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Footstep Planning Among Obstacles for Biped Robots

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Title: Footstep Planning Among Obstacles for Biped Robots


1
Footstep Planning Among Obstacles for Biped Robots
  • James Kuffner et al.
  • presented by Jinsung Kwon

2
Objective
  • Planning safe navigation strategies
  • for biped robots moving in obstacle-cluttered
    environments.

3
Biped Navigation ModelAssumptions
  • The environment floor is flat
  • Obstacles are not moving and their positions and
    heights are known
  • Footstep positions and motions are pre-computed
  • Only the floor surface is allowed for foot
    placement

4
Biped Navigation ModelStatically-stable Footstep
5
Biped Navigation ModelStatically-stable Footstep
  • Select placements along the edge of the reachable
    region at different relative foot angles
  • Select a few interior placements to move in tight
    areas
  • A few backward foot placements
  • ? 15 placements for each foot

6
Biped Navigation ModelFootstep Transition
Trajectory
  • Set of statically-stable motion trajectories for
    transitioning between footsteps are
    pre-calculated.
  • 15x14 210 trajectories
  • needed for each foot?

7
Biped Navigation ModelFootstep Transition
Trajectory
  • Statically-stable intermediate postures, Qright
    and Qleft, are introduced to reduce
  • the number of transition trajectories.
  • ? 15 for each foot

Q1 ? Qright ? Q2
8
Footstep Planning AlgorithmDynamic Programming
  • Forward dynamic programming
  • Greedy heuristic search instead of exhaustive
    search
  • Priority queue of Search nodes
  • (footprint placement heuristic cost)

9
Footstep Planning AlgorithmDynamic Programming
  • Fail
  • if No more valid successor nodes
  • if number of nodes in search tree exceeds
    pre-defined maximum limit

Obstacle Collision
10
Footstep Planning AlgorithmCost Heuristic
Function
  • D(NQ) depth of NQ in the tree
  • ?(NQ) penalty to orientation change or
  • backward step
  • ?(NQ) min steps to traverse the straight-
  • line distance to the center of the
    goal
  • region
  • w weighting values
  • ? The heuristics favors straight path with less
    steps to the goal.

11
Footstep Planning AlgorithmObstacle
Collision-checking
  • Two-level collision checking
  • 1. 2D polygon-polygon intersection test
  • Outline of obstacle projection
  • ?? Outline of footstep
  • 2. 3D polyhedral minimum distance
  • Check for footstep and trajectories

12
Footstep Planning AlgorithmObstacle
Collision-checking
  • Lazy-evaluation
  • Insert all successors and perform the
    minimum distance calculation after a node is
    removed from the priority queue
  • ? Reduce the num of collision check which is
    very expensive in calculation

13
Footstep Planning AlgorithmOverview of Planner
14
Experiments
  • 15 footsteps
  • 20 floor obstacles
  • 6,700 nodes in the search tree
  • ? Computed in 12 sec on 800MHz Pentium II
  • wd 1.0
  • wp 0.2
  • wg 1.0
  • determined experimentally

15
Experiments
16
Future works
  • 1. Step upon the surface of obstacles
  • 2. Handle environments with uneven
  • terrain
  • 3. Incorporate visual or sensor
  • feedback during planning
  • 4. Investigate different heuristics
  • 5. Running on a real humanoid
  • 6. Include dynamic stepping motions
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