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Discovering and Synthesizing
Humanoid Climbing
Movements
KOUROSH NADERI, JOOSE RAJAMÄKI, and
PERTTU HÄMÄLÄINEN, Aalto University
Outline
• Goal
• Problem
• Framework
• Conclusion
2018/1/1 1
Introduction
1. Motion planning for climbing humanoid agents is an
intricate problem, and its applications vary from search-
and-rescue in robotics to simulation of virtual humanoid
agent in computer games
2018/1/1 2
Goal
• Envision our system could be used, e.g. in learning a
climbing strategy, or as a test and evaluation tool for
climbing route designers.
• We are looking for an approach that can effectively
utilize three or two holds at a time while using the free
limbs for balancing or frictional contacts with the wall.
2018/1/1 3
Problem
1. This paper addresses the problem of offline path and
movement planning for wall climbing humanoid agents.
2. Its difficulty arises from the high number of degrees of
freedom (DoF) of the human body as well as the long
planning horizon required.
2018/1/1 4
Framework
Build the lower-
dimensional stance
graph
A* Prune search of
the stance graph
+ Preference rules
sampling-based
low-level controller
(CMA-ES , C-PBP)
A tree in high-
dimensional state
space
2018/1/1 5
Graph-based high-level path
planner
Grow the tree
Synthesize plausible climbing
motions
k -shortest paths between
two terminal nodes.
All possible 4-hold configurations
or climber stances
Planning in high-dimensional space using
randomized actions :
• take a long time
•Sometimes impossible to find a feasible path
PathBuild graph
Fail
Path planning
Movement optimization
Rapidly-exploring Random Tree
Conclusion
1. The first paper to solve and simulate rich humanoid wall
climbing, where more than one limb can move at the same
time, and limbs can also hang free for balance or use wall
friction in addition to predefined holds.
2. Allow the user to browse alternative paths
3. Combine a high-level graph-based path planner with a low-
level controller/optimizer to synthesize plausible climbing
motions.
4. Have formulated heuristics for both restricting the graph’s
connectivity, and guiding the pathfinding
2018/1/1 6

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012 discovering and synthesizing humanoid climbing movements 王竣生

  • 1. Discovering and Synthesizing Humanoid Climbing Movements KOUROSH NADERI, JOOSE RAJAMÄKI, and PERTTU HÄMÄLÄINEN, Aalto University
  • 2. Outline • Goal • Problem • Framework • Conclusion 2018/1/1 1
  • 3. Introduction 1. Motion planning for climbing humanoid agents is an intricate problem, and its applications vary from search- and-rescue in robotics to simulation of virtual humanoid agent in computer games 2018/1/1 2
  • 4. Goal • Envision our system could be used, e.g. in learning a climbing strategy, or as a test and evaluation tool for climbing route designers. • We are looking for an approach that can effectively utilize three or two holds at a time while using the free limbs for balancing or frictional contacts with the wall. 2018/1/1 3
  • 5. Problem 1. This paper addresses the problem of offline path and movement planning for wall climbing humanoid agents. 2. Its difficulty arises from the high number of degrees of freedom (DoF) of the human body as well as the long planning horizon required. 2018/1/1 4
  • 6. Framework Build the lower- dimensional stance graph A* Prune search of the stance graph + Preference rules sampling-based low-level controller (CMA-ES , C-PBP) A tree in high- dimensional state space 2018/1/1 5 Graph-based high-level path planner Grow the tree Synthesize plausible climbing motions k -shortest paths between two terminal nodes. All possible 4-hold configurations or climber stances Planning in high-dimensional space using randomized actions : • take a long time •Sometimes impossible to find a feasible path PathBuild graph Fail Path planning Movement optimization Rapidly-exploring Random Tree
  • 7. Conclusion 1. The first paper to solve and simulate rich humanoid wall climbing, where more than one limb can move at the same time, and limbs can also hang free for balance or use wall friction in addition to predefined holds. 2. Allow the user to browse alternative paths 3. Combine a high-level graph-based path planner with a low- level controller/optimizer to synthesize plausible climbing motions. 4. Have formulated heuristics for both restricting the graph’s connectivity, and guiding the pathfinding 2018/1/1 6

Editor's Notes

  1. 發現和合成人形攀登運動
  2. 用在哪裡 應用程序從機器人搜索和救援到計算機遊戲中的虛擬人形仿真動作 https://www.youtube.com/watch?v=HD698J2ww4w
  3. 希望可以達到什麼程度 設想我們的系統可以被使用,例如 學習攀岩策略,或作為攀登路線設計師的測試和評估工具。 現在的工具都只能動一隻,而且一次動多隻比較合理
  4. 想要達到就要完成: 它的困難源於人體自由度(DoF)的高數量以及所需要的漫長的計劃視野。 規劃一系列這樣複雜的運動在很大程度上仍然是一個未解決的問題。
  5. 這是解決和模擬人體爬壁的第一篇論文,一個肢體可以同時移動多個肢體,四肢也可以自由懸掛以平衡或使用牆壁摩擦力。
  6. 規劃問題是複雜的,我們的系統在不到一分鐘的時間內就可以解決抱石問題(短路outes)。
  7. 最後,我們正在努力尋求合理的運動,即利用有限的力量和扭矩進一步限制運動。 我們假設至少有兩個同時使用,以限制我們的搜索圖的大小和連接性。 A* 演算法 : path finding A* search is an efficient way to calculate optimum path along the graph with heuristic cost estimation and current cost. In our case, heuristic is the line distance between two points and if they are equal, the angle differences are the other heuristics. Here is the formal definition of the algorithm: CMA-ES stands for Covariance Matrix Adaptation Evolution Strategy. Evolution strategies (ES) are stochastic, derivative-free methods for numerical optimization of non-linear or non-convex continuous optimization problems.