No Arabic abstract
Many robotics problems, from robot motion planning to object manipulation, can be modeled as mixed-integer convex programs (MICPs). However, state-of-the-art algorithms are still unable to solve MICPs for control problems quickly enough for online use and existing heuristics can typically only find suboptimal solutions that might degrade robot performance. In this work, we turn to data-driven methods and present the Combinatorial Offline, Convex Online (CoCo) algorithm for quickly finding high quality solutions for MICPs. CoCo consists of a two-stage approach. In the offline phase, we train a neural network classifier that maps the problem parameters to a (logical strategy), which we define as the discrete arguments and relaxed big-M constraints associated with the optimal solution for that problem. Online, the classifier is applied to select a candidate logical strategy given new problem parameters; applying this logical strategy allows us to solve the original MICP as a convex optimization problem. We show through numerical experiments how CoCo finds near optimal solutions to MICPs arising in robot planning and control with 1 to 2 orders of magnitude solution speedup compared to other data-driven approaches and solvers.
Mixed-integer convex programming (MICP) has seen significant algorithmic and hardware improvements with several orders of magnitude solve time speedups compared to 25 years ago. Despite these advances, MICP has been rarely applied to real-world robotic control because the solution times are still too slow for online applications. In this work, we extend the machine learning optimizer (MLOPT) framework to solve MICPs arising in robotics at very high speed. MLOPT encodes the combinatorial part of the optimal solution into a strategy. Using data collected from offline problem solutions, we train a multiclass classifier to predict the optimal strategy given problem-specific parameters such as states or obstacles. Compared to previous approaches, we use task-specific strategies and prune redundant ones to significantly reduce the number of classes the predictor has to select from, thereby greatly improving scalability. Given the predicted strategy, the control task becomes a small convex optimization problem that we can solve in milliseconds. Numerical experiments on a cart-pole system with walls, a free-flying space robot and task-oriented grasps show that our method provides not only 1 to 2 orders of magnitude speedups compared to state-of-the-art solvers but also performance close to the globally optimal MICP solution.
In this paper, a mixed-integer linear programming formulation for the problem of obtaining task-relevant, multi-resolution, graph abstractions for resource-constrained agents is presented. The formulation leverages concepts from information-theoretic signal compression, specifically the information bottleneck (IB) method, to pose a graph abstraction problem as an optimal encoder search over the space of multi-resolution trees. The abstractions emerge in a task-relevant manner as a function of agent information-processing constraints, and are not provided to the system a priori. We detail our formulation and show how the problem can be realized as an integer linear program. A non-trivial numerical example is presented to demonstrate the utility in employing our approach to obtain hierarchical tree abstractions for resource-limited agents.
Traditional motion planning approaches for multi-legged locomotion divide the problem into several stages, such as contact search and trajectory generation. However, reasoning about contacts and motions simultaneously is crucial for the generation of complex whole-body behaviors. Currently, coupling theses problems has required either the assumption of a fixed gait sequence and flat terrain condition, or non-convex optimization with intractable computation time. In this paper, we propose a mixed-integer convex formulation to plan simultaneously contact locations, gait transitions and motion, in a computationally efficient fashion. In contrast to previous works, our approach is not limited to flat terrain nor to a pre-specified gait sequence. Instead, we incorporate the friction cone stability margin, approximate the robots torque limits, and plan the gait using mixed-integer convex constraints. We experimentally validated our approach on the HyQ robot by traversing different challenging terrains, where non-convexity and flat terrain assumptions might lead to sub-optimal or unstable plans. Our method increases the motion generality while keeping a low computation time.
The dominant way to control a robot manipulator uses hand-crafted differential equations leveraging some form of inverse kinematics / dynamics. We propose a simple, versatile joint-level controller that dispenses with differential equations entirely. A deep neural network, trained via model-free reinforcement learning, is used to map from task space to joint space. Experiments show the method capable of achieving similar error to traditional methods, while greatly simplifying the process by automatically handling redundancy, joint limits, and acceleration / deceleration profiles. The basic technique is extended to avoid obstacles by augmenting the input to the network with information about the nearest obstacles. Results are shown both in simulation and on a real robot via sim-to-real transfer of the learned policy. We show that it is possible to achieve sub-centimeter accuracy, both in simulation and the real world, with a moderate amount of training.
Robots have limited adaptation ability compared to humans and animals in the case of damage. However, robot damages are prevalent in real-world applications, especially for robots deployed in extreme environments. The fragility of robots greatly limits their widespread application. We propose an adversarial reinforcement learning framework, which significantly increases robot robustness over joint damage cases in both manipulation tasks and locomotion tasks. The agent is trained iteratively under the joint damage cases where it has poor performance. We validate our algorithm on a three-fingered robot hand and a quadruped robot. Our algorithm can be trained only in simulation and directly deployed on a real robot without any fine-tuning. It also demonstrates exceeding success rates over arbitrary joint damage cases.