Goto

Collaborating Authors

 muscle length


Bipedal Balance Control with Whole-body Musculoskeletal Standing and Falling Simulations

Ma, Chengtian, Wei, Yunyue, Zuo, Chenhui, Zhang, Chen, Sui, Yanan

arXiv.org Artificial Intelligence

Balance control is important for human and bipedal robotic systems. While dynamic balance during locomotion has received considerable attention, quantitative understanding of static balance and falling remains limited. This work presents a hierarchical control pipeline for simulating human balance via a comprehensive whole-body musculoskeletal system. We identified spatiotemporal dynamics of balancing during stable standing, revealed the impact of muscle injury on balancing behavior, and generated fall contact patterns that aligned with clinical data. Furthermore, our simulated hip exoskeleton assistance demonstrated improvement in balance maintenance and reduced muscle effort under perturbation. This work offers unique muscle-level insights into human balance dynamics that are challenging to capture experimentally. It could provide a foundation for developing targeted interventions for individuals with balance impairments and support the advancement of humanoid robotic systems.


Online Learning of Danger Avoidance for Complex Structures of Musculoskeletal Humanoids and Its Applications

Kawaharazuka, Kento, Hiraoka, Naoki, Koga, Yuya, Nishiura, Manabu, Omura, Yusuke, Asano, Yuki, Okada, Kei, Kawasaki, Koji, Inaba, Masayuki

arXiv.org Artificial Intelligence

-- The complex structure of musculoskeletal humanoids makes it difficult to model them, and the inter-body interference and high internal muscle force are unavoidable. Although various safety mechanisms have been developed to solve this problem, it is important not only to deal with the dangers when they occur but also to prevent them from happening. In this study, we propose a method to learn a network outputting danger probability corresponding to the muscle length online so that the robot can gradually prevent dangers from occurring. Applications of this network for control are also described. The method is applied to the musculoskeletal humanoid, Musashi, and its effectiveness is verified. I. INTRODUCTION The musculoskeletal humanoid [1]-[4] has various biomimetic advantages such as variable stiffness using redundant muscles, spherical joints without singular points, underactuated and flexible fingers, etc. At the same time, its complex musculoskeletal structure is difficult to model and various learning control methods have been developed [5]- [8].


Applications of Stretch Reflex for the Upper Limb of Musculoskeletal Humanoids: Protective Behavior, Postural Stability, and Active Induction

Kawaharazuka, Kento, Koga, Yuya, Tsuzuki, Kei, Onitsuka, Moritaka, Asano, Yuki, Okada, Kei, Kawasaki, Koji, Inaba, Masayuki

arXiv.org Artificial Intelligence

The musculoskeletal humanoid has various biomimetic benefits, and it is important that we can embed and evaluate human reflexes in the actual robot. Although stretch reflex has been implemented in lower limbs of musculoskeletal humanoids, we apply it to the upper limb to discover its useful applications. We consider the implementation of stretch reflex in the actual robot, its active/passive applications, and the change in behavior according to the difference of parameters.


Modification of muscle antagonistic relations and hand trajectory on the dynamic motion of Musculoskeletal Humanoid

Koga, Yuya, Kawaharazuka, Kento, Onitsuka, Moritaka, Makabe, Tasuku, Tsuzuki, Kei, Omura, Yusuke, Asano, Yuki, Okada, Kei, Inaba, Masayuki

arXiv.org Artificial Intelligence

In recent years, some research on musculoskeletal humanoids is in progress. However, there are some challenges such as unmeasurable transformation of body structure and muscle path, and difficulty in measuring own motion because of lack of joint angle sensor. In this study, we suggest two motion acquisition methods. One is a method to acquire antagonistic relations of muscles by tension sensing, and the other is a method to acquire correct hand trajectory by vision sensing. Finally, we realize badminton shuttlecock-hitting motion of Kengoro with these two acquisition methods.


Motion Modification Method of Musculoskeletal Humanoids by Human Teaching Using Muscle-Based Compensation Control

Kawaharazuka, Kento, Koga, Yuya, Nishiura, Manabu, Omura, Yusuke, Asano, Yuki, Okada, Kei, Kawasaki, Koji, Inaba, Masayuki

arXiv.org Artificial Intelligence

Abstract-- While musculoskeletal humanoids have the advantages of various biomimetic structures, it is difficult to accurately control the body, which is challenging to model. Although various learning-based control methods have been developed so far, they cannot completely absorb model errors, and recognition errors are also bound to occur. In this paper, we describe a method to modify the movement of the musculoskeletal humanoid by applying external force during the movement, taking advantage of its flexible body. Considering the fact that the joint angles cannot be measured, and that the external force greatly affects the nonlinear elastic element and not the actuator, the modified motion is reproduced by the proposed muscle-based compensation control. This method is applied to a musculoskeletal humanoid, Musashi, and its effectiveness is confirmed.


Component Modularized Design of Musculoskeletal Humanoid Platform Musashi to Investigate Learning Control Systems

Kawaharazuka, Kento, Makino, Shogo, Tsuzuki, Kei, Onitsuka, Moritaka, Nagamatsu, Yuya, Shinjo, Koki, Makabe, Tasuku, Asano, Yuki, Okada, Kei, Kawasaki, Koji, Inaba, Masayuki

arXiv.org Artificial Intelligence

To develop Musashi as a musculoskeletal humanoid platform to investigate learning control systems, we aimed for a body with flexible musculoskeletal structure, redundant sensors, and easily reconfigurable structure. For this purpose, we develop joint modules that can directly measure joint angles, muscle modules that can realize various muscle routes, and nonlinear elastic units with soft structures, etc. Next, we develop MusashiLarm, a musculoskeletal platform composed of only joint modules, muscle modules, generic bone frames, muscle wire units, and a few attachments. Finally, we develop Musashi, a musculoskeletal humanoid platform which extends MusashiLarm to the whole body design, and conduct several basic experiments and learning control experiments to verify the effectiveness of its concept.


Robust Continuous Motion Strategy Against Muscle Rupture using Online Learning of Redundant Intersensory Networks for Musculoskeletal Humanoids

Kawaharazuka, Kento, Nishiura, Manabu, Toshimitsu, Yasunori, Omura, Yusuke, Koga, Yuya, Asano, Yuki, Kawasaki, Koji, Inaba, Masayuki

arXiv.org Artificial Intelligence

Musculoskeletal humanoids have various biomimetic advantages, of which redundant muscle arrangement is one of the most important features. This feature enables variable stiffness control and allows the robot to keep moving its joints even if one of the redundant muscles breaks, but this has been rarely explored. In this study, we construct a neural network that represents the relationship among sensors in the flexible and difficult-to-modelize body of the musculoskeletal humanoid, and by learning this neural network, accurate motions can be achieved. In order to take advantage of the redundancy of muscles, we discuss the use of this network for muscle rupture detection, online update of the intersensory relationship considering the muscle rupture, and body control and state estimation using the muscle rupture information. This study explains a method of constructing a musculoskeletal humanoid that continues to move and perform tasks robustly even when one muscle breaks.


Antagonist Inhibition Control in Redundant Tendon-driven Structures Based on Human Reciprocal Innervation for Wide Range Limb Motion of Musculoskeletal Humanoids

Kawaharazuka, Kento, Kawamura, Masaya, Makino, Shogo, Asano, Yuki, Okada, Kei, Inaba, Masayuki

arXiv.org Artificial Intelligence

The body structure of an anatomically correct tendon-driven musculoskeletal humanoid is complex, and the difference between its geometric model and the actual robot is very large because expressing the complex routes of tendon wires in a geometric model is very difficult. If we move a tendon-driven musculoskeletal humanoid by the tendon wire lengths of the geometric model, unintended muscle tension and slack will emerge. In some cases, this can lead to the wreckage of the actual robot. To solve this problem, we focused on reciprocal innervation in the human nervous system, and then implemented antagonist inhibition control (AIC) based on the reflex. This control makes it possible to avoid unnecessary internal muscle tension and slack of tendon wires caused by model error, and to perform wide range motion safely for a long time. To verify its effectiveness, we applied AIC to the upper limb of the tendon-driven musculoskeletal humanoid, Kengoro, and succeeded in dangling for 14 minutes and doing pull-ups.


Musculoskeletal AutoEncoder: A Unified Online Acquisition Method of Intersensory Networks for State Estimation, Control, and Simulation of Musculoskeletal Humanoids

Kawaharazuka, Kento, Tsuzuki, Kei, Onitsuka, Moritaka, Asano, Yuki, Okada, Kei, Kawasaki, Koji, Inaba, Masayuki

arXiv.org Artificial Intelligence

While the musculoskeletal humanoid has various biomimetic benefits, the modeling of its complex structure is difficult, and many learning-based systems have been developed so far. There are various methods, such as control methods using acquired relationships between joints and muscles represented by a data table or neural network, and state estimation methods using Extended Kalman Filter or table search. In this study, we construct a Musculoskeletal AutoEncoder representing the relationship among joint angles, muscle tensions, and muscle lengths, and propose a unified method of state estimation, control, and simulation of musculoskeletal humanoids using it. By updating the Musculoskeletal AutoEncoder online using the actual robot sensor information, we can continuously conduct more accurate state estimation, control, and simulation than before the online learning. We conducted several experiments using the musculoskeletal humanoid Musashi, and verified the effectiveness of this study.


Online Learning Feedback Control Considering Hysteresis for Musculoskeletal Structures

Kawaharazuka, Kento, Okada, Kei, Inaba, Masayuki

arXiv.org Artificial Intelligence

While the musculoskeletal humanoid has various biomimetic benefits, its complex modeling is difficult, and many learning control methods have been developed. However, for the actual robot, the hysteresis of its joint angle tracking is still an obstacle, and realizing target posture quickly and accurately has been difficult. Therefore, we develop a feedback control method considering the hysteresis. To solve the problem in feedback controls caused by the closed-link structure of the musculoskeletal body, we update a neural network representing the relationship between the error of joint angles and the change in target muscle lengths online, and realize target joint angles accurately in a few trials. We compare the performance of several configurations with various network structures and loss definitions, and verify the effectiveness of this study on an actual musculoskeletal humanoid, Musashi.