No Arabic abstract
Insects use visual cues to control their flight behaviours. By estimating the angular velocity of the visual stimuli and regulating it to a constant value, honeybees can perform a terrain following task which keeps the certain height above the undulated ground. For mimicking this behaviour in a bio-plausible computation structure, this paper presents a new angular velocity decoding model based on the honeybees behavioural experiments. The model consists of three parts, the texture estimation layer for spatial information extraction, the motion detection layer for temporal information extraction and the decoding layer combining information from pervious layers to estimate the angular velocity. Compared to previous methods on this field, the proposed model produces responses largely independent of the spatial frequency and contrast in grating experiments. The angular velocity based control scheme is proposed to implement the model into a bee simulated by the game engine Unity. The perfect terrain following above patterned ground and successfully flying over irregular textured terrain show its potential for micro unmanned aerial vehicles terrain following.
It is challenging for humans -- particularly those living with physical disabilities -- to control high-dimensional, dexterous robots. Prior work explores learning embedding functions that map a humans low-dimensional inputs (e.g., via a joystick) to complex, high-dimensional robot actions for assistive teleoperation; however, a central problem is that there are many more high-dimensional actions than available low-dimensional inputs. To extract the correct action and maximally assist their human controller, robots must reason over their context: for example, pressing a joystick down when interacting with a coffee cup indicates a different action than when interacting with knife. In this work, we develop assistive robots that condition their latent embeddings on visual inputs. We explore a spectrum of visual encoders and show that incorporating object detectors pretrained on small amounts of cheap, easy-to-collect structured data enables i) accurately and robustly recognizing the current context and ii) generalizing control embeddings to new objects and tasks. In user studies with a high-dimensional physical robot arm, participants leverage this approach to perform new tasks with unseen objects. Our results indicate that structured visual representations improve few-shot performance and are subjectively preferred by users.
We address the problem of visually guided rearrangement planning with many movable objects, i.e., finding a sequence of actions to move a set of objects from an initial arrangement to a desired one, while relying on visual inputs coming from an RGB camera. To do so, we introduce a complete pipeline relying on two key contributions. First, we introduce an efficient and scalable rearrangement planning method, based on a Monte-Carlo Tree Search exploration strategy. We demonstrate that because of its good trade-off between exploration and exploitation our method (i) scales well with the number of objects while (ii) finding solutions which require a smaller number of moves compared to the other state-of-the-art approaches. Note that on the contrary to many approaches, we do not require any buffer space to be available. Second, to precisely localize movable objects in the scene, we develop an integrated approach for robust multi-object workspace state estimation from a single uncalibrated RGB camera using a deep neural network trained only with synthetic data. We validate our multi-object visually guided manipulation pipeline with several experiments on a real UR-5 robotic arm by solving various rearrangement planning instances, requiring only 60 ms to compute the plan to rearrange 25 objects. In addition, we show that our system is insensitive to camera movements and can successfully recover from external perturbations. Supplementary video, source code and pre-trained models are available at https://ylabbe.github.io/rearrangement-planning.
Visually guided control of micro aerial vehicles (MAV) demands for robust real-time perception, fast trajectory generation, and a capable flight platform. We present a fully autonomous MAV that is able to pop balloons, relying only on onboard sensing and computing. The system is evaluated with real robot experiments during the Mohamed Bin Zayed International Robotics Challenge (MBZIRC) 2020 where it showed its resilience and speed. In all three competition runs we were able to pop all five balloons in less than two minutes flight time with a single MAV.
We present a robotic exploration technique in which the goal is to learn to a visual model and be able to distinguish between different terrains and other visual components in an unknown environment. We use ROST, a realtime online spatiotemporal topic modeling framework to model these terrains using the observations made by the robot, and then use an information theoretic path planning technique to define the exploration path. We conduct experiments with aerial view and underwater datasets with millions of observations and varying path lengths, and find that paths that are biased towards locations with high topic perplexity produce better terrain models with high discriminative power, especially with paths of length close to the diameter of the world.
Dynamic bipedal walking on discrete terrain, like stepping stones, is a challenging problem requiring feedback controllers to enforce safety-critical constraints. To enforce such constraints in real-world experiments, fast and accurate perception for foothold detection and estimation is needed. In this work, a deep visual perception model is designed to accurately estimate step length of the next step, which serves as input to the feedback controller to enable vision-in-the-loop dynamic walking on discrete terrain. In particular, a custom convolutional neural network architecture is designed and trained to predict step length to the next foothold using a sampled image preview of the upcoming terrain at foot impact. The visual input is offered only at the beginning of each step and is shown to be sufficient for the job of dynamically stepping onto discrete footholds. Through extensive numerical studies, we show that the robot is able to successfully autonomously walk for over 100 steps without failure on a discrete terrain with footholds randomly positioned within a step length range of 45-85 centimeters.