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Dimitrios Kanoulas

Publications and source records attributed to Dimitrios Kanoulas.

At least 37 records · Page 2Linked to original sources

SDS -- See it, Do it, Sorted: Quadruped Skill Synthesis from Single Video Demonstration

Imagine a robot learning locomotion skills from any single video, without labels or reward engineering. We introduce SDS ("See it. Do it. Sorted."), an automated pipeline for skill acquisition from unstructured demonstrations. Using GPT-4o, SDS applies novel prompting techniques, in the form of spatio-temporal grid-based visual encoding ($G_{v}$) and structured input decomposition (SUS). These produce executable reward functions (RF) from the raw input videos. The RFs are used to train PPO policies and are optimized through closed-loop evolution, using training footage and performance metrics as self-supervised signals. SDS allows quadrupeds (e.g. Unitree Go1) to learn four gaits -- trot, bound, pace, and hop -- achieving 100% gait matching fidelity, Dynamic Time Warping (DTW) distance in the order of $10^{-6}$, and stable locomotion with zero failures, both in simulation and the real world. SDS generalizes to morphologically different quadrupeds (e.g. ANYmal) and outperforms prior work in data efficiency, training time and engineering effort. Further materials and the code are open-source under: https://rpl-cs-ucl.github.io/SDSweb/.

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The Starlink Robot: A Platform and Dataset for Mobile Satellite Communication

The integration of satellite communication into mobile devices represents a paradigm shift in connectivity, yet the performance characteristics under motion and environmental occlusion remain poorly understood. We present the Starlink Robot, the first mobile robotic platform equipped with Starlink satellite internet, comprehensive sensor suite including upward-facing camera, LiDAR, and IMU, designed to systematically study satellite communication performance during movement. Our multi-modal dataset captures synchronized communication metrics, motion dynamics, sky visibility, and 3D environmental context across diverse scenarios including steady-state motion, variable speeds, and different occlusion conditions. This platform and dataset enable researchers to develop motion-aware communication protocols, predict connectivity disruptions, and optimize satellite communication for emerging mobile applications from smartphones to autonomous vehicles. In this work, we use LEOViz for real-time satellite tracking and data collection. The starlink robot project is available at https://github.com/StarlinkRobot.

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Analyzing the Generalization and Reliability of Steering Vectors

Steering vectors (SVs) have been proposed as an effective approach to adjust language model behaviour at inference time by intervening on intermediate model activations. They have shown promise in terms of improving both capabilities and model alignment. However, the reliability and generalisation properties of this approach are unknown. In this work, we rigorously investigate these properties, and show that steering vectors have substantial limitations both in- and out-of-distribution. In-distribution, steerability is highly variable across different inputs. Depending on the concept, spurious biases can substantially contribute to how effective steering is for each input, presenting a challenge for the widespread use of steering vectors. Out-of-distribution, while steering vectors often generalise well, for several concepts they are brittle to reasonable changes in the prompt, resulting in them failing to generalise well. Overall, our findings show that while steering can work well in the right circumstances, there remain technical difficulties of applying steering vectors to guide models' behaviour at scale. Our code is available at https://github.com/dtch1997/steering-bench

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Immersive Teleoperation Framework for Locomanipulation Tasks

Recent advancements in robotic loco-manipulation have leveraged Virtual Reality (VR) to enhance the precision and immersiveness of teleoperation systems, significantly outperforming traditional methods reliant on 2D camera feeds and joystick controls. Despite these advancements, challenges remain, particularly concerning user experience across different setups. This paper introduces a novel VR-based teleoperation framework designed for a robotic manipulator integrated onto a mobile platform. Central to our approach is the application of Gaussian splatting, a technique that abstracts the manipulable scene into a VR environment, thereby enabling more intuitive and immersive interactions. Users can navigate and manipulate within the virtual scene as if interacting with a real robot, enhancing both the engagement and efficacy of teleoperation tasks. An extensive user study validates our approach, demonstrating significant usability and efficiency improvements. Two-thirds (66%) of participants completed tasks faster, achieving an average time reduction of 43%. Additionally, 93% preferred the Gaussian Splat interface overall, with unanimous (100%) recommendations for future use, highlighting improvements in precision, responsiveness, and situational awareness. Finally, we demonstrate the effectiveness of our framework through real-world experiments in two distinct application scenarios, showcasing the practical capabilities and versatility of the Splat-based VR interface.

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Underwater Robotic Simulators Review for Autonomous System Development

The increasing complexity of underwater robotic systems has led to a surge in simulation platforms designed to support perception, planning, and control tasks in marine environments. However, selecting the most appropriate underwater robotic simulator (URS) remains a challenge due to wide variations in fidelity, extensibility, and task suitability. This paper presents a comprehensive review and comparative analysis of five state-of-the-art, ROS-compatible, open-source URSs: Stonefish, DAVE, HoloOcean, MARUS, and UNav-Sim. Each simulator is evaluated across multiple criteria including sensor fidelity, environmental realism, sim-to-real capabilities, and research impact. We evaluate them across architectural design, sensor and physics modeling, task capabilities, and research impact. Additionally, we discuss ongoing challenges in sim-to-real transfer and highlight the need for standardization and benchmarking in the field. Our findings aim to guide practitioners in selecting effective simulation environments and inform future development of more robust and transferable URSs.

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AIR-HLoc: Adaptive Retrieved Images Selection for Efficient Visual Localisation

State-of-the-art hierarchical localisation pipelines (HLoc) employ image retrieval (IR) to establish 2D-3D correspondences by selecting the top-$k$ most similar images from a reference database. While increasing $k$ improves localisation robustness, it also linearly increases computational cost and runtime, creating a significant bottleneck. This paper investigates the relationship between global and local descriptors, showing that greater similarity between the global descriptors of query and database images increases the proportion of feature matches. Low similarity queries significantly benefit from increasing $k$, while high similarity queries rapidly experience diminishing returns. Building on these observations, we propose an adaptive strategy that adjusts $k$ based on the similarity between the query's global descriptor and those in the database, effectively mitigating the feature-matching bottleneck. Our approach optimizes processing time without sacrificing accuracy. Experiments on three indoor and outdoor datasets show that AIR-HLoc reduces feature matching time by up to 30\%, while preserving state-of-the-art accuracy. The results demonstrate that AIR-HLoc facilitates a latency-sensitive localisation system.

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Discovery of skill switching criteria for learning agile quadruped locomotion

This paper develops a hierarchical learning and optimization framework that can learn and achieve well-coordinated multi-skill locomotion. The learned multi-skill policy can switch between skills automatically and naturally in tracking arbitrarily positioned goals and recover from failures promptly. The proposed framework is composed of a deep reinforcement learning process and an optimization process. First, the contact pattern is incorporated into the reward terms for learning different types of gaits as separate policies without the need for any other references. Then, a higher level policy is learned to generate weights for individual policies to compose multi-skill locomotion in a goal-tracking task setting. Skills are automatically and naturally switched according to the distance to the goal. The proper distances for skill switching are incorporated in reward calculation for learning the high level policy and updated by an outer optimization loop as learning progresses. We first demonstrated successful multi-skill locomotion in comprehensive tasks on a simulated Unitree A1 quadruped robot. We also deployed the learned policy in the real world showcasing trotting, bounding, galloping, and their natural transitions as the goal position changes. Moreover, the learned policy can react to unexpected failures at any time, perform prompt recovery, and resume locomotion successfully. Compared to discrete switch between single skills which failed to transition to galloping in the real world, our proposed approach achieves all the learned agile skills, with smoother and more continuous skill transitions.

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Watch Your STEPP: Semantic Traversability Estimation using Pose Projected Features

Understanding the traversability of terrain is essential for autonomous robot navigation, particularly in unstructured environments such as natural landscapes. Although traditional methods, such as occupancy mapping, provide a basic framework, they often fail to account for the complex mobility capabilities of some platforms such as legged robots. In this work, we propose a method for estimating terrain traversability by learning from demonstrations of human walking. Our approach leverages dense, pixel-wise feature embeddings generated using the DINOv2 vision Transformer model, which are processed through an encoder-decoder MLP architecture to analyze terrain segments. The averaged feature vectors, extracted from the masked regions of interest, are used to train the model in a reconstruction-based framework. By minimizing reconstruction loss, the network distinguishes between familiar terrain with a low reconstruction error and unfamiliar or hazardous terrain with a higher reconstruction error. This approach facilitates the detection of anomalies, allowing a legged robot to navigate more effectively through challenging terrain. We run real-world experiments on the ANYmal legged robot both indoor and outdoor to prove our proposed method. The code is open-source, while video demonstrations can be found on our website: https://rpl-cs-ucl.github.io/STEPP

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On the Benefits of GPU Sample-Based Stochastic Predictive Controllers for Legged Locomotion

Quadrupedal robots excel in mobility, navigating complex terrains with agility. However, their complex control systems present challenges that are still far from being fully addressed. In this paper, we introduce the use of Sample-Based Stochastic control strategies for quadrupedal robots, as an alternative to traditional optimal control laws. We show that Sample-Based Stochastic methods, supported by GPU acceleration, can be effectively applied to real quadruped robots. In particular, in this work, we focus on achieving gait frequency adaptation, a notable challenge in quadrupedal locomotion for gradient-based methods. To validate the effectiveness of Sample-Based Stochastic controllers we test two distinct approaches for quadrupedal robots and compare them against a conventional gradient-based Model Predictive Control system. Our findings, validated both in simulation and on a real 21Kg Aliengo quadruped, demonstrate that our method is on par with a traditional Model Predictive Control strategy when the robot is subject to zero or moderate disturbance, while it surpasses gradient-based methods in handling sustained external disturbances, thanks to the straightforward gait adaptation strategy that is possible to achieve within their formulation.

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Real-Time Metric-Semantic Mapping for Autonomous Navigation in Outdoor Environments

The creation of a metric-semantic map, which encodes human-prior knowledge, represents a high-level abstraction of environments. However, constructing such a map poses challenges related to the fusion of multi-modal sensor data, the attainment of real-time mapping performance, and the preservation of structural and semantic information consistency. In this paper, we introduce an online metric-semantic mapping system that utilizes LiDAR-Visual-Inertial sensing to generate a global metric-semantic mesh map of large-scale outdoor environments. Leveraging GPU acceleration, our mapping process achieves exceptional speed, with frame processing taking less than 7ms, regardless of scenario scale. Furthermore, we seamlessly integrate the resultant map into a real-world navigation system, enabling metric-semantic-based terrain assessment and autonomous point-to-point navigation within a campus environment. Through extensive experiments conducted on both publicly available and self-collected datasets comprising 24 sequences, we demonstrate the effectiveness of our mapping and navigation methodologies. Code has been publicly released: https://github.com/gogojjh/cobra

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LiteVLoc: Map-Lite Visual Localization for Image Goal Navigation

This paper presents LiteVLoc, a hierarchical visual localization framework that uses a lightweight topo-metric map to represent the environment. The method consists of three sequential modules that estimate camera poses in a coarse-to-fine manner. Unlike mainstream approaches relying on detailed 3D representations, LiteVLoc reduces storage overhead by leveraging learning-based feature matching and geometric solvers for metric pose estimation. A novel dataset for the map-free relocalization task is also introduced. Extensive experiments including localization and navigation in both simulated and real-world scenarios have validate the system's performance and demonstrated its precision and efficiency for large-scale deployment. Code and data will be made publicly available.

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LoGS: Visual Localization via Gaussian Splatting with Fewer Training Images

Visual localization involves estimating a query image's 6-DoF (degrees of freedom) camera pose, which is a fundamental component in various computer vision and robotic tasks. This paper presents LoGS, a vision-based localization pipeline utilizing the 3D Gaussian Splatting (GS) technique as scene representation. This novel representation allows high-quality novel view synthesis. During the mapping phase, structure-from-motion (SfM) is applied first, followed by the generation of a GS map. During localization, the initial position is obtained through image retrieval, local feature matching coupled with a PnP solver, and then a high-precision pose is achieved through the analysis-by-synthesis manner on the GS map. Experimental results on four large-scale datasets demonstrate the proposed approach's SoTA accuracy in estimating camera poses and robustness under challenging few-shot conditions.

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Learning Bipedal Walking on a Quadruped Robot via Adversarial Motion Priors

Previous studies have successfully demonstrated agile and robust locomotion in challenging terrains for quadrupedal robots. However, the bipedal locomotion mode for quadruped robots remains unverified. This paper explores the adaptation of a learning framework originally designed for quadrupedal robots to operate blind locomotion in biped mode. We leverage a framework that incorporates Adversarial Motion Priors with a teacher-student policy to enable imitation of a reference trajectory and navigation on tough terrain. Our work involves transferring and evaluating a similar learning framework on a quadruped robot in biped mode, aiming to achieve stable walking on both flat and complicated terrains. Our simulation results demonstrate that the trained policy enables the quadruped robot to navigate both flat and challenging terrains, including stairs and uneven surfaces.

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DiPPeR: Diffusion-based 2D Path Planner applied on Legged Robots

In this work, we present DiPPeR, a novel and fast 2D path planning framework for quadrupedal locomotion, leveraging diffusion-driven techniques. Our contributions include a scalable dataset generator for map images and corresponding trajectories, an image-conditioned diffusion planner for mobile robots, and a training/inference pipeline employing CNNs. We validate our approach in several mazes, as well as in real-world deployment scenarios on Boston Dynamic's Spot and Unitree's Go1 robots. DiPPeR performs on average 23 times faster for trajectory generation against both search based and data driven path planning algorithms with an average of 87% consistency in producing feasible paths of various length in maps of variable size, and obstacle structure. Website: https://rpl-cs-ucl.github.io/DiPPeR

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DiPPeST: Diffusion-based Path Planner for Synthesizing Trajectories Applied on Quadruped Robots

We present DiPPeST, a novel image and goal conditioned diffusion-based trajectory generator for quadrupedal robot path planning. DiPPeST is a zero-shot adaptation of our previously introduced diffusion-based 2D global trajectory generator (DiPPeR). The introduced system incorporates a novel strategy for local real-time path refinements, that is reactive to camera input, without requiring any further training, image processing, or environment interpretation techniques. DiPPeST achieves 92% success rate in obstacle avoidance for nominal environments and an average of 88% success rate when tested in environments that are up to 3.5 times more complex in pixel variation than DiPPeR. A visual-servoing framework is developed to allow for real-world execution, tested on the quadruped robot, achieving 80% success rate in different environments and showcasing improved behavior than complex state-of-the-art local planners, in narrow environments.

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DVN-SLAM: Dynamic Visual Neural SLAM Based on Local-Global Encoding

Recent research on Simultaneous Localization and Mapping (SLAM) based on implicit representation has shown promising results in indoor environments. However, there are still some challenges: the limited scene representation capability of implicit encodings, the uncertainty in the rendering process from implicit representations, and the disruption of consistency by dynamic objects. To address these challenges, we propose a real-time dynamic visual SLAM system based on local-global fusion neural implicit representation, named DVN-SLAM. To improve the scene representation capability, we introduce a local-global fusion neural implicit representation that enables the construction of an implicit map while considering both global structure and local details. To tackle uncertainties arising from the rendering process, we design an information concentration loss for optimization, aiming to concentrate scene information on object surfaces. The proposed DVN-SLAM achieves competitive performance in localization and mapping across multiple datasets. More importantly, DVN-SLAM demonstrates robustness in dynamic scenes, a trait that sets it apart from other NeRF-based methods.

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Local Path Planning among Pushable Objects based on Reinforcement Learning

In this paper, we introduce a method to deal with the problem of robot local path planning among pushable objects -- an open problem in robotics. In particular, we achieve that by training multiple agents simultaneously in a physics-based simulation environment, utilizing an Advantage Actor-Critic algorithm coupled with a deep neural network. The developed online policy enables these agents to push obstacles in ways that are not limited to axial alignments, adapt to unforeseen changes in obstacle dynamics instantaneously, and effectively tackle local path planning in confined areas. We tested the method in various simulated environments to prove the adaptation effectiveness to various unseen scenarios in unfamiliar settings. Moreover, we have successfully applied this policy on an actual quadruped robot, confirming its capability to handle the unpredictability and noise associated with real-world sensors and the inherent uncertainties present in unexplored object pushing tasks.

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Value Functions are Control Barrier Functions: Verification of Safe Policies using Control Theory

Guaranteeing safe behaviour of reinforcement learning (RL) policies poses significant challenges for safety-critical applications, despite RL's generality and scalability. To address this, we propose a new approach to apply verification methods from control theory to learned value functions. By analyzing task structures for safety preservation, we formalize original theorems that establish links between value functions and control barrier functions. Further, we propose novel metrics for verifying value functions in safe control tasks and practical implementation details to improve learning. Our work presents a novel method for certificate learning, which unlocks a diversity of verification techniques from control theory for RL policies, and marks a significant step towards a formal framework for the general, scalable, and verifiable design of RL-based control systems. Code and videos are available at this https url: https://rl-cbf.github.io/

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