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Ignacio Carlucho

Publications and source records attributed to Ignacio Carlucho.

36 records · Page 2Linked to original sources

MarineGym: A High-Performance Reinforcement Learning Platform for Underwater Robotics

This work presents the MarineGym, a high-performance reinforcement learning (RL) platform specifically designed for underwater robotics. It aims to address the limitations of existing underwater simulation environments in terms of RL compatibility, training efficiency, and standardized benchmarking. MarineGym integrates a proposed GPU-accelerated hydrodynamic plugin based on Isaac Sim, achieving a rollout speed of 250,000 frames per second on a single NVIDIA RTX 3060 GPU. It also provides five models of unmanned underwater vehicles (UUVs), multiple propulsion systems, and a set of predefined tasks covering core underwater control challenges. Additionally, the DR toolkit allows flexible adjustments of simulation and task parameters during training to improve Sim2Real transfer. Further benchmark experiments demonstrate that MarineGym improves training efficiency over existing platforms and supports robust policy adaptation under various perturbations. We expect this platform could drive further advancements in RL research for underwater robotics. For more details about MarineGym and its applications, please visit our project page: https://marine-gym.com/.

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SpasticMyoElbow: Physical Human-Robot Interaction Simulation Framework for Modelling Elbow Spasticity

Robotic devices hold great potential for efficient and reliable assessment of neuromotor abnormalities in post-stroke patients. However, spasticity caused by stroke is still assessed manually in clinical settings. The limited and variable nature of data collected from patients has long posed a major barrier to quantitatively modelling spasticity with robotic measurements and fully validating robotic assessment techniques. This paper presents a simulation framework developed to support the design and validation of elbow spasticity models and mitigate data problems. The framework consists of a simulation environment of robot-assisted spasticity assessment, two motion controllers for the robot and human models, and a stretch reflex controller. Our framework allows simulation based on synthetic data without experimental data from human subjects. Using this framework, we replicated the constant-velocity stretch experiment typically used in robot-assisted spasticity assessment and evaluated four types of spasticity models. Our results show that a spasticity reflex model incorporating feedback on both muscle fibre velocity and length more accurately captures joint resistance characteristics during passive elbow stretching in spastic patients than a force-dependent model. When integrated with an appropriate spasticity model, this simulation framework has the potential to generate extensive datasets of virtual patients for future research on spasticity assessment.

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MarineGym: Accelerated Training for Underwater Vehicles with High-Fidelity RL Simulation

Reinforcement Learning (RL) is a promising solution, allowing Unmanned Underwater Vehicles (UUVs) to learn optimal behaviors through trial and error. However, existing simulators lack efficient integration with RL methods, limiting training scalability and performance. This paper introduces MarineGym, a novel simulation framework designed to enhance RL training efficiency for UUVs by utilizing GPU acceleration. MarineGym offers a 10,000-fold performance improvement over real-time simulation on a single GPU, enabling rapid training of RL algorithms across multiple underwater tasks. Key features include realistic dynamic modeling of UUVs, parallel environment execution, and compatibility with popular RL frameworks like PyTorch and TorchRL. The framework is validated through four distinct tasks: station-keeping, circle tracking, helical tracking, and lemniscate tracking. This framework sets the stage for advancing RL in underwater robotics and facilitating efficient training in complex, dynamic environments.

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Learning Complex Teamwork Tasks Using a Given Sub-task Decomposition

Training a team to complete a complex task via multi-agent reinforcement learning can be difficult due to challenges such as policy search in a large joint policy space, and non-stationarity caused by mutually adapting agents. To facilitate efficient learning of complex multi-agent tasks, we propose an approach which uses an expert-provided decomposition of a task into simpler multi-agent sub-tasks. In each sub-task, a subset of the entire team is trained to acquire sub-task-specific policies. The sub-teams are then merged and transferred to the target task, where their policies are collectively fine-tuned to solve the more complex target task. We show empirically that such approaches can greatly reduce the number of timesteps required to solve a complex target task relative to training from-scratch. However, we also identify and investigate two problems with naive implementations of approaches based on sub-task decomposition, and propose a simple and scalable method to address these problems which augments existing actor-critic algorithms. We demonstrate the empirical benefits of our proposed method, enabling sub-task decomposition approaches to be deployed in diverse multi-agent tasks.

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Digital Twins Below the Surface: Enhancing Underwater Teleoperation

Subsea exploration, inspection, and intervention operations heavily rely on remotely operated vehicles (ROVs). However, the inherent complexity of the underwater environment presents significant challenges to the operators of these vehicles. This paper delves into the challenges associated with navigation and maneuvering tasks in the teleoperation of ROVs, such as reduced situational awareness and heightened teleoperator workload. To address these challenges, we introduce an underwater Digital Twin (DT) system designed to enhance underwater teleoperation, enable autonomous navigation, support system monitoring, and facilitate system testing through simulation. Our approach involves a dynamic representation of the underwater robot and its environment using desktop virtual reality, as well as the integration of mapping, localization, path planning and simulation capabilities within the DT system. Our research demonstrates the system's adaptability, versatility and feasibility, highlighting significant challenges and, in turn, improving the teleoperators' situational awareness and reducing their workload.

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Replication of Impedance Identification Experiments on a Reinforcement-Learning-Controlled Digital Twin of Human Elbows

This study presents a pioneering effort to replicate human neuromechanical experiments within a virtual environment utilising a digital human model. By employing MyoSuite, a state-of-the-art human motion simulation platform enhanced by Reinforcement Learning (RL), multiple types of impedance identification experiments of human elbow were replicated on a musculoskeletal model. We compared the elbow movement controlled by an RL agent with the motion of an actual human elbow in terms of the impedance identified in torque-perturbation experiments. The findings reveal that the RL agent exhibits higher elbow impedance to stabilise the target elbow motion under perturbation than a human does, likely due to its shorter reaction time and superior sensory capabilities. This study serves as a preliminary exploration into the potential of virtual environment simulations for neuromechanical research, offering an initial yet promising alternative to conventional experimental approaches. An RL-controlled digital twin with complete musculoskeletal models of the human body is expected to be useful in designing experiments and validating rehabilitation theory before experiments on real human subjects.

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A General Learning Framework for Open Ad Hoc Teamwork Using Graph-based Policy Learning

Open ad hoc teamwork is the problem of training a single agent to efficiently collaborate with an unknown group of teammates whose composition may change over time. A variable team composition creates challenges for the agent, such as the requirement to adapt to new team dynamics and dealing with changing state vector sizes. These challenges are aggravated in real-world applications in which the controlled agent only has a partial view of the environment. In this work, we develop a class of solutions for open ad hoc teamwork under full and partial observability. We start by developing a solution for the fully observable case that leverages graph neural network architectures to obtain an optimal policy based on reinforcement learning. We then extend this solution to partially observable scenarios by proposing different methodologies that maintain belief estimates over the latent environment states and team composition. These belief estimates are combined with our solution for the fully observable case to compute an agent's optimal policy under partial observability in open ad hoc teamwork. Empirical results demonstrate that our solution can learn efficient policies in open ad hoc teamwork in fully and partially observable cases. Further analysis demonstrates that our methods' success is a result of effectively learning the effects of teammates' actions while also inferring the inherent state of the environment under partial observability.

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Enhancing AUV Autonomy With Model Predictive Path Integral Control

Autonomous underwater vehicles (AUVs) play a crucial role in surveying marine environments, carrying out underwater inspection tasks, and ocean exploration. However, in order to ensure that the AUV is able to carry out its mission successfully, a control system capable of adapting to changing environmental conditions is required. Furthermore, to ensure the robotic platform's safe operation, the onboard controller should be able to operate under certain constraints. In this work, we investigate the feasibility of Model Predictive Path Integral Control (MPPI) for the control of an AUV. We utilise a non-linear model of the AUV to propagate the samples of the MPPI, which allow us to compute the control action in real time. We provide a detailed evaluation of the effect of the main hyperparameters on the performance of the MPPI controller. Furthermore, we compared the performance of the proposed method with a classical PID and Cascade PID approach, demonstrating the superiority of our proposed controller. Finally, we present results where environmental constraints are added and show how MPPI can handle them by simply incorporating those constraints in the cost function.

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Generating Teammates for Training Robust Ad Hoc Teamwork Agents via Best-Response Diversity

Ad hoc teamwork (AHT) is the challenge of designing a robust learner agent that effectively collaborates with unknown teammates without prior coordination mechanisms. Early approaches address the AHT challenge by training the learner with a diverse set of handcrafted teammate policies, usually designed based on an expert's domain knowledge about the policies the learner may encounter. However, implementing teammate policies for training based on domain knowledge is not always feasible. In such cases, recent approaches attempted to improve the robustness of the learner by training it with teammate policies generated by optimising information-theoretic diversity metrics. The problem with optimising existing information-theoretic diversity metrics for teammate policy generation is the emergence of superficially different teammates. When used for AHT training, superficially different teammate behaviours may not improve a learner's robustness during collaboration with unknown teammates. In this paper, we present an automated teammate policy generation method optimising the Best-Response Diversity (BRDiv) metric, which measures diversity based on the compatibility of teammate policies in terms of returns. We evaluate our approach in environments with multiple valid coordination strategies, comparing against methods optimising information-theoretic diversity metrics and an ablation not optimising any diversity metric. Our experiments indicate that optimising BRDiv yields a diverse set of training teammate policies that improve the learner's performance relative to previous teammate generation approaches when collaborating with near-optimal previously unseen teammate policies.

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MIDGARD: A Simulation Platform for Autonomous Navigation in Unstructured Environments

We present MIDGARD, an open-source simulation platform for autonomous robot navigation in outdoor unstructured environments. MIDGARD is designed to enable the training of autonomous agents (e.g., unmanned ground vehicles) in photorealistic 3D environments, and to support the generalization skills of learning-based agents through the variability in training scenarios. MIDGARD's main features include a configurable, extensible, and difficulty-driven procedural landscape generation pipeline, with fast and photorealistic scene rendering based on Unreal Engine. Additionally, MIDGARD has built-in support for OpenAI Gym, a programming interface for feature extension (e.g., integrating new types of sensors, customizing exposing internal simulation variables), and a variety of simulated agent sensors (e.g., RGB, depth and instance/semantic segmentation). We evaluate MIDGARD's capabilities as a benchmarking tool for robot navigation utilizing a set of state-of-the-art reinforcement learning algorithms. The results demonstrate MIDGARD's suitability as a simulation and training environment, as well as the effectiveness of our procedural generation approach in controlling scene difficulty, which directly reflects on accuracy metrics. MIDGARD build, source code and documentation are available at https://midgardsim.org/.

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A Survey of Ad Hoc Teamwork Research

Ad hoc teamwork is the research problem of designing agents that can collaborate with new teammates without prior coordination. This survey makes a two-fold contribution: First, it provides a structured description of the different facets of the ad hoc teamwork problem. Second, it discusses the progress that has been made in the field so far, and identifies the immediate and long-term open problems that need to be addressed in ad hoc teamwork.

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Deep Reinforcement Learning for Multi-Agent Interaction

The development of autonomous agents which can interact with other agents to accomplish a given task is a core area of research in artificial intelligence and machine learning. Towards this goal, the Autonomous Agents Research Group develops novel machine learning algorithms for autonomous systems control, with a specific focus on deep reinforcement learning and multi-agent reinforcement learning. Research problems include scalable learning of coordinated agent policies and inter-agent communication; reasoning about the behaviours, goals, and composition of other agents from limited observations; and sample-efficient learning based on intrinsic motivation, curriculum learning, causal inference, and representation learning. This article provides a broad overview of the ongoing research portfolio of the group and discusses open problems for future directions.

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Few-Shot Teamwork

We propose the novel few-shot teamwork (FST) problem, where skilled agents trained in a team to complete one task are combined with skilled agents from different tasks, and together must learn to adapt to an unseen but related task. We discuss how the FST problem can be seen as addressing two separate problems: one of reducing the experience required to train a team of agents to complete a complex task; and one of collaborating with unfamiliar teammates to complete a new task. Progress towards solving FST could lead to progress in both multi-agent reinforcement learning and ad hoc teamwork.

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Cooperative Marine Operations via Ad Hoc Teams

While research in ad hoc teamwork has great potential for solving real-world robotic applications, most developments so far have been focusing on environments with simple dynamics. In this article, we discuss how the problem of ad hoc teamwork can be of special interest for marine robotics and how it can aid marine operations. Particularly, we present a set of challenges that need to be addressed for achieving ad hoc teamwork in underwater environments and we discuss possible solutions based on current state-of-the-art developments in the ad hoc teamwork literature.

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Data-driven controllers and the need for perception systems in underwater manipulation

The underwater environment poses a complex problem for developing autonomous capabilities for Underwater Vehicle Manipulator Systems (UVMSs). The modeling of UVMSs is a complicated and costly process due to the highly nonlinear dynamics and the presence of unknown hydrodynamical effects. This is aggravated in tasks where the manipulation of objects is necessary, as this may not only introduce external disturbances that can lead to a fast degradation of the control system performance, but also requires the coordinating with a vision system for the correct grasping and operation of the object. In this article, we introduce a control strategy for UVMSs working with unknown payloads. The proposed control strategy is based on a data-driven optimal controller. We present a number of experimental results showing the benefits of the proposed strategy. Furthermore, we include a discussion regarding the visual perception requirements for the UVMS in order to achieve full autonomy in underwater manipulation tasks of unknown payloads.

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From market-ready ROVs to low-cost AUVs

Autonomous Underwater Vehicles (AUVs) are becoming increasingly important for different types of industrial applications. The generally high cost of (AUVs) restricts the access to them and therefore advances in research and technological development. However, recent advances have led to lower cost commercially available Remotely Operated Vehicles (ROVs), which present a platform that can be enhanced to enable a high degree of autonomy, similar to that of a high-end (AUV). In this article, we present how a low-cost commercial-off-the-shelf (ROV) can be used as a foundation for developing versatile and affordable (AUVs). We introduce the required hardware modifications to obtain a system capable of autonomous operations as well as the necessary software modules. Additionally, we present a set of use cases exhibiting the versatility of the developed platform for intervention and mapping tasks.

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Marine Vehicles Localization Using Grid Cells for Path Integration

Autonomous Underwater Vehicles (AUVs) are platforms used for research and exploration of marine environments. However, these types of vehicles face many challenges that hinder their widespread use in the industry. One of the main limitations is obtaining accurate position estimation, due to the lack of GPS signal underwater. This estimation is usually done with Kalman filters. However, new developments in the neuroscience field have shed light on the mechanisms by which mammals are able to obtain a reliable estimation of their current position based on external and internal motion cues. A new type of neuron, called Grid cells, has been shown to be part of path integration system in the brain. In this article, we show how grid cells can be used for obtaining a position estimation of underwater vehicles. The model of grid cells used requires only the linear velocities together with heading orientation and provides a reliable estimation of the vehicle's position. We provide simulation results for an AUV which show the feasibility of our proposed methodology.

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A reinforcement learning control approach for underwater manipulation under position and torque constraints

In marine operations underwater manipulators play a primordial role. However, due to uncertainties in the dynamic model and disturbances caused by the environment, low-level control methods require great capabilities to adapt to change. Furthermore, under position and torque constraints the requirements for the control system are greatly increased. Reinforcement learning is a data driven control technique that can learn complex control policies without the need of a model. The learning capabilities of these type of agents allow for great adaptability to changes in the operative conditions. In this article we present a novel reinforcement learning low-level controller for the position control of an underwater manipulator under torque and position constraints. The reinforcement learning agent is based on an actor-critic architecture using sensor readings as state information. Simulation results using the Reach Alpha 5 underwater manipulator show the advantages of the proposed control strategy.

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