We estimate the state a noisy robot arm and underactuated hand using an Implicit Manifold Particle Filter (MPF) informed by touch sensors. As the robot touches the world, its state space collapses to a contact manifold that we represent implicitly using a signed distance field. This allows us to extend the MPF to higher (six or more) dimensional state spaces. Earlier work (which explicitly represents the contact manifold) only shows the MPF in two or three dimensions. Through a series of experiments, we show that the implicit MPF converges faster and is more accurate than a conventional particle filter during periods of persistent contact. We present three methods of sampling the implicit contact manifold, and compare them in experiments.
There are a variety of approaches that use feedback from contact sensors for manipulation. One approach is to plan a sequence of move-until-touch actions that are guaranteed to localize an object to the desired accuracy @cite_8 @cite_11 @cite_13 Other approaches formulate the problem as a partially observable Markov decision process @cite_24 and solve for a policy that optimizes expected reward @cite_20 @cite_29 @cite_0 . These algorithms require an efficient implementation of a Bayesian state estimator that can be queried many times during planning. Our approach could be used as a state estimator in one of these planners.
@cite_8 @cite_29 @cite_24 @cite_0 @cite_13 @cite_20 @cite_11
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We consider the problem of using real-time feedback from contact sensors to create closed-loop pushing actions. To do so, we formulate the problem as a partially observable Markov decision process POMDP with a transition model based on a physics simulator and a reward function that drives the robot towards a successful grasp. We demonstrate that it is intractable to solve the full POMDP with traditional techniques and introduce a novel decomposition of the policy into pre- and post-contact stages to reduce the computational complexity. Our method uses an offline point-based solver on a variable-resolution discretization of the state space to solve for a post-contact policy as a pre-computation step. Then, at runtime, we use an A* search to compute a pre-contact trajectory. We prove that the value of the resulting policy is within a bound of the value of the optimal policy and give intuition about when it performs well. Additionally, we show the policy produced by our algorithm achieves a successful grasp more quickly and with higher probability than a baseline QMDP policy on two different objects in simulation. Finally, we validate our simulation results on a real robot using commercially available tactile sensors. In this paper, we study the problem of tracking an object moving randomly through a network of wireless sensors. Our objective is to devise strategies for scheduling the sensors to optimize the tradeoff between tracking performance and energy consumption. We cast the scheduling problem as a partially observable Markov decision process (POMDP), where the control actions correspond to the set of sensors to activate at each time step. Using a bottom-up approach, we consider different sensing, motion and cost models with increasing levels of difficulty. At the first level, the sensing regions of the different sensors do not overlap and the target is only observed within the sensing range of an active sensor. Then, we consider sensors with overlapping sensing range such that the tracking error, and hence the actions of the different sensors, are tightly coupled. Finally, we consider scenarios wherein the target locations and sensors' observations assume values on continuous spaces. Exact solutions are generally intractable even for the simplest models due to the dimensionality of the information and action spaces. Hence, we devise approximate solution techniques, and in some cases derive lower bounds on the optimal tradeoff curves. The generated scheduling policies, albeit suboptimal, often provide close-to-optimal energy-tracking tradeoffs. We investigate the problem of estimating the state of an object during manipulation. Contact sensors provide valuable information about the object state during actions which involve persistent contact, e.g. pushing. However, contact sensing is very discriminative by nature, and therefore the set of object states that contact a sensor constitutes a lower-dimensional manifold in the state space of the object. This causes stochastic state estimation methods, such as particle filters, to perform poorly when contact sensors are used. We propose a new algorithm, the manifold particle filter, which uses dual particles directly sampled from the contact manifold to avoid this problem. The algorithm adapts to the probability of contact by dynamically changing the number of dual particles sampled from the manifold. We compare our algorithm to the conventional particle filter through extensive experiments and we show that our algorithm is both faster and better at estimating the state. Unlike the conventional particle filter, our algorithm's performance improves with increasing sensor accuracy and the filter's update rate. We implement the algorithm on a real robot using commercially available tactile sensors to track the pose of a pushed object. We explore fundamental performance limits of tracking a target in a two-dimensional field of binary proximity sensors, and design algorithms that attain those limits. In particular, using geometric and probabilistic analysis of an idealized model, we prove that the achievable spatial resolution Δ in localizing a target's trajectory is of the order of 1overρ R, where R is the sensing radius and ρ is the sensor density per unit area. Using an Occam's razor approach, we then design a geometric algorithm for computing an economical (in descriptive complexity) piecewise linear path that approximates the trajectory within this fundamental limit of accuracy. We employ analogies between binary sensing and sampling theory to contend that only a "lowpass" approximation of the trajectory is attainable, and explore the implications of this obervation for estimating the target's velocity.We show through simulation the effectiveness of the geometric algorithm in tracking both the trajectory and the velocity of the target for idealized models. For non-ideal sensors exhibiting sensing errors, the geometric algorithm can yield poor performance. We show that non-idealities can be handled well using a particle filter based approach, and that geometric post-processing of the output of the Particle Filter algorithm yields an economical path description as in the idealized setting. Finally, we report on our lab-scale experiments using motes with acoustic sensors to validate our theoretical and simulation results.