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C. Karen Liu

Publications and source records attributed to C. Karen Liu.

At least 127 records · Page 7Linked to original sources

Bodies at Rest: 3D Human Pose and Shape Estimation from a Pressure Image using Synthetic Data

People spend a substantial part of their lives at rest in bed. 3D human pose and shape estimation for this activity would have numerous beneficial applications, yet line-of-sight perception is complicated by occlusion from bedding. Pressure sensing mats are a promising alternative, but training data is challenging to collect at scale. We describe a physics-based method that simulates human bodies at rest in a bed with a pressure sensing mat, and present PressurePose, a synthetic dataset with 206K pressure images with 3D human poses and shapes. We also present PressureNet, a deep learning model that estimates human pose and shape given a pressure image and gender. PressureNet incorporates a pressure map reconstruction (PMR) network that models pressure image generation to promote consistency between estimated 3D body models and pressure image input. In our evaluations, PressureNet performed well with real data from participants in diverse poses, even though it had only been trained with synthetic data. When we ablated the PMR network, performance dropped substantially.

cs.CV↗

Learning to Collaborate from Simulation for Robot-Assisted Dressing

We investigated the application of haptic feedback control and deep reinforcement learning (DRL) to robot-assisted dressing. Our method uses DRL to simultaneously train human and robot control policies as separate neural networks using physics simulations. In addition, we modeled variations in human impairments relevant to dressing, including unilateral muscle weakness, involuntary arm motion, and limited range of motion. Our approach resulted in control policies that successfully collaborate in a variety of simulated dressing tasks involving a hospital gown and a T-shirt. In addition, our approach resulted in policies trained in simulation that enabled a real PR2 robot to dress the arm of a humanoid robot with a hospital gown. We found that training policies for specific impairments dramatically improved performance; that controller execution speed could be scaled after training to reduce the robot's speed without steep reductions in performance; that curriculum learning could be used to lower applied forces; and that multi-modal sensing, including a simulated capacitive sensor, improved performance.

cs.RO↗

Assistive Gym: A Physics Simulation Framework for Assistive Robotics

Autonomous robots have the potential to serve as versatile caregivers that improve quality of life for millions of people worldwide. Yet, conducting research in this area presents numerous challenges, including the risks of physical interaction between people and robots. Physics simulations have been used to optimize and train robots for physical assistance, but have typically focused on a single task. In this paper, we present Assistive Gym, an open source physics simulation framework for assistive robots that models multiple tasks. It includes six simulated environments in which a robotic manipulator can attempt to assist a person with activities of daily living (ADLs): itch scratching, drinking, feeding, body manipulation, dressing, and bathing. Assistive Gym models a person's physical capabilities and preferences for assistance, which are used to provide a reward function. We present baseline policies trained using reinforcement learning for four different commercial robots in the six environments. We demonstrate that modeling human motion results in better assistance and we compare the performance of different robots. Overall, we show that Assistive Gym is a promising tool for assistive robotics research.

cs.RO↗

Learning a Control Policy for Fall Prevention on an Assistive Walking Device

Fall prevention is one of the most important components in senior care. We present a technique to augment an assistive walking device with the ability to prevent falls. Given an existing walking device, our method develops a fall predictor and a recovery policy by utilizing the onboard sensors and actuators. The key component of our method is a robust human walking policy that models realistic human gait under a moderate level of perturbations. We use this human walking policy to provide training data for the fall predictor, as well as to teach the recovery policy how to best modify the person's gait when a fall is imminent. Our evaluation shows that the human walking policy generates walking sequences similar to those reported in biomechanics literature. Our experiments in simulation show that the augmented assistive device can indeed help recover balance from a variety of external perturbations. We also provide a quantitative method to evaluate the design choices for an assistive device.

cs.RO↗

Sim-to-Real Transfer for Biped Locomotion

We present a new approach for transfer of dynamic robot control policies such as biped locomotion from simulation to real hardware. Key to our approach is to perform system identification of the model parameters μ of the hardware (e.g. friction, center-of-mass) in two distinct stages, before policy learning (pre-sysID) and after policy learning (post-sysID). Pre-sysID begins by collecting trajectories from the physical hardware based on a set of generic motion sequences. Because the trajectories may not be related to the task of interest, presysID does not attempt to accurately identify the true value of μ, but only to approximate the range of μ to guide the policy learning. Next, a Projected Universal Policy (PUP) is created by simultaneously training a network that projects μ to a low-dimensional latent variable η and a family of policies that are conditioned on η. The second round of system identification (post-sysID) is then carried out by deploying the PUP on the robot hardware using task-relevant trajectories. We use Bayesian Optimization to determine the values for η that optimizes the performance of PUP on the real hardware. We have used this approach to create three successful biped locomotion controllers (walk forward, walk backwards, walk sideways) on the Darwin OP2 robot.

cs.RO↗

Synthesis of Biologically Realistic Human Motion Using Joint Torque Actuation

Using joint actuators to drive the skeletal movements is a common practice in character animation, but the resultant torque patterns are often unnatural or infeasible for real humans to achieve. On the other hand, physiologically-based models explicitly simulate muscles and tendons and thus produce more human-like movements and torque patterns. This paper introduces a technique to transform an optimal control problem formulated in the muscle-actuation space to an equivalent problem in the joint-actuation space, such that the solutions to both problems have the same optimal value. By solving the equivalent problem in the joint-actuation space, we can generate human-like motions comparable to those generated by musculotendon models, while retaining the benefit of simple modeling and fast computation offered by joint-actuation models. Our method transforms constant bounds on muscle activations to nonlinear, state-dependent torque limits in the joint-actuation space. In addition, the metabolic energy function on muscle activations is transformed to a nonlinear function of joint torques, joint configuration and joint velocity. Our technique can also benefit policy optimization using deep reinforcement learning approach, by providing a more anatomically realistic action space for the agent to explore during the learning process. We take the advantage of the physiologically-based simulator, OpenSim, to provide training data for learning the torque limits and the metabolic energy function. Once trained, the same torque limits and the energy function can be applied to drastically different motor tasks formulated as either trajectory optimization or policy learning. Codebase: https://github.com/jyf588/lrle and https://github.com/jyf588/lrle-rl-examples

cs.GR↗

Multidimensional Capacitive Sensing for Robot-Assisted Dressing and Bathing

Robotic assistance presents an opportunity to benefit the lives of many people with physical disabilities, yet accurately sensing the human body and tracking human motion remain difficult for robots. We present a multidimensional capacitive sensing technique that estimates the local pose of a human limb in real time. A key benefit of this sensing method is that it can sense the limb through opaque materials, including fabrics and wet cloth. Our method uses a multielectrode capacitive sensor mounted to a robot's end effector. A neural network model estimates the position of the closest point on a person's limb and the orientation of the limb's central axis relative to the sensor's frame of reference. These pose estimates enable the robot to move its end effector with respect to the limb using feedback control. We demonstrate that a PR2 robot can use this approach with a custom six electrode capacitive sensor to assist with two activities of daily living-dressing and bathing. The robot pulled the sleeve of a hospital gown onto able-bodied participants' right arms, while tracking human motion. When assisting with bathing, the robot moved a soft wet washcloth to follow the contours of able-bodied participants' limbs, cleaning their surfaces. Overall, we found that multidimensional capacitive sensing presents a promising approach for robots to sense and track the human body during assistive tasks that require physical human-robot interaction.

cs.RO↗

Deep Haptic Model Predictive Control for Robot-Assisted Dressing

Robot-assisted dressing offers an opportunity to benefit the lives of many people with disabilities, such as some older adults. However, robots currently lack common sense about the physical implications of their actions on people. The physical implications of dressing are complicated by non-rigid garments, which can result in a robot indirectly applying high forces to a person's body. We present a deep recurrent model that, when given a proposed action by the robot, predicts the forces a garment will apply to a person's body. We also show that a robot can provide better dressing assistance by using this model with model predictive control. The predictions made by our model only use haptic and kinematic observations from the robot's end effector, which are readily attainable. Collecting training data from real world physical human-robot interaction can be time consuming, costly, and put people at risk. Instead, we train our predictive model using data collected in an entirely self-supervised fashion from a physics-based simulation. We evaluated our approach with a PR2 robot that attempted to pull a hospital gown onto the arms of 10 human participants. With a 0.2s prediction horizon, our controller succeeded at high rates and lowered applied force while navigating the garment around a persons fist and elbow without getting caught. Shorter prediction horizons resulted in significantly reduced performance with the sleeve catching on the participants' fists and elbows, demonstrating the value of our model's predictions. These behaviors of mitigating catches emerged from our deep predictive model and the controller objective function, which primarily penalizes high forces.

cs.RO↗

Policy Transfer with Strategy Optimization

Computer simulation provides an automatic and safe way for training robotic control policies to achieve complex tasks such as locomotion. However, a policy trained in simulation usually does not transfer directly to the real hardware due to the differences between the two environments. Transfer learning using domain randomization is a promising approach, but it usually assumes that the target environment is close to the distribution of the training environments, thus relying heavily on accurate system identification. In this paper, we present a different approach that leverages domain randomization for transferring control policies to unknown environments. The key idea that, instead of learning a single policy in the simulation, we simultaneously learn a family of policies that exhibit different behaviors. When tested in the target environment, we directly search for the best policy in the family based on the task performance, without the need to identify the dynamic parameters. We evaluate our method on five simulated robotic control problems with different discrepancies in the training and testing environment and demonstrate that our method can overcome larger modeling errors compared to training a robust policy or an adaptive policy.

cs.LG↗

Expanding Motor Skills through Relay Neural Networks

While the recent advances in deep reinforcement learning have achieved impressive results in learning motor skills, many of the trained policies are only capable within a limited set of initial states. We propose a technique to break down a complex robotic task to simpler subtasks and train them sequentially such that the robot can expand its existing skill set gradually. Our key idea is to build a tree of local control policies represented by neural networks, which we refer as Relay Neural Networks. Starting from the root policy that attempts to achieve the task from a small set of initial states, each subsequent policy expands the set of successful initial states by driving the new states to existing "good" states. Our algorithm utilizes the value function of the policy to determine whether a state is "good" under each policy. We take advantage of many existing policy search algorithms that learn the value function simultaneously with the policy, such as those that use actor-critic representations or those that use the advantage function to reduce variance. We demonstrate that the relay networks can solve complex continuous control problems for underactuated dynamic systems.

cs.RO↗

Learning Symmetric and Low-energy Locomotion

Learning locomotion skills is a challenging problem. To generate realistic and smooth locomotion, existing methods use motion capture, finite state machines or morphology-specific knowledge to guide the motion generation algorithms. Deep reinforcement learning (DRL) is a promising approach for the automatic creation of locomotion control. Indeed, a standard benchmark for DRL is to automatically create a running controller for a biped character from a simple reward function. Although several different DRL algorithms can successfully create a running controller, the resulting motions usually look nothing like a real runner. This paper takes a minimalist learning approach to the locomotion problem, without the use of motion examples, finite state machines, or morphology-specific knowledge. We introduce two modifications to the DRL approach that, when used together, produce locomotion behaviors that are symmetric, low-energy, and much closer to that of a real person. First, we introduce a new term to the loss function (not the reward function) that encourages symmetric actions. Second, we introduce a new curriculum learning method that provides modulated physical assistance to help the character with left/right balance and forward movement. The algorithm automatically computes appropriate assistance to the character and gradually relaxes this assistance, so that eventually the character learns to move entirely without help. Because our method does not make use of motion capture data, it can be applied to a variety of character morphologies. We demonstrate locomotion controllers for the lower half of a biped, a full humanoid, a quadruped, and a hexapod. Our results show that learned policies are able to produce symmetric, low-energy gaits. In addition, speed-appropriate gait patterns emerge without any guidance from motion examples or contact planning.

cs.LG↗

Data-Driven Approach to Simulating Realistic Human Joint Constraints

Modeling realistic human joint limits is important for applications involving physical human-robot interaction. However, setting appropriate human joint limits is challenging because it is pose-dependent: the range of joint motion varies depending on the positions of other bones. The paper introduces a new technique to accurately simulate human joint limits in physics simulation. We propose to learn an implicit equation to represent the boundary of valid human joint configurations from real human data. The function in the implicit equation is represented by a fully connected neural network whose gradients can be efficiently computed via back-propagation. Using gradients, we can efficiently enforce realistic human joint limits through constraint forces in a physics engine or as constraints in an optimization problem.

cs.RO↗

Multi-task Learning with Gradient Guided Policy Specialization

We present a method for efficient learning of control policies for multiple related robotic motor skills. Our approach consists of two stages, joint training and specialization training. During the joint training stage, a neural network policy is trained with minimal information to disambiguate the motor skills. This forces the policy to learn a common representation of the different tasks. Then, during the specialization training stage we selectively split the weights of the policy based on a per-weight metric that measures the disagreement among the multiple tasks. By splitting part of the control policy, it can be further trained to specialize to each task. To update the control policy during learning, we use Trust Region Policy Optimization with Generalized Advantage Function (TRPOGAE). We propose a modification to the gradient update stage of TRPO to better accommodate multi-task learning scenarios. We evaluate our approach on three continuous motor skill learning problems in simulation: 1) a locomotion task where three single legged robots with considerable difference in shape and size are trained to hop forward, 2) a manipulation task where three robot manipulators with different sizes and joint types are trained to reach different locations in 3D space, and 3) locomotion of a two-legged robot, whose range of motion of one leg is constrained in different ways. We compare our training method to three baselines. The first baseline uses only joint training for the policy, the second trains independent policies for each task, and the last randomly selects weights to split. We show that our approach learns more efficiently than each of the baseline methods.

cs.RO↗

A Linear-Time Variational Integrator for Multibody Systems

We present an efficient variational integrator for multibody systems. Variational integrators reformulate the equations of motion for multibody systems as discrete Euler-Lagrange (DEL) equations, transforming forward integration into a root-finding problem for the DEL equations. Variational integrators have been shown to be more robust and accurate in preserving fundamental properties of systems, such as momentum and energy, than many frequently used numerical integrators. However, state-of-the-art algorithms suffer from $O(n^3)$ complexity, which is prohibitive for articulated multibody systems with a large number of degrees of freedom, $n$, in generalized coordinates. Our key contribution is to derive a recursive algorithm that evaluates DEL equations in $O(n)$, which scales up well for complex multibody systems such as humanoid robots. Inspired by recursive Newton-Euler algorithm, our key insight is to formulate DEL equation individually for each body rather than for the entire system. Furthermore, we introduce a new quasi-Newton method that exploits the impulse-based dynamics algorithm, which is also $O(n)$, to avoid the expensive Jacobian inversion in solving DEL equations. We demonstrate scalability and efficiency, as well as extensibility to holonomic constraints through several case studies.

cs.RO↗

Learning Human Behaviors for Robot-Assisted Dressing

We investigate robotic assistants for dressing that can anticipate the motion of the person who is being helped. To this end, we use reinforcement learning to create models of human behavior during assistance with dressing. To explore this kind of interaction, we assume that the robot presents an open sleeve of a hospital gown to a person, and that the person moves their arm into the sleeve. The controller that models the person's behavior is given the position of the end of the sleeve and information about contact between the person's hand and the fabric of the gown. We simulate this system with a human torso model that has realistic joint ranges, a simple robot gripper, and a physics-based cloth model for the gown. Through reinforcement learning (specifically the TRPO algorithm) the system creates a model of human behavior that is capable of placing the arm into the sleeve. We aim to model what humans are capable of doing, rather than what they typically do. We demonstrate successfully trained human behaviors for three robot-assisted dressing strategies: 1) the robot gripper holds the sleeve motionless, 2) the gripper moves the sleeve linearly towards the person from the front, and 3) the gripper moves the sleeve linearly from the side.

cs.RO↗

Learning to Navigate Cloth using Haptics

We present a controller that allows an arm-like manipulator to navigate deformable cloth garments in simulation through the use of haptic information. The main challenge of such a controller is to avoid getting tangled in, tearing or punching through the deforming cloth. Our controller aggregates force information from a number of haptic-sensing spheres all along the manipulator for guidance. Based on haptic forces, each individual sphere updates its target location, and the conflicts that arise between this set of desired positions is resolved by solving an inverse kinematic problem with constraints. Reinforcement learning is used to train the controller for a single haptic-sensing sphere, where a training run is terminated (and thus penalized) when large forces are detected due to contact between the sphere and a simplified model of the cloth. In simulation, we demonstrate successful navigation of a robotic arm through a variety of garments, including an isolated sleeve, a jacket, a shirt, and shorts. Our controller out-performs two baseline controllers: one without haptics and another that was trained based on large forces between the sphere and cloth, but without early termination.

cs.RO↗

Preparing for the Unknown: Learning a Universal Policy with Online System Identification

We present a new method of learning control policies that successfully operate under unknown dynamic models. We create such policies by leveraging a large number of training examples that are generated using a physical simulator. Our system is made of two components: a Universal Policy (UP) and a function for Online System Identification (OSI). We describe our control policy as universal because it is trained over a wide array of dynamic models. These variations in the dynamic model may include differences in mass and inertia of the robots' components, variable friction coefficients, or unknown mass of an object to be manipulated. By training the Universal Policy with this variation, the control policy is prepared for a wider array of possible conditions when executed in an unknown environment. The second part of our system uses the recent state and action history of the system to predict the dynamics model parameters mu. The value of mu from the Online System Identification is then provided as input to the control policy (along with the system state). Together, UP-OSI is a robust control policy that can be used across a wide range of dynamic models, and that is also responsive to sudden changes in the environment. We have evaluated the performance of this system on a variety of tasks, including the problem of cart-pole swing-up, the double inverted pendulum, locomotion of a hopper, and block-throwing of a manipulator. UP-OSI is effective at these tasks across a wide range of dynamic models. Moreover, when tested with dynamic models outside of the training range, UP-OSI outperforms the Universal Policy alone, even when UP is given the actual value of the model dynamics. In addition to the benefits of creating more robust controllers, UP-OSI also holds out promise of narrowing the Reality Gap between simulated and real physical systems.

cs.LG↗

Footstep and Motion Planning in Semi-unstructured Environments Using Randomized Possibility Graphs

Traversing environments with arbitrary obstacles poses significant challenges for bipedal robots. In some cases, whole body motions may be necessary to maneuver around an obstacle, but most existing footstep planners can only select from a discrete set of predetermined footstep actions; they are unable to utilize the continuum of whole body motion that is truly available to the robot platform. Existing motion planners that can utilize whole body motion tend to struggle with the complexity of large-scale problems. We introduce a planning method, called the "Randomized Possibility Graph", which uses high-level approximations of constraint manifolds to rapidly explore the "possibility" of actions, thereby allowing lower-level motion planners to be utilized more efficiently. We demonstrate simulations of the method working in a variety of semi-unstructured environments. In this context, "semi-unstructured" means the walkable terrain is flat and even, but there are arbitrary 3D obstacles throughout the environment which may need to be stepped over or maneuvered around using whole body motions.

cs.RO↗