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Ioannis Havoutis

Publications and source records attributed to Ioannis Havoutis.

At least 37 records · Page 2Linked to original sources

Acrobotics: A Generalist Approach to Quadrupedal Robots' Parkour

Climbing, crouching, bridging gaps, and walking up stairs are just a few of the advantages that quadruped robots have over wheeled robots, making them more suitable for navigating rough and unstructured terrain. However, executing such manoeuvres requires precise temporal coordination and complex agent-environment interactions. Moreover, legged locomotion is inherently more prone to slippage and tripping, and the classical approach of modeling such cases to design a robust controller thus quickly becomes impractical. In contrast, reinforcement learning offers a compelling solution by enabling optimal control through trial and error. We present a generalist reinforcement learning algorithm for quadrupedal agents in dynamic motion scenarios. The learned policy rivals state-of-the-art specialist policies trained using a mixture of experts approach, while using only 25% as many agents during training. Our experiments also highlight the key components of the generalist locomotion policy and the primary factors contributing to its success.

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RAKOMO: Reachability-Aware K-Order Markov Path Optimization for Quadrupedal Loco-Manipulation

Legged manipulators, such as quadrupeds equipped with robotic arms, require motion planning techniques that account for their complex kinematic constraints in order to perform manipulation tasks both safely and effectively. However, trajectory optimization methods often face challenges due to the hybrid dynamics introduced by contact discontinuities, and tend to neglect leg limitations during planning for computational reasons. In this work, we propose RAKOMO, a path optimization technique that integrates the strengths of K-Order Markov Optimization (KOMO) with a kinematically-aware criterion based on the reachable region defined as reachability margin. We leverage a neural-network to predict the margin and optimize it by incorporating it in the standard KOMO formulation. This approach enables rapid convergence of gradient-based motion planning -- commonly tailored for continuous systems -- while adapting it effectively to legged manipulators, successfully executing loco-manipulation tasks. We benchmark RAKOMO against a baseline KOMO approach through a set of simulations for pick-and-place tasks with the HyQReal quadruped robot equipped with a Kinova Gen3 robotic arm.

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Reference Free Platform Adaptive Locomotion for Quadrupedal Robots using a Dynamics Conditioned Policy

This article presents Platform Adaptive Locomotion (PAL), a unified control method for quadrupedal robots with different morphologies and dynamics. We leverage deep reinforcement learning to train a single locomotion policy on procedurally generated robots. The policy maps proprioceptive robot state information and base velocity commands into desired joint actuation targets, which are conditioned using a latent embedding of the temporally local system dynamics. We explore two conditioning strategies - one using a GRU-based dynamics encoder and another using a morphology-based property estimator - and show that morphology-aware conditioning outperforms temporal dynamics encoding regarding velocity task tracking for our hardware test on ANYmal C. Our results demonstrate that both approaches achieve robust zero-shot transfer across multiple unseen simulated quadrupeds. Furthermore, we demonstrate the need for careful robot reference modelling during training: exposing the policy to a diverse set of robot morphologies and dynamics leads to improved generalization, reducing the velocity tracking error by up to 30% compared to the baseline method. Despite PAL not surpassing the best-performing reference-free controller in all cases, our analysis uncovers critical design choices and informs improvements to the state of the art.

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Offline Adaptation of Quadruped Locomotion using Diffusion Models

We present a diffusion-based approach to quadrupedal locomotion that simultaneously addresses the limitations of learning and interpolating between multiple skills and of (modes) offline adapting to new locomotion behaviours after training. This is the first framework to apply classifier-free guided diffusion to quadruped locomotion and demonstrate its efficacy by extracting goal-conditioned behaviour from an originally unlabelled dataset. We show that these capabilities are compatible with a multi-skill policy and can be applied with little modification and minimal compute overhead, i.e., running entirely on the robots onboard CPU. We verify the validity of our approach with hardware experiments on the ANYmal quadruped platform.

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Improving Trajectory Stitching with Flow Models

Generative models have shown great promise as trajectory planners, given their affinity to modeling complex distributions and guidable inference process. Previous works have successfully applied these in the context of robotic manipulation but perform poorly when the required solution does not exist as a complete trajectory within the training set. We identify that this is a result of being unable to plan via stitching, and subsequently address the architectural and dataset choices needed to remedy this. On top of this, we propose a novel addition to the training and inference procedures to both stabilize and enhance these capabilities. We demonstrate the efficacy of our approach by generating plans with out of distribution boundary conditions and performing obstacle avoidance on the Franka Panda in simulation and on real hardware. In both of these tasks our method performs significantly better than the baselines and is able to avoid obstacles up to four times as large.

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Neural Associative Skill Memories for safer robotics and modelling human sensorimotor repertoires

Modern robots face challenges shared by humans, where machines must learn multiple sensorimotor skills and express them adaptively. Equipping robots with a human-like memory of how it feels to do multiple stereotypical movements can make robots more aware of normal operational states and help develop self-preserving safer robots. Associative Skill Memories (ASMs) aim to address this by linking movement primitives to sensory feedback, but existing implementations rely on hard-coded libraries of individual skills. A key unresolved problem is how a single neural network can learn a repertoire of skills while enabling fault detection and context-aware execution. Here we introduce Neural Associative Skill Memories (ASMs), a framework that utilises self-supervised predictive coding for temporal prediction to unify skill learning and expression, using biologically plausible learning rules. Unlike traditional ASMs which require explicit skill selection, Neural ASMs implicitly recognize and express skills through contextual inference, enabling fault detection across learned behaviours without an explicit skill selection mechanism. Compared to recurrent neural networks trained via backpropagation through time, our model achieves comparable qualitative performance in skill memory expression while using local learning rules and predicts a biologically relevant speed-accuracy trade-off during skill memory expression. This work advances the field of neurorobotics by demonstrating how predictive coding principles can model adaptive robot control and human motor preparation. By unifying fault detection, reactive control, skill memorisation and expression into a single energy-based architecture, Neural ASMs contribute to safer robotics and provide a computational lens to study biological sensorimotor learning.

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Adaptive Manipulation using Behavior Trees

Many manipulation tasks pose a challenge since they depend on non-visual environmental information that can only be determined after sustained physical interaction has already begun. This is particularly relevant for effort-sensitive, dynamics-dependent tasks such as tightening a valve. To perform these tasks safely and reliably, robots must be able to quickly adapt in response to unexpected changes during task execution, and should also learn from past experience to better inform future decisions. Humans can intuitively respond and adapt their manipulation strategy to suit such problems, but representing and implementing such behaviors for robots remains a challenge. In this work we show how this can be achieved within the framework of behavior trees. We present the adaptive behavior tree, a scalable and generalizable behavior tree design that enables a robot to quickly adapt to and learn from both visual and non-visual observations during task execution, preempting task failure or switching to a different manipulation strategy. The adaptive behavior tree selects the manipulation strategy that is predicted to optimize task performance, and learns from past experience to improve these predictions for future attempts. We test our approach on a variety of tasks commonly found in industry; the adaptive behavior tree demonstrates safety, robustness (100% success rate) and efficiency in task completion (up to 36% task speedup from the baseline).

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Discovery of skill switching criteria for learning agile quadruped locomotion

This paper develops a hierarchical learning and optimization framework that can learn and achieve well-coordinated multi-skill locomotion. The learned multi-skill policy can switch between skills automatically and naturally in tracking arbitrarily positioned goals and recover from failures promptly. The proposed framework is composed of a deep reinforcement learning process and an optimization process. First, the contact pattern is incorporated into the reward terms for learning different types of gaits as separate policies without the need for any other references. Then, a higher level policy is learned to generate weights for individual policies to compose multi-skill locomotion in a goal-tracking task setting. Skills are automatically and naturally switched according to the distance to the goal. The proper distances for skill switching are incorporated in reward calculation for learning the high level policy and updated by an outer optimization loop as learning progresses. We first demonstrated successful multi-skill locomotion in comprehensive tasks on a simulated Unitree A1 quadruped robot. We also deployed the learned policy in the real world showcasing trotting, bounding, galloping, and their natural transitions as the goal position changes. Moreover, the learned policy can react to unexpected failures at any time, perform prompt recovery, and resume locomotion successfully. Compared to discrete switch between single skills which failed to transition to galloping in the real world, our proposed approach achieves all the learned agile skills, with smoother and more continuous skill transitions.

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Constrained Skill Discovery: Quadruped Locomotion with Unsupervised Reinforcement Learning

Representation learning and unsupervised skill discovery can allow robots to acquire diverse and reusable behaviors without the need for task-specific rewards. In this work, we use unsupervised reinforcement learning to learn a latent representation by maximizing the mutual information between skills and states subject to a distance constraint. Our method improves upon prior constrained skill discovery methods by replacing the latent transition maximization with a norm-matching objective. This not only results in a much a richer state space coverage compared to baseline methods, but allows the robot to learn more stable and easily controllable locomotive behaviors. We successfully deploy the learned policy on a real ANYmal quadruped robot and demonstrate that the robot can accurately reach arbitrary points of the Cartesian state space in a zero-shot manner, using only an intrinsic skill discovery and standard regularization rewards.

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Gaitor: Learning a Unified Representation Across Gaits for Real-World Quadruped Locomotion

The current state-of-the-art in quadruped locomotion is able to produce a variety of complex motions. These methods either rely on switching between a discrete set of skills or learn a distribution across gaits using complex black-box models. Alternatively, we present Gaitor, which learns a disentangled and 2D representation across locomotion gaits. This learnt representation forms a planning space for closed-loop control delivering continuous gait transitions and perceptive terrain traversal. Gaitor's latent space is readily interpretable and we discover that during gait transitions, novel unseen gaits emerge. The latent space is disentangled with respect to footswing heights and lengths. This means that these gait characteristics can be varied independently in the 2D latent representation. Together with a simple terrain encoding and a learnt planner operating in the latent space, Gaitor can take motion commands including desired gait type and swing characteristics all while reacting to uneven terrain. We evaluate Gaitor in both simulation and the real world on the ANYmal C platform. To the best of our knowledge, this is the first work learning a unified and interpretable latent space for multiple gaits, resulting in continuous blending between different locomotion modes on a real quadruped robot. An overview of the methods and results in this paper is found at https://youtu.be/eVFQbRyilCA.

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Momentum-Aware Trajectory Optimisation using Full-Centroidal Dynamics and Implicit Inverse Kinematics

The current state-of-the-art gradient-based optimisation frameworks are able to produce impressive dynamic manoeuvres such as linear and rotational jumps. However, these methods, which optimise over the full rigid-body dynamics of the robot, often require precise foothold locations apriori, while real-time performance is not guaranteed without elaborate regularisation and tuning of the cost function. In contrast, we investigate the advantages of a task-space optimisation framework, with special focus on acrobatic motions. Our proposed formulation exploits the system's high-order nonlinearities, such as the nonholonomy of the angular momentum, in order to produce feasible, high-acceleration manoeuvres. By leveraging the full-centroidal dynamics of the quadruped ANYmal C and directly optimising its footholds and contact forces, the framework is capable of producing efficient motion plans with low computational overhead. Finally, we deploy our proposed framework on the ANYmal C platform, and demonstrate its true capabilities through real-world experiments, with the successful execution of high-acceleration motions, such as linear and rotational jumps. Extensive analysis of these shows that the robot's dynamics can be exploited to surpass its hardware limitations of having a high mass and low-torque limits.

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R-LGP: A Reachability-guided Logic-geometric Programming Framework for Optimal Task and Motion Planning on Mobile Manipulators

This paper presents an optimization-based solution to task and motion planning (TAMP) on mobile manipulators. Logic-geometric programming (LGP) has shown promising capabilities for optimally dealing with hybrid TAMP problems that involve abstract and geometric constraints. However, LGP does not scale well to high-dimensional systems (e.g. mobile manipulators) and can suffer from obstacle avoidance issues due to local minima. In this work, we extend LGP with a sampling-based reachability graph to enable solving optimal TAMP on high-DoF mobile manipulators. The proposed reachability graph can incorporate environmental information (obstacles) to provide the planner with sufficient geometric constraints. This reachability-aware heuristic efficiently prunes infeasible sequences of actions in the continuous domain, hence, it reduces replanning by securing feasibility at the final full path trajectory optimization. Our framework proves to be time-efficient in computing optimal and collision-free solutions, while outperforming the current state of the art on metrics of success rate, planning time, path length and number of steps. We validate our framework on the physical Toyota HSR robot and report comparisons on a series of mobile manipulation tasks of increasing difficulty. Videos of the experiments are available at https://youtu.be/NEVVHEhQnOQ.

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Curriculum-Based Reinforcement Learning for Quadrupedal Jumping: A Reference-free Design

Deep reinforcement learning (DRL) has emerged as a promising solution to mastering explosive and versatile quadrupedal jumping skills. However, current DRL-based frameworks usually rely on pre-existing reference trajectories obtained by capturing animal motions or transferring experience from existing controllers. This work aims to prove that learning dynamic jumping is possible without relying on imitating a reference trajectory by leveraging a curriculum design. Starting from a vertical in-place jump, we generalize the learned policy to forward and diagonal jumps and, finally, we learn to jump across obstacles. Conditioned on the desired landing location, orientation, and obstacle dimensions, the proposed approach yields a wide range of omnidirectional jumping motions in real-world experiments. Particularly we achieve a 90cm forward jump, exceeding all previous records for similar robots reported in the existing literature. Additionally, the robot can reliably execute continuous jumping on soft grassy grounds, which is especially remarkable as such conditions were not included in the training stage. A supplementary video can be found on: https://www.youtube.com/watch?v=nRaMCrwU5X8. The code associated with this work can be found on: https://github.com/Vassil17/Curriculum-Quadruped-Jumping-DRL.

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Perceptive Locomotion through Whole-Body MPC and Optimal Region Selection

Real-time synthesis of legged locomotion maneuvers in challenging industrial settings is still an open problem, requiring simultaneous determination of footsteps locations several steps ahead while generating whole-body motions close to the robot's limits. State estimation and perception errors impose the practical constraint of fast re-planning motions in a model predictive control (MPC) framework. We first observe that the computational limitation of perceptive locomotion pipelines lies in the combinatorics of contact surface selection. Re-planning contact locations on selected surfaces can be accomplished at MPC frequencies (50-100 Hz). Then, whole-body motion generation typically follows a reference trajectory for the robot base to facilitate convergence. We propose removing this constraint to robustly address unforeseen events such as contact slipping, by leveraging a state-of-the-art whole-body MPC (Croccodyl). Our contributions are integrated into a complete framework for perceptive locomotion, validated under diverse terrain conditions, and demonstrated in challenging trials that push the robot's actuation limits, as well as in the ICRA 2023 quadruped challenge simulation.

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RoLoMa: Robust Loco-Manipulation for Quadruped Robots with Arms

Deployment of robotic systems in the real world requires a certain level of robustness in order to deal with uncertainty factors, such as mismatches in the dynamics model, noise in sensor readings, and communication delays. Some approaches tackle these issues reactively at the control stage. However, regardless of the controller, online motion execution can only be as robust as the system capabilities allow at any given state. This is why it is important to have good motion plans to begin with, where robustness is considered proactively. To this end, we propose a metric (derived from first principles) for representing robustness against external disturbances. We then use this metric within our trajectory optimization framework for solving complex loco-manipulation tasks. Through our experiments, we show that trajectories generated using our approach can resist a greater range of forces originating from any possible direction. By using our method, we can compute trajectories that solve tasks as effectively as before, with the added benefit of being able to counteract stronger disturbances in worst-case scenarios.

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VAE-Loco: Versatile Quadruped Locomotion by Learning a Disentangled Gait Representation

Quadruped locomotion is rapidly maturing to a degree where robots are able to realise highly dynamic manoeuvres. However, current planners are unable to vary key gait parameters of the in-swing feet midair. In this work we address this limitation and show that it is pivotal in increasing controller robustness by learning a latent space capturing the key stance phases constituting a particular gait. This is achieved via a generative model trained on a single trot style, which encourages disentanglement such that application of a drive signal to a single dimension of the latent state induces holistic plans synthesising a continuous variety of trot styles. We demonstrate that specific properties of the drive signal map directly to gait parameters such as cadence, footstep height and full stance duration. Due to the nature of our approach these synthesised gaits are continuously variable online during robot operation. The use of a generative model facilitates the detection and mitigation of disturbances to provide a versatile and robust planning framework. We evaluate our approach on two versions of the real ANYmal quadruped robots and demonstrate that our method achieves a continuous blend of dynamic trot styles whilst being robust and reactive to external perturbations.

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You Only Look at One: Category-Level Object Representations for Pose Estimation From a Single Example

In order to meaningfully interact with the world, robot manipulators must be able to interpret objects they encounter. A critical aspect of this interpretation is pose estimation: inferring quantities that describe the position and orientation of an object in 3D space. Most existing approaches to pose estimation make limiting assumptions, often working only for specific, known object instances, or at best generalising to an object category using large pose-labelled datasets. In this work, we present a method for achieving category-level pose estimation by inspection of just a single object from a desired category. We show that we can subsequently perform accurate pose estimation for unseen objects from an inspected category, and considerably outperform prior work by exploiting multi-view correspondences. We demonstrate that our method runs in real-time, enabling a robot manipulator equipped with an RGBD sensor to perform online 6D pose estimation for novel objects. Finally, we showcase our method in a continual learning setting, with a robot able to determine whether objects belong to known categories, and if not, use active perception to produce a one-shot category representation for subsequent pose estimation.

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Roll-Drop: accounting for observation noise with a single parameter

This paper proposes a simple strategy for sim-to-real in Deep-Reinforcement Learning (DRL) -- called Roll-Drop -- that uses dropout during simulation to account for observation noise during deployment without explicitly modelling its distribution for each state. DRL is a promising approach to control robots for highly dynamic and feedback-based manoeuvres, and accurate simulators are crucial to providing cheap and abundant data to learn the desired behaviour. Nevertheless, the simulated data are noiseless and generally show a distributional shift that challenges the deployment on real machines where sensor readings are affected by noise. The standard solution is modelling the latter and injecting it during training; while this requires a thorough system identification, Roll-Drop enhances the robustness to sensor noise by tuning only a single parameter. We demonstrate an 80% success rate when up to 25% noise is injected in the observations, with twice higher robustness than the baselines. We deploy the controller trained in simulation on a Unitree A1 platform and assess this improved robustness on the physical system.

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