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 footstep planning


PolygMap: A Perceptive Locomotion Framework for Humanoid Robot Stair Climbing

arXiv.org Artificial Intelligence

Recently, biped robot walking technology has been significantly developed, mainly in the context of a bland walking scheme. To emulate human walking, robots need to step on the positions they see in unknown spaces accurately. In this paper, we present PolyMap, a perception-based locomotion planning framework for humanoid robots to climb stairs. Our core idea is to build a real-time polygonal staircase plane semantic map, followed by a footstep planar using these polygonal plane segments. These plane segmentation and visual odometry are done by multi-sensor fusion(LiDAR, RGB-D camera and IMUs). The proposed framework is deployed on a NVIDIA Orin, which performs 20-30 Hz whole-body motion planning output. Both indoor and outdoor real-scene experiments indicate that our method is efficient and robust for humanoid robot stair climbing.


FootstepNet: an Efficient Actor-Critic Method for Fast On-line Bipedal Footstep Planning and Forecasting

arXiv.org Artificial Intelligence

Designing a humanoid locomotion controller is challenging and classically split up in sub-problems. Footstep planning is one of those, where the sequence of footsteps is defined. Even in simpler environments, finding a minimal sequence, or even a feasible sequence, yields a complex optimization problem. In the literature, this problem is usually addressed by search-based algorithms (e.g. variants of A*). However, such approaches are either computationally expensive or rely on hand-crafted tuning of several parameters. In this work, at first, we propose an efficient footstep planning method to navigate in local environments with obstacles, based on state-of-the art Deep Reinforcement Learning (DRL) techniques, with very low computational requirements for on-line inference. Our approach is heuristic-free and relies on a continuous set of actions to generate feasible footsteps. In contrast, other methods necessitate the selection of a relevant discrete set of actions. Second, we propose a forecasting method, allowing to quickly estimate the number of footsteps required to reach different candidates of local targets. This approach relies on inherent computations made by the actor-critic DRL architecture. We demonstrate the validity of our approach with simulation results, and by a deployment on a kid-size humanoid robot during the RoboCup 2023 competition.


Real time A* Adaptive Action Set Footstep Planning with Human Locomotion Energy Approximations Considering Angle Difference for Heuristic Function

arXiv.org Artificial Intelligence

The problem of navigating a bipedal robot to a desired destination in various environments is very important. However, it is very difficult to solve the navigation problem in real time because the computation time is very long due to the nature of the biped robot having a high degree of freedom. In order to overcome this, many scientists suggested navigation through the footstep planning. Usually footstep planning use the shortest distance or angles as the objective function based on the A * algorithm. Recently, the energy required for human walking, which is widely used in human dynamics, approximated by a polynomial function is proposed as a better cost function that explains the movement of the bipedal robot. In addition, for the real time navigation, using the action set of the A * algorithm not fixed, but the number changing according to the situation, so that the computation time does not increase much and the methods of considering the collision with the external environment are suggested as a practical method. In this thesis, polynomial function approximating the energy required for human walking is adopted as a cost function, and heuristic function considering the angular difference between the robot and the destination which is not shown in the previous studies is newly proposed and proved. In addition, a new method to integrate the adaptive behavior set and energy related to human walking is proposed. Furthermore, efficient collision avoidance method and a method to reduce the local minimum problem is proposed in this framework. Finally, footstep planning algorithm with all of these features into the mapping algorithm and the walking algorithm to solve the navigation problem is validated with simulation and real robot.


A Fast, Autonomous, Bipedal Walking Behavior over Rapid Regions

arXiv.org Artificial Intelligence

In trying to build humanoid robots that perform useful tasks in a world built for humans, we address the problem of autonomous locomotion. Humanoid robot planning and control algorithms for walking over rough terrain are becoming increasingly capable. At the same time, commercially available depth cameras have been getting more accurate and GPU computing has become a primary tool in AI research. In this paper, we present a newly constructed behavior control system for achieving fast, autonomous, bipedal walking, without pauses or deliberation. We achieve this using a recently published rapid planar regions perception algorithm, a height map based body path planner, an A* footstep planner, and a momentum-based walking controller. We put these elements together to form a behavior control system supported by modern software development practices and simulation tools.


Ranganeni

AAAI Conferences

Planning the motion for humanoid robots is a computationally-complex task due to the high dimensionality of the system. Thus, a common approach is to first plan in the low-dimensional space induced by the robot's feet--a task referred to as footstep planning. This low-dimensional plan is then used to guide the full motion of the robot. One approach that has proven successful in footstep planning is using search-based planners such as A* and its many variants. To do so, these search-based planners have to be endowed with effective heuristics to efficiently guide them through the search space.