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Animesh Garg

Publications and source records attributed to Animesh Garg.

At least 55 records · Page 3Linked to original sources

ORBIT-Surgical: An Open-Simulation Framework for Learning Surgical Augmented Dexterity

Physics-based simulations have accelerated progress in robot learning for driving, manipulation, and locomotion. Yet, a fast, accurate, and robust surgical simulation environment remains a challenge. In this paper, we present ORBIT-Surgical, a physics-based surgical robot simulation framework with photorealistic rendering in NVIDIA Omniverse. We provide 14 benchmark surgical tasks for the da Vinci Research Kit (dVRK) and Smart Tissue Autonomous Robot (STAR) which represent common subtasks in surgical training. ORBIT-Surgical leverages GPU parallelization to train reinforcement learning and imitation learning algorithms to facilitate study of robot learning to augment human surgical skills. ORBIT-Surgical also facilitates realistic synthetic data generation for active perception tasks. We demonstrate ORBIT-Surgical sim-to-real transfer of learned policies onto a physical dVRK robot. Project website: orbit-surgical.github.io

cs.RO↗

AdaDemo: Data-Efficient Demonstration Expansion for Generalist Robotic Agent

Encouraged by the remarkable achievements of language and vision foundation models, developing generalist robotic agents through imitation learning, using large demonstration datasets, has become a prominent area of interest in robot learning. The efficacy of imitation learning is heavily reliant on the quantity and quality of the demonstration datasets. In this study, we aim to scale up demonstrations in a data-efficient way to facilitate the learning of generalist robotic agents. We introduce AdaDemo (Adaptive Online Demonstration Expansion), a general framework designed to improve multi-task policy learning by actively and continually expanding the demonstration dataset. AdaDemo strategically collects new demonstrations to address the identified weakness in the existing policy, ensuring data efficiency is maximized. Through a comprehensive evaluation on a total of 22 tasks across two robotic manipulation benchmarks (RLBench and Adroit), we demonstrate AdaDemo's capability to progressively improve policy performance by guiding the generation of high-quality demonstration datasets in a data-efficient manner.

cs.RO↗

RePLan: Robotic Replanning with Perception and Language Models

Advancements in large language models (LLMs) have demonstrated their potential in facilitating high-level reasoning, logical reasoning and robotics planning. Recently, LLMs have also been able to generate reward functions for low-level robot actions, effectively bridging the interface between high-level planning and low-level robot control. However, the challenge remains that even with syntactically correct plans, robots can still fail to achieve their intended goals due to imperfect plans or unexpected environmental issues. To overcome this, Vision Language Models (VLMs) have shown remarkable success in tasks such as visual question answering. Leveraging the capabilities of VLMs, we present a novel framework called Robotic Replanning with Perception and Language Models (RePLan) that enables online replanning capabilities for long-horizon tasks. This framework utilizes the physical grounding provided by a VLM's understanding of the world's state to adapt robot actions when the initial plan fails to achieve the desired goal. We developed a Reasoning and Control (RC) benchmark with eight long-horizon tasks to test our approach. We find that RePLan enables a robot to successfully adapt to unforeseen obstacles while accomplishing open-ended, long-horizon goals, where baseline models cannot, and can be readily applied to real robots. Find more information at https://replan-lm.github.io/replan.github.io/

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Orbit: A Unified Simulation Framework for Interactive Robot Learning Environments

We present Orbit, a unified and modular framework for robot learning powered by NVIDIA Isaac Sim. It offers a modular design to easily and efficiently create robotic environments with photo-realistic scenes and high-fidelity rigid and deformable body simulation. With Orbit, we provide a suite of benchmark tasks of varying difficulty -- from single-stage cabinet opening and cloth folding to multi-stage tasks such as room reorganization. To support working with diverse observations and action spaces, we include fixed-arm and mobile manipulators with different physically-based sensors and motion generators. Orbit allows training reinforcement learning policies and collecting large demonstration datasets from hand-crafted or expert solutions in a matter of minutes by leveraging GPU-based parallelization. In summary, we offer an open-sourced framework that readily comes with 16 robotic platforms, 4 sensor modalities, 10 motion generators, more than 20 benchmark tasks, and wrappers to 4 learning libraries. With this framework, we aim to support various research areas, including representation learning, reinforcement learning, imitation learning, and task and motion planning. We hope it helps establish interdisciplinary collaborations in these communities, and its modularity makes it easily extensible for more tasks and applications in the future.

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HandyPriors: Physically Consistent Perception of Hand-Object Interactions with Differentiable Priors

Various heuristic objectives for modeling hand-object interaction have been proposed in past work. However, due to the lack of a cohesive framework, these objectives often possess a narrow scope of applicability and are limited by their efficiency or accuracy. In this paper, we propose HandyPriors, a unified and general pipeline for pose estimation in human-object interaction scenes by leveraging recent advances in differentiable physics and rendering. Our approach employs rendering priors to align with input images and segmentation masks along with physics priors to mitigate penetration and relative-sliding across frames. Furthermore, we present two alternatives for hand and object pose estimation. The optimization-based pose estimation achieves higher accuracy, while the filtering-based tracking, which utilizes the differentiable priors as dynamics and observation models, executes faster. We demonstrate that HandyPriors attains comparable or superior results in the pose estimation task, and that the differentiable physics module can predict contact information for pose refinement. We also show that our approach generalizes to perception tasks, including robotic hand manipulation and human-object pose estimation in the wild.

cs.CV↗

Benchmarks for Physical Reasoning AI

Physical reasoning is a crucial aspect in the development of general AI systems, given that human learning starts with interacting with the physical world before progressing to more complex concepts. Although researchers have studied and assessed the physical reasoning of AI approaches through various specific benchmarks, there is no comprehensive approach to evaluating and measuring progress. Therefore, we aim to offer an overview of existing benchmarks and their solution approaches and propose a unified perspective for measuring the physical reasoning capacity of AI systems. We select benchmarks that are designed to test algorithmic performance in physical reasoning tasks. While each of the selected benchmarks poses a unique challenge, their ensemble provides a comprehensive proving ground for an AI generalist agent with a measurable skill level for various physical reasoning concepts. This gives an advantage to such an ensemble of benchmarks over other holistic benchmarks that aim to simulate the real world by intertwining its complexity and many concepts. We group the presented set of physical reasoning benchmarks into subcategories so that more narrow generalist AI agents can be tested first on these groups.

cs.AI↗

Geometry Matching for Multi-Embodiment Grasping

Many existing learning-based grasping approaches concentrate on a single embodiment, provide limited generalization to higher DoF end-effectors and cannot capture a diverse set of grasp modes. We tackle the problem of grasping using multiple embodiments by learning rich geometric representations for both objects and end-effectors using Graph Neural Networks. Our novel method - GeoMatch - applies supervised learning on grasping data from multiple embodiments, learning end-to-end contact point likelihood maps as well as conditional autoregressive predictions of grasps keypoint-by-keypoint. We compare our method against baselines that support multiple embodiments. Our approach performs better across three end-effectors, while also producing diverse grasps. Examples, including real robot demos, can be found at geo-match.github.io.

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SlotDiffusion: Object-Centric Generative Modeling with Diffusion Models

Object-centric learning aims to represent visual data with a set of object entities (a.k.a. slots), providing structured representations that enable systematic generalization. Leveraging advanced architectures like Transformers, recent approaches have made significant progress in unsupervised object discovery. In addition, slot-based representations hold great potential for generative modeling, such as controllable image generation and object manipulation in image editing. However, current slot-based methods often produce blurry images and distorted objects, exhibiting poor generative modeling capabilities. In this paper, we focus on improving slot-to-image decoding, a crucial aspect for high-quality visual generation. We introduce SlotDiffusion -- an object-centric Latent Diffusion Model (LDM) designed for both image and video data. Thanks to the powerful modeling capacity of LDMs, SlotDiffusion surpasses previous slot models in unsupervised object segmentation and visual generation across six datasets. Furthermore, our learned object features can be utilized by existing object-centric dynamics models, improving video prediction quality and downstream temporal reasoning tasks. Finally, we demonstrate the scalability of SlotDiffusion to unconstrained real-world datasets such as PASCAL VOC and COCO, when integrated with self-supervised pre-trained image encoders.

cs.CV↗

$Δ$-Patching: A Framework for Rapid Adaptation of Pre-trained Convolutional Networks without Base Performance Loss

Models pre-trained on large-scale datasets are often fine-tuned to support newer tasks and datasets that arrive over time. This process necessitates storing copies of the model over time for each task that the pre-trained model is fine-tuned to. Building on top of recent model patching work, we propose $Δ$-Patching for fine-tuning neural network models in an efficient manner, without the need to store model copies. We propose a simple and lightweight method called $Δ$-Networks to achieve this objective. Our comprehensive experiments across setting and architecture variants show that $Δ$-Networks outperform earlier model patching work while only requiring a fraction of parameters to be trained. We also show that this approach can be used for other problem settings such as transfer learning and zero-shot domain adaptation, as well as other tasks such as detection and segmentation.

cs.CV↗

Value Gradient weighted Model-Based Reinforcement Learning

Model-based reinforcement learning (MBRL) is a sample efficient technique to obtain control policies, yet unavoidable modeling errors often lead performance deterioration. The model in MBRL is often solely fitted to reconstruct dynamics, state observations in particular, while the impact of model error on the policy is not captured by the training objective. This leads to a mismatch between the intended goal of MBRL, enabling good policy and value learning, and the target of the loss function employed in practice, future state prediction. Naive intuition would suggest that value-aware model learning would fix this problem and, indeed, several solutions to this objective mismatch problem have been proposed based on theoretical analysis. However, they tend to be inferior in practice to commonly used maximum likelihood (MLE) based approaches. In this paper we propose the Value-gradient weighted Model Learning (VaGraM), a novel method for value-aware model learning which improves the performance of MBRL in challenging settings, such as small model capacity and the presence of distracting state dimensions. We analyze both MLE and value-aware approaches and demonstrate how they fail to account for exploration and the behavior of function approximation when learning value-aware models and highlight the additional goals that must be met to stabilize optimization in the deep learning setting. We verify our analysis by showing that our loss function is able to achieve high returns on the Mujoco benchmark suite while being more robust than maximum likelihood based approaches.

cs.LG↗

Fast-Grasp'D: Dexterous Multi-finger Grasp Generation Through Differentiable Simulation

Multi-finger grasping relies on high quality training data, which is hard to obtain: human data is hard to transfer and synthetic data relies on simplifying assumptions that reduce grasp quality. By making grasp simulation differentiable, and contact dynamics amenable to gradient-based optimization, we accelerate the search for high-quality grasps with fewer limiting assumptions. We present Grasp'D-1M: a large-scale dataset for multi-finger robotic grasping, synthesized with Fast- Grasp'D, a novel differentiable grasping simulator. Grasp'D- 1M contains one million training examples for three robotic hands (three, four and five-fingered), each with multimodal visual inputs (RGB+depth+segmentation, available in mono and stereo). Grasp synthesis with Fast-Grasp'D is 10x faster than GraspIt! and 20x faster than the prior Grasp'D differentiable simulator. Generated grasps are more stable and contact-rich than GraspIt! grasps, regardless of the distance threshold used for contact generation. We validate the usefulness of our dataset by retraining an existing vision-based grasping pipeline on Grasp'D-1M, and showing a dramatic increase in model performance, predicting grasps with 30% more contact, a 33% higher epsilon metric, and 35% lower simulated displacement. Additional details at https://dexgrasp.github.io.

cs.RO↗

Self-Supervised Learning of Action Affordances as Interaction Modes

When humans perform a task with an articulated object, they interact with the object only in a handful of ways, while the space of all possible interactions is nearly endless. This is because humans have prior knowledge about what interactions are likely to be successful, i.e., to open a new door we first try the handle. While learning such priors without supervision is easy for humans, it is notoriously hard for machines. In this work, we tackle unsupervised learning of priors of useful interactions with articulated objects, which we call interaction modes. In contrast to the prior art, we use no supervision or privileged information; we only assume access to the depth sensor in the simulator to learn the interaction modes. More precisely, we define a successful interaction as the one changing the visual environment substantially and learn a generative model of such interactions, that can be conditioned on the desired goal state of the object. In our experiments, we show that our model covers most of the human interaction modes, outperforms existing state-of-the-art methods for affordance learning, and can generalize to objects never seen during training. Additionally, we show promising results in the goal-conditional setup, where our model can be quickly fine-tuned to perform a given task. We show in the experiments that such affordance learning predicts interaction which covers most modes of interaction for the querying articulated object and can be fine-tuned to a goal-conditional model. For supplementary: https://actaim.github.io.

cs.CV↗

Learning Achievement Structure for Structured Exploration in Domains with Sparse Reward

We propose Structured Exploration with Achievements (SEA), a multi-stage reinforcement learning algorithm designed for achievement-based environments, a particular type of environment with an internal achievement set. SEA first uses offline data to learn a representation of the known achievements with a determinant loss function, then recovers the dependency graph of the learned achievements with a heuristic algorithm, and finally interacts with the environment online to learn policies that master known achievements and explore new ones with a controller built with the recovered dependency graph. We empirically demonstrate that SEA can recover the achievement structure accurately and improve exploration in hard domains such as Crafter that are procedurally generated with high-dimensional observations like images.

cs.LG↗

StepFormer: Self-supervised Step Discovery and Localization in Instructional Videos

Instructional videos are an important resource to learn procedural tasks from human demonstrations. However, the instruction steps in such videos are typically short and sparse, with most of the video being irrelevant to the procedure. This motivates the need to temporally localize the instruction steps in such videos, i.e. the task called key-step localization. Traditional methods for key-step localization require video-level human annotations and thus do not scale to large datasets. In this work, we tackle the problem with no human supervision and introduce StepFormer, a self-supervised model that discovers and localizes instruction steps in a video. StepFormer is a transformer decoder that attends to the video with learnable queries, and produces a sequence of slots capturing the key-steps in the video. We train our system on a large dataset of instructional videos, using their automatically-generated subtitles as the only source of supervision. In particular, we supervise our system with a sequence of text narrations using an order-aware loss function that filters out irrelevant phrases. We show that our model outperforms all previous unsupervised and weakly-supervised approaches on step detection and localization by a large margin on three challenging benchmarks. Moreover, our model demonstrates an emergent property to solve zero-shot multi-step localization and outperforms all relevant baselines at this task.

cs.CV↗

Chemistry Lab Automation via Constrained Task and Motion Planning

Chemists need to perform many laborious and time-consuming experiments in the lab to discover and understand the properties of new materials. To support and accelerate this process, we propose a robot framework for manipulation that autonomously performs chemistry experiments. Our framework receives high-level abstract descriptions of chemistry experiments, perceives the lab workspace, and autonomously plans multi-step actions and motions. The robot interacts with a wide range of lab equipment and executes the generated plans. A key component of our method is constrained task and motion planning using PDDLStream solvers. Preventing collisions and spillage is done by introducing a constrained motion planner. Our planning framework can conduct different experiments employing implemented actions and lab tools. We demonstrate the utility of our framework on pouring skills for various materials and two fundamental chemical experiments for materials synthesis: solubility and recrystallization.

cs.RO↗

Errors are Useful Prompts: Instruction Guided Task Programming with Verifier-Assisted Iterative Prompting

Generating low-level robot task plans from high-level natural language instructions remains a challenging problem. Although large language models have shown promising results in generating plans, the accuracy of the output remains unverified. Furthermore, the lack of domain-specific language data poses a limitation on the applicability of these models. In this paper, we propose CLAIRIFY, a novel approach that combines automatic iterative prompting with program verification to ensure programs written in data-scarce domain-specific language are syntactically valid and incorporate environment constraints. Our approach provides effective guidance to the language model on generating structured-like task plans by incorporating any errors as feedback, while the verifier ensures the syntactic accuracy of the generated plans. We demonstrate the effectiveness of CLAIRIFY in planning chemistry experiments by achieving state-of-the-art results. We also show that the generated plans can be executed on a real robot by integrating them with a task and motion planner.

cs.RO↗

MVTrans: Multi-View Perception of Transparent Objects

Transparent object perception is a crucial skill for applications such as robot manipulation in household and laboratory settings. Existing methods utilize RGB-D or stereo inputs to handle a subset of perception tasks including depth and pose estimation. However, transparent object perception remains to be an open problem. In this paper, we forgo the unreliable depth map from RGB-D sensors and extend the stereo based method. Our proposed method, MVTrans, is an end-to-end multi-view architecture with multiple perception capabilities, including depth estimation, segmentation, and pose estimation. Additionally, we establish a novel procedural photo-realistic dataset generation pipeline and create a large-scale transparent object detection dataset, Syn-TODD, which is suitable for training networks with all three modalities, RGB-D, stereo and multi-view RGB. Project Site: https://ac-rad.github.io/MVTrans/

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SlotFormer: Unsupervised Visual Dynamics Simulation with Object-Centric Models

Understanding dynamics from visual observations is a challenging problem that requires disentangling individual objects from the scene and learning their interactions. While recent object-centric models can successfully decompose a scene into objects, modeling their dynamics effectively still remains a challenge. We address this problem by introducing SlotFormer -- a Transformer-based autoregressive model operating on learned object-centric representations. Given a video clip, our approach reasons over object features to model spatio-temporal relationships and predicts accurate future object states. In this paper, we successfully apply SlotFormer to perform video prediction on datasets with complex object interactions. Moreover, the unsupervised SlotFormer's dynamics model can be used to improve the performance on supervised downstream tasks, such as Visual Question Answering (VQA), and goal-conditioned planning. Compared to past works on dynamics modeling, our method achieves significantly better long-term synthesis of object dynamics, while retaining high quality visual generation. Besides, SlotFormer enables VQA models to reason about the future without object-level labels, even outperforming counterparts that use ground-truth annotations. Finally, we show its ability to serve as a world model for model-based planning, which is competitive with methods designed specifically for such tasks.

cs.CV↗