local connection
Nintendo Is Changing the Way Digital Games Work
Nintendo is overhauling how digital downloads work on Nintendo Switch and Switch 2 with a new feature it's calling "Virtual Game Cards." Virtual Game Cards, which the company said during Thursday's Nintendo Direct livestream will launch in late April, are designed to better mimic the flexibility of physical games. It works like this: After buying a digital version of a game, the virtual card is loaded onto the player's Switch. Players can load or "eject" these game cards; with two systems, a player could eject a game on one system and load it onto another to play from that handheld. Although players will need a local connection to do so, it allows them to swap multiple games between systems quickly.
Geometric Design and Gait Co-Optimization for Soft Continuum Robots Swimming at Low and High Reynolds Numbers
Recent advancements in soft actuators have enabled soft continuum swimming robots to achieve higher efficiency and more closely mimic the behaviors of real marine animals. However, optimizing the design and control of these soft continuum robots remains a significant challenge. In this paper, we present a practical framework for the co-optimization of the design and control of soft continuum robots, approached from a geometric locomotion analysis perspective. This framework is based on the principles of geometric mechanics, accounting for swimming at both low and high Reynolds numbers. By generalizing geometric principles to continuum bodies, we achieve efficient geometric variational co-optimization of designs and gaits across different power consumption metrics and swimming environments. The resulting optimal designs and gaits exhibit greater efficiencies at both low and high Reynolds numbers compared to three-link or serpenoid swimmers with the same degrees of freedom, approaching or even surpassing the efficiencies of infinitely flexible swimmers and those with higher degrees of freedom.
Modeling multi-legged robot locomotion with slipping and its experimental validation
Wu, Ziyou, Zhao, Dan, Revzen, Shai
Multi-legged robots with six or more legs are not in common use, despite designs with superior stability, maneuverability, and a low number of actuators being available for over 20 years. This may be in part due to the difficulty in modeling multi-legged motion with slipping and producing reliable predictions of body velocity. Here we present a detailed measurement of the foot contact forces in a hexapedal robot with multiple sliding contacts, and provide an algorithm for predicting these contact forces and the body velocity. The algorithm relies on the recently published observation that even while slipping, multi-legged robots are principally kinematic, and employ a friction law ansatz that allows us to compute the shape-change to body-velocity connection and the foot contact forces. This results in the ability to simulate motion plans for a large number of contacts, each potentially with slipping. Furthermore, in homogeneous environments, this kind of simulation can run in (parallel) logarithmic time of the planning horizon.
Geometric Mechanics of Contact-Switching Systems
Prasad, Hari Krishna Hari, Hatton, Ross L., Jayaram, Kaushik
Discrete and periodic contact switching is a key characteristic of steady-state legged locomotion. This paper introduces a framework for modeling and analyzing this contact-switching behavior through the framework of geometric mechanics on a toy robot model that can make continuous limb swings and discrete contact switches. The kinematics of this model form a hybrid shape-space and by extending the generalized Stokes' theorem to compute discrete curvature functions called \textit{stratified panels}, we determine average locomotion generated by gaits spanning multiple contact modes. Using this tool, we also demonstrate the ability to optimize gaits based on the system's locomotion constraints and perform gait reduction on a complex gait spanning multiple contact modes to highlight the method's scalability to multilegged systems.
A Data-Driven Approach to Geometric Modeling of Systems with Low-Bandwidth Actuator Dynamics
Deng, Siming, Liu, Junning, Datta, Bibekananda, Pantula, Aishwarya, Gracias, David H., Nguyen, Thao D., Bittner, Brian A., Cowan, Noah J.
It is challenging to perform system identification on soft robots due to their underactuated, high-dimensional dynamics. In this work, we present a data-driven modeling framework, based on geometric mechanics (also known as gauge theory) that can be applied to systems with low-bandwidth control of the system's internal configuration. This method constructs a series of connected models comprising actuator and locomotor dynamics based on data points from stochastically perturbed, repeated behaviors. By deriving these connected models from general formulations of dissipative Lagrangian systems with symmetry, we offer a method that can be applied broadly to robots with first-order, low-pass actuator dynamics, including swelling-driven actuators used in hydrogel crawlers. These models accurately capture the dynamics of the system shape and body movements of a simplified swimming robot model. We further apply our approach to a stimulus-responsive hydrogel simulator that captures the complexity of chemo-mechanical interactions that drive shape changes in biomedically relevant micromachines. Finally, we propose an approach of numerically optimizing control signals by iteratively refining models, which is applied to optimize the input waveform for the hydrogel crawler. This transfer to realistic environments provides promise for applications in locomotor design and biomedical engineering.
Towards Geometric Motion Planning for High-Dimensional Systems: Gait-Based Coordinate Optimization and Local Metrics
Geometric motion planning offers effective and interpretable gait analysis and optimization tools for locomoting systems. However, due to the curse of dimensionality in coordinate optimization, a key component of geometric motion planning, it is almost infeasible to apply current geometric motion planning to high-dimensional systems. In this paper, we propose a gait-based coordinate optimization method that overcomes the curse of dimensionality. We also identify a unified geometric representation of locomotion by generalizing various nonholonomic constraints into local metrics. By combining these two approaches, we take a step towards geometric motion planning for high-dimensional systems. We test our method in two classes of high-dimensional systems - low Reynolds number swimmers and free-falling Cassie - with up to 11-dimensional shape variables. The resulting optimal gait in the high-dimensional system shows better efficiency compared to that of the reduced-order model. Furthermore, we provide a geometric optimality interpretation of the optimal gait.
Error estimate for a universal function approximator of ReLU network with a local connection
Neural networks have shown high successful performance in a wide range of tasks, but further studies are needed to improve its performance. We analyze the approximation error of the specific neural network architecture with a local connection and higher application than one with the full connection because the local-connected network can be used to explain diverse neural networks such as CNNs. Our error estimate depends on two parameters: one controlling the depth of the hidden layer, and the other, the width of the hidden layers.
Extreme Learning Machine with Local Connections
Li, Feng, Yang, Sibo, Huang, Huanhuan, Wu, Wei
This paper is concerned with the sparsification of the input-hidden weights of ELM (Extreme Learning Machine). For ordinary feedforward neural networks, the sparsification is usually done by introducing certain regularization technique into the learning process of the network. But this strategy can not be applied for ELM, since the input-hidden weights of ELM are supposed to be randomly chosen rather than to be learned. To this end, we propose a modified ELM, called ELM-LC (ELM with local connections), which is designed for the sparsification of the input-hidden weights as follows: The hidden nodes and the input nodes are divided respectively into several corresponding groups, and an input node group is fully connected with its corresponding hidden node group, but is not connected with any other hidden node group. As in the usual ELM, the hidden-input weights are randomly given, and the hidden-output weights are obtained through a least square learning. In the numerical simulations on some benchmark problems, the new ELM-CL behaves better than the traditional ELM.