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At least 1,063 records · Page 59Linked to original sources

Pseudo-Labeling and Contextual Curriculum Learning for Online Grasp Learning in Robotic Bin Picking

The prevailing grasp prediction methods predominantly rely on offline learning, overlooking the dynamic grasp learning that occurs during real-time adaptation to novel picking scenarios. These scenarios may involve previously unseen objects, variations in camera perspectives, and bin configurations, among other factors. In this paper, we introduce a novel approach, SSL-ConvSAC, that combines semi-supervised learning and reinforcement learning for online grasp learning. By treating pixels with reward feedback as labeled data and others as unlabeled, it efficiently exploits unlabeled data to enhance learning. In addition, we address the imbalance between labeled and unlabeled data by proposing a contextual curriculum-based method. We ablate the proposed approach on real-world evaluation data and demonstrate promise for improving online grasp learning on bin picking tasks using a physical 7-DoF Franka Emika robot arm with a suction gripper. Video: https://youtu.be/OAro5pg8I9U

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Residual Reinforcement Learning for Robot Control

Conventional feedback control methods can solve various types of robot control problems very efficiently by capturing the structure with explicit models, such as rigid body equations of motion. However, many control problems in modern manufacturing deal with contacts and friction, which are difficult to capture with first-order physical modeling. Hence, applying control design methodologies to these kinds of problems often results in brittle and inaccurate controllers, which have to be manually tuned for deployment. Reinforcement learning (RL) methods have been demonstrated to be capable of learning continuous robot controllers from interactions with the environment, even for problems that include friction and contacts. In this paper, we study how we can solve difficult control problems in the real world by decomposing them into a part that is solved efficiently by conventional feedback control methods, and the residual which is solved with RL. The final control policy is a superposition of both control signals. We demonstrate our approach by training an agent to successfully perform a real-world block assembly task involving contacts and unstable objects.

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Binarized P-Network: Deep Reinforcement Learning of Robot Control from Raw Images on FPGA

This paper explores a Deep Reinforcement Learning (DRL) approach for designing image-based control for edge robots to be implemented on Field Programmable Gate Arrays (FPGAs). Although FPGAs are more power-efficient than CPUs and GPUs, a typical DRL method cannot be applied since they are composed of many Logic Blocks (LBs) for high-speed logical operations but low-speed real-number operations. To cope with this problem, we propose a novel DRL algorithm called Binarized P-Network (BPN), which learns image-input control policies using Binarized Convolutional Neural Networks (BCNNs). To alleviate the instability of reinforcement learning caused by a BCNN with low function approximation accuracy, our BPN adopts a robust value update scheme called Conservative Value Iteration, which is tolerant of function approximation errors. We confirmed the BPN's effectiveness through applications to a visual tracking task in simulation and real-robot experiments with FPGA.

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Robots that Learn to Safely Influence via Prediction-Informed Reach-Avoid Dynamic Games

Robots can influence people to accomplish their tasks more efficiently: autonomous cars can inch forward at an intersection to pass through, and tabletop manipulators can go for an object on the table first. However, a robot's ability to influence can also compromise the safety of nearby people if naively executed. In this work, we pose and solve a novel robust reach-avoid dynamic game which enables robots to be maximally influential, but only when a safety backup control exists. On the human side, we model the human's behavior as goal-driven but conditioned on the robot's plan, enabling us to capture influence. On the robot side, we solve the dynamic game in the joint physical and belief space, enabling the robot to reason about how its uncertainty in human behavior will evolve over time. We instantiate our method, called SLIDE (Safely Leveraging Influence in Dynamic Environments), in a high-dimensional (39-D) simulated human-robot collaborative manipulation task solved via offline game-theoretic reinforcement learning. We compare our approach to a robust baseline that treats the human as a worst-case adversary, a safety controller that does not explicitly reason about influence, and an energy-function-based safety shield. We find that SLIDE consistently enables the robot to leverage the influence it has on the human when it is safe to do so, ultimately allowing the robot to be less conservative while still ensuring a high safety rate during task execution.

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Learning Humanoid Robot Running Skills through Proximal Policy Optimization

In the current level of evolution of Soccer 3D, motion control is a key factor in team's performance. Recent works takes advantages of model-free approaches based on Machine Learning to exploit robot dynamics in order to obtain faster locomotion skills, achieving running policies and, therefore, opening a new research direction in the Soccer 3D environment. In this work, we present a methodology based on Deep Reinforcement Learning that learns running skills without any prior knowledge, using a neural network whose inputs are related to robot's dynamics. Our results outperformed the previous state-of-the-art sprint velocity reported in Soccer 3D literature by a significant margin. It also demonstrated improvement in sample efficiency, being able to learn how to run in just few hours. We reported our results analyzing the training procedure and also evaluating the policies in terms of speed, reliability and human similarity. Finally, we presented key factors that lead us to improve previous results and shared some ideas for future work.

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In-Context Learning for Robots: Methods and Applications

General-purpose robots must infer what a new task requires and translate that understanding into appropriate physical action. In-context learning (ICL) for robots supports this process by using demonstrations and interaction to direct existing competence with neural parameters held fixed during deployment. We organize this literature review around the interfaces connecting contextual evidence to execution, distinguishing four families: context-conditioned policies, geometric demonstration transfer, world-model-based control, and skill- and agent-based execution. Comparing these interfaces clarifies their transfer assumptions and the roles of training, correspondence, and memory in making context useful. Across manipulation and navigation, we examine how these mechanisms preserve taught requirements as objects, environments, and execution conditions change. This analysis links method design to evaluation practices that distinguish responsiveness to teaching, physical transfer, and benefits from retained experience. The resulting agenda connects compositional task acquisition and faithful transfer with physical recursive self-improvement, in which experience improves the ability to learn subsequent tasks.

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Joint Estimation of Expertise and Reward Preferences From Human Demonstrations

When a robot learns from human examples, most approaches assume that the human partner provides examples of optimal behavior. However, there are applications in which the robot learns from non-expert humans. We argue that the robot should learn not only about the human's objectives, but also about their expertise level. The robot could then leverage this joint information to reduce or increase the frequency at which it provides assistance to its human's partner or be more cautious when learning new skills from novice users. Similarly, by taking into account the human's expertise, the robot would also be able of inferring a human's true objectives even when the human's fails to properly demonstrate these objectives due to a lack of expertise. In this paper, we propose to jointly infer the expertise level and objective function of a human given observations of their (possibly) non-optimal demonstrations. Two inference approaches are proposed. In the first approach, inference is done over a finite, discrete set of possible objective functions and expertise levels. In the second approach, the robot optimizes over the space of all possible hypotheses and finds the objective function and expertise level that best explain the observed human behavior. We demonstrate our proposed approaches both in simulation and with real user data.

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RoboHanger: Learning Generalizable Robotic Hanger Insertion for Diverse Garments

For the task of hanging clothes, learning how to insert a hanger into a garment is a crucial step, but has rarely been explored in robotics. In this work, we address the problem of inserting a hanger into various unseen garments that are initially laid flat on a table. This task is challenging due to its long-horizon nature, the high degrees of freedom of the garments and the lack of data. To simplify the learning process, we first propose breaking the task into several subtasks. Then, we formulate each subtask as a policy learning problem and propose a low-dimensional action parameterization. To overcome the challenge of limited data, we build our own simulator and create 144 synthetic clothing assets to effectively collect high-quality training data. Our approach uses single-view depth images and object masks as input, which mitigates the Sim2Real appearance gap and achieves high generalization capabilities for new garments. Extensive experiments in both simulation and reality validate our proposed method. By training on various garments in the simulator, our method achieves a 75\% success rate with 8 different unseen garments in the real world.

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I-CTRL: Imitation to Control Humanoid Robots Through Constrained Reinforcement Learning

Humanoid robots have the potential to mimic human motions with high visual fidelity, yet translating these motions into practical, physical execution remains a significant challenge. Existing techniques in the graphics community often prioritize visual fidelity over physics-based feasibility, posing a significant challenge for deploying bipedal systems in practical applications. This paper addresses these issues through bounded residual reinforcement learning to produce physics-based high-quality motion imitation onto legged humanoid robots that enhance motion resemblance while successfully following the reference human trajectory. Our framework, Imitation to Control Humanoid Robots Through Bounded Residual Reinforcement Learning (I-CTRL), reformulates motion imitation as a constrained refinement over non-physics-based retargeted motions. I-CTRL excels in motion imitation with simple and unique rewards that generalize across five robots. Moreover, our framework introduces an automatic priority scheduler to manage large-scale motion datasets when efficiently training a unified RL policy across diverse motions. The proposed approach signifies a crucial step forward in advancing the control of bipedal robots, emphasizing the importance of aligning visual and physical realism for successful motion imitation.

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Deep Reinforcement Learning Based Robot Arm Manipulation with Efficient Training Data through Simulation

Deep reinforcement learning trains neural networks using experiences sampled from the replay buffer, which is commonly updated at each time step. In this paper, we propose a method to update the replay buffer adaptively and selectively to train a robot arm to accomplish a suction task in simulation. The response time of the agent is thoroughly taken into account. The state transitions that remain stuck at the boundary of constraint are not stored. The policy trained with our method works better than the one with the common replay buffer update method. The result is demonstrated both by simulation and by experiment with a real robot arm.

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Efficient Transfer Learning of Robot Dynamic Models Using Morphological Similarity

This study proposes a neural network-based transfer learning framework for modeling the dynamics of soft, fin-actuated underwater robots. We focus on morphologically similar robots that differ in scale and hydrodynamic properties. A model trained on data from a larger robot (source domain) is adapted to a smaller one (target domain) with limited labeled data. To enable label-efficient transfer, we develop an autoencoder-based domain adaptation approach that learns a shared latent representation aligning the dynamics of both robots. Experiments on two real underwater robots show that the proposed method enables accurate state estimation of the body-frame velocities on a target platform without labeled data, highlighting its potential for efficient cross-robot dynamics transfer among morphologically similar platforms.

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Controlling the Solo12 Quadruped Robot with Deep Reinforcement Learning

Quadruped robots require robust and general locomotion skills to exploit their mobility potential in complex and challenging environments. In this work, we present the first implementation of a robust end-to-end learning-based controller on the Solo12 quadruped. Our method is based on deep reinforcement learning of joint impedance references. The resulting control policies follow a commanded velocity reference while being efficient in its energy consumption, robust and easy to deploy. We detail the learning procedure and method for transfer on the real robot. In our experiments, we show that the Solo12 robot is a suitable open-source platform for research combining learning and control because of the easiness in transferring and deploying learned controllers.

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Robot motor learning shows emergence of frequency-modulated, robust swimming with an invariant Strouhal-number

Fish locomotion emerges from a diversity of interactions among deformable structures, surrounding fluids and neuromuscular activations, i.e., fluid-structure interactions (FSI) controlled by fish's motor systems. Previous studies suggested that such motor-controlled FSI may possess embodied traits. However, their implications in motor learning, neuromuscular control, gait generation, and swimming performance remain to be uncovered. Using robot models, we studied how swimming behaviours emerged from the FSI and the embodied traits. We developed modular robots with various designs and used Central Pattern Generators (CPGs) to control the torque acting on robot body. We used reinforcement learning to learn CPG parameters to maximize the swimming speed. The results showed that motor frequency converged faster than other parameters, and the emergent swimming gaits were robust against disruptions applied to motor control. For all robots and frequencies tested, swimming speed was proportional to the mean undulation velocity of body and caudal-fin combined, yielding an invariant, undulation-based Strouhal number. The Strouhal number also revealed two fundamental classes of undulatory swimming in both biological and robotic fishes. The robot actuators also demonstrated diverse functions as motors, virtual springs, and virtual masses. These results provide novel insights into the embodied traits of motor-controlled FSI for fish-inspired locomotion.

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Online World Modeling Enables Real-World Inverse Reinforcement Learning from Observation

Current methods in robot learning are fundamentally bottlenecked by one or more of: hand-designed rewards, simulation modeling, or action supervision (e.g. teleoperation) each requiring significant domain expertise, engineering effort, and robot-operator labor. Towards reducing these bottlenecks, this work pursues observational learning via Inverse Reinforcement Learning from Observation (IRLfO) in which only access to task observations (e.g. video) is assumed. Due to the challenging setting and limitations of RL methods, IRLfO has thus far remained impractical for real-world robot learning. Here, we present the first IRL method to learn visual manipulation in the real world from scratch, and the first real-world demonstration of positive online transfer across visual manipulation tasks from scratch. In under 40 minutes, MPAIL2 learns pick-and-place from scratch to 82%, where RL and BC with equal interaction and demonstration budgets reach only 0% and 12% despite their reward and action supervision. Interactive project page with training videos: https://uwrobotlearning.github.io/mpail2/

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Navigation-Oriented Scene Understanding for Robotic Autonomy: Learning to Segment Driveability in Egocentric Images

This work tackles scene understanding for outdoor robotic navigation, solely relying on images captured by an on-board camera. Conventional visual scene understanding interprets the environment based on specific descriptive categories. However, such a representation is not directly interpretable for decision-making and constrains robot operation to a specific domain. Thus, we propose to segment egocentric images directly in terms of how a robot can navigate in them, and tailor the learning problem to an autonomous navigation task. Building around an image segmentation network, we present a generic affordance consisting of 3 driveability levels which can broadly apply to both urban and off-road scenes. By encoding these levels with soft ordinal labels, we incorporate inter-class distances during learning which improves segmentation compared to standard "hard" one-hot labelling. In addition, we propose a navigation-oriented pixel-wise loss weighting method which assigns higher importance to safety-critical areas. We evaluate our approach on large-scale public image segmentation datasets ranging from sunny city streets to snowy forest trails. In a cross-dataset generalization experiment, we show that our affordance learning scheme can be applied across a diverse mix of datasets and improves driveability estimation in unseen environments compared to general-purpose, single-dataset segmentation.

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Decentralized Motor Skill Learning for Complex Robotic Systems

Reinforcement learning (RL) has achieved remarkable success in complex robotic systems (eg. quadruped locomotion). In previous works, the RL-based controller was typically implemented as a single neural network with concatenated observation input. However, the corresponding learned policy is highly task-specific. Since all motors are controlled in a centralized way, out-of-distribution local observations can impact global motors through the single coupled neural network policy. In contrast, animals and humans can control their limbs separately. Inspired by this biological phenomenon, we propose a Decentralized motor skill (DEMOS) learning algorithm to automatically discover motor groups that can be decoupled from each other while preserving essential connections and then learn a decentralized motor control policy. Our method improves the robustness and generalization of the policy without sacrificing performance. Experiments on quadruped and humanoid robots demonstrate that the learned policy is robust against local motor malfunctions and can be transferred to new tasks.

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Interactive Open-Ended Object, Affordance and Grasp Learning for Robotic Manipulation

Service robots are expected to autonomously and efficiently work in human-centric environments. For this type of robots, object perception and manipulation are challenging tasks due to need for accurate and real-time response. This paper presents an interactive open-ended learning approach to recognize multiple objects and their grasp affordances concurrently. This is an important contribution in the field of service robots since no matter how extensive the training data used for batch learning, a robot might always be confronted with an unknown object when operating in human-centric environments. The paper describes the system architecture and the learning and recognition capabilities. Grasp learning associates grasp configurations (i.e., end-effector positions and orientations) to grasp affordance categories. The grasp affordance category and the grasp configuration are taught through verbal and kinesthetic teaching, respectively. A Bayesian approach is adopted for learning and recognition of object categories and an instance-based approach is used for learning and recognition of affordance categories. An extensive set of experiments has been performed to assess the performance of the proposed approach regarding recognition accuracy, scalability and grasp success rate on challenging datasets and real-world scenarios.

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A data-set of piercing needle through deformable objects for Deep Learning from Demonstrations

Many robotic tasks are still teleoperated since automating them is very time consuming and expensive. Robot Learning from Demonstrations (RLfD) can reduce programming time and cost. However, conventional RLfD approaches are not directly applicable to many robotic tasks, e.g. robotic suturing with minimally invasive robots, as they require a time-consuming process of designing features from visual information. Deep Neural Networks (DNN) have emerged as useful tools for creating complex models capturing the relationship between high-dimensional observation space and low-level action/state space. Nonetheless, such approaches require a dataset suitable for training appropriate DNN models. This paper presents a dataset of inserting/piercing a needle with two arms of da Vinci Research Kit in/through soft tissues. The dataset consists of (1) 60 successful needle insertion trials with randomised desired exit points recorded by 6 high-resolution calibrated cameras, (2) the corresponding robot data, calibration parameters and (3) the commanded robot control input where all the collected data are synchronised. The dataset is designed for Deep-RLfD approaches. We also implemented several deep RLfD architectures, including simple feed-forward CNNs and different Recurrent Convolutional Networks (RCNs). Our study indicates RCNs improve the prediction accuracy of the model despite that the baseline feed-forward CNNs successfully learns the relationship between the visual information and the next step control actions of the robot. The dataset, as well as our baseline implementations of RLfD, are publicly available for bench-marking at https://github.com/imanlab/d-lfd.

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