I recently stumbled across this video from the Disney Research Hub which explained a process developed to generate a robot model from high-level descriptions. For example, given a path for an end effector to travel, and with a library of modular mechanisms, it generates a model that is optimized to follow the path. At the end of the video they even show how they give some simple constraints for their ‘Tetrabot’ to follow, and it generates a model of the robot which ends up being 3D printed and tested in real life! I am gearing this post to the design side, but I wanted to add the point about 3D printing to illustrate the effectiveness of their work. Maybe something manufacturing-related will be in a future post of mine. My questions are:
- How feasible is something like this today?
- How could one go about implementing the full stack approach? Maybe part of it (ie. instead of an entire robot, say one subsystem, or even a gearbox) could be generated like this.
- How effective would a robot designed with a system like this be in game? What could some drawbacks of a system like this be?
FRC has a large repository of COTS parts and a continuous stream of community designs that could be leveraged. I think it would be very interesting to see a system like this generate a robot for a game with a combination of COTS and custom subsystems.
I know that different CAD applications have different methods of allowing parameterization in designs. Just a week or so ago I came across this post about generating parts commonly used. I wonder if you could ‘chain’ these featurescripts together in a higher level process.
If I’m not mistaken, Woodie Flowers spoke about AI in design in a kickoff video. I believe he talked about how he envisioned AI in the future working with designers to create parts, with a simple example he gave of asking the AI to “design me an aluminum L-bracket of this size that will have less than 1.5mm deflection at the end with a load of this size”. Interested in hearing what people think!
Edit: cut a bunch so it’s (less) wall-of-texty