Abstract:We proposed a method for learning the actual body image of a musculoskeletal humanoid for posture generation and object manipulation using inverse kinematics with redundancy in the shoulder complex. The effectiveness of this method was confirmed by realizing automobile steering wheel operation. The shoulder complex has a scapula that glides over the rib cage and an open spherical joint, and is supported by numerous muscle groups, enabling a wide range of motion. As a development of the human mimetic shoulder complex, we have increased the muscle redundancy by implementing deep muscles and stabilize the joint drive. As a posture generation method to utilize the joint redundancy of the shoulder complex, we consider inverse kinematics based on the scapular drive strategy suggested by the scapulohumeral rhythm of the human body. In order to control a complex robot imitating a human body, it is essential to learn its own body image, but it is difficult to know its own state accurately due to its deformation which is difficult to measure. To solve this problem, we developed a method to acquire a self-body image that can be updated appropriately by recognizing the hand position relative to an object for the purpose of object manipulation. We apply the above methods to a full-body musculoskeletal humanoid, Kengoro, and confirm its effectiveness by conducting an experiment to operate a car steering wheel, which requires the appropriate use of both arms.
Abstract:One of the important advantages of musculoskeletal humanoids is that the muscle arrangement can be easily changed and the number of muscles can be increased according to the situation. In this study, we describe an overall system of muscle addition for musculoskeletal humanoids and the adaptive body schema learning while taking into account the additional muscles. For hardware, we describe a modular body design that can be fitted with additional muscles, and for software, we describe a method that can learn the changes in body schema associated with additional muscles from a small amount of motion data. We apply our method to a simple 1-DOF tendon-driven robot simulation and the arm of the musculoskeletal humanoid Musashi, and show the effectiveness of muscle tension relaxation by adding muscles for a high-load task.
Abstract:Human-like environment recognition by musculoskeletal humanoids is important for task realization in real complex environments and for use as dummies for test subjects. Humans integrate various sensory information to perceive their surroundings, and hearing is particularly useful for recognizing objects out of view or out of touch. In this research, we aim to realize human-like auditory environmental recognition and task realization for musculoskeletal humanoids by equipping them with a human-like auditory processing system. Humans realize sound-based environmental recognition by estimating directions of the sound sources and detecting environmental sounds based on changes in the time and frequency domain of incoming sounds and the integration of auditory information in the central nervous system. We propose a human mimetic auditory information processing system, which consists of three components: the human mimetic binaural ear unit, which mimics human ear structure and characteristics, the sound source direction estimation system, and the environmental sound detection system, which mimics processing in the central nervous system. We apply it to Musashi, a human mimetic musculoskeletal humanoid, and have it perform tasks that require sound information outside of view in real noisy environments to confirm the usefulness of the proposed methods.
Abstract:For a robot with redundant sensors and actuators distributed throughout its body, it is difficult to construct a controller or a neural network using all of them due to computational cost and complexity. Therefore, it is effective to extract functionally related sensors and actuators, group them, and construct a controller or a network for each of these groups. In this study, the functional and spatial connections among sensors and actuators are embedded into a graph structure and a method for automatic grouping is developed. Taking a musculoskeletal humanoid with a large number of redundant muscles as an example, this method automatically divides all the muscles into regions such as the forearm, upper arm, scapula, neck, etc., which has been done by humans based on a geometric model. The functional relationship among the muscles and the spatial relationship of the neural connections are calculated without a geometric model.
Abstract:The musculoskeletal humanoid is difficult to modelize due to the flexibility and redundancy of its body, whose state can change over time, and so balance control of its legs is challenging. There are some cases where ordinary PID controls may cause instability. In this study, to solve these problems, we propose a method of learning a correlation model among the joint angle, muscle tension, and muscle length of the ankle and the zero moment point to perform balance control. In addition, information on the changing body state is embedded in the model using parametric bias, and the model estimates and adapts to the current body state by learning this information online. This makes it possible to adapt to changes in upper body posture that are not directly taken into account in the model, since it is difficult to learn the complete dynamics of the whole body considering the amount of data and computation. The model can also adapt to changes in body state, such as the change in footwear and change in the joint origin due to recalibration. The effectiveness of this method is verified by a simulation and by using an actual musculoskeletal humanoid, Musashi.
Abstract:In the context of imitation learning applied to dexterous robotic hands, the high complexity of the systems makes learning complex manipulation tasks challenging. However, the numerous datasets depicting human hands in various different tasks could provide us with better knowledge regarding human hand motion. We propose a method to leverage multiple large-scale task-agnostic datasets to obtain latent representations that effectively encode motion subtrajectories that we included in a transformer-based behavior cloning method. Our results demonstrate that employing latent representations yields enhanced performance compared to conventional behavior cloning methods, particularly regarding resilience to errors and noise in perception and proprioception. Furthermore, the proposed approach solely relies on human demonstrations, eliminating the need for teleoperation and, therefore, accelerating the data acquisition process. Accurate inverse kinematics for fingertip retargeting ensures precise transfer from human hand data to the robot, facilitating effective learning and deployment of manipulation policies. Finally, the trained policies have been successfully transferred to a real-world 23Dof robotic system.
Abstract:Musculoskeletal humanoids have been developed by imitating humans and expected to perform natural and dynamic motions as well as humans. To achieve desired motions stably in current musculoskeletal humanoids is not easy because they cannot maintain the sufficient moment arm of muscles in various postures. In this research, we discuss planar structures that spread across joint structures such as ligament and planar muscles and the application of planar interskeletal structures to humanoid robots. Next, we develop MusashiOLegs, a musculoskeletal legs which has planar interskeletal structures and conducts several experiments to verify the importance of planar interskeletal structures.
Abstract:Various musculoskeletal humanoids have been developed so far. While these humanoids have the advantage of their flexible and redundant bodies that mimic the human body, they are still far from being applied to real-world tasks. One of the reasons for this is the difficulty of bipedal walking in a flexible body. Thus, we developed a musculoskeletal wheeled robot, Musashi-W, by combining a wheeled base and musculoskeletal upper limbs for real-world applications. Also, we constructed its software system by combining static and dynamic body schema learning, reflex control, and visual recognition. We show that the hardware and software of Musashi-W can make the most of the advantages of the musculoskeletal upper limbs, through several tasks of cleaning by human teaching, carrying a heavy object considering muscle addition, and setting a table through dynamic cloth manipulation with variable stiffness.
Abstract:Legged robots with high locomotive performance have been extensively studied, and various leg structures have been proposed. Especially, a leg structure that can achieve both continuous and high jumps is advantageous for moving around in a three-dimensional environment. In this study, we propose a parallel wire-driven leg structure, which has one DoF of linear motion and two DoFs of rotation and is controlled by six wires, as a structure that can achieve both continuous jumping and high jumping. The proposed structure can simultaneously achieve high controllability on each DoF, long acceleration distance and high power required for jumping. In order to verify the jumping performance of the parallel wire-driven leg structure, we have developed a parallel wire-driven monopedal robot, RAMIEL. RAMIEL is equipped with quasi-direct drive, high power wire winding mechanisms and a lightweight leg, and can achieve a maximum jumping height of 1.6 m and a maximum of seven continuous jumps.
Abstract:Experimentation on real robots is demanding in terms of time and costs. For this reason, a large part of the reinforcement learning (RL) community uses simulators to develop and benchmark algorithms. However, insights gained in simulation do not necessarily translate to real robots, in particular for tasks involving complex interactions with the environment. The Real Robot Challenge 2022 therefore served as a bridge between the RL and robotics communities by allowing participants to experiment remotely with a real robot - as easily as in simulation. In the last years, offline reinforcement learning has matured into a promising paradigm for learning from pre-collected datasets, alleviating the reliance on expensive online interactions. We therefore asked the participants to learn two dexterous manipulation tasks involving pushing, grasping, and in-hand orientation from provided real-robot datasets. An extensive software documentation and an initial stage based on a simulation of the real set-up made the competition particularly accessible. By giving each team plenty of access budget to evaluate their offline-learned policies on a cluster of seven identical real TriFinger platforms, we organized an exciting competition for machine learners and roboticists alike. In this work we state the rules of the competition, present the methods used by the winning teams and compare their results with a benchmark of state-of-the-art offline RL algorithms on the challenge datasets.