We present a legged motion planning approach for quadrupedal locomotion over challenging terrain. We decompose the problem into body action planning and footstep planning. We use a lattice representation together with a set of defined body movement primitives for computing a body action plan. The lattice representation allows us to plan versatile movements that ensure feasibility for every possible plan. To this end, we propose a set of rules that define the footstep search regions and footstep sequence given a body action. We use Anytime Repairing A∗ (ARA∗) search that guarantees bounded suboptimal plans. Our main contribution is a planning approach that generates on-line versatile movements. Experimental trials demonstrate the performance of our planning approach in a set of challenging terrain conditions. The terrain information and plans are computed on-line and on-board.
Natural locomotion over rough terrain requires simultaneous computation of footstep sequences, body movements and locomotion behaviors (coupled planning) @cite_1 @cite_10 @cite_13 @cite_12 . One of the main problems with such approaches is that the search space quickly grows and searching becomes unfeasible, especially for systems that require on-line solutions. In contrast, we can state the planning and control problem into a set of sub-problems, following a decoupled planning strategy. For example the body path and the footstep planners can be separated, thus reducing the search space for each component @cite_16 @cite_11 @cite_8 . This can reduce the computation time at the expense of limiting the planning capabilities, sometimes required for extreme rough terrain. There are two main approaches of decoupled planning: @cite_2 @cite_15 @cite_11 and @cite_14 @cite_16 . These approaches find a solution in motion space, which defines the possible motion of the robot.
@cite_14 @cite_8 @cite_10 @cite_1 @cite_2 @cite_15 @cite_16 @cite_13 @cite_12 @cite_11
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We present a novel approach to legged locomotion over rough terrain that is thoroughly rooted in optimization. This approach relies on a hierarchy of fast, anytime algorithms to plan a set of footholds, along with the dynamic body motions required to execute them. Components within the planning framework coordinate to exchange plans, cost-to-go estimates, and “certificates” that ensure the output of an abstract high-level planner can be realized by deeper layers of the hierarchy. The burden of careful engineering of cost functions to achieve desired performance is substantially mitigated by a simple inverse optimal control technique. Robustness is achieved by real-time re-planning of the full trajectory, augmented by reflexes and feedback control. We demonstrate the successful application of our approach in guiding the LittleDog quadruped robot over a variety of rough terrains. We address the problem of foothold selection in robotic legged locomotion over very rough terrain. The difficulty of the problem we address here is comparable to that of human rock-climbing, where foot hand-hold selection is one of the most critical aspects. Previous work in this domain typically involves defining a reward function over footholds as a weighted linear combination of terrain features. However, a significant amount of effort needs to be spent in designing these features in order to model more complex decision functions, and hand-tuning their weights is not a trivial task. We propose the use of terrain templates, which are discretized height maps of the terrain under a foothold on different length scales, as an alternative to manually designed features. We describe an algorithm that can simultaneously learn a small set of templates and a foothold ranking function using these templates, from expert-demonstrated footholds. Using the LittleDog quadruped robot, we experimentally show that the use of terrain templates can produce complex ranking functions with higher performance than standard terrain features, and improved generalization to unseen terrain. We present a motion synthesis framework capable of producing a wide variety of important human behaviors that have rarely been studied, including getting up from the ground, crawling, climbing, moving heavy objects, acrobatics (hand-stands in particular), and various cooperative actions involving two characters and their manipulation of the environment. Our framework is not specific to humans, but applies to characters of arbitrary morphology and limb configuration. The approach is fully automatic and does not require domain knowledge specific to each behavior. It also does not require pre-existing examples or motion capture data. At the core of our framework is the contact-invariant optimization (CIO) method we introduce here. It enables simultaneous optimization of contact and behavior. This is done by augmenting the search space with scalar variables that indicate whether a potential contact should be active in a given phase of the movement. These auxiliary variables affect not only the cost function but also the dynamics (by enabling and disabling contact forces), and are optimized together with the movement trajectory. Additional innovations include a continuation scheme allowing helper forces at the potential contacts rather than the torso, as well as a feature-based model of physics which is particularly well-suited to the CIO framework. We expect that CIO can also be used with a full physics model, but leave that extension for future work. We present a method for smoothing discontinuous dynamics involving contact and friction, thereby facilitating the use of local optimization techniques for control. The method replaces the standard Linear Complementarity Problem with a Stochastic Linear Complementarity Problem. The resulting dynamics are continuously differentiable, and the resulting controllers are robust to disturbances. We demonstrate our method on a simulated 6-dimensional manipulation task, which involves a finger learning to spin an anchored object by repeated flicking. This paper deals with the motion planning of a poly-articulated robotic system for which support contacts are allowed to occur between any part of the body and any part of the environment. Starting with a description of the environment and of a target, it computes a sequence of postures that allow our system to reach its target. We describe a very generic architecture of this planner, highly modular, as well as a first implementation of it. We then present our results, both simulations and real experiments, for a simple grasping task using the HRP-2 humanoid robot. Motion planning problems encountered in manipulation and legged locomotion have a distinctive multi-modal structure, where the space of feasible configurations consists of intersecting submanifolds, often of different dimensionalities. Such a feasible space does not possess expansiveness, a property that characterizes whether planning queries can be solved efficiently with traditional probabilistic roadmap (PRM) planners. In this paper we present a new PRM-based multi-modal planning algorithm for problems where the number of intersecting manifolds is finite. We also analyze the completeness properties of this algorithm. More specifically, we show that the algorithm converges quickly when each submanifold is individually expansive and establish a bound on the expected running time in that case. We also present an incremental variant of the algorithm that has the same convergence properties, but works better for problems with a large number of submanifolds by considering subsets of submanifolds likely to contain a solution path. These algorithms are demonstrated in geometric examples and in a legged locomotion planner. Legged robots have the potential to navigate a much larger variety of terrain than their wheeled counterparts. In this paper we present a hierarchical control architecture that enables a quadruped, the "LittleDog" robot, to walk over rough terrain. The controller consists of a high-level planner that plans a set of footsteps across the terrain, a low-level planner that plans trajectories for the robot's feet and center of gravity (COG), and a low-level controller that tracks these desired trajectories using a set of closed-loop mechanisms. We conduct extensive experiments to verify that the controller is able to robustly cross a wide variety of challenging terrains, climbing over obstacles nearly as tall as the robot's legs. In addition, we highlight several elements of the controller that we found to be particularly crucial for robust locomotion, and which are applicable to quadruped robots in general. In such cases we conduct empirical evaluations to test the usefulness of these elements. Direct methods for trajectory optimization are widely used for planning locally optimal trajectories of robotic systems. Many critical tasks, such as locomotion and manipulation, often involve impacting the ground or objects in the environment. Most state-of-the-art techniques treat the discontinuous dynamics that result from impacts as discrete modes and restrict the search for a complete path to a specified sequence through these modes. Here we present a novel method for trajectory planning of rigid-body systems that contact their environment through inelastic impacts and Coulomb friction. This method eliminates the requirement for a priori mode ordering. Motivated by the formulation of multi-contact dynamics as a Linear Complementarity Problem for forward simulation, the proposed algorithm poses the optimization problem as a Mathematical Program with Complementarity Constraints. We leverage Sequential Quadratic Programming to naturally resolve contact constraint forces while simultaneously optimizing a trajectory that satisfies the complementarity constraints. The method scales well to high-dimensional systems with large numbers of possible modes. We demonstrate the approach on four increasingly complex systems: rotating a pinned object with a finger, simple grasping and manipulation, planar walking with the Spring Flamingo robot, and high-speed bipedal running on the FastRunner platform. Abstract : To plan dynamic, whole-body motions for robots one conventionally faces the choice between a complex, fullbody dynamic model containing every link and actuator of the robot, or a highly simplified model of the robot as a point mass. In this paper we explore a powerful middle ground between these extremes. We present an approach to generate whole-body motions using a simple dynamics model, which enforces that the linear and angular momentum of the robot be consistent with the external wrenches on the robot, and a full-body kinematics model that enforces rich geometric constraints, such as end-effector positioning or collision avoidance. We obtain a trajectory for the robot and profiles of contact wrenches by solving a nonlinear optimization problem (NLP). We further demonstrate that we can plan without pre-specifying the contact sequence by exploiting the complementarity conditions between contact forces and contact distance. We demonstrate that this algorithm is capable of generating highly-dynamic motion plans with examples of a humanoid robot negotiating obstacle course elements and gait optimization for a quadrupedal robot. We present a search-based planning approach for controlling a quadrupedal robot over rough terrain. Given a start and goal position, we consider the problem of generating a complete joint trajectory that will result in the legged robot successfully moving from the start to the goal. We decompose the problem into two main phases: an initial global planning phase, which results in a footstep trajectory; and an execution phase, which dynamically generates a joint trajectory to best execute the footstep trajectory. We show how R* search can be employed to generate high-quality global plans in the high-dimensional space of footstep trajectories. Results show that the global plans coupled with the joint controller result in a system robust enough to deal with a variety of terrains.