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Aditya Bhatt

Publications and source records attributed to Aditya Bhatt.

9 recordsLinked to original sources

Blind Dexterity: Whole-Body Humanoid Manipulation via Pure Proprioception

We present blind, whole-body manipulation skills on a Unitree G1 humanoid using only onboard proprioception, without cameras, markers, force-torque, or tactile sensors. Despite this minimal sensing, the trained policies exhibit surprising capability across qualitatively different tasks: push-resilient bipedal walking without IMU feedback, active soccer ball trapping with a foot, seeking and lifting a suitcase by its handle, and mounting a randomly positioned skateboard. We argue that these capabilities arise from a key underappreciated signal: the way the joint encoder readouts evolve under purposeful compliant contact, effectively forming a whole-body tactile channel. By generating contact-rich motions, the trained policies actively probe the environment; as a result, task-relevant object state (e.g., pose) becomes increasingly decodable from short proprioceptive histories. We expose this information using compact task-specific state estimators trained alongside, but fully separately from, the policies; their prediction errors decrease rapidly after informative contact. Our results indicate that joint encoder-based proprioception, combined with compliant actuation (now widely available on commercial robots and low-cost motors) is already a strong, practical substrate for whole-body dexterous manipulation and interactive perception, and therefore a natural foundation on which richer sensing can be layered.

cs.RO

Multi-Robot Box Transport over Different Surfaces with Decentralized Role-based Proportional Control

Collaborative transport of objects via pushing by multiple robots has many applications, ranging from construction and warehouse environments to post disaster debris clean-up. Achieving collaborative transport over surfaces with different inclination and friction properties however poses unique challenges. To address these challenges, this paper presents an asynchronous decentralized task and motion planning approach for transporting rectangular boxes of varying mass over flat, uphill and downhill terrain. Such a decentralized approach alleviates communication, synchronization and consensus needs and mitigates single point of failure issues. Our approach, called R2P2 or Roles with Rules and Proportional-control Primitive, assigns roles (e.g., push, support and prevent) to robots based on rules cognizant of the mode of manipulation needed (box rotation vs translation); this is followed by either rule-based control or proportional control of robot velocity based on the roles. Each robot is assumed to observe the location and heading of self and the box in executing the role and controls. R2P2 is evaluated with a six-robot team deployed in a simulator built using NVIDIA IsaacSim -- demonstrating generalizability across different surface friction/inclination and box mass scenarios, and better success rate compared to a standard virtual-leader-follower method. R2P2 is also successfully validated with a physical experiment, where it is executed onboard four turtlebots tasked with moving a 1.2 kg box.

cs.RO

Discrete Variational Autoencoding via Policy Search

Discrete latent bottlenecks in variational autoencoders (VAEs) offer high bit efficiency and can be modeled with autoregressive discrete distributions, enabling parameter-efficient multimodal search with transformers. However, discrete random variables do not allow for exact differentiable parameterization; therefore, discrete VAEs typically rely on approximations, such as Gumbel-Softmax reparameterization or straight-through gradient estimates, or employ high-variance gradient-free methods such as REINFORCE that have had limited success on high-dimensional tasks such as image reconstruction. Inspired by popular techniques in policy search, we propose a training framework for discrete VAEs that leverages the natural gradient of a non-parametric encoder to update the parametric encoder without requiring reparameterization. Our method, combined with automatic step size adaptation and a transformer-based encoder, scales to challenging datasets such as ImageNet and outperforms both approximate reparameterization methods and quantization-based discrete autoencoders in reconstructing high-dimensional data from compact latent spaces.

cs.LG

Learning Approach to Efficient Vision-based Active Tracking of a Flying Target by an Unmanned Aerial Vehicle

Autonomous tracking of flying aerial objects has important civilian and defense applications, ranging from search and rescue to counter-unmanned aerial systems (counter-UAS). Ground based tracking requires setting up infrastructure, could be range limited, and may not be feasible in remote areas, crowded cities or in dense vegetation areas. Vision based active tracking of aerial objects from another airborne vehicle, e.g., a chaser unmanned aerial vehicle (UAV), promises to fill this important gap, along with serving aerial coordination use cases. Vision-based active tracking by a UAV entails solving two coupled problems: 1) compute-efficient and accurate (target) object detection and target state estimation; and 2) maneuver decisions to ensure that the target remains in the field of view in the future time-steps and favorably positioned for continued detection. As a solution to the first problem, this paper presents a novel integration of standard deep learning based architectures with Kernelized Correlation Filter (KCF) to achieve compute-efficient object detection without compromising accuracy, unlike standalone learning or filtering approaches. The proposed perception framework is validated using a lab-scale setup. For the second problem, to obviate the linearity assumptions and background variations limiting effectiveness of the traditional controllers, we present the use of reinforcement learning to train a neuro-controller for fast computation of velocity maneuvers. New state space, action space and reward formulations are developed for this purpose, and training is performed in simulation using AirSim. The trained model is also tested in AirSim with respect to complex target maneuvers, and is found to outperform a baseline PID control in terms of tracking up-time and average distance maintained (from the target) during tracking.

cs.RO

Experimental Setup and Software Pipeline to Evaluate Optimization based Autonomous Multi-Robot Search Algorithms

Signal source localization has been a problem of interest in the multi-robot systems domain given its applications in search & rescue and hazard localization in various industrial and outdoor settings. A variety of multi-robot search algorithms exist that usually formulate and solve the associated autonomous motion planning problem as a heuristic model-free or belief model-based optimization process. Most of these algorithms however remains tested only in simulation, thereby losing the opportunity to generate knowledge about how such algorithms would compare/contrast in a real physical setting in terms of search performance and real-time computing performance. To address this gap, this paper presents a new lab-scale physical setup and associated open-source software pipeline to evaluate and benchmark multi-robot search algorithms. The presented physical setup innovatively uses an acoustic source (that is safe and inexpensive) and small ground robots (e-pucks) operating in a standard motion-capture environment. This setup can be easily recreated and used by most robotics researchers. The acoustic source also presents interesting uncertainty in terms of its noise-to-signal ratio, which is useful to assess sim-to-real gaps. The overall software pipeline is designed to readily interface with any multi-robot search algorithm with minimal effort and is executable in parallel asynchronous form. This pipeline includes a framework for distributed implementation of multi-robot or swarm search algorithms, integrated with a ROS (Robotics Operating System)-based software stack for motion capture supported localization. The utility of this novel setup is demonstrated by using it to evaluate two state-of-the-art multi-robot search algorithms, based on swarm optimization and batch-Bayesian Optimization (called Bayes-Swarm), as well as a random walk baseline.

cs.RO

MuJoCo MPC for Humanoid Control: Evaluation on HumanoidBench

We tackle the recently introduced benchmark for whole-body humanoid control HumanoidBench using MuJoCo MPC. We find that sparse reward functions of HumanoidBench yield undesirable and unrealistic behaviors when optimized; therefore, we propose a set of regularization terms that stabilize the robot behavior across tasks. Current evaluations on a subset of tasks demonstrate that our proposed reward function allows achieving the highest HumanoidBench scores while maintaining realistic posture and smooth control signals. Our code is publicly available and will become a part of MuJoCo MPC, enabling rapid prototyping of robot behaviors.

cs.RO

Surprisingly Robust In-Hand Manipulation: An Empirical Study

We present in-hand manipulation skills on a dexterous, compliant, anthropomorphic hand. Even though these skills were derived in a simplistic manner, they exhibit surprising robustness to variations in shape, size, weight, and placement of the manipulated object. They are also very insensitive to variation of execution speeds, ranging from highly dynamic to quasi-static. The robustness of the skills leads to compositional properties that enable extended and robust manipulation programs. To explain the surprising robustness of the in-hand manipulation skills, we performed a detailed, empirical analysis of the skills' performance. From this analysis, we identify three principles for skill design: 1) Exploiting the hardware's innate ability to drive hard-to-model contact dynamics. 2) Taking actions to constrain these interactions, funneling the system into a narrow set of possibilities. 3) Composing such action sequences into complex manipulation programs. We believe that these principles constitute an important foundation for robust robotic in-hand manipulation, and possibly for manipulation in general.

cs.RO

CrossQ: Batch Normalization in Deep Reinforcement Learning for Greater Sample Efficiency and Simplicity

Sample efficiency is a crucial problem in deep reinforcement learning. Recent algorithms, such as REDQ and DroQ, found a way to improve the sample efficiency by increasing the update-to-data (UTD) ratio to 20 gradient update steps on the critic per environment sample. However, this comes at the expense of a greatly increased computational cost. To reduce this computational burden, we introduce CrossQ: A lightweight algorithm for continuous control tasks that makes careful use of Batch Normalization and removes target networks to surpass the current state-of-the-art in sample efficiency while maintaining a low UTD ratio of 1. Notably, CrossQ does not rely on advanced bias-reduction schemes used in current methods. CrossQ's contributions are threefold: (1) it matches or surpasses current state-of-the-art methods in terms of sample efficiency, (2) it substantially reduces the computational cost compared to REDQ and DroQ, (3) it is easy to implement, requiring just a few lines of code on top of SAC.

cs.LG

Artificial Intelligence for Prosthetics - challenge solutions

In the NeurIPS 2018 Artificial Intelligence for Prosthetics challenge, participants were tasked with building a controller for a musculoskeletal model with a goal of matching a given time-varying velocity vector. Top participants were invited to describe their algorithms. In this work, we describe the challenge and present thirteen solutions that used deep reinforcement learning approaches. Many solutions use similar relaxations and heuristics, such as reward shaping, frame skipping, discretization of the action space, symmetry, and policy blending. However, each team implemented different modifications of the known algorithms by, for example, dividing the task into subtasks, learning low-level control, or by incorporating expert knowledge and using imitation learning.

cs.LG