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Gerhard Neumann

Publications and source records attributed to Gerhard Neumann.

At least 91 records · Page 5Linked to original sources

Category-Agnostic 6D Pose Estimation with Conditional Neural Processes

We present a novel meta-learning approach for 6D pose estimation on unknown objects. In contrast to ``instance-level" and ``category-level" pose estimation methods, our algorithm learns object representation in a category-agnostic way, which endows it with strong generalization capabilities across object categories. Specifically, we employ a neural process-based meta-learning approach to train an encoder to capture texture and geometry of an object in a latent representation, based on very few RGB-D images and ground-truth keypoints. The latent representation is then used by a simultaneously meta-trained decoder to predict the 6D pose of the object in new images. Furthermore, we propose a novel geometry-aware decoder for the keypoint prediction using a Graph Neural Network (GNN), which explicitly takes geometric constraints specific to each object into consideration. To evaluate our algorithm, extensive experiments are conducted on the \linemod dataset, and on our new fully-annotated synthetic datasets generated from Multiple Categories in Multiple Scenes (MCMS). Experimental results demonstrate that our model performs well on unseen objects with very different shapes and appearances. Remarkably, our model also shows robust performance on occluded scenes although trained fully on data without occlusion. To our knowledge, this is the first work exploring \textbf{cross-category level} 6D pose estimation.

cs.CV

Hidden Parameter Recurrent State Space Models For Changing Dynamics Scenarios

Recurrent State-space models (RSSMs) are highly expressive models for learning patterns in time series data and system identification. However, these models assume that the dynamics are fixed and unchanging, which is rarely the case in real-world scenarios. Many control applications often exhibit tasks with similar but not identical dynamics which can be modeled as a latent variable. We introduce the Hidden Parameter Recurrent State Space Models (HiP-RSSMs), a framework that parametrizes a family of related dynamical systems with a low-dimensional set of latent factors. We present a simple and effective way of learning and performing inference over this Gaussian graphical model that avoids approximations like variational inference. We show that HiP-RSSMs outperforms RSSMs and competing multi-task models on several challenging robotic benchmarks both on real-world systems and simulations.

cs.LG

Swarm Reinforcement Learning For Adaptive Mesh Refinement

Adaptive Mesh Refinement (AMR) enhances the Finite Element Method, an important technique for simulating complex problems in engineering, by dynamically refining mesh regions, enabling a favorable trade-off between computational speed and simulation accuracy. Classical methods for AMR depend on heuristics or expensive error estimators, hindering their use for complex simulations. Recent learning-based AMR methods tackle these issues, but so far scale only to simple toy examples. We formulate AMR as a novel Adaptive Swarm Markov Decision Process in which a mesh is modeled as a system of simple collaborating agents that may split into multiple new agents. This framework allows for a spatial reward formulation that simplifies the credit assignment problem, which we combine with Message Passing Networks to propagate information between neighboring mesh elements. We experimentally validate our approach, Adaptive Swarm Mesh Refinement (ASMR), on challenging refinement tasks. Our approach learns reliable and efficient refinement strategies that can robustly generalize to different domains during inference. Additionally, it achieves a speedup of up to $2$ orders of magnitude compared to uniform refinements in more demanding simulations. We outperform learned baselines and heuristics, achieving a refinement quality that is on par with costly error-based oracle AMR strategies.

cs.MA

Meta-Learning Regrasping Strategies for Physical-Agnostic Objects

Grasping inhomogeneous objects in real-world applications remains a challenging task due to the unknown physical properties such as mass distribution and coefficient of friction. In this study, we propose a meta-learning algorithm called ConDex, which incorporates Conditional Neural Processes (CNP) with DexNet-2.0 to autonomously discern the underlying physical properties of objects using depth images. ConDex efficiently acquires physical embeddings from limited trials, enabling precise grasping point estimation. Furthermore, ConDex is capable of updating the predicted grasping quality iteratively from new trials in an online fashion. To the best of our knowledge, we are the first who generate two object datasets focusing on inhomogeneous physical properties with varying mass distributions and friction coefficients. Extensive evaluations in simulation demonstrate ConDex's superior performance over DexNet-2.0 and existing meta-learning-based grasping pipelines. Furthermore, ConDex shows robust generalization to previously unseen real-world objects despite training solely in the simulation. The synthetic and real-world datasets will be published as well.

cs.RO

SA6D: Self-Adaptive Few-Shot 6D Pose Estimator for Novel and Occluded Objects

To enable meaningful robotic manipulation of objects in the real-world, 6D pose estimation is one of the critical aspects. Most existing approaches have difficulties to extend predictions to scenarios where novel object instances are continuously introduced, especially with heavy occlusions. In this work, we propose a few-shot pose estimation (FSPE) approach called SA6D, which uses a self-adaptive segmentation module to identify the novel target object and construct a point cloud model of the target object using only a small number of cluttered reference images. Unlike existing methods, SA6D does not require object-centric reference images or any additional object information, making it a more generalizable and scalable solution across categories. We evaluate SA6D on real-world tabletop object datasets and demonstrate that SA6D outperforms existing FSPE methods, particularly in cluttered scenes with occlusions, while requiring fewer reference images.

cs.CV

Enhancing Interpretable Object Abstraction via Clustering-based Slot Initialization

Object-centric representations using slots have shown the advances towards efficient, flexible and interpretable abstraction from low-level perceptual features in a compositional scene. Current approaches randomize the initial state of slots followed by an iterative refinement. As we show in this paper, the random slot initialization significantly affects the accuracy of the final slot prediction. Moreover, current approaches require a predetermined number of slots from prior knowledge of the data, which limits the applicability in the real world. In our work, we initialize the slot representations with clustering algorithms conditioned on the perceptual input features. This requires an additional layer in the architecture to initialize the slots given the identified clusters. We design permutation invariant and permutation equivariant versions of this layer to enable the exchangeable slot representations after clustering. Additionally, we employ mean-shift clustering to automatically identify the number of slots for a given scene. We evaluate our method on object discovery and novel view synthesis tasks with various datasets. The results show that our method outperforms prior works consistently, especially for complex scenes.

cs.CV

Reactive Motion Generation on Learned Riemannian Manifolds

In recent decades, advancements in motion learning have enabled robots to acquire new skills and adapt to unseen conditions in both structured and unstructured environments. In practice, motion learning methods capture relevant patterns and adjust them to new conditions such as dynamic obstacle avoidance or variable targets. In this paper, we investigate the robot motion learning paradigm from a Riemannian manifold perspective. We argue that Riemannian manifolds may be learned via human demonstrations in which geodesics are natural motion skills. The geodesics are generated using a learned Riemannian metric produced by our novel variational autoencoder (VAE), which is especially intended to recover full-pose end-effector states and joint space configurations. In addition, we propose a technique for facilitating on-the-fly end-effector/multiple-limb obstacle avoidance by reshaping the learned manifold using an obstacle-aware ambient metric. The motion generated using these geodesics may naturally result in multiple-solution tasks that have not been explicitly demonstrated previously. We extensively tested our approach in task space and joint space scenarios using a 7-DoF robotic manipulator. We demonstrate that our method is capable of learning and generating motion skills based on complicated motion patterns demonstrated by a human operator. Additionally, we assess several obstacle avoidance strategies and generate trajectories in multiple-mode settings.

cs.RO

DMFC-GraspNet: Differentiable Multi-Fingered Robotic Grasp Generation in Cluttered Scenes

Robotic grasping is a fundamental skill required for object manipulation in robotics. Multi-fingered robotic hands, which mimic the structure of the human hand, can potentially perform complex object manipulation. Nevertheless, current techniques for multi-fingered robotic grasping frequently predict only a single grasp for each inference time, limiting computational efficiency and their versatility, i.e. unimodal grasp distribution. This paper proposes a differentiable multi-fingered grasp generation network (DMFC-GraspNet) with three main contributions to address this challenge. Firstly, a novel neural grasp planner is proposed, which predicts a new grasp representation to enable versatile and dense grasp predictions. Secondly, a scene creation and label mapping method is developed for dense labeling of multi-fingered robotic hands, which allows a dense association of ground truth grasps. Thirdly, we propose to train DMFC-GraspNet end-to-end using using a forward-backward automatic differentiation approach with both a supervised loss and a differentiable collision loss and a generalized Q 1 grasp metric loss. The proposed approach is evaluated using the Shadow Dexterous Hand on Mujoco simulation and ablated by different choices of loss functions. The results demonstrate the effectiveness of the proposed approach in predicting versatile and dense grasps, and in advancing the field of multi-fingered robotic grasping.

cs.RO

A Unified Perspective on Natural Gradient Variational Inference with Gaussian Mixture Models

Variational inference with Gaussian mixture models (GMMs) enables learning of highly tractable yet multi-modal approximations of intractable target distributions with up to a few hundred dimensions. The two currently most effective methods for GMM-based variational inference, VIPS and iBayes-GMM, both employ independent natural gradient updates for the individual components and their weights. We show for the first time, that their derived updates are equivalent, although their practical implementations and theoretical guarantees differ. We identify several design choices that distinguish both approaches, namely with respect to sample selection, natural gradient estimation, stepsize adaptation, and whether trust regions are enforced or the number of components adapted. We argue that for both approaches, the quality of the learned approximations can heavily suffer from the respective design choices: By updating the individual components using samples from the mixture model, iBayes-GMM often fails to produce meaningful updates to low-weight components, and by using a zero-order method for estimating the natural gradient, VIPS scales badly to higher-dimensional problems. Furthermore, we show that information-geometric trust-regions (used by VIPS) are effective even when using first-order natural gradient estimates, and often outperform the improved Bayesian learning rule (iBLR) update used by iBayes-GMM. We systematically evaluate the effects of design choices and show that a hybrid approach significantly outperforms both prior works. Along with this work, we publish our highly modular and efficient implementation for natural gradient variational inference with Gaussian mixture models, which supports 432 different combinations of design choices, facilitates the reproduction of all our experiments, and may prove valuable for the practitioner.

cs.LG

MP3: Movement Primitive-Based (Re-)Planning Policy

We introduce a novel deep reinforcement learning (RL) approach called Movement Primitive-based Planning Policy (MP3). By integrating movement primitives (MPs) into the deep RL framework, MP3 enables the generation of smooth trajectories throughout the whole learning process while effectively learning from sparse and non-Markovian rewards. Additionally, MP3 maintains the capability to adapt to changes in the environment during execution. Although many early successes in robot RL have been achieved by combining RL with MPs, these approaches are often limited to learning single stroke-based motions, lacking the ability to adapt to task variations or adjust motions during execution. Building upon our previous work, which introduced an episode-based RL method for the non-linear adaptation of MP parameters to different task variations, this paper extends the approach to incorporating replanning strategies. This allows adaptation of the MP parameters throughout motion execution, addressing the lack of online motion adaptation in stochastic domains requiring feedback. We compared our approach against state-of-the-art deep RL and RL with MPs methods. The results demonstrated improved performance in sophisticated, sparse reward settings and in domains requiring replanning.

cs.LG

SyMFM6D: Symmetry-aware Multi-directional Fusion for Multi-View 6D Object Pose Estimation

Detecting objects and estimating their 6D poses is essential for automated systems to interact safely with the environment. Most 6D pose estimators, however, rely on a single camera frame and suffer from occlusions and ambiguities due to object symmetries. We overcome this issue by presenting a novel symmetry-aware multi-view 6D pose estimator called SyMFM6D. Our approach efficiently fuses the RGB-D frames from multiple perspectives in a deep multi-directional fusion network and predicts predefined keypoints for all objects in the scene simultaneously. Based on the keypoints and an instance semantic segmentation, we efficiently compute the 6D poses by least-squares fitting. To address the ambiguity issues for symmetric objects, we propose a novel training procedure for symmetry-aware keypoint detection including a new objective function. Our SyMFM6D network significantly outperforms the state-of-the-art in both single-view and multi-view 6D pose estimation. We furthermore show the effectiveness of our symmetry-aware training procedure and demonstrate that our approach is robust towards inaccurate camera calibration and dynamic camera setups.

cs.CV

Curriculum-Based Imitation of Versatile Skills

Learning skills by imitation is a promising concept for the intuitive teaching of robots. A common way to learn such skills is to learn a parametric model by maximizing the likelihood given the demonstrations. Yet, human demonstrations are often multi-modal, i.e., the same task is solved in multiple ways which is a major challenge for most imitation learning methods that are based on such a maximum likelihood (ML) objective. The ML objective forces the model to cover all data, it prevents specialization in the context space and can cause mode-averaging in the behavior space, leading to suboptimal or potentially catastrophic behavior. Here, we alleviate those issues by introducing a curriculum using a weight for each data point, allowing the model to specialize on data it can represent while incentivizing it to cover as much data as possible by an entropy bonus. We extend our algorithm to a Mixture of (linear) Experts (MoE) such that the single components can specialize on local context regions, while the MoE covers all data points. We evaluate our approach in complex simulated and real robot control tasks and show it learns from versatile human demonstrations and significantly outperforms current SOTA methods. A reference implementation can be found at https://github.com/intuitive-robots/ml-cur

cs.LG

Grounding Graph Network Simulators using Physical Sensor Observations

Physical simulations that accurately model reality are crucial for many engineering disciplines such as mechanical engineering and robotic motion planning. In recent years, learned Graph Network Simulators produced accurate mesh-based simulations while requiring only a fraction of the computational cost of traditional simulators. Yet, the resulting predictors are confined to learning from data generated by existing mesh-based simulators and thus cannot include real world sensory information such as point cloud data. As these predictors have to simulate complex physical systems from only an initial state, they exhibit a high error accumulation for long-term predictions. In this work, we integrate sensory information to ground Graph Network Simulators on real world observations. In particular, we predict the mesh state of deformable objects by utilizing point cloud data. The resulting model allows for accurate predictions over longer time horizons, even under uncertainties in the simulation, such as unknown material properties. Since point clouds are usually not available for every time step, especially in online settings, we employ an imputation-based model. The model can make use of such additional information only when provided, and resorts to a standard Graph Network Simulator, otherwise. We experimentally validate our approach on a suite of prediction tasks for mesh-based interactions between soft and rigid bodies. Our method results in utilization of additional point cloud information to accurately predict stable simulations where existing Graph Network Simulators fail.

cs.LG

LapGym -- An Open Source Framework for Reinforcement Learning in Robot-Assisted Laparoscopic Surgery

Recent advances in reinforcement learning (RL) have increased the promise of introducing cognitive assistance and automation to robot-assisted laparoscopic surgery (RALS). However, progress in algorithms and methods depends on the availability of standardized learning environments that represent skills relevant to RALS. We present LapGym, a framework for building RL environments for RALS that models the challenges posed by surgical tasks, and sofa_env, a diverse suite of 12 environments. Motivated by surgical training, these environments are organized into 4 tracks: Spatial Reasoning, Deformable Object Manipulation & Grasping, Dissection, and Thread Manipulation. Each environment is highly parametrizable for increasing difficulty, resulting in a high performance ceiling for new algorithms. We use Proximal Policy Optimization (PPO) to establish a baseline for model-free RL algorithms, investigating the effect of several environment parameters on task difficulty. Finally, we show that many environments and parameter configurations reflect well-known, open problems in RL research, allowing researchers to continue exploring these fundamental problems in a surgical context. We aim to provide a challenging, standard environment suite for further development of RL for RALS, ultimately helping to realize the full potential of cognitive surgical robotics. LapGym is publicly accessible through GitHub (https://github.com/ScheiklP/lap_gym).

cs.RO

Inferring Versatile Behavior from Demonstrations by Matching Geometric Descriptors

Humans intuitively solve tasks in versatile ways, varying their behavior in terms of trajectory-based planning and for individual steps. Thus, they can easily generalize and adapt to new and changing environments. Current Imitation Learning algorithms often only consider unimodal expert demonstrations and act in a state-action-based setting, making it difficult for them to imitate human behavior in case of versatile demonstrations. Instead, we combine a mixture of movement primitives with a distribution matching objective to learn versatile behaviors that match the expert's behavior and versatility. To facilitate generalization to novel task configurations, we do not directly match the agent's and expert's trajectory distributions but rather work with concise geometric descriptors which generalize well to unseen task configurations. We empirically validate our method on various robot tasks using versatile human demonstrations and compare to imitation learning algorithms in a state-action setting as well as a trajectory-based setting. We find that the geometric descriptors greatly help in generalizing to new task configurations and that combining them with our distribution-matching objective is crucial for representing and reproducing versatile behavior.

cs.RO

Deep Black-Box Reinforcement Learning with Movement Primitives

\Episode-based reinforcement learning (ERL) algorithms treat reinforcement learning (RL) as a black-box optimization problem where we learn to select a parameter vector of a controller, often represented as a movement primitive, for a given task descriptor called a context. ERL offers several distinct benefits in comparison to step-based RL. It generates smooth control trajectories, can handle non-Markovian reward definitions, and the resulting exploration in parameter space is well suited for solving sparse reward settings. Yet, the high dimensionality of the movement primitive parameters has so far hampered the effective use of deep RL methods. In this paper, we present a new algorithm for deep ERL. It is based on differentiable trust region layers, a successful on-policy deep RL algorithm. These layers allow us to specify trust regions for the policy update that are solved exactly for each state using convex optimization, which enables policies learning with the high precision required for the ERL. We compare our ERL algorithm to state-of-the-art step-based algorithms in many complex simulated robotic control tasks. In doing so, we investigate different reward formulations - dense, sparse, and non-Markovian. While step-based algorithms perform well only on dense rewards, ERL performs favorably on sparse and non-Markovian rewards. Moreover, our results show that the sparse and the non-Markovian rewards are also often better suited to define the desired behavior, allowing us to obtain considerably higher quality policies compared to step-based RL.

cs.LG

On Uncertainty in Deep State Space Models for Model-Based Reinforcement Learning

Improved state space models, such as Recurrent State Space Models (RSSMs), are a key factor behind recent advances in model-based reinforcement learning (RL). Yet, despite their empirical success, many of the underlying design choices are not well understood. We show that RSSMs use a suboptimal inference scheme and that models trained using this inference overestimate the aleatoric uncertainty of the ground truth system. We find this overestimation implicitly regularizes RSSMs and allows them to succeed in model-based RL. We postulate that this implicit regularization fulfills the same functionality as explicitly modeling epistemic uncertainty, which is crucial for many other model-based RL approaches. Yet, overestimating aleatoric uncertainty can also impair performance in cases where accurately estimating it matters, e.g., when we have to deal with occlusions, missing observations, or fusing sensor modalities at different frequencies. Moreover, the implicit regularization is a side-effect of the inference scheme and not the result of a rigorous, principled formulation, which renders analyzing or improving RSSMs difficult. Thus, we propose an alternative approach building on well-understood components for modeling aleatoric and epistemic uncertainty, dubbed Variational Recurrent Kalman Network (VRKN). This approach uses Kalman updates for exact smoothing inference in a latent space and Monte Carlo Dropout to model epistemic uncertainty. Due to the Kalman updates, the VRKN can naturally handle missing observations or sensor fusion problems with varying numbers of observations per time step. Our experiments show that using the VRKN instead of the RSSM improves performance in tasks where appropriately capturing aleatoric uncertainty is crucial while matching it in the deterministic standard benchmarks.

cs.LG

ProDMPs: A Unified Perspective on Dynamic and Probabilistic Movement Primitives

Movement Primitives (MPs) are a well-known concept to represent and generate modular trajectories. MPs can be broadly categorized into two types: (a) dynamics-based approaches that generate smooth trajectories from any initial state, e. g., Dynamic Movement Primitives (DMPs), and (b) probabilistic approaches that capture higher-order statistics of the motion, e. g., Probabilistic Movement Primitives (ProMPs). To date, however, there is no method that unifies both, i. e. that can generate smooth trajectories from an arbitrary initial state while capturing higher-order statistics. In this paper, we introduce a unified perspective of both approaches by solving the ODE underlying the DMPs. We convert expensive online numerical integration of DMPs into basis functions that can be computed offline. These basis functions can be used to represent trajectories or trajectory distributions similar to ProMPs while maintaining all the properties of dynamical systems. Since we inherit the properties of both methodologies, we call our proposed model Probabilistic Dynamic Movement Primitives (ProDMPs). Additionally, we embed ProDMPs in deep neural network architecture and propose a new cost function for efficient end-to-end learning of higher-order trajectory statistics. To this end, we leverage Bayesian Aggregation for non-linear iterative conditioning on sensory inputs. Our proposed model achieves smooth trajectory generation, goal-attractor convergence, correlation analysis, non-linear conditioning, and online re-planing in one framework.

cs.RO