverage of combined behaviours of the HRI system with more ease than writing temporal logic properties for model checking.
Model-Based Testing, Using Belief-Desire-Intentions Agents, of Control Code for Robots in Collaborative Human-Robot Interactions
8,629
We present a framework to generate watertight mesh representations in an unsupervised manner from noisy point clouds of complex, heterogeneous objects with free-form surfaces. The resulting meshes are ready to use in applications like kinematics and dynamics simulation where watertightness and fast processing are the main quality criteria. This works with no necessity of user interaction, mainly by utilizing a modified Growing Neural Gas technique for surface reconstruction combined with several post-processing steps. In contrast to existing methods, the proposed framework is able to cope with input point clouds generated by consumer-grade RGBD sensors and works even if the input data features large holes, e.g. a missing bottom which was not covered by the sensor. Additionally, we explain a method to unsupervisedly optimize the parameters of our framework in order to improve generalization quality and, at the same time, keep the resulting meshes as coherent as possible to the original object regarding visual and geometric properties.
Unsupervised Watertight Mesh Generation for Physics Simulation Applications Using Growing Neural Gas on Noisy Free-Form Object Models
8,630
In complex manipulation scenarios (e.g. tasks requiring complex interaction of two hands or in-hand manipulation), generalization is a hard problem. Current methods still either require a substantial amount of (supervised) training data and / or strong assumptions on both the environment and the task. In this paradigm, controllers solving these tasks tend to be complex. We propose a paradigm of maintaining simpler controllers solving the task in a small number of specific situations. In order to generalize to novel situations, the robot transforms the environment from novel situations into a situation where the solution of the task is already known. Our solution to this problem is to play with objects and use previously trained skills (basis skills). These skills can either be used for estimating or for changing the current state of the environment and are organized in skill hierarchies. The approach is evaluated in complex pick-and-place scenarios that involve complex manipulation. We further show that these skills can be learned by autonomous playing.
Robotic Playing for Hierarchical Complex Skill Learning
8,631
Change detection, i.e., anomaly detection from local maps built by a mobile robot at multiple different times, is a challenging problem to solve in practice. Most previous work either cannot be applied to scenarios where the size of the map collection is large, or simply assumed that the robot self-location is globally known. In this paper, we tackle the problem of simultaneous self-localization and change detection, by reformulating the problem as a map retrieval problem, and propose a local map descriptor with a compressed bag-of-words (BoW) structure as a scalable solution. We make the following contributions. (1) To enable a direct comparison of the spatial layout of visual features between different local maps, the origin of the local map coordinate (termed "viewpoint") is planned by scene parsing and determined by our "viewpoint planner" to be invariant against small variations in self-location and changes, aiming at providing similar viewpoints for similar scenes (i.e., the relevant map pair). (2) We extend the BoW model to enable the use of not only the appearance (e.g., polestar) but also the spatial layout (e.g., spatial pyramid) of visual features with respect to the planned viewpoint. The key observation is that the planned viewpoint (i.e., the origin of local map coordinate) acts as a pseudo viewpoint that is usually required by spatial BoW (e.g., SPM) and also by anomaly detection (e.g., NN-d, LOF). (3) Experimental results on a challenging "loop-closing" scenario show that the proposed method outperforms previous BoW methods in self-localization, and furthermore, that the use of both appearance and pose information in change detection produces better results than the use of either information alone.
Local Map Descriptor for Compressive Change Retrieval
8,632
The widespread adoption of autonomous systems depends on providing guarantees of safety and functional correctness, at both design time and runtime. Information about the extent to which functional requirements can be met in combination with non-functional requirements (NFRs) -- i.e. requirements that can be partially complied with -- , under dynamic and uncertain environments, provides opportunities to enhance the safety and functional correctness of systems at design time. We present a technique to formally define system attributes that can change or be changed to deal with dynamic and uncertain environments (denominated weakened specifications) as a partially ordered lattice, and to automatically explore the system under different specifications, using probabilistic model checking, to find the likelihood of satisfying a requirement. The resulting probabilities form boundaries of "optimal specifications", analogous to Pareto frontiers in multi-objective optimization, informing the designer about the system's capabilities, such as resilience or robustness, when changing its attributes to deal with dynamic and uncertain environments. We illustrate the proposed technique through a domestic robotic assistant example.
Formal Specification and Analysis of Autonomous Systems under Partial Compliance
8,633
With the advance in robotic hardware and intelligent software, humanoid robot plays an important role in various tasks including service for human assistance and heavy job for hazardous industry. Recent advances in task learning enable humanoid robots to conduct dexterous manipulation tasks such as grasping objects and assembling parts of furniture. Operating objects without physical movements is an even more challenging task for humanoid robot because effects of actions may not be clearly seen in the physical configuration space and meaningful actions could be very complex in a long time horizon. As an example, playing a mobile game in a smart device has such challenges because both swipe actions and complex state transitions inside the smart devices in a long time horizon. In this paper, we solve this problem by introducing an integrated architecture which connects end-to-end dataflow from sensors to actuators in a humanoid robot to operate smart devices. We implement our integrated architecture in the Baxter Research Robot and experimentally demonstrate that the robot with our architecture could play a challenging mobile game, the 2048 game, as accurate as in a simulated environment.
An End-to-End Robot Architecture to Manipulate Non-Physical State Changes of Objects
8,634
Whole body tactile perception via tactile skins offers large benefits for robots in unstructured environments. To fully realize this benefit, tactile systems must support real-time data acquisition over a massive number of tactile sensor elements. We present a novel approach for scalable tactile data acquisition using compressed sensing. We first demonstrate that the tactile data is amenable to compressed sensing techniques. We then develop a solution for fast data sampling, compression, and reconstruction that is suited for tactile system hardware and has potential for reducing the wiring complexity. Finally, we evaluate the performance of our technique on simulated tactile sensor networks. Our evaluations show that compressed sensing, with a compression ratio of 3 to 1, can achieve higher signal acquisition accuracy than full data acquisition of noisy sensor data.
Compressed Sensing for Tactile Skins
8,635
This paper considers the problem of grasp pose detection in point clouds. We follow a general algorithmic structure that first generates a large set of 6-DOF grasp candidates and then classifies each of them as a good or a bad grasp. Our focus in this paper is on improving the second step by using depth sensor scans from large online datasets to train a convolutional neural network. We propose two new representations of grasp candidates, and we quantify the effect of using prior knowledge of two forms: instance or category knowledge of the object to be grasped, and pretraining the network on simulated depth data obtained from idealized CAD models. Our analysis shows that a more informative grasp candidate representation as well as pretraining and prior knowledge significantly improve grasp detection. We evaluate our approach on a Baxter Research Robot and demonstrate an average grasp success rate of 93% in dense clutter. This is a 20% improvement compared to our prior work.
High precision grasp pose detection in dense clutter
8,636
We present an optimization-based motion planning algorithm to compute a smooth, collision-free trajectory for a manipulator used to transfer a liquid from a source to a target container. We take into account fluid dynamics constraints as part of trajectory computation. In order to avoid the high complexity of exact fluid simulation, we introduce a simplified dynamics model based on physically inspired approximations and system identification. Our optimization approach can incorporate various other constraints such as collision avoidance with the obstacles, kinematic and dynamics constraints of the manipulator, and fluid dynamics characteristics. We demonstrate the performance of our planner on different benchmarks corresponding to various obstacles and container shapes. Furthermore, we also evaluate its accuracy by validating the motion plan using an accurate but computationally costly Navier-Stokes fluid simulation.
Motion Planning for Fluid Manipulation using Simplified Dynamics
8,637
In recent years, the interdisciplinary research between information science and neuroscience has been a hotspot. In this paper, based on recent biological findings, we proposed a new model to mimic visual information processing, motor planning and control in central and peripheral nervous systems of human. Main steps of the model are as follows: 1) Simulating "where" pathway in human: the Selective Search method is applied to simulate the function of human dorsal visual pathway to localize object candidates; 2) Simulating "what" pathway in human: a Convolutional Deep Belief Network is applied to simulate the hierarchical structure and function of human ventral visual pathway for object recognition; 3) Simulating motor planning process in human: habitual motion planning process in human is simulated, and motor commands are generated from the combination of control signals from past experiences; 4) Simulating precise movement control in human: calibrated control signals, which mimic the adjustment for movement from cerebellum in human, are generated and updated from calibration of movement errors in past experiences, and sent to the movement model to achieve high precision. The proposed framework mimics structures and functions of human recognition, visuomotor coordination and precise motor control. Experiments on object localization, recognition and movement control demonstrate that the new proposed model can not only accomplish visuomotor coordination tasks, but also achieve high precision movement with learning ability. Meanwhile, the results also prove the validity of the introduced mechanisms. Furthermore, the proposed model could be generalized and applied to other systems, such as mechanical and electrical systems in robotics, to achieve fast response, high precision movement with learning ability.
Biologically inspired model simulating visual pathways and cerebellum function in human - Achieving visuomotor coordination and high precision movement with learning ability
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In this paper, we describe an algorithm, based on the well-known Unscented Quaternion Estimator, to estimate external forces and torques acting on a quadrotor. This formulation uses a non-linear model for the quadrotor dynamics, naturally incorporates process and measurement noise, requires only a few parameters to be tuned manually, and uses singularity-free unit quaternions to represent attitude. We demonstrate in simulation that the proposed algorithm can outperform existing methods. We then highlight how our approach can be used to generate force and torque profiles from experimental data, and how this information can later be used for controller design. Finally, we show how the resulting controllers enable a quadrotor to stay in the wind field of a moving fan.
Unscented External Force and Torque Estimation for Quadrotors
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This paper extends the RRT* algorithm, a recently developed but widely-used sampling-based optimal motion planner, in order to effectively handle nonlinear kinodynamic constraints. Nonlinearity in kinodynamic differential constraints often leads to difficulties in choosing appropriate distance metric and in computing optimized trajectory segments in tree construction. To tackle these two difficulties, this work adopts the affine quadratic regulator-based pseudo metric as the distance measure and utilizes iterative two-point boundary value problem solvers for computing the optimized segments. The proposed extension then preserves the inherent asymptotic optimality of the RRT* framework, while efficiently handling a variety of kinodynamic constraints. Three numerical case studies validate the applicability of the proposed method.
Iterative Methods for Efficient Sampling-Based Optimal Motion Planning of Nonlinear Systems
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In this paper we propose an approach for efficient grasp selection for manipulation tasks of unknown objects. Even for simple tasks such as pick-and-place, a unique solution is rare to occur. Rather, multiple candidate grasps must be considered and (potentially) tested till a successful, kinematically feasible path is found. To make this process efficient, the grasps should be ordered such that those more likely to succeed are tested first. We propose to use grasp manipulability as a metric to prioritize grasps. We present results of simulation experiments which demonstrate the usefulness of our metric. Additionally, we present experiments with our physical robot performing simple manipulation tasks with a small set of different household objects.
Grasping for a Purpose: Using Task Goals for Efficient Manipulation Planning
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In this paper, we address the problem of time-optimal coordination of mobile robots under kinodynamic constraints along specified paths. We propose a novel approach based on time discretization that leads to a mixed-integer linear programming (MILP) formulation. This problem can be solved using general-purpose MILP solvers in a reasonable time, resulting in a resolution-optimal solution. Moreover, unlike previous work found in the literature, our formulation allows an exact linear modeling (up to the discretization resolution) of second-order dynamic constraints. Extensive simulations are performed to demonstrate the effectiveness of our approach.
Time-optimal Coordination of Mobile Robots along Specified Paths
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This paper addresses planning and control of robot motion under uncertainty that is formulated as a continuous-time, continuous-space stochastic optimal control problem, by developing a topology-guided path integral control method. The path integral control framework, which forms the backbone of the proposed method, re-writes the Hamilton-Jacobi-Bellman equation as a statistical inference problem; the resulting inference problem is solved by a sampling procedure that computes the distribution of controlled trajectories around the trajectory by the passive dynamics. For motion control of robots in a highly cluttered environment, however, this sampling can easily be trapped in a local minimum unless the sample size is very large, since the global optimality of local minima depends on the degree of uncertainty. Thus, a homology-embedded sampling-based planner that identifies many (potentially) local-minimum trajectories in different homology classes is developed to aid the sampling process. In combination with a receding-horizon fashion of the optimal control the proposed method produces a dynamically feasible and collision-free motion plans without being trapped in a local minimum. Numerical examples on a synthetic toy problem and on quadrotor control in a complex obstacle field demonstrate the validity of the proposed method.
Topology-Guided Path Integral Approach for Stochastic Optimal Control in Cluttered Environment
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Traffic collision avoidance systems (TCAS) are used in order to avoid incidences of mid-air collisions between aircraft. We present a game-theoretic approach of a TCAS designed for autonomous unmanned aerial vehicles (UAVs). A variant of the canonical example of game-theoretic learning, fictitious play, is used as a coordination mechanism between the UAVs, that should choose between the alternative altitudes to fly and avoid collision. We present the implementation results of the proposed coordination mechanism in two quad-copters flying in opposite directions.
Collision Avoidance of Two Autonomous Quadcopters
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Biomimetic entirely soft robots with animal-like behavior and integrated artificial nervous systems will open up totally new perspectives and applications. However, until now all presented studies on soft robots were limited to partly soft designs, since all designs at least needed conventional, stiff, electronics, to sense, process signals and activate actuators. We present the first soft robot with integrated artificial nervous system entirely made of dielectric elastomers - and without any conventional stiff electronic parts. Supplied with only one external DC voltage, the robot autonomously generates all signals necessary to drive its actuators, and translates an in-plane electromechanical oscillation into a crawling locomotion movement. Thereby, all functional parts are made of polymer materials and carbon. Besides the basic design of the world's first entirely soft robot we present prospects to control general behavior of such robots.
A Soft Electronics-Free robot
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Robots that autonomously manipulate objects within warehouses have the potential to shorten the package delivery time and improve the efficiency of the e-commerce industry. In this paper, we present a robotic system that is capable of both picking and placing general objects in warehouse scenarios. Given a target object, the robot autonomously detects it from a shelf or a table and estimates its full 6D pose. With this pose information, the robot picks the object using its gripper, and then places it into a container or at a specified location. We describe our pick-and-place system in detail while highlighting our design principles for the warehouse settings, including the perception method that leverages knowledge about its workspace, three grippers designed to handle a large variety of different objects in terms of shape, weight and material, and grasp planning in cluttered scenarios. We also present extensive experiments to evaluate the performance of our picking system and demonstrate that the robot is competent to accomplish various tasks in warehouse settings, such as picking a target item from a tight space, grasping different objects from the shelf, and performing pick-and-place tasks on the table.
DoraPicker: An Autonomous Picking System for General Objects
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This paper describes the design, implementation and testing of a suite of algorithms to enable depth constrained autonomous bathymetric (underwater topography) mapping by an Autonomous Surface Vessel (ASV). Given a target depth and a bounding polygon, the ASV will find and follow the intersection of the bounding polygon and the depth contour as modeled online with a Gaussian Process (GP). This intersection, once mapped, will then be used as a boundary within which a path will be planned for coverage to build a map of the Bathymetry. Methods for sequential updates to GP's are described allowing online fitting, prediction and hyper-parameter optimisation on a small embedded PC. New algorithms are introduced for the partitioning of convex polygons to allow efficient path planning for coverage. These algorithms are tested both in simulation and in the field with a small twin hull differential thrust vessel built for the task.
Adaptive Path Planning for Depth Constrained Bathymetric Mapping with an Autonomous Surface Vessel
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Object handover is a basic, but essential capability for robots interacting with humans in many applications, e.g., caring for the elderly and assisting workers in manufacturing workshops. It appears deceptively simple, as humans perform object handover almost flawlessly. The success of humans, however, belies the complexity of object handover as collaborative physical interaction between two agents with limited communication. This paper presents a learning algorithm for dynamic object handover, for example, when a robot hands over water bottles to marathon runners passing by the water station. We formulate the problem as contextual policy search, in which the robot learns object handover by interacting with the human. A key challenge here is to learn the latent reward of the handover task under noisy human feedback. Preliminary experiments show that the robot learns to hand over a water bottle naturally and that it adapts to the dynamics of human motion. One challenge for the future is to combine the model-free learning algorithm with a model-based planning approach and enable the robot to adapt over human preferences and object characteristics, such as shape, weight, and surface texture.
Learning Dynamic Robot-to-Human Object Handover from Human Feedback
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This paper presents the design of a small aerial robot for inhabited microgravity environments, such as orbiting space stations (e.g., ISS). In particular, we target a fleet of robots, called Space CoBots, for collaborative tasks with humans, such as telepresence and cooperative mobile manipulation. The design is modular, comprising an hexrotor based propulsion system, and a stack of modules including batteries, cameras for navigation, a screen for telepresence, a robotic arm, space for extension modules, and a pair of docking ports. These ports can be used for docking and for mechanically attaching two Space CoBots together. The kinematics is holonomic, and thus the translational and the rotational components can be fully decoupled. We employ a multi-criteria optimization approach to determine the best geometric configuration for maximum thrust and torque across all directions. We also tackle the problem of motion control: we use separate converging controllers for position and attitude control. Finally, we present simulation results using a realistic physics simulator. These experiments include a sensitivity evaluation to sensor noise and to unmodeled dynamics, namely a load transportation.
Space CoBot: modular design of an holonomic aerial robot for indoor microgravity environments
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Autonomous flight of pocket drones is challenging due to the severe limitations on on-board energy, sensing, and processing power. However, tiny drones have great potential as their small size allows maneuvering through narrow spaces while their small weight provides significant safety advantages. This paper presents a computationally efficient algorithm for determining optical flow, which can be run on an STM32F4 microprocessor (168 MHz) of a 4 gram stereo-camera. The optical flow algorithm is based on edge histograms. We propose a matching scheme to determine local optical flow. Moreover, the method allows for sub-pixel flow determination based on time horizon adaptation. We demonstrate velocity measurements in flight and use it within a velocity control-loop on a pocket drone.
Local Histogram Matching for Efficient Optical Flow Computation Applied to Velocity Estimation on Pocket Drones
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Self-Supervised Learning (SSL) is a reliable learning mechanism in which a robot uses an original, trusted sensor cue for training to recognize an additional, complementary sensor cue. We study for the first time in SSL how a robot's learning behavior should be organized, so that the robot can keep performing its task in the case that the original cue becomes unavailable. We study this persistent form of SSL in the context of a flying robot that has to avoid obstacles based on distance estimates from the visual cue of stereo vision. Over time it will learn to also estimate distances based on monocular appearance cues. A strategy is introduced that has the robot switch from stereo vision based flight to monocular flight, with stereo vision purely used as 'training wheels' to avoid imminent collisions. This strategy is shown to be an effective approach to the 'feedback-induced data bias' problem as also experienced in learning from demonstration. Both simulations and real-world experiments with a stereo vision equipped AR drone 2.0 show the feasibility of this approach, with the robot successfully using monocular vision to avoid obstacles in a 5 x 5 room. The experiments show the potential of persistent SSL as a robust learning approach to enhance the capabilities of robots. Moreover, the abundant training data coming from the own sensors allows to gather large data sets necessary for deep learning approaches.
Persistent self-supervised learning principle: from stereo to monocular vision for obstacle avoidance
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In this letter we focus on designing self-organizing diffusion mobile adaptive networks where the individual agents are allowed to move in pursuit of an objective (target). The well-known Adapt-then-Combine (ATC) algorithm is already available in the literature as a useful distributed diffusion-based adaptive learning network. However, in the ATC diffusion algorithm, fixed step sizes are used in the update equations for velocity vectors and location vectors. When the nodes are too far away from the target, such strategies may require large number of iterations to reach the target. To address this issue, in this paper we suggest two modifications on the ATC mobile adaptive network to improve its performance. The proposed modifications include (i) distance-based variable step size adjustment at diffusion algorithms to update velocity vectors and location vectors (ii) to use a selective cooperation, by choosing the best nodes at each iteration to reduce the number of communications. The performance of the proposed algorithm is evaluated by simulation tests where the obtained results show the superior performance of the proposed algorithm in comparison with the available ATC mobile adaptive network.
An Improved Self-Organizing Diffusion Mobile Adaptive Network for Pursuing a Target
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One of the standing challenges in multi-robot systems is the ability to reliably coordinate motions of multiple robots in environments where the robots are subject to disturbances. We consider disturbances that force the robot to temporarily stop and delay its advancement along its planned trajectory which can be used to model, e.g., passing-by humans for whom the robots have to yield. Although reactive collision-avoidance methods are often used in this context, they may lead to deadlocks between robots. We design a multi-robot control strategy for executing coordinated trajectories computed by a multi-robot trajectory planner and give a proof that the strategy is safe and deadlock-free even when robots are subject to delaying disturbances. Our simulations show that the proposed strategy scales significantly better with the intensity of disturbances than the naive liveness-preserving approach. The empirical results further confirm that the proposed approach is more reliable and also more efficient than state-of-the-art reactive techniques.
Provably Safe and Deadlock-Free Execution of Multi-Robot Plans under Delaying Disturbances
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We present a method to apply heuristic search algorithms to solve rearrangement planning by pushing problems. In these problems, a robot must push an object through clutter to achieve a goal. To do this, we exploit the fact that contact with objects in the environment is critical to goal achievement. We dynamically generate goal-directed primitives that create and maintain contact between robot and object at each state expansion during the search. These primitives focus exploration toward critical areas of state-space, providing tractability to the high-dimensional planning problem. We demonstrate that the use of these primitives, combined with an informative yet simple to compute heuristic, improves success rate when compared to a planner that uses only primitives formed from discretizing the robot's action space. In addition, we show our planner outperforms RRT-based approaches by producing shorter paths faster. We demonstrate our algorithm both in simulation and on a 7-DOF arm pushing objects on a table.
Rearrangement Planning via Heuristic Search
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In literature, several approaches are trying to make the UAVs fly autonomously i.e., by extracting perspective cues such as straight lines. However, it is only available in well-defined human made environments, in addition to many other cues which require enough texture information. Our main target is to detect and avoid frontal obstacles from a monocular camera using a quad rotor Ar.Drone 2 by exploiting optical flow as a motion parallax, the drone is permitted to fly at a speed of 1 m/s and an altitude ranging from 1 to 4 meters above the ground level. In general, detecting and avoiding frontal obstacle is a quite challenging problem because optical flow has some limitation which should be taken into account i.e. lighting conditions and aperture problem.
Detecting and avoiding frontal obstacles from monocular camera for micro unmanned aerial vehicles
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This paper proposes a strategy for a group of deaf and dumb robots, carrying clocks from different countries, to meet at a geographical location which is not fixed in advanced. The robots act independently. They can observe others, compute some locations and walk towards those locations. They can only get a snapshot of the locations of other robots but can not detect whether they are static or in motion. The robots are forgetful; once they have completed their motion they forget their previous locations and observations. Again they decide new destinations to move to. Eventually all the robots compute the same destination and meet there. There exists no global positioning system. As they stand, they agree on up and down directions. However, as they do not have any compass, the other directions are not agreed upon. They also do not agree on the clockwise direction. For determining a strategy, we imagine the robots to be points on a three dimensional plane where all the robots are mutually visible to each other always. The strategy we propose has to be obeyed by all the robots independently with respect to their own clock and compass. Initially the robots start from distinct locations. Some dead robots may be present in the system or some may die any time before or after the get together. However, the live robots are not aware of the presence of these dead robots.
A Get-Together for Deaf and Dumb Robots in Three dimensional Space
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This paper describes the development of the Robotarium -- a remotely accessible, multi-robot research facility. The impetus behind the Robotarium is that multi-robot testbeds constitute an integral and essential part of the multi-agent research cycle, yet they are expensive, complex, and time-consuming to develop, operate, and maintain. These resource constraints, in turn, limit access for large groups of researchers and students, which is what the Robotarium is remedying by providing users with remote access to a state-of-the-art multi-robot test facility. This paper details the design and operation of the Robotarium as well as connects these to the particular considerations one must take when making complex hardware remotely accessible. In particular, safety must be built in already at the design phase without overly constraining which coordinated control programs the users can upload and execute, which calls for minimally invasive safety routines with provable performance guarantees.
Safe, Remote-Access Swarm Robotics Research on the Robotarium
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The development of autonomous lightweight MAVs, capable of navigating in unknown indoor environments, is one of the major challenges in robotics. The complexity of this challenge comes from constraints on weight and power consumption of onboard sensing and processing devices. In this paper we propose the "Droplet" strategy, an avoidance strategy based on stereo vision inputs that outperforms reactive avoidance strategies by allowing constant speed maneuvers while being computationally extremely efficient, and which does not need to store previous images or maps. The strategy deals with nonholonomic motion constraints of most fixed and flapping wing platforms, and with the limited field-of-view of stereo camera systems. It guarantees obstacle-free flight in the absence of sensor and motor noise. We first analyze the strategy in simulation, and then show its robustness in real-world conditions by implementing it on a 20-gram flapping wing MAV.
Obstacle Avoidance Strategy using Onboard Stereo Vision on a Flapping Wing MAV
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This paper considers the problem of manipulating a uniformly rotating chain: the chain is rotated at a constant angular speed around a fixed axis using a robotic manipulator. Manipulation is quasi-static in the sense that transitions are slow enough for the chain to be always in "rotational" equilibrium. The curve traced by the chain in a rotating plane -- its shape function -- can be determined by a simple force analysis, yet it possesses complex multi-solutions behavior typical of non-linear systems. We prove that the configuration space of the uniformly rotating chain is homeomorphic to a two-dimensional surface embedded in $\mathbb{R}^3$. Using that representation, we devise a manipulation strategy for transiting between different rotation modes in a stable and controlled manner. We demonstrate the strategy on a physical robotic arm manipulating a rotating chain. Finally, we discuss how the ideas developed here might find fruitful applications in the study of other flexible objects, such as elastic rods or concentric tubes.
Robotic manipulation of a rotating chain
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As autonomous or semi-autonomous vehicles are deployed on the roads, they will have to eventually start communicating with each other in order to achieve increased efficiency and safety. Current approaches in the control of collaborative vehicles primarily consider homogeneous simplified vehicle dynamics and usually ignore any communication issues. This raises an important question of how systems without the aforementioned limiting assumptions can be modeled, analyzed and certified for safe operation by both industry and governmental agencies. In this work, we propose a modeling framework where communication and system reconfiguration is modeled through $\pi$-calculus expressions while the closed-loop control systems are modeled through hybrid automata. We demonstrate how the framework can be utilized for modeling and simulation of platooning behaviors of heterogeneous vehicles.
Modeling Concurrency and Reconfiguration in Vehicular Systems: A $π$-calculus Approach
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Promoting the levels of autonomy facilitates the vehicle in performing long-range operations with minimum supervision. The capability of Autonomous Underwater Vehicles (AUVs) to fulfill the mission objectives is directly influenced by route planning and task assignment system performance. The system fives the error of "Bad character(s) in field Abstract" for no reason. Please refer to manuscript for the full abstract
A Novel Efficient Task-Assign Route Planning Method for AUV Guidance in a Dynamic Cluttered Environment
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Expansion of today's underwater scenarios and missions necessitates the requestion for robust decision making of the Autonomous Underwater Vehicle (AUV); hence, design an efficient decision making framework is essential for maximizing the mission productivity in a restricted time. This paper focuses on developing a deliberative conflict-free-task assignment architecture encompassing a Global Route Planner (GRP) and a Local Path Planner (LPP) to provide consistent motion planning encountering both environmental dynamic changes and a priori knowledge of the terrain, so that the AUV is reactively guided to the target of interest in the context of an unknown underwater environment. The architecture involves three main modules: The GRP module at the top level deals with the task priority assignment, mission time management, and determination of a feasible route between start and destination point in a large scale environment. The LPP module at the lower level deals with safety considerations and generates collision-free optimal trajectory between each specific pair of waypoints listed in obtained global route. Re-planning module tends to promote robustness and reactive ability of the AUV with respect to the environmental changes. The experimental results for different simulated missions, demonstrate the inherent robustness and drastic efficiency of the proposed scheme in enhancement of the vehicles autonomy in terms of mission productivity, mission time management, and vehicle safety.
A Novel Versatile Architecture for Autonomous Underwater Vehicle's Motion Planning and Task Assignment
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The Amazon Picking Challenge (APC), held alongside the International Conference on Robotics and Automation in May 2015 in Seattle, challenged roboticists from academia and industry to demonstrate fully automated solutions to the problem of picking objects from shelves in a warehouse fulfillment scenario. Packing density, object variability, speed, and reliability are the main complexities of the task. The picking challenge serves both as a motivation and an instrument to focus research efforts on a specific manipulation problem. In this document, we describe Team MIT's approach to the competition, including design considerations, contributions, and performance, and we compile the lessons learned. We also describe what we think are the main remaining challenges.
A Summary of Team MIT's Approach to the Amazon Picking Challenge 2015
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Recent approaches in robotics follow the insight that perception is facilitated by interaction with the environment. These approaches are subsumed under the term of Interactive Perception (IP). It provides the following benefits: (i) interaction with the environment creates a rich sensory signal that would otherwise not be present and (ii) knowledge of the regularity in the combined space of sensory data and action parameters facilitate the prediction and interpretation of the signal. In this survey we postulate this as a principle and collect evidence in support by analyzing and categorizing existing work in this area. We also provide an overview of the most important applications of Interactive Perception. We close this survey by discussing remaining open questions. Thereby, we hope to define a field and inspire future work.
Interactive Perception: Leveraging Action in Perception and Perception in Action
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Pushing is a motion primitive useful to handle objects that are too large, too heavy, or too cluttered to be grasped. It is at the core of much of robotic manipulation, in particular when physical interaction is involved. It seems reasonable then to wish for robots to understand how pushed objects move. In reality, however, robots often rely on approximations which yield models that are computable, but also restricted and inaccurate. Just how close are those models? How reasonable are the assumptions they are based on? To help answer these questions, and to get a better experimental understanding of pushing, we present a comprehensive and high-fidelity dataset of planar pushing experiments. The dataset contains timestamped poses of a circular pusher and a pushed object, as well as forces at the interaction.We vary the push interaction in 6 dimensions: surface material, shape of the pushed object, contact position, pushing direction, pushing speed, and pushing acceleration. An industrial robot automates the data capturing along precisely controlled position-velocity-acceleration trajectories of the pusher, which give dense samples of positions and forces of uniform quality. We finish the paper by characterizing the variability of friction, and evaluating the most common assumptions and simplifications made by models of frictional pushing in robotics.
More than a Million Ways to Be Pushed: A High-Fidelity Experimental Dataset of Planar Pushing
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Robotic-assisted Minimally Invasive Surgery (RMIS) can benefit from the automation of common, repetitive or well-defined but ergonomically difficult tasks. One such task is the scanning of a pick-up endomicroscopy probe over a complex, undulating tissue surface in order to enhance the effective field-of-view through video mosaicing. In this paper, the da Vinci surgical robot, through the dVRK framework, is used for autonomous scanning and 2D mosaicing over a user-defined region of interest. To achieve the level of precision required for high quality large-area mosaic generation, which relies on sufficient overlap between consecutive image frames, visual servoing is performed using a tracking marker attached to the probe. The resulting sub-millimetre accuracy of the probe motion allows for the generation of large endomicroscopy mo- saics with minimal intervention from the surgeon. It also allows the probe to be maintained in an orientation perpendicular to the local tissue surface, providing optimal imaging results. Images are streamed from the endomicroscope and overlaid live onto the surgeons view, while 2D mosaics are generated in real-time, and fused into a 3D stereo reconstruction of the surgical scene, thus providing intuitive visualisation and fusion of the multi-scale images. The system therefore offers significant potential to enhance surgical procedures, by providing the operator with cellular-scale information over a larger area than could typically be achieved by manual scanning.
Autonomous Scanning for Endomicroscopic Mosaicing and 3D Fusion
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Thanks to the efforts of the robotics and autonomous systems community, robots are becoming ever more capable. There is also an increasing demand from end-users for autonomous service robots that can operate in real environments for extended periods. In the STRANDS project we are tackling this demand head-on by integrating state-of-the-art artificial intelligence and robotics research into mobile service robots, and deploying these systems for long-term installations in security and care environments. Over four deployments, our robots have been operational for a combined duration of 104 days autonomously performing end-user defined tasks, covering 116km in the process. In this article we describe the approach we have used to enable long-term autonomous operation in everyday environments, and how our robots are able to use their long run times to improve their own performance.
The STRANDS Project: Long-Term Autonomy in Everyday Environments
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Large-Scale Actuator Networks (LSAN) are a rapidly growing class of electromechanical systems. A prime application of LSANs in the industrial sector is distributed manipulation. LSAN's are typically implemented using: vibrating plates, air jets, and mobile multi-robot teams. This paper investigates a surface capable of morphing its shape using an array of linear actuators to impose two dimensional translational movement on a set of objects. The collective nature of the actuator network overcomes the limitations of the single Degree of Freedom (DOF) manipulators, and forms a complex topography to convey multiple objects to a reference location. A derivation of the kinematic constraints and limitations of an arbitrary multi-cell surface is provided. These limitations determine the allowable actuator alignments when configuring the surface. A fusion of simulation and practical results demonstrate the advantages of using this technology over static feeders.
Dynamic Endpoint Object Conveyance Using a Large-Scale Actuator Network
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Recently, there have been numerous advances in the development of biologically inspired lightweight Micro Aerial Vehicles (MAVs). While autonomous navigation is fairly straight-forward for large UAVs as expensive sensors and monitoring devices can be employed, robust methods for obstacle avoidance remains a challenging task for MAVs which operate at low altitude in cluttered unstructured environments. Due to payload and power constraints, it is necessary for such systems to have autonomous navigation and flight capabilities using mostly passive sensors such as cameras. In this paper, we describe a robust system that enables autonomous navigation of small agile quad-rotors at low altitude through natural forest environments. We present a direct depth estimation approach that is capable of producing accurate, semi-dense depth-maps in real time. Furthermore, a novel wind-resistant control scheme is presented that enables stable way-point tracking even in the presence of strong winds. We demonstrate the performance of our system through extensive experiments on real images and field tests in a cluttered outdoor environment.
Robust Monocular Flight in Cluttered Outdoor Environments
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Autonomous Underwater Vehicles (AUVs) are capable of spending long periods of time for carrying out various underwater missions and marine tasks. In this paper, a novel conflict-free motion planning framework is introduced to enhance underwater vehicle's mission performance by completing maximum number of highest priority tasks in a limited time through a large scale waypoint cluttered operating field, and ensuring safe deployment during the mission. The proposed combinatorial route-path planner model takes the advantages of the biogeography-based optimization (BBO) algorithm toward satisfying objectives of both higher-lower level motion planners and guarantees maximization of the mission productivity for a single vehicle operation. The performance of the model is investigated under different scenarios including the particular cost constraints in time-varying operating fields. To show the reliability of the proposed model, performance of each motion planner assessed separately and then statistical analysis is undertaken to evaluate the total performance of the entire model. The simulation results indicate the stability of the contributed model and its feasible application for real experiments.
Biogeography-Based Combinatorial Strategy for Efficient AUV Motion Planning and Task-Time Management
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Integrated Task and Motion Planning (ITMP) for mobile robots in a dynamic environment with moving obstacles is a challenging research question and attracts more and more attentions recently. Most existing methods either restrict to static environments or lack performance guarantees. This motivates us to investigate the ITMP problem using formal methods and propose a bottom-up compositional design approach called CoSMoP (Composition of Safe Motion Primitives). Our basic idea is to synthesize a global motion plan through composing simple local moves and actions, and to achieve its performance guarantee through modular and incremental verifications. The design consists of two steps. First, basic motion primitives are designed and verified locally. Then, a global motion path is built upon these certified motion primitives by concatenating them together. In particular, we model the motion primitives as hybrid automata and verify their safety through formulating as Differential Dynamic Logic (d$\mathcal{L}$). Furthermore, these proven safe motion primitives are composed based on an encoding to Satisfiability Modulo Theories (SMT) that takes into account the geometric constraints. Since d$\mathcal{L}$ allows compositional verification, the sequential composition of the safe motion primitives also preserves safety properties. Therefore, the CoSMoP generates correct plans for given task specifications that are formally proven safe even for moving obstacles. Illustrative examples are presented to show the effectiveness of the methods.
Formal Design of Robot Integrated Task and Motion Planning
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The robot soccer game based complex motion control has been widely studied for the moving object capture and shooting. A position prediction algorithm based on global vision is introduced in order to improve the accuracy and robustness of the vision system for tracking moving objects, including a Kalmanfiter, a dynamic window and an obstacle avoidance strategy. This paper deals with the positon prediction for moving ball by using Kalmanfiter and the Fuzzy Controller for shooting action in a dynamic environment.
Position Prediction of Ball and Fuzzy Controller for Shooting Action in A Soccer Robot System
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Reinforcement Learning (RL) struggles in problems with delayed rewards, and one approach is to segment the task into sub-tasks with incremental rewards. We propose a framework called Hierarchical Inverse Reinforcement Learning (HIRL), which is a model for learning sub-task structure from demonstrations. HIRL decomposes the task into sub-tasks based on transitions that are consistent across demonstrations. These transitions are defined as changes in local linearity w.r.t to a kernel function. Then, HIRL uses the inferred structure to learn reward functions local to the sub-tasks but also handle any global dependencies such as sequentiality. We have evaluated HIRL on several standard RL benchmarks: Parallel Parking with noisy dynamics, Two-Link Pendulum, 2D Noisy Motion Planning, and a Pinball environment. In the parallel parking task, we find that rewards constructed with HIRL converge to a policy with an 80% success rate in 32% fewer time-steps than those constructed with Maximum Entropy Inverse RL (MaxEnt IRL), and with partial state observation, the policies learned with IRL fail to achieve this accuracy while HIRL still converges. We further find that that the rewards learned with HIRL are robust to environment noise where they can tolerate 1 stdev. of random perturbation in the poses in the environment obstacles while maintaining roughly the same convergence rate. We find that HIRL rewards can converge up-to 6x faster than rewards constructed with IRL.
HIRL: Hierarchical Inverse Reinforcement Learning for Long-Horizon Tasks with Delayed Rewards
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In this study, a single autonomous underwater vehicle (AUV) aims to rendezvous with a submerged leader recovery vehicle through a cluttered and variable operating field. The rendezvous problem is transformed into a nonlinear optimal control problem (NOCP) and then numerical solutions are provided. A penalty function method is utilized to combine the boundary conditions, vehicular and environmental constraints with the performance index that is final rendezvous time.Four evolutionary based path planning methods namely particle swarm optimization (PSO), biogeography-based optimization (BBO), differential evolution (DE) and Firefly algorithm (FA) are employed to establish a reactive planner module and provide a numerical solution for the proposed NOCP. The objective is to synthesize and analysis the performance and capability of the mentioned methods for guiding an AUV from loitering point toward the rendezvous place through a comprehensive simulation study.The proposed planner module entails a heuristic for refining the path considering situational awareness of underlying environment, encompassing static and dynamic obstacles overwhelmed in spatiotemporal current vectors.This leads to accommodate the unforeseen changes in the operating field like emergence of unpredicted obstacles or variability of current vector filed and turbulent regions. The simulation results demonstrate the inherent robustness and significant efficiency of the proposed planner in enhancement of the vehicle's autonomy in terms of using current force, coping undesired current disturbance for the desired rendezvous purpose. Advantages and shortcoming of all utilized methods are also presented based on the obtained results.
AUV Rendezvous Online Path Planning in a Highly Cluttered Undersea Environment Using Evolutionary Algorithms
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We estimate the state a noisy robot arm and underactuated hand using an Implicit Manifold Particle Filter (MPF) informed by touch sensors. As the robot touches the world, its state space collapses to a contact manifold that we represent implicitly using a signed distance field. This allows us to extend the MPF to higher (six or more) dimensional state spaces. Earlier work (which explicitly represents the contact manifold) only shows the MPF in two or three dimensions. Through a series of experiments, we show that the implicit MPF converges faster and is more accurate than a conventional particle filter during periods of persistent contact. We present three methods of sampling the implicit contact manifold, and compare them in experiments.
The Manifold Particle Filter for State Estimation on High-dimensional Implicit Manifolds
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Self-driving vehicles are a maturing technology with the potential to reshape mobility by enhancing the safety, accessibility, efficiency, and convenience of automotive transportation. Safety-critical tasks that must be executed by a self-driving vehicle include planning of motions through a dynamic environment shared with other vehicles and pedestrians, and their robust executions via feedback control. The objective of this paper is to survey the current state of the art on planning and control algorithms with particular regard to the urban setting. A selection of proposed techniques is reviewed along with a discussion of their effectiveness. The surveyed approaches differ in the vehicle mobility model used, in assumptions on the structure of the environment, and in computational requirements. The side-by-side comparison presented in this survey helps to gain insight into the strengths and limitations of the reviewed approaches and assists with system level design choices.
A Survey of Motion Planning and Control Techniques for Self-driving Urban Vehicles
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This paper presents a hybrid route-path planning model for an Autonomous Underwater Vehicle's task assignment and management while the AUV is operating through the variable littoral waters. Several prioritized tasks distributed in a large scale terrain is defined first; then, considering the limitations over the mission time, vehicle's battery, uncertainty and variability of the underlying operating field, appropriate mission timing and energy management is undertaken. The proposed objective is fulfilled by incorporating a route-planner that is in charge of prioritizing the list of available tasks according to available battery and a path-planer that acts in a smaller scale to provide vehicle's safe deployment against environmental sudden changes. The synchronous process of the task assign-route and path planning is simulated using a specific composition of Differential Evolution and Firefly Optimization (DEFO) Algorithms. The simulation results indicate that the proposed hybrid model offers efficient performance in terms of completion of maximum number of assigned tasks while perfectly expending the minimum energy, provided by using the favorable current flow, and controlling the associated mission time. The Monte-Carlo test is also performed for further analysis. The corresponding results show the significant robustness of the model against uncertainties of the operating field and variations of mission conditions.
An Efficient Hybrid Route-Path Planning Model For Dynamic Task Allocation and Safe Maneuvering of an Underwater Vehicle in a Realistic Environment
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The purpose of this paper is to provide a hierarchical dynamic mission planning framework for a single autonomous underwater vehicle (AUV) to accomplish task-assign process in a limited time interval while operating in an uncertain undersea environment, where spatio-temporal variability of the operating field is taken into account. To this end, a high level reactive mission planner and a low level motion planning system are constructed. The high level system is responsible for task priority assignment and guiding the vehicle toward a target of interest considering on-time termination of the mission. The lower layer is in charge of generating optimal trajectories based on sequence of tasks and dynamicity of operating terrain. The mission planner is able to reactively re-arrange the tasks based on mission/terrain updates while the low level planner is capable of coping unexpected changes of the terrain by correcting the old path and re-generating a new trajectory. As a result, the vehicle is able to undertake the maximum number of tasks with certain degree of maneuverability having situational awareness of the operating field. The computational engine of the mentioned framework is based on the biogeography based optimization (BBO) algorithm that is capable of providing efficient solutions. To evaluate the performance of the proposed framework, firstly, a realistic model of undersea environment is provided based on realistic map data, and then several scenarios, treated as real experiments, are designed through the simulation study. Additionally, to show the robustness and reliability of the framework, Monte-Carlo simulation is carried out and statistical analysis is performed. The results of simulations indicate the significant potential of the two-level hierarchical mission planning system in mission success and its applicability for real-time implementation.
A Hierarchal Planning Framework for AUV Mission Management in a Spatio-Temporal Varying Ocean
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We study the nonlinear observability of a systems states in view of how well they are observable and what control inputs would improve the convergence of their estimates. We use these insights to develop an observability-aware trajectory-optimization framework for nonlinear systems that produces trajectories well suited for self-calibration. Common trajectory-planning algorithms tend to generate motions that lead to an unobservable subspace of the system state, causing suboptimal state estimation. We address this problem with a method that reasons about the quality of observability while respecting system dynamics and motion constraints to yield the optimal trajectory for rapid convergence of the self-calibration states (or other user-chosen states). Experiments performed on a simulated quadrotor system with a GPS-IMU sensor suite demonstrate the benefits of the optimized observability-aware trajectories when compared to a covariance-based approach and multiple heuristic approaches. Our method is approx. 80x faster than the covariance-based approach and achieves better results than any other approach in the self-calibration task. We applied our method to a waypoint navigation task and achieved a approx. 2x improvement in the integrated RMSE of the global position estimates and approx. 4x improvement in the integrated RMSE of the GPS-IMU transformation estimates compared to a minimal-energy trajectory planner.
Observability-Aware Trajectory Optimization for Self-Calibration with Application to UAVs
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The objective of this paper is to provide consistent, real-time 3D localization capabilities to mobile devices navigating within previously mapped areas. To this end, we introduce the Cholesky-Schmidt-Kalman filter (C-SKF), which explicitly considers the uncertainty of the prior map, by employing the sparse Cholesky factor of the map's Hessian, instead of its dense covariance--as is the case for the Schmidt-Kalman filter (SKF). By doing so, the C-SKF has memory requirements typically linear in the size of the map, as opposed to quadratic for storing the map's covariance. Moreover, and in order to bound the processing needs of the C-SKF (between linear and quadratic in the size of the map), we introduce a relaxation of the C-SKF algorithm, the sC-SKF, which operates on the Cholesky factors of independent sub-maps resulting from dividing the trajectory and observations used for constructing the map into overlapping segments. Lastly, we assess the processing and memory requirements of the proposed C-SKF and sC-SKF algorithms, and compare their positioning accuracy against other approximate map-based localization approaches that employ measurement-noise-covariance inflation to compensate for the map's uncertainty.
Consistent Map-based 3D Localization on Mobile Devices
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Today AUVs operation still remains restricted to very particular tasks with low real autonomy due to battery restrictions. Efficient motion planning and mission scheduling are principle requirement toward advance autonomy and facilitate the vehicle to handle long-range operations. A single vehicle cannot carry out all tasks in a large scale terrain; hence, it needs a certain degree of autonomy in performing robust decision making and awareness of the mission/environment to trade-off between tasks to be completed, managing the available time, and ensuring safe deployment at all stages of the mission. In this respect, this research introduces a modular control architecture including higher/lower level planners, in which the higher level module is responsible for increasing mission productivity by assigning prioritized tasks while guiding the vehicle toward its final destination in a terrain covered by several waypoints; and the lower level is responsible for vehicle's safe deployment in a smaller scale encountering time-varying ocean current and different uncertain static/moving obstacles similar to actual ocean environment. Synchronization between higher and lower level modules is efficiently configured to manage the mission time and to guarantee on-time termination of the mission. The performance and accuracy of two higher and lower level modules are tested and validated using ant colony and firefly optimization algorithm, respectively. After all, the overall performance of the architecture is investigated in 10 different mission scenarios. The analyze of the captured results from different simulated missions confirm the efficiency and inherent robustness of the introduced architecture in efficient time management, safe deployment, and providing beneficial operation by proper prioritizing the tasks in accordance with mission time.
An Autonomous Reactive Architecture for Efficient AUV Mission Time Management in Realistic Severe Ocean Environment
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Most traditional robotic mechanisms feature inelastic joints that are unable to robustly handle large deformations and off-axis moments. As a result, the applied loads are transferred rigidly throughout the entire structure. The disadvantage of this approach is that the exerted leverage is magnified at each subsequent joint possibly damaging the mechanism. In this paper, we present two lightweight, elastic, bio-inspired tensegrity robotics arms which mitigate this danger while improving their mechanism's functionality. Our solutions feature modular tensegrity structures that function similarly to the human elbow and the human shoulder when connected. Like their biological counterparts, the proposed robotic joints are flexible and comply with unanticipated forces. Both proposed structures have multiple passive degrees of freedom and four active degrees of freedom (two from the shoulder and two from the elbow). The structural advantages demonstrated by the joints in these manipulators illustrate a solution to the fundamental issue of elegantly handling off-axis compliance.
A Bio-Inspired Tensegrity Manipulator with Multi-DOF, Structurally Compliant Joints
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Mobile robot navigation in total or partially unknown environments is still an open problem. The path planning algorithms lack completeness and/or performance. Thus, there is the need for complete (i.e., the algorithm determines in finite time either a solution or correctly reports that there is none) and performance (i.e., with low computational complexity) oriented algorithms which need to perform efficiently in real scenarios. In this paper we evaluate the efficiency of two versions of the A star algorithm for mobile robot navigation inside indoor environments with the help of two software applications and the Pioneer 2DX robot. We demonstrate that an improved version of the A star algorithm (we call this the fast A star algorithm) which (a different version of this algorithm is widely used in video games) can be successfully used for indoor mobile robot navigation. We evaluated the two versions of the A star algorithm first, by implementing the algorithms in source code and by testing them on a simulator and second, by comparing two operation modes of the fast A star algorithm w.r.t. path planning efficiency (i.e., completness) and performance (i.e., time need to complete the path traversing) for indoor navigation with the Pioneer 2DX robot. The results obtained with the fast A star algorithm are promising and we think that this results can be further improved by tweaking the algorithm and by using an advanced sensor fusion approach (i.e., combine the inputs of multiple robot sensors) for better dealing with partially known environments.
Mobile Robot Navigation on Partially Known Maps using a Fast A Star Algorithm Version
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This paper investigates a situation pointed out in a recent paper, in which a non-singular change of assembly mode of a planar 2-RPR-PR parallel manipulator was realized by encircling a point of multiplicity 4. It is shown that this situation is, in fact, a non-generic one and gives rise to cusps under a small perturbation. Furthermore , we show that, for a large class of singularities of multiplicity 4, there are only two types of stable singularities occurring in a small perturbation: these two types are given by the complex square mapping and the quarto mapping. Incidentally , this paper confirms the fact that, generically, a local non-singular change of solution must be accomplished by encircling a cusp point.
Hidden cusps
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Grasping an object is a matter of first moving a prehensile organ at some position in the world, and then managing the contact relationship between the prehensile organ and the object. Once the contact relationship has been established and made stable, the object is part of the body and it can move in the world. As any action, the action of grasping is ontologically anchored in the physical space while the correlative movement originates in the space of the body. Evolution has found amazing solutions that allow organisms to rapidly and efficiently manage the relationship between their body and the world. It is then natural that roboticists consider taking inspiration of these natural solutions, while contributing to better understand their origin.
Grasping versus Knitting: a Geometric Perspective
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This work presents a novel framework for the formation control of multiple autonomous ground vehicles in an on-road environment. Unique challenges of this problem lie in 1) the design of collision avoidance strategies with obstacles and with other vehicles in a highly structured environment, 2) dynamic reconfiguration of the formation to handle different task specifications. In this paper, we design a local MPC-based tracking controller for each individual vehicle to follow a reference trajectory while satisfying various constraints (kinematics and dynamics, collision avoidance, \textit{etc.}). The reference trajectory of a vehicle is computed from its leader's trajectory, based on a pre-defined formation tree. We use logic rules to organize the collision avoidance behaviors of member vehicles. Moreover, we propose a methodology to safely reconfigure the formation on-the-fly. The proposed framework has been validated using high-fidelity simulations.
A Distributed Model Predictive Control Framework for Road-Following Formation Control of Car-like Vehicles (Extended Version)
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This work addresses the challenge of a robot using real-time feedback from contact sensors to reliably manipulate a movable object on a cluttered tabletop. We formulate contact manipulation as a partially observable Markov decision process (POMDP) in the joint space of robot configurations and object poses. The POMDP formulation enables the robot to actively gather information and reduce the uncertainty on the object pose. Further, it incorporates all major constraints for robot manipulation: kinematic reachability, self-collision, and collision with obstacles. To solve the POMDP, we apply DESPOT, a state-of-the-art online POMDP algorithm. Our approach leverages two key ideas for computational efficiency. First, it performs lazy construction of a configuration-space lattice by interleaving construction of the lattice and online POMDP planning. Second, it combines online and offline POMDP planning by solving relaxed POMDP offline and using the solution to guide the online search algorithm. We evaluated the proposed approach on a seven degree-of-freedom robot arm in simulation environments. It significantly outperforms several existing algorithms, including some commonly used heuristics for contact manipulation under uncertainty.
Configuration Lattices for Planar Contact Manipulation Under Uncertainty
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Most of the existing robotic exploration schemes use occupancy grid representations and geometric targets known as frontiers. The occupancy grid representation relies on the assumption of independence between grid cells and ignores structural correlations present in the environment. We develop a Gaussian Processes (GPs) occupancy mapping technique that is computationally tractable for online map building due to its incremental formulation and provides a continuous model of uncertainty over the map spatial coordinates. The standard way to represent geometric frontiers extracted from occupancy maps is to assign binary values to each grid cell. We extend this notion to novel probabilistic frontier maps computed efficiently using the gradient of the GP occupancy map. We also propose a mutual information-based greedy exploration technique built on that representation that takes into account all possible future observations. A major advantage of high-dimensional map inference is the fact that such techniques require fewer observations, leading to a faster map entropy reduction during exploration for map building scenarios. Evaluations using the publicly available datasets show the effectiveness of the proposed framework for robotic mapping and exploration tasks.
Gaussian Process Autonomous Mapping and Exploration for Range Sensing Mobile Robots
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We present a self-contained, soft robotic hand composed of soft pneumatic actuator modules that are equipped with strain and pressure sensing. We show how this data can be used to discern whether a grasp was successful. Co-locating sensing and embedded computation with the actuators greatly simplifies control and system integration. Equipped with a small pump, the hand is self-contained and needs only power and data supplied by a single USB connection to a PC. We demonstrate its function by grasping a variety of objects ranging from very small to large and heavy objects weighing more than the hand itself. The presented system nicely illustrates the advantages of soft robotics: low cost, low weight, and intrinsic compliance. We exploit morphological computation to simplify control, which allows successful grasping via underactuation. Grasping indeed relies on morphological computation at multiple levels, ranging from the geometry of the actuator which determines the actuator's kinematics, embedded strain sensors to measure curvature, to maximizing contact area and applied force during grasping. Morphological computation reaches its limitations, however, when objects are too bulky to self-align with the gripper or when the state of grasping is of interest. We therefore argue that efficient and reliable grasping also requires not only intrinsic compliance, but also embedded sensing and computation. In particular, we show how embedded sensing can be used to detect successful grasps and vary the force exerted onto an object based on local feedback, which is not possible using morphological computation alone.
Morphological and Embedded Computation in a Self-contained Soft Robotic Hand
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In this paper, a real-time quasi-optimal trajectory planning scheme is employed to guide an autonomous underwater vehicle (AUV) safely into a funnel-shape stationary docking station. By taking advantage of the direct method of calculus of variation and inverse dynamics optimization, the proposed trajectory planner provides a computationally efficient framework for autonomous underwater docking in a 3D cluttered undersea environment. Vehicular constraints, such as constraints on AUV states and actuators; boundary conditions, including initial and final vehicle poses; and environmental constraints, for instance no-fly zones and current disturbances, are all modelled and considered in the problem formulation. The performance of the proposed planner algorithm is analyzed through simulation studies. To show the reliability and robustness of the method in dealing with uncertainty, Monte Carlo runs and statistical analysis are carried out. The results of the simulations indicate that the proposed planner is well suited for real-time implementation in a dynamic and uncertain environment.
Real-time Quasi-Optimal Trajectory Planning for Autonomous Underwater Docking
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Simultaneous Localization and Planning (SLAP) under process and measurement uncertainties is a challenge. It involves solving a stochastic control problem modeled as a Partially Observed Markov Decision Process (POMDP) in a general framework. For a convex environment, we propose an optimization-based open-loop optimal control problem coupled with receding horizon control strategy to plan for high quality trajectories along which the uncertainty of the state localization is reduced while the system reaches to a goal state with minimum control effort. In a static environment with non-convex state constraints, the optimization is modified by defining barrier functions to obtain collision-free paths while maintaining the previous goals. By initializing the optimization with trajectories in different homotopy classes and comparing the resultant costs, we improve the quality of the solution in the presence of action and measurement uncertainties. In dynamic environments with time-varying constraints such as moving obstacles or banned areas, the approach is extended to find collision-free trajectories. In this paper, the underlying spaces are continuous, and beliefs are non-Gaussian. Without obstacles, the optimization is a globally convex problem, while in the presence of obstacles it becomes locally convex. We demonstrate the performance of the method on different scenarios.
Non-Gaussian SLAP: Simultaneous Localization and Planning Under Non-Gaussian Uncertainty in Static and Dynamic Environments
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Providing a higher level of decision autonomy and accompanying prompt changes of an uncertain environment is a true challenge of AUVs autonomous operations. The proceeding approach introduces a robust reactive structure that accommodates an AUV's mission planning, task-time management in a top level and incorporates environmental changes by a synchronic motion planning in a lower level. The proposed architecture is developed in a hierarchal modular format and a bunch of evolutionary algorithms are employed by each module to investigate the efficiency and robustness of the structure in different mission scenarios while water current data, uncertain static-mobile/motile obstacles, and vehicles Kino-dynamic constraints are taken into account. The motion planner is facilitated with online re-planning capability to refine the vehicle's trajectory based on local variations of the environment. A small computational load is devoted for re-planning procedure since the upper layer mission planner renders an efficient overview of the operation area that AUV should fly thru. Numerical simulations are carried out to investigate robustness and performance of the architecture in different situations of a real-world underwater environment. Analysis of the simulation results claims the remarkable capability of the proposed model in accurate mission task-time-threat management while guarantying a secure deployment during the mission.
Persistent AUV Operations Using a Robust Reactive Mission and Path Planning (RRMPP) Architecture
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Grid mapping is a well established approach for environment perception in robotic and automotive applications. Early work suggests estimating the occupancy state of each grid cell in a robot's environment using a Bayesian filter to recursively combine new measurements with the current posterior state estimate of each grid cell. This filter is often referred to as binary Bayes filter (BBF). A basic assumption of classical occupancy grid maps is a stationary environment. Recent publications describe bottom-up approaches using particles to represent the dynamic state of a grid cell and outline prediction-update recursions in a heuristic manner. This paper defines the state of multiple grid cells as a random finite set, which allows to model the environment as a stochastic, dynamic system with multiple obstacles, observed by a stochastic measurement system. It motivates an original filter called the probability hypothesis density / multi-instance Bernoulli (PHD/MIB) filter in a top-down manner. The paper presents a real-time application serving as a fusion layer for laser and radar sensor data and describes in detail a highly efficient parallel particle filter implementation. A quantitative evaluation shows that parameters of the stochastic process model affect the filter results as theoretically expected and that appropriate process and observation models provide consistent state estimation results.
A Random Finite Set Approach for Dynamic Occupancy Grid Maps with Real-Time Application
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In this paper, we present a new model of biped locomotion which is composed of three linear pendulums (one per leg and one for the whole upper body) to describe stance, swing and torso dynamics. In addition to double support, this model has different actuation possibilities in the swing hip and stance ankle which could be widely used to produce different walking gaits. Without the need for numerical time-integration, closed-form solutions help finding periodic gaits which could be simply scaled in certain dimensions to modulate the motion online. Thanks to linearity properties, the proposed model can provide a computationally fast platform for model predictive controllers to predict the future and consider meaningful inequality constraints to ensure feasibility of the motion. Such property is coming from describing dynamics with joint torques directly and therefore, reflecting hardware limitations more precisely, even in the very abstract high level template space. The proposed model produces human-like torque and ground reaction force profiles and thus, compared to point-mass models, it is more promising for precise control of humanoid robots. Despite being linear and lacking many other features of human walking like CoM excursion, knee flexion and ground clearance, we show that the proposed model can predict one of the main optimality trends in human walking, i.e. nonlinear speed-frequency relationship. In this paper, we mainly focus on describing the model and its capabilities, comparing it with human data and calculating optimal human gait variables. Setting up control problems and advanced biomechanical analysis still remain for future works.
3LP: a linear 3D-walking model including torso and swing dynamics
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In this paper, we present a new walking controller based on 3LP model. Taking advantage of linear equations and closed-form solutions of 3LP, the proposed controller can project the state of the robot at any time during the phase back to a certain event for which, a discrete LQR controller is designed. After the projection, a proper control policy is generated by the expert discrete controller and used online. This projecting architecture reacts to disturbances with minimal delay and compared to discrete controllers, it provides superior performance in recovering intermittent external pushes. Further analysis of closed-loop eigenvalues and disturbance rejection shows that the proposed time-projecting controller has strong stabilization properties. Controllable regions also show that the projecting architecture covers most of the maximal controllable set of states. It is computationally much faster than model predictive controllers, but still optimal.
A new time-projecting controller based on 3LP model to recover intermittent pushes
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In this paper, we give a double twist to the problem of planning under uncertainty. State-of-the-art planners seek to minimize the localization uncertainty by only considering the geometric structure of the scene. In this paper, we argue that motion planning for vision-controlled robots should be perception aware in that the robot should also favor texture-rich areas to minimize the localization uncertainty during a goal-reaching task. Thus, we describe how to optimally incorporate the photometric information (i.e., texture) of the scene, in addition to the the geometric one, to compute the uncertainty of vision-based localization during path planning. To avoid the caveats of feature-based localization systems (i.e., dependence on feature type and user-defined thresholds), we use dense, direct methods. This allows us to compute the localization uncertainty directly from the intensity values of every pixel in the image. We also describe how to compute trajectories online, considering also scenarios with no prior knowledge about the map. The proposed framework is general and can easily be adapted to different robotic platforms and scenarios. The effectiveness of our approach is demonstrated with extensive experiments in both simulated and real-world environments using a vision-controlled micro aerial vehicle.
Perception-aware Path Planning
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Autonomous robots in unstructured and dynamically changing retail environments have to master complex perception, knowledgeprocessing, and manipulation tasks. To enable them to act competently, we propose a framework based on three core components: (o) a knowledge-enabled perception system, capable of combining diverse information sources to cope with occlusions and stacked objects with a variety of textures and shapes, (o) knowledge processing methods produce strategies for tidying up supermarket racks, and (o) the necessary manipulation skills in confined spaces to arrange objects in semi-accessible rack shelves. We demonstrate our framework in an simulated environment as well as on a real shopping rack using a PR2 robot. Typical supermarket products are detected and rearranged in the retail rack, tidying up what was found to be misplaced items.
Knowledge-Enabled Robotic Agents for Shelf Replenishment in Cluttered Retail Environments
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Robots can generalize manipulation skills between different scenarios by adapting to the features of the objects being manipulated. Selecting the set of relevant features for generalizing skills has usually been performed manually by a human. Alternatively, a robot can learn to select relevant features autonomously. However, feature selection usually requires a large amount of training data, which would require many demonstrations. In order to learn the relevant features more efficiently, we propose using a meta-level prior to transfer the relevance of features from previously learned skills. The experiments show that the meta-level prior more than doubles the average precision and recall of the feature selection when compared to a standard uniform prior. The proposed approach was used to learn a variety of manipulation skills, including pushing, cutting, and pouring.
Learning Relevant Features for Manipulation Skills using Meta-Level Priors
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This paper describes a data-driven framework for approximate global optimization in which precomputed solutions to a sample of problems are retrieved and adapted during online use to solve novel problems. This approach has promise for real-time applications in robotics, since it can produce near-globally optimal solutions orders of magnitude faster than standard methods. This paper establishes theoretical conditions on how many and where samples are needed over the space of problems to achieve a given approximation quality. The framework is applied to solve globally optimal collision-free inverse kinematics (IK) problems, wherein large solution databases are used to produce near-optimal solutions in sub-millisecond time on a standard PC.
Learning the Problem-Optimum Map: Analysis and Application to Global Optimization in Robotics
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