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by tgflynn
3735 days ago
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That's a very interesting question. My guess is that the physics of grabbing things, especially non-rigid things, is very messy and difficult to simulate. It would be great if someone here were able to give a detailed answer to this question though. |
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1. The best / most recent attempt at this was for the DARPA robotics challenge and the Gazebo simulator.
This was still very buggy and prone to hilarious / depressing physics.
2. Almost all game physics engines start from rigid body and slap on particles, deformables, etc.
An exciting counter example to this is nVidia Flex which starts with unified particle simulation (much closer to molecular dynamics simulation used for, you know, real work).
3. From the perspective of AI, accurate simulation might not be required.
Intelligence requires complexity and a certain degree of predictability. So as long as you can build a rich and consistent / learnable world then whatever simulation you have could be super useful.
From the perspective of transferring that knowledge into a robot though you need accurate physics.
4. Natural touch sensors are hard to do in rigid body simulators but are super important to naturalistic learning.
There's a ton of information that your sense of touch and body position provide about how the world works, and getting the tens of thousands of soft-contact touch points simulated you need for this kind of sensing is pretty challenging today.
Lots of physics engines do all sorts of things to minimize contact points, or ignore them if there's no motion. You have to work against optimization a lot if you want mechanoreceptors and proprioception.