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Multi-Loco: Unifying Multi-Embodiment Legged Locomotion via Reinforcement Learning Augmented Diffusion

Yang, Shunpeng, Fu, Zhen, Cao, Zhefeng, Junde, Guo, Wensing, Patrick, Zhang, Wei, Chen, Hua

arXiv.org Artificial Intelligence

Generalizing locomotion policies across diverse legged robots with varying morphologies is a key challenge due to differences in observation/action dimensions and system dynamics. In this work, we propose Multi-Loco, a novel unified framework combining a morphology-agnostic generative diffusion model with a lightweight residual policy optimized via reinforcement learning (RL). The diffusion model captures morphology-invariant locomotion patterns from diverse cross-embodiment datasets, improving generalization and robustness. The residual policy is shared across all embodiments and refines the actions generated by the diffusion model, enhancing task-aware performance and robustness for real-world deployment. We evaluated our method with a rich library of four legged robots in both simulation and real-world experiments. Compared to a standard RL framework with PPO, our approach -- replacing the Gaussian policy with a diffusion model and residual term -- achieves a 10.35% average return improvement, with gains up to 13.57% in wheeled-biped locomotion tasks. These results highlight the benefits of cross-embodiment data and composite generative architectures in learning robust, generalized locomotion skills.


BIPED: Pedagogically Informed Tutoring System for ESL Education

Kwon, Soonwoo, Kim, Sojung, Park, Minju, Lee, Seunghyun, Kim, Kyuseok

arXiv.org Artificial Intelligence

Thereafter, we analyzed the dataset post-hoc from a pedagogical As Large Language Models (LLMs) such as viewpoint and developed a categorization GPT (Achiam et al., 2023) revolutionize the field of dialogue acts, which comprises 34 tutor acts and of natural language generation, both researchers 9 student acts. Finally, we annotated the data using and practitioners have put an increasing amount the defined dialogue act categories. of effort into developing Conversational Intelligent As for the development of CITS, we employ Tutoring Systems (CITS) that leverage the the framework (Macina et al., 2023b; Wang et al., generative capabilities of LLM's (Tack and Piech, 2023a) whereby the LLM first chooses the suitable 2022; Abdelghani et al., 2022; Park et al., 2024; tutor act, then generates the corresponding Lee et al., 2023). Specifically, LLMs have the potential utterance. We believe this approach enables the to teach English as a Second/Foreign Language model to generate a more focused response that (ESL/EFL), for they may serve as readilyavailable does not deviate from the chosen tutor intent. We tutors that can emulate native-speaking consider two implementations of such CITS, one contexts (Park et al., 2024; Lee et al., 2023).


Brain-Body-Task Co-Adaptation can Improve Autonomous Learning and Speed of Bipedal Walking

Urbina-Meléndez, Darío, Azadjou, Hesam, Valero-Cuevas, Francisco J.

arXiv.org Artificial Intelligence

Inspired by animals that co-adapt their brain and body to interact with the environment, we present a tendon-driven and over-actuated (i.e., n joint, n+1 actuators) bipedal robot that (i) exploits its backdrivable mechanical properties to manage body-environment interactions without explicit control, and (ii) uses a simple 3-layer neural network to learn to walk after only 2 minutes of 'natural' motor babbling (i.e., an exploration strategy that is compatible with leg and task dynamics; akin to childsplay). This brain-body collaboration first learns to produce feet cyclical movements 'in air' and, without further tuning, can produce locomotion when the biped is lowered to be in slight contact with the ground. In contrast, training with 2 minutes of 'naive' motor babbling (i.e., an exploration strategy that ignores leg task dynamics), does not produce consistent cyclical movements 'in air', and produces erratic movements and no locomotion when in slight contact with the ground. When further lowering the biped and making the desired leg trajectories reach 1cm below ground (causing the desired-vs-obtained trajectories error to be unavoidable), cyclical movements based on either natural or naive babbling presented almost equally persistent trends, and locomotion emerged with naive babbling. Therefore, we show how continual learning of walking in unforeseen circumstances can be driven by continual physical adaptation rooted in the backdrivable properties of the plant and enhanced by exploration strategies that exploit plant dynamics. Our studies also demonstrate that the bio-inspired codesign and co-adaptations of limbs and control strategies can produce locomotion without explicit control of trajectory errors.


An Approach for Generating Families of Energetically Optimal Gaits from Passive Dynamic Walking Gaits

Rosa, Nelson, Katamish, Bassel, Raff, Maximilian, Remy, C. David

arXiv.org Artificial Intelligence

For a class of biped robots with impulsive dynamics and a non-empty set of passive gaits (unactuated, periodic motions of the biped model), we present a method for computing continuous families of locally optimal gaits with respect to a class of commonly used energetic cost functions (e.g., the integral of torque-squared). We compute these families using only the passive gaits of the biped, which are globally optimal gaits with respect to these cost functions. Our approach fills in an important gap in the literature when computing a library of locally optimal gaits, which often do not make use of these globally optimal solutions as seed values. We demonstrate our approach on a well-studied two-link biped model.


Stabilization of Energy-Conserving Gaits for Point-Foot Planar Bipeds

Khandelwal, Aakash, Kant, Nilay, Mukherjee, Ranjan

arXiv.org Artificial Intelligence

The problem of designing and stabilizing impact-free, energy-conserving gaits is considered for underactuated, point-foot planar bipeds. Virtual holonomic constraints are used to design energy-conserving gaits. A desired gait corresponds to a periodic hybrid orbit and is stabilized using the Impulse Controlled Poincar\'e Map approach. Numerical simulations for the case of a five-link biped demonstrate convergence to a desired gait from arbitrary initial conditions.


Watch Your Step: Real-Time Adaptive Character Stepping

Kenwright, Ben

arXiv.org Artificial Intelligence

An effective 3D stepping control algorithm that is computationally fast, robust, and easy to implement is extremely important and valuable to character animation research. In this paper, we present a novel technique for generating dynamic, interactive, and controllable biped stepping motions. Our approach uses a low-dimensional physics-based model to create balanced humanoid avatars that can handle a wide variety of interactive situations, such as terrain height shifting and push exertions, while remaining upright and balanced. We accomplish this by combining the popular inverted-pendulum model with an ankle-feedback torque and variable leg-length mechanism to create a controllable solution that can adapt to unforeseen circumstances in real-time without key-framed data, any offline pre-processing, or on-line optimizations joint torque computations. We explain and address oversimplifications and limitations with the basic IP model and the reasons for extending the model by means of additional control mechanisms. We demonstrate a simple and fast approach for extending the IP model based on an ankle-torque and variable leg lengths approximation without hindering the extremely attractive properties (i.e., computational speed, robustness, and simplicity) that make the IP model so ideal for generating upright responsive balancing biped movements. Finally, while our technique focuses on lower body motions, it can, nevertheless, handle both small and large push forces even during terrain height variations. Moreover, our model effectively creates human-like motions that synthesize low-level upright stepping movements, and can be combined with additional controller techniques to produce whole body autonomous agents.


Clary

AAAI Conferences

Recent progress in legged locomotion research has produced robots that can perform agile blind-walking with robustness comparable to a blindfolded human. However, this walking approach has not yet been integrated with planners for high-level activities. In this paper, we take a step towards high-level task planning for these robots by studying a planar simulated biped that captures their essential dynamics. We investigate variants of Monte-Carlo Tree Search (MCTS) for selecting an appropriate blind-walking controller at each decision cycle. In particular, we consider UCT with an intelligently selected rollout policy, which is shown to be capable of guiding the biped through treacherous terrain. In addition, we develop a new MCTS variant, called Monte-Carlo Discrepancy Search (MCDS), which is shown to make more effective use of limited planning time than UCT for this domain. We demonstrate the effectiveness of these planners in both deterministic and stochastic environments across a range of algorithm parameters. In addition, we present results for using these planners to control a full-order 3D simulation of Cassie, an agile bipedal robot, through complex terrain.


biped unveils an AI copilot for blind and visually impaired people at CES 2022

#artificialintelligence

'this mirrors the way autonomous vehicles work,' explains CEO and co-founder, mael fabien. 'biped will, for example, warn a user about a bike 12 meters ahead on the user's trajectory, but ignore an object that is closer but with no collision risk.' 'I was both inspired by my research and by working next to the main ophthalmic hospital in lausanne,' continues fabien. 'every day I would encounter blind and visually impaired people and wondered if we could go beyond sticks and guide-dogs to help them.' 'our aim is to launch first in switzerland in Q2 and then the US in early 2023.


Footstep Adjustment for Biped Push Recovery on Slippery Surfaces

Ghorbani, Erfan, Karimpour, Hossein, Pasandi, Venus, Keshmiri, Mehdi

arXiv.org Artificial Intelligence

Despite extensive studies on motion stabilization of bipeds, they still suffer from the lack of disturbance coping capability on slippery surfaces. In this paper, a novel controller for stabilizing a bipedal motion in its sagittal plane is developed with regard to the surface friction limitations. By taking into account the physical limitation of the surface in the stabilization trend, a more advanced level of reliability is achieved that provides higher functionalities such as push recovery on low-friction surfaces and prevents the stabilizer from overreacting. The discrete event-based strategy consists of modifying the step length and time period at the beginning of each footstep in order to reestablish stability necessary conditions while taking into account the surface friction limitation as a constraint to prevent slippage. Adjusting footsteps to prevent slippage in confronting external disturbances is perceived as a novel strategy for keeping stability, quite similar to human reaction. The developed methodology consists of rough closed-form solutions utilizing elementary math operations for obtaining the control inputs, allowing to reach a balance between convergence and computational cost, which is quite suitable for real-time operations even with modest computational hardware. Several numerical simulations, including push recovery and switching between different gates on low-friction surfaces, are performed to demonstrate the effectiveness of the proposed controller. In correlation with human-gait experience, the results also reveal some physical aspects favoring stability and the fact of switching between gaits to reduce the risk of falling in confronting different conditions.


Seth Fentress

#artificialintelligence

A hundred years have passed since the Bipedal Event of 2065... An international ban on unofficial use of super artificial intelligence is enacted as the Earth adjusts to life with non-human races (now called bipeds despite humans sharing the classification). One day, while sifting through an abandoned government warehouse in space, Winston, a punk canine biped, finds Grant, a programmer from New York who's been cryogenically frozen since the 2030s. Together, they hang out in Winston's spaceship and eat donuts. There may also be some nunchaku wielding mechs, quantum encrypted black holes, and a little occult stuff sprinkled in.