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Nuno Lau

Publications and source records attributed to Nuno Lau.

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Designing a skilled soccer team for RoboCup: exploring skill-set-primitives through reinforcement learning

The RoboCup 3D Soccer Simulation League serves as a competitive platform for showcasing innovation in autonomous humanoid robot agents through simulated soccer matches. Our team, FC Portugal, developed a new codebase from scratch in Python after RoboCup 2021. The team's performance relies on a set of skills centered around novel unifying primitives and a custom, symmetry-extended version of the Proximal Policy Optimization algorithm. Our methods have been thoroughly tested in official RoboCup matches, where FC Portugal has won the last two main competitions, in 2022 and 2023. This paper presents our training framework, as well as a timeline of skills developed using our skill-set-primitives, which considerably improve the sample efficiency and stability of skills, and motivate seamless transitions. We start with a significantly fast sprint-kick developed in 2021 and progress to the most recent skill set, including a multi-purpose omnidirectional walk, a dribble with unprecedented ball control, a solid kick, and a push skill. The push addresses low-level collision scenarios and high-level strategies to increase ball possession. We address the resource-intensive nature of this task through an innovative multi-agent learning approach. Finally, we release the team's codebase to the RoboCup community, providing other teams with a robust and modern foundation upon which they can build new features.

cs.RO

Addressing imperfect symmetry: A novel symmetry-learning actor-critic extension

Symmetry, a fundamental concept to understand our environment, often oversimplifies reality from a mathematical perspective. Humans are a prime example, deviating from perfect symmetry in terms of appearance and cognitive biases (e.g. having a dominant hand). Nevertheless, our brain can easily overcome these imperfections and efficiently adapt to symmetrical tasks. The driving motivation behind this work lies in capturing this ability through reinforcement learning. To this end, we introduce Adaptive Symmetry Learning (ASL), a model-minimization actor-critic extension that addresses incomplete or inexact symmetry descriptions by adapting itself during the learning process. ASL consists of a symmetry fitting component and a modular loss function that enforces a common symmetric relation across all states while adapting to the learned policy. The performance of ASL is compared to existing symmetry-enhanced methods in a case study involving a four-legged ant model for multidirectional locomotion tasks. The results show that ASL can recover from large perturbations and generalize knowledge to hidden symmetric states. It achieves comparable or better performance than alternative methods in most scenarios, making it a valuable approach for leveraging model symmetry while compensating for inherent perturbations.

cs.LG

Q-Learning based system for path planning with unmanned aerial vehicles swarms in obstacle environments

Path Planning methods for autonomous control of Unmanned Aerial Vehicle (UAV) swarms are on the rise because of all the advantages they bring. There are more and more scenarios where autonomous control of multiple UAVs is required. Most of these scenarios present a large number of obstacles, such as power lines or trees. If all UAVs can be operated autonomously, personnel expenses can be decreased. In addition, if their flight paths are optimal, energy consumption is reduced. This ensures that more battery time is left for other operations. In this paper, a Reinforcement Learning based system is proposed for solving this problem in environments with obstacles by making use of Q-Learning. This method allows a model, in this particular case an Artificial Neural Network, to self-adjust by learning from its mistakes and achievements. Regardless of the size of the map or the number of UAVs in the swarm, the goal of these paths is to ensure complete coverage of an area with fixed obstacles for tasks, like field prospecting. Setting goals or having any prior information aside from the provided map is not required. For experimentation, five maps of different sizes with different obstacles were used. The experiments were performed with different number of UAVs. For the calculation of the results, the number of actions taken by all UAVs to complete the task in each experiment is taken into account. The lower the number of actions, the shorter the path and the lower the energy consumption. The results are satisfactory, showing that the system obtains solutions in fewer movements the more UAVs there are. For a better presentation, these results have been compared to another state-of-the-art approach.

cs.AI

FC Portugal 3D Simulation Team: Team Description Paper 2020

The FC Portugal 3D team is developed upon the structure of our previous Simulation league 2D/3D teams and our standard platform league team. Our research concerning the robot low-level skills is focused on developing behaviors that may be applied on real robots with minimal adaptation using model-based approaches. Our research on high-level soccer coordination methodologies and team playing is mainly focused on the adaptation of previously developed methodologies from our 2D soccer teams to the 3D humanoid environment and on creating new coordination methodologies based on the previously developed ones. The research-oriented development of our team has been pushing it to be one of the most competitive over the years (World champion in 2000 and Coach Champion in 2002, European champion in 2000 and 2001, Coach 2nd place in 2003 and 2004, European champion in Rescue Simulation and Simulation 3D in 2006, World Champion in Simulation 3D in Bremen 2006 and European champion in 2007, 2012, 2013, 2014 and 2015). This paper describes some of the main innovations of our 3D simulation league team during the last years. A new generic framework for reinforcement learning tasks has also been developed. The current research is focused on improving the above-mentioned framework by developing new learning algorithms to optimize low-level skills, such as running and sprinting. We are also trying to increase student contact by providing reinforcement learning assignments to be completed using our new framework, which exposes a simple interface without sharing low-level implementation details.

cs.RO

Learning Hybrid Locomotion Skills -- Learn to Exploit Residual Dynamics and Modulate Model-based Gait Control

This work aims to combine machine learning and control approaches for legged robots, and developed a hybrid framework to achieve new capabilities of balancing against external perturbations. The framework embeds a kernel which is a fully parametric closed-loop gait generator based on analytical control. On top of that, a neural network with symmetric partial data augmentation learns to automatically adjust the parameters for the gait kernel and to generate compensatory actions for all joints as the residual dynamics, thus significantly augmenting the stability under unexpected perturbations. The performance of the proposed framework was evaluated across a set of challenging simulated scenarios. The results showed considerable improvements compared to the baseline in recovering from large external forces. Moreover, the produced behaviours are more natural, human-like and robust against noisy sensing.

cs.RO

A CPG-Based Agile and Versatile Locomotion Framework Using Proximal Symmetry Loss

Humanoid robots are made to resemble humans but their locomotion abilities are far from ours in terms of agility and versatility. When humans walk on complex terrains, or face external disturbances, they combine a set of strategies, unconsciously and efficiently, to regain stability. This paper tackles the problem of developing a robust omnidirectional walking framework, which is able to generate versatile and agile locomotion on complex terrains. The Linear Inverted Pendulum Model and Central Pattern Generator concepts are used to develop a closed-loop walk engine, which is then combined with a reinforcement learning module. This module learns to regulate the walk engine parameters adaptively, and generates residuals to adjust the robot's target joint positions (residual physics). Additionally, we propose a proximal symmetry loss function to increase the sample efficiency of the Proximal Policy Optimization algorithm, by leveraging model symmetries and the trust region concept. The effectiveness of the proposed framework was demonstrated and evaluated across a set of challenging simulation scenarios. The robot was able to generalize what it learned in unforeseen circumstances, displaying human-like locomotion skills, even in the presence of noise and external pushes.

cs.RO

A Modular Framework to Generate Robust Biped Locomotion: From Planning to Control

Biped robots are inherently unstable because of their complex kinematics as well as dynamics. Despite the many research efforts in developing biped locomotion, the performance of biped locomotion is still far from the expectations. This paper proposes a model-based framework to generate stable biped locomotion. The core of this framework is an abstract dynamics model which is composed of three masses to consider the dynamics of stance leg, torso and swing leg for minimizing the tracking problems. According to this dynamics model, we propose a modular walking reference trajectories planner which takes into account obstacles to plan all the references. Moreover, this dynamics model is used to formulate the controller as a Model Predictive Control (MPC) scheme which can consider some constraints in the states of the system, inputs, outputs and also mixed input-output. The performance and the robustness of the proposed framework are validated by performing several numerical simulations using MATLAB. Moreover, the framework is deployed on a simulated torque-controlled humanoid to verify its performance and robustness. The simulation results show that the proposed framework is capable of generating biped locomotion robustly.

cs.RO

Robust Biped Locomotion Using Deep Reinforcement Learning on Top of an Analytical Control Approach

This paper proposes a modular framework to generate robust biped locomotion using a tight coupling between an analytical walking approach and deep reinforcement learning. This framework is composed of six main modules which are hierarchically connected to reduce the overall complexity and increase its flexibility. The core of this framework is a specific dynamics model which abstracts a humanoid's dynamics model into two masses for modeling upper and lower body. This dynamics model is used to design an adaptive reference trajectories planner and an optimal controller which are fully parametric. Furthermore, a learning framework is developed based on Genetic Algorithm (GA) and Proximal Policy Optimization (PPO) to find the optimum parameters and to learn how to improve the stability of the robot by moving the arms and changing its center of mass (COM) height. A set of simulations are performed to validate the performance of the framework using the official RoboCup 3D League simulation environment. The results validate the performance of the framework, not only in creating a fast and stable gait but also in learning to improve the upper body efficiency.

cs.RO

A Hierarchical Framework to Generate Robust Biped Locomotion Based on Divergent Component of Motion

Keeping the stability can be counted as the essential ability of a humanoid robot to step out of the laboratory to work in our real environment. Since humanoid robots have similar kinematic to a human, humans expect these robots to be robustly capable of stabilizing even in a challenging situation like while a severe push is applied. This paper presents a robust walking framework which not only takes into account the traditional push recovery approaches (e.g., ankle, hip and step strategies) but also uses the concept of Divergent Component of the Motion (DCM) to adjust next step timing and location. The control core of the proposed framework is composed of a Linear-Quadratic-Gaussian (LQG) controller and two proportional controllers. In this framework, the LQG controller tries to track the reference trajectories and the proportional controllers are designed to adjust the next step timing and location that allow the robot to recover from a severe push. The robustness and the performance of the proposed framework have been validated by performing a set of simulations, including walking and push recovery using MATLAB. The simulation results verified that the proposed framework is capable of providing a robust walking even in very challenging situations.

cs.RO

A Robust Closed-Loop Biped Locomotion Planner Based on Time Varying Model Predictive Control

Developing robust locomotion for humanoid robots is a complex task due to the unstable nature of these robots and also to the unpredictability of the terrain. A robust locomotion planner is one of the fundamental components for generating stable biped locomotion. This paper presents an optimal closed-loop biped locomotion planner which can plan reference trajectories even in challenging conditions. The proposed planner is designed based on a Time-Varying Model Predictive Control~(TVMPC) scheme to be able to consider some constraints in the states, inputs and outputs of the system and also mixed input-output. Moreover, the proposed planner takes into account the vertical motion of the Center of Mass~(COM) to generate walking with mostly stretched knees which is more human-like. Additionally, the planner uses the concept of Divergent Component of Motion~(DCM) to modify the reference ZMP online to improve the withstanding level of the robot in the presence of severe disturbances. The performance and also the robustness of the proposed planner are validated by performing several simulations using~\mbox{MATLAB}. The simulation results show that the proposed planner is capable of generating the biped locomotion robustly.

cs.RO

A Fast and Stable Omnidirectional Walking Engine for the Nao Humanoid Robot

This paper proposes a framework designed to generate a closed-loop walking engine for a humanoid robot. In particular, the core of this framework is an abstract dynamics model which is composed of two masses that represent the lower and the upper body of a humanoid robot. Moreover, according to the proposed dynamics model, the low-level controller is formulated as a Linear-Quadratic-Gaussian (LQG) controller that is able to robustly track the desired trajectories. Besides, this framework is fully parametric which allows using an optimization algorithm to find the optimum parameters. To examine the performance of the proposed framework, a set of simulation using a simulated Nao robot in the RoboCup 3D simulation environment has been carried out. Simulation results show that the proposed framework is capable of providing fast and reliable omnidirectional walking. After optimizing the parameters using genetic algorithm (GA), the maximum forward walking velocity that we have achieved was $80.5cm/s$.

cs.RO

A Robust Biped Locomotion Based on Linear-Quadratic-Gaussian Controller and Divergent Component of Motion

Generating robust locomotion for a humanoid robot in the presence of disturbances is difficult because of its high number of degrees of freedom and its unstable nature. In this paper, we used the concept of Divergent Component of Motion~(DCM) and propose an optimal closed-loop controller based on Linear-Quadratic-Gaussian to generate a robust and stable walking for humanoid robots. The biped robot dynamics has been approximated using the Linear Inverted Pendulum Model~(LIPM). Moreover, we propose a controller to adjust the landing location of the swing leg to increase the withstanding level of the robot against a severe external push. The performance and also the robustness of the proposed controller is analyzed and verified by performing a set of simulations using~\mbox{MATLAB}. The simulation results showed that the proposed controller is capable of providing a robust walking even in the presence of disturbances and in challenging situations.

cs.RO

Comparison Study of Well-Known Inverted Pendulum Models for Balance Recovery in Humanoid Robot

Bipedal robots are essentially unstable because of their complex kinematics as well as high dimensional state space dynamics, hence control and generation of stable walking is a complex subject and still one of the active topics in the robotic community. Nowadays, there are many humanoids performing stable walking, but fewer show effective push recovery under pushes. In this paper, we firstly review more common used abstract dynamics models for a humanoid robot which are based on the inverted pendulum and show how these models can be used to provide walking for a humanoid robot and also how a hierarchical control structure could fade the complexities of a humanoid walking. Secondly, the reviewed models are compared together not only in an analytical manner but also by performing several numerical simulations in a push recovery scenario using \mbox{MATLAB}. These theoretical and simulation studies quantitatively compare these models regarding regaining balance. The results showed that the enhanced version of Linear Inverted Pendulum Plus Flywheel is the ablest dynamics model to regain the stability of the robot even in very challenging situations.

cs.RO

A Model-Based Balance Stabilization System for Biped Robot

This paper presents a model-based balance stabilization system which takes into account not only the stable part of COM dynamics but also the unstable part. In this system, the overall dynamics of a humanoid robot is approximated using a Linear Inverted Pendulum Plus Flywheel Model (LIPPFM). Moreover, Divergent Component of Motion~(DCM) is used to define when and where a robot should take a step to prevent falling. The proposed system has been successfully tested by performing several simulations using MATLAB. The simulation results show this system is capable of stabilizing the balance of the robot in various conditions.

cs.RO

A Computational Study on Emotions and Temperament in Multi-Agent Systems

Recent advances in neurosciences and psychology have provided evidence that affective phenomena pervade intelligence at many levels, being inseparable from the cognitionaction loop. Perception, attention, memory, learning, decisionmaking, adaptation, communication and social interaction are some of the aspects influenced by them. This work draws its inspirations from neurobiology, psychophysics and sociology to approach the problem of building autonomous robots capable of interacting with each other and building strategies based on temperamental decision mechanism. Modelling emotions is a relatively recent focus in artificial intelligence and cognitive modelling. Such models can ideally inform our understanding of human behavior. We may see the development of computational models of emotion as a core research focus that will facilitate advances in the large array of computational systems that model, interpret or influence human behavior. We propose a model based on a scalable, flexible and modular approach to emotion which allows runtime evaluation between emotional quality and performance. The results achieved showed that the strategies based on temperamental decision mechanism strongly influence the system performance and there are evident dependency between emotional state of the agents and their temperamental type, as well as the dependency between the team performance and the temperamental configuration of the team members, and this enable us to conclude that the modular approach to emotional programming based on temperamental theory is the good choice to develop computational mind models for emotional behavioral Multi-Agent systems.

cs.AI