Before beginning any robot task, users must position the robot's base, a task that now depends entirely on user intuition. While slight perturbation is tolerable for robots with moveable bases, correcting the problem is imperative for fixed-base robots if some essential task sections are out of reach. For mobile manipulation robots, it is necessary to decide on a specific base position before beginning manipulation tasks. This paper presents Reuleaux, an open source library for robot reachability analyses and base placement. It reduces the amount of extra repositioning and removes the manual work of identifying potential base locations. Based on the reachability map, base placement locations of a whole robot or only the arm can be efficiently determined. This can be applied to both statically mounted robots, where position of the robot and work piece ensure the maximum amount of work performed, and to mobile robots, where the maximum amount of workable area can be reached. Solutions are not limited only to vertically constrained placement, since complicated robotics tasks require the base to be placed at unique poses based on task demand. All Reuleaux library methods were tested on different robots of different specifications and evaluated for tasks in simulation and real world environment. Evaluation results indicate that Reuleaux had significantly improved performance than prior existing methods in terms of time-efficiency and range of applicability.
To overcome the single grasp location issue, several papers extended the inverse reachability problem to solve for trajectories. Various methods have been used to search the reachability map in order to find the location where the desired trajectory can be executed with the highest level of dexterity. @cite_0 uses sampling of the trajectory to find and overlay multiple base placements; @cite_2 uses a pattern search to fit the trajectory into the area representing the field of high dexterity; and @cite_3 uses a cross-correlation technique to fit the desired trajectory to the model of the robot reachability map. Further improvements to the reachability map method were developed by @cite_1 to include the ability to add a transform offset from the original end-effector location, which is useful if the robot is grasping a tool with a non-zero length.
@cite_0 @cite_1 @cite_3 @cite_2
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Mobile humanoid robots have the capability of accomplishing complex tasks in human dominated environments. In order to execute a task with its arm, a robot needs to place its base reasonably first. In previous work, a positionbased reachability map solved this problem by matching a precomputed inverse kinematics database with discretized versions of the task path. However, its capability is restricted to the end effector with which the database was computed. This paper proposes an orientation-based reachability map which supports on-line end effector frame extensions. The added extension capability enables robots to handle partially constrained task paths with different tool frames, which would be non-trivial for previous methods without recomputing a reachability map. We discuss the differences between the new method and its predecessors, and analyze extension transformation matrix to provide mathematical proof for the extension capability of our reachability map. Our experimental results show that the orientation-based reachability map is as fast as the positionbased reachability map while benefiting from the additional extension capability. In grasping tasks carried out with humanoids, knowledge about the robot's reachable workspace is important. Without this knowledge, it might be necessary to repeatedly adapt the stance location and call an inverse kinematics solver before a valid robot configuration to reach a given grasping pose can be found. In this paper, we present an approach to select an optimal stance location in SE(2) for a humanoid robot's feet relative to a desired grasp pose. We use a precomputed representation of the robot's reachable workspace that stores quality information in addition to spatial data. By inverting this representation we obtain a so-called inverse reachability map (IRM) containing a collection of potential stance poses for the robot. The generated IRM can subsequently be used to select a statically stable, collision-free stance configuration to reach a given grasping target. We evaluated our approach with a Nao humanoid in simulation and in experiments with the real robot. As the experiments show, using our approach optimal stance poses can easily be obtained. Furthermore, the IRM leads to a substantially increased success rate of reaching grasping poses compared to other meaningful foot placements within the vicinity of the desired grasp. Robust manipulation and insertion of small parts can be challenging because of the small tolerances typically involved. The key to robust control of these kinds of manipulation interactions is accurate tracking and control of the parts involved. Typically, this is accomplished using visual servoing or force-based control. However, these approaches have drawbacks. Instead, we propose a new approach that uses tactile sensing to accurately localize the pose of a part grasped in the robot hand. Using a feature-based matching technique in conjunction with a newly developed tactile sensing technology known as GelSight that has much higher resolution than competing methods, we synthesize high-resolution height maps of object surfaces. As a result of these high-resolution tactile maps, we are able to localize small parts held in a robot hand very accurately. We quantify localization accuracy in benchtop experiments and experimentally demonstrate the practicality of the approach in the context of a small parts insertion problem. We consider the problem of localizing a robot in a known environment modeled by a simple polygon P. We assume that the robot has a map of P but is placed at an unknown location inside P. From its initial location, the robot sees a set of points called the visibility polygon V of its location. In general, sensing at a single point will not suffice to uniquely localize the robot, since the set H of points in P with visibility polygon V may have more than one element. Hence, the robot must move around and use range sensing and a compass to determine its position (i.e., localize itself). We seek a strategy that minimizes the distance the robot travels to determine its exact location. We show that the problem of localizing a robot with minimum travel is NP-hard. We then give a polynomial time approximation scheme that causes the robot to travel a distance of at most (k - 1)d, where k = |H|, which is no greater than the number of reflex vertices of P, and d is the length of a minimum length tour that would allow the robot to verify its true initial location by sensing. We also show that this bound is the best possible. We present a scalable robot motion planning algorithm for reach-avoid problems. We assume a discrete-time, linear model of the robot dynamics and a workspace described by a set of obstacles and a target region, where both the obstacles and the region are polyhedra. Our goal is to construct a trajectory, and the associated control strategy, that steers the robot from its initial point to the target while avoiding obstacles. Differently from previous approaches, based on the discretization of the continuous state space or uniform discretization of the workspace, our approach, inspired by the lazy satisfiability modulo theory paradigm, decomposes the planning problem into smaller subproblems, which can be efficiently solved using specialized solvers. At each iteration, we use a coarse, obstacle-based discretization of the workspace to obtain candidate high-level, discrete plans that solve a set of Boolean constraints, while completely abstracting the low-level continuous dynamics. The feasibility of the proposed plans is then checked via a convex program, under constraints on both the system dynamics and the control inputs, and new candidate plans are generated until a feasible one is found. To achieve scalability, we show how to generate succinct explanations for the infeasibility of a discrete plan by exploiting a relaxation of the convex program that allows detecting the earliest possible occurrence of an infeasible transition between workspace regions. Simulation results show that our algorithm favorably compares with state-of-the-art techniques and scales well for complex systems, including robot dynamics with up to 50 continuous states. Consider a setting where robots must visit sites represented as nodes in a graph, but each robot may fail when traversing an edge. The goal is to find a set of paths for a team of robots which maximizes the expected number of nodes collectively visited, while guaranteeing that the paths satisfy a notion of “independence” formalized by a matroid (e.g. limits on team size, number of visits to regions), and that the probabilities that each robot survives to its destination are above a given threshold. We call this problem the Matroid Team Surviving Orienteers (MTSO) problem, which has broad applications such as environmental monitoring in risky regions and search and rescue in dangerous conditions. We present the MTSO formally and detail numerous examples of matroids in a path planning context. We then propose an approximate greedy algorithm for selecting a feasible set of paths and prove that the value of the output is within a factor p s p s + λ of the optimum, where p s is the per-robot survival probability threshold and 1 λ ≤ 1 is the approximation factor of an oracle routine for the well known orienteering problem. We demonstrate the efficiency of our approach by applying it to a scenario where a team of robots must gather information while avoiding pirates in the Coral Triangle. 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. We introduce a new problem of continuous, coverage-aware trajectory optimization under localization and sensing uncertainty. In this problem, the goal is to plan a path from a start state to a goal state that maximizes the coverage of a user-specified region while minimizing the control costs of the robot and the probability of collision with the environment. We present a principled method for quantifying the coverage sensing uncertainty of the robot. We use this sensing uncertainty along with the uncertainty in robot localization to develop C-OPT, a coverage-optimization algorithm which optimizes trajectories over belief-space to find locally optimal coverage paths. We highlight the applicability of our approach in multiple simulated scenarios inspired by surveillance, UAV crop analysis, and search-and-rescue tasks. We also present a case study on a physical, differential-drive robot. We also provide quantitative and qualitative analysis of the paths generated by our approach. 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. In this paper, a new method is presented for motion planning in dynamic environments, that is, finding a trajectory for a robot in a scene consisting of both static and dynamic, moving obstacles. We propose a practical algorithm based on a roadmap that is created for the static part of the scene. On this roadmap, an approximately time-optimal trajectory from a start to a goal configuration is computed, such that the robot does not collide with any moving obstacle. The trajectory is found by performing a two-level search for a shortest path. On the local level, trajectories on single edges of the roadmap are found using a depth-first search on an implicit grid in state-time space. On the global level, these local trajectories are coordinated using an A sup * -search to find a global trajectory to the goal configuration. The approach is applicable to any robot type in configuration spaces with any dimension, and the motions of the dynamic obstacles are unconstrained, as long as they are known beforehand. The approach has been implemented for both free-flying and articulated robots in three-dimensional workspaces, and it has been applied to multirobot motion planning, as well. Experiments show that the method achieves interactive performance in complex environments. Being able to build a map of the environment and to simultaneously localize within this map is an essential skill for mobile robots navigating in unknown environments in absence of external referencing systems such as GPS. This so-called simultaneous localization and mapping (SLAM) problem has been one of the most popular research topics in mobile robotics for the last two decades and efficient approaches for solving this task have been proposed. One intuitive way of formulating SLAM is to use a graph whose nodes correspond to the poses of the robot at different points in time and whose edges represent constraints between the poses. The latter are obtained from observations of the environment or from movement actions carried out by the robot. Once such a graph is constructed, the map can be computed by finding the spatial configuration of the nodes that is mostly consistent with the measurements modeled by the edges. In this paper, we provide an introductory description to the graph-based SLAM problem. Furthermore, we discuss a state-of-the-art solution that is based on least-squares error minimization and exploits the structure of the SLAM problems during optimization. The goal of this tutorial is to enable the reader to implement the proposed methods from scratch. How should a robot direct active vision so as to ensure reliable grasping? We answer this question for the case of dexterous grasping of unfamiliar objects. By dexterous grasping we simply mean grasping by any hand with more than two fingers, such that the robot has some choice about where to place each finger. Such grasps typically fail in one of two ways, either unmodeled objects in the scene cause collisions or object reconstruction is insufficient to ensure that the grasp points provide a stable force closure. These problems can be solved more easily if active sensing is guided by the anticipated actions. Our approach has three stages. First, we take a single view and generate candidate grasps from the resulting partial object reconstruction. Second, we drive the active vision approach to maximise surface reconstruction quality around the planned contact points. During this phase, the anticipated grasp is continually refined. Third, we direct gaze to improve the safety of the planned reach to grasp trajectory. We show, on a dexterous manipulator with a camera on the wrist, that our approach (80.4 success rate) outperforms a randomised algorithm (64.3 success rate). Solving the SLAM (simultaneous localization and mapping) problem is one way to enable a robot to explore, map, and navigate in a previously unknown environment. Smoothing approaches have been investigated as a viable alternative to extended Kalman filter (EKF)-based solutions to the problem. In particular, approaches have been looked at that factorize either the associated information matrix or the measurement Jacobian into square root form. Such techniques have several significant advantages over the EKF: they are faster yet exact; they can be used in either batch or incremental mode; are better equipped to deal with non-linear process and measurement models; and yield the entire robot trajectory, at lower cost for a large class of SLAM problems. In addition, in an indirect but dramatic way, column ordering heuristics automatically exploit the locality inherent in the geographic nature of the SLAM problem. This paper presents the theory underlying these methods, along with an interpretation of factorization in terms of the graphical model associated with the SLAM problem. Both simulation results and actual SLAM experiments in large-scale environments are presented that underscore the potential of these methods as an alternative to EKF-based approaches. A new approach to solve the inverse kinematics problem of redundant robot manipulators in environments cluttered with obstacles is presented in this paper. The physical problem is formulated as an optimization problem under constraints, and solved via a modified genetic algorithm (mGA). The mGA searches for successive robot configurations in the entire free space so that the robot moves its end-effector from an initial placement to a final desired. The objective of this optimization is to simultaneously minimize the end-effector's positional error and the robot's joint displacements. The efficiency of the proposed approach is demonstrated through multiple experiments carried out on several redundant robot manipulators. Comparison with two other approaches, the well known Pseudoinverse method and a previous method based on a simple GA, shows that the accuracy of the present solution is substantially better. In this paper, we present a monocular visual-inertial odometry algorithm which, by directly using pixel intensity errors of image patches, achieves accurate tracking performance while exhibiting a very high level of robustness. After detection, the tracking of the multilevel patch features is closely coupled to the underlying extended Kalman filter (EKF) by directly using the intensity errors as innovation term during the update step. We follow a purely robocentric approach where the location of 3D landmarks are always estimated with respect to the current camera pose. Furthermore, we decompose landmark positions into a bearing vector and a distance parametrization whereby we employ a minimal representation of differences on a corresponding σ-Algebra in order to achieve better consistency and to improve the computational performance. Due to the robocentric, inverse-distance landmark parametrization, the framework does not require any initialization procedure, leading to a truly power-up-and-go state estimation system. The presented approach is successfully evaluated in a set of highly dynamic hand-held experiments as well as directly employed in the control loop of a multirotor unmanned aerial vehicle (UAV). We consider a simple robot inside a polygon P with holes. The robot can move between vertices of P along lines of sight. When sitting at a vertex, the robot observes the vertices visible from its current location, and it can use a compass to measure the angle of the boundary of P towards north. The robot initially only knows an upper bound n ? on the total number of vertices of P . We study the mapping problem in which the robot needs to infer the visibility graph G vis of P and needs to localize itself within G vis . We show that the robot can always solve this mapping problem. To do this, we show that the minimum base graph of G vis is identical to G vis itself. This proves that the robot can solve the mapping problem, since knowing an upper bound on the number of vertices was previously shown to suffice for computing G vis . Human-in-the-loop manipulation is useful in when autonomous grasping is not able to deal sufficiently well with corner cases or cannot operate fast enough. Using the teleoperator's hand as an input device can provide an intuitive control method but requires mapping between pose spaces which may not be similar. We propose a low-dimensional and continuous teleoperation subspace which can be used as an intermediary for mapping between different hand pose spaces. We present an algorithm to project between pose space and teleoperation subspace. We use a non-anthropomorphic robot to experimentally prove that it is possible for teleoperation subspaces to effectively and intuitively enable teleoperation. In experiments, novice users completed pick and place tasks significantly faster using teleoperation subspace mapping than they did using state of the art teleoperation methods. 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. We present new techniques for establishing lower bounds in robot motion planning problems. Our scheme is based on path encoding and uses homotopy equivalence classes of paths to encode state. We first apply the method to the shortest path problem in 3 dimensions. The problem is to find the shortest path under an Lp metric (e.g. a euclidean metric) between two points amid polyhedral obstacles. Although this problem has been extensively studied, there were no previously known lower bounds. We show that there may be exponentially many shortest path classes in single-source multiple-destination problems, and that the single-source single-destination problem is NP-hard. We use a similar proof technique to show that two dimensional dynamic motion planning with bounded velocity is NP-hard. Finally we extend the technique to compliant motion planning with uncertainty in control. Specifically, we consider a point in 3 dimensions which is commanded to move in a straight line, but whose actual motion may differ from the commanded motion, possibly involving sliding against obstacles. Given that the point initially lies in some start region, the problem of finding a sequence of commanded velocities which is guaranteed to move the point to the goal is shown to be non-deterministic exponential time hard, making it the first provably intractable problem in robotics. Navigating and path planning in environments with limited a priori knowledge is a fundamental challenge for mobile robots. Robots operating in human-occupied environments must also respect sociocontextual boundaries such as personal workspaces. There is a need for robots to be able to navigate in such environments without having to explore and build an intricate representation of the world. In this paper, a method for supplementing directly observed environmental information with indirect observations of occupied space is presented. The proposed approach enables the online inclusion of novel human positional traces and environment information into a probabilistic framework for path planning. Encapsulation of sociocontextual information, such as identifying areas that people tend to use to move through the environment, is inherently achieved without supervised learning or labelling. Our method bootstraps navigation with indirectly observed sensor data, and leverages the flexibility of the Gaussian process (GP) for producing a navigational map that sampling based path planers such as Probabilistic Roadmaps (PRM) can effectively utilise. Empirical results on a mobile platform demonstrate that a robot can efficiently and socially-appropriately reach a desired goal by exploiting the navigational map in our Bayesian statistical framework.