Humanoid Locomotion Control and Generation Based on Contact Wrench Cones

Yu Zheng, S. Liao, K. Yamane
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引用次数: 2

Abstract

This paper presents a general framework for locomotion control and generation of humanoid robots. Different from most of the existing work which uses the zero-moment point (2mp) to determine the feasibility of robot’s motion, we use the so-called contact wrench cone to derive motion feasibility conditions, whole-body motion controllers, and locomotion generators. The contact wrench cone consists of all feasible wrenches that can be applied to the robot through contacts, which provide allowable external forces and moments for realizing the robot’s motion. Algorithms are proposed to compute quantities defined on linear representations of a general convex cone, which can be various contact wrench cones as needed in developing motion generators and controllers. Based on the contact wrench cone for contact links and the proposed algorithms as well as a decomposition of the whole-body dynamics of a floating-base humanoid robot, we derive two motion tracking controllers. One controller contains a single quadratic program with linear inequality constraints, while the other consists of two quadratic programs which can be quickly solved by one of the proposed algorithms and in a closed form, respectively. Both controllers can be applied in real-time and achieve similar motion tracking performance in simulation. Based on contact wrench cones, furthermore, we derive two motion generation methods for humanoid robots. The first method adapts a reference motion, most often infeasible, to the robot by warping the motion’s time line so that the motion trajectory will remain the same but the velocity and acceleration profiles will be changed. The second method generates bipedal locomotion for given footsteps. All the proposed motion controllers and generators are applicable to general scenarios including uneven terrains and motions with the support of other links besides feet.
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基于接触扳手锥体的人形运动控制与生成
本文提出了类人机器人运动控制与生成的总体框架。与现有的大多数工作使用零力矩点(2mp)来确定机器人运动的可行性不同,我们使用所谓的接触扳手锥来推导运动可行性条件,全身运动控制器和运动发生器。接触扳手锥由所有可以通过接触作用于机器人的可行扳手组成,这些扳手为机器人实现运动提供了允许的外力和力矩。提出了一种计算一般凸锥线性表示上定义的量的算法,在开发运动发生器和控制器时,凸锥可以是各种接触扳手锥。基于接触连杆的接触扳手锥和所提出的算法,以及对浮基类人机器人的全身动力学分解,推导出两种运动跟踪控制器。其中一个控制器包含一个具有线性不等式约束的二次规划,而另一个控制器包含两个二次规划,这两个二次规划分别可以用所提出的算法之一快速求解,并以封闭形式求解。两种控制器都可以实时应用,并在仿真中获得相似的运动跟踪性能。在此基础上,提出了两种仿人机器人运动生成方法。第一种方法通过扭曲运动的时间线,使运动轨迹保持不变,但速度和加速度轮廓将发生变化,从而使机器人适应参考运动,这通常是不可行的。第二种方法为给定的脚步产生两足运动。所有提出的运动控制器和运动发生器都适用于一般情况,包括不平坦的地形和除了脚以外需要其他环节支持的运动。
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