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The objective of this work is to design a mechatronic bipedal robot with mobility in 3D environments. The designed robot has a total of six actuated degrees of freedom (DoF), each leg has two DoF located at the hip: one for abduction/adduction and another for thigh flexion/extension, and a third DoF at the knee for the shin flexion/extension. This robot is designed with point-feet legs to achieve a dynamic underactuated walking. Each actuator in the robot includes a DC gear motor, an encoder for position measurement, a flexible joint to form a series flexible actuator, and a feedback controller to ensure trajectory tracking. In order to reduce the total mass of the robot, the shin is designed using topology optimization. The resulting design is fabricated using 3D printed parts, which allows to get a robot's prototype to validate the selection of actuators. The preliminary experiments confirm the robot's ability to maintain a stand-up position and let us drawn future works in dynamic control and trajectory generation for periodic stable walking.

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機器人(英語:Robot)包括一切模擬人類行為或思想與模擬其他生物的機械(如機器狗,機器貓等)。狹義上對機器人的定義還有很多分類法及爭議,有些電腦程序甚至也被稱為機器人。在當代工業中,機器人指能自動運行任務的人造機器設備,用以取代或協助人類工作,一般會是機電設備,由計算機程序或是電子電路控制。

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Generally, humanoid robots usually suffer significant impact force when walking or running in a non-predefined environment that could easily damage the actuators due to high stiffness. In recent years, the usages of passive, compliant series elastic actuators (SEA) for driving humanoid's joints have proved the capability in many aspects so far. However, despite being widely applied in the biped robot research field, the stable control problem for a humanoid powered by the SEAs, especially in the walking process, is still a challenge. This paper proposes a model reference adaptive control (MRAC) combined with the backstepping algorithm to deal with the parameter uncertainties in a humanoid's lower limb driven by the SEA system. This is also an extension of our previous research (Lanh et al.,2021). Firstly, a dynamic model of SEA is obtained. Secondly, since there are unknown and uncertain parameters in the SEA model, a model reference adaptive controller (MRAC) is employed to guarantee the robust performance of the humanoid's lower limb. Finally, an experiment is carried out to evaluate the effectiveness of the proposed controller and the SEA mechanism.

A conjecture of Alon, Krivelevich, and Sudakov states that, for any graph $F$, there is a constant $c_F > 0$ such that if $G$ is an $F$-free graph of maximum degree $\Delta$, then $\chi(G) \leq c_F \Delta / \log\Delta$. Alon, Krivelevich, and Sudakov verified this conjecture for a class of graphs $F$ that includes all bipartite graphs. Moreover, it follows from recent work by Davies, Kang, Pirot, and Sereni that if $G$ is $K_{t,t}$-free, then $\chi(G) \leq (t + o(1)) \Delta / \log\Delta$ as $\Delta \to \infty$. We improve this bound to $(1+o(1)) \Delta/\log \Delta$, making the constant factor independent of $t$. We further extend our result to the DP-coloring setting (also known as correspondence coloring), introduced by Dvo\v{r}\'ak and Postle.

This paper introduces an integrated lot sizing and scheduling problem inspired from a real-world application in off-the-road tire industry. This problem considers the assignment of different items on parallel machines with complex eligibility constraints within a finite planning horizon. It also considers a large panel of specific constraints such as: backordering, a limited number of setups, upstream resources saturation and customers prioritization. A novel mixed integer formulation is proposed with the objective of optimizing different normalized criteria related to the inventory and service level performance. Based on this mathematical formulation, a problem-based matheuristic method that solves the lot sizing and assignment problems separately is proposed to solve the industrial case. A computational study and sensitivity analysis are carried out based on real-world data with up to 170 products, 70 unrelated parallel machines and 42 periods. The obtained results show the effectiveness of the proposed approach on improving the company's solution. Indeed, the two most important KPIs for the management have been optimized of respectively 32% for the backorders and 13% for the overstock. Moreover, the computational time have been reduced significantly.

Agents should avoid unsafe behaviour during both training and deployment. This typically requires a simulator and a procedural specification of unsafe behaviour. Unfortunately, a simulator is not always available, and procedurally specifying constraints can be difficult or impossible for many real-world tasks. A recently introduced technique, ReQueST, aims to solve this problem by learning a neural simulator of the environment from safe human trajectories, then using the learned simulator to efficiently learn a reward model from human feedback. However, it is yet unknown whether this approach is feasible in complex 3D environments with feedback obtained from real humans - whether sufficient pixel-based neural simulator quality can be achieved, and whether the human data requirements are viable in terms of both quantity and quality. In this paper we answer this question in the affirmative, using ReQueST to train an agent to perform a 3D first-person object collection task using data entirely from human contractors. We show that the resulting agent exhibits an order of magnitude reduction in unsafe behaviour compared to standard reinforcement learning.

Vision-and-Language Navigation (VLN) is a task where an agent navigates in an embodied indoor environment under human instructions. Previous works ignore the distribution of sample difficulty and we argue that this potentially degrade their agent performance. To tackle this issue, we propose a novel curriculum-based training paradigm for VLN tasks that can balance human prior knowledge and agent learning progress about training samples. We develop the principle of curriculum design and re-arrange the benchmark Room-to-Room (R2R) dataset to make it suitable for curriculum training. Experiments show that our method is model-agnostic and can significantly improve the performance, the generalizability, and the training efficiency of current state-of-the-art navigation agents without increasing model complexity.

It has been shown that deep neural networks are prone to overfitting on biased training data. Towards addressing this issue, meta-learning employs a meta model for correcting the training bias. Despite the promising performances, super slow training is currently the bottleneck in the meta learning approaches. In this paper, we introduce a novel Faster Meta Update Strategy (FaMUS) to replace the most expensive step in the meta gradient computation with a faster layer-wise approximation. We empirically find that FaMUS yields not only a reasonably accurate but also a low-variance approximation of the meta gradient. We conduct extensive experiments to verify the proposed method on two tasks. We show our method is able to save two-thirds of the training time while still maintaining the comparable or achieving even better generalization performance. In particular, our method achieves the state-of-the-art performance on both synthetic and realistic noisy labels, and obtains promising performance on long-tailed recognition on standard benchmarks.

We present R-LINS, a lightweight robocentric lidar-inertial state estimator, which estimates robot ego-motion using a 6-axis IMU and a 3D lidar in a tightly-coupled scheme. To achieve robustness and computational efficiency even in challenging environments, an iterated error-state Kalman filter (ESKF) is designed, which recursively corrects the state via repeatedly generating new corresponding feature pairs. Moreover, a novel robocentric formulation is adopted in which we reformulate the state estimator concerning a moving local frame, rather than a fixed global frame as in the standard world-centric lidar-inertial odometry(LIO), in order to prevent filter divergence and lower computational cost. To validate generalizability and long-time practicability, extensive experiments are performed in indoor and outdoor scenarios. The results indicate that R-LINS outperforms lidar-only and loosely-coupled algorithms, and achieve competitive performance as the state-of-the-art LIO with close to an order-of-magnitude improvement in terms of speed.

This paper implements Simultaneous Localization and Mapping (SLAM) technique to construct a map of a given environment. A Real Time Appearance Based Mapping (RTAB-Map) approach was taken for accomplishing this task. Initially, a 2d occupancy grid and 3d octomap was created from a provided simulated environment. Next, a personal simulated environment was created for mapping as well. In this appearance based method, a process called Loop Closure is used to determine whether a robot has seen a location before or not. In this paper, it is seen that RTAB-Map is optimized for large scale and long term SLAM by using multiple strategies to allow for loop closure to be done in real time and the results depict that it can be an excellent solution for SLAM to develop robots that can map an environment in both 2d and 3d.

Machine learning algorithms have found several applications in the field of robotics and control systems. The control systems community has started to show interest towards several machine learning algorithms from the sub-domains such as supervised learning, imitation learning and reinforcement learning to achieve autonomous control and intelligent decision making. Amongst many complex control problems, stable bipedal walking has been the most challenging problem. In this paper, we present an architecture to design and simulate a planar bipedal walking robot(BWR) using a realistic robotics simulator, Gazebo. The robot demonstrates successful walking behaviour by learning through several of its trial and errors, without any prior knowledge of itself or the world dynamics. The autonomous walking of the BWR is achieved using reinforcement learning algorithm called Deep Deterministic Policy Gradient(DDPG). DDPG is one of the algorithms for learning controls in continuous action spaces. After training the model in simulation, it was observed that, with a proper shaped reward function, the robot achieved faster walking or even rendered a running gait with an average speed of 0.83 m/s. The gait pattern of the bipedal walker was compared with the actual human walking pattern. The results show that the bipedal walking pattern had similar characteristics to that of a human walking pattern.

Model update lies at the heart of object tracking.Generally, model update is formulated as an online learning problem where a target model is learned over the online training dataset. Our key innovation is to \emph{learn the online learning algorithm itself using large number of offline videos}, i.e., \emph{learning to update}. The learned updater takes as input the online training dataset and outputs an updated target model. As a first attempt, we design the learned updater based on recurrent neural networks (RNNs) and demonstrate its application in a template-based tracker and a correlation filter-based tracker. Our learned updater consistently improves the base trackers and runs faster than realtime on GPU while requiring small memory footprint during testing. Experiments on standard benchmarks demonstrate that our learned updater outperforms commonly used update baselines including the efficient exponential moving average (EMA)-based update and the well-designed stochastic gradient descent (SGD)-based update. Equipped with our learned updater, the template-based tracker achieves state-of-the-art performance among realtime trackers on GPU.

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