Tag Archives: robotics

Workshop talk – Adaptive neurorobotics using Nengo and the Loihi

I gave a talk last month at the HALO (Harware and Algorithms for Learning On-achip) workshop at ICCAD (the International Conference on Computed Aided Design). It’s goes over the work from our paper that came out in Frontiers in Neurorobotics in October, titled: Nengo and Low-Power AI Hardware for Robust, Embedded Neurorobotics. I’ve put it up on YouTube, and am sharing it here, now! I recommend watching it at 2x speed, as I talk pretty slowly (I’ve been told it’s a good ASMR voice).

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Building models in Mujoco

Mujoco is an awesome simulation tool. You’re probably familiar with it from it’s use in the OpenAI gym, or from it featuring in articles and videos on model predictive control and robots learning to walk research. If you’re not familiar with it, you should check it out! Mujoco provides super fast dynamics simulation with a focus on contact dynamics. It’s especially useful for simulating robotic arms and gripping tasks.

There is a growing model repository, but it’s not unlikely you’re going to want to build your own model. It turns out this is relatively easy in Mujoco. There are two parts to defining a model: 1) The STL files, which are 3D models of the robot components, and 2) the XML file, which specifies the kinematic and dynamic relationships in the model. For STL manipulation, we use the program SketchUp because it is freely available with both offline and online versions.

This post will start by going over some settings in SketchUp assuming you haven’t used it before. We’ll then walk through how to set up the STL files for the individual components of the robot model (assuming that you already have the 3D modeling completed), steps for generating a Mujoco XML robot description file, and go over a couple of the more common problems that come up in the process.

If you don’t have the 3D modeling aleady completed, it’s worth doing a quick search around online to see if someone else has already made it because there are a lot out there not posted officially on any model repo. Github is a good source, and so is https://www.traceparts.com/en. We’re not going to cover any 3D modeling how-to here.

Shout out to my colleague Pawel Jaworski who worked through this process and wrote up the first of this document!

Sketchup Settings – Set model units on import

Before opening your STL, in the open file window select your file and click on the Options button next to Import. Select the units that the model was defined in. If you import your object and cannot see it, it is likely that the units selected during the import were incorrect and the object is simply too small to see.

Skechup Settings – Set model units for export

Mujoco uses the units specified in your STL models. ABR Control uses metres, and things generally are easiest when everyone is using the same units. To change your units to meters, go to Model Info > Length Units > 0.0m.

Sketchup Settings – Measurement precision

Before doing any measuring in SketchUp, change your measurement precision in Model Info > Units. precision to the largest number of digits to make sure you get accurate measurements (which you will need when building the Mujoco XML), the default in the online version is 1 significant digit.

Sketchup Settings – Disable snapping

If you are like me then auto-snapping is often a huge pet peeve. To disable it, go to Model Info > Units and unclick Length snapping and Angle snapping.

Sketchup Settings – Xray mode

It can be helpful to set the default view to xray mode so you can see inside the model when manipulating the components. To do this go to Styles > Default Styles > X-ray on the right hand side.


Generating component STL files

A common starting point for modeling is that you have a 3D model of the full robot. When this is the case, the first step in building a Mujoco model is to generate separate STL files for each of the components of the robot that you want to be able to move independently. For each of these component STL files, we want the point where it connects to the joint to be at the origin (0, 0, 0). We’ve found that this streamlines the process of building the model in the XML and makes it much easier to correctly specify the inertial properties.

If your 3D model is already broken up into each dynamic component (i.e. each arm section that moves independently) then you can skip to the section on centering at the origin.

Exporting components to separate STLs

Make sure you have the model unlocked. To do so, choose the Select tool and highlight the entire model. If the outline is red, it is locked. To unlock it, right click and choose Unlock.

LockedUnlocked
Unlocking the UR5 model in SketchUp

To get each component piece: Select the entire arm, deselect your component with Ctrl + Shift + Click, and then delete the rest. Go to the folder icon in the top left and select Export > STL. When exporting your model, make sure to not save your model in ASCII format, choose Binary. Repeat this until you have exported every part as its own STL.

How to save an individual component from a complete robot model

Positioning your object at the origin

For each component, identify where it will connect to the previous component, i.e. where the joint will attach it to the rest of the robot. We want to set up the STL such that this point is at the origin. By doing this we simplify building the XML file later. For the base of the robot this would simply be the bottom of the link, centered.

The easiest way to move the object to the origin is to click a point on the object with the move tool, type [0, 0, 0], and hit enter. This will move the selected point to the origin.

If your object is asymmetrical or you want to center on a point that is difficult to select with your mouse, you can use the measurement tool to set some guidelines. Setting two intersecting lines can help greatly in finding the center of an object (see dotted lines in figure).

Using dotted black guidelines to select an off-center point

Measure the offset distance for the next link

Once the component is appropriately placed at the origin, the next thing we need is the distance to the next attachment point from the origin.

The screenshots below show an example of drawing a verticle guideline to make selecting the next attachment point easy.

Making a verticle reference line that extends beyond the point of interest
Selecting the attachment point of the next component to measure the offset distance

When the next attachment point is selected, the Measurements box will display its coordinates. We will need to know all of the offset distances for each component for building the XML file, so make sure you take note!

Some measuring tips

  • Press and hold a directional button while measuring to lock an axis. The up arrow locks the z (blue) axis, the left arrow locks the y (green) axis, and the right arrow locks the x (red) axis.
  • The measuring tape line changes color to match an axis colors when it is parallel to any axis.
  • Notes on how to use the Tape Measure tool effectively

Building your model XML

The easiet way to put together your robot is to build your model up one joint and component at a time, running the simulation to make sure that it works as expected, and then adding the next piece. You will be tempted to assemble a bunch of the model all at once, but this is the siren’s song. You must be strong and resist!

For testing, we created the basic script below, which uses the ABR Control library. To check alignment you can press the space bar to pause the simulation, if you want to make the arm to move then you can change the script to send in some small value instead of zeros.

import mujoco_py as mjp
import glfw
import numpy as np

from abr_control.interfaces.mujoco import Mujoco
from abr_control.arms.mujoco_config import MujocoConfig

robot_config = MujocoConfig(xml_file='example.xml', folder='.')
interface = Mujoco(robot_config, dt=0.001)
interface.connect()

try:
    while True:
        if interface.viewer.exit:
            glfw.destroy_window(interface.viewer.window)
            break

        interface.send_forces(np.zeros(robot_config.N_JOINTS))

finally:
    interface.disconnect()

To run this script with your model, place it in the same directory as your XML file, with a folder called ‘meshes’ that has all of your STLs. If you call your XML file something other than ‘example.xml’ be sure to change that in the script above.

XML model parts

When you’re building your XML file, you’re going to want to have the Mujoco XML Reference constantly open. It’s super detailed and thorough. You can also check out this basic template file on my GitHub which shows the different parts of the file (you will need to fill this out with your own STLs and measurements).

Inside the standard definition tags, the main parts that we’ll be using are:

  • <asset> – where you import your STLs using the <mesh> tag
  • <worldbody> – where all of the objects in the simulation are defined using <body> tags, including lights, the floor, and of course your robot
  • <acutator> – where you specify which joints defined in your robot can be actuated. The ordering of these joints is important, it should be the same as their order in the kinematic tree (i.e. start with joint0 up to the last joint.)

Body building

The meat of the file is of course in the sequence of <body> tags that define the robot model. Each section of the robot looks like this:

<body name="link_n" pos="0 0 0">
    <joint name="joint_n-1" axis="0 0 0" pos="0 0 0"/>
    <geom name="link_n" type="mesh" mesh="shoulder" pos="0 0 0" euler="0 0 0"/>
    <inertial pos="0 0 0" mass="0.01" diaginertia="0 0 0"/>

    <!-- nest the next joint here -->
</body>

Set body position and geoms
Set the offset from the previous body in the pos attribute on the <body> tag, instead of on the geoms. On the <joint> you can then set pos="0 0 0" which we’ve found to help simplify debugging later on.

In each body section you can have several <joint>s and <geom>s. Geoms defined on the same body will be fused together. If you have specific inertia properties for several geoms that are fused together, you will have to create a <body> for each to be able to instantiate their own <inertial> tag. Otherwise, it’s recommended to put them all in the same <body> to optimize simulation speed.

Orientation and inertia
You may need to rotate your STLs to align them properly with the rest of the robot as you build. You can do this either in the <body> or <geom> tags. If you are using an <inertial> tag for this body, we recommend you do this using the euler parameter inside the <geom> tag, instead of inside the <body> tag. If you specify rotation in the <body> tag, you also need to apply the same rotation to your <inertia> parameters, which complicates things.

If you don’t provide an <inertial> tag, the inertia properties will be inferred from the geom.

Contype and conaffinity
If you have geoms that you don’t want to collide with other parts in the model, you can set the contype and conaffinity parameters on the geom tags. This can be handy if you have a tightly-fit 3D model an run into issues with friction, we do this on the UR5 model in the ABR Control library.

End-effector tag for ABR Control
If you’re going to use the ABR Control library operational space controller, you’ll need to add a tag <body name="EE" pos="0 0 0"> at the point of the robot that you want to control. Usually the hand.

Once you’ve added on your robot body segment, save the XML and run the above python script to test out the set up. You will likely need to do some fine tuning by iteratively adjusting the parameters and viewing the model in Mujoco. We’ve found commenting out all of the joints except the joint of interest in the XML file makes assessment much easier.

Template XML file

<mujoco model="example">
    <!-- set some defaults for units and lighting -->
    <compiler angle="radian" meshdir="meshes"/>

    <!-- import our stl files -->
    <asset>
        <mesh file="base.STL" />
        <mesh file="link1.STL" />
        <mesh file="link2.STL" />
    </asset>

    <!-- define our robot model -->
    <worldbody>
        <!-- set up a light pointing down on the robot -->
        <light directional="true" pos="-0.5 0.5 3" dir="0 0 -1" />
        <!-- add a floor so we don't stare off into the abyss -->
        <geom name="floor" pos="0 0 0" size="1 1 1" type="plane" rgba="1 0.83 0.61 0.5"/>
        <!-- the ABR Control Mujoco interface expects a hand mocap -->
        <body name="hand" pos="0 0 0" mocap="true">
            <geom type="box" size=".01 .02 .03" rgba="0 .9 0 .5" contype="2"/>
        </body>

        <!-- start building our model -->
        <body name="base" pos="0 0 0">
            <geom name="link0" type="mesh" mesh="base" pos="0 0 0"/>
            <inertial pos="0 0 0" mass="0" diaginertia="0 0 0"/>

            <!-- nest each child piece inside the parent body tags -->
            <body name="link1" pos="0 0 1">
                <!-- this joint connects link1 to the base -->
                <joint name="joint0" axis="0 0 1" pos="0 0 0"/>

                <geom name="link1" type="mesh" mesh="link1" pos="0 0 0" euler="0 3.14 0"/>
                <inertial pos="0 0 0" mass="0.75" diaginertia="1 1 1"/>

                <body name="link2" pos="0 0 1">
                    <!-- this joint connects link2 to link1 -->
                    <joint name="joint1" axis="0 0 1" pos="0 0 0"/>

                    <geom name="link2" type="mesh" mesh="link2" pos="0 0 0" euler="0 3.14 0"/>
                    <inertial pos="0 0 0" mass="0.75" diaginertia="1 1 1"/>

                    <!-- the ABR Control Mujoco interface uses the EE body to -->
                    <!-- identify the end-effector point to control with OSC-->
                    <body name="EE" pos="0 0.2 0.2">
                        <inertial pos="0 0 0" mass="0" diaginertia="0 0 0" />
                    </body>
                </body>
            </body>
        </body>
    </worldbody>

    <!-- attach actuators to joints -->
    <actuator>
        <motor name="joint0_motor" joint="joint0"/>
        <motor name="joint1_motor" joint="joint1"/>
    </actuator>

</mujoco>

If you want to use the above template XML file with the example Mujoco simulation script withot having to create your own STLs, you can download the meshes folder from ABR Control’s Jaco 2 model to get going. The placement of things is wildly inaccurate but it’ll get you going. You can also checkout the abr_control/arms/jaco2/jaco2.xml and abr_control/arms/ur5/ur5.xml files for more examples.

Hopefully this is enough to get you started, if you run into questions you can post below or on the Mujoco forums. Happy modeling!


Troubleshooting

SketchUp – I’m importing my model but I can’t see it

It is likely that the units selected during the import were incorrect and the object is simply too small to see. When opening your STL, in the open file window select your file and click on the options button next to Import to change the units.

Mujoco – My arm isn’t moving, or moves slightly and stops

In this case you likely have collisions between links. You can either add a small gap between links (make sure to account for this shift in subsequent links and joints), or you can use the contype and conaffinity tags to set up the model such that collisions between the two components are not calculated.

For example, in our UR5 model, we set the touching geoms between links to have different contype and conaffinity values so that they don’t scrape against one another and prevent movement.

Mujoco – Parts of my model are spinning around wildly

This usually arises from being instantiated in contact with another part of the model. Sometimes it looks like there is clearly no contact between different model segments, but in fact there is because of how the contact dynamics are calculated.

Only convex shapes are supported. To see the shapes being used to calculate the contact dynamics, press F1 while the model is running. 

There is no space between the neck and jaw. To address this, you need break things up into multiple component STL files and then stitch them together in the XML. For example, in the above skeleton you would need to break it up into skull and spine STLs. NB: I will not be answering any questions about why a skeleton was used in this example.

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Force control of task-space orientation

So you want to use force control to control the orientation of your end-effector, eh? What a noble endeavour. I, too, wished to control the orientation of the end-effector. While the journey was long and arduous, the resulting code is short and quick to implement. All of the code for reproducing the results shown here is up on my GitHub and in the ABR Control repo. 

Introduction

There are numerous resources that introduce the topic of orientation control, so I’m not going to do a full rehash here. I will link to resources that I found helpful, but a quick google search will pull up many useful references on the basics. 

When describing the orientation of the end-effector there are three different primary methods used: Euler angles, rotation matrices, and quaternions. The Euler angles \alpha, \beta and \gamma denote roll, pitch, and yaw, respectively. Rotation matrices specify 3 orthogonal unit vectors, and I describe in detail how to calculate them in this post on forward transforms. And quaternions are 4-dimensional vectors used to describe 3 dimensional orientation, which provide stability and require less memory and compute but are more complicated to understand.

Most modern robotics control is done using quaternions because they do not have singularities, and it is straight forward to convert them to other representations. Fun fact: Quaternion trajectories also interpolate nicely, where Euler angles and rotation matrices do not, so they are used in computer graphics to generate a trajectory for an object to follow in orientation space.

While you won’t need a full understanding of quaternions to use the orientation control code, it definitely helps if anything goes wrong. If you are looking to learn about or brush up on quaternions, or even if you’re not but you haven’t seen this resource, you should definitely check out these interactive videos by Grant Sanderson and Ben Eater. They have done an incredible job developing modules to give people an intuition into how quaternions work, and I can’t recommend their work enough. There’s also a non-interactive video version that covers the same material.

In control literature, angular velocity and acceleration are denoted \pmb{\omega} and \dot{\pmb{\omega}}. It’s important to remember that \omega is denoting a velocity, and not a position, as we work through things or it could take you a lot longer to understand than it otherwise might…

How to generate task-space angular forces

So, if you recall a post long ago on Jacobians, our task-space Jacobian has 6 rows:

\left[ \begin{array}{c} \dot{\textbf{x}} \\ \pmb{\omega} \end{array} \right] = \textbf{J}(\textbf{q}) \; \dot{\textbf{q}}

In position control, where we’re only concerned about the (x, y, z) position of the hand, the angular velocity dimensions are stripped out of the Jacobian so that it’s a 3 x n_joints matrix rather than a 6 x n_joints matrix. So the orientation of the end-effector is not controlled at all. When we did this, we didn’t need to worry or know anything about the form of the angular velocities.

Now that we’re interested in orientation control, however, we will need to learn up (and thank you to Yitao Ding for clarifying this point in comments on the original version of this post). The Jacobian for the orientation describes the rotational velocities around each axis (x, y, z) with respect to joint velocities. The rotational velocity of each axis “happens” at the same time. It’s important to note that this is not the same thing as Euler angles, which are applied sequentially.

To generate our task-space angular forces we will have to generate an orientation angle error signal of the appropriate form. To do that, first we’re going to have to get and be able to manipulate the orientation representation of the end-effector and our target.

Transforming orientation between representations

We can get the current end-effector orientation in rotation matrix form quickly, using the transformation matrices for the robot. To get the target end-effector orientation in the examples below we’ll use the VREP remote API, which returns Euler angles.

It’s important to note that Euler angles can come in 12 different formats. You have to know what kind of Euler angles you’re dealing with (e.g. rotate around X then Y then Z, or rotate around X then Y then X, etc) for all of this to work properly. It should be well documented somewhere, for example the VREP API page tells us that it will return angles corresponding to x, y, and then z rotations.

The axes of rotation can be static (extrinsic rotations) or rotating (intrinsic rotations). NOTE: The VREP page says that they rotate around an absolute frame of reference, which I take to mean static, but I believe that’s a typo on their page. If you calculate the orientation of the end-effector of the UR5 using transform matrices, and then convert it to Euler angles with axes='rxyz' you get a match with the displayed Euler angles, but not with axes='sxyz'.

Now we’re going to have to be able to transform between Euler angles, rotation matrices, and quaternions. There are well established methods for doing this, and a bunch of people have coded things up to do it efficiently. Here I use the very handy transformations module from Christoph Gohlke at the University of California. Importantly, when converting to quaternions, don’t forget to normalize the quaternions to unit length.

from abr_control.arms import ur5 as arm
from abr_control.interfaces import VREP
from abr_control.utils import transformations

robot_config = arm.Config()
interface = VREP(robot_config)
interface.connect()

feedback = interface.get_feedback()
# get the end-effector orientation matrix
R_e = robot_config.R('EE', q=feedback['q'])
# calculate the end-effector unit quaternion
q_e = transformations.unit_vector(
    transformations.quaternion_from_matrix(R_e))

# get the target information from VREP
target = np.hstack([
    interface.get_xyz('target'),
    interface.get_orientation('target')])
# calculate the target orientation rotation matrix
R_d = transformations.euler_matrix(
    target[3], target[4], target[5], axes='rxyz')[:3, :3]
# calculate the target orientation unit quaternion
q_d = transformations.unit_vector(
    transformations.quaternion_from_euler(
        target[3], target[4], target[5],
        axes='rxyz'))  # converting angles from 'rotating xyz'

Generating the orientation error

I implemented 4 different methods for calculating the orientation error, from (Caccavale et al, 1998), (Yuan, 1988) and (Nakinishi et al, 2008), and then one based off some code I found on Stack Overflow. I’ll describe each below, and then we’ll look at the results of applying them in VREP.

Method 1 – Based on code from StackOverflow

Given two orientation quaternion \textbf{Q}_A and \textbf{Q}_B, we want to calculate the rotation quaternion \textbf{R} that takes us from \textbf{Q}_A to \textbf{Q}_B:

\textbf{R} \; \textbf{Q}_A = \textbf{Q}_B

To isolate \textbf{R}, we right multiply by the inverse of \textbf{Q}_A. All orientation quaternions are of unit length, and for unit quaternions the inverse is the same as the conjugate. To calculate the conjugate of a quaternion, denoted \bar{\textbf{Q}} here, we negate either the scalar or vector part of the quaternion, but not both.

\textbf{R} \; \textbf{Q}_A \; \bar{\textbf{Q}}_A = \textbf{Q}_B \; \bar{\textbf{Q}}_A
\textbf{R} = \textbf{Q}_B \; \bar{\textbf{Q}}_A

Great! Now we know how to calculate the rotation needed to get from the current orientation to the target orientation. Next, we have to get from \textbf{R} a set of target Euler angle forces. In A new method for performing digital control system attitude computations using quaternions (Ickes, 1968), he mentions mention that

For control purposes, the last three elements of the quaternion define the roll, pitch, and yaw rotational errors…

So you can just take the vector part of the quaternion \textbf{R} and use that as your desired Euler angle forces.

# calculate the rotation between current and target orientations
q_r = transformations.quaternion_multiply(
    q_target, transformations.quaternion_conjugate(q_e))

# convert rotation quaternion to Euler angle forces
u_task[3:] = ko * q_r[1:] * np.sign(q_r[0])

NOTE: You will run into issues when the angle \pi is crossed where the arm ‘goes the long way around’. To account for this, use q_r[1:] * np.sign(q_r[0]). This will make sure that you always rotate along a trajectory < 180 degrees towards the target angle. The reason that this crops up is because there are multiple different quaternions that can represent the same orientation.

The following figure shows the arm being directed from and to the same orientations, where the one on the left takes the long way around, and the one on the right multiplies by the sign of the scalar component of the \textbf{R} quaternion as specified above.


Method 2 – Quaternion feedback from Resolved-acceleration control of robot manipulators: A critical review with experiments (Caccavale et al, 1998)

In section IV, equation (34) of this paper they specify the orientation error to be calculated as

\pmb{\epsilon}_{de} = \textbf{R}_e \pmb{\epsilon}^e_{de}

where \textbf{R}_e is the rotation matrix for the end-effector, and \pmb{\epsilon}_{de}^e is the vector part of the unit quaternion that can be extracted from the rotation matrix

\textbf{R}_d^e = \textbf{R}^T_e \textbf{R}_d.

To implement this is pretty straight forward using the transforms.py module to handle the representation conversions:

# From (Caccavale et al, 1997)
# Section IV - Quaternion feedback
R_ed = np.dot(R_e.T, R_d)  # eq 24
q_ed = transformations.quaternion_from_matrix(R_ed)
q_ed = transformations.unit_vector(q_ed)
u_task[3:] = -np.dot(R_e, q_ed[1:])  # eq 34

Method 3 – Angle/axis feedback from Resolved-acceleration control of robot manipulators: A critical review with experiments (Caccavale et al, 1998)

In section V of the paper, they present an angle / axis feedback algorithm, which overcomes the singularity issues that classic Euler angle methods suffer from. The algorithm defines the orientation error in equation (45) to be calculated

\textbf{o}_{de} = 2 * \eta_{de}\pmb{\epsilon}_{de},

where \eta_{de} and \pmb{\epsilon}_{de} are the scalar and vector part of the quaternion representation of 

\textbf{R}_{de} = \textbf{R}_d \textbf{R}_e^T

Where \textbf{R}_d is the rotation matrix representing the desired orientation and \textbf{R}_e is the rotation matrix representing the end-effector orientation. The code implementation for this looks like:

# From (Caccavale et al, 1997)
# Section V - Angle/axis feedback
R_de = np.dot(R_d, R_e.T)  # eq 44
q_ed = transformations.quaternion_from_matrix(R_de)
q_ed = transformations.unit_vector(q_ed)
u_task[3:] = -2 * q_ed[0] * q_ed[1:]  # eq 45

From playing around with this briefly, it seems like this method also works. The authors note in the discussion that it may “suffer in the case of large orientation errors”, but I wasn’t able to elicit poor behaviour when playing around with it in VREP. The other downside they mention is that the computational burden is heavier with this method than with quaternion feedback.


Method 4 – From Closed-loop manipulater control using quaternion feedback (Yuan, 1988) and Operational space control: A theoretical and empirical comparison (Nakanishi et al, 2008)

This was the one method that I wasn’t able to get implemented / working properly. Originally presented in (Yuan, 1988), and then modified for representing the angular velocity in world and not local coordinates in (Nakanishi et al, 2008), the equation for generating error (Nakanishi eq 72):

\textbf{e}_o = \eta_d \pmb{\epsilon} - \eta \pmb{\epsilon}_d + \textbf{S}(\pmb{\epsilon}_d) \pmb{\epsilon}

where \eta, \pmb{\epsilon} and \eta_d, \pmb{\epsilon}_d are the scalar and vector components of the quaternions representing the end-effector and target orientations, respectively, and \textbf{S}(\textbf{x}) is defined in (Nakanishi eq 73):

\left[ \begin{array}{ccc} 0 & -\textbf{x}[2] & \textbf{x}[1] \\ \textbf{x}[2] & 0 & -\textbf{x}[0] \\ -\textbf{x}[1] & \textbf{x}[0] & 0 \end{array} \right]

My code for this implementation looks like:

S = np.array([
    [0.0, -q_d[2], q_d[1]],
    [q_d[2], 0.0, -q_d[0]],
    [-q_d[1], q_d[0], 0.0]])

u_task[3:] = -(q_d[0] * q_e[1:] - q_e[0] * q_d[1:] +
               np.dot(S, q_e[1:]))

If you understand why this isn’t working, if you can provide a working code example in the comments I would be very grateful.


Generating the full orientation control signal

The above steps generate the task-space control signal, and from here I’m just using standard operational space control methods to take u_task and transform it into joint torques to send out to the arm. With possibly the caveat that I’m accounting for velocity in joint-space, not task space. Generating the full control signal looks like:

 
# which dim to control of [x, y, z, alpha, beta, gamma]
ctrlr_dof = np.array([False, False, False, True, True, True])

feedback = interface.get_feedback()
# get the end-effector orientation matrix
R_e = robot_config.R('EE', q=feedback['q'])
# calculate the end-effector unit quaternion
q_e = transformations.unit_vector(
    transformations.quaternion_from_matrix(R_e))

# get the target information from VREP
target = np.hstack([
    interface.get_xyz('target'),
    interface.get_orientation('target')])
# calculate the target orientation rotation matrix
R_d = transformations.euler_matrix(
    target[3], target[4], target[5], axes='rxyz')[:3, :3]
# calculate the target orientation unit quaternion
q_d = transformations.unit_vector(
    transformations.quaternion_from_euler(
        target[3], target[4], target[5],
        axes='rxyz'))  # converting angles from 'rotating xyz'

# calculate the Jacobian for the end effectora
# and isolate relevate dimensions
J = robot_config.J('EE', q=feedback['q'])[ctrlr_dof]

# calculate the inertia matrix in task space
M = robot_config.M(q=feedback['q'])

# calculate the inertia matrix in task space
M_inv = np.linalg.inv(M)
Mx_inv = np.dot(J, np.dot(M_inv, J.T))
if np.linalg.det(Mx_inv) != 0:
    # do the linalg inverse if matrix is non-singular
    # because it's faster and more accurate
    Mx = np.linalg.inv(Mx_inv)
else:
    # using the rcond to set singular values < thresh to 0
    # singular values < (rcond * max(singular_values)) set to 0
    Mx = np.linalg.pinv(Mx_inv, rcond=.005)

u_task = np.zeros(6)  # [x, y, z, alpha, beta, gamma]

# generate orientation error
# CODE FROM ONE OF ABOVE METHODS HERE

# remove uncontrolled dimensions from u_task
u_task = u_task[ctrlr_dof]

# transform from operational space to torques and
# add in velocity and gravity compensation in joint space
u = (np.dot(J.T, np.dot(Mx, u_task)) -
     kv * np.dot(M, feedback['dq']) -
     robot_config.g(q=feedback['q']))

# apply the control signal, step the sim forward
interface.send_forces(u)

The control script in full context is available up on my GitHub along with the corresponding VREP scene. If you download and run both (and have the ABR Control repo installed), then you can generate fun videos like the following:

Here, the green ball is the target, and the end-effector is being controlled to match the orientation of the ball. The blue box is just a visualization aid for displaying the orientation of the end-effector. And that hand is on there just from another project I was working on then forgot to remove but already made the videos so here we are. It’s set to not affect the dynamics so don’t worry. The target changes orientation once a second. The orientation gain for these trials is ko=200 and kv=np.sqrt(600).

The first three methods all perform relatively similarly to each other, although method 3 seems to be a bit faster to converge to the target orientation after the first movement. But it’s pretty clear something is terribly wrong with the implementation of the Yuan algorithm in method 4; brownie points for whoever figures out what!

Controlling position and orientation

So you want to use force control to control both position and orientation, eh? You are truly reaching for the stars, and I applaud you. For the most part, this is pretty straight-forward. But there are a couple of gotchyas so I’ll explicitly go through the process here.

How many degrees-of-freedom (DOF) can be controlled?

If you recall from my article on Jacobians, there was a section on analysing the Jacobian. It comes down to two main points: 1) The Jacobian specifies which task-space DOF can be controlled. If there is a row of zeros, for example, the corresponding task-space DOF (i.e. (x, y, z, \alpha, \beta, \gamma) cannot be controlled. 2) The rank of the Jacobian determines how many DOF can be controlled at the same time.

For example, in a two joint planar arm, the (x, y, \gamma) variables can be controlled, but (z, \alpha, \beta) cannot be controlled because their corresponding rows are all zeros. So 3 variables can potentially be controlled, but because the Jacobian is rank 2 only two variables can be controlled at a time. If you try to control more than 2 DOF at a time things are going to go poorly. Here are some animations of trying to control 3 DOF vs 2 DOF in a 2 joint arm:

How to specify which DOF are being controlled?

Okay, so we don’t want to try to control too many DOF at once. Got it. Let’s say we know that our arm has 3 DOF, how do we choose which DOF to control? Simple: You remove the rows from you Jacobian and your control signal that correspond to task-space DOF you don’t want to control.

To implement this in code in a flexible way, I’ve chosen to specify an array with 6 boolean elements, set to True if you want to control the corresponding task space parameter and False if you don’t. For example, if you to control just the (x, y, z) parameters, you would set ctrl_dof = [True, True, True, False, False, False].

We then strip the Jacobian and task space control signal down to the relevant rows with J = robot_config.('EE', q)[ctrlr_dof] and u_task = (current - target)[ctrlr_dof]. This means that both current and target must be 6-dimensional vectors specifying the current and target (x, y, z, \alpha, \beta, \gamma) values, respectively, regardless of how many dimensions we’re actually controlling.

Generating a position + orientation control signal

The UR5 has 6 degrees of freedom, so we’re able to fully control the task space position and orientation. To do this, in the above script just ctrl_dof = np.array([True, True, True, True, True, True]), and there you go! In the following animations the gain values used were kp=300, ko=300, and kv=np.sqrt(kp+ko)*1.5. The full script can be found up on my GitHub.

NOTE: Setting the gains properly for this task is pretty critical, and I did it just by trial and error until I got something that was decent for each. For a real comparison, better parameter tuning would have to be undertaken more rigorously. 

NOTE: When implementing this minimal code example script I ran into a problem that was caused by the task-space inertia matrix calculation. It turns out that using np.linalg.pinv gives very different results than np.linalg.inv, and I did not realise this. I’m going to have to explore this more fully later, but basically heads up that you want to be using np.linalg.inv as much as possible. So you’ll notice in the above code I check the dimensionality of Mx_inv and first try to use np.linalg.inv before resorting to np.linalg.pinv.

NOTE: If you start playing around with controlling only one or two of the orientation angles, something to keep in mind: Because we’re using rotating axes, if you set up False, False, True then it’s not going to look like \gamma of the end-effector is lining up with the \gamma of the target. This is because \alpha and \beta weren’t set first. If you generate a plot of the target orientations vs the end-effector orientations, however, you’ll see that you are in face reaching the target orientation for \gamma.

In summary

So that’s that! Lots of caveats, notes, and more work to be done, but hopefully this will be a useful resource for any others embarking on the same journey. You can download the code, try it out, and play around with the gains and targets. Let me know below if you have any questions or enjoyed the post, or want to share any other resources on force control of task-space orientation.

And once again thanks to Yitao Ding for his helpful comments and corrections on the original version of this article.

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Quick calculations with SymPy and Cython

Alrighty! Last time I posted about SymPy we weren’t worrying too much about computation speed. It was worth the time saved by automating the Jacobian, inertia matrix, etc calculations and it didn’t affect simulation speed really all that much. But! When working with a real arm it suddenly becomes critical to have highly efficient calculations.

Turns out that I still don’t want to code those equations by hand. There are probably very nice options for generating optimized code using Mathematica or MapleSim or whatever pay software, but SymPy is free and already Python compatible so my goal is to stick with that.

Options

I did some internet scouring, and looked at installing various packages to help speed things up, including

  1. trying out the Sympy simplify function,
  2. trying out SymEngine,
  3. trying out the Sympy compile to Theano function,
  4. trying out the Sympy autowrap function, and
  5. various combinations of the above.

The SymEngine backend and Theano functions really didn’t give any improvements for the kind of low-dimensional vector calculations performed for control here. Disclaimer, it could be the case that I gave up on these implementations too quickly, but from some basic testing it didn’t seem like they were the way to go for this kind of problem.

So down to the simplify function and compiling to the Cython backend options. First thing you’ll notice when using the simplify is that the generation time for the function can take orders of magnitude longer (up to 12ish hours for inertia matrices for the Kinova Jaco 2 arm with simplify vs about 1-2 minutes without simplify, for example). And then, as a nice kick in the teeth after that, there’s almost no difference between straight Cython of the non-simplified functions and the simplified functions. Here are some graphs:

So you can see how the addition of the simplify drastically increases the compile time in the top half of the graphs there. In the lower half, you can see that the simplify does save some execution time relative to the baseline straight lambdify function, but once you start compiling to Cython with the autowrap the difference is on the order of hundredths to thousandths of milliseconds.

Results

So! My recommendation is

  • Don’t use simplify,
  • do use autowrap with the Cython backend.

To compile using the Cython backend:

from sympy.utilities.autowrap import autowrap
function = autowrap(sympy_expression, backend="cython",
                    args=parameters)

In the last Sympy post I looked at a hard-coded calculation against the Sympy generated function, using the timeit function, which runs a given chunk of code 1,000,000 times and tells you how long it took. To save tracking down the results from that post, here are the timeit results of a Sympy function generated using just the lambdify function vs the hard-coding the function in straight Numpy:

simtime

And now using the autowrap function to compile to Cython code, compared to hard-coding the function in Numpy:

cython_vs_hardcoded

This is a pretty crazy improvement, and means that we can have the best of both worlds. We can declare our transforms in SymPy and automate the calculation of our Jacobians and inertia matrices, and still have the code execute fast enough that we can use it to control real robots.

That said, this is all from my basic experimenting with some different optimisations, which is a far from thorough exploration of the space. If you know of any other ways to speed up execution, please comment below!

You can find the code I used to generate the above plots up on my GitHub.

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Full body obstacle collision avoidance

Previously I’ve discussed how to avoid obstacles using DMPs in the end-effector trajectory. This is good when you’re controlling a single disconnected point-mass, like a mobile robot navigating around an environment. But if you want to use this system to control a robotic manipulator, then pretty quickly you run into the problem that your end-effector is not a disconnected point-mass moving around the environment. It’s attached to the rest of the arm, and moving such that the arm segments and joints also avoid the obstacle is a whole other deal.

I was doing a quick lit scan on methods for control methods for avoiding joint collision with obstacles, and was kind of surprised that there wasn’t really much in the realm of recent discussions about it. There is, however, a 1986 paper from Dr. Oussama Khatib titled Real-time obstacle avoidance for manipulators and mobile robots that pretty much solves this problem short of getting into explicit path planning methods. Which could be why there aren’t papers since then about it. All the same, I couldn’t find any implementations of it online, and there are a few tricky parts, so in this post I’m going to work through the implementation.

Note: The implementation that I’ve worked out here uses spheres to represent the obstacles. This works pretty well in general by just making the sphere large enough to cover whatever obstacle you’re avoiding. But if you want a more precise control around other shapes, you can check out the appendix of Dr. Khatib’s paper, where he works provides the math for cubes and cones as well.

Note: You can find all of the code I use here and everything you need for the VREP implementation up on my GitHub. I’ve precalculated the functions that are required, because generating them is quite computationally intensive. Hopefully the file saving doesn’t get weird between different operating systems, but if it does, try deleting all of the files in the ur5_config folder and running the code again. This will regenerate those files (on my laptop this takes ~4 hours, though, so beware).

The general idea

Since it’s from Dr. Khatib, you might expect that this approach involves task space. And indeed, your possible suspicions are correct! The algorithm is going to work by identifying forces in Cartesian coordinates that will move any point of the arm that’s too close to an obstacle away from it. The algorithm follows the form:

Setup

  • Specify obstacle location and size
  • Specify a threshold distance to the obstacle

While running

  • Find the closest point of each arm segment to obstacles
  • If within threshold of obstacle, generate force to apply to that point
  • Transform this force into joint torques
  • Add directly to the outgoing control signal

Something that you might notice about this is that it’s similar to the addition of the null space controller that we’ve seen before in operational space control. There’s a distinct difference here though, in that the control signal for avoiding obstacles is added directly to the outgoing control signal, and that it’s not filtered (like the null space control signal) such that there’s no guarantee that it won’t affect the movement of the end-effector. In fact, it’s very likely to affect the movement of the end-effector, but that’s also desirable, as not ramming the arm through an obstacle is as important as getting to the target.

OK, let’s walk through these steps one at a time.

Setup

I mentioned that we’re going to treat all of our obstacles as spheres. It’s actually not much harder to do these calculations for cubes too, but this is already going to be long enough so I’m only addressing sphere’s here. This algorithm assumes we have a list of every obstacle’s centre-point and radius.

We want the avoidance response of the system to be a function of the distance to the obstacle, such that the closer the arm is to the obstacle the stronger the response. The function that Dr. Khatib provides is of the following form:

\textbf{F}_{psp} = \left\{ \begin{array}{cc}\eta (\frac{1.0}{\rho} - \frac{1}{\rho_0}) \frac{1}{\rho^2} \frac{\partial \rho}{\partial \textbf{x}} & \rho \leq \rho_0 \\ \textbf{0} & \rho > \rho_0 \end{array} \right. ,

where \rho is the distance to the target, \rho_0 is the threshold distance to the target at which point the avoidance function activates, \frac{\partial \rho}{\partial \textbf{x}} is the partial derivative of the distance to the target with respect to a given point on the arm, and \eta is a gain term.

This function looks complicated, but it’s actually pretty intuitive. The partial derivative term in the function works simply to point in the opposite direction of the obstacle, in Cartesian coordinates, i.e. tells the system how to get away from the obstacle. The rest of the term is just a gain that starts out at zero when \rho = \rho_0, and gets huge as the obstacle nears the object (as \rho \to 0 \Rightarrow \frac{1}{\rho} \to \infty). Using \eta = .2 and \rho_0 = .2 gives us a function that looks like

gain

So you can see that very quickly a very, very strong push away from this obstacle is going to be generated once we enter the threshold distance. But how do we know exactly when we’ve entered the threshold distance?

Find the closest point

We want to avoid the obstacle with our whole body, but it turns out we can reduce the problem to only worrying about the closest point of each arm segment to the obstacle, and move that one point away from the obstacle if threshold distance is hit.

To find the closest point on a given arm segment to the obstacle we’ll do some pretty neat trig. I’ll post the code for it and then discuss it below. In this snippet, p1 and p2 are the beginning and ending (x,y,z) locations of arm segment (which we are assuming is a straight line), and v is the center of the obstacle.

# the vector of our line
vec_line = p2 - p1
# the vector from the obstacle to the first line point
vec_ob_line = v - p1
# calculate the projection normalized by length of arm segment
projection = (np.dot(vec_ob_line, vec_line) /
              np.dot(vec_line, vec_line))
if projection < 0:               
    # then closest point is the start of the segment
    closest = p1  
elif projection > 1:
    # then closest point is the end of the segment
    closest = p2
else:
    closest = p1 + projection * vec_line

The first thing we do is find the arm segment line, and then line from the obstacle center to the start point of the arm segment. Once we have these, we do:

\frac{\textbf{v}_\textrm{ob\_line} \; \cdot \; \textbf{v}_\textrm{line}}{\textbf{v}_\textrm{line} \; \cdot \; \textbf{v}_\textrm{line}},

using the geometric definition of the dot product two vectors, we can rewrite the above as

\frac{||\textbf{v}_\textrm{ob\_line}|| \; || \textbf{v}_\textrm{line} || \; \textrm{cos}(\theta)}{||\textbf{v}_\textrm{line}||^2} = \frac{||\textbf{v}_\textrm{ob\_line}||} {||\textbf{v}_\textrm{line}||} \textrm{cos}(\theta)

which reads as the magnitude of vec_ob_line divided by the magnitude of vec_line (I know, these are terrible names, sorry) multiplied by the angle between the two vectors. If the angle between the vectors is < 0 (projection will also be < 0), then right off the bat we know that the start of the arm segment, p1, is the closest point. If the projection value is > 1, then we know that 1) the length from the start of the arm segment to the obstacle is longer than the length of the arm, and 2) the angle is such that the end of the arm segment, p2, is the closest point to the obstacle.

Finally, in the last case we know that the closest point is somewhere along the arm segment. To find where exactly, we do the following

\textbf{p}_1 + \textrm{projection} \; \textbf{v}_\textrm{line},

which can be rewritten

\textbf{p}_1 + \frac{||\textbf{v}_\textrm{ob\_line}||} {||\textbf{v}_\textrm{line}||} \textrm{cos}(\theta) \; \textbf{v}_\textrm{line},

I find it more intuitive if we rearrange the second term to be

\textbf{p}_1 + \frac{\textbf{v}_\textrm{line}} {||\textbf{v}_\textrm{line}||} \; ||\textbf{v}_\textrm{ob\_line} || \; \textrm{cos}(\theta).

So then what this is all doing is starting us off at the beginning of the arm segment, p1, and to that we add this other fun term. The first part of this fun term provides direction normalized to magnitude 1. The second part of this term provides magnitude, specifically the exact distance along vec_line we need to traverse to form reach a right angle (giving us the shortest distance) pointing at the obstacle. This handy figure from the Wikipedia page helps illustrate exactly what’s going on with the second part, where B is be vec_line and A is vec_ob_line:

dot_product
Armed with this information, we understand how to find the closest point of each arm segment to the obstacle, and we are now ready to generate a force to move the arm in the opposite direction!

Check distance, generate force

To calculate the distance, all we have to do is calculate the Euclidean distance from the closest point of the arm segment to the center of the sphere, and then subtract out the radius of the sphere:

# calculate distance from obstacle vertex to the closest point
dist = np.sqrt(np.sum((v - closest)**2))
# account for size of obstacle
rho = dist - obstacle[3]

Once we have this, we can check it and generate F_{psp} using the equation we defined above. The one part of that equation that wasn’t specified was exactly what \frac{\partial \rho}{\partial \textbf{x}} was. Since it’s just the partial derivative of the distance to the target with respect to the closest point, we can calculate it as the normalized difference between the two points:

drhodx = (v - closest) / rho

Alright! Now we’ve found the closest point, and know the force we want to apply, from here it’s standard operational space procedure.

Transform the force into torques

As we all remember, the equation for transforming a control signal from operational space to involves two terms aside from the desired force. Namely, the Jacobian and the operational space inertia matrix:

\textbf{u}_\textrm{psp} = \textbf{J}^T_{psp} \textbf{M}_{psp} \textbf{F}_{psp},

where \textbf{J}_{psp} is the Jacobian for the point of interest, \textbf{M}_{psp} is the operational space inertia matrix for the point of interest, and \textbf{F}_{psp} is the force we defined above.

Calculating the Jacobian for an unspecified point

So the first thing we need to calculate is the Jacobian for this point on the arm. There are a bunch of ways you could go about this, but the way I’m going to do it here is by building on the post where I used SymPy to automate the Jacobian derivation. The way we did that was by defining the transforms from the origin reference frame to the first link, from the first link to the second, etc, until we reached the end-effector. Then, whenever we needed a Jacobian we could string together the transforms to get the transform from the origin to that point on the arm, and take the partial derivative with respect to the joints (using SymPy’s derivative method).

As an example, say we wanted to calculate the Jacobian for the third joint, we would first calculate:

^3_{\textrm{org}}\textbf{T} = ^0_{\textrm{org}}\textbf{T} \; ^1_0\textbf{T} \; ^2_1\textbf{T} \; ^3_2\textbf{T},

where ^m_n\textbf{T} reads the transform from reference frame m to reference frame n.

Once we have this transformation matrix, ^3_\textrm{org}\textbf{T}, we multiply it by the point of interest in reference frame 3, which, previously, has usually been \textbf{x} = [0, 0, 0]. In other words, usually we’re just interested in the origin of reference frame 3. So the Jacobian is just

\frac{\partial \; ^3_\textrm{org}\textbf{T} \textbf{x}}{\partial \textbf{q}}.

what if we’re interested in some non-specified point along link 3, though? Well, using SymPy we set make \textbf{x} = [x_0, x_1, x_2, 1] instead of \textbf{x} = [0, 0, 0, 1] (recall the 1 at the end in these vectors is just to make the math work), and make the Jacobian function SymPy generates for us dependent on both \textbf{q} and \textbf{x}, rather than just \textbf{q}. In code this looks like:

Torg3 = self._calc_T(name="3")
# transform x into world coordinates
Torg3x = sp.simplify(Torg3 * sp.Matrix(x))
J3_func = sp.lambdify(q + x, Torg3)

Now it’s possible to calculate the Jacobian for any point along link 3 just by changing the parameters that we pass into J3_func! Most excellent.

We are getting closer.

NOTE: This parameterization can significantly increase the build time of the function, it took my laptop about 4 hours. To decrease build time you can try commenting out the simplify calls from the code, which might slow down run-time a bit but significantly drops the generation time.

Where is the closest point in that link’s reference frame?

A sneaky problem comes up when calculating the closest point of each arm segment to the object: We’ve calculated the closest point of each arm segment in the origin’s frame of reference, and we need thew relative to each link’s own frame of reference. Fortunately, all we have to do is calculate the inverse transform for the link of interest. For example, the inverse transform of ^3_\textrm{org}\textbf{T} transforms a point from the origin’s frame of reference to the reference frame of the 3rd joint.

I go over how to calculate the inverse transform at the end of my post on forward transformation matrices, but to save you from having to go back and look through that, here’s the code to do it:

Torg3 = self._calc_T(name="3")
rotation_inv = Torg3[:3, :3].T
translation_inv = -rotation_inv * Torg3[:3, 3]
Torg3_inv = rotation_inv.row_join(translation_inv).col_join(
    sp.Matrix([[0, 0, 0, 1]]))

And now to find the closest point in the coordinates of reference frame 3 we simply

x = np.dot(Torg3_inv, closest)

This x value is what we’re going to plug in as parameters to our J3_func above to find the Jacobian for the closest point on link 3.

Calculate the operational space inertia matrix for the closest point

OK. With the Jacobian for the point of interest we are now able to calculate the operational space inertia matrix. This code I’ve explicitly worked through before, and I’ll show it in the full code below, so I won’t go over it again here.

The whole implementation

You can run an example of all this code controlling the UR5 arm to avoid obstacles in VREP using this code up on my GitHub. The specific code added to implement obstacle avoidance looks like this:

# find the closest point of each link to the obstacle
for ii in range(robot_config.num_joints):
    # get the start and end-points of the arm segment
    p1 = robot_config.Tx('joint%i' % ii, q=q)
    if ii == robot_config.num_joints - 1:
        p2 = robot_config.Tx('EE', q=q)
    else:
        p2 = robot_config.Tx('joint%i' % (ii + 1), q=q)

    # calculate minimum distance from arm segment to obstacle
    # the vector of our line
    vec_line = p2 - p1
    # the vector from the obstacle to the first line point
    vec_ob_line = v - p1
    # calculate the projection normalized by length of arm segment
    projection = (np.dot(vec_ob_line, vec_line) /
                  np.sum((vec_line)**2))
    if projection < 0:         
        # then closest point is the start of the segment
        closest = p1
    elif projection > 1:
        # then closest point is the end of the segment
        closest = p2
    else:
        closest = p1 + projection * vec_line
    # calculate distance from obstacle vertex to the closest point
    dist = np.sqrt(np.sum((v - closest)**2))
    # account for size of obstacle
    rho = dist - obstacle_radius

    if rho < threshold:
        eta = .02
        drhodx = (v - closest) / rho
        Fpsp = (eta * (1.0/rho - 1.0/threshold) *
                1.0/rho**2 * drhodx)

        # get offset of closest point from link's reference frame
        T_inv = robot_config.T_inv('link%i' % ii, q=q)
        m = np.dot(T_inv, np.hstack([closest, [1]]))[:-1]
        # calculate the Jacobian for this point
        Jpsp = robot_config.J('link%i' % ii, x=m, q=q)[:3]

        # calculate the inertia matrix for the
        # point subjected to the potential space
        Mxpsp_inv = np.dot(Jpsp,
                        np.dot(np.linalg.pinv(Mq), Jpsp.T))
        svd_u, svd_s, svd_v = np.linalg.svd(Mxpsp_inv)
        # cut off singular values that could cause problems
        singularity_thresh = .00025
        for ii in range(len(svd_s)):
            svd_s[ii] = 0 if svd_s[ii] < singularity_thresh else \
                1./float(svd_s[ii])
        # numpy returns U,S,V.T, so have to transpose both here
        Mxpsp = np.dot(svd_v.T, np.dot(np.diag(svd_s), svd_u.T))

        u_psp = -np.dot(Jpsp.T, np.dot(Mxpsp, Fpsp))
        if rho < .01:
            u = u_psp
        else:
            u += u_psp

The one thing in this code I didn’t talk about is that you can see that if rho < .01 then I set u = u_psp instead of just adding u_psp to u. What this does is basically add in a fail safe take over of the robotic control saying that “if we are about to hit the obstacle forget about everything else and get out of the way!”.

Results

And that’s it! I really enjoy how this looks when it’s running, it’s a really effective algorithm. Let’s look at some samples of it in action.

First, in a 2D environment, where it’s real easy to move around the obstacle and see how it changes in response to the new obstacle position. The red circle is the target and the blue circle is the obstacle:
avoid2d

And in 3D in VREP, running the code example that I’ve put up on my GitHub implementing this. The example of it running without obstacle avoidance code is on the left, and running with obstacle avoidance is on the right. It’s kind of hard to see but on the left the robot moves through the far side of the obstacle (the gold sphere) on its way to the target (the red sphere):

And one last example, the arm dodging a moving obstacle on its way to the target.

movingavoid3d

The implementation is a ton of fun to play around with. It’s a really nifty algorithm, that works quite well, and I haven’t found many alternatives in papers that don’t go into path planning (if you know of some and can share that’d be great!). This post was a bit of a journey, but hopefully you found it useful! I continue to find it impressive how many different neat features like this can come about once you have the operational space control framework in place.

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Velocity limiting in operational space control

Recently, I was reading through an older paper on effective operational space control, talking specifically point to point control in operational space. The paper mentioned that even if you have a perfect model of the system, you’re going to run into trouble if you use just a basic PD formula to define your control signal in operational space:

u_x = k_p (\textbf{x}^* - \textbf{x}) - k_v \dot{\textbf{x}},

where \textbf{x} and \dot{\textbf{x}} are the system position and velocity in operational space, \textbf{x}^* is the target position, and k_p and k_v are gains.

If you define your operational space control signal like this, and then translate this signal into joint torques (using, for example, methods discussed in other posts), you’re going to see a very non-straight trajectory emerge in larger movements as a result of “actuator saturation, and bandwidth and velocity limitations”. In the example of a standard robot, you might run into issues with your motors not being able to actually generate the torques that have been specified, the frequency of control and feedback might not be sufficient, and you could hit hard constraints on system velocity. The solution to this problem was presented in this 1987 paper by Dr. Oussama Khatib, and is pretty slick and very useful, so I thought I’d write it up here for any other unfortunate souls wandering around in ignorance. First though, here’s what it looks like to move large point to point distances without velocity limiting:

As you can see, the system isn’t moving in a straight line, which can be very aggravating if you’ve worked and reworked out the equations and double checked all your parameters, etc etc. A few things, first, when working with simulations it’s easy to forget how ridiculously fast this actually would be in real-time. Even though it takes a minute to simulate the above movement, in real-time, is happening over the course of 200ms. Taking that into account, this is pretty good. Also, there’s an obvious solution here, slow down your movement. The source of this problem is largely that all of the motors are not able to apply the torques specified and move at the required speed. Some of the motors have a lot less mass to throw around and will be able to move at the specified torques, but not all. Hence the not straight trajectory.

You can of course drop the gains on your PD signal, but that’s not really a great methodical solution. So, what can we do?

Well, if we rearrange the PD control signal specified above into

u_x = k_v (\dot{\textbf{x}}^* - \dot{\textbf{x}}),

where \dot{\textbf{x}}^* is the desired velocity, we see that this signal can be interpreted as a pure velocity servo-control signal, with velocity gain k_v and a desired velocity

\dot{\textbf{x}}^* = \frac{k_p}{k_v}(\textbf{x}^* - \textbf{x}).

When things are in this form, it becomes a bit more clear what we have to do: limit the desired velocity to be at most some specified maximum velocity of the end-effector, V_\textrm{max}. This value should be low enough that the transformation into joint torques doesn’t result in anything larger than the actuators can generate.

Taking V_\textrm{max}, what we want is to clip the magnitude of the control signal to be V_\textrm{max} if it’s ever larger (in positive or negative directions), and to be equal to \frac{kp}{kv}(\textbf{x}^* - \textbf{x}) otherwise. The math for this works out such that we can accomplish this with a control signal of the form:

\textbf{u}_\textbf{x} = -k_v (\dot{\textbf{x}} + \textrm{sat}\left(\frac{V_\textrm{max}}{\lambda |\tilde{\textbf{x}}|} \right) \lambda \tilde{\textbf{x}}),

where \lambda = \frac{k_p}{k_v} , \tilde{\textbf{x}} = \textbf{x} - \textbf{x}^*, and \textrm{sat} is the saturation function, such that

\textrm{sat}(y) = \left\{ \begin{array}{cc} |y| \leq 1 & \Rightarrow y \\ |y| > 1 & \Rightarrow 1 \end{array} \right.

where |y| is the absolute value of y, and is applied element wise to the vector \tilde{\textbf{x}} in the control signal.

As a result of using this saturation function, the control signal behaves differently depending on whether or not \dot{\textbf{x}}^* > V_\textrm{max}:

\textbf{u}_\textbf{x} = \left\{ \begin{array}{cc} \dot{\textbf{x}}^* \geq V_\textrm{max} & \Rightarrow -k_v (\dot{\textbf{x}} + V_\textbf{max} \textrm{sgn}(\tilde{\textbf{x}})) \\ \dot{\textbf{x}}^* < V_\textrm{max} & \Rightarrow -k_v \dot{\textbf{x}} + k_p \tilde{\textbf{x}} \end{array} \right.

where \textrm{sgn}(y) is a function that returns -1 if y < 0 and 1 if y \geq 0, and is again applied element-wise to vectors. Note that the control signal in the second condition is equivalent to our original PD control signal k_p(\textbf{x}^* - \textbf{x}) - k_v \dot{\textbf{x}}. If you’re wondering about negative signs make sure you note that \tilde{\textbf{x}} = \textbf{x} - \textbf{x}^* and not \textbf{x}^* - \textbf{x}, as you might assume.

So now the control signal is behaving exactly as desired! Moves the system towards the target, but no faster than the specified maximum velocity. Now our trajectories look like this:

So those are starting to look a lot better! The first thing you’ll notice is that this is a fair bit slower of a movement. Well, actually, it’s waaaayyyy slower because the playback speed here is 4x faster than in that first animation, and this is a movement over 2s. Which has pros and cons, con: it’s slower, pro: it’s straighter, and you’re less likely to be murdered by it. When you move from simulations to real systems that latter point really moves way up the priority list.

Second thing to notice, the system seems to be minimising the error along one dimension, and then along the next, and then arrives at the target. What’s going on?  Because the error along each of the (x,y,z) dimensions isn’t the same, when speed gets clipped along one of the dimensions you’re no longer going to be moving in a straight line directly to the target. To address this, we’re going to add a scaling term whenever clipping happens, such that you reduce the speed you move along each dimension by the same ratio, so that you’re still moving in a straight line.

It’s a liiiiittle bit more complicated than that, but not much. First, we’ll calculate the values being passed in to the saturation function for each (x,y,z) dimension. We’ll then check to see if any of them are going to get clipped, and if there’s more than one that saturates we’ll find the one that is affected the most. After we’ve identified which dimension it is, we go through and calculate what the control signal would have been without velocity limiting, and what it will be now with velocity limiting. This scaling term tells us how much the control signal was reduced, and we can then use it to reduce the control signals of the other dimensions by the same amount. These other dimensions might still saturate, though, so we have to recalculate the saturation function for them once they’ve been scaled. Here’s what this all looks like in code:

# implement velocity limiting
lamb = kp / kv
x_tilde = xyz - target_xyz
sat = vmax / (lamb * np.abs(x_tilde))
scale = np.ones(3)
if np.any(sat < 1):
    index = np.argmin(sat)
    unclipped = kp * x_tilde[index]
    clipped = kv * vmax * np.sign(x_tilde[index])
    scale = np.ones(3) * clipped / unclipped
    scale[index] = 1
u_xyz = -kv * (dx + np.clip(sat / scale, 0, 1) *
               scale * lamb * x_tilde)
 

And now, finally, we start getting the trajectories that we’ve been wanting the whole time:

And finally we can rest easy, knowing that our robot is moving at a reasonable speed along a direct path to its goals. Wherever you’d like to use this neato ‘ish you should be able to just paste in the above code, define your vmax, kp, and kv values and be good to go!

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Using SymPy’s lambdify for generating transform matrices and Jacobians

I’ve been working in VREP with some of their different robot models and testing out force control, and one of the things that becomes pretty important for efficient workflow is to have a streamlined method for setting up the transform matrices and calculating the Jacobians for different robots. You do not want to be working these all out by hand and then writing them in yourself.

A solution that’s been working well for me (and is fully implemented in Python) is to use SymPy to set up the basic transform matrices, from each joint to the next, and then use it’s derivative function to calculate the Jacobian. Once this is calculated you can then use SymPy’s lambdify function to parameterize this, and off you go! In this post I’m going to work through an example for controlling VREP’s UR5 arm using force control. And if you’re just looking for code examples, you can find it all up on my GitHub.

Edit: Updated the code to be much nicer, added saving of calculated functions, and a null space controller.
Edit 2: Removed the simplify calls from the code, not worth the generation time increase (if execution is a great concern can generate the functions using cython).

Setting up the transform matrices

This is the part of this process that is unique to each arm. The goal is to set up a system so that you can specify your transforms for each joint (and to each centre-of-mass (COM) too, of course) and then be on your way. So here’s the UR5, cute thing that it is:

ur5.png

For the UR5, there are 6 joints, and we’re going to be specifying 9 transform matrices: 6 joints and the COM for three arm segments (the remaining arm segment COMs are centered at their respective joint’s reference frame). The joints are all rotary, with 0 and 4 rotating around the z-axis, and the rest all rotating around x.

So first, we’re going to create a class called robot_config. Then, to create our transform matrices in SymPy first we need to set up the variables we’re going to be using:

# set up our joint angle symbols (6th angle doesn't affect any kinematics)
self.q = [sp.Symbol('q%i'%ii) for ii in range(6)]
# segment lengths associated with each joint
self.L = np.array([0.0935, .13453, .4251, .12, .3921, .0935, .0935, .0935])

where self.q is an array storing all our joint angle symbols, and self.L is an array of all of the offsets for each joint and arm segment lengths.

Using these to create the transform matrices for the joints, we get a set up that looks like this:

# transform matrix from origin to joint 0 reference frame
self.T0org = sp.Matrix([[sp.cos(self.q[0]), -sp.sin(self.q[0]), 0, 0],
                        [sp.sin(self.q[0]), sp.cos(self.q[0]), 0, 0],
                        [0, 0, 1, self.L[0]],
                        [0, 0, 0, 1]])

# transform matrix from joint 0 to joint 1 reference frame
self.T10 = sp.Matrix([[1, 0, 0, -L[1]],
                      [0, sp.cos(-self.q[1] + sp.pi/2),
                       -sp.sin(-self.q[1] + sp.pi/2), 0],
                      [0, sp.sin(-self.q[1] + sp.pi/2),
                       sp.cos(-self.q[1] + sp.pi/2), 0],
                      [0, 0, 0, 1]])

# transform matrix from joint 1 to joint 2 reference frame
self.T21 = sp.Matrix([[1, 0, 0, 0],
                      [0, sp.cos(-self.q[2]),
                       -sp.sin(-self.q[2]), self.L[2]],
                      [0, sp.sin(-self.q[2]),
                       sp.cos(-self.q[2]), 0],
                      [0, 0, 0, 1]])

# transform matrix from joint 2 to joint 3
self.T32 = sp.Matrix([[1, 0, 0, L[3]],
                      [0, sp.cos(-self.q[3] - sp.pi/2),
                       -sp.sin(-self.q[3] - sp.pi/2), self.L[4]],
                      [0, sp.sin(-self.q[3] - sp.pi/2),
                       sp.cos(-self.q[3] - sp.pi/2), 0],
                      [0, 0, 0, 1]])

# transform matrix from joint 3 to joint 4
self.T43 = sp.Matrix([[sp.sin(-self.q[4] - sp.pi/2),
                       sp.cos(-self.q[4] - sp.pi/2), 0, -self.L[5]],
                      [sp.cos(-self.q[4] - sp.pi/2),
                       -sp.sin(-self.q[4] - sp.pi/2), 0, 0],
                      [0, 0, 1, 0],
                      [0, 0, 0, 1]])

# transform matrix from joint 4 to joint 5
self.T54 = sp.Matrix([[1, 0, 0, 0],
                      [0, sp.cos(self.q[5]), -sp.sin(self.q[5]), 0],
                      [0, sp.sin(self.q[5]), sp.cos(self.q[5]), self.L[6]],
                      [0, 0, 0, 1]])

# transform matrix from joint 5 to end-effector
self.TEE5 = sp.Matrix([[1, 0, 0, self.L[7]],
                       [0, 1, 0, 0],
                       [0, 0, 1, 0],
                       [0, 0, 0, 1]])

You can see a bunch of offsetting of the joint angles by -sp.pi/2 and this is to account for the expected 0 angle (straight along the reference frame’s x-axis) at those joints being different than the 0 angle defined in the VREP simulation (at a 90 degrees from the x-axis). You can find these by either looking at and finding the joints’ 0 position in VREP or by trial-and-error empirical analysis.

Once you have your transforms, then you have to specify how to move from the origin to each reference frame of interest (the joints and COMs). For that, I’ve just set up a simple function with a switch statement:

# point of interest in the reference frame (right at the origin)
self.x = sp.Matrix([0,0,0,1])

def _calc_T(self, name, lambdify=True):
    """ Uses Sympy to generate the transform for a joint or link

    name string: name of the joint or link, or end-effector
    lambdify boolean: if True returns a function to calculate
                      the transform. If False returns the Sympy
                      matrix
    """

    # check to see if we have our transformation saved in file
    if os.path.isfile('%s/%s.T' % (self.config_folder, name)):
        Tx = cloudpickle.load(open('%s/%s.T' % (self.config_folder, name),
                                   'rb'))
    else:
        if name == 'joint0' or name == 'link0':
            T = self.T0org
        elif name == 'joint1' or name == 'link1':
            T = self.T0org * self.T10
        elif name == 'joint2':
            T = self.T0org * self.T10 * self.T21
        elif name == 'link2':
            T = self.T0org * self.T10 * self.Tl21
        elif name == 'joint3':
            T = self.T0org * self.T10 * self.T21 * self.T32
        elif name == 'link3':
            T = self.T0org * self.T10 * self.T21 * self.Tl32
        elif name == 'joint4' or name == 'link4':
            T = self.T0org * self.T10 * self.T21 * self.T32 * self.T43
        elif name == 'joint5' or name == 'link5':
            T = self.T0org * self.T10 * self.T21 * self.T32 * self.T43 * \
                self.T54
        elif name == 'link6' or name == 'EE':
            T = self.T0org * self.T10 * self.T21 * self.T32 * self.T43 * \
                self.T54 * self.TEE5
        Tx = T * self.x  # to convert from transform matrix to (x,y,z)

        # save to file
        cloudpickle.dump(Tx, open('%s/%s.T' % (self.config_folder, name),
                                  'wb'))

    if lambdify is False:
        return Tx
    return sp.lambdify(self.q, Tx)

So the first part is pretty straight forward, create the transform matrix, and then at the end to get the (x,y,z) position we just multiply by a vector we created that represents a point at the origin of the last reference frame. Some of the transform matrices (the ones to the arm segments) I didn’t specify above just to cut down on space.

The second part is where we use this awesome lambify function, which lets us turn the matrix we’ve defined into a function, so that we can pass in joint angles and get back out the resulting (x,y,z) position. There’s also the option to get the straight up SymPy matrix return, in case you need the symbolic form (which we will!).

NOTE: You can also see that there’s a check built in to look for saved files, and to just load those saved files instead of recalculating things if they’re available. This is because calculating some of these matrices and their derivatives takes a long, long time. I used the cloudpickle module to do this because it’s able to easily handle saving a whole bunch of weird things that makes normal pickle sour.

Calculating the Jacobian

So now that we’re able to quickly generate the transform matrix for each point of interest on the UR5, we simply take the derivative of the equation for each (x,y,z) coordinate with respect to each joint angle to generate our Jacobian.

def _calc_J(self, name, lambdify=True):
    """ Uses Sympy to generate the Jacobian for a joint or link

    name string: name of the joint or link, or end-effector
    lambdify boolean: if True returns a function to calculate
                      the Jacobian. If False returns the Sympy
                      matrix
    """

    # check to see if we have our Jacobian saved in file
    if os.path.isfile('%s/%s.J' % (self.config_folder, name)):
        J = cloudpickle.load(open('%s/%s.J' %
                             (self.config_folder, name), 'rb'))
    else:
        Tx = self._calc_T(name, lambdify=False)
        J = []
        # calculate derivative of (x,y,z) wrt to each joint
        for ii in range(self.num_joints):
            J.append([])
            J[ii].append(Tx[0].diff(self.q[ii]))  # dx/dq[ii]
            J[ii].append(Tx[1].diff(self.q[ii]))  # dy/dq[ii]
            J[ii].append(Tx[2].diff(self.q[ii]))  # dz/dq[ii]

Here we retrieve the Tx vector from our _calc_T function, and then calculate the derivatives. When calculating the Jacobian for the end-effector, this is all we need! Huzzah!

But to calculate the Jacobian for transforming the inertia matrices of each arm segment into joint space we’re going to need the orientation information added to our Jacobian as well. This we know ahead of time, for each joint it’s a 3D vector with a 1 on the axis being rotated around. So we can predefine this:

# orientation part of the Jacobian (compensating for orientations)
self.J_orientation = [
    [0, 0, 1], # joint 0 rotates around z axis
    [1, 0, 0], # joint 1 rotates around x axis
    [1, 0, 0], # joint 2 rotates around x axis
    [1, 0, 0], # joint 3 rotates around x axis
    [0, 0, 1], # joint 4 rotates around z axis
    [1, 0, 0]] # joint 5 rotates around x axis

And then we just fill in the Jacobians for each reference frame with self.J_orientation up to the last joint, and fill in the rest of the Jacobian with zeros. So e.g. when we’re calculating the Jacobian for the arm segment just past the second joint we’ll use the first two rows of self.J_orientation and the rest of the rows will be 0.

So this leads us to the second half of the _calc_J function:

        end_point = name.strip('link').strip('joint')
        if end_point != 'EE':
            end_point = min(int(end_point) + 1, self.num_joints)
            # add on the orientation information up to the last joint
            for ii in range(end_point):
                J[ii] = J[ii] + self.J_orientation[ii]
            # fill in the rest of the joints orientation info with 0
            for ii in range(end_point, self.num_joints):
                J[ii] = J[ii] + [0, 0, 0]

        # save to file
        cloudpickle.dump(J, open('%s/%s.J' %
                                 (self.config_folder, name), 'wb'))

    J = sp.Matrix(J).T  # correct the orientation of J
    if lambdify is False:
        return J
    return sp.lambdify(self.q, J)

The orientation information is added in, we save the result to file, and a function that takes in the joint angles and outputs the Jacobian is created (unless lambdify == False in which case the SymPy symbolic form is returned.)

Then finally, two wrapper functions are added in to make creating / accessing these functions easier. First, define a couple of dictionaries

# create function dictionaries
self._T = {}  # for transform calculations
self._J = {}  # for Jacobian calculations

and then our wrapper functions look like this

def T(self, name, q):
    """ Calculates the transform for a joint or link
    name string: name of the joint or link, or end-effector
    q np.array: joint angles
    """
    # check for function in dictionary
    if self._T.get(name, None) is None:
        print('Generating transform function for %s'%name)
        self._T[name] = self.calc_T(name)
    return self._T[name](*q)[:-1].flatten()

def J(self, name, q):
   """ Calculates the transform for a joint or link
   name string: name of the joint or link, or end-effector
   q np.array: joint angles
   """
   # check for function in dictionary
   if self._J.get(name, None) is None:
        print('Generating Jacobian function for %s'%name)
        self._J[name] = self.calc_J(name)
   return np.array(self._J[name](*q)).T

So how you use this class (all of this is in a class) is to call these T and J functions with the current joint angles. They’ll check to see if the functions have already be created or stored in file, if they haven’t then the T and / or J functions will be created, then our wrappers do a bit of formatting to get them into the proper form (i.e. transposing or cropping), and return you your (x,y,z) or Jacobian!

NOTE: It’s a bit of a misnomer to have the function be called T and actually return to you Tx, but hey this is a blog. Lay off.

Calculating the inertia matrix in joint-space and force of gravity
Now, since we’re here we might as well also calculate the functions for our inertia matrix in joint space and the effect of gravity. So, define a couple more placeholders in our robot_config class to help us:

self._M = []  # placeholder for (x,y,z) inertia matrices
self._Mq = None  # placeholder for joint space inertia matrix function
self._Mq_g = None  # placeholder for joint space gravity term function

and then add in our inertia matrix information (defined in each link’s centre-of-mass (COM) reference frame)

# create the inertia matrices for each link of the ur5
self._M.append(np.diag([1.0, 1.0, 1.0,
                        0.02, 0.02, 0.02]))  # link0
self._M.append(np.diag([2.5, 2.5, 2.5,
                        0.04, 0.04, 0.04]))  # link1
self._M.append(np.diag([5.7, 5.7, 5.7,
                        0.06, 0.06, 0.04]))  # link2
self._M.append(np.diag([3.9, 3.9, 3.9,
                        0.055, 0.055, 0.04]))  # link3
self._M.append(np.copy(self._M[1]))  # link4
self._M.append(np.copy(self._M[1]))  # link5
self._M.append(np.diag([0.7, 0.7, 0.7,
                        0.01, 0.01, 0.01]))  # link6

and then using our equations for calculating the system’s inertia and gravity we create our _calc_Mq and _calc_Mq_g functions

def _calc_Mq(self, lambdify=True):
    """ Uses Sympy to generate the inertia matrix in
    joint space for the ur5

    lambdify boolean: if True returns a function to calculate
                      the Jacobian. If False returns the Sympy
                      matrix
    """

    # check to see if we have our inertia matrix saved in file
    if os.path.isfile('%s/Mq' % self.config_folder):
        Mq = cloudpickle.load(open('%s/Mq' % self.config_folder, 'rb'))
    else:
        # get the Jacobians for each link's COM
        J = [self._calc_J('link%s' % ii, lambdify=False)
             for ii in range(self.num_links)]

        # transform each inertia matrix into joint space
        # sum together the effects of arm segments' inertia on each motor
        Mq = sp.zeros(self.num_joints)
        for ii in range(self.num_links):
            Mq += J[ii].T * self._M[ii] * J[ii]

        # save to file
        cloudpickle.dump(Mq, open('%s/Mq' % self.config_folder, 'wb'))

    if lambdify is False:
        return Mq
    return sp.lambdify(self.q, Mq)

def _calc_Mq_g(self, lambdify=True):
    """ Uses Sympy to generate the force of gravity in
    joint space for the ur5

    lambdify boolean: if True returns a function to calculate
                      the Jacobian. If False returns the Sympy
                      matrix
    """

    # check to see if we have our gravity term saved in file
    if os.path.isfile('%s/Mq_g' % self.config_folder):
        Mq_g = cloudpickle.load(open('%s/Mq_g' % self.config_folder,
                                     'rb'))
    else:
        # get the Jacobians for each link's COM
        J = [self._calc_J('link%s' % ii, lambdify=False)
             for ii in range(self.num_links)]

        # transform each inertia matrix into joint space and
        # sum together the effects of arm segments' inertia on each motor
        Mq_g = sp.zeros(self.num_joints, 1)
        for ii in range(self.num_joints):
            Mq_g += J[ii].T * self._M[ii] * self.gravity

        # save to file
        cloudpickle.dump(Mq_g, open('%s/Mq_g' % self.config_folder,
                                    'wb'))

    if lambdify is False:
        return Mq_g
    return sp.lambdify(self.q, Mq_g)

and wrapper functions

def Mq(self, q):
    """ Calculates the joint space inertia matrix for the ur5

    q np.array: joint angles
    """
    # check for function in dictionary
    if self._Mq is None:
        print('Generating inertia matrix function')
        self._Mq = self._calc_Mq()
    return np.array(self._Mq(*q))

def Mq_g(self, q):
    """ Calculates the force of gravity in joint space for the ur5

    q np.array: joint angles
    """
    # check for function in dictionary
    if self._Mq_g is None:
        print('Generating gravity effects function')
        self._Mq_g = self._calc_Mq_g()
    return np.array(self._Mq_g(*q)).flatten()

and we’re all set!

Putting it all together

Now we have nice clean code to generate everything we need for our controller. Using the controller developed in this post as a base, we can replace those calculations with the following nice compact code (which also includes a secondary null-space controller to keep the arm near resting joint angles):

# calculate position of the end-effector
# derived in the ur5 calc_TnJ class
xyz = robot_config.T('EE', q)
# calculate the Jacobian for the end effector
JEE = robot_config.J('EE', q)
# calculate the inertia matrix in joint space
Mq = robot_config.Mq(q)
# calculate the effect of gravity in joint space
Mq_g = robot_config.Mq_g(q)

# convert the mass compensation into end effector space
Mx_inv = np.dot(JEE, np.dot(np.linalg.inv(Mq), JEE.T))
svd_u, svd_s, svd_v = np.linalg.svd(Mx_inv)
# cut off any singular values that could cause control problems
singularity_thresh = .00025
for i in range(len(svd_s)):
    svd_s[i] = 0 if svd_s[i] < singularity_thresh else \
        1./float(svd_s[i])
# numpy returns U,S,V.T, so have to transpose both here
Mx = np.dot(svd_v.T, np.dot(np.diag(svd_s), svd_u.T))

kp = 100
kv = np.sqrt(kp)
# calculate desired force in (x,y,z) space
u_xyz = np.dot(Mx, target_xyz - xyz)
# transform into joint space, add vel and gravity compensation
u = (kp * np.dot(JEE.T, u_xyz) - np.dot(Mq, kv * dq) - Mq_g)

# calculate our secondary control signal
# calculated desired joint angle acceleration
q_des = (((robot_config.rest_angles - q) + np.pi) %
         (np.pi*2) - np.pi)
u_null = np.dot(Mq, (kp * q_des - kv * dq))

# calculate the null space filter
Jdyn_inv = np.dot(Mx, np.dot(JEE, np.linalg.inv(Mq)))
null_filter = (np.eye(robot_config.num_joints) -
               np.dot(JEE.T, Jdyn_inv))
u_null_filtered = np.dot(null_filter, u_null)

u += u_null_filtered

And there you go!

You can see all of this code up on my GitHub, along a full example controlling a UR5 VREP model though reaching to a series of targets. It looks something pretty much like this (slightly better because this gif was made before adding in the null space controller):

ur5.gif

Overhead of using lambdify instead of hard-coding

This was a big question that I had, because when I’m running simulations the time step is on the order of a few milliseconds, with the controller code called at every time step. So I reaaaally can’t afford a crazy overhead for using lambdify.

To test this, I used the handy Python timeit, which requires a bit awkward setup, but quite nicely calls the function a whole bunch of times (1,000,000 by default) and accounts for various other things going on that could affect the execution time.

I tested two sample functions, one simpler than the other. Here’s the code for setting up and testing the first function:

import timeit
import seaborn

# Test 1 ----------------------------------------------------------------------
print('\nTest function 1: ')
time_sympy1 = timeit.timeit(
        stmt = 'f(np.random.random(), np.random.random())',
        setup = 'import numpy as np;\
                import sympy as sp;\
                q0 = sp.Symbol("q0");\
                l0 = sp.Symbol("l0");\
                a = sp.cos(q0) * l0;\
                f = sp.lambdify((q0, l0), a, "numpy")')
print('Sympy lambdify function 1 time: ', time_sympy1)

time_hardcoded1 = timeit.timeit(
        stmt = 'np.cos(np.random.random())*np.random.random()',
        setup = 'import numpy as np')
print('Hard coded function 1 time: ', time_hardcoded1)

Pretty simple, a bit of a pain in the sympy setup, but other than that not bad at all. The second function I tested was just a random collection of cos and sin calls that resemble what gets computed in a Jacobian:

l1*np.sin(q0 - l0*np.sin(q1)*np.cos(q2) - l2*np.sin(q2) - l0*np.sin(q1) + q0*l0)*np.cos(q0) + l2*np.sin(q0)

And here’s the results:

simtime

So it’s slower for sure, but again this is the difference in time after 1,000,000 function calls, so until some big optimization needs to be done using the SymPy lambdify function is definitely worth the slight gain in execution time for the insane convenience.

The full code for the timing tests here are also up on my GitHub.

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Dynamic movement primitives part 4: Avoiding obstacles – update

Edit: Previously I posted this blog post on incorporating obstacle avoidance, but after a recent comment on the code I started going through it again and found a whole bunch of issues. Enough so that I’ve recoded things and I’m going to repost it now with working examples and a description of the changes I made to get it going. The edited sections will be separated out with these nice horizontal lines. If you’re just looking for the example code, you can find it up on my pydmps repo, here.


Alright. Previously I’d mentioned in one of these posts that DMPs are awesome for generalization and extension, and one of the ways that they can be extended is by incorporating obstacle avoidance dynamics. Recently I wanted to implement these dynamics, and after a bit of finagling I got it working, and so that’s going to be the subject of this post.

There are a few papers that talk about this, but the one we’re going to use is Biologically-inspired dynamical systems for movement generation: automatic real-time goal adaptation and obstacle avoidance by Hoffmann and others from Stefan Schaal’s lab. This is actually the second paper talking about obstacle avoidance and DMPs, and this is a good chance to stress one of the most important rules of implementing algorithms discussed in papers: collect at least 2-3 papers detailing the algorithm (if possible) before attempting to implement it. There are several reasons for this, the first and most important is that there are likely some typos in the equations of one paper, by comparing across a few papers it’s easier to identify trickier parts, after which thinking through what the correct form should be is usually straightforward. Secondly, often equations are updated with simplified notation or dynamics in later papers, and you can save yourself a lot of headaches in trying to understand them just by reading a later iteration. I recklessly disregarded this advice and started implementation using a single, earlier paper which had a few key typos in the equations and spent a lot of time tracking down the problem. This is just a peril inherent in any paper that doesn’t provide tested code, which is almost all, sadface.

OK, now on to the dynamics. Fortunately, I can just reference the previous posts on DMPs here and don’t have to spend any time discussing how we arrive at the DMP dynamics (for a 2D system):

\ddot{\textbf{y}} = \alpha_y (\beta_y( \textbf{g} - \textbf{y}) - \dot{\textbf{y}}) + \textbf{f},

where \alpha_y and \beta_y are gain terms, \textbf{g} is the goal state, \textbf{y} is the system state, \dot{\textbf{y}} is the system velocity, and \textbf{f} is the forcing function.
As mentioned, DMPs are awesome because now to add obstacle avoidance all we have to do is add another term

\ddot{\textbf{y}} = \alpha_y (\beta_y( \textbf{g} - \textbf{y}) - \dot{\textbf{y}}) + \textbf{f} + \textbf{p}(\textbf{y}, \dot{\textbf{y}}),

where \textbf{p}(\textbf{y}, \dot{\textbf{y}}) implements the obstacle avoidance dynamics, and is a function of the DMP state and velocity. Now then, the question is what are these dynamics exactly?

Obstacle avoidance dynamics

It turns out that there is a paper by Fajen and Warren that details an algorithm that mimics human obstacle avoidance. The idea is that you calculate the angle between your current velocity and the direction to the obstacle, and then turn away from the obstacle. The angle between current velocity and direction to the obstacle is referred to as the steering angle, denoted \varphi, here’s a picture of it:

psi
So, given some \varphi value, we want to specify how much to change our steering direction, \dot{\varphi}, as in the figure below:
dpsi
If we’re on track to hit the object (i.e. \varphi is near 0) then we steer away hard, and then make your change in direction less and less as the angle between your heading (velocity) and the object is larger and larger. Formally, define \dot{\varphi} as

\dot{\varphi} = \gamma \;\varphi \;\textrm{exp}(-\beta | \varphi |),

where \gamma and \beta are constants, which are specified as 1000 and \frac{20}{\pi} in the paper, respectively.


Edit: OK this all sounds great, but quickly you run into issues here. The first is how do we calculate \varphi? In the paper I was going off of they used a dot product between the \dot{\textbf{y}} vector and the \textbf{o} - \textbf{y} vector to get the cosine of the angle, and then use np.arccos to get the angle from that. There is a big problem with this here, however, that’s kind of subtle: You will never get a negative angle when you calculate this, which, of course. That’s not how np.arccos works, but it is still what we need so we will be able to tell if we should be turning left or right to avoid this object!

So we need to use a different way of calculating the angle, one that tells us if the object is in a + or – angle relative to the way we’re headed. To calculate an angle that will give us + or -, we’re going to use the np.arctan2 function.

We want to center things around the way we’re headed, so first we calculate the angle of the direction vector, \dot{\textbf{y}}. Then we create a rotation vector, R_dy to rotate the vector describing the direction of the object. This shifts things around so that if we’re moving straight towards the object it’s at 0 degrees, if we’re headed directly away from it, it’s at 180 degrees, etc. Once we have that vector, nooowwww we can find the angle of the direction of the object and that’s what we’re going to use for phi. Huzzah!

# get the angle we're heading in
phi_dy = -np.arctan2(dy[1], dy[0]) 
R_dy = np.array([[np.cos(phi_dy), -np.sin(phi_dy)],
                 [np.sin(phi_dy), np.cos(phi_dy)]])
# calculate vector to object relative to body
obj_vec = obstacle - y
# rotate it by the direction we're going 
obj_vec = np.dot(R_dy, obj_vec)
# calculate the angle of obj relative to the direction we're going
phi = np.arctan2(obj_vec[1], obj_vec[0])

This \dot{\varphi} term can be thought of as a weighting, telling us how much we need to rotate based on how close we are to running into the object. To calculate how we should rotate we’re going to calculate the angle orthonormal to our current velocity, then weight it by the distance between the object and our current state on each axis. Formally, this is written:

\textbf{R} \; \dot{\textbf{y}},

where \textbf{R} is the axis (\textbf{o} - \textbf{y}) \times \dot{\textbf{y}} rotated 90 degrees (the \times denoting outer product here). The way I’ve been thinking about this is basically taking your velocity vector, \dot{\textbf{y}}, and rotating it 90 degrees. Then we use this rotated vector as a row vector, and weight the top row by the distance between the object and the system along the x axis, and the bottom row by the difference along the \textbf{y} axis. So in the end we’re calculating the angle that rotates our velocity vector 90 degrees, weighted by distance to the object along each axis.

So that whole thing takes into account absolute distance to object along each axis, but that’s not quite enough. We also need to throw in \dot{\varphi}, which looks at the current angle. What this does is basically look at ‘hey are we going to hit this object?’, if you are on course then make a big turn and if you’re not then turn less or not at all. Phew.

OK so all in all this whole term is written out

\textbf{p}(\textbf{y}, \dot{\textbf{y}}) = \textbf{R} \; \dot{\textbf{y}} \; \dot{\varphi},

and that’s what we add in to the system acceleration. And now our DMP can avoid obstacles! How cool is that?

Super compact, straight-forward to add, here’s the code:


Edit: OK, so not suuuper compact. I’ve also added in another couple checks. The big one is “Is this obstacle between us and the target or not?”. So I calculate the Euclidean distance to the goal and the obstacle, and if the obstacle is further away then the goal, set the avoidance signal to zero (performed at the end of the if)! This took care of a few weird errors where you would get a big deviation in the trajectory if it saw an obstacle past the goal, because it was planning on avoiding it, but then was pulled back in to the goal before the obstacle anyways so it was a pointless exercise. The other check added in is just to make sure you only add in obstacle avoidance if the system is actually moving. Finally, I also changed the \gamma = 100 instead of 1000.


def avoid_obstacles(y, dy, goal):
    p = np.zeros(2)
 
    for obstacle in obstacles:
        # based on (Hoffmann, 2009)

        # if we're moving
        if np.linalg.norm(dy) > 1e-5:

            # get the angle we're heading in
            phi_dy = -np.arctan2(dy[1], dy[0]) 
            R_dy = np.array([[np.cos(phi_dy), -np.sin(phi_dy)],
                             [np.sin(phi_dy), np.cos(phi_dy)]])
            # calculate vector to object relative to body
            obj_vec = obstacle - y
            # rotate it by the direction we're going 
            obj_vec = np.dot(R_dy, obj_vec)
            # calculate the angle of obj relative to the direction we're going
            phi = np.arctan2(obj_vec[1], obj_vec[0])

            dphi = gamma * phi * np.exp(-beta * abs(phi))
            R = np.dot(R_halfpi, np.outer(obstacle - y, dy))
            pval = -np.nan_to_num(np.dot(R, dy) * dphi)

            # check to see if the distance to the obstacle is further than 
            # the distance to the target, if it is, ignore the obstacle
            if np.linalg.norm(obj_vec) > np.linalg.norm(goal - y):
                pval = 0

            p += pval
    return p

And that’s it! Just add this method in to your DMP system and call avoid_obstacles at every timestep, and add it in to your DMP acceleration.

You hopefully noticed in the code that this is set up for multiple obstacles, and that all that that entailed was simply adding the p value generated by each individual obstacle. It’s super easy! Here’s a very basic graphic showing how the DMP system can avoid obstacles:
obj_avoid
So here there’s just a basic attractor system (DMP without a forcing function) trying to move from the center position to 8 targets around the unit circle (which are highlighted in red), and there are 4 obstacles that I’ve thrown onto the field (black x’s). As you can see, the system successfully steers way clear of the obstacles while moving towards the target!

We must all use this power wisely.


Edit: Making the power yours is now easier than ever! You can check out this code at my pydmps GitHub repo. Clone the repo and after you python setup.py develop, change directories into the examples folder and run the avoid_obstacles.py file. It will randomly generate 5 targets in the environment and perform 20 movements, giving you something looking like this:

obj_avoid2


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Using VREP for simulation of force-controlled models

I’ve been playing around a bit with different simulators, and one that we’re a big fan of in the lab is VREP. It’s free for academics and you can talk to them about licences if you’re looking for commercial use. I haven’t actually had much experience with it before myself, so I decided to make a simple force controlled arm model to get experience using it. All in all, there were only a few weird API things that I had to get through, and once you have them down it’s pretty straight forward. This post is going to be about the steps that I needed to take to get things all set up. For a more general start-up on VREP check out All the code in this post and the model I use can be found up on my GitHub.

Getting the right files where you need them

As discussed in the remote API overview, you’ll need three files in whatever folder you want to run your Python script from to be able to hook into VREP remotely:

  • remoteApi.dll, remoteApi.dylib or remoteApi.so (depending on what OS you’re using)
  • vrep.py
  • vrepConstants.py

You can find these files inside your VREP_HOME/programming/remoteApiBindings/python/python and VREP_HOME/programming/remoteApiBindings/lib/lib folders. Make sure that these files are in whatever folder you’re running your Python scripts from.

The model

It’s easy to create a new model to mess around with in VREP, so that’s the route I went, rather than importing one of their pre-made models and having some sneaky parameter setting cause me a bunch of grief. You can just right click->add then go at it. There are a bunch of tutorials so I’m not going to go into detail here. The main things are:

  • Make sure joints are in ‘Torque/force’ mode.
  • Make sure that joint ‘Motor enabled’ property is checked. The motor enabled property is in the ‘Show dynamic properties dialogue’ menu, which you find when you double click on the joint in the Scene Hierarchy.
  • Know the names of the joints as shown in the Scene Hierarchy.

So here’s a picture:

VREP
where you can see the names of the objects in the model highlighted in red, the Torque/force selection highlighted in blue, and the Motor enabled option highlighted in green. And of course my beautiful arm model in the background.

Setting up the continuous server

The goal is to connect VREP to Python so that we can send torques to the arm from our Python script and get the feedback necessary to calculate those torques. There are a few ways to set up a remote connection in VREP.

The basic one is they have you add a child script in VREP and attach it to an object in the world that sets up a port and then you hit go on your simulation and can then run your Python script to connect in. This gets old real fast. Fortunately, it’s easy to automate everything from Python so that you can connect in, start the simulation, run it for however long, and then stop the simulation without having to click back and forth.

The first step is to make sure that your remoteApiConnections.txt file in you VREP home directory is set up properly. A continuous server should be set up by default, but doesn’t hurt to double check. And you can take the chance to turn on debugging, which can be pretty helpful. So open up that file and make sure it looks like this:

portIndex1_port                 = 19997
portIndex1_debug                = true
portIndex1_syncSimTrigger       = true

Once that’s set up, when VREP starts we can connect in from Python. In our Python script, first we’ll close any open connections that might be around, and then we’ll set up a new connection in:

import vrep 

# close any open connections
vrep.simxFinish(-1)
# Connect to the V-REP continuous server
clientID = vrep.simxStart('127.0.0.1', 19997, True, True, 500, 5) 

if clientID != -1: # if we connected successfully
    print ('Connected to remote API server')

So once the connection is made, we check the clientID value to make sure that it didn’t fail, and then we carry on with our script.

Synchronizing

By default, VREP will run its simulation in its own thread, and both the simulation and the controller using the remote API will be running simultaneously. This can lead to some weird behaviour as things fall out of synch etc etc, so what we want instead is for the VREP sim to only run one time step for each time step the controller runs. To do that, we need to set VREP to synchronous mode. So the next few lines of our Python script look like:

    # --------------------- Setup the simulation 

    vrep.simxSynchronous(clientID,True)

and then later, once we’ve calculated our control signal, sent it over, and want the simulation to run one time step forward, we do that by calling

    # move simulation ahead one time step
    vrep.simxSynchronousTrigger(clientID)

Get the handles to objects of interest

OK the next chunk of code in our script uses the names of our objects (as specified in the Scene Hierarchy in VREP) to get an ID for each which to identify which object we want to send a command to or receive feedback from:

    joint_names = ['shoulder', 'elbow']
    # joint target velocities discussed below
    joint_target_velocities = np.ones(len(joint_names)) * 10000.0

    # get the handles for each joint and set up streaming
    joint_handles = [vrep.simxGetObjectHandle(clientID,
        name, vrep.simx_opmode_blocking)[1] for name in joint_names]

    # get handle for target and set up streaming
    _, target_handle = vrep.simxGetObjectHandle(clientID,
                    'target', vrep.simx_opmode_blocking)

Set dt and start the simulation

And the final thing that we’re going to do in our simulation set up is specify the timestep that we want to use, and then start the simulation. I found this in a forum post, and I must say whatever VREP lacks in intuitive API their forum moderators are on the ball. NOTE: To use a custom time step you have to also set the dt option in the VREP simulator to ‘custom’. The drop down is to the left of the ‘play’ arrow, and if you don’t have it set to ‘custom’ you won’t be able to set the time step through Python.

    dt = .01
    vrep.simxSetFloatingParameter(clientID,
            vrep.sim_floatparam_simulation_time_step,
            dt, # specify a simulation time step
            vrep.simx_opmode_oneshot)

    # --------------------- Start the simulation

    # start our simulation in lockstep with our code
    vrep.simxStartSimulation(clientID,
            vrep.simx_opmode_blocking)

Main loop

For this next chunk I’m going to cut out everything that’s not VREP, since I have a bunch of posts explaining the control signal derivation and forward transformation matrices.

So, once we’ve started the simulation, I’ve set things up for the arm to be controlled for 1 second and then for the simulation to stop and everything shut down and disconnect.

    while count < 1: # run for 1 simulated second

        # get the (x,y,z) position of the target
        _, target_xyz = vrep.simxGetObjectPosition(clientID,
                target_handle,
                -1, # retrieve absolute, not relative, position
                vrep.simx_opmode_blocking)
        if _ !=0 : raise Exception()
        track_target.append(np.copy(target_xyz)) # store for plotting
        target_xyz = np.asarray(target_xyz)

        q = np.zeros(len(joint_handles))
        dq = np.zeros(len(joint_handles))
        for ii,joint_handle in enumerate(joint_handles):
            # get the joint angles
            _, q[ii] = vrep.simxGetJointPosition(clientID,
                    joint_handle,
                    vrep.simx_opmode_blocking)
            if _ !=0 : raise Exception()
            # get the joint velocity
            _, dq[ii] = vrep.simxGetObjectFloatParameter(clientID,
                    joint_handle,
                    2012, # ID for angular velocity of the joint
                    vrep.simx_opmode_blocking)
            if _ !=0 : raise Exception()

In the above chunk of code, I think the big thing to point out is that I’m using vrep.simx_opmode_blocking in each call, instead of vrep.simx_opmode_buffer. The difference is that you for sure get the current values of the simulation when you use blocking, and you can be behind a time step using buffer.

Aside from that the other notable things are I raise an exception if the first parameter (which is the return code) is ever not 0, and that I use simxGetObjectFloatParameter to get the joint velocity instead of simxGetObjectVelocity, which has a rotational velocity component. Zero is the return code for ‘everything worked’, and if you don’t check it and have some silly things going on you can be veeerrrrryyy mystified when things don’t work. And what simxGetObjectVelocity returns is the rotational velocity of the joint relative to the world frame, and not the angular velocity of the joint in its own coordinates. That was also a briefly confusing.

So the next thing I do is calculate u, which we’ll skip, and then we need to set the forces for the joint. This part of the API is real screwy. You can’t set the force applied to the joint directly. Instead, you have to set the target velocity of the joint to some really high value (hence that array we made before), and then modulate the maximum force that can be applied to that joint. Also important: When you want to apply a force in the other direction, you change the sign on the target velocity, but keep the force sign positive.

        # ... calculate u ... 

        for ii,joint_handle in enumerate(joint_handles):
            # get the current joint torque
            _, torque = \
                vrep.simxGetJointForce(clientID,
                        joint_handle,
                        vrep.simx_opmode_blocking)
            if _ !=0 : raise Exception()

            # if force has changed signs,
            # we need to change the target velocity sign
            if np.sign(torque) * np.sign(u[ii]) < 0:
                joint_target_velocities[ii] = \
                        joint_target_velocities[ii] * -1
                vrep.simxSetJointTargetVelocity(clientID,
                        joint_handle,
                        joint_target_velocities[ii], # target velocity
                        vrep.simx_opmode_blocking)
            if _ !=0 : raise Exception()

            # and now modulate the force
            vrep.simxSetJointForce(clientID,
                    joint_handle,
                    abs(u[ii]), # force to apply
                    vrep.simx_opmode_blocking)
            if _ !=0 : raise Exception()

        # move simulation ahead one time step
        vrep.simxSynchronousTrigger(clientID)
        count += dt

So as you can see we check the current torque, see if we need to change the sign on the target velocity, modulate the maximum allowed force, and then finally step the VREP simulation forward.

Conclusions

And there you go! Here’s an animation of it in action (note this is a super low quality gif and it looks way better / smoother when actually running it yourself):

reach_to_target

All in all, VREP has been enjoyable to work with so far. It didn’t take long to get things moving and off the ground, the visualization is great, and I haven’t even scratched the surface of what you can do with it. Best of all (so far) you can fully automate everything from Python. Hopefully this is enough to help some people get their own models going and save a few hours and headaches! Again, the full code and the model are up on my GitHub.

Nits

  • When you’re applying your control signal, make sure you test each joint in isolation, to make sure your torques push things in the direction you think they do. I had checked the rotation direction in VREP, but the control signal for both joints ended up needing to be multiplied by -1.
  • Another nit when you’re building your model, if you use the rotate button from the VREP toolbar on your model, wherever that joint rotates to is now 0 degrees. If you want to set the joint to start at 45 degrees, instead double click and change Pos[deg] option inside ‘Joint’ in Scene Object Properties.
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Deep learning for control using augmented Hessian-free optimization

Traditionally, deep learning is applied to feed-forward tasks, like classification, where the output of the network doesn’t affect the input to the network. It is a decidedly harder problem when the output is recurrently connected such that network output affects the input. Because of this application of deep learning methods to control was largely unexplored until a few years ago. Recently, however, there’s been a lot of progress and research in this area. In this post I’m going to talk about an implementation of deep learning for control presented by Dr. Ilya Sutskever in his thesis Training Recurrent Neural Networks.

In his thesis, Dr. Sutskever uses augmented Hessian-free (AHF) optimization for learning. There are a bunch of papers and posts that go into details about AHF, here’s a good one by Andrew Gibiansky up on his blog, that I recommend you check out. I’m not going to really talk much here about what AHF is specifically, or how it differs from other methods, if you’re unfamiliar there are lots of places you can read up on it. Quickly, though, AHF is kind of a bag of tricks you can use with a fast method for estimating the curvature of the loss function with respect to the weights of a neural network, as well as the gradient, which allows it to make larger updates in directions where the loss function doesn’t change quickly. So rather than estimating the gradient and then doing a small update along each dimension, you can make the size of your update large in directions that change slowly and small along dimensions where things change quickly. And now that’s enough about that.

In this post I’m going to walk through using a Hessian-free optimization library (version 0.3.8) written by my compadre Dr. Daniel Rasmussen to train up a neural network to train up a 2-link arm, and talk about the various hellish gauntlets you need run to get something that works. Whooo! The first thing to do is install this Hessian-free library, linked above.

I’ll be working through code edited a bit for readability, to find the code in full you can check out the files up on my GitHub.

Build the network

Dr. Sutskever specified the structure of the network in his thesis to be 4 layers: 1) a linear input layer, 2) 100 Tanh nodes, 3) 100 Tanh nodes, 4) linear output layer. The network is connected up with the standard feedforward connections from 1 to 2 to 3 to 4, plus recurrent connections on 2 and 3 to themselves, plus a ‘skip’ connection from layer 1 to layer 3. Finally, the input to the network is the target state for the plant and the current state of the plant. So, lots of recursion! Here’s a picture:

network structure

The output layer connects in to the plant, and, for those unfamiliar with control theory terminology, ‘plant’ just means the system that you’re controlling. In this case an arm simulation.

Before we can go ahead and set up the network that we want to train, we also need to specify the loss function that we’re going to be using during training. The loss function in Ilya’s thesis is a standard one:

L(\theta) = \sum\limits^{N-1}\limits_{t=0} \ell(\textbf{u}_t) + \ell_f(\textbf{x}_N),
\ell(\textbf{u}_t) = \alpha \frac{||\textbf{u}_t||^2}{2},
\ell_f(\textbf{x}_N) = \frac{||\textbf{x}^* - \textbf{x}_t||^2}{2}

where L(\theta) is the total cost of the trajectory generated with \theta, the set of network parameters, \ell(\textbf{u}) is the immediate state cost, \ell_f(\textbf{x}) is the final state cost, \textbf{x} is the state of the arm, \textbf{x}^* is the target state of the arm, \textbf{u} is the control signal (torques) that drives the arm, and \alpha is a gain value.

To code this up using the hessianfree library we do:

from hessianfree import RNNet
from hessianfree.nonlinearities import (Tanh, Linear, Plant)
from hessianfree.loss_funcs import SquaredError, SparseL2

l2gain = 10e-3 * dt # gain on control signal loss
rnn = RNNet(
    # specify the number of nodes in each layer
    shape=[num_states * 2, 96, 96, num_states, num_states],
    # specify the function of the nodes in each layer
    layers=[Linear(), Tanh(), Tanh(), Linear(), plant],
    # specify the layers that have recurrent connections
    rec_layers=[1,2],
    # specify the connections between layers
    conns={0:[1, 2], 1:[2], 2:[3], 3:[4]},
    # specify the loss function
    loss_type=[
        # squared error between plant output and targets
        SquaredError(),
        # penalize magnitude of control signal (output of layer 3)
        SparseL2(l2gain, layers=[3])],
    load_weights=W,
    use_GPU=True)

Note that if you want to run it on your GPU you’ll need PyCuda and sklearn installed. And a GPU.

An important thing to note as well is that in Dr. Sustkever’s thesis when we’re calculating the squared error of the distance from the arm state to the target, this is measured in joint angles. So it’s kind of a weird set up to be looking at the movement of the hand but have your cost function in joint-space instead of end-effector space, but it definitely simplifies training by making the cost more directly relatable to the control signal. So we need to calculate the joint angles of the arm that will have the hand at different targets around a circle. To do this we’ll take advantage of our inverse kinematics solver from way back when, and use the following code:

def gen_targets(arm, n_targets=8, sig_len=100):
    #Generate target angles corresponding to target
    #(x,y) coordinates around a circle
    import scipy.optimize

    x_bias = 0
    if arm.DOF == 2:
        y_bias = .35
        dist = .075
    elif arm.DOF == 3:
        y_bias = .5
        dist = .2

    # set up the reaching trajectories around circle
    targets_x = [dist * np.cos(theta) + x_bias \
                    for theta in np.linspace(0, np.pi*2, 65)][:-1]
    targets_y = [dist * np.sin(theta) + y_bias \
                    for theta in np.linspace(0, np.pi*2, 65)][:-1]

    joint_targets = []
    for ii in range(len(targets_x)):
        joint_targets.append(arm.inv_kinematics(xy=(targets_x[ii],
                                                    targets_y[ii])))
    targs = np.asarray(joint_targets)

    # repeat the targets over time
    for ii in range(targs.shape[1]-1):
        targets = np.concatenate(
            (np.outer(targs[:, ii], np.ones(sig_len))[:, :, None],
             np.outer(targs[:, ii+1], np.ones(sig_len))[:, :, None]), axis=-1)
    targets = np.concatenate((targets, np.zeros(targets.shape)), axis=-1)
    # only want to penalize the system for not being at the
    # target at the final state, set everything before to np.nan
    targets[:, :-1] = np.nan 

    return targets

And you can see in the last couple lines that to implement the distance to target as a final state cost penalty only we just set all of the targets before the final time step equal to np.nan. If we wanted to penalize distance to target throughout the whole trajectory we would just comment that line out.

Create the plant

You’ll notice in the code that defines our RNN I set the last layer of the network to be plant, but that that’s not defined anywhere. Let’s talk. There are a couple of things that we’re going to need to incorporate our plant into this network and be able to use any deep learning method to train it. We need to be able to:

  1. Simulate the plant forward; i.e. pass in input and get back the resulting plant state at the next timestep.
  2. Calculate the derivative of the plant state with respect to the input; i.e. how do small changes in the input affect the state.
  3. Calculate the derivative of the plant state with respect to the previous state; i.e. how do small changes in the plant state affect the state at the next timestep.
  4. Calculate the derivative of the plant output with respect to its state; i.e. how do small changes in the current position of the state affect the output of the plant.

So 1 is easy, we have the arm simulations that we want already, they’re up on my GitHub. Number 4 is actually trivial too, because the output of our plant is going to be the state itself, so the derivative of the output with respect to the state is just the identity matrix.

For 2 and 3, we’re going to need to calculate some derivatives. If you’ve read the last few posts you’ll note that I’m on a finite differences kick. So let’s get that going! Because no one wants to calculate derivatives!

Important note, the notation in these next couple pieces of code is going to be a bit different from my normal notation because they’re matching with the hessianfree library notation, which is coming from a reinforcement learning literature background instead of a control theory background. So, s is the state of the plant, and x is the input to the plant. I know, I know. All the same, make sure to keep that in mind.

# calculate ds0/dx0 with finite differences
d_input_FD = np.zeros((x.shape[0], # number of trials
                       x.shape[1], # number of inputs
                       self.state.shape[1])) # number of states
for ii in range(x.shape[1]):
    # calculate state adding eps to x[ii]
    self.reset_plant(self.prev_state)
    inc_x = x.copy()
    inc_x[:, ii] += self.eps
    self.activation(inc_x)
    state_inc = self.state.copy()
    # calculate state subtracting eps from x[ii]
    self.reset_plant(self.prev_state)
    dec_x = x.copy()
    dec_x[:, ii] -= self.eps
    self.activation(dec_x)
    state_dec = self.state.copy()

    d_input_FD[:, :, ii] = \
        (state_inc - state_dec) / (2 * self.eps)
d_input_FD = d_input_FD[..., None]

Alrighty. First we create a tensor to store the results. Why is it a tensor? Because we’re going to be doing a bunch of runs at once. So our state dimensions are actually trials x size_input. When we then take the partial derivative, we end up with trials many size_input x size_state matrices. Then we increase each of the parameters of the input slightly one at a time and store the results, decrease them all one at a time and store the results, and compute our approximation of the gradient.

Next we’ll do the same for calculating the derivative of the state with respect to the previous state.

# calculate ds1/ds0
d_state_FD = np.zeros((x.shape[0], # number of trials
                       self.state.shape[1], # number of states
                       self.state.shape[1])) # number of states
for ii in range(self.state.shape[1]):
    # calculate state adding eps to self.state[ii]
    state = np.copy(self.prev_state)
    state[:, ii] += self.eps
    self.reset_plant(state)
    self.activation(x)
    state_inc = self.state.copy()
    # calculate state subtracting eps from self.state[ii]
    state = np.copy(self.prev_state)
    state[:, ii] -= self.eps
    self.reset_plant(state)
    self.activation(x)
    state_dec = self.state.copy()

    d_state_FD[:, :, ii] = \
        (state_inc - state_dec) / (2 * self.eps)
d_state_FD = d_state_FD[..., None]

Great! We’re getting closer to having everything we need. Another thing we need is a wrapper for running our arm simulation. It’s going to look like this:

def activation(self, x):
    state = []
    # iterate through and simulate the plant forward
    # for each trial
    for ii in range(x.shape[0]):
        self.arm.reset(q=self.state[ii, :self.arm.DOF],
                       dq=self.state[ii, self.arm.DOF:])
        self.arm.apply_torque(u[ii])
        state.append(np.hstack([self.arm.q, self.arm.dq]))
    state = np.asarray(state)

    self.state = self.squashing(state)

This is definitely not the fastest code to run. Much more ideally we would put the state and input into vectors and do a single set of computations for each call to activation rather than having that for loop in there. Unfortunately, though, we’re not assuming that we have access to the dynamics equations / will be able to pass in vector states and inputs.

Squashing
Looking at the above code that seems pretty clear what’s going on, except you might notice that last line calling self.squashing. What’s going on there?

The squashing function looks like this:

def squashing(self, x):
    index_below = np.where(x < -2*np.pi)
    x[index_below] = np.tanh(x[index_below]+2*np.pi) - 2*np.pi
    index_above = np.where(x > 2*np.pi)
    x[index_above] = np.tanh(x[index_above]-2*np.pi) + 2*np.pi
    return x

All that’s happening here is that we’re taking our input, and doing nothing to it as long as it doesn’t start to get too positive or too negative. If it does then we just taper it off and prevent it from going off to infinity. So running a 1D vector through this function we get:

squashed
This ends up being a pretty important piece of the code here. Basically it prevents wild changes to the weights during learning to result in the system breaking down. So the state of the plant can’t go off to infinity and cause an error to be thrown, stopping our simulation. But because the target state is well within the bounds of where the squashing function does nothing, post-training we’ll still be able to use the resulting network to control a system that doesn’t have this fail safe built in. Think of this function as training wheels that catch you only if you start falling.

With that, we no have pretty much all of the parts necessary to begin training our network!

Training the network

We’re going to be training this network on the centre-out reaching task, where you start at a centre point and reach to a bunch of target locations around a circle. I’m just going to be re-implementing the task as it was done in Dr. Sutskever’s thesis, so we’ll have 64 targets around the circle, and train using a 2-link arm. Here’s the code that we’ll use to actually run the training:

for ii in range(last_trial+1, num_batches):
    # train a bunch of batches using the same input every time
    # to allow the network a chance to minimize things with
    # stable input (speeds up training)
    err = rnn.run_batches(plant, targets=None,
              max_epochs=batch_size,
              optimizer=HessianFree(CG_iter=96, init_damping=100))

    # save the weights to file, track trial and error
    # err = rnn.error(inputs)
    err = rnn.best_error
    name = 'weights/rnn_weights-trial%04i-err%.3f'%(ii, err)
    np.savez_compressed(name, rnn.W)

Training your own network

A quick aside: if you want to run this code yourself, get a real good computer, have an arm simulation ready, the hessianfree Python library installed, and download and run this train_hf.py file. (Note: I used version 0.3.8 of the hessianfree library, which you can install using pip install hessianfree==0.3.8) This will start training and save the weights into a weights/ folder, so make sure that that exists in the same folder as train_hf.py. If you want to view the results of the training at any point run the plot_error.py file, which will load in the most recent version of the weights and plot the error so far. If you want to generate an animated plot like I have below run gen_animation_plots.py and then the last command from my post on generating animated gifs.

Another means of seeing the results of your trained up network is to use the controller I’ve implemented in my controls benchmarking suite, which looks for a set of saved weights in the controllers/weights folder, and will load it in and use it to generate command signals for the arm by running it with

python run.py arm2_python ahf reach --dt=1e-2

where you replace arm2_python with whatever arm model you trained your model on. Note the --dt=1e-2 flag, that is important because the model was trained with a .01 timestep and things get a bit weird if you suddenly change the dynamics on the controller.

OK let’s look at some results!

Results

OK full discretion, these results are not optimizing the cost function we discussed above. They’re implementing a simpler cost function that only looks at the final state, i.e. it doesn’t penalize the magnitude of the control signal. I did this because Dr. Sutskever says in his thesis he was able to optimize with just the final state cost using much smaller networks. I originally looked at neurons with 96 neurons in each layer, and it just took forgoddamnedever to run. So after running for 4 weeks (not joking) and needing to make some more changes I dropped the number of neurons and simplified the task.

The results below are from running a network with 32 neurons in each layer controlling this 2-link arm, and took another 4-5 weeks to train up.
weights32

Hey that looks good! Not bad, augmented Hessian-free learning, not bad. It had pretty consistent (if slow) decline in the error rate, with a few crazy bumps from which it quickly recovered. Also take note that each training iteration is actually 32 runs, so it’s not 12,50-ish runs it’s closer to 400,000 training runs that it took to get here.

One biggish thing that was a pain was that it turns out that I only trained the neural network for reaching in the one direction, and when you only train it to reach one way it doesn’t generalize to reaching back to the starting point (which, fair enough). But, I didn’t realize this until I was took the trained network and ran it in the benchmarking code, at which point I was not keen to redo all of the training it took to get the neural network to the level of accuracy it was at under a more complicated training set. The downside of this is that even though I’ve implemented a controller that takes in the trained network and uses it to control the arm, to do the reaching task I have to just do a hard reset after the arm reaches the target, because it can’t reach back to the center, like all the other controllers. All the same, here’s an animation of the trained up AHF controller reaching to 8 targets (it was trained on all 64 above though):

animation

Things don’t always go so smoothly, though. Here’s results from another training run that took around 2-3 weeks, and uses a different 2-link arm model (translated from Matlab code written by Dr. Emo Todorov):

weights32_suts2

What I found frustrating about this was that if you look at the error over time then this arm is doing as well or better than the previous arm at a lot of points. But the corresponding trajectories look terrible, like something you would see in a horror movie based around getting good machine learning results. This of course comes down to how I specified the cost function, and when I looked at the trajectories plotted over time the velocity of the arm is right at zero at the final time step, which it is not quiiiitte the case for the first controller. So this second network has found a workaround to minimize the cost function I specified in a way I did not intend. To prevent this, doing something like weighting the distance to target heavier than non-zero velocity would probably work. Or possibly just rerunning the training with a different random starting point you could get out a better controller, I don’t have a great feel for how important the random initialization is, but I’m hoping that it’s not all too important and its effects go to zero with enough training. Also, it should be noted I’ve run the first network for 12,500 iterations and the second for less than 6,000, so I’ll keep letting them run and maybe it will come around. The first one looked pretty messy too until about 4,000 iterations in.

Training regimes

Frustratingly, the way that you train deep networks is very important. So, very much like the naive deep learning network trainer that I am, I tried the first thing that pretty much anyone would try:

  • run the network,
  • update the weights,
  • repeat.

This is what I’ve done in the results above. And it worked well enough in that case.

If you remember back to the iLQR I made a little while ago, I was able to change the cost function to be

L(\theta) = \sum\limits^{N-1}\limits_{t=0} \ell(\textbf{u}_t) + \ell_f(\textbf{x}_N),
\ell(\textbf{u}_t, \textbf{x}_t) = \alpha \frac{||\textbf{u}_t||^2}{2} + \frac{||\textbf{x}^* - \textbf{x}_t||^2}{2},
\ell_f(\textbf{x}_N) = \frac{||\textbf{x}^* - \textbf{x}_t||^2}{2}

(i.e. to include a penalty for distance to target throughout the trajectory and not just at the final time step) which resulted in straighter trajectories when controlling the 2-link arm. So I thought I would try this here as well. Sadly (incredibly sadly), this was fairly fruitless. The network didn’t really learn or improve much at all.

After much consideration and quandary on my part, I talked with Dr. Dan and he suggested that I try another method:

  • run the network,
  • record the input,
  • hold the input constant for a few batches of weight updating,
  • repeat.

This method gave much better results. BUT WHY? I hear you ask! Good question. Let me give giving explanation a go.

Essentially, it’s because the cost function is more complex now. In the first training method, the output from the plant is fed back into the network as input at every time step. When the cost function was simpler this was OK, but now we’re getting very different input to train on at every iteration. So the system is being pulled in different directions back and forth at every iteration. In the second training regime, the same input is given several times in a row, which let’s the system follow the same gradient for a few training iterations before things change again. In my head I picture this as giving the algorithm a couple seconds to catch its breath dunking it back underwater.

This is a method that’s been used in a bunch of places recently. One of the more high-profile instances is in the results published from DeepMind on deep RL for control and for playing Go. And indeed, it also works well here.

To implement this training regime, we set up the following code:

for ii in range(last_trial+1, num_batches):

    # run the plant forward once
    rnn.forward(input=plant, params=rnn.W)

    # get the input and targets from above rollout
    inputs = plant.get_vecs()[0].astype(np.float32)
    targets = np.asarray(plant.get_vecs()[1], dtype=np.float32)

    # train a bunch of batches using the same input every time
    # to allow the network a chance to minimize things with
    # stable input (speeds up training)
    err = rnn.run_batches(inputs, targets, max_epochs=batch_size,
              optimizer=HessianFree(CG_iter=96, init_damping=100))

    # save the weights to file, track trial and error
    # err = rnn.error(inputs)
    err = rnn.best_error
    name = 'weights/rnn_weights-trial%04i-err%.3f'%(ii, err)
    np.savez_compressed(name, rnn.W)

So you can see that we do one rollout with the weights, then go in and get the inputs and targets that were used in that rollout, and start training the network while holding those constant for batch_size epochs (training sessions). From a little bit of messing around I’ve found batch_size=32 to be a pretty good number. So then it runs 32 training iterations where it’s updating the weights, and then saves those weights (because we want a loooottttt of check-points) and then restarts the loop.

Embarrassingly, I’ve lost my simulation results from this trial, somehow…so I don’t have any nice plots to back up the above, unfortunately. But since this is just a blog post I figured I would at least talk about it a little bit, since people might still find it useful if they’re just getting into the field like me. and just update this post whenever I re-run them. If I rerun them.

What I do have, however, are results where this method doesn’t work! I tried this with the simpler cost function, that only looks at the final state distance from the target, and it did not go so well. Let’s look at that one!

weights32_suts

My guess here is basically that the system has gotten to a point where it’s narrowed things down in the parameter space and now when you run 32 batches it’s overshooting. It needs feedback about its updates after every update at this point. That’s my guess, at least. So it could be the case that for more complex cost functions you’d want to train it while holding the input constant for a while, and then when the error starts to plateau switch to updating the input after every parameter update.

Conclusions

All in all, AHF for training neural networks in control is pretty awesome. There are of course still some major hold-backs, mostly related to how long it takes to train up a network, and having to guess at effective training regimes and network structures etc. But! It was able to train up a relatively small neural network to move an arm model from a center point to 64 targets around a circle, with no knowledge of the system under control at all. In Dr. Sutskever’s thesis he goes on to use the same set up under more complicated circumstances, such as when there’s a feedback delay, or a delay on the outgoing control signal, and unexpected noise etc, so it is able to learn under a number of different, fairly complex situations. Which is pretty slick.

Related to the insane training time required, I very easily could be missing some basic thing that would help speed things up. If you, reader, get ambitious and run the code on your own machine and find out useful methods for speeding up the training please let me know! Personally, my plan is to next investigate guided policy search, which seems like it’s found a way around this crazy training time.

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