No Arabic abstract
Building structures can allow a robot to surmount large obstacles, expanding the set of areas it can reach. This paper presents a planning algorithm to automatically determine what structures a construction-capable robot must build in order to traverse its entire environment. Given an environment, a set of building blocks, and a robot capable of building structures, we seek a optimal set of structures (using a minimum number of building blocks) that could be built to make the entire environment traversable with respect to the robots movement capabilities. We show that this problem is NP-Hard, and present a complete, optimal algorithm that solves it using a branch-and-bound strategy. The algorithm runs in exponential time in the worst case, but solves typical problems with practical speed. In hardware experiments, we show that the algorithm solves 3D maps of real indoor environments in about one minute, and that the structures selected by the algorithm allow a robot to traverse the entire environment. An accompanying video is available online at https://youtu.be/B9WM557NP44.
Legged robots have great potential to perform loco-manipulation tasks, yet it is challenging to keep the robot balanced while it interacts with the environment. In this paper we study the use of additional contact points for maximising the robustness of loco-manipulation motions. Specifically, body-ground contact is studied for enhancing robustness and manipulation capabilities of quadrupedal robots. We propose to equip the robot with prongs: small legs rigidly attached to the body which ensure body-ground contact occurs in controllable point-contacts. The effect of these prongs on robustness is quantified by computing the Smallest Unrejectable Force (SUF), a measure of robustness related to Feasible Wrench Polytopes. We apply the SUF to assess the robustness of the system, and propose an effective approximation of the SUF that can be computed at near-real-time speed. We design a hierarchical quadratic programming based whole-body controller that controls stable interaction when the prongs are in contact with the ground. This novel concept of using prongs and the resulting control framework are all implemented on hardware to validate the effectiveness of the increased robustness and newly enabled loco-manipulation tasks, such as obstacle clearance and manipulation of a large object.
We present a system enabling a modular robot to autonomously build structures in order to accomplish high-level tasks. Building structures allows the robot to surmount large obstacles, expanding the set of tasks it can perform. This addresses a common weakness of modular robot systems, which often struggle to traverse large obstacles. This paper presents the hardware, perception, and planning tools that comprise our system. An environment characterization algorithm identifies features in the environment that can be augmented to create a path between two disconnected regions of the environment. Specially-designed building blocks enable the robot to create structures that can augment the environment to make obstacles traversable. A high-level planner reasons about the task, robot locomotion capabilities, and environment to decide if and where to augment the environment in order to perform the desired task. We validate our system in hardware experiments
This work creates a model of the value of different external viewpoints of a robot performing tasks. The current state of the practice is to use a teleoperated assistant robot to provide a view of a task being performed by a primary robot; however, the choice of viewpoints is ad hoc and does not always lead to improved performance. This research applies a psychomotor approach to develop a model of the relative quality of external viewpoints using Gibsonian affordances. In this approach, viewpoints for the affordances are rated based on the psychomotor behavior of human operators and clustered into manifolds of viewpoints with the equivalent value. The value of 30 viewpoints is quantified in a study with 31 expert robot operators for 4 affordances (Reachability, Passability, Manipulability, and Traversability) using a computer-based simulator of two robots. The adjacent viewpoints with similar values are clustered into ranked manifolds using agglomerative hierarchical clustering. The results show the validity of the affordance-based approach by confirming that there are manifolds of statistically significantly different viewpoint values, viewpoint values are statistically significantly dependent on the affordances, and viewpoint values are independent of a robot. Furthermore, the best manifold for each affordance provides a statistically significant improvement with a large Cohens d effect size (1.1-2.3) in performance (improving time by 14%-59% and reducing errors by 87%-100%) and improvement in performance variation over the worst manifold. This model will enable autonomous selection of the best possible viewpoint and path planning for the assistant robot.
Robotic materials are multi-robot systems formulated to leverage the low-order computation and actuation of the constituents to manipulate the high-order behavior of the entire material. We study the behaviors of ensembles composed of smart active particles, smarticles. Smarticles are small, low cost robots equipped with basic actuation and sensing abilities that are individually incapable of rotating or displacing. We demonstrate that a supersmarticle, composed of many smarticles constrained within a bounding membrane, can harness the internal collisions of the robotic material among the constituents and the membrane to achieve diffusive locomotion. The emergent diffusion can be directed by modulating the robotic material properties in response to a light source, analogous to biological phototaxis. The light source introduces asymmetries within the robotic material, resulting in modified populations of interaction modes and dynamics which ultimately result in supersmarticle biased locomotion. We present experimental methods and results for the robotic material which moves with a directed displacement in response to a light source.
The application of robotic solutions to small-batch production is challenging: economical constraints tend to dramatically limit the time for setting up new batches. Organizing robot tasks into modular software components, called skills, and allowing the assignment of multiple concurrent tasks to a single robot is potentially game-changing. However, due to cycle time constraints, it may be necessary for a skill to take over without waiting on another to terminate, and the available literature lacks a systematic approach in this case. In the present article, we fill the gap by (a) establishing the specifications of skills that can be sequenced with partial executions, (b) proposing an implementation based on the combination of finite-state machines and behavior trees, and (c) demonstrating the benefits of such skills through extensive trials in the environment of ARIAC (Agile Robotics for Industrial Automation Competition).