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Hamidreza Kasaei

Publications and source records attributed to Hamidreza Kasaei.

At least 37 records · Page 2Linked to original sources

Lifelong Robot Library Learning: Bootstrapping Composable and Generalizable Skills for Embodied Control with Language Models

Large Language Models (LLMs) have emerged as a new paradigm for embodied reasoning and control, most recently by generating robot policy code that utilizes a custom library of vision and control primitive skills. However, prior arts fix their skills library and steer the LLM with carefully hand-crafted prompt engineering, limiting the agent to a stationary range of addressable tasks. In this work, we introduce LRLL, an LLM-based lifelong learning agent that continuously grows the robot skill library to tackle manipulation tasks of ever-growing complexity. LRLL achieves this with four novel contributions: 1) a soft memory module that allows dynamic storage and retrieval of past experiences to serve as context, 2) a self-guided exploration policy that proposes new tasks in simulation, 3) a skill abstractor that distills recent experiences into new library skills, and 4) a lifelong learning algorithm for enabling human users to bootstrap new skills with minimal online interaction. LRLL continuously transfers knowledge from the memory to the library, building composable, general and interpretable policies, while bypassing gradient-based optimization, thus relieving the learner from catastrophic forgetting. Empirical evaluation in a simulated tabletop environment shows that LRLL outperforms end-to-end and vanilla LLM approaches in the lifelong setup while learning skills that are transferable to the real world. Project material will become available at the webpage https://gtziafas.github.io/LRLL_project.

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Self-Supervised Learning for Joint Pushing and Grasping Policies in Highly Cluttered Environments

Robots often face situations where grasping a goal object is desirable but not feasible due to other present objects preventing the grasp action. We present a deep Reinforcement Learning approach to learn grasping and pushing policies for manipulating a goal object in highly cluttered environments to address this problem. In particular, a dual Reinforcement Learning model approach is proposed, which presents high resilience in handling complicated scenes, reaching an average of 98% task completion using primitive objects in a simulation environment. To evaluate the performance of the proposed approach, we performed two extensive sets of experiments in packed objects and a pile of object scenarios with a total of 1000 test runs in simulation. Experimental results showed that the proposed method worked very well in both scenarios and outperformed the recent state-of-the-art approaches. Demo video, trained models, and source code for the results reproducibility purpose are publicly available. https://sites.google.com/view/pushandgrasp/home

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Harnessing the Synergy between Pushing, Grasping, and Throwing to Enhance Object Manipulation in Cluttered Scenarios

In this work, we delve into the intricate synergy among non-prehensile actions like pushing, and prehensile actions such as grasping and throwing, within the domain of robotic manipulation. We introduce an innovative approach to learning these synergies by leveraging model-free deep reinforcement learning. The robot's workflow involves detecting the pose of the target object and the basket at each time step, predicting the optimal push configuration to isolate the target object, determining the appropriate grasp configuration, and inferring the necessary parameters for an accurate throw into the basket. This empowers robots to skillfully reconfigure cluttered scenarios through pushing, creating space for collision-free grasping actions. Simultaneously, we integrate throwing behavior, showcasing how this action significantly extends the robot's operational reach. Ensuring safety, we developed a simulation environment in Gazebo for robot training, applying the learned policy directly to our real robot. Notably, this work represents a pioneering effort to learn the synergy between pushing, grasping, and throwing actions. Extensive experimentation in both simulated and real-robot scenarios substantiates the effectiveness of our approach across diverse settings. Our approach achieves a success rate exceeding 80\% in both simulated and real-world scenarios. A video showcasing our experiments is available online at: https://youtu.be/q1l4BJVDbRw

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Lifelong Ensemble Learning based on Multiple Representations for Few-Shot Object Recognition

Service robots are integrating more and more into our daily lives to help us with various tasks. In such environments, robots frequently face new objects while working in the environment and need to learn them in an open-ended fashion. Furthermore, such robots must be able to recognize a wide range of object categories. In this paper, we present a lifelong ensemble learning approach based on multiple representations to address the few-shot object recognition problem. In particular, we form ensemble methods based on deep representations and handcrafted 3D shape descriptors. To facilitate lifelong learning, each approach is equipped with a memory unit for storing and retrieving object information instantly. The proposed model is suitable for open-ended learning scenarios where the number of 3D object categories is not fixed and can grow over time. We have performed extensive sets of experiments to assess the performance of the proposed approach in offline, and open-ended scenarios. For the evaluation purpose, in addition to real object datasets, we generate a large synthetic household objects dataset consisting of 27000 views of 90 objects. Experimental results demonstrate the effectiveness of the proposed method on online few-shot 3D object recognition tasks, as well as its superior performance over the state-of-the-art open-ended learning approaches. Furthermore, our results show that while ensemble learning is modestly beneficial in offline settings, it is significantly beneficial in lifelong few-shot learning situations. Additionally, we demonstrated the effectiveness of our approach in both simulated and real-robot settings, where the robot rapidly learned new categories from limited examples.

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Frontier Semantic Exploration for Visual Target Navigation

This work focuses on the problem of visual target navigation, which is very important for autonomous robots as it is closely related to high-level tasks. To find a special object in unknown environments, classical and learning-based approaches are fundamental components of navigation that have been investigated thoroughly in the past. However, due to the difficulty in the representation of complicated scenes and the learning of the navigation policy, previous methods are still not adequate, especially for large unknown scenes. Hence, we propose a novel framework for visual target navigation using the frontier semantic policy. In this proposed framework, the semantic map and the frontier map are built from the current observation of the environment. Using the features of the maps and object category, deep reinforcement learning enables to learn a frontier semantic policy which can be used to select a frontier cell as a long-term goal to explore the environment efficiently. Experiments on Gibson and Habitat-Matterport 3D (HM3D) demonstrate that the proposed framework significantly outperforms existing map-based methods in terms of success rate and efficiency. Ablation analysis also indicates that the proposed approach learns a more efficient exploration policy based on the frontiers. A demonstration is provided to verify the applicability of applying our model to real-world transfer. The supplementary video and code can be accessed via the following link: https://sites.google.com/view/fsevn.

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L3MVN: Leveraging Large Language Models for Visual Target Navigation

Visual target navigation in unknown environments is a crucial problem in robotics. Despite extensive investigation of classical and learning-based approaches in the past, robots lack common-sense knowledge about household objects and layouts. Prior state-of-the-art approaches to this task rely on learning the priors during the training and typically require significant expensive resources and time for learning. To address this, we propose a new framework for visual target navigation that leverages Large Language Models (LLM) to impart common sense for object searching. Specifically, we introduce two paradigms: (i) zero-shot and (ii) feed-forward approaches that use language to find the relevant frontier from the semantic map as a long-term goal and explore the environment efficiently. Our analysis demonstrates the notable zero-shot generalization and transfer capabilities from the use of language. Experiments on Gibson and Habitat-Matterport 3D (HM3D) demonstrate that the proposed framework significantly outperforms existing map-based methods in terms of success rate and generalization. Ablation analysis also indicates that the common-sense knowledge from the language model leads to more efficient semantic exploration. Finally, we provide a real robot experiment to verify the applicability of our framework in real-world scenarios. The supplementary video and code can be accessed via the following link: https://sites.google.com/view/l3mvn.

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GraspCaps: A Capsule Network Approach for Familiar 6DoF Object Grasping

As robots become more widely available outside industrial settings, the need for reliable object grasping and manipulation is increasing. In such environments, robots must be able to grasp and manipulate novel objects in various situations. This paper presents GraspCaps, a novel architecture based on Capsule Networks for generating per-point 6D grasp configurations for familiar objects. GraspCaps extracts a rich feature vector of the objects present in the point cloud input, which is then used to generate per-point grasp vectors. This approach allows the network to learn specific grasping strategies for each object category. In addition to GraspCaps, the paper also presents a method for generating a large object-grasping dataset using simulated annealing. The obtained dataset is then used to train the GraspCaps network. Through extensive experiments, we evaluate the performance of the proposed approach, particularly in terms of the success rate of grasping familiar objects in challenging real and simulated scenarios. The experimental results showed that the overall object-grasping performance of the proposed approach is significantly better than the selected baseline. This superior performance highlights the effectiveness of the GraspCaps in achieving successful object grasping across various scenarios.

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Language-guided Robot Grasping: CLIP-based Referring Grasp Synthesis in Clutter

Robots operating in human-centric environments require the integration of visual grounding and grasping capabilities to effectively manipulate objects based on user instructions. This work focuses on the task of referring grasp synthesis, which predicts a grasp pose for an object referred through natural language in cluttered scenes. Existing approaches often employ multi-stage pipelines that first segment the referred object and then propose a suitable grasp, and are evaluated in private datasets or simulators that do not capture the complexity of natural indoor scenes. To address these limitations, we develop a challenging benchmark based on cluttered indoor scenes from OCID dataset, for which we generate referring expressions and connect them with 4-DoF grasp poses. Further, we propose a novel end-to-end model (CROG) that leverages the visual grounding capabilities of CLIP to learn grasp synthesis directly from image-text pairs. Our results show that vanilla integration of CLIP with pretrained models transfers poorly in our challenging benchmark, while CROG achieves significant improvements both in terms of grounding and grasping. Extensive robot experiments in both simulation and hardware demonstrate the effectiveness of our approach in challenging interactive object grasping scenarios that include clutter.

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Fine-grained 3D object recognition: an approach and experiments

Three-dimensional (3D) object recognition technology is being used as a core technology in advanced technologies such as autonomous driving of automobiles. There are two sets of approaches for 3D object recognition: (i) hand-crafted approaches like Global Orthographic Object Descriptor (GOOD), and (ii) deep learning-based approaches such as MobileNet and VGG. However, it is needed to know which of these approaches works better in an open-ended domain where the number of known categories increases over time, and the system should learn about new object categories using few training examples. In this paper, we first implemented an offline 3D object recognition system that takes an object view as input and generates category labels as output. In the offline stage, instance-based learning (IBL) is used to form a new category and we use K-fold cross-validation to evaluate the obtained object recognition performance. We then test the proposed approach in an online fashion by integrating the code into a simulated teacher test. As a result, we concluded that the approach using deep learning features is more suitable for open-ended fashion. Moreover, we observed that concatenating the hand-crafted and deep learning features increases the classification accuracy.

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Learning Perceptive Bipedal Locomotion over Irregular Terrain

In this paper we propose a novel bipedal locomotion controller that uses noisy exteroception to traverse a wide variety of terrains. Building on the cutting-edge advancements in attention based belief encoding for quadrupedal locomotion, our work extends these methods to the bipedal domain, resulting in a robust and reliable internal belief of the terrain ahead despite noisy sensor inputs. Additionally, we present a reward function that allows the controller to successfully traverse irregular terrain. We compare our method with a proprioceptive baseline and show that our method is able to traverse a wide variety of terrains and greatly outperforms the state-of-the-art in terms of robustness, speed and efficiency.

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MORE: Simultaneous Multi-View 3D Object Recognition and Pose Estimation

Simultaneous object recognition and pose estimation are two key functionalities for robots to safely interact with humans as well as environments. Although both object recognition and pose estimation use visual input, most state-of-the-art tackles them as two separate problems since the former needs a view-invariant representation while object pose estimation necessitates a view-dependent description. Nowadays, multi-view Convolutional Neural Network (MVCNN) approaches show state-of-the-art classification performance. Although MVCNN object recognition has been widely explored, there has been very little research on multi-view object pose estimation methods, and even less on addressing these two problems simultaneously. The pose of virtual cameras in MVCNN methods is often predefined in advance, leading to bound the application of such approaches. In this paper, we propose an approach capable of handling object recognition and pose estimation simultaneously. In particular, we develop a deep object-agnostic entropy estimation model, capable of predicting the best viewpoints of a given 3D object. The obtained views of the object are then fed to the network to simultaneously predict the pose and category label of the target object. Experimental results showed that the views obtained from such positions are descriptive enough to achieve a good accuracy score. Furthermore, we designed a real-life serve drink scenario to demonstrate how well the proposed approach worked in real robot tasks. Code is available online at: github.com/SubhadityaMukherjee/more_mvcnn

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Controllable Video Generation by Learning the Underlying Dynamical System with Neural ODE

Videos depict the change of complex dynamical systems over time in the form of discrete image sequences. Generating controllable videos by learning the dynamical system is an important yet underexplored topic in the computer vision community. This paper presents a novel framework, TiV-ODE, to generate highly controllable videos from a static image and a text caption. Specifically, our framework leverages the ability of Neural Ordinary Differential Equations~(Neural ODEs) to represent complex dynamical systems as a set of nonlinear ordinary differential equations. The resulting framework is capable of generating videos with both desired dynamics and content. Experiments demonstrate the ability of the proposed method in generating highly controllable and visually consistent videos, and its capability of modeling dynamical systems. Overall, this work is a significant step towards developing advanced controllable video generation models that can handle complex and dynamic scenes.

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Early or Late Fusion Matters: Efficient RGB-D Fusion in Vision Transformers for 3D Object Recognition

The Vision Transformer (ViT) architecture has established its place in computer vision literature, however, training ViTs for RGB-D object recognition remains an understudied topic, viewed in recent literature only through the lens of multi-task pretraining in multiple vision modalities. Such approaches are often computationally intensive, relying on the scale of multiple pretraining datasets to align RGB with 3D information. In this work, we propose a simple yet strong recipe for transferring pretrained ViTs in RGB-D domains for 3D object recognition, focusing on fusing RGB and depth representations encoded jointly by the ViT. Compared to previous works in multimodal Transformers, the key challenge here is to use the attested flexibility of ViTs to capture cross-modal interactions at the downstream and not the pretraining stage. We explore which depth representation is better in terms of resulting accuracy and compare early and late fusion techniques for aligning the RGB and depth modalities within the ViT architecture. Experimental results in the Washington RGB-D Objects dataset (ROD) demonstrate that in such RGB -> RGB-D scenarios, late fusion techniques work better than most popularly employed early fusion. With our transfer baseline, fusion ViTs score up to 95.4% top-1 accuracy in ROD, achieving new state-of-the-art results in this benchmark. We further show the benefits of using our multimodal fusion baseline over unimodal feature extractors in a synthetic-to-real visual adaptation as well as in an open-ended lifelong learning scenario in the ROD benchmark, where our model outperforms previous works by a margin of >8%. Finally, we integrate our method with a robot framework and demonstrate how it can serve as a perception utility in an interactive robot learning scenario, both in simulation and with a real robot.

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Enhancing Fine-Grained 3D Object Recognition using Hybrid Multi-Modal Vision Transformer-CNN Models

Robots operating in human-centered environments, such as retail stores, restaurants, and households, are often required to distinguish between similar objects in different contexts with a high degree of accuracy. However, fine-grained object recognition remains a challenge in robotics due to the high intra-category and low inter-category dissimilarities. In addition, the limited number of fine-grained 3D datasets poses a significant problem in addressing this issue effectively. In this paper, we propose a hybrid multi-modal Vision Transformer (ViT) and Convolutional Neural Networks (CNN) approach to improve the performance of fine-grained visual classification (FGVC). To address the shortage of FGVC 3D datasets, we generated two synthetic datasets. The first dataset consists of 20 categories related to restaurants with a total of 100 instances, while the second dataset contains 120 shoe instances. Our approach was evaluated on both datasets, and the results indicate that it outperforms both CNN-only and ViT-only baselines, achieving a recognition accuracy of 94.50 % and 93.51 % on the restaurant and shoe datasets, respectively. Additionally, we have made our FGVC RGB-D datasets available to the research community to enable further experimentation and advancement. Furthermore, we successfully integrated our proposed method with a robot framework and demonstrated its potential as a fine-grained perception tool in both simulated and real-world robotic scenarios.

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Instance-wise Grasp Synthesis for Robotic Grasping

Generating high-quality instance-wise grasp configurations provides critical information of how to grasp specific objects in a multi-object environment and is of high importance for robot manipulation tasks. This work proposed a novel \textbf{S}ingle-\textbf{S}tage \textbf{G}rasp (SSG) synthesis network, which performs high-quality instance-wise grasp synthesis in a single stage: instance mask and grasp configurations are generated for each object simultaneously. Our method outperforms state-of-the-art on robotic grasp prediction based on the OCID-Grasp dataset, and performs competitively on the JACQUARD dataset. The benchmarking results showed significant improvements compared to the baseline on the accuracy of generated grasp configurations. The performance of the proposed method has been validated through both extensive simulations and real robot experiments for three tasks including single object pick-and-place, grasp synthesis in cluttered environments and table cleaning task.

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IPPO: Obstacle Avoidance for Robotic Manipulators in Joint Space via Improved Proximal Policy Optimization

Reaching tasks with random targets and obstacles is a challenging task for robotic manipulators. In this study, we propose a novel model-free reinforcement learning approach based on proximal policy optimization (PPO) for training a deep policy to map the task space to the joint space of a 6-DoF manipulator. To facilitate the training process in a large workspace, we develop an efficient representation of environmental inputs and outputs. The calculation of the distance between obstacles and manipulator links is incorporated into the state representation using a geometry-based method. Additionally, to enhance the performance of the model in reaching tasks, we introduce the action ensembles method and design the policy to directly participate in value function updates in PPO. To overcome the challenges associated with training in real-robot environments, we develop a simulation environment in Gazebo to train the model as it produces a smaller Sim-to-Real gap compared to other simulators. However, training in Gazebo is time-intensive. To address this issue, we propose a Sim-to-Sim method to significantly reduce the training time. The trained model is then directly applied in a real-robot setup without fine-tuning. To evaluate the performance of the proposed approach, we perform several rounds of experiments in both simulated and real robots. We also compare the performance of the proposed approach with six baselines. The experimental results demonstrate the effectiveness of the proposed method in performing reaching tasks with and without obstacles. our method outperformed the selected baselines by a large margin in different reaching task scenarios. A video of these experiments has been attached to the paper as supplementary material.

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Simultaneous Multi-View Object Recognition and Grasping in Open-Ended Domains

To aid humans in everyday tasks, robots need to know which objects exist in the scene, where they are, and how to grasp and manipulate them in different situations. Therefore, object recognition and grasping are two key functionalities for autonomous robots. Most state-of-the-art approaches treat object recognition and grasping as two separate problems, even though both use visual input. Furthermore, the knowledge of the robot is fixed after the training phase. In such cases, if the robot encounters new object categories, it must be retrained to incorporate new information without catastrophic forgetting. In order to resolve this problem, we propose a deep learning architecture with an augmented memory capacity to handle open-ended object recognition and grasping simultaneously. In particular, our approach takes multi-views of an object as input and jointly estimates pixel-wise grasp configuration as well as a deep scale- and rotation-invariant representation as output. The obtained representation is then used for open-ended object recognition through a meta-active learning technique. We demonstrate the ability of our approach to grasp never-seen-before objects and to rapidly learn new object categories using very few examples on-site in both simulation and real-world settings. A video of these experiments is available online at: https://youtu.be/n9SMpuEkOgk

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MVGrasp: Real-Time Multi-View 3D Object Grasping in Highly Cluttered Environments

Nowadays robots play an increasingly important role in our daily life. In human-centered environments, robots often encounter piles of objects, packed items, or isolated objects. Therefore, a robot must be able to grasp and manipulate different objects in various situations to help humans with daily tasks. In this paper, we propose a multi-view deep learning approach to handle robust object grasping in human-centric domains. In particular, our approach takes a point cloud of an arbitrary object as an input, and then, generates orthographic views of the given object. The obtained views are finally used to estimate pixel-wise grasp synthesis for each object. We train the model end-to-end using a small object grasp dataset and test it on both simulations and real-world data without any further fine-tuning. To evaluate the performance of the proposed approach, we performed extensive sets of experiments in three scenarios, including isolated objects, packed items, and pile of objects. Experimental results show that our approach performed very well in all simulation and real-robot scenarios, and is able to achieve reliable closed-loop grasping of novel objects across various scene configurations.

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