Engineers at ETH Zurich taught a four-legged robot to see the world in 3-D and decide for itself when to duck, so it can crawl under fallen slabs and into gaps where people cannot safely go.
Why this matters
After an earthquake, or inside an old tunnel or factory, robots could check places too dangerous for people. Often the only way in is a low gap under a fallen slab, over loose rubble. A legged robot can lower its body to fit; a wheeled robot of the same size can’t.
What makes it hard
To place their feet, today’s learning-based walking robots look at a map of ground heights: one number per patch of floor. It’s like a floor plan seen from above, where a table is drawn as a solid block. Under a slab the map shows a wall, and the gap disappears.
What people did before
Learned controllers already walk fast and reliably over steps, slopes and rubble, even when their sensors are wrong, but only where nothing hangs overhead. Robots that did crawl under things did it on flat floors under a single obstacle, or planned every step slowly with a map they had to trust completely.
What this paper does
Think of a driver and a car. A “driver” network looks at a 3-D picture of the space around the robot, made of small cubes that are empty or filled, and tells the “car”, a proven walking controller, how low to crouch and how to tilt. Both are trained in simulation, mostly by trial and error, in randomly built virtual worlds full of steps and low ceilings.
What they showed
In simulated tests the robot reached a goal 6 m away every time in 8 of 9 layouts, and 6 times in 10 under the lowest 0.5 m ceiling, about knee height for an adult. Always walking tall, or always crouching, each fell short in 4 of the 9: crouched, it can’t climb a 25 cm box, about one and a half stair steps. Real ANYmal robots crawled through a mock collapsed building.
Why it’s a step forward
It keeps the fast, robust walking of earlier controllers and adds awareness of what is overhead, in a map format any 3-D sensor can fill. Honest limits: the test scenes didn’t move, the robot avoids touching things rather than pushing past them, and a person still chooses the direction.
- voxel
- a small cube of space, marked empty or filled: a 3-D pixel
- height map
- the ground as a grid of numbers, one height per square
- policy
- the trained neural network that turns what the robot senses into commands
- reinforcement learning
- learning by trial and error in simulation, with rewards for good behaviour
- teacher / student
- a network with perfect simulated senses trains one that uses realistic, noisy senses