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Alex Xu

Publications and source records attributed to Alex Xu.

6 recordsLinked to original sources

A Hierarchical, Model-Based System for High-Performance Humanoid Soccer

The development of athletic humanoid robots has gained significant attention as advances in actuation, sensing, and control enable increasingly dynamic, real-world capabilities. RoboCup, an international competition of fully autonomous humanoid robots, provides a uniquely challenging benchmark for such systems, culminating in the long-term goal of competing against human soccer players by 2050. This paper presents the hardware and software innovations underlying our team's victory in the RoboCup 2024 Adult-Sized Humanoid Soccer Competition. On the hardware side, we introduce an adult-sized humanoid platform built with lightweight structural components, high-torque quasi-direct-drive actuators, and a specialized foot design that enables powerful in-gait kicks while preserving locomotion robustness. On the software side, we develop an integrated perception and localization framework that combines stereo vision, object detection, and landmark-based fusion to provide reliable estimates of the ball, goals, teammates, and opponents. A mid-level navigation stack then generates collision-aware, dynamically feasible trajectories, while a centralized behavior manager coordinates high-level decision making, role selection, and kick execution based on the evolving game state. The seamless integration of these subsystems results in fast, precise, and tactically effective gameplay, enabling robust performance under the dynamic and adversarial conditions of real matches. This paper presents the design principles, system architecture, and experimental results that contributed to ARTEMIS's success as the 2024 Adult-Sized Humanoid Soccer champion.

cs.RO

TypeDis: A Type System for Disentanglement

Disentanglement is a runtime property of parallel programs guaranteeing that parallel tasks remain oblivious to each other's allocations. As demonstrated in the MaPLe compiler and run-time system, disentanglement can be exploited for fast automatic memory management, especially task-local garbage collection with no synchronization between parallel tasks. However, as a low-level property, disentanglement can be difficult to reason about for programmers. The only means of statically verifying disentanglement so far has been DisLog, an Iris-fueled variant of separation logic, mechanized in the Rocq proof assistant. DisLog is a fully-featured program logic, allowing for proof of functional correctness as well as verification of disentanglement. Yet its employment requires significant expertise and per-program proof effort. This paper explores the route of automatic verification via a type system, ensuring that any well-typed program is disentangled and lifting the burden of carrying out manual proofs from the programmer. It contributes TypeDis, a type system inspired by region types, where each type is annotated with a timestamp, identifying the task that allocated it. TypeDis supports iso-recursive types as well as polymorphism over both types and timestamps. Crucially, timestamps are allowed to change during type-checking, at join points as well as via a form of subtyping, dubbed subtiming. The paper illustrates TypeDis and its features on a range of examples. The soundness of TypeDis and the examples are mechanized in the Rocq proof assistant, using an improved version of DisLog, dubbed DisLog2.

cs.PL

A Generalization of CLAP from 3D Localization to Image Processing, A Connection With RANSAC & Hough Transforms

In previous work, we introduced a 2D localization algorithm called CLAP, Clustering to Localize Across $n$ Possibilities, which was used during our championship win in RoboCup 2024, an international autonomous humanoid soccer competition. CLAP is particularly recognized for its robustness against outliers, where clustering is employed to suppress noise and mitigate against erroneous feature matches. This clustering-based strategy provides an alternative to traditional outlier rejection schemes such as RANSAC, in which candidates are validated by reprojection error across all data points. In this paper, CLAP is extended to a more general framework beyond 2D localization, specifically to 3D localization and image stitching. We also show how CLAP, RANSAC, and Hough transforms are related. The generalization of CLAP is widely applicable to many different fields and can be a useful tool to deal with noise and uncertainty.

cs.CV

CLAP: Clustering to Localize Across n Possibilities, A Simple, Robust Geometric Approach in the Presence of Symmetries

In this paper, we present our localization method called CLAP, Clustering to Localize Across $n$ Possibilities, which helped us win the RoboCup 2024 adult-sized autonomous humanoid soccer competition. Competition rules limited our sensor suite to stereo vision and an inertial sensor, similar to humans. In addition, our robot had to deal with varying lighting conditions, dynamic feature occlusions, noise from high-impact stepping, and mistaken features from bystanders and neighboring fields. Therefore, we needed an accurate, and most importantly robust localization algorithm that would be the foundation for our path-planning and game-strategy algorithms. CLAP achieves these requirements by clustering estimated states of our robot from pairs of field features to localize its global position and orientation. Correct state estimates naturally cluster together, while incorrect estimates spread apart, making CLAP resilient to noise and incorrect inputs. CLAP is paired with a particle filter and an extended Kalman filter to improve consistency and smoothness. Tests of CLAP with other landmark-based localization methods showed similar accuracy. However, tests with increased false positive feature detection showed that CLAP outperformed other methods in terms of robustness with very little divergence and velocity jumps. Our localization performed well in competition, allowing our robot to shoot faraway goals and narrowly defend our goal.

cs.RO

Learning to Walk in Costume: Adversarial Motion Priors for Aesthetically Constrained Humanoids

We present a Reinforcement Learning (RL)-based locomotion system for Cosmo, a custom-built humanoid robot designed for entertainment applications. Unlike traditional humanoids, entertainment robots present unique challenges due to aesthetic-driven design choices. Cosmo embodies these with a disproportionately large head (16% of total mass), limited sensing, and protective shells that considerably restrict movement. To address these challenges, we apply Adversarial Motion Priors (AMP) to enable the robot to learn natural-looking movements while maintaining physical stability. We develop tailored domain randomization techniques and specialized reward structures to ensure safe sim-to-real, protecting valuable hardware components during deployment. Our experiments demonstrate that AMP generates stable standing and walking behaviors despite Cosmo's extreme mass distribution and movement constraints. These results establish a promising direction for robots that balance aesthetic appeal with functional performance, suggesting that learning-based methods can effectively adapt to aesthetic-driven design constraints.

cs.RO

Seiberg-Witten Equations and Einstein Metrics on Finite Volume 4-Manifolds with Asymptotically Hyperbolic Ends

We construct infinitely many examples of finite volume 4-manifolds with $T^3$ ends that do not admit any cusped asymptotically hyperbolic Einstein metrics yet satisfy a strict logarithmic version of the Hitchin-Thorpe inequality due to Dai-Wei. This is done by using estimates from Seiberg-Witten theory due to LeBrun as well as a method for constructing solutions to the Seiberg-Witten equations on noncompact manifolds due to Biquard. We also use constructions coming from the $Pin^-(2)$ monopole equations to obtain a larger class of manifolds where these techniques apply.

math.DG