From: Yuan X. <xuy...@gm...> - 2007-06-15 18:42:13
|
Hi Joschka, I do some tests under the situation that one agent connected server, I faced new problems ;-( (1) see http://picasaweb.google.com/xuyuan.cn/RCS/photo#5076361988020790178 * Situation: after beam action * Problem: the lower torso rotation is not correct (2) see http://picasaweb.google.com/xuyuan.cn/RCS/photo#5076361988020790194 * Situation: after first joint action, the action was "(rae1_2 -0.137532 0.623955)" * Problem: the body disjoint while the agent starting use joint effector, and after that moment it seems OK. However this is very bad, because when the agent try to walk, it will jump at the beginning ;-( I hope we could fix them quickly. -- Best wishes! Xu Yuan School of Automation Southeast University, Nanjing, China mail: xuy...@gm... xy...@ya... web: http://xuyuan.cn.googlepages.com -------------------------------------------------- |
From: Joschka B. <jbo...@un...> - 2007-06-16 00:25:18
|
Hi Yuan, On Sat, 2007-06-16 at 02:42 +0800, Yuan Xu wrote: > Hi Joschka, > > I do some tests under the situation that one agent connected server, I > faced new problems ;-( Which version are you using, current CVS or the 0.5.6-preview? > (1) see http://picasaweb.google.com/xuyuan.cn/RCS/photo#5076361988020790178 > * Situation: after beam action > * Problem: the lower torso rotation is not correct Does this happen everytime? I have never observed this as of yet... > (2) see http://picasaweb.google.com/xuyuan.cn/RCS/photo#5076361988020790194 > * Situation: after first joint action, the action was "(rae1_2 > -0.137532 0.623955)" > * Problem: the body disjoint while the agent starting use joint > effector, and after that moment it seems OK. > However this is very bad, because when the agent try to > walk, it will jump at the beginning ;-( Could you please try to comment out the joint stops in the soccerbot.rsg file? I suspect them to have something to do with this problem. The joint stops were easy to implement, but I'm afraid that some ODE parameters might have to be adjusted to be able to use them in a stable way. If this is the case, I have to remove the joint stops again for now, since we don't have much time to find good parameters currently :-( > I hope we could fix them quickly. Me too, believe me ;-) Thanks for your help! Joschka |
From: Yuan X. <xuy...@gm...> - 2007-06-16 03:29:58
|
Hi Joschka, > Which version are you using, current CVS or the 0.5.6-preview? 0.5.6-preview > > (1) see http://picasaweb.google.com/xuyuan.cn/RCS/photo#5076361988020790178 > > * Situation: after beam action > > * Problem: the lower torso rotation is not correct > > Does this happen everytime? I have never observed this as of yet... Yes, everytime. Since it is corrected by ODE quickly, you can got the screen shot frame by frame with the logfile. And it is reasonable according to the codes, all body rotations are set to only Z rotation. > > Could you please try to comment out the joint stops in the soccerbot.rsg > file? I suspect them to have something to do with this problem. Yes, it works after comment out the joint stops. > The joint stops were easy to implement, but I'm afraid that some ODE > parameters might have to be adjusted to be able to use them in a stable > way. If this is the case, I have to remove the joint stops again for > now, since we don't have much time to find good parameters currently :-( Well, doing is usually harder than thinking. Maybe human referee can take this responsibility ;-) -- Best wishes! Xu Yuan School of Automation Southeast University, Nanjing, China mail: xuy...@gm... xy...@ya... web: http://xuyuan.cn.googlepages.com -------------------------------------------------- |
From: Joschka B. <jbo...@un...> - 2007-06-16 06:18:08
|
Hi Yuan, On Sat, 2007-06-16 at 11:29 +0800, Yuan Xu wrote: > Hi Joschka, > > > Which version are you using, current CVS or the 0.5.6-preview? > > 0.5.6-preview > > > > (1) see http://picasaweb.google.com/xuyuan.cn/RCS/photo#5076361988020790178 > > > * Situation: after beam action > > > * Problem: the lower torso rotation is not correct > > > > Does this happen everytime? I have never observed this as of yet... > > Yes, everytime. Since it is corrected by ODE quickly, you can got the > screen shot frame by frame with the logfile. And it is reasonable > according to the codes, all body rotations are set to only Z rotation. I'm sorry, I somehow thought you were referring to the movement that the InitEffector performs. You are right, of course, the BeamEffector only sets Z-Rotation. Since the rotation feature doesn't reliably work right now (at least not when used several times, cf. messages on the Sserver3D ML), I think I'll comment out the code for the rotation for the final release. I won't have time to fix this issue, so teams will have to turn by themselves :-( > > > > Could you please try to comment out the joint stops in the soccerbot.rsg > > file? I suspect them to have something to do with this problem. > > Yes, it works after comment out the joint stops. OK, thank you for the confirmation. > > The joint stops were easy to implement, but I'm afraid that some ODE > > parameters might have to be adjusted to be able to use them in a stable > > way. If this is the case, I have to remove the joint stops again for > > now, since we don't have much time to find good parameters currently :-( > > Well, doing is usually harder than thinking. > Maybe human referee can take this responsibility ;-) Yes, I think so, too. We'll have to have some kind of statement in the rules that forbids, e.g. using the feet as wheels, but it's difficult to formulate it to be "non-fuzzy". It seems certain, though, that we can not use joint stops reliably right now. I will comment out the joint stops for the final release. Thanks again for doing these tests, Joschka |
From: Jan M. <mu...@un...> - 2007-06-16 13:19:54
|
Hi all, Joschka Boedecker wrote: >>> Could you please try to comment out the joint stops in the soccerbot.rsg >>> file? I suspect them to have something to do with this problem. >> Yes, it works after comment out the joint stops. > > OK, thank you for the confirmation. I made the following observation. I let the soccerbot try to do some squats, i.e. after the init command it only sent the fixed string "(rle4 -0.5)(rle2_3 0.5 0)(lle4 -0.5)(lle2_3 0.5 0)". The movement *always* started with a little jump. Commenting out the (setHighStopDeg 0 X) statements for rle4 and lle4 made this go away. Changing the allowed maxangle from 0 to 1 also made the jumping go away. So the problem could be that the joints are already at a stop, when the movement starts. >>> The joint stops were easy to implement, but I'm afraid that some ODE >>> parameters might have to be adjusted to be able to use them in a stable >>> way. If this is the case, I have to remove the joint stops again for >>> now, since we don't have much time to find good parameters currently :-( >> Well, doing is usually harder than thinking. >> Maybe human referee can take this responsibility ;-) This year the referees will probably have a lot of responsibilities, which usually means less volunteers. :-( > Yes, I think so, too. We'll have to have some kind of statement in the > rules that forbids, e.g. using the feet as wheels, but it's difficult to > formulate it to be "non-fuzzy". I will add a section about using common sense to the rules, which states something like "even if this behavior does not violate the rules on the syntactic level, YOU and ME know it's wrong and therefore we are going to treat it as wrong". > It seems certain, though, that we can not use joint stops reliably right > now. I will comment out the joint stops for the final release. :-( Perhaps adding 1 degree to the max/min would be okay (see above). Yuan could you test this? Thanks, Jan |
From: Yuan Xu <xy...@ya...> - 2007-06-16 13:35:37
|
Hi Jan, > > I made the following observation. I let the > soccerbot try to do some > squats, i.e. after the init command it only sent the > fixed string > "(rle4 -0.5)(rle2_3 0.5 0)(lle4 -0.5)(lle2_3 0.5 > 0)". The movement > *always* started with a little jump. Commenting out > the (setHighStopDeg > 0 X) statements for rle4 and lle4 made this go away. > Changing the > allowed maxangle from 0 to 1 also made the jumping > go away. So the > problem could be that the joints are already at a > stop, when the > movement starts. Great! That reminds me that the some values of HOAP-2 specification are 91, 31 ;-) > > Perhaps adding 1 degree to the max/min would be okay > (see above). > Yuan could you test this? > OK, I will try. BEST WISHES! Xu Yuan School of Automation Southeast University, Nanjing, China mail: xuy...@gm... xy...@ya... web: http://xuyuan.cn.googlepages.com -------------------------------------------------- ___________________________________________________________ Mp3疯狂搜-新歌热歌高速下 http://music.yahoo.com.cn/?source=mail_mailbox_footer |
From: Yuan X. <xuy...@gm...> - 2007-06-16 13:52:23
|
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From: Yuan X. <xuy...@gm...> - 2007-06-18 12:34:46
|
Hi all, It seems there is still a problem in joint stop ;-( While the robot have a fall, because of collide, some joint may out of the range, it seems that ODE add powerful external force to restrict it, then the robot will crash... I have experimented this many times ;-( 2007/6/16, Yuan Xu <xuy...@gm...>: > Hi Jan, > > You are right! > After change 0 to 1, the server works well. > It is great that we do not disable this feature ;-) > -- Best wishes! Xu Yuan School of Automation Southeast University, Nanjing, China mail: xuy...@gm... xy...@ya... web: http://xuyuan.cn.googlepages.com -------------------------------------------------- |
From: Joschka B. <jbo...@un...> - 2007-06-18 13:10:25
|
Hi Yuan, On Mon, 2007-06-18 at 20:34 +0800, Yuan Xu wrote: > Hi all, > > It seems there is still a problem in joint stop ;-( > While the robot have a fall, because of collide, some joint may out of > the range, > it seems that ODE add powerful external force to restrict it, then the > robot will crash... > I have experimented this many times ;-( The problem might be, that we have set the joints to be too restrictive. The ODE manual [1] lists two parameters that can be used to affect the joint constraints: the Error Reduction Paramter (ERP) and the Constraint Force Mixing (CFM), cf. sections 3.7 -- 3.8.2 of the manual. These parameters can be set globally, as we do e.g. for the CFM in lib/spark/spark.rb (line 353), or they can be set locally for individual joints which we don't do right now. Increasing the global CFM is recommended for numerical stability, but it may also result in softer joints in general, including the contact joints. So if the parameter is increased too much, the ball and the robots might sink into the ground! It's difficult, but it might be worth playing around with the global CFM and ERP parameters, and maybe also try to set local CFM and ERP values for the individual joints (or joint stops). As a start, one could try sth. like world.setCFM(0.01) world.setERP(0.9) in spark.rb, and see if it changes the stability of the simulation in a positive way. Yuan, do you think you could do some tests with this? Cheers, Joschka [1] http://ode.org/ode-latest-userguide.html > 2007/6/16, Yuan Xu <xuy...@gm...>: > > Hi Jan, > > > > You are right! > > After change 0 to 1, the server works well. > > It is great that we do not disable this feature ;-) > > > > > |
From: Yuan X. <xuy...@gm...> - 2007-06-19 02:11:46
|
Hi Joschka, After some testing, I think it is hard to got a good balance by turning global parameters, and the results depends on many factors: such as the robot mass, robot control ( high or low gain ). The ODE parameters effects the robot performance greatly, maybe teams do not like change at this time... [...] > > Increasing the global CFM is recommended for numerical stability, but it > may also result in softer joints in general, including the contact > joints. So if the parameter is increased too much, the ball and the > robots might sink into the ground! It's difficult, but it might be worth > playing around with the global CFM and ERP parameters, and maybe also > try to set local CFM and ERP values for the individual joints (or joint > stops). As a start, one could try sth. like > > world.setCFM(0.01) > world.setERP(0.9) > > in spark.rb, and see if it changes the stability of the simulation in a > positive way. > -- Best wishes! Xu Yuan School of Automation Southeast University, Nanjing, China mail: xuy...@gm... xy...@ya... web: http://xuyuan.cn.googlepages.com -------------------------------------------------- |
From: Joschka B. <jbo...@un...> - 2007-06-19 08:06:48
|
Hi Yuan, On Tue, 2007-06-19 at 10:11 +0800, Yuan Xu wrote: > Hi Joschka, > > After some testing, I think it is hard to got a good balance by > turning global parameters, > and the results depends on many factors: such as the robot mass, robot > control ( high or low gain ). > > The ODE parameters effects the robot performance greatly, maybe teams > do not like change at this time... First of all, thank you for doing these tests! I know it can be very painful and time consuming to try to tune ODE paramters :-/ After RoboCup, we might want to have a look into setting local CFM and ERP values for each joint, but this is also difficult and doesn't help us now. If we can't get the simulation stable with joint stops very soon, we'll have to remove them again. Cheers, Joschka |
From: Yuan X. <xuy...@gm...> - 2007-06-19 07:52:32
|
Hi Joschka, Also about the joint angle restriction, it seems that when the joint angle is out of range, ODE will apply a force to restrict it, but the motor is still working, then resulting the joint angle concussion, at last the whole robot disjointed. After restricting the desired joint angle in our agent (i.e. the robot should not try to turn an angle out of the range), the simulation became stable. However, if a robot missing the restriction itself, the simulation may interrupted by it... I think we can set the motor velocity to zero while the joint is out of range. 2007/6/19, Yuan Xu <xuy...@gm...>: > Hi Joschka, > > After some testing, I think it is hard to got a good balance by > turning global parameters, > and the results depends on many factors: such as the robot mass, robot > control ( high or low gain ). > > The ODE parameters effects the robot performance greatly, maybe teams > do not like change at this time... > > > [...] > > > > Increasing the global CFM is recommended for numerical stability, but it > > may also result in softer joints in general, including the contact > > joints. So if the parameter is increased too much, the ball and the > > robots might sink into the ground! It's difficult, but it might be worth > > playing around with the global CFM and ERP parameters, and maybe also > > try to set local CFM and ERP values for the individual joints (or joint > > stops). As a start, one could try sth. like > > > > world.setCFM(0.01) > > world.setERP(0.9) > > > > in spark.rb, and see if it changes the stability of the simulation in a > > positive way. > > > > > > -- > Best wishes! > > Xu Yuan > School of Automation > Southeast University, Nanjing, China > > mail: xuy...@gm... > xy...@ya... > web: http://xuyuan.cn.googlepages.com > -------------------------------------------------- > -- Best wishes! Xu Yuan School of Automation Southeast University, Nanjing, China mail: xuy...@gm... xy...@ya... web: http://xuyuan.cn.googlepages.com -------------------------------------------------- |
From: Joschka B. <jbo...@un...> - 2007-06-19 08:13:14
|
Hi Yuan, On Tue, 2007-06-19 at 15:52 +0800, Yuan Xu wrote: > Hi Joschka, > > Also about the joint angle restriction, > it seems that when the joint angle is out of range, ODE will apply a > force to restrict it, > but the motor is still working, then resulting the joint angle > concussion, at last the whole robot disjointed. :-( > After restricting the desired joint angle in our agent (i.e. the robot > should not try to turn an angle out of the range), > the simulation became stable. > However, if a robot missing the restriction itself, the simulation may > interrupted by it... > I think we can set the motor velocity to zero while the joint is out of range. This sounds reasonable (actually, I remember now that we implemented something similar in our HOAP-2 robots to protect them ;-) ). This should not be too hard to implement, since HingeEffector and UniversalJointEffector both have a reference to their respective Joint as a member variable. Using this, we can easily get all the information like current joint angle, and joint stops :-) Would you like to try? Thanks for all your efforts, Joschka |
From: Yuan X. <xuy...@gm...> - 2007-06-19 09:42:59
|
Hi Joschka, I have tried on this work, after some testing, I think maybe we also need to restrict the max request joint angle velocity. After changes (set vel to 0 while out of range in effector ), the agent falls down on the ground while it requests the Rle5_6 to 9000 deg/sec, but the foots were twitching. But while the agent request 90000 deg/sec, the robot were flying, ( not disjoint, a little better than before ). I think the 9000 deg/sec is the highest reasonable value ( 180deg/0.02s ), even more less value is acceptable, since we can not control the robot with such velocity properly. And there is a parameter named dParamFudgeFactor in ODE relative to this issue. ( chapter 7 ) Setting the value smaller will be also helpful. ( another parameter ;-\ ) What about your idea? > This sounds reasonable (actually, I remember now that we implemented > something similar in our HOAP-2 robots to protect them ;-) ). This > should not be too hard to implement, since HingeEffector and > UniversalJointEffector both have a reference to their respective Joint > as a member variable. Using this, we can easily get all the information > like current joint angle, and joint stops :-) Would you like to try? > -- Best wishes! Xu Yuan School of Automation Southeast University, Nanjing, China mail: xuy...@gm... xy...@ya... web: http://xuyuan.cn.googlepages.com -------------------------------------------------- |
From: Joschka B. <jbo...@un...> - 2007-06-19 16:01:37
|
Hi Yuan, On Tue, 2007-06-19 at 17:42 +0800, Yuan Xu wrote: > I have tried on this work, > after some testing, I think maybe we also need to restrict the max > request joint angle velocity. Once again, thanks for all the testing :-) > After changes (set vel to 0 while out of range in effector ), > the agent falls down on the ground while it requests the Rle5_6 to 9000 deg/sec, > but the foots were twitching. > But while the agent request 90000 deg/sec, the robot were flying, ( > not disjoint, a little better than before ). > I think the 9000 deg/sec is the highest reasonable value ( 180deg/0.02s ), > even more less value is acceptable, since we can not control the robot > with such velocity properly. That sounds still quite fast, faster than most real robots for sure. The HOAP-2 robot has very strong motors, and in an accident, I saw it jumping from 0 to 90 degrees almost instantly (very scary!), but it wasn't that fast I bet. I wouldn't mind restricting to 9000 deg/sec for now, it should certainly not be more than that. However, it's another restriction, and some teams might not be happy about it :-/ Could you control the robot reliably with the restriction of 9000 deg/sec? > And there is a parameter named dParamFudgeFactor in ODE relative to > this issue. ( chapter 7 ) > Setting the value smaller will be also helpful. ( another parameter ;-\ ) > > What about your idea? Yes, I think you're right. Did you find any good value? Keep up the good work, Joschka |
From: Yuan X. <xuy...@gm...> - 2007-06-19 17:31:35
|
Hi Joschka, > Could you control the robot reliably with the restriction of 9000 > deg/sec? Of course ;-) All walking commands of our agent are less than 200 deg/sec. > Yes, I think you're right. Did you find any good value? I recommend 0.8, in my tests, the simulation is stable. Except the agent request fast velocity (such as 9000 deg/sec) continuously, it will fly... ( I think it should not happen in real match, otherwise it is intended. where is the human referee? ;-P ) Should I commit this change? No time left for us... -- Best wishes! Xu Yuan School of Automation Southeast University, Nanjing, China mail: xuy...@gm... xy...@ya... web: http://xuyuan.cn.googlepages.com -------------------------------------------------- |
From: Joschka B. <jbo...@un...> - 2007-06-20 02:45:31
|
Hi Yuan, On Wed, 2007-06-20 at 01:31 +0800, Yuan Xu wrote: > Hi Joschka, > > > Could you control the robot reliably with the restriction of 9000 > > deg/sec? > > Of course ;-) > All walking commands of our agent are less than 200 deg/sec. Just wanted to make sure ;-) > > Yes, I think you're right. Did you find any good value? > > I recommend 0.8, in my tests, the simulation is stable. > Except the agent request fast velocity (such as 9000 deg/sec) continuously, > it will fly... > ( I think it should not happen in real match, otherwise it is > intended. where is the human referee? ;-P ) > > Should I commit this change? > No time left for us... I should not make this decision by myself I think. I'm going to ask the other TC members about the changes under discussion (two-parts torso, heavier bot, joint stops, velocity restrictions, field size, goal size). Thanks, Joschka |
From: Oliver O. <Oli...@ne...> - 2007-06-20 03:43:30
|
Hi, On 20/06/2007, at 12:45 PM, Joschka Boedecker wrote: > I should not make this decision by myself I think. I'm going to ask > the > other TC members about the changes under discussion (two-parts torso, > heavier bot, joint stops, velocity restrictions, field size, goal > size). I like the idea of having a robot with a two-parts torso, and somewhat more realistic restrictions. For balancing, it'd probably benefical to counter-balance with the upper part of the body. With the short amount of time until actual competitions, however, I don't think it's a good idea to introduce these changes now... give the teams some time to catch up. After all, it's only a few days left. Field-size and goal-size might be OK, though. Also, you want to have some material left to present the community as a good start for Simleague 2008, so don't use up all your ammo ;-) When we started thinking about going over to humanoid models, we didn't think of exceptional good walking engines, and said that many kinds of movements would be OK for this year. It seems some of the teams have progressed real fast. So let's give them a chance to present what they can do with the existing system by not breaking too much. There might be different issues with all that during the matches, but it's the first year for that kind of simulation league, so I wouldn't worry too much. It'll be much different next year. Thanks to everyones works here, the simulator seems to be in good shape and useable (even though it's possible to do weird things). just my 0.02AU$ ;-) Oliver -- Oliver Obst ES208 form follows function (Louis Sullivan). Fon: +61 2 492 16175 http://oliver.obst.eu/ Uni Newcastle School of Electrical Engineering and Computer Science |
From: Yuan X. <xuy...@gm...> - 2007-06-24 07:56:23
|
Hi, > Nonetheless, it looks like your changes about effectors not moving > joints at the angle limits and restricting the velocity will be > accepted. Therefore, could you please commit your changes so that I can > include them in the final release today? > I have just committed my changes. But I think there still a small bug in the soccerbot.rsg line 139 (def $Lae2Min 1) ==> (def $Lae2Min -1) In the current setting, the 0 degree (initial angle) is not in the allowed range. -- Best wishes! Xu Yuan School of Automation Southeast University, Nanjing, China mail: xuy...@gm... xy...@ya... web: http://xuyuan.cn.googlepages.com -------------------------------------------------- |