4.6 Article

Ball Motion Control in the Table Tennis Robot System Using Time-Series Deep Reinforcement Learning

期刊

IEEE ACCESS
卷 9, 期 -, 页码 99816-99827

出版社

IEEE-INST ELECTRICAL ELECTRONICS ENGINEERS INC
DOI: 10.1109/ACCESS.2021.3093340

关键词

Sports; Robots; Trajectory; Sports equipment; Motion control; Estimation; Atmospheric modeling; Ball motion control; reinforcement learning; spin velocity estimation; table tennis robot

资金

  1. Science and Technology Commission of Shanghai Municipality [18JC1410400]

向作者/读者索取更多资源

Learning a ball stroke strategy is crucial for accurate motion control in table tennis robots, and this study develops a stroke approach based on deep reinforcement learning with spin velocity estimation capability to achieve precise ball returns. By pre-training in a virtual table tennis environment and collecting simulated data, the proposed control strategy demonstrates superior performance compared to traditional methods in real robot implementation.
One of the biggest challenges hindering a table tennis robot to play as well as a professional player is the ball's accurate motion control, which depends on various factors such as the incoming ball's position, linear, spin velocity and so forth. Unfortunately, some factors are almost impossible to be directly measured in real practice, such as the ball's spin velocity, which is difficult to be estimated from vision due to the little texture on the ball's surface. To perform accurate motion control in table tennis, this study proposes to learn a ball stroke strategy to guarantee desirable target landing location and the over-net height which are two key indicators to evaluate the quality of a stroke. To overcome the spin velocity challenge, a deep reinforcement learning (DRL) based stroke approach is developed with the spin velocity estimation capability, through which the system can predict the relative spin velocity of the ball and stroke it back accurately by iteratively learning from the robot-environment interactions. To pre-train the DRL-based strategy effectively, this paper develops a virtual table tennis playing environment, through which various simulated data can be collected. For the real table tennis robot implementation, experimental results demonstrate the superior performance of the proposed control strategy compared to that of the traditional aerodynamics-based method with an average landing error around 80mm and the landing-within-table probability higher than 70%.

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