Abstract:In this work, we provide a simulation framework to perform systematic studies on the effects of spinal joint compliance and actuation on bounding performance of a 16-DOF quadruped spined robot Stoch 2. Fast quadrupedal locomotion with active spine is an extremely hard problem, and involves a complex coordination between the various degrees of freedom. Therefore, past attempts at addressing this problem have not seen much success. Deep-Reinforcement Learning seems to be a promising approach, after its recent success in a variety of robot platforms, and the goal of this paper is to use this approach to realize the aforementioned behaviors. With this learning framework, the robot reached a bounding speed of 2.1 m/s with a maximum Froude number of 2. Simulation results also show that use of active spine, indeed, increased the stride length, improved the cost of transport, and also reduced the natural frequency to more realistic values.
Abstract:In this paper, we present a complete description of the hardware design and control architecture of our custom built quadruped robot, called the `Stoch'. Our goal is to realize a robust, modular, and a reliable quadrupedal platform, using which various locomotion behaviors are explored. This platform enables us to explore different research problems in legged locomotion, which use both traditional and learning based techniques. We discuss the merits and limitations of the platform in terms of exploitation of available behaviours, fast rapid prototyping, reproduction and repair. Towards the end, we will demonstrate trotting, bounding behaviors, and preliminary results in turning. In addition, we will also show various gait transitions i.e., trot-to-turn and trot-to-bound behaviors.
Abstract:Humans and animals are believed to use a very minimal set of trajectories to perform a wide variety of tasks including walking. Our main objective in this paper is two fold 1) Obtain an effective tool to realize these basic motion patterns for quadrupedal walking, called the kinematic motion primitives (kMPs), via trajectories learned from deep reinforcement learning (D-RL) and 2) Realize a set of behaviors, namely trot, walk, gallop and bound from these kinematic motion primitives in our custom four legged robot, called the `Stoch'. D-RL is a data driven approach, which has been shown to be very effective for realizing all kinds of robust locomotion behaviors, both in simulation and in experiment. On the other hand, kMPs are known to capture the underlying structure of walking and yield a set of derived behaviors. We first generate walking gaits from D-RL, which uses policy gradient based approaches. We then analyze the resulting walking by using principal component analysis. We observe that the kMPs extracted from PCA followed a similar pattern irrespective of the type of gaits generated. Leveraging on this underlying structure, we then realize walking in Stoch by a straightforward reconstruction of joint trajectories from kMPs. This type of methodology improves the transferability of these gaits to real hardware, lowers the computational overhead on-board, and also avoids multiple training iterations by generating a set of derived behaviors from a single learned gait.