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Georgia Chalvatzaki

Publications and source records attributed to Georgia Chalvatzaki.

At least 55 records · Page 3Linked to original sources

6DOPE-GS: Online 6D Object Pose Estimation using Gaussian Splatting

Efficient and accurate object pose estimation is an essential component for modern vision systems in many applications such as Augmented Reality, autonomous driving, and robotics. While research in model-based 6D object pose estimation has delivered promising results, model-free methods are hindered by the high computational load in rendering and inferring consistent poses of arbitrary objects in a live RGB-D video stream. To address this issue, we present 6DOPE-GS, a novel method for online 6D object pose estimation \& tracking with a single RGB-D camera by effectively leveraging advances in Gaussian Splatting. Thanks to the fast differentiable rendering capabilities of Gaussian Splatting, 6DOPE-GS can simultaneously optimize for 6D object poses and 3D object reconstruction. To achieve the necessary efficiency and accuracy for live tracking, our method uses incremental 2D Gaussian Splatting with an intelligent dynamic keyframe selection procedure to achieve high spatial object coverage and prevent erroneous pose updates. We also propose an opacity statistic-based pruning mechanism for adaptive Gaussian density control, to ensure training stability and efficiency. We evaluate our method on the HO3D and YCBInEOAT datasets and show that 6DOPE-GS matches the performance of state-of-the-art baselines for model-free simultaneous 6D pose tracking and reconstruction while providing a 5$\times$ speedup. We also demonstrate the method's suitability for live, dynamic object tracking and reconstruction in a real-world setting.

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Continual Learning Should Move Beyond Incremental Classification

Continual learning (CL) is the sub-field of machine learning concerned with accumulating knowledge in dynamic environments. So far, CL research has mainly focused on incremental classification tasks, where models learn to classify new categories while retaining knowledge of previously learned ones. Here, we argue that maintaining such a focus limits both theoretical development and practical applicability of CL methods. Through a detailed analysis of concrete examples - including multi-target classification, robotics with constrained output spaces, learning in continuous task domains, and higher-level concept memorization - we demonstrate how current CL approaches often fail when applied beyond standard classification. We identify three fundamental challenges: (C1) the nature of continuity in learning problems, (C2) the choice of appropriate spaces and metrics for measuring similarity, and (C3) the role of learning objectives beyond classification. For each challenge, we provide specific recommendations to help move the field forward, including formalizing temporal dynamics through distribution processes, developing principled approaches for continuous task spaces, and incorporating density estimation and generative objectives. In so doing, this position paper aims to broaden the scope of CL research while strengthening its theoretical foundations, making it more applicable to real-world problems.

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MoVEInt: Mixture of Variational Experts for Learning Human-Robot Interactions from Demonstrations

Shared dynamics models are important for capturing the complexity and variability inherent in Human-Robot Interaction (HRI). Therefore, learning such shared dynamics models can enhance coordination and adaptability to enable successful reactive interactions with a human partner. In this work, we propose a novel approach for learning a shared latent space representation for HRIs from demonstrations in a Mixture of Experts fashion for reactively generating robot actions from human observations. We train a Variational Autoencoder (VAE) to learn robot motions regularized using an informative latent space prior that captures the multimodality of the human observations via a Mixture Density Network (MDN). We show how our formulation derives from a Gaussian Mixture Regression formulation that is typically used approaches for learning HRI from demonstrations such as using an HMM/GMM for learning a joint distribution over the actions of the human and the robot. We further incorporate an additional regularization to prevent "mode collapse", a common phenomenon when using latent space mixture models with VAEs. We find that our approach of using an informative MDN prior from human observations for a VAE generates more accurate robot motions compared to previous HMM-based or recurrent approaches of learning shared latent representations, which we validate on various HRI datasets involving interactions such as handshakes, fistbumps, waving, and handovers. Further experiments in a real-world human-to-robot handover scenario show the efficacy of our approach for generating successful interactions with four different human interaction partners.

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Safe and Efficient Path Planning under Uncertainty via Deep Collision Probability Fields

Estimating collision probabilities between robots and environmental obstacles or other moving agents is crucial to ensure safety during path planning. This is an important building block of modern planning algorithms in many application scenarios such as autonomous driving, where noisy sensors perceive obstacles. While many approaches exist, they either provide too conservative estimates of the collision probabilities or are computationally intensive due to their sampling-based nature. To deal with these issues, we introduce Deep Collision Probability Fields, a neural-based approach for computing collision probabilities of arbitrary objects with arbitrary unimodal uncertainty distributions. Our approach relegates the computationally intensive estimation of collision probabilities via sampling at the training step, allowing for fast neural network inference of the constraints during planning. In extensive experiments, we show that Deep Collision Probability Fields can produce reasonably accurate collision probabilities (up to 10^{-3}) for planning and that our approach can be easily plugged into standard path planning approaches to plan safe paths on 2-D maps containing uncertain static and dynamic obstacles. Additional material, code, and videos are available at https://sites.google.com/view/ral-dcpf.

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ActionFlow: Equivariant, Accurate, and Efficient Policies with Spatially Symmetric Flow Matching

Spatial understanding is a critical aspect of most robotic tasks, particularly when generalization is important. Despite the impressive results of deep generative models in complex manipulation tasks, the absence of a representation that encodes intricate spatial relationships between observations and actions often limits spatial generalization, necessitating large amounts of demonstrations. To tackle this problem, we introduce a novel policy class, ActionFlow. ActionFlow integrates spatial symmetry inductive biases while generating expressive action sequences. On the representation level, ActionFlow introduces an SE(3) Invariant Transformer architecture, which enables informed spatial reasoning based on the relative SE(3) poses between observations and actions. For action generation, ActionFlow leverages Flow Matching, a state-of-the-art deep generative model known for generating high-quality samples with fast inference - an essential property for feedback control. In combination, ActionFlow policies exhibit strong spatial and locality biases and SE(3)-equivariant action generation. Our experiments demonstrate the effectiveness of ActionFlow and its two main components on several simulated and real-world robotic manipulation tasks and confirm that we can obtain equivariant, accurate, and efficient policies with spatially symmetric flow matching. Project website: https://flowbasedpolicies.github.io/

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Deep Generative Models in Robotics: A Survey on Learning from Multimodal Demonstrations

Learning from Demonstrations, the field that proposes to learn robot behavior models from data, is gaining popularity with the emergence of deep generative models. Although the problem has been studied for years under names such as Imitation Learning, Behavioral Cloning, or Inverse Reinforcement Learning, classical methods have relied on models that don't capture complex data distributions well or don't scale well to large numbers of demonstrations. In recent years, the robot learning community has shown increasing interest in using deep generative models to capture the complexity of large datasets. In this survey, we aim to provide a unified and comprehensive review of the last year's progress in the use of deep generative models in robotics. We present the different types of models that the community has explored, such as energy-based models, diffusion models, action value maps, or generative adversarial networks. We also present the different types of applications in which deep generative models have been used, from grasp generation to trajectory generation or cost learning. One of the most important elements of generative models is the generalization out of distributions. In our survey, we review the different decisions the community has made to improve the generalization of the learned models. Finally, we highlight the research challenges and propose a number of future directions for learning deep generative models in robotics.

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Evetac: An Event-based Optical Tactile Sensor for Robotic Manipulation

Optical tactile sensors have recently become popular. They provide high spatial resolution, but struggle to offer fine temporal resolutions. To overcome this shortcoming, we study the idea of replacing the RGB camera with an event-based camera and introduce a new event-based optical tactile sensor called Evetac. Along with hardware design, we develop touch processing algorithms to process its measurements online at 1000 Hz. We devise an efficient algorithm to track the elastomer's deformation through the imprinted markers despite the sensor's sparse output. Benchmarking experiments demonstrate Evetac's capabilities of sensing vibrations up to 498 Hz, reconstructing shear forces, and significantly reducing data rates compared to RGB optical tactile sensors. Moreover, Evetac's output and the marker tracking provide meaningful features for learning data-driven slip detection and prediction models. The learned models form the basis for a robust and adaptive closed-loop grasp controller capable of handling a wide range of objects. We believe that fast and efficient event-based tactile sensors like Evetac will be essential for bringing human-like manipulation capabilities to robotics. The sensor design is open-sourced at https://sites.google.com/view/evetac .

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Hierarchical Policy Blending as Inference for Reactive Robot Control

Motion generation in cluttered, dense, and dynamic environments is a central topic in robotics, rendered as a multi-objective decision-making problem. Current approaches trade-off between safety and performance. On the one hand, reactive policies guarantee fast response to environmental changes at the risk of suboptimal behavior. On the other hand, planning-based motion generation provides feasible trajectories, but the high computational cost may limit the control frequency and thus safety. To combine the benefits of reactive policies and planning, we propose a hierarchical motion generation method. Moreover, we adopt probabilistic inference methods to formalize the hierarchical model and stochastic optimization. We realize this approach as a weighted product of stochastic, reactive expert policies, where planning is used to adaptively compute the optimal weights over the task horizon. This stochastic optimization avoids local optima and proposes feasible reactive plans that find paths in cluttered and dense environments. Our extensive experimental study in planar navigation and 6DoF manipulation shows that our proposed hierarchical motion generation method outperforms both myopic reactive controllers and online re-planning methods.

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Learning Multimodal Behaviors from Scratch with Diffusion Policy Gradient

Deep reinforcement learning (RL) algorithms typically parameterize the policy as a deep network that outputs either a deterministic action or a stochastic one modeled as a Gaussian distribution, hence restricting learning to a single behavioral mode. Meanwhile, diffusion models emerged as a powerful framework for multimodal learning. However, the use of diffusion policies in online RL is hindered by the intractability of policy likelihood approximation, as well as the greedy objective of RL methods that can easily skew the policy to a single mode. This paper presents Deep Diffusion Policy Gradient (DDiffPG), a novel actor-critic algorithm that learns from scratch multimodal policies parameterized as diffusion models while discovering and maintaining versatile behaviors. DDiffPG explores and discovers multiple modes through off-the-shelf unsupervised clustering combined with novelty-based intrinsic motivation. DDiffPG forms a multimodal training batch and utilizes mode-specific Q-learning to mitigate the inherent greediness of the RL objective, ensuring the improvement of the diffusion policy across all modes. Our approach further allows the policy to be conditioned on mode-specific embeddings to explicitly control the learned modes. Empirical studies validate DDiffPG's capability to master multimodal behaviors in complex, high-dimensional continuous control tasks with sparse rewards, also showcasing proof-of-concept dynamic online replanning when navigating mazes with unseen obstacles.

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Learning Any-View 6DoF Robotic Grasping in Cluttered Scenes via Neural Surface Rendering

A significant challenge for real-world robotic manipulation is the effective 6DoF grasping of objects in cluttered scenes from any single viewpoint without the need for additional scene exploration. This work reinterprets grasping as rendering and introduces NeuGraspNet, a novel method for 6DoF grasp detection that leverages advances in neural volumetric representations and surface rendering. It encodes the interaction between a robot's end-effector and an object's surface by jointly learning to render the local object surface and learning grasping functions in a shared feature space. The approach uses global (scene-level) features for grasp generation and local (grasp-level) neural surface features for grasp evaluation. This enables effective, fully implicit 6DoF grasp quality prediction, even in partially observed scenes. NeuGraspNet operates on random viewpoints, common in mobile manipulation scenarios, and outperforms existing implicit and semi-implicit grasping methods. The real-world applicability of the method has been demonstrated with a mobile manipulator robot, grasping in open, cluttered spaces. Project website at https://sites.google.com/view/neugraspnet

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Domain Randomization via Entropy Maximization

Varying dynamics parameters in simulation is a popular Domain Randomization (DR) approach for overcoming the reality gap in Reinforcement Learning (RL). Nevertheless, DR heavily hinges on the choice of the sampling distribution of the dynamics parameters, since high variability is crucial to regularize the agent's behavior but notoriously leads to overly conservative policies when randomizing excessively. In this paper, we propose a novel approach to address sim-to-real transfer, which automatically shapes dynamics distributions during training in simulation without requiring real-world data. We introduce DOmain RAndomization via Entropy MaximizatiON (DORAEMON), a constrained optimization problem that directly maximizes the entropy of the training distribution while retaining generalization capabilities. In achieving this, DORAEMON gradually increases the diversity of sampled dynamics parameters as long as the probability of success of the current policy is sufficiently high. We empirically validate the consistent benefits of DORAEMON in obtaining highly adaptive and generalizable policies, i.e. solving the task at hand across the widest range of dynamics parameters, as opposed to representative baselines from the DR literature. Notably, we also demonstrate the Sim2Real applicability of DORAEMON through its successful zero-shot transfer in a robotic manipulation setup under unknown real-world parameters.

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Active-Perceptive Motion Generation for Mobile Manipulation

Mobile Manipulation (MoMa) systems incorporate the benefits of mobility and dexterity, due to the enlarged space in which they can move and interact with their environment. However, even when equipped with onboard sensors, e.g., an embodied camera, extracting task-relevant visual information in unstructured and cluttered environments, such as households, remains challenging. In this work, we introduce an active perception pipeline for mobile manipulators to generate motions that are informative toward manipulation tasks, such as grasping in unknown, cluttered scenes. Our proposed approach, ActPerMoMa, generates robot paths in a receding horizon fashion by sampling paths and computing path-wise utilities. These utilities trade-off maximizing the visual Information Gain (IG) for scene reconstruction and the task-oriented objective, e.g., grasp success, by maximizing grasp reachability. We show the efficacy of our method in simulated experiments with a dual-arm TIAGo++ MoMa robot performing mobile grasping in cluttered scenes with obstacles. We empirically analyze the contribution of various utilities and parameters, and compare against representative baselines both with and without active perception objectives. Finally, we demonstrate the transfer of our mobile grasping strategy to the real world, indicating a promising direction for active-perceptive MoMa.

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Kinematically Constrained Human-like Bimanual Robot-to-Human Handovers

Bimanual handovers are crucial for transferring large, deformable or delicate objects. This paper proposes a framework for generating kinematically constrained human-like bimanual robot motions to ensure seamless and natural robot-to-human object handovers. We use a Hidden Semi-Markov Model (HSMM) to reactively generate suitable response trajectories for a robot based on the observed human partner's motion. The trajectories are adapted with task space constraints to ensure accurate handovers. Results from a pilot study show that our approach is perceived as more human--like compared to a baseline Inverse Kinematics approach.

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Transition State Clustering for Interaction Segmentation and Learning

Hidden Markov Models with an underlying Mixture of Gaussian structure have proven effective in learning Human-Robot Interactions from demonstrations for various interactive tasks via Gaussian Mixture Regression. However, a mismatch occurs when segmenting the interaction using only the observed state of the human compared to the joint state of the human and the robot. To enhance this underlying segmentation and subsequently the predictive abilities of such Gaussian Mixture-based approaches, we take a hierarchical approach by learning an additional mixture distribution on the states at the transition boundary. This helps prevent misclassifications that usually occur in such states. We find that our framework improves the performance of the underlying Gaussian Mixture-based approach, which we evaluate on various interactive tasks such as handshaking and fistbumps.

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Placing by Touching: An empirical study on the importance of tactile sensing for precise object placing

This work deals with a practical everyday problem: stable object placement on flat surfaces starting from unknown initial poses. Common object-placing approaches require either complete scene specifications or extrinsic sensor measurements, e.g., cameras, that occasionally suffer from occlusions. We propose a novel approach for stable object placing that combines tactile feedback and proprioceptive sensing. We devise a neural architecture that estimates a rotation matrix, resulting in a corrective gripper movement that aligns the object with the placing surface for the subsequent object manipulation. We compare models with different sensing modalities, such as force-torque and an external motion capture system, in real-world object placing tasks with different objects. The experimental evaluation of our placing policies with a set of unseen everyday objects reveals significant generalization of our proposed pipeline, suggesting that tactile sensing plays a vital role in the intrinsic understanding of robotic dexterous object manipulation. Code, models, and supplementary videos are available at https://sites.google.com/view/placing-by-touching.

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Robust Adversarial Reinforcement Learning via Bounded Rationality Curricula

Robustness against adversarial attacks and distribution shifts is a long-standing goal of Reinforcement Learning (RL). To this end, Robust Adversarial Reinforcement Learning (RARL) trains a protagonist against destabilizing forces exercised by an adversary in a competitive zero-sum Markov game, whose optimal solution, i.e., rational strategy, corresponds to a Nash equilibrium. However, finding Nash equilibria requires facing complex saddle point optimization problems, which can be prohibitive to solve, especially for high-dimensional control. In this paper, we propose a novel approach for adversarial RL based on entropy regularization to ease the complexity of the saddle point optimization problem. We show that the solution of this entropy-regularized problem corresponds to a Quantal Response Equilibrium (QRE), a generalization of Nash equilibria that accounts for bounded rationality, i.e., agents sometimes play random actions instead of optimal ones. Crucially, the connection between the entropy-regularized objective and QRE enables free modulation of the rationality of the agents by simply tuning the temperature coefficient. We leverage this insight to propose our novel algorithm, Quantal Adversarial RL (QARL), which gradually increases the rationality of the adversary in a curriculum fashion until it is fully rational, easing the complexity of the optimization problem while retaining robustness. We provide extensive evidence of QARL outperforming RARL and recent baselines across several MuJoCo locomotion and navigation problems in overall performance and robustness.

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Accelerating Motion Planning via Optimal Transport

Motion planning is still an open problem for many disciplines, e.g., robotics, autonomous driving, due to their need for high computational resources that hinder real-time, efficient decision-making. A class of methods striving to provide smooth solutions is gradient-based trajectory optimization. However, those methods usually suffer from bad local minima, while for many settings, they may be inapplicable due to the absence of easy-to-access gradients of the optimization objectives. In response to these issues, we introduce Motion Planning via Optimal Transport (MPOT) -- a \textit{gradient-free} method that optimizes a batch of smooth trajectories over highly nonlinear costs, even for high-dimensional tasks, while imposing smoothness through a Gaussian Process dynamics prior via the planning-as-inference perspective. To facilitate batch trajectory optimization, we introduce an original zero-order and highly-parallelizable update rule: the Sinkhorn Step, which uses the regular polytope family for its search directions. Each regular polytope, centered on trajectory waypoints, serves as a local cost-probing neighborhood, acting as a \textit{trust region} where the Sinkhorn Step "transports" local waypoints toward low-cost regions. We theoretically show that Sinkhorn Step guides the optimizing parameters toward local minima regions of non-convex objective functions. We then show the efficiency of MPOT in a range of problems from low-dimensional point-mass navigation to high-dimensional whole-body robot motion planning, evincing its superiority compared to popular motion planners, paving the way for new applications of optimal transport in motion planning.

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SE(3)-DiffusionFields: Learning smooth cost functions for joint grasp and motion optimization through diffusion

Multi-objective optimization problems are ubiquitous in robotics, e.g., the optimization of a robot manipulation task requires a joint consideration of grasp pose configurations, collisions and joint limits. While some demands can be easily hand-designed, e.g., the smoothness of a trajectory, several task-specific objectives need to be learned from data. This work introduces a method for learning data-driven SE(3) cost functions as diffusion models. Diffusion models can represent highly-expressive multimodal distributions and exhibit proper gradients over the entire space due to their score-matching training objective. Learning costs as diffusion models allows their seamless integration with other costs into a single differentiable objective function, enabling joint gradient-based motion optimization. In this work, we focus on learning SE(3) diffusion models for 6DoF grasping, giving rise to a novel framework for joint grasp and motion optimization without needing to decouple grasp selection from trajectory generation. We evaluate the representation power of our SE(3) diffusion models w.r.t. classical generative models, and we showcase the superior performance of our proposed optimization framework in a series of simulated and real-world robotic manipulation tasks against representative baselines.

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