Despite the great progress in quadrupedal robotics during the last decade, selecting good contacts (footholds) in highly uneven and cluttered environments still remains an open challenge. This paper builds upon a state-of-the-art approach, already successfully used for humanoid robots, and applies it to our robotic platform; the quadruped robot ANY-mal. The proposed algorithm decouples the problem into two subprob-lems: first a guide trajectory for the robot is generated, then contacts are created along this trajectory. Both subproblems rely on approximations and heuristics that need to be tuned. The main contribution of this work is to explain how this algorithm has been retuned to work with ANY-mal and to show the relevance of the approach with a variety of tests in realistic dynamic simulations.
@cite_1: In the context of humanoid robot footstep planning based on a continuous action set, we conduct an analysis of the sensitivity of a walking pattern generator. Given a variation of an input vector, we calculate a bound on the variation of the volume swept by the robot lower body during the corresponding actions (steps). Since the input vector depends on real parameters, there is an infinite number of possible steps, but the calculated bound permits a sound and safe use of only a finite number of swept volumes to account for all the possible motions. After numerical evaluations, we discuss potential applications.
@cite_6: We present a framework for dynamic quadrupedal locomotion over challenging terrain, where the choice of appropriate footholds is crucial for the success of the behaviour. We build a model of the environment on-line and on-board using an efficient occupancy grid representation. We use Any-time-Repairing A* (ARA*) to search over a tree of possible actions, choose a rough body path and select the locally-best footholds accordingly. We run a n-step lookahead optimization of the body trajectory using a dynamic stability metric, the Zero Moment Point (ZMP), that generates natural dynamic whole-body motions. A combination of floating-base inverse dynamics and virtual model control accurately executes the desired motions on an actively compliant system. Experimental trials show that this framework allows us to traverse terrains at nearly 6 times the speed of our previous work, evaluated over the same set of trials.
@cite_8: We present an algorithm for planning safe navigation strategies for biped robots moving in obstacle-cluttered environments. From a discrete set of plausible statically-stable, single-step motions, a forward dynamic programming approach is used to compute a sequence of feasible footstep locations. In contrast to existing navigation strategies for mobile robots, our method is a global method that takes into account the unique ability of legged robots such as bipedal humanoids to traverse obstacles by stepping over them. Heuristics designed to minimize the number and complexity of the step motions are used to encode cost functions used for searching a footstep transition graph. We show preliminary results of an experimental implementation of the algorithm using a model of the H6 humanoid navigating on an office floor littered with obstacles.
Another common approach is to rely on Graph Search @cite_8 @cite_1 @cite_6 . The space of possible footsteps is discrete and actions are selected using graph search algorithms, such as A*. However, such approaches quickly become too computationally expensive when solving for a large number of footsteps and or considering the movement of the main body.