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Alberto Rodriguez

Publications and source records attributed to Alberto Rodriguez.

At least 55 records · Page 3Linked to original sources

Certified Grasping

This paper studies robustness in planar grasping from a geometric perspective. By treating grasping as a process that shapes the free-space of an object over time, we can define three types of certificates to guarantee success of a grasp: (a) invariance under an initial set, (b) convergence towards a goal grasp, and (c) observability over the final object pose. We develop convex-combinatorial models for each of these certificates, which can be expressed as simple semi-algebraic relations under mild-modeling assumptions. By leveraging these models to synthesize certificates, we optimize certifiable grasps of arbitrary planar objects composed as a union of convex polygons, using manipulators described as point-fingers. We validate this approach with simulations and real robot experiments, by grasping random polygons, comparing against other standard grasp planning algorithms, and performing sensorless grasps over different objects.

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A Convex-Combinatorial Model for Planar Caging

Caging is a promising tool which allows a robot to manipulate an object without directly reasoning about the contact dynamics involved. Furthermore, caging also provides useful guarantees in terms of robustness to uncertainty, and often serves as a way-point to a grasp. Unfortunately, previous work on caging is often based on computational geometry or discrete topology tools, causing restriction on gripper geometry, and difficulty on integration into larger manipulation frameworks. In this paper, we develop a convex-combinatorial model to characterize caging from an optimization perspective. More specifically, we study the configuration space of the object, where the fingers act as obstacles that enclose the configuration of the object. The convex-combinatorial nature of this approach provides guarantees on optimality, convergence and scalability, and its optimization nature makes it adaptable for further applications on robot manipulation tasks.

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Tactile Mapping and Localization from High-Resolution Tactile Imprints

This work studies the problem of shape reconstruction and object localization using a vision-based tactile sensor, GelSlim. The main contributions are the recovery of local shapes from contact, an approach to reconstruct the tactile shape of objects from tactile imprints, and an accurate method for object localization of previously reconstructed objects. The algorithms can be applied to a large variety of 3D objects and provide accurate tactile feedback for in-hand manipulation. Results show that by exploiting the dense tactile information we can reconstruct the shape of objects with high accuracy and do on-line object identification and localization, opening the door to reactive manipulation guided by tactile sensing. We provide videos and supplemental information in the project's website http://web.mit.edu/mcube/research/tactile_localization.html.

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Combining Physical Simulators and Object-Based Networks for Control

Physics engines play an important role in robot planning and control; however, many real-world control problems involve complex contact dynamics that cannot be characterized analytically. Most physics engines therefore employ . approximations that lead to a loss in precision. In this paper, we propose a hybrid dynamics model, simulator-augmented interaction networks (SAIN), combining a physics engine with an object-based neural network for dynamics modeling. Compared with existing models that are purely analytical or purely data-driven, our hybrid model captures the dynamics of interacting objects in a more accurate and data-efficient manner.Experiments both in simulation and on a real robot suggest that it also leads to better performance when used in complex control tasks. Finally, we show that our model generalizes to novel environments with varying object shapes and materials.

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Dense Tactile Force Distribution Estimation using GelSlim and inverse FEM

In this paper, we present a new version of tactile sensor GelSlim 2.0 with the capability to estimate the contact force distribution in real time. The sensor is vision-based and uses an array of markers to track deformations on a gel pad due to contact. A new hardware design makes the sensor more rugged, parametrically adjustable and improves illumination. Leveraging the sensor's increased functionality, we propose to use inverse Finite Element Method (iFEM), a numerical method to reconstruct the contact force distribution based on marker displacements. The sensor is able to provide force distribution of contact with high spatial density. Experiments and comparison with ground truth show that the reconstructed force distribution is physically reasonable with good accuracy.

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In-Hand Manipulation via Motion Cones

In this paper, we present the mechanics and algorithms to compute the set of feasible motions of an object pushed in a plane. This set is known as the motion cone and was previously described for non-prehensile manipulation tasks in the horizontal plane. We generalize its geometric construction to a broader set of planar tasks, where external forces such as gravity influence the dynamics of pushing, and prehensile tasks, where there are complex interactions between the gripper, object, and pusher. We show that the motion cone is defined by a set of low-curvature surfaces and provide a polyhedral cone approximation to it. We verify its validity with 2000 pushing experiments recorded with motion tracking system. Motion cones abstract the algebra involved in simulating frictional pushing by providing bounds on the set of feasible motions and by characterizing which pushes will stick or slip. We demonstrate their use for the dynamic propagation step in a sampling-based planning algorithm for in-hand manipulation. The planner generates trajectories that involve sequences of continuous pushes with 5-1000x speed improvements to equivalent algorithms. Video Summary -- https://youtu.be/tVDO8QMuYhc

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GP-SUM. Gaussian Processes Filtering of non-Gaussian Beliefs

This work studies the problem of stochastic dynamic filtering and state propagation with complex beliefs. The main contribution is GP-SUM, a filtering algorithm tailored to dynamic systems and observation models expressed as Gaussian Processes (GP), and to states represented as a weighted sum of Gaussians. The key attribute of GP-SUM is that it does not rely on linearizations of the dynamic or observation models, or on unimodal Gaussian approximations of the belief, hence enables tracking complex state distributions. The algorithm can be seen as a combination of a sampling-based filter with a probabilistic Bayes filter. On the one hand, GP-SUM operates by sampling the state distribution and propagating each sample through the dynamic system and observation models. On the other hand, it achieves effective sampling and accurate probabilistic propagation by relying on the GP form of the system, and the sum-of-Gaussian form of the belief. We show that GP-SUM outperforms several GP-Bayes and Particle Filters on a standard benchmark. We also demonstrate its use in a pushing task, predicting with experimental accuracy the naturally occurring non-Gaussian distributions.

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Modular meta-learning in abstract graph networks for combinatorial generalization

Modular meta-learning is a new framework that generalizes to unseen datasets by combining a small set of neural modules in different ways. In this work we propose abstract graph networks: using graphs as abstractions of a system's subparts without a fixed assignment of nodes to system subparts, for which we would need supervision. We combine this idea with modular meta-learning to get a flexible framework with combinatorial generalization to new tasks built in. We then use it to model the pushing of arbitrarily shaped objects from little or no training data.

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Maintaining Grasps within Slipping Bound by Monitoring Incipient Slip

In this paper, we propose an approach to detect incipient slip, i.e. predict slip, by using a high-resolution vision-based tactile sensor, GelSlim. The sensor dynamically captures the tactile imprints of the contact object and their changes with a soft gel pad. The method assumes the object is mostly rigid and treats the motion of object's imprint on sensor surface as a 2D rigid-body motion. We use the deviation of the true motion field from that of a 2D planar rigid transformation as a measure of slip. The output is a dense slip field which we use to detect when small areas of the contact patch start to slip (incipient slip). The method can detect both translational and rotational incipient slip without any prior knowledge of the object at 24 Hz. We test the method on 10 objects 240 times and achieve 86.25% detection accuracy. We further show how the slip feedback can be used to monitor the gripping force to avoid slip with a closed-loop bottle-cap screwing and unscrewing experiment with incipient slip detection feedback. The method was demonstrated to be useful for the robot to apply proper gripping force and stop screwing at the right point before breaking objects. The method can be applied to many manipulation tasks in both structured and unstructured environments.

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Tactile Regrasp: Grasp Adjustments via Simulated Tactile Transformations

This paper presents a novel regrasp control policy that makes use of tactile sensing to plan local grasp adjustments. Our approach determines regrasp actions by virtually searching for local transformations of tactile measurements that improve the quality of the grasp. First, we construct a tactile-based grasp quality metric using a deep convolutional neural network trained on over 2800 grasps. The quality of each grasp, a continuous value between 0 and 1, is determined experimentally by measuring its resistance to external perturbations. Second, we simulate the tactile imprints associated with robot motions relative to the initial grasp by performing rigid-body transformations of the given tactile measurements. The newly generated tactile imprints are evaluated with the learned grasp quality network and the regrasp action is chosen to maximize the grasp quality. Results show that the grasp quality network can predict the outcome of grasps with an average accuracy of 85% on known objects and 75% on a cross validation set of 12 objects. The regrasp control policy improves the success rate of grasp actions by an average relative increase of 70% on a test set of 8 objects.

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A Data-Efficient Approach to Precise and Controlled Pushing

Decades of research in control theory have shown that simple controllers, when provided with timely feedback, can control complex systems. Pushing is an example of a complex mechanical system that is difficult to model accurately due to unknown system parameters such as coefficients of friction and pressure distributions. In this paper, we explore the data-complexity required for controlling, rather than modeling, such a system. Results show that a model-based control approach, where the dynamical model is learned from data, is capable of performing complex pushing trajectories with a minimal amount of training data (10 data points). The dynamics of pushing interactions are modeled using a Gaussian process (GP) and are leveraged within a model predictive control approach that linearizes the GP and imposes actuator and task constraints for a planar manipulation task.

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Learning Synergies between Pushing and Grasping with Self-supervised Deep Reinforcement Learning

Skilled robotic manipulation benefits from complex synergies between non-prehensile (e.g. pushing) and prehensile (e.g. grasping) actions: pushing can help rearrange cluttered objects to make space for arms and fingers; likewise, grasping can help displace objects to make pushing movements more precise and collision-free. In this work, we demonstrate that it is possible to discover and learn these synergies from scratch through model-free deep reinforcement learning. Our method involves training two fully convolutional networks that map from visual observations to actions: one infers the utility of pushes for a dense pixel-wise sampling of end effector orientations and locations, while the other does the same for grasping. Both networks are trained jointly in a Q-learning framework and are entirely self-supervised by trial and error, where rewards are provided from successful grasps. In this way, our policy learns pushing motions that enable future grasps, while learning grasps that can leverage past pushes. During picking experiments in both simulation and real-world scenarios, we find that our system quickly learns complex behaviors amid challenging cases of clutter, and achieves better grasping success rates and picking efficiencies than baseline alternatives after only a few hours of training. We further demonstrate that our method is capable of generalizing to novel objects. Qualitative results (videos), code, pre-trained models, and simulation environments are available at http://vpg.cs.princeton.edu

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Regrasping by Fixtureless Fixturing

This paper presents a fixturing strategy for regrasping that does not require a physical fixture. To regrasp an object in a gripper, a robot pushes the object against external contact/s in the environment such that the external contact keeps the object stationary while the fingers slide over the object. We call this manipulation technique fixtureless fixturing. Exploiting the mechanics of pushing, we characterize a convex polyhedral set of pushes that results in fixtureless fixturing. These pushes are robust against uncertainty in the object inertia, grasping force, and the friction at the contacts. We propose a sampling-based planner that uses the sets of robust pushes to rapidly build a tree of reachable grasps. A path in this tree is a pushing strategy, possibly involving pushes from different sides, to regrasp the object. We demonstrate the experimental validity and robustness of the proposed manipulation technique with different regrasp examples on a manipulation platform. Such a fast and flexible regrasp planner facilitates versatile and flexible automation solutions.

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Pneumatic Shape-shifting Fingers to Reorient and Grasp

We present pneumatic shape-shifting fingers to enable a simple parallel-jaw gripper for different manipulation modalities. By changing the finger geometry, the gripper effectively changes the contact type between the fingers and an object to facilitate distinct manipulation primitives. In this paper, we demonstrate the development and application of shape-shifting fingers to reorient and grasp cylindrical objects. The shape of the fingers changes based on the air pressure inside them and attains two distinct geometric forms at high and low pressure values. In our implementation, the finger shape switches between a wedge-shaped geometry and V-shaped geometry at high and low pressure, respectively. Using the wedge-shaped geometry, the fingers provide a point contact on a cylindrical object to pivot it to a vertical pose under the effect of gravity. By changing to V-shaped geometry, the fingers localize the object in the vertical pose and securely hold it. Experimental results show that the smooth transition between the two contact types allows a robot with a simple gripper to reorient a cylindrical object lying horizontally on a ground and to grasp it in a vertical pose.

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Reactive Planar Manipulation with Convex Hybrid MPC

This paper presents a reactive controller for planar manipulation tasks that leverages machine learning to achieve real-time performance. The approach is based on a Model Predictive Control (MPC) formulation, where the goal is to find an optimal sequence of robot motions to achieve a desired object motion. Due to the multiple contact modes associated with frictional interactions, the resulting optimization program suffers from combinatorial complexity when tasked with determining the optimal sequence of modes. To overcome this difficulty, we formulate the search for the optimal mode sequences offline, separately from the search for optimal control inputs online. Using tools from machine learning, this leads to a convex hybrid MPC program that can be solved in real-time. We validate our algorithm on a planar manipulation experimental setup where results show that the convex hybrid MPC formulation with learned modes achieves good closed-loop performance on a trajectory tracking problem.

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Augmenting Physical Simulators with Stochastic Neural Networks: Case Study of Planar Pushing and Bouncing

An efficient, generalizable physical simulator with universal uncertainty estimates has wide applications in robot state estimation, planning, and control. In this paper, we build such a simulator for two scenarios, planar pushing and ball bouncing, by augmenting an analytical rigid-body simulator with a neural network that learns to model uncertainty as residuals. Combining symbolic, deterministic simulators with learnable, stochastic neural nets provides us with expressiveness, efficiency, and generalizability simultaneously. Our model outperforms both purely analytical and purely learned simulators consistently on real, standard benchmarks. Compared with methods that model uncertainty using Gaussian processes, our model runs much faster, generalizes better to new object shapes, and is able to characterize the complex distribution of object trajectories.

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Friction Variability in Planar Pushing Data: Anisotropic Friction and Data-collection Bias

Friction plays a key role in manipulating objects. Most of what we do with our hands, and most of what robots do with their grippers, is based on the ability to control frictional forces. This paper aims to better understand the variability and predictability of planar friction. In particular, we focus on the analysis of a recent dataset on planar pushing by Yu et al. [1] devised to create a data-driven footprint of planar friction. We show in this paper how we can explain a significant fraction of the observed unconventional phenomena, e.g., stochasticity and multi-modality, by combining the effects of material non-homogeneity, anisotropy of friction and biases due to data collection dynamics, hinting that the variability is explainable but inevitable in practice. We introduce an anisotropic friction model and conduct simulation experiments comparing with more standard isotropic friction models. The anisotropic friction between object and supporting surface results in convergence of initial condition during the automated data collection. Numerical results confirm that the anisotropic friction model explains the bias in the dataset and the apparent stochasticity in the outcome of a push. The fact that the data collection process itself can originate biases in the collected datasets, resulting in deterioration of trained models, calls attention to the data collection dynamics.

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Realtime State Estimation with Tactile and Visual sensing. Application to Planar Manipulation

Accurate and robust object state estimation enables successful object manipulation. Visual sensing is widely used to estimate object poses. However, in a cluttered scene or in a tight workspace, the robot's end-effector often occludes the object from the visual sensor. The robot then loses visual feedback and must fall back on open-loop execution. In this paper, we integrate both tactile and visual input using a framework for solving the SLAM problem, incremental smoothing and mapping (iSAM), to provide a fast and flexible solution. Visual sensing provides global pose information but is noisy in general, whereas contact sensing is local, but its measurements are more accurate relative to the end-effector. By combining them, we aim to exploit their advantages and overcome their limitations. We explore the technique in the context of a pusher-slider system. We adapt iSAM's measurement cost and motion cost to the pushing scenario, and use an instrumented setup to evaluate the estimation quality with different object shapes, on different surface materials, and under different contact modes.

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