No Arabic abstract
In many robot control problems, factors such as stiffness and damping matrices and manipulability ellipsoids are naturally represented as symmetric positive definite (SPD) matrices, which capture the specific geometric characteristics of those factors. Typical learned skill models such as dynamic movement primitives (DMPs) can not, however, be directly employed with quantities expressed as SPD matrices as they are limited to data in Euclidean space. In this paper, we propose a novel and mathematically principled framework that uses Riemannian metrics to reformulate DMPs such that the resulting formulation can operate with SPD data in the SPD manifold. Evaluation of the approach demonstrates that beneficial properties of DMPs such as change of the goal during operation apply also to the proposed formulation.
Biological systems, including human beings, have the innate ability to perform complex tasks in versatile and agile manner. Researchers in sensorimotor control have tried to understand and formally define this innate property. The idea, supported by several experimental findings, that biological systems are able to combine and adapt basic units of motion into complex tasks finally lead to the formulation of the motor primitives theory. In this respect, Dynamic Movement Primitives (DMPs) represent an elegant mathematical formulation of the motor primitives as stable dynamical systems, and are well suited to generate motor commands for artificial systems like robots. In the last decades, DMPs have inspired researchers in different robotic fields including imitation and reinforcement learning, optimal control,physical interaction, and human-robot co-working, resulting a considerable amount of published papers. The goal of this tutorial survey is two-fold. On one side, we present the existing DMPs formulations in rigorous mathematical terms,and discuss advantages and limitations of each approach as well as practical implementation details. In the tutorial vein, we also search for existing implementations of presented approaches and release several others. On the other side, we provide a systematic and comprehensive review of existing literature and categorize state of the art work on DMP. The paper concludes with a discussion on the limitations of DMPs and an outline of possible research directions.
Movement primitives are an important policy class for real-world robotics. However, the high dimensionality of their parametrization makes the policy optimization expensive both in terms of samples and computation. Enabling an efficient representation of movement primitives facilitates the application of machine learning techniques such as reinforcement on robotics. Motions, especially in highly redundant kinematic structures, exhibit high correlation in the configuration space. For these reasons, prior work has mainly focused on the application of dimensionality reduction techniques in the configuration space. In this paper, we investigate the application of dimensionality reduction in the parameter space, identifying principal movements. The resulting approach is enriched with a probabilistic treatment of the parameters, inheriting all the properties of the Probabilistic Movement Primitives. We test the proposed technique both on a real robotic task and on a database of complex human movements. The empirical analysis shows that the dimensionality reduction in parameter space is more effective than in configuration space, as it enables the representation of the movements with a significant reduction of parameters.
The realization of motion description is a challenging work for fixed-wing Unmanned Aerial Vehicle (UAV) acrobatic flight, due to the inherent coupling problem in ranslational-rotational motion. This paper aims to develop a novel maneuver description method through the idea of imitation learning, and there are two main contributions of our work: 1) A dual quaternion based dynamic motion primitives (DQ-DMP) is proposed and the state equations of the position and attitude can be combined without loss of accuracy. 2) An online hardware-inthe-loop (HITL) training system is established. Based on the DQDMP method, the geometric features of the demonstrated maneuver can be obtained in real-time, and the stability of the DQ-DMP is theoretically proved. The simulation results illustrate the superiority of the proposed method compared to the traditional position/attitude decoupling method.
This paper presents PANTHER, a real-time perception-aware (PA) trajectory planner in dynamic environments. PANTHER plans trajectories that avoid dynamic obstacles while also keeping them in the sensor field of view (FOV) and minimizing the blur to aid in object tracking. The rotation and translation of the UAV are jointly optimized, which allows PANTHER to fully exploit the differential flatness of multirotors to maximize the PA objective. Real-time performance is achieved by implicitly imposing the underactuated constraint of the UAV through the Hopf fibration. PANTHER is able to keep the obstacles inside the FOV 7.4 and 1.4 times more than non-PA approaches and PA approaches that decouple translation and yaw, respectively. The projected velocity (and hence the blur) is reduced by 64% and 28%, respectively. This leads to success rates up to 3.3 times larger than state-of-the-art approaches in multi-obstacle avoidance scenarios. The MINVO basis is used to impose low-conservative collision avoidance constraints in position and velocity space. Finally, extensive hardware experiments in unknown dynamic environments with all the computation running onboard are presented, with velocities of up to 5.8 m/s, and with relative velocities (with respect to the obstacles) of up to 6.3 m/s. The only sensors used are an IMU, a forward-facing depth camera, and a downward-facing monocular camera.
This paper focuses on the problem of learning 6-DOF grasping with a parallel jaw gripper in simulation. We propose the notion of a geometry-aware representation in grasping based on the assumption that knowledge of 3D geometry is at the heart of interaction. Our key idea is constraining and regularizing grasping interaction learning through 3D geometry prediction. Specifically, we formulate the learning of deep geometry-aware grasping model in two steps: First, we learn to build mental geometry-aware representation by reconstructing the scene (i.e., 3D occupancy grid) from RGBD input via generative 3D shape modeling. Second, we learn to predict grasping outcome with its internal geometry-aware representation. The learned outcome prediction model is used to sequentially propose grasping solutions via analysis-by-synthesis optimization. Our contributions are fourfold: (1) To best of our knowledge, we are presenting for the first time a method to learn a 6-DOF grasping net from RGBD input; (2) We build a grasping dataset from demonstrations in virtual reality with rich sensory and interaction annotations. This dataset includes 101 everyday objects spread across 7 categories, additionally, we propose a data augmentation strategy for effective learning; (3) We demonstrate that the learned geometry-aware representation leads to about 10 percent relative performance improvement over the baseline CNN on grasping objects from our dataset. (4) We further demonstrate that the model generalizes to novel viewpoints and object instances.