SearcharxivSearch

arXiv subjects

Beomjoon Kim

Publications and source records attributed to Beomjoon Kim.

At least 19 recordsLinked to original sources

TAM: Torque Adaptation Module for Robust Motion Transfer in Manipulation

A policy tuned for one robot often behaves differently on another, whether due to the sim-to-real gap, unknown payloads, or the differing dynamics of two instances of the same robot. In contact-rich, dynamic manipulation, even small motion discrepancies can result in failure to track reference motion, since they disrupt the timing and modes of contact. Common remedies, such as domain randomization or system identification, either produce overly conservative task policies or require data that must be recollected for each robot or payload. We introduce the Torque Adaptation Module (TAM), a learned module that adapts the torque commands sent to the robot to match the behavior of an ideal robot. TAM operates between the low-level controller that tracks the policy's actions and the robot's torque interface. It includes a history encoder that embeds proprioceptive history into a latent state and a torque adaptor that computes residual torque corrections. Because TAM depends only on proprioceptive history and not on policy observations, or the action space, the same TAM weights can be reused to adapt policies with different action spaces (joint targets, end-effector targets, or direct torques). The policies themselves do not need to be trained with domain randomization of robot parameters. Instead, we offload the need for domain randomization to TAM by training it entirely in randomized simulation, using multi-robot pretraining followed by a robot-specific fine-tuning step that still requires no real-robot data. We evaluate TAM zero-shot on a real Franka Panda robot across dynamic manipulation tasks that include a vision-based box pushing policy (from RL), a flip policy (from BC), and an MPC ball-on-plate balancing. Our experiments show that TAM improves zero-shot real-robot execution compared to online system identification and RMA baselines and enables robust dynamic manipulation performance.

cs.RO

NeuralSVCD for Efficient Swept Volume Collision Detection

Robot manipulation in unstructured environments requires efficient and reliable Swept Volume Collision Detection (SVCD) for safe motion planning. Traditional discrete methods potentially miss collisions between these points, whereas SVCD continuously checks for collisions along the entire trajectory. Existing SVCD methods typically face a trade-off between efficiency and accuracy, limiting practical use. In this paper, we introduce NeuralSVCD, a novel neural encoder-decoder architecture tailored to overcome this trade-off. Our approach leverages shape locality and temporal locality through distributed geometric representations and temporal optimization. This enhances computational efficiency without sacrificing accuracy. Comprehensive experiments show that NeuralSVCD consistently outperforms existing state-of-the-art SVCD methods in terms of both collision detection accuracy and computational efficiency, demonstrating its robust applicability across diverse robotic manipulation scenarios. Code and videos are available at https://neuralsvcd.github.io/.

cs.RO

Prime the search: Using large language models for guiding geometric task and motion planning by warm-starting tree search

The problem of relocating a set of objects to designated areas amidst movable obstacles can be framed as a Geometric Task and Motion Planning (G-TAMP) problem, a subclass of task and motion planning (TAMP). Traditional approaches to G-TAMP have relied either on domain-independent heuristics or on learning from planning experience to guide the search, both of which typically demand significant computational resources or data. In contrast, humans often use common sense to intuitively decide which objects to manipulate in G-TAMP problems. Inspired by this, we propose leveraging Large Language Models (LLMs), which have common sense knowledge acquired from internet-scale data, to guide task planning in G-TAMP problems. To enable LLMs to perform geometric reasoning, we design a predicate-based prompt that encodes geometric information derived from a motion planning algorithm. We then query the LLM to generate a task plan, which is then used to search for a feasible set of continuous parameters. Since LLMs are prone to mistakes, instead of committing to LLM's outputs, we extend Monte Carlo Tree Search (MCTS) to a hybrid action space and use the LLM to guide the search. Unlike the previous approach that calls an LLM at every node and incurs high computational costs, we use it to warm-start the MCTS with the nodes explored in completing the LLM's task plan. On six different G-TAMP problems, we show our method outperforms previous LLM planners and pure search algorithms. Code can be found at: https://github.com/iMSquared/prime-the-search

cs.RO

Hierarchical and Modular Network on Non-prehensile Manipulation in General Environments

For robots to operate in general environments like households, they must be able to perform non-prehensile manipulation actions such as toppling and rolling to manipulate ungraspable objects. However, prior works on non-prehensile manipulation cannot yet generalize across environments with diverse geometries. The main challenge lies in adapting to varying environmental constraints: within a cabinet, the robot must avoid walls and ceilings; to lift objects to the top of a step, the robot must account for the step's pose and extent. While deep reinforcement learning (RL) has demonstrated impressive success in non-prehensile manipulation, accounting for such variability presents a challenge for the generalist policy, as it must learn diverse strategies for each new combination of constraints. To address this, we propose a modular and reconfigurable architecture that adaptively reconfigures network modules based on task requirements. To capture the geometric variability in environments, we extend the contact-based object representation (CORN) to environment geometries, and propose a procedural algorithm for generating diverse environments to train our agent. Taken together, the resulting policy can zero-shot transfer to novel real-world environments and objects despite training entirely within a simulator. We additionally release a simulation-based benchmark featuring nine digital twins of real-world scenes with 353 objects to facilitate non-prehensile manipulation research in realistic domains.

cs.RO

$\texttt{SPIN}$: distilling $\texttt{Skill-RRT}$ for long-horizon prehensile and non-prehensile manipulation

Current robots struggle with long-horizon manipulation tasks requiring sequences of prehensile and non-prehensile skills, contact-rich interactions, and long-term reasoning. We present $\texttt{SPIN}$ ($\textbf{S}$kill $\textbf{P}$lanning to $\textbf{IN}$ference), a framework that distills a computationally intensive planning algorithm into a policy via imitation learning. We propose $\texttt{Skill-RRT}$, an extension of RRT that incorporates skill applicability checks and intermediate object pose sampling for solving such long-horizon problems. To chain independently trained skills, we introduce $\textit{connectors}$, goal-conditioned policies trained to minimize object disturbance during transitions. High-quality demonstrations are generated with $\texttt{Skill-RRT}$ and distilled through noise-based replay in order to reduce online computation time. The resulting policy, trained entirely in simulation, transfers zero-shot to the real world and achieves over 80% success across three challenging long-horizon manipulation tasks and outperforms state-of-the-art hierarchical RL and planning methods.

cs.RO

A low-cost and lightweight 6 DoF bimanual arm for dynamic and contact-rich manipulation

Dynamic and contact-rich object manipulation, such as striking, snatching, or hammering, remains challenging for robotic systems due to hardware limitations. Most existing robots are constrained by high-inertia design, limited compliance, and reliance on expensive torque sensors. To address this, we introduce ARMADA (Affordable Robot for Manipulation and Dynamic Actions), a 6 degrees-of-freedom bimanual robot designed for dynamic manipulation research. ARMADA combines low-inertia, back-drivable actuators with a lightweight design, using readily available components and 3D-printed links for ease of assembly in research labs. The entire system, including both arms, is built for just $6,100. Each arm achieves speeds up to 6.16m/s, almost twice that of most collaborative robots, with a comparable payload of 2.5kg. We demonstrate ARMADA can perform dynamic manipulation like snatching, hammering, and bimanual throwing in real-world environments. We also showcase its effectiveness in reinforcement learning (RL) by training a non-prehensile manipulation policy in simulation and transferring it zero-shot to the real world, as well as human motion shadowing for dynamic bimanual object throwing. ARMADA is fully open-sourced with detailed assembly instructions, CAD models, URDFs, simulation, and learning codes. We highly recommend viewing the supplementary video at https://sites.google.com/view/im2-humanoid-arm.

cs.RO

PRESTO: Fast Motion Planning Using Diffusion Models Based on Key-Configuration Environment Representation

We introduce a learning-guided motion planning framework that generates seed trajectories using a diffusion model for trajectory optimization. Given a workspace, our method approximates the configuration space (C-space) obstacles through an environment representation consisting of a sparse set of task-related key configurations, which is then used as a conditioning input to the diffusion model. The diffusion model integrates regularization terms that encourage smooth, collision-free trajectories during training, and trajectory optimization refines the generated seed trajectories to correct any colliding segments. Our experimental results demonstrate that high-quality trajectory priors, learned through our C-space-grounded diffusion model, enable the efficient generation of collision-free trajectories in narrow-passage environments, outperforming previous learning- and planning-based baselines. Videos and additional materials can be found on the project page: https://kiwi-sherbet.github.io/PRESTO.

cs.RO

DEF-oriCORN: efficient 3D scene understanding for robust language-directed manipulation without demonstrations

We present DEF-oriCORN, a framework for language-directed manipulation tasks. By leveraging a novel object-based scene representation and diffusion-model-based state estimation algorithm, our framework enables efficient and robust manipulation planning in response to verbal commands, even in tightly packed environments with sparse camera views without any demonstrations. Unlike traditional representations, our representation affords efficient collision checking and language grounding. Compared to state-of-the-art baselines, our framework achieves superior estimation and motion planning performance from sparse RGB images and zero-shot generalizes to real-world scenarios with diverse materials, including transparent and reflective objects, despite being trained exclusively in simulation. Our code for data generation, training, inference, and pre-trained weights are publicly available at: https://sites.google.com/view/def-oricorn/home.

cs.RO

CORN: Contact-based Object Representation for Nonprehensile Manipulation of General Unseen Objects

Nonprehensile manipulation is essential for manipulating objects that are too thin, large, or otherwise ungraspable in the wild. To sidestep the difficulty of contact modeling in conventional modeling-based approaches, reinforcement learning (RL) has recently emerged as a promising alternative. However, previous RL approaches either lack the ability to generalize over diverse object shapes, or use simple action primitives that limit the diversity of robot motions. Furthermore, using RL over diverse object geometry is challenging due to the high cost of training a policy that takes in high-dimensional sensory inputs. We propose a novel contact-based object representation and pretraining pipeline to tackle this. To enable massively parallel training, we leverage a lightweight patch-based transformer architecture for our encoder that processes point clouds, thus scaling our training across thousands of environments. Compared to learning from scratch, or other shape representation baselines, our representation facilitates both time- and data-efficient learning. We validate the efficacy of our overall system by zero-shot transferring the trained policy to novel real-world objects. Code and videos are available at https://sites.google.com/view/contact-non-prehensile.

cs.RO

An intuitive multi-frequency feature representation for SO(3)-equivariant networks

The usage of 3D vision algorithms, such as shape reconstruction, remains limited because they require inputs to be at a fixed canonical rotation. Recently, a simple equivariant network, Vector Neuron (VN) has been proposed that can be easily used with the state-of-the-art 3D neural network (NN) architectures. However, its performance is limited because it is designed to use only three-dimensional features, which is insufficient to capture the details present in 3D data. In this paper, we introduce an equivariant feature representation for mapping a 3D point to a high-dimensional feature space. Our feature can discern multiple frequencies present in 3D data, which is the key to designing an expressive feature for 3D vision tasks. Our representation can be used as an input to VNs, and the results demonstrate that with our feature representation, VN captures more details, overcoming the limitation raised in its original paper.

cs.CV

Transformable Gaussian Reward Function for Socially-Aware Navigation with Deep Reinforcement Learning

Robot navigation has transitioned from prioritizing obstacle avoidance to adopting socially aware navigation strategies that accommodate human presence. As a result, the recognition of socially aware navigation within dynamic human-centric environments has gained prominence in the field of robotics. Although reinforcement learning technique has fostered the advancement of socially aware navigation, defining appropriate reward functions, especially in congested environments, has posed a significant challenge. These rewards, crucial in guiding robot actions, demand intricate human-crafted design due to their complex nature and inability to be automatically set. The multitude of manually designed rewards poses issues with hyperparameter redundancy, imbalance, and inadequate representation of unique object characteristics. To address these challenges, we introduce a transformable gaussian reward function (TGRF). The TGRF significantly reduces the burden of hyperparameter tuning, displays adaptability across various reward functions, and demonstrates accelerated learning rates, particularly excelling in crowded environments utilizing deep reinforcement learning (DRL). We introduce and validate TGRF through sections highlighting its conceptual background, characteristics, experiments, and real-world application, paving the way for a more effective and adaptable approach in robotics.The complete source code is available on https://github.com/JinnnK/TGRF

cs.RO

Open X-Embodiment: Robotic Learning Datasets and RT-X Models

Large, high-capacity models trained on diverse datasets have shown remarkable successes on efficiently tackling downstream applications. In domains from NLP to Computer Vision, this has led to a consolidation of pretrained models, with general pretrained backbones serving as a starting point for many applications. Can such a consolidation happen in robotics? Conventionally, robotic learning methods train a separate model for every application, every robot, and even every environment. Can we instead train generalist X-robot policy that can be adapted efficiently to new robots, tasks, and environments? In this paper, we provide datasets in standardized data formats and models to make it possible to explore this possibility in the context of robotic manipulation, alongside experimental results that provide an example of effective X-robot policies. We assemble a dataset from 22 different robots collected through a collaboration between 21 institutions, demonstrating 527 skills (160266 tasks). We show that a high-capacity model trained on this data, which we call RT-X, exhibits positive transfer and improves the capabilities of multiple robots by leveraging experience from other platforms. More details can be found on the project website https://robotics-transformer-x.github.io.

cs.RO

Pre- and post-contact policy decomposition for non-prehensile manipulation with zero-shot sim-to-real transfer

We present a system for non-prehensile manipulation that require a significant number of contact mode transitions and the use of environmental contacts to successfully manipulate an object to a target location. Our method is based on deep reinforcement learning which, unlike state-of-the-art planning algorithms, does not require apriori knowledge of the physical parameters of the object or environment such as friction coefficients or centers of mass. The planning time is reduced to the simple feed-forward prediction time on a neural network. We propose a computational structure, action space design, and curriculum learning scheme that facilitates efficient exploration and sim-to-real transfer. In challenging real-world non-prehensile manipulation tasks, we show that our method can generalize over different objects, and succeed even for novel objects not seen during training. Project website: https://sites.google.com/view/nonprenehsile-decomposition

cs.RO

Learning Whole-body Manipulation for Quadrupedal Robot

We propose a learning-based system for enabling quadrupedal robots to manipulate large, heavy objects using their whole body. Our system is based on a hierarchical control strategy that uses the deep latent variable embedding which captures manipulation-relevant information from interactions, proprioception, and action history, allowing the robot to implicitly understand object properties. We evaluate our framework in both simulation and real-world scenarios. In the simulation, it achieves a success rate of 93.6 % in accurately re-positioning and re-orienting various objects within a tolerance of 0.03 m and 5 {\deg}. Real-world experiments demonstrate the successful manipulation of objects such as a 19.2 kg water-filled drum and a 15.3 kg plastic box filled with heavy objects while the robot weighs 27 kg. Unlike previous works that focus on manipulating small and light objects using prehensile manipulation, our framework illustrates the possibility of using quadrupeds for manipulating large and heavy objects that are ungraspable with the robot's entire body. Our method does not require explicit object modeling and offers significant computational efficiency compared to optimization-based methods. The video can be found at https://youtu.be/fO_PVr27QxU.

cs.RO

Local object crop collision network for efficient simulation of non-convex objects in GPU-based simulators

Our goal is to develop an efficient contact detection algorithm for large-scale GPU-based simulation of non-convex objects. Current GPU-based simulators such as IsaacGym and Brax must trade-off speed with fidelity, generality, or both when simulating non-convex objects. Their main issue lies in contact detection (CD): existing CD algorithms, such as Gilbert-Johnson-Keerthi (GJK), must trade off their computational speed with accuracy which becomes expensive as the number of collisions among non-convex objects increases. We propose a data-driven approach for CD, whose accuracy depends only on the quality and quantity of offline dataset rather than online computation time. Unlike GJK, our method inherently has a uniform computational flow, which facilitates efficient GPU usage based on advanced compilers such as XLA (Accelerated Linear Algebra). Further, we offer a data-efficient solution by learning the patterns of colliding local crop object shapes, rather than global object shapes which are harder to learn. We demonstrate our approach improves the efficiency of existing CD methods by a factor of 5-10 for non-convex objects with comparable accuracy. Using the previous work on contact resolution for a neural-network-based contact detector, we integrate our CD algorithm into the open-source GPU-based simulator, Brax, and show that we can improve the efficiency over IsaacGym and generality over standard Brax. We highly recommend the videos of our simulator included in the supplementary materials.

cs.RO

Representation, learning, and planning algorithms for geometric task and motion planning

We present a framework for learning to guide geometric task and motion planning (GTAMP). GTAMP is a subclass of task and motion planning in which the goal is to move multiple objects to target regions among movable obstacles. A standard graph search algorithm is not directly applicable, because GTAMP problems involve hybrid search spaces and expensive action feasibility checks. To handle this, we introduce a novel planner that extends basic heuristic search with random sampling and a heuristic function that prioritizes feasibility checking on promising state action pairs. The main drawback of such pure planners is that they lack the ability to learn from planning experience to improve their efficiency. We propose two learning algorithms to address this. The first is an algorithm for learning a rank function that guides the discrete task level search, and the second is an algorithm for learning a sampler that guides the continuous motionlevel search. We propose design principles for designing data efficient algorithms for learning from planning experience and representations for effective generalization. We evaluate our framework in challenging GTAMP problems, and show that we can improve both planning and data efficiency

cs.RO

A Long Horizon Planning Framework for Manipulating Rigid Pointcloud Objects

We present a framework for solving long-horizon planning problems involving manipulation of rigid objects that operates directly from a point-cloud observation, i.e. without prior object models. Our method plans in the space of object subgoals and frees the planner from reasoning about robot-object interaction dynamics by relying on a set of generalizable manipulation primitives. We show that for rigid bodies, this abstraction can be realized using low-level manipulation skills that maintain sticking contact with the object and represent subgoals as 3D transformations. To enable generalization to unseen objects and improve planning performance, we propose a novel way of representing subgoals for rigid-body manipulation and a graph-attention based neural network architecture for processing point-cloud inputs. We experimentally validate these choices using simulated and real-world experiments on the YuMi robot. Results demonstrate that our method can successfully manipulate new objects into target configurations requiring long-term planning. Overall, our framework realizes the best of the worlds of task-and-motion planning (TAMP) and learning-based approaches. Project website: https://anthonysimeonov.github.io/rpo-planning-framework/.

cs.RO

CAMPs: Learning Context-Specific Abstractions for Efficient Planning in Factored MDPs

Meta-planning, or learning to guide planning from experience, is a promising approach to improving the computational cost of planning. A general meta-planning strategy is to learn to impose constraints on the states considered and actions taken by the agent. We observe that (1) imposing a constraint can induce context-specific independences that render some aspects of the domain irrelevant, and (2) an agent can take advantage of this fact by imposing constraints on its own behavior. These observations lead us to propose the context-specific abstract Markov decision process (CAMP), an abstraction of a factored MDP that affords efficient planning. We then describe how to learn constraints to impose so the CAMP optimizes a trade-off between rewards and computational cost. Our experiments consider five planners across four domains, including robotic navigation among movable obstacles (NAMO), robotic task and motion planning for sequential manipulation, and classical planning. We find planning with learned CAMPs to consistently outperform baselines, including Stilman's NAMO-specific algorithm. Video: https://youtu.be/wTXt6djcAd4 Code: https://git.io/JTnf6

cs.LG