RobCoG
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Robot Commonsense Games
trafficstars
Stable Masterbranch for new features please take a look into the dev branch.
UE Version: 4.27
Environments

Capabilities



C++ Coding Standards:
Asset Naming and Creation Convention:
- Naming convention
- Due to the connection with
KnowRobcurrently all the models are sandboxed and self contained- They are always located in a top folder called
Models - The leaf folder is always the KnowRob class name:
Models/IAIKitchen/IAIFurniture/IAIDiningTable/*SM_IAIDiningTableT_IAIDiningTable_NT_IAIDiningTable_DT_IAIDiningTable_ST_IAIDiningTableTopT_IAIDiningTableTop_SM_IAIDiningTableM_IAIDiningTableTopM_IAIDiningTableFeet..
- They are always located in a top folder called
Submodules
The project points to various submodules (plugins, assets, private assets etc.). If you want to clone the project with submodules, see the following git commands:
- after cloning the project, clone specific submodules:
$ git submodule update --init Content/Private
$ git submodule update --init Plugins/USemLog
$ git submodule update --init Plugins/UMongoC
[..]
- all submodules:
$ git submodule update --init --recursive
- or clone the repository with all the submodules:
$ git clone --recurse-submodules -b master https://github.com/robcog-iai/RobCoG.git
Build and Debug Project with Microsoft Visual Studio
- First step is to generate visual studio files. Right click on RobCog UE file and select "Generate Visual Studio Project files"

- Now Along with few folders, there will be RobCog.sln file in the directory. Open it with Visual Studio.
- Once the RobCog project is open in Visual Studio, right click on RobCog and build the project.

- Once build process is finished, right click on RobCog again and select "Set as Startup Project"

- At last, select "DebugGame Editor" option and press "Local Windows Debugger" button.

- Now the world of RobCog will be available in UE in Debug mode!
Documentation
-
MC
-
Sublevels
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Cloudsim
Related publications
@inproceedings{haidu21ameva2,
author = {Andrei Haidu and Michael Beetz},
title = {Automated acquisition of structured, semantic models of manipulation activities from human VR demonstration},
booktitle = {IEEE International Conference on Robotics and Automation (ICRA)},
year = {2021},
address = {Xi'an, China},
pages = {9460-9466},
url = {https://doi.org/10.1109/ICRA48506.2021.9562016},
note = {Finalist for Best Paper Award on Human-Robot Interaction},
}
@inproceedings{haidu21amevacv,
title = {Knowledge-Enabled Generation of Semantically Annotated Image Sequences of Manipulation Activities from VR Demonstrations},
author = {Andrei Haidu and Xiaoyue Zhang and Michael Beetz},
booktitle = {Computer Vision Systems},
year = {2021},
publisher = {Springer International Publishing},
pages = {130--143},
isbn = {978-3-030-87156-7},
url = {https://doi.org/10.1007/978-3-030-87156-7_11}
}
@inproceedings{haidu19ameva,
author = {Andrei Haidu and Michael Beetz},
title = {Automated Models of Human Everyday Activity based on Game and Virtual Reality Technology},
booktitle = {2019 International Conference on Robotics and Automation (ICRA)},
year = {2019},
pages = {2606-2612},
url = {https://doi.org/10.1109/ICRA.2019.8793859}
}
@inproceedings{haidu18krsim,
author = {Andrei Haidu and Daniel Bessler and Asil Kaan Bozcuoglu and Michael Beetz},
title = {KnowRob_SIM - Game Engine-Enabled Knowledge Processing Towards Cognition-Enabled Robot Control},
booktitle = {{IEEE/RSJ} International Conference on Intelligent Robots and Systems, {IROS} 2018, Madrid, Spain, October 1-5, 2018},
year = {2018},
url = {https://doi.org/10.1109/IROS.2018.8593935}
}
