No Arabic abstract
Robotic exploration of underground environments is a particularly challenging problem due to communication, endurance, and traversability constraints which necessitate high degrees of autonomy and agility. These challenges are further exacerbated by the need to minimize human intervention for practical applications. While legged robots have the ability to traverse extremely challenging terrain, they also engender new challenges for planning, estimation, and control. In this work, we describe a fully autonomous system for multi-robot mine exploration and mapping using legged quadrupeds, as well as a distributed database mesh networking system for reporting data. In addition, we show results from the DARPA Subterranean Challenge (SubT) Tunnel Circuit demonstrating localization of artifacts after traversals of hundreds of meters. These experiments describe fully autonomous exploration of an unknown Global Navigation Satellite System (GNSS)-denied environment undertaken by legged robots.
The selection of mobility modes for robot navigation consists of various trade-offs. Snake robots are ideal for traversing through constrained environments such as pipes, cluttered and rough terrain, whereas bipedal robots are more suited for structured environments such as stairs. Finally, quadruped robots are more stable than bipeds and can carry larger payloads than snakes and bipeds but struggle to navigate soft soil, sand, ice, and constrained environments. A reconfigurable robot can achieve the best of all worlds. Unfortunately, state-of-the-art reconfigurable robots rely on the rearrangement of modules through complicated mechanisms to dissemble and assemble at different places, increasing the size, weight, and power (SWaP) requirements. We propose Reconfigurable Quadrupedal-Bipedal Snake Robots (ReQuBiS), which can transform between mobility modes without rearranging modules. Hence, requiring just a single modification mechanism. Furthermore, our design allows the robot to split into two agents to perform tasks in parallel for biped and snake mobility. Experimental results demonstrate these mobility capabilities in snake, quadruped, and biped modes and transitions between them.
Quadrupeds are strong candidates for navigating challenging environments because of their agile and dynamic designs. This paper presents a methodology that extends the range of exploration for quadrupedal robots by creating an end-to-end navigation framework that exploits walking and jumping modes. To obtain a dynamic jumping maneuver while avoiding obstacles, dynamically-feasible trajectories are optimized offline through collocation-based optimization where safety constraints are imposed. Such optimization schematic allows the robot to jump through window-shaped obstacles by considering both obstacles in the air and on the ground. The resulted jumping mode is utilized in an autonomous navigation pipeline that leverages a search-based global planner and a local planner to enable the robot to reach the goal location by walking. A state machine together with a decision making strategy allows the system to switch behaviors between walking around obstacles or jumping through them. The proposed framework is experimentally deployed and validated on a quadrupedal robot, a Mini Cheetah, to enable the robot to autonomously navigate through an environment while avoiding obstacles and jumping over a maximum height of 13 cm to pass through a window-shaped opening in order to reach its goal.
In this work, we present a novel distributed method for constructing an occupancy grid map of an unknown environment using a swarm of robots with global localization capabilities and limited inter-robot communication. The robots explore the domain by performing Levy walks in which their headings are defined by maximizing the mutual information between the robots estimate of its environment in the form of an occupancy grid map and the distance measurements that it is likely to obtain when it moves in that direction. Each robot is equipped with laser range sensors, and it builds its occupancy grid map by repeatedly combining its own distance measurements with map information that is broadcast by neighboring robots. Using results on average consensus over time-varying graph topologies, we prove that all robots maps will eventually converge to the actual map of the environment. In addition, we demonstrate that a technique based on topological data analysis, developed in our previous work for generating topological maps, can be readily extended for adaptive thresholding of occupancy grid maps. We validate the effectiveness of our distributed exploration and mapping strategy through a series of 2D simulations and multi-robot experiments.
Relative localization between autonomous robots without infrastructure is crucial to achieve their navigation, path planning, and formation in many applications, such as emergency response, where acquiring a prior knowledge of the environment is not possible. The traditional Ultra-WideBand (UWB)-based approach provides a good estimation of the distance between the robots, but obtaining the relative pose (including the displacement and orientation) remains challenging. We propose an approach to estimate the relative pose between a group of robots by equipping each robot with multiple UWB ranging nodes. We determine the pose between two robots by minimizing the residual error of the ranging measurements from all UWB nodes. To improve the localization accuracy, we propose to utilize the odometry constraints through a sliding window-based optimization. The optimized pose is then fused with the odometry in a particle filtering for pose tracking among a group of mobile robots. We have conducted extensive experiments to validate the effectiveness of the proposed approach.
HapticBots introduces a novel encountered-type haptic approach for Virtual Reality (VR) based on multiple tabletop-size shape-changing robots. These robots move on a tabletop and change their height and orientation to haptically render various surfaces and objects on-demand. Compared to previous encountered-type haptic approaches like shape displays or robotic arms, our proposed approach has an advantage in deployability, scalability, and generalizability -- these robots can be easily deployed due to their compact form factor. They can support multiple concurrent touch points in a large area thanks to the distributed nature of the robots. We propose and evaluate a novel set of interactions enabled by these robots which include: 1) rendering haptics for VR objects by providing just-in-time touch-points on the users hand, 2) simulating continuous surfaces with the concurrent height and position change, and 3) enabling the user to pick up and move VR objects through graspable proxy objects. Finally, we demonstrate HapticBots with various applications, including remote collaboration, education and training, design and 3D modeling, and gaming and entertainment.