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Humphrey Munn

Publications and source records attributed to Humphrey Munn.

6 recordsLinked to original sources

OrchardBench: A Physically-Grounded, GPU-Parallel Apple-Orchard Simulation Benchmark for Agricultural Robotics

Robotic tree-fruit harvesting is a flagship problem for agricultural automation, but progress is bottlenecked by the cost and irreproducibility of field experiments: an orchard is available only weeks a year, every tree is different, and a control error can permanently damage the crop or the plant. The tree models used in graphics and agronomy are geometrically detailed but physically inert, while the GPU-parallel simulators used in robot learning contain no plausible trees. We present OrchardBench, a physically-grounded, GPU-parallel simulation of apple-orchard trees on the Newton engine. Each tree is grown by a stochastic L-system and instantiated as a fully articulated body: branches are compliant torsional spring-dampers whose stiffness follows Euler-Bernoulli beam theory, they break at a wood modulus of rupture and fall as free hinges, and apples are independent bodies on stem tethers that detach at literature-grounded pull forces and load the branch when pulled. A moving, density-controllable foliage layer occludes the canopy as real leaves do. Every physical parameter is tied to a published source. Per-environment domain randomization makes each batched world a distinct tree, and a mobile manipulator with a wrist depth camera closes the loop with geometric fruit perception and an autonomous harvesting baseline. Careful engineering of the solver and the model lets OrchardBench run many parallel environments at interactive rates on a laptop GPU. We define the tasks and a metric suite spanning harvest completeness, throughput, and plant damage (with a per-canopy-zone breakdown), and report baseline results across foliage, fruit load, terrain, canopy zone, and parallelism. The analytic baseline succeeds on about 40% of the fruit it detects and harvests only about an eighth of the reachable fruit on a tree, leaving clear headroom for novel autonomy approaches.

cs.RO

RAPT: Model-Predictive Out-of-Distribution Detection and Failure Diagnosis for Sim-to-Real Humanoid Deployment

Deploying learned control policies is risky because policies that appear robust in simulation can confidently enter out-of-distribution (OOD) states after Sim-to-Real transfer, causing silent failures and potential hardware damage. Existing anomaly detectors often fail to meet the requirements of high-rate control, extremely low false-positive rates, and interpretable failure feedback. We present \textbf{RAPT} (Recurrent Anomaly Probabilistic Trajectory Model), a lightweight, self-supervised $50$\,Hz deployment monitor that learns nominal execution from large-scale simulation and produces calibrated, per-dimension predictive-deviation signals online. RAPT enables OOD detection under strict false-positive constraints while localizing \emph{when and where} real execution departs from nominal behavior. For post-hoc diagnosis, RAPT combines temporal saliency, joint-kinematic summaries, and LLM-based semantic reasoning to classify likely failure causes in a zero-shot setting. In simulation across four Isaac Lab tasks, RAPT improves TPR by $37\%$ over the strongest baseline at $0.5\%$ episode-level FPR; on hardware, it achieves $89\%$ TPR across $78$ trials with fewer false positives than high-frequency-compatible baselines, and reaches $75\%$ semantic failure diagnosis accuracy across $21$ categories on a challenging OOD subset. Project website, code, and videos: https://humphreymunn.github.io/RAPT/.

cs.RO

Scalable Multi-Objective Robot Reinforcement Learning through Gradient Conflict Resolution

Reinforcement Learning (RL) robot controllers usually aggregate many task objectives into one scalar reward. While large-scale proximal policy optimisation (PPO) has enabled impressive results such as robust robot locomotion in the real world, many tasks still require careful reward tuning and are brittle to local optima. Tuning cost and sub-optimality grow with the number of objectives, limiting scalability. Modelling reward vectors and their trade-offs can address these issues; however, multi-objective methods remain underused in RL for robotics because of computational cost and optimisation difficulty. In this work, we investigate the conflict between gradient contributions for each objective that emerge from scalarising the task objectives. In particular, we explicitly address the conflict between task-based rewards and terms that regularise the policy towards realistic behaviour. We propose GCR-PPO, a modification to actor-critic optimisation that decomposes the actor update into objective-wise gradients using a multi-headed critic and resolves conflicts based on the objective priority. Our methodology, GCR-PPO, is evaluated on the well-known IsaacLab manipulation and locomotion benchmarks and additional multi-objective modifications on two related tasks. We show superior scalability compared to parallel PPO (p = 0.04), without significant computational overhead. We also show higher performance with more conflicting tasks. GCR-PPO improves on large-scale PPO with an average improvement of 9.5%, with high-conflict tasks observing a greater improvement. The code is available at https://github.com/humphreymunn/GCR-PPO.

cs.RO

Whole-Body Dynamic Throwing with Legged Manipulators

Throwing with a legged robot involves precise coordination of object manipulation and locomotion - crucial for advanced real-world interactions. Most research focuses on either manipulation or locomotion, with minimal exploration of tasks requiring both. This work investigates leveraging all available motors (full-body) over arm-only throwing in legged manipulators. We frame the task as a deep reinforcement learning (RL) objective, optimising throwing accuracy towards any user-commanded target destination and the robot's stability. Evaluations on a humanoid and an armed quadruped in simulation show that full-body throwing improves range, accuracy, and stability by exploiting body momentum, counter-balancing, and full-body dynamics. We introduce an optimised adaptive curriculum to balance throwing accuracy and stability, along with a tailored RL environment setup for efficient learning in sparse-reward conditions. Unlike prior work, our approach generalises to targets in 3D space. We transfer our learned controllers from simulation to a real humanoid platform.

cs.RO

Towards Understanding the Link Between Modularity and Performance in Neural Networks for Reinforcement Learning

Modularity has been widely studied as a mechanism to improve the capabilities of neural networks through various techniques such as hand-crafted modular architectures and automatic approaches. While these methods have sometimes shown improvements towards generalisation ability, robustness, and efficiency, the mechanisms that enable modularity to give performance advantages are unclear. In this paper, we investigate this issue and find that the amount of network modularity for optimal performance is likely entangled in complex relationships between many other features of the network and problem environment. Therefore, direct optimisation or arbitrary designation of a suitable amount of modularity in neural networks may not be beneficial. We used a classic neuroevolutionary algorithm which enables rich, automatic optimisation and exploration of neural network architectures and weights with varying levels of modularity. The structural modularity and performance of networks generated by the NeuroEvolution of Augmenting Topologies algorithm was assessed on three reinforcement learning tasks, with and without an additional modularity objective. The results of the quality-diversity optimisation algorithm, MAP-Elites, suggest intricate conditional relationships between modularity, performance, and other predefined network features.

cs.NE

Assessing Evolutionary Terrain Generation Methods for Curriculum Reinforcement Learning

Curriculum learning allows complex tasks to be mastered via incremental progression over `stepping stone' goals towards a final desired behaviour. Typical implementations learn locomotion policies for challenging environments through gradual complexification of a terrain mesh generated through a parameterised noise function. To date, researchers have predominantly generated terrains from a limited range of noise functions, and the effect of the generator on the learning process is underrepresented in the literature. We compare popular noise-based terrain generators to two indirect encodings, CPPN and GAN. To allow direct comparison between both direct and indirect representations, we assess the impact of a range of representation-agnostic MAP-Elites feature descriptors that compute metrics directly from the generated terrain meshes. Next, performance and coverage are assessed when training a humanoid robot in a physics simulator using the PPO algorithm. Results describe key differences between the generators that inform their use in curriculum learning, and present a range of useful feature descriptors for uptake by the community.

cs.NE