Multi-robot teams offer possibilities of improved performance and fault tolerance, compared to single robot solutions. In this paper, we show how to realize those possibilities when starting from a single robot system controlled by a Behavior Tree (BT). By extending the single robot BT to a multi-robot BT, we are able to combine the fault tolerant properties of the BT, in terms of built-in fallbacks, with the fault tolerance inherent in multi-robot approaches, in terms of a faulty robot being replaced by another one. Furthermore, we improve performance by identifying and taking advantage of the opportunities of parallel task execution, that are present in the single robot BT. Analyzing the proposed approach, we present results regarding how mission performance is affected by minor faults (a robot losing one capability) as well as major faults (a robot losing all its capabilities). Finally, a detailed example is provided to illustrate the approach.
Recent works present some advantages of implementing BTs in robotics applications @cite_3 @cite_14 making comparisons with the CHSs, highlighting their modularity and reusability. In @cite_13 , BTs were used to perform autonomous robotic grasping. In particular, it was shown how BTs enabled the easy composition of primitive actions into complex and robust manipulation programs. Finally, in @cite_11 performance measures, such as success failure probabilities and execution times, were estimated for plans using BTs. However, BTs are mostly used to design single agent behavior and, to the best of our knowledge, there is no rigorous framework in academia using the classical formulation of BTs for multi-robot systems.
@cite_14 @cite_13 @cite_3 @cite_11
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This paper presents a mathematical framework for performance analysis of Behavior Trees (BTs). BTs are a recent alternative to Finite State Machines (FSMs), for doing modular task switching in robot control architectures. By encoding the switching logic in a tree structure, instead of distributing it in the states of a FSM, modularity and reusability are improved.In this paper, we compute performance measures, such as success failure probabilities and execution times, for plans encoded and executed by BTs. To do this, we first introduce Stochastic Behavior Trees (SBT), where we assume that the probabilistic performance measures of the basic action controllers are given. We then show how Discrete Time Markov Chains (DTMC) can be used to aggregate these measures from one level of the tree to the next. The recursive structure of the tree then enables us to step by step propagate such estimates from the leaves (basic action controllers) to the root (complete task execution). Finally, we verify our analytical results using massive Monte Carlo simulations, and provide an illustrative example of the results for a complex robotic task. Behavior Trees (BTs) have become a popular framework for designing controllers of in-game opponents in the computer gaming industry. In this paper, we formalize and analyze the reasons behind the success of the BTs using standard tools of robot control theory, focusing on how properties such as robustness and safety are addressed in a modular way. In particular, we show how these key properties can be traced back to the ideas of subsumption and sequential compositions of robot behaviors. Thus BTs can be seen as a recent addition to a long research effort towards increasing modularity, robustness and safety of robot control software. To illustrate the use of BTs, we provide a set of solutions to example problems. This paper presents a real-time, object-independent grasp synthesis method which can be used for closed-loop grasping. Our proposed Generative Grasping Convolutional Neural Network (GG-CNN) predicts the quality and pose of grasps at every pixel. This one-to-one mapping from a depth image overcomes limitations of current deep-learning grasping techniques by avoiding discrete sampling of grasp candidates and long computation times. Additionally, our GG-CNN is orders of magnitude smaller while detecting stable grasps with equivalent performance to current state-of-the-art techniques. The light- weight and single-pass generative nature of our GG-CNN allows for closed-loop control at up to 50Hz, enabling accurate grasping in non-static environments where objects move and in the presence of robot control inaccuracies. In our real-world tests, we achieve an 83 grasp success rate on a set of previously unseen objects with adversarial geometry and 88 on a set of household objects that are moved during the grasp attempt. We also achieve 81 accuracy when grasping in dynamic clutter. Research on multi-robot systems has demonstrated promising results in manifold applications and domains. Still, efficiently learning an effective robot behaviors is very difficult, due to unstructured scenarios, high uncertainties, and large state dimensionality (e.g. hyper-redundant and groups of robot). To alleviate this problem, we present Q-CP a cooperative model-based reinforcement learning algorithm, which exploits action values to both (1) guide the exploration of the state space and (2) generate effective policies. Specifically, we exploit Q-learning to attack the curse-of-dimensionality in the iterations of a Monte-Carlo Tree Search. We implement and evaluate Q-CP on different stochastic cooperative (general-sum) games: (1) a simple cooperative navigation problem among 3 robots, (2) a cooperation scenario between a pair of KUKA YouBots performing hand-overs, and (3) a coordination task between two mobile robots entering a door. The obtained results show the effectiveness of Q-CP in the chosen applications, where action values drive the exploration and reduce the computational demand of the planning process while achieving good performance. When a mobile manipulator functions as an assistive device, the robot's initial configuration and the configuration of the environment can impact the robot's ability to provide effective assistance. Selecting initial configurations for assistive tasks can be challenging due to the high number of degrees of freedom of the robot, the environment, and the person, as well as the complexity of the task. In addition, rapid selection of initial conditions can be important, so that the system will be responsive to the user and will not require the user to wait a long time while the robot makes a decision. To address these challenges, we present Task-centric initial Configuration Selection (TCS), which unlike previous work uses a measure of task-centric manipulability to accommodate state estimation error, considers various environmental degrees of freedom, and can find a set of configurations from which a robot can perform a task. TCS performs substantial offline computation, so that it can rapidly provide solutions at run time. At run time, the system performs an optimization over candidate initial configurations using a utility function that can include factors such as movement costs for the robot's mobile base. To evaluate TCS, we created models of 11 activities of daily living (ADLs) and evaluated TCS's performance with these 11 assistive tasks in a computer simulation of a PR2, a robotic bed, and a model of a human body. TCS performed as well or better than a baseline algorithm in all of our tests against state estimation error. In this paper, we argue that the modularity, reusability and complexity of Unmanned Aerial Vehicle (UAV) guidance and control systems might be improved by using a Behavior Tree (BT) architecture. BTs are a particular kind of Hybrid Dynamical Systems (HDS), where the state transitions of the HDS are implicitly encoded in a tree structure, instead of explicitly stated in transition maps. In the gaming industry, BTs have gained a lot of interest, and are now replacing HDS in the control architecture of many automated in-game opponents. Below, we explore the relationship between HDS and BTs. We show that any HDS can be written as a BT and that many common UAV control constructs are quite naturally formulated as BTs. Finally, we discuss the positive implications of making the above mentioned state transitions implicit in the BTs. Rapidly expanding internet resources and wireless networking have potential to liberate robots and automation systems from limited onboard computation, memory, and software. “Cloud Robotics” describes an approach that recognizes the wide availability of networking and incorporates open-source elements to greatly extend earlier concepts of “Online Robots” and “Networked Robots”. In this paper we consider how cloud-based data and computation can facilitate 3D robot grasping. We present a system architecture, implemented prototype, and initial experimental data for a cloud-based robot grasping system that incorporates a Willow Garage PR2 robot with onboard color and depth cameras, Google's proprietary object recognition engine, the Point Cloud Library (PCL) for pose estimation, Columbia University's GraspIt! toolkit and OpenRAVE for 3D grasping and our prior approach to sampling-based grasp analysis to address uncertainty in pose. We report data from experiments in recognition (a recall rate of 80 for the objects in our test set), pose estimation (failure rate under 14 ), and grasping (failure rate under 23 ) and initial results on recall and false positives in larger data sets using confidence measures. We present a fully autonomous robotic system for grasping objects in dense clutter. The objects are unknown and have arbitrary shapes. Therefore, we cannot rely on prior models. Instead, the robot learns online, from scratch, to manipulate the objects by trial and error. Grasping objects in clutter is significantly harder than grasping isolated objects, because the robot needs to push and move objects around in order to create sufficient space for the fingers. These pre-grasping actions do not have an immediate utility, and may result in unnecessary delays. The utility of a pre-grasping action can be measured only by looking at the complete chain of consecutive actions and effects. This is a sequential decision-making problem that can be cast in the reinforcement learning framework. We solve this problem by learning the stochastic transitions between the observed states, using nonparametric density estimation. The learned transition function is used only for re-calculating the values of the executed actions in the observed states, with different policies. Values of new state-actions are obtained by regressing the values of the executed actions. The state of the system at a given time is a depth (3D) image of the scene. We use spectral clustering for detecting the different objects in the image. The performance of our system is assessed on a robot with real-world objects. Multi-robot teams offer possibilities of improved performance and fault tolerance, compared to single robot solutions. In this paper, we show how to realize those possibilities when starting from a single robot system controlled by a Behavior Tree (BT). By extending the single robot BT to a multi-robot BT, we are able to combine the fault tolerant properties of the BT, in terms of built-in fallbacks, with the fault tolerance inherent in multi-robot approaches, in terms of a faulty robot being replaced by another one. Furthermore, we improve performance by identifying and taking advantage of the opportunities of parallel task execution, that are present in the single robot BT. Analyzing the proposed approach, we present results regarding how mission performance is affected by minor faults (a robot losing one capability) as well as major faults (a robot losing all its capabilities). Finally, a detailed example is provided to illustrate the approach. We describe the software components of a robotics system designed to autonomously grasp objects and perform dexterous manipulation tasks with only high-level supervision. The system is centered on the tight integration of several core functionalities, including perception, planning and control, with the logical structuring of tasks driven by a Behavior Tree architecture. The advantage of the implementation is to reduce the execution time while integrating advanced algorithms for autonomous manipulation. We describe our approach to 3-D perception, real-time planning, force compliant motions, and audio processing. Performance results for object grasping and complex manipulation tasks of in-house tests and of an independent evaluation team are presented. Robot teleoperation systems face a common set of challenges including latency, low-dimensional user commands, and asymmetric control inputs. User control with Brain---Computer Interfaces (BCIs) exacerbates these problems through especially noisy and erratic low-dimensional motion commands due to the difficulty in decoding neural activity. We introduce a general framework to address these challenges through a combination of computer vision, user intent inference, and arbitration between the human input and autonomous control schemes. Adjustable levels of assistance allow the system to balance the operators capabilities and their perception of control authority. Additionally, a custom servo controller design allow for safe interactions of the robotic arm with the environment. We present experimental results demonstrating significant performance improvement using our shared-control assistance framework on adapted rehabilitation benchmarks with two subjects at various timepoints relative to their implantation with intracortical BCIs. Our results indicate that shared assistance mitigates perceived user difficulty in using a seven-degree of freedom robotic arm as a prosthetic and enables successful performance on previously infeasible tasks. We showcase the extensibility of our architecture with applications to quality-of-life tasks such as opening a door, pouring liquids from containers, and manipulation with objects previously unknown to the system in densely cluttered environments. Manipulating natural objects of irregular shapes, such as rocks, is an essential capability of robots operating in outdoor environments. Physics-based simulators are commonly used to plan stable grasps for man-made objects. However, planning is an expensive process that is based on simulating hand and object trajectories in different configurations, and evaluating the outcome of each trajectory. This problem is particularly concerning when the objects are irregular or cluttered, because the space of feasible grasps is significantly smaller, and more configurations need to be evaluated before finding a good one. In this paper, we first present a learning technique for fast detection of an initial set of potentially stable grasps in a cluttered scene. The best detected grasps are further optimized by fine-tuning the configuration of the hand in simulation. To reduce the computational burden of this last operation, we model the outcomes of the grasps as a Gaussian Process, and use an entropy-search method in order to focus the optimization on regions where the best grasp is most likely to be. This approach is tested on the task of clearing piles of real, unknown, rock debris with an autonomous robot. Empirical results show a clear advantage of the proposed approach when the time window for decision is short. The deployment of multiple robots for achieving a common goal helps to improve the performance, efficiency, and or robustness in a variety of tasks. In particular, the observation of moving targets is an important multirobot application that still exhibits numerous open challenges, including the effective coordination of the robots. This paper reviews control techniques for cooperative mobile robots monitoring multiple targets. The simultaneous movement of robots and targets makes this problem particularly interesting, and our review systematically addresses this cooperative multirobot problem for the first time. We classify and critically discuss the control techniques: cooperative multirobot observation of multiple moving targets, cooperative search, acquisition, and track, cooperative tracking, and multirobot pursuit evasion. We also identify the five major elements that characterize this problem, namely, the coordination method, the environment, the target, the robot and its sensor(s). These elements are used to systematically analyze the control techniques. The majority of the studied work is based on simulation and laboratory studies, which may not accurately reflect real-world operational conditions. Importantly, while our systematic analysis is focused on multitarget observation, our proposed classification is useful also for related multirobot applications. This paper presents a robotic pick-and-place system that is capable of grasping and recognizing both known and novel objects in cluttered environments. The key new feature of the system is that it handles a wide range of object categories without needing any task-specific training data for novel objects. To achieve this, it first uses a category-agnostic affordance prediction algorithm to select and execute among four different grasping primitive behaviors. It then recognizes picked objects with a cross-domain image classification framework that matches observed images to product images. Since product images are readily available for a wide range of objects (e.g., from the web), the system works out-of-the-box for novel objects without requiring any additional training data. Exhaustive experimental results demonstrate that our multi-affordance grasping achieves high success rates for a wide variety of objects in clutter, and our recognition algorithm achieves high accuracy for both known and novel grasped objects. The approach was part of the MIT-Princeton Team system that took 1st place in the stowing task at the 2017 Amazon Robotics Challenge. All code, datasets, and pre-trained models are available online at this http URL The framework of dynamic movement primitives (DMPs) contains many favorable properties for the execution of robotic trajectories, such as indirect dependence on time, response to perturbations, and the ability to easily modulate the given trajectories, but the framework in its original form remains constrained to the kinematic aspect of the movement. In this paper, we bridge the gap to dynamic behavior by extending the framework with force torque feedback. We propose and evaluate a modulation approach that allows interaction with objects and the environment. Through the proposed coupling of originally independent robotic trajectories, the approach also enables the execution of bimanual and tightly coupled cooperative tasks. We apply an iterative learning control algorithm to learn a coupling term, which is applied to the original trajectory in a feed-forward fashion and, thus, modifies the trajectory in accordance to the desired positions or external forces. A stability analysis and results of simulated and real-world experiments using two KUKA LWR arms for bimanual tasks and interaction with the environment are presented. By expanding on the framework of DMPs, we keep all the favorable properties, which is demonstrated with temporal modulation and in a two-agent obstacle avoidance task. We propose a planning method for grasping in cluttered environments, where the robot can make simultaneous contact with multiple objects, manipulating them in a deliberate and controlled fashion. This enables the robot to reach for and grasp the target while simultaneously contacting and moving aside obstacles in order to clear a desired path. We use a physicsbased analysis of pushing to compute the motion of each object in the scene in response to a set of possible robot motions. In order to make the problem computationally tractable, we enable multiple simultaneous robot-object interactions, which we pre-compute and cache, but avoid object-object interactions. Tests on large sets of simulated scenes show that our planner produces more successful grasps in more complex scenes than versions that avoid any interaction with surrounding clutter. Validation on a real robot shows that our grasp evaluation method accurately predicts the outcome of a grasp, and that our approach, in conjunction with state-of-the-art object recognition tools, is applicable in reallife scenes that are highly cluttered and constrained. One of the standing challenges in multi-robot systems is the ability to reliably coordinate motions of multiple robots in environments where the robots are subject to disturbances. We consider disturbances that force the robot to temporarily stop and delay its advancement along its planned trajectory which can be used to model, e.g., passing-by humans for whom the robots have to yield. Although reactive collision-avoidance methods are often used in this context, they may lead to deadlocks between robots. We design a multi-robot control strategy for executing coordinated trajectories computed by a multi-robot trajectory planner and give a proof that the strategy is safe and deadlock-free even when robots are subject to delaying disturbances. Our simulations show that the proposed strategy scales significantly better with the intensity of disturbances than the naive liveness-preserving approach. The empirical results further confirm that the proposed approach is more reliable and also more efficient than state-of-the-art reactive techniques. Current learning-based robot grasping approaches exploit human-labeled datasets for training the models. However, there are two problems with such a methodology: (a) since each object can be grasped in multiple ways, manually labeling grasp locations is not a trivial task; (b) human labeling is biased by semantics. While there have been attempts to train robots using trial-and-error experiments, the amount of data used in such experiments remains substantially low and hence makes the learner prone to over-fitting. In this paper, we take the leap of increasing the available training data to 40 times more than prior work, leading to a dataset size of 50K data points collected over 700 hours of robot grasping attempts. This allows us to train a Convolutional Neural Network (CNN) for the task of predicting grasp locations without severe overfitting. In our formulation, we recast the regression problem to an 18-way binary classification over image patches. We also present a multi-stage learning approach where a CNN trained in one stage is used to collect hard negatives in subsequent stages. Our experiments clearly show the benefit of using large-scale datasets (and multi-stage training) for the task of grasping. We also compare to several baselines and show state-of-the-art performance on generalization to unseen objects for grasping. In this paper, we address the problem of simultaneously achieving low trajectory tracking errors and compliant control without using explicit mathematical models of task dynamics. To achieve this goal, we propose a new movement representation called compliant movement primitives (CMPs), which encodes position trajectory and associated torque profiles and can be learned from a single user demonstration. With the proposed control framework, the robot can remain compliant and consequently safe for humans sharing its workspace, even if high trajectory tracking accuracy is required. We developed a statistical learning approach that can use a database of existing CMPs and compute new ones, adapted for novel task variations. The proposed approach was evaluated on a Kuka LWR-4 robot performing 1) a discrete pick-and-place task with objects of varying weight and 2) a periodic handle turning operation. The evaluation of the discrete task showed a 15-fold decrease of the tracking error while exhibiting compliant behavior compared to the standard feedback control approach. It also indicated no significant rise in the tracking error while using generalized primitives computed by the statistical learning method. With respect to unforeseen collisions, the proposed approach resulted in a 75 drop of contact forces compared to standard feedback control. The periodic task demonstrated on-line use of the proposed approach to accomplish a task of handle turning. This paper presents a robotic pick-and-place system that is capable of grasping and recognizing both known and novel objects in cluttered environments. The key new feature of the system is that it handles a wide range of object categories without needing any task-specific training data for novel objects. To achieve this, it first uses a category-agnostic affordance prediction algorithm to select and execute among four different grasping primitive behaviors. It then recognizes picked objects with a cross-domain image classification framework that matches observed images to product images. Since product images are readily available for a wide range of objects (e.g., from the web), the system works out-of-the-box for novel objects without requiring any additional training data. Exhaustive experimental results demonstrate that our multi-affordance grasping achieves high success rates for a wide variety of objects in clutter, and our recognition algorithm achieves high accuracy for both known and novel grasped objects. The approach was part of the MIT-Princeton Team system that took 1st place in the stowing task at the 2017 Amazon Robotics Challenge. All code, datasets, and pre-trained models are available online at http: arc.cs.princeton.edu.