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Dr. Eureka: a humanoid robot manipulation case study

Published online by Cambridge University Press:  19 December 2019

Lin Yu-Ren
Affiliation:
106, Heping E. Road, Sec. 1, Taipei 10610, Taiwan, e-mails: danny40316@gmail.com, guichristmann@gmail.com, ricardo.grando@ecomp.ufsm.br, rodrigo.guerra@ntnu.edu.tw, jacky.baltes@ntnu.edu.tw
Guilherme Henrique Galelli Christmann
Affiliation:
106, Heping E. Road, Sec. 1, Taipei 10610, Taiwan, e-mails: danny40316@gmail.com, guichristmann@gmail.com, ricardo.grando@ecomp.ufsm.br, rodrigo.guerra@ntnu.edu.tw, jacky.baltes@ntnu.edu.tw
Ricardo Bedin Grando
Affiliation:
106, Heping E. Road, Sec. 1, Taipei 10610, Taiwan, e-mails: danny40316@gmail.com, guichristmann@gmail.com, ricardo.grando@ecomp.ufsm.br, rodrigo.guerra@ntnu.edu.tw, jacky.baltes@ntnu.edu.tw
Rodrigo Da Silva Guerra
Affiliation:
106, Heping E. Road, Sec. 1, Taipei 10610, Taiwan, e-mails: danny40316@gmail.com, guichristmann@gmail.com, ricardo.grando@ecomp.ufsm.br, rodrigo.guerra@ntnu.edu.tw, jacky.baltes@ntnu.edu.tw
Jacky Baltes
Affiliation:
106, Heping E. Road, Sec. 1, Taipei 10610, Taiwan, e-mails: danny40316@gmail.com, guichristmann@gmail.com, ricardo.grando@ecomp.ufsm.br, rodrigo.guerra@ntnu.edu.tw, jacky.baltes@ntnu.edu.tw
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Abstract

To this day, manipulation still stands as one of the hardest challenges in robotics. In this work, we examine the board game Dr. Eureka as a benchmark to encourage further development in the field. The game consists of a race to solve a manipulation puzzle: reordering colored balls in transparent tubes, in which the solution requires planning, dexterity and agility. In this work, we present a robot (Tactical Hazardous Operations Robot 3) that can solve this problem, nicely integrating several classical and state-of-the-art techniques. We represent the puzzle states as graph and solve it as a shortest path problem, in addition to applying computer vision combined with precise motions to perform the manipulation. In this paper, we also present a customized implementation of YOLO (called YOLO-Dr. Eureka) and we implement an original neural network (NN)-based incremental solution to the inverse kinematics problem. We show that this NN outperforms the inverse of the Jacobian method for large step sizes. Albeit requiring more computation per control cycle, the larger steps allow for much larger movements per cycle. To evaluate the experiment, we perform trials against a human using the same set of initial conditions.

Information

Type
Research Article
Copyright
© Cambridge University Press 2019
Figure 0

Figure 1 Box Art of Dr. Eureka2

Figure 1

Figure 2 All elements of the game3

Figure 2

Figure 3 THORMANG3: Tactical Hazardous Operations Robot 3

Figure 3

Table 1 Hardware specifications of THORMANG3.

Figure 4

Figure 4 THORMANG3’s Hardware and Devices Architecture Diagram6

Figure 5

Figure 5 Diagram showing the Robot Operating System architecutre for performing the Dr. Eureka game. Ellipses represent nodes, rectangles represent topics and diamonds represent services

Figure 6

Figure 6 Flow chart for retrieving the goal configuration of the presented card

Figure 7

Figure 7 Our proposed custom architecture YOLO-Dr. Eureka. The output layer decodes the bounding boxes

Figure 8

Figure 8 Spacing between the tubes varies from card to card

Figure 9

Figure 9 Flow chart for the computer vision algorithm to determine the tubes’ position on the table in front of the robot

Figure 10

Figure 10 On the left, the sheet of paper used as a reference for detecting the positions of the tubes. On the right, the detection of the bottom of the tubes using Hough transform

Figure 11

Figure 11 Small example illustrating the organization of the graph. Here, we define that node 1 represents the initial configuration and that node 4 is the goal node, while 2 and 3 are intermediate nodes

Figure 12

Figure 12 Distributions for each input and output of the 10 million generated samples used for training the Neural Network. X axis represent the range of values for the data and Y axis the percentage of samples at a particular X value. Since the data are well behaved due to the discarding of samples with large steps, we only have to normalize inputs J0 to J6.

Figure 13

Figure 13 Flow chart of the direct-pouring-motion

Figure 14

Figure 14 Mean Average Precision (mAP) over the epochs for our proposed model and the original model

Figure 15

Figure 15 Sample output for our proposed model. ‘G’ stands for green ball, ‘R’ for red and ‘P’ for purple

Figure 16

Figure 16 Human performance, compared to the perfect solution (by the robot)

Figure 17

Figure 17 Comparison of cost to reach goal position for human (blue) and robot (red). Each case is a different initial condition, where the number of steps for the perfect solution is increased by 1

Figure 18

Figure 18 Error comparison between Neural Network (NN) and inverse of the Jacobian for varying step sizes. Note that the NN error remains consistent even for very large steps.

Figure 19

Figure 19 Sequence of poses for the Lock-Pouring-Motion motion

Figure 20

Table 2. Results for direct-pour-motion for passing different numbers of balls in a single motion.