Pang, Joint work with Terry and Lu
Collision-free Motion Planning
Interact with the world
Interact with the world
Collision-free Motion Planning
But this is excessively restrictive!
Box
What if we have a larger box...?
We need to use a bigger arm...
Or make more contacts!
A few more arms
Smaller
Contact-rich planning and control can enable both bimanual whole-arm manipulation and dexterous manipulation.
Take aways:
But slows down to 16Hz for a more complex system:
Open-loop execution of contact-rich plans:
Quasi-static \(\Longleftrightarrow \Sigma F = 0\)
But why is it a good idea?
Achieves stable integration with much larger time steps. (0.001s --> 0.4s)
Second-order
mass matrix
Quasi-static
Coriolis Force
Torque (contact + actuation)
\(\mathrm{v}_p\): applied velocities by the manipulator end effector at the contact point. [1]
[3]
\(R_P\): "the ray of pushing". [2]
This is a good model for planar pushing:
But what about grasping?
A Impedance-controlled 1D robot and an object.
Contact force and \(q_+\) can now be uniquely* determined from \(u\), even for grasping.
Force-acceleration
Impulse-momentum
is the optimality condition of
But impacts can lead to infinite forces (e.g. Painleve's Paradox) [1].
Time step
KKT
KKT
: signed distance function.
Robot
Robot
Robot
Regularized least squares
Tangential displacements
smoothed dynamics
original dynamics
\(q^\mathrm{u}\)
Optimality Condition
Robot
KKT
Put constraints in a generalized log for \(\mathcal{\kappa}_i^\star\)
Notation:
Original dynamics
Smoothed dynamics
Task: Turning the ball by 30 degrees.
What about 180 degrees?
Regularization. \(\gamma\) is small.
\(\varepsilon \) sub-level set
No regularization
un-actauted(objects)
Smoothed.
Regularized.
Motivated by the need of a non-degenerate distance metric, two modifications to the vanilla RRT are made:
These modifications, together with smoothing, are essential for efficient state space exploration:
RRT tree fro a simple system with contacts
Ablation study: what trees look like after growing a fixed number of nodes.
Planning wall-clock time (seconds)
Smoothing by sampling
Smoothing directly
Open-loop
Closed-loop
Goal
Start
Final
Open-loop hardware
Open-loop Drake
Smooth linearization