underground environment
PLUME: Procedural Layer Underground Modeling Engine
Garcia, Gabriel Manuel, Richard, Antoine, Olivares-Mendez, Miguel
-- As space exploration advances, underground environments are becoming increasingly attractive due to their potential to provide shelter, easier access to resources, and enhanced scientific opportunities. Although such environments exist on Earth, they are often not easily accessible and do not accurately represent the diversity of underground environments found throughout the solar system. This paper presents PLUME, a procedural generation framework aimed at easily creating 3D underground environments. Its flexible structure allows for the continuous enhancement of various underground features, aligning with our expanding understanding of the solar system. The environments generated using PLUME can be used for AI training, evaluating robotics algorithms, 3D rendering, and facilitating rapid iteration on developed exploration algorithms. In this paper, it is demonstrated that PLUME has been used along with a robotic simulator . PLUME is open source and has been released on Github. To do planetary exploration, shelter will be an essential part to keep robots and humans protected from extreme temperatures, solar radiation, and micrometeorites. Existing subsurface structures such as caves or lava tubes are considered of high interest to create shelter.
Underground Multi-robot Systems at Work: a revolution in mining
Puche, Victor V., Verma, Kashish, Fumagalli, Matteo
The growing global demand for critical raw materials (CRMs) has highlighted the need to access difficult and hazardous environments such as abandoned underground mines. These sites pose significant challenges for conventional machinery and human operators due to confined spaces, structural instability, and lack of infrastructure. To address this, we propose a modular multi-robot system designed for autonomous operation in such environments, enabling sequential mineral extraction tasks. Unlike existing work that focuses primarily on mapping and inspection through global behavior or central control, our approach incorporates physical interaction capabilities using specialized robots coordinated through local high-level behavior control. Our proposed system utilizes Hierarchical Finite State Machine (HFSM) behaviors to structure complex task execution across heterogeneous robotic platforms. Each robot has its own HFSM behavior to perform sequential autonomy while maintaining overall system coordination, achieved by triggering behavior execution through inter-robot communication. This architecture effectively integrates software and hardware components to support collaborative, task-driven multi-robot operation in confined underground environments.
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Improving the Resilience of Quadrotors in Underground Environments by Combining Learning-based and Safety Controllers
Ward, Isaac Ronald, Paral, Mark, Riordan, Kristopher, Kochenderfer, Mykel J.
Autonomously controlling quadrotors in large-scale subterranean environments is applicable to many areas such as environmental surveying, mining operations, and search and rescue. Learning-based controllers represent an appealing approach to autonomy, but are known to not generalize well to `out-of-distribution' environments not encountered during training. In this work, we train a normalizing flow-based prior over the environment, which provides a measure of how far out-of-distribution the quadrotor is at any given time. We use this measure as a runtime monitor, allowing us to switch between a learning-based controller and a safe controller when we are sufficiently out-of-distribution. Our methods are benchmarked on a point-to-point navigation task in a simulated 3D cave environment based on real-world point cloud data from the DARPA Subterranean Challenge Final Event Dataset. Our experimental results show that our combined controller simultaneously possesses the liveness of the learning-based controller (completing the task quickly) and the safety of the safety controller (avoiding collision).
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Learning Visuo-Motor Behaviours for Robot Locomotion Over Difficult Terrain
As mobile robots become useful performing everyday tasks in complex real-world environments, they must be able to traverse a range of difficult terrain types such as stairs, stepping stones, gaps, jumps and narrow passages. This work investigated traversing these types of environments with a bipedal robot (simulation experiments), and a tracked robot (real world). Developing a traditional monolithic controller for traversing all terrain types is challenging, and for large physical robots realistic test facilities are required and safety must be ensured. An alternative is a suite of simple behaviour controllers that can be composed to achieve complex tasks. This work efficiently trained complex behaviours to enable mobile robots to traverse difficult terrain. By minimising retraining as new behaviours became available, robots were able to traverse increasingly complex terrain sets, leading toward the development of scalable behaviour libraries.
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LiDAR-guided object search and detection in Subterranean Environments
Patel, Manthan, Waibel, Gabriel, Khattak, Shehryar, Hutter, Marco
Detecting objects of interest, such as human survivors, safety equipment, and structure access points, is critical to any search-and-rescue operation. Robots deployed for such time-sensitive efforts rely on their onboard sensors to perform their designated tasks. However, as disaster response operations are predominantly conducted under perceptually degraded conditions, commonly utilized sensors such as visual cameras and LiDARs suffer in terms of performance degradation. In response, this work presents a method that utilizes the complementary nature of vision and depth sensors to leverage multi-modal information to aid object detection at longer distances. In particular, depth and intensity values from sparse LiDAR returns are used to generate proposals for objects present in the environment. These proposals are then utilized by a Pan-Tilt-Zoom (PTZ) camera system to perform a directed search by adjusting its pose and zoom level for performing object detection and classification in difficult environments. The proposed work has been thoroughly verified using an ANYmal quadruped robot in underground settings and on datasets collected during the DARPA Subterranean Challenge finals.
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Present and Future of SLAM in Extreme Underground Environments
Ebadi, Kamak, Bernreiter, Lukas, Biggie, Harel, Catt, Gavin, Chang, Yun, Chatterjee, Arghya, Denniston, Christopher E., Deschênes, Simon-Pierre, Harlow, Kyle, Khattak, Shehryar, Nogueira, Lucas, Palieri, Matteo, Petráček, Pavel, Petrlík, Matěj, Reinke, Andrzej, Krátký, Vít, Zhao, Shibo, Agha-mohammadi, Ali-akbar, Alexis, Kostas, Heckman, Christoffer, Khosoussi, Kasra, Kottege, Navinda, Morrell, Benjamin, Hutter, Marco, Pauling, Fred, Pomerleau, François, Saska, Martin, Scherer, Sebastian, Siegwart, Roland, Williams, Jason L., Carlone, Luca
This paper reports on the state of the art in underground SLAM by discussing different SLAM strategies and results across six teams that participated in the three-year-long SubT competition. In particular, the paper has four main goals. First, we review the algorithms, architectures, and systems adopted by the teams; particular emphasis is put on lidar-centric SLAM solutions (the go-to approach for virtually all teams in the competition), heterogeneous multi-robot operation (including both aerial and ground robots), and real-world underground operation (from the presence of obscurants to the need to handle tight computational constraints). We do not shy away from discussing the dirty details behind the different SubT SLAM systems, which are often omitted from technical papers. Second, we discuss the maturity of the field by highlighting what is possible with the current SLAM systems and what we believe is within reach with some good systems engineering. Third, we outline what we believe are fundamental open problems, that are likely to require further research to break through. Finally, we provide a list of open-source SLAM implementations and datasets that have been produced during the SubT challenge and related efforts, and constitute a useful resource for researchers and practitioners.
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The DARPA SubT Challenge: A robot triathlon
One of the biggest urban legends growing up in New York City were rumors about alligators living in the sewers. This myth even inspired a popular children's book called "The Great Escape: Or, The Sewer Story," with illustrations of reptiles crawling out of apartment toilets. To this day, city dwellers anxiously look at manholes wondering what lurks below. This curiosity was shared last month by the US Defense Department with its appeal for access to commercial underground complexes. The US military's research arm, DARPA, launched the Subterranean (or SubT) Challenge in 2017 with the expressed goal of developing systems that enhance "situational awareness capabilities" for underground missions.
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Introducing Microsoft's AirSim, an open-source simulator for autonomous vehicles built on Unreal Engine Packt Hub
Back in 2017, the Microsoft Research team developed and open-sourced Aerial Informatics and Robotics Simulation (AirSim). On Monday, the team shared how AirSim can be used to solve the current challenges in the development of autonomous systems. Microsoft AirSim is an open-source, cross-platform simulation platform for autonomous systems including autonomous cars, wheeled robotics, aerial drones, and even static IoT devices. It works as a plugin for Epic Games' Unreal Engine. There is also an experimental release for the Unity game engine.
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DARPA Subterranean Challenge: Q&A With Program Manager Timothy Chung
In an earlier post today, we distilled half a dozen DARPA-dense docs into an easy-to-follow overview of the DARPA Subterranean Challenge (SubT), a new competition that will task teams of humans and robots to explore complex underground environments. In this post, we have an interview with SubT program manager Timothy Chung, whom we met late last year at DARPA's D60 Conference. "I think for many of the technologies we're seeking to advance--it's one of those, aim for the moon, even if you miss you hit the stars type of an approach," he told us about the new challenge. "So we envision some component technologies being immediately operationally of value, but we've set the bar ambitiously high enough for it to be DARPA-worthy and also provide a vision for how that kind of impact could be magnified if and when we're successful." IEEE Spectrum: What are the SubT courses going to be like?
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