Whole-body control (WBC) is a generic task-oriented control method for feedback control of loco-manipulation behaviors in humanoid robots. The combination of WBC and model-based walking controllers has been widely utilized in various humanoid robots. However, to date, the WBC method has not been employed for unsupported passive-ankle dynamic locomotion. As such, in this paper, we devise a new WBC, dubbed whole-body locomotion controller (WBLC), that can achieve experimental dynamic walking on unsupported passive-ankle biped robots. A key aspect of WBLC is the relaxation of contact constraints such that the control commands produce reduced jerk when switching foot contacts. To achieve robust dynamic locomotion, we conduct an in-depth analysis of uncertainty for our dynamic walking algorithm called time-to-velocity-reversal (TVR) planner. The uncertainty study is fundamental as it allows us to improve the control algorithms and mechanical structure of our robot to fulfill the tolerated uncertainty. In addition, we conduct extensive experimentation for: 1) unsupported dynamic balancing (i.e. in-place stepping) with a six degree-of-freedom (DoF) biped, Mercury; 2) unsupported directional walking with Mercury; 3) walking over an irregular and slippery terrain with Mercury; and 4) in-place walking with our newly designed ten-DoF viscoelastic liquid-cooled biped, DRACO. Overall, the main contributions of this work are on: a) achieving various modalities of unsupported dynamic locomotion of passive-ankle bipeds using a WBLC controller and a TVR planner, b) conducting an uncertainty analysis to improve the mechanical structure and the controllers of Mercury, and c) devising a whole-body control strategy that reduces movement jerk during walking.
Passive walking robots @cite_10 @cite_26 fall in the dynamic locomotion category too. These studies shed light on the important aspects of biped locomotion, but do not provide direct application for feedback control related to our methods. On the other hand, the progress made in actuated planar biped locomotion is impressive. @cite_21 @cite_23 show biped robots running and their capability to recover from disturbances on irregular terrains. However, there is an obvious gap between supported (or constrained) locomotion and unsupported walking. @cite_30 shows unsupported single leg hopping, which is a remarkable accomplishment. Besides the strong contribution in dynamic locomotion of that work, the study omitted several important aspects of unsupported biped locomotion such as body posture control, continuous interaction of the stance leg through the ground contact phases, and disturbances from the other limbs' motion, which are a focus of our paper.
@cite_30 @cite_26 @cite_21 @cite_23 @cite_10
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Whole-body control (WBC) is a generic task-oriented control method for feedback control of loco-manipulation behaviors in humanoid robots. The combination of WBC and model-based walking controllers has been widely utilized in various humanoid robots. However, to date, the WBC method has not been employed for unsupported passive-ankle dynamic locomotion. As such, in this paper, we devise a new WBC, dubbed whole-body locomotion controller (WBLC), that can achieve experimental dynamic walking on unsupported passive-ankle biped robots. A key aspect of WBLC is the relaxation of contact constraints such that the control commands produce reduced jerk when switching foot contacts. To achieve robust dynamic locomotion, we conduct an in-depth analysis of uncertainty for our dynamic walking algorithm called time-to-velocity-reversal (TVR) planner. The uncertainty study is fundamental as it allows us to improve the control algorithms and mechanical structure of our robot to fulfill the tolerated uncertainty. In addition, we conduct extensive experimentation for: 1) unsupported dynamic balancing (i.e. in-place stepping) with a six degree-of-freedom (DoF) biped, Mercury; 2) unsupported directional walking with Mercury; 3) walking over an irregular and slippery terrain with Mercury; and 4) in-place walking with our newly designed ten-DoF viscoelastic liquid-cooled biped, DRACO. Overall, the main contributions of this work are on: a) achieving various modalities of unsupported dynamic locomotion of passive-ankle bipeds using a WBLC controller and a TVR planner, b) conducting an uncertainty analysis to improve the mechanical structure and the controllers of Mercury, and c) devising a whole-body control strategy that reduces movement jerk during walking. This report documents our work in exploring active balance for dynamic legged systems for the period from September 1985 through September 1989. The purpose of this research is to build a foundation of knowledge that can lead both to the construction of useful legged vehicles and to a better understanding of animal locomotion. In this report we focus on the control of biped locomotion, the use of terrain footholds, running at high speed, biped gymnastics, symmetry in running, and the mechanical design of articulated legs. We introduce a novel humanoid robotic platform designed to jointly address three central goals of humanoid robotics: 1) study the role of morphology in biped locomotion; 2) study full-body compliant physical human-robot interaction; 3) be robust while easy and fast to duplicate to facilitate experimentation. The taken approach relies on functional modeling of certain aspects of human morphology, optimizing materials and geometry, as well as on the use of 3D printing techniques. In this article, we focus on the presentation of the design of specific morphological parts related to biped locomotion: the hip, the thigh, the limb mesh and the knee. We present initial experiments showing properties of the robot when walking with the physical guidance of a human. The authors have developed five kinds of biped locomotive robots so far. They are named BIPER-1, 2, 3, 4, and 5. All of them are statically unstable but can perform a dynamically stable walk with suitable control. BIPER-1 and BIPER-2 walk only sideways. BIPER-3 is a stilt-type robot whose foot contacts occur at a point and who can walk sideways, back ward, and forward. BIPER-4's legs have the same degrees of freedom as human legs. BIPER-5 is similar to BIPER-3, but in the case of BIPER-5 all apparatus, such as the computer, are mounted on it.This paper deals with the control theory used for BIPER-3 and BIPER-4. In both cases, basically the same control method is applied. The most important point is that the mo tion of either robot during the single-leg support phase can be approximated by the motion of an inverted pendulum. Ac cordingly, in this paper, dynamic walk is considered to be a series of inverted-pendulum motions with appropriate condi tions of connection. This paper is about the use of control algorithms to animate dynamic legged locomotion. Control could free the animator from specifying the details of joint and limb motion while producing both physically realistic and natural looking results. We implemented computer animations of a biped robot, a quadruped robot, and a kangaroo. Each creature was modeled as a linked set of rigid bodies with compliant actuators at its joints. Control algorithms regulated the running speed, organized use of the legs, and maintained balance. All motions were generated by numerically integrating equations of motion derived from the physical models. The resulting behavior included running at various speeds, traveling with several gaits (run, trot, bound, gallop, and hop), jumping, and traversing simple paths. Whereas the use of control permitted a variety of physically realistic animated behavior to be generated with limited human intervention, the process of designing the control algorithms was not automated: the algorithms were "tweaked" and adjusted for each new creature. Neural networks along the spinal cord contribute substantially to generating locomotion behaviours in humans and other legged animals. However, the neural circuitry involved in this spinal control remains unclear. We here propose a specific circuitry that emphasizes feedback integration over central pattern generation. The circuitry is based on neurophysiologically plausible muscle-reflex pathways that are organized in 10 spinal modules realizing limb functions essential to legged systems in stance and swing. These modules are combined with a supraspinal control layer that adjusts the desired foot placements and selects the leg that is to transition into swing control during double support. Using physics-based simulation, we test the proposed circuitry in a neuromuscular human model that includes neural transmission delays, musculotendon dynamics and compliant foot–ground contacts. We find that the control network is sufficient to compose steady and transitional 3-D locomotion behaviours including walking and running, acceleration and deceleration, slope and stair negotiation, turning, and deliberate obstacle avoidance. The results suggest feedback integration to be functionally more important than central pattern generation in human locomotion across behaviours. In addition, the proposed control architecture may serve as a guide in the search for the neurophysiological origin and circuitry of spinal control in humans. Passive-dynamic walkers are simple mechanical devices, composed of solid parts connected by joints, that walk stably down a slope. They have no motors or controllers, yet can have remarkably humanlike motions. This suggests that these machines are useful models of human locomotion; however, they cannot walk on level ground. Here we present three robots based on passive-dynamics, with small active power sources substituted for gravity, which can walk on level ground. These robots use less control and less energy than other powered robots, yet walk more naturally, further suggesting the importance of passive-dynamics in human locomotion. In this work, we present WALK-MAN, a humanoid platform that has been developed to operate in realistic unstructured environment, and demonstrate new skills including powerful manipulation, robust balanced locomotion, high-strength capabilities, and physical sturdiness. To enable these capabilities, WALK-MAN design and actuation are based on the most recent advancements of series elastic actuator drives with unique performance features that differentiate the robot from previous state-of-the-art compliant actuated robots. Physical interaction performance is benefited by both active and passive adaptation, thanks to WALK-MAN actuation that combines customized high-performance modules with tuned torque velocity curves and transmission elasticity for high-speed adaptation response and motion reactions to disturbances. WALK-MAN design also includes innovative design optimization features that consider the selection of kinematic structure and the placement of the actuators with the body structure to maximize the robot performance. Physical robustness is ensured with the integration of elastic transmission, proprioceptive sensing, and control. The WALK-MAN hardware was designed and built in 11 months, and the prototype of the robot was ready four months before DARPA Robotics Challenge (DRC) Finals. The motion generation of WALK-MAN is based on the unified motion-generation framework of whole-body locomotion and manipulation (termed loco-manipulation). WALK-MAN is able to execute simple loco-manipulation behaviors synthesized by combining different primitives defining the behavior of the center of gravity, the motion of the hands, legs, and head, the body attitude and posture, and the constrained body parts such as joint limits and contacts. The motion-generation framework including the specific motion modules and software architecture is discussed in detail. A rich perception system allows the robot to perceive and generate 3D representations of the environment as well as detect contacts and sense physical interaction force and moments. The operator station that pilots use to control the robot provides a rich pilot interface with different control modes and a number of teleoperated or semiautonomous command features. The capability of the robot and the performance of the individual motion control and perception modules were validated during the DRC in which the robot was able to demonstrate exceptional physical resilience and execute some of the tasks during the competition. In this paper we describe a learning framework for a central pattern generator (CPG)-based biped locomotion controller using a policy gradient method. Our goals in this study are to achieve CPG-based biped walking with a 3D hardware humanoid and to develop an efficient learning algorithm with CPG by reducing the dimensionality of the state space used for learning. We demonstrate that an appropriate feedback controller can be acquired within a few thousand trials by numerical simulations and the controller obtained in numerical simulation achieves stable walking with a physical robot in the real world. Numerical simulations and hardware experiments evaluate the walking velocity and stability. The results suggest that the learning algorithm is capable of adapting to environmental changes. Furthermore, we present an online learning scheme with an initial policy for a hardware robot to improve the controller within 200 iterations. For a robot, the ability to get from one place to another is one of the most basic skills. However, locomotion on legged robots is a challenging multidimensional control problem. This paper presents a machine learning approach to legged locomotion, with all training done on the physical robots. The main contributions are a specification of our fully automated learning environment and a detailed empirical comparison of four different machine learning algorithms for learning quadrupedal locomotion. The resulting learned walk is considerably faster than all previously reported hand-coded walks for the same robot platform. Physics-based simulation and control of biped locomotion is difficult because bipeds are unstable, underactuated, high-dimensional dynamical systems. We develop a simple control strategy that can be used to generate a large variety of gaits and styles in real-time, including walking in all directions (forwards, backwards, sideways, turning), running, skipping, and hopping. Controllers can be authored using a small number of parameters, or their construction can be informed by motion capture data. The controllers are applied to 2D and 3D physically-simulated character models. Their robustness is demonstrated with respect to pushes in all directions, unexpected steps and slopes, and unexpected variations in kinematic and dynamic parameters. Direct transitions between controllers are demonstrated as well as parameterized control of changes in direction and speed. Feedback-error learning is applied to learn predictive torque models, which allows for the low-gain control that typifies many natural motions as well as producing smoother simulated motion. We present a fully automatic method for generating gaits and morphologies for legged animal locomotion. Given a specific animal's shape we can determine an efficient gait with which it can move. Similarly, we can also adapt the animal's morphology to be optimal for a specific locomotion task. We show that determining such gaits is possible without the need to specify a good initial motion, and without manually restricting the allowed gaits of each animal. Our approach is based on a hybrid optimization method which combines an efficient derivative-aware spacetime constraints optimization with a derivative-free approach able to find non-local solutions in high-dimensional discontinuous spaces. We demonstrate the effectiveness of this approach by synthesizing dynamic locomotions of bipeds, a quadruped, and an imaginary five-legged creature. Legged locomotion on flowing ground (e.g., granular media) is unlike locomotion on hard ground because feet experience both solid- and fluid-like forces during surface penetration. Recent bioinspired legged robots display speed relative to body size on hard ground comparable with high-performing organisms like cockroaches but suffer significant performance loss on flowing materials like sand. In laboratory experiments, we study the performance (speed) of a small (2.3 kg) 6-legged robot, SandBot, as it runs on a bed of granular media (1-mm poppy seeds). For an alternating tripod gait on the granular bed, standard gait control parameters achieve speeds at best 2 orders of magnitude smaller than the 2 body lengths s (≈60 cm s) for motion on hard ground. However, empirical adjustment of these control parameters away from the hard ground settings restores good performance, yielding top speeds of 30 cm s. Robot speed depends sensitively on the packing fraction φ and the limb frequency ω, and a dramatic transition from rotary walking to slow swimming occurs when φ becomes small enough and or ω large enough. We propose a kinematic model of the rotary walking mode based on generic features of penetration and slip of a curved limb in granular media. The model captures the dependence of robot speed on limb frequency and the transition between walking and swimming modes but highlights the need for a deeper understanding of the physics of granular media. A unit-modular robot is a robot that is composed of modules that are all identical. In this thesis we study the design and control of unit-modular dynamically reconfigurable robots. This is based upon the design and construction of a robot called Polypod. We further choose statically stable locomotion as the task domain to evaluate the design and control strategy. The result is the creation of a number of unique locomotion modes. The exciting aspect about a modular robot like Polypod is that it does not only describe one robot, but also presents the building blocks from which many different types of robots can be formed. Dynamic reconfigurability adds a new dimension to the capabilities of the robot. To gain insight into these capabilities in the domain of locomotion, we first build a general, functional taxonomy of locomotion modes. We show that Polypod is capable of generating all classes of statically stable locomotion, a feature unique to Polypod. Next, we propose methods to evaluate vehicles under different operating conditions such as different terrain conditions. We then evaluate and compare each mode of locomotion on Polypod within each class. This study leads to interesting insights into the general characteristics of the corresponding classes of locomotion. Finally, since more modules are expected to increase robot capability, it is important to examine the limit to the number of modules that can be put together in a useful form. We answer this question by investigating the issues of structural stability, actuator strength, computation and control requirements. Learning physics-based locomotion skills is a difficult problem, leading to solutions that typically exploit prior knowledge of various forms. In this paper we aim to learn a variety of environment-aware locomotion skills with a limited amount of prior knowledge. We adopt a two-level hierarchical control framework. First, low-level controllers are learned that operate at a fine timescale and which achieve robust walking gaits that satisfy stepping-target and style objectives. Second, high-level controllers are then learned which plan at the timescale of steps by invoking desired step targets for the low-level controller. The high-level controller makes decisions directly based on high-dimensional inputs, including terrain maps or other suitable representations of the surroundings. Both levels of the control policy are trained using deep reinforcement learning. Results are demonstrated on a simulated 3D biped. Low-level controllers are learned for a variety of motion styles and demonstrate robustness with respect to force-based disturbances, terrain variations, and style interpolation. High-level controllers are demonstrated that are capable of following trails through terrains, dribbling a soccer ball towards a target location, and navigating through static or dynamic obstacles. Stable bipedal locomotion has been achieved using coupled evolution of morphology and control of a 5-link biped robot in a physics-based simulation environment. The robot was controlled by a closed loop recurrent neural network controller. The goal was to study the effect of macroscopic, midrange and microscopic changes in mass distribution along the biped skeleton to ascertain whether optimal morphology and control pairs could be discovered. The sensor-motor coupling determined that small changes in morphology manifest themselves as large changes in the performance of the biped, which were exploited by the optimization process. In this way, mechanical design and controller optimization were reduced to a single process, and more mutually optimized designs resulted. This work points to alternative routes for efficient automated and manual biped optimization. We present a novel method for synthesizing collision-free, dynamic locomotion behaviors for legged robots, including jumping, going down a very steep slope, or recovering from a push using the arms of the robot. The approach is automatic and generic: non-gaited motions, comprising arbitrary contact postures can be generated along any environment. At the core of our framework is a new steering method that generates trajectories connecting two states of the robot. These trajectories account for the state-dependent, centroidal dynamic constraints inherent to legged robots. The method, of low dimension, formulated as a Linear Program, is really efficient to compute, and can find an application in various problems related to legged locomotion. By incorporating this steering method into an existing sampling-based contact planner, we propose the first kinodynamic contact planner for legged robots. Robots working in natural, urban, and industrial settings need to be able to navigate challenging environments. In this paper, we present a motion planner for the perceptive rough-terrain locomotion with quadrupedal robots. The planner finds safe footholds along with collision-free swing-leg motions by leveraging an acquired terrain map. To this end, we present a novel pose optimization approach that enables the robot to climb over significant obstacles. We experimentally validate our approach with the quadrupedal robot ANYmal by autonomously traversing obstacles such steps, inclines, and stairs. The locomotion planner re-plans the motion at every step to cope with disturbances and dynamic environments. The robot has no prior knowledge of the scene, and all mapping, state estimation, control, and planning is performed in real-time onboard the robot. Planning locomotion trajectories for legged microrobots is challenging because of their complex morphology, high frequency passive dynamics, and discontinuous contact interactions with their environment. Consequently, such research is often driven by time-consuming experimental methods. As an alternative, we present a framework for systematically modeling, planning, and controlling legged microrobots. We develop a three-dimensional dynamic model of a 1.5 gram quadrupedal microrobot with complexity (e.g., number of degrees of freedom) similar to larger-scale legged robots. We then adapt a recently developed variational contact-implicit trajectory optimization method to generate feasible whole-body locomotion plans for this microrobot, and we demonstrate that these plans can be tracked with simple joint-space controllers. We plan and execute periodic gaits at multiple stride frequencies and on various surfaces. These gaits achieve high per-cycle velocities, including a maximum of 10.87 mm cycle, which is 15 faster than previously measured velocities for this microrobot. Furthermore, we plan and execute a vertical jump of 9.96 mm, which is 78 of the microrobot's center-of-mass height. To the best of our knowledge, this is the first end-to-end demonstration of planning and tracking whole-body dynamic locomotion on a millimeter-scale legged microrobot. In order to explore the balance in legged locomotion, we are studying systems that hop and run on one springy leg. Pre vious work has shown that relatively simple algorithms can achieve balance on one leg for the special case of a system that is constrained mechanically to operate in a plane (Rai bert, in press; Raibert and Brown, in press). Here we general ize the approach to a three-dimensional (3D) one-legged machine that runs and balances on an open floor without physical support. We decompose control of the machine into three separate parts: one part that controls forward running velocity, one part that controls attitude of the body, and a third part that controls hopping height. Experiments with a physical 3D one-legged hopping machine showed that this control scheme, while simple to implement, is powerful enough to permit hopping in place, running at a desired rate, and travel along a simple path. These algorithms that control locomotion in 3D are direct generalizations of those in 2D, with surpris...