Realizing Learned Quadruped Locomotion Behaviors through Kinematic Motion Primitives
Abhik Singla, Shounak Bhattacharya, Dhaivat Dholakiya, Shalabh, Bhatnagar, Ashitava Ghosal, Bharadwaj Amrutur, Shishir Kolathaya

TL;DR
This paper introduces a method to generate quadruped locomotion behaviors by learning kinematic motion primitives from deep reinforcement learning and reconstructing gaits for a robot, improving transferability and efficiency.
Contribution
It presents a novel approach combining deep RL and PCA to derive and realize basic quadruped gaits from learned trajectories, enhancing robustness and hardware transferability.
Findings
kMPs capture gait structure across different locomotion types
Reconstructed gaits from kMPs are effective on real hardware
Method reduces training iterations and computational overhead
Abstract
Humans and animals are believed to use a very minimal set of trajectories to perform a wide variety of tasks including walking. Our main objective in this paper is two fold 1) Obtain an effective tool to realize these basic motion patterns for quadrupedal walking, called the kinematic motion primitives (kMPs), via trajectories learned from deep reinforcement learning (D-RL) and 2) Realize a set of behaviors, namely trot, walk, gallop and bound from these kinematic motion primitives in our custom four legged robot, called the `Stoch'. D-RL is a data driven approach, which has been shown to be very effective for realizing all kinds of robust locomotion behaviors, both in simulation and in experiment. On the other hand, kMPs are known to capture the underlying structure of walking and yield a set of derived behaviors. We first generate walking gaits from D-RL, which uses policy gradient…
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Taxonomy
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