Marc Raibert
๐ค SpeakerAppearances Over Time
Podcast Appearances
Well, I think having good hardware is part of the story, and people who think you don't need to innovate hardware anymore are wrong, in my opinion. So I think one of the things, certainly in the early years for me, taking a dynamic approach where you think about what's the evolution of the motion of the thing going to be,
Well, I think having good hardware is part of the story, and people who think you don't need to innovate hardware anymore are wrong, in my opinion. So I think one of the things, certainly in the early years for me, taking a dynamic approach where you think about what's the evolution of the motion of the thing going to be,
in the future and having a prediction of that that's used at the time that you're giving signals to it, as opposed to it all being servoing, which is servoing is sort of backward looking. It says, okay, where am I now? I'm going to try and adjust for that. But you really need to think about what's coming.
in the future and having a prediction of that that's used at the time that you're giving signals to it, as opposed to it all being servoing, which is servoing is sort of backward looking. It says, okay, where am I now? I'm going to try and adjust for that. But you really need to think about what's coming.
in the future and having a prediction of that that's used at the time that you're giving signals to it, as opposed to it all being servoing, which is servoing is sort of backward looking. It says, okay, where am I now? I'm going to try and adjust for that. But you really need to think about what's coming.
It's interesting. I think that the number is only a couple of seconds for a spot. So there's a limited horizon type approach where you're recalculating, assuming what's going to happen in the next second or second and a half. And then you keep iterating. At the next, even though a tenth of a second later, you'll say, okay, let's do that again and see what's happening.
It's interesting. I think that the number is only a couple of seconds for a spot. So there's a limited horizon type approach where you're recalculating, assuming what's going to happen in the next second or second and a half. And then you keep iterating. At the next, even though a tenth of a second later, you'll say, okay, let's do that again and see what's happening.
It's interesting. I think that the number is only a couple of seconds for a spot. So there's a limited horizon type approach where you're recalculating, assuming what's going to happen in the next second or second and a half. And then you keep iterating. At the next, even though a tenth of a second later, you'll say, okay, let's do that again and see what's happening.
And you're looking at what the obstacles are, where the feet are going to be placed, and how to, you know, you have to coordinate a lot of things if you have obstacles and you're balancing at the same time. And it's that limited horizon type calculation that's doing a lot of that. But if you're doing something like a somersault, you're looking out a lot further, right?
And you're looking at what the obstacles are, where the feet are going to be placed, and how to, you know, you have to coordinate a lot of things if you have obstacles and you're balancing at the same time. And it's that limited horizon type calculation that's doing a lot of that. But if you're doing something like a somersault, you're looking out a lot further, right?
And you're looking at what the obstacles are, where the feet are going to be placed, and how to, you know, you have to coordinate a lot of things if you have obstacles and you're balancing at the same time. And it's that limited horizon type calculation that's doing a lot of that. But if you're doing something like a somersault, you're looking out a lot further, right?
If you want to stick the landing, you have to get the, you know, you have to, at the time of launch, have, you know, momentum and rotation, all those things coordinated so that a landing is within reach.
If you want to stick the landing, you have to get the, you know, you have to, at the time of launch, have, you know, momentum and rotation, all those things coordinated so that a landing is within reach.
If you want to stick the landing, you have to get the, you know, you have to, at the time of launch, have, you know, momentum and rotation, all those things coordinated so that a landing is within reach.
If you look at the first time we ever made a robot do a somersault, it was in a planar robot. It had a boom. It was restricted to the surface of a sphere. We call that planar. It could move fore and aft. It could go up and down, and it could rotate. The calculation of what you need to do to stick a landing isn't all that complicated.
If you look at the first time we ever made a robot do a somersault, it was in a planar robot. It had a boom. It was restricted to the surface of a sphere. We call that planar. It could move fore and aft. It could go up and down, and it could rotate. The calculation of what you need to do to stick a landing isn't all that complicated.
If you look at the first time we ever made a robot do a somersault, it was in a planar robot. It had a boom. It was restricted to the surface of a sphere. We call that planar. It could move fore and aft. It could go up and down, and it could rotate. The calculation of what you need to do to stick a landing isn't all that complicated.
You have to get time to make the rotation, so how high you jump gives you time. You look at how quickly you can rotate. And so if you get those two right, then when you land, you have the feet in the right place. And you have to get rid of all that rotational and linear momentum. But that's not too hard to figure out.
You have to get time to make the rotation, so how high you jump gives you time. You look at how quickly you can rotate. And so if you get those two right, then when you land, you have the feet in the right place. And you have to get rid of all that rotational and linear momentum. But that's not too hard to figure out.
You have to get time to make the rotation, so how high you jump gives you time. You look at how quickly you can rotate. And so if you get those two right, then when you land, you have the feet in the right place. And you have to get rid of all that rotational and linear momentum. But that's not too hard to figure out.