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Jan Peters

Publications and source records attributed to Jan Peters.

At least 145 records · Page 8Linked to original sources

Bridging the gap between Learning-to-plan, Motion Primitives and Safe Reinforcement Learning

Trajectory planning under kinodynamic constraints is fundamental for advanced robotics applications that require dexterous, reactive, and rapid skills in complex environments. These constraints, which may represent task, safety, or actuator limitations, are essential for ensuring the proper functioning of robotic platforms and preventing unexpected behaviors. Recent advances in kinodynamic planning demonstrate that learning-to-plan techniques can generate complex and reactive motions under intricate constraints. However, these techniques necessitate the analytical modeling of both the robot and the entire task, a limiting assumption when systems are extremely complex or when constructing accurate task models is prohibitive. This paper addresses this limitation by combining learning-to-plan methods with reinforcement learning, resulting in a novel integration of black-box learning of motion primitives and optimization. We evaluate our approach against state-of-the-art safe reinforcement learning methods, showing that our technique, particularly when exploiting task structure, outperforms baseline methods in challenging scenarios such as planning to hit in robot air hockey. This work demonstrates the potential of our integrated approach to enhance the performance and safety of robots operating under complex kinodynamic constraints.

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A Comparison of Imitation Learning Algorithms for Bimanual Manipulation

Amidst the wide popularity of imitation learning algorithms in robotics, their properties regarding hyperparameter sensitivity, ease of training, data efficiency, and performance have not been well-studied in high-precision industry-inspired environments. In this work, we demonstrate the limitations and benefits of prominent imitation learning approaches and analyze their capabilities regarding these properties. We evaluate each algorithm on a complex bimanual manipulation task involving an over-constrained dynamics system in a setting involving multiple contacts between the manipulated object and the environment. While we find that imitation learning is well suited to solve such complex tasks, not all algorithms are equal in terms of handling environmental and hyperparameter perturbations, training requirements, performance, and ease of use. We investigate the empirical influence of these key characteristics by employing a carefully designed experimental procedure and learning environment. Paper website: https://bimanual-imitation.github.io/

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Deep Generative Models in Robotics: A Survey on Learning from Multimodal Demonstrations

Learning from Demonstrations, the field that proposes to learn robot behavior models from data, is gaining popularity with the emergence of deep generative models. Although the problem has been studied for years under names such as Imitation Learning, Behavioral Cloning, or Inverse Reinforcement Learning, classical methods have relied on models that don't capture complex data distributions well or don't scale well to large numbers of demonstrations. In recent years, the robot learning community has shown increasing interest in using deep generative models to capture the complexity of large datasets. In this survey, we aim to provide a unified and comprehensive review of the last year's progress in the use of deep generative models in robotics. We present the different types of models that the community has explored, such as energy-based models, diffusion models, action value maps, or generative adversarial networks. We also present the different types of applications in which deep generative models have been used, from grasp generation to trajectory generation or cost learning. One of the most important elements of generative models is the generalization out of distributions. In our survey, we review the different decisions the community has made to improve the generalization of the learned models. Finally, we highlight the research challenges and propose a number of future directions for learning deep generative models in robotics.

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Structure-Aware E(3)-Invariant Molecular Conformer Aggregation Networks

A molecule's 2D representation consists of its atoms, their attributes, and the molecule's covalent bonds. A 3D (geometric) representation of a molecule is called a conformer and consists of its atom types and Cartesian coordinates. Every conformer has a potential energy, and the lower this energy, the more likely it occurs in nature. Most existing machine learning methods for molecular property prediction consider either 2D molecular graphs or 3D conformer structure representations in isolation. Inspired by recent work on using ensembles of conformers in conjunction with 2D graph representations, we propose $\mathrm{E}$(3)-invariant molecular conformer aggregation networks. The method integrates a molecule's 2D representation with that of multiple of its conformers. Contrary to prior work, we propose a novel 2D-3D aggregation mechanism based on a differentiable solver for the Fused Gromov-Wasserstein Barycenter problem and the use of an efficient conformer generation method based on distance geometry. We show that the proposed aggregation mechanism is $\mathrm{E}$(3) invariant and propose an efficient GPU implementation. Moreover, we demonstrate that the aggregation mechanism helps to significantly outperform state-of-the-art molecule property prediction methods on established datasets.

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Evetac: An Event-based Optical Tactile Sensor for Robotic Manipulation

Optical tactile sensors have recently become popular. They provide high spatial resolution, but struggle to offer fine temporal resolutions. To overcome this shortcoming, we study the idea of replacing the RGB camera with an event-based camera and introduce a new event-based optical tactile sensor called Evetac. Along with hardware design, we develop touch processing algorithms to process its measurements online at 1000 Hz. We devise an efficient algorithm to track the elastomer's deformation through the imprinted markers despite the sensor's sparse output. Benchmarking experiments demonstrate Evetac's capabilities of sensing vibrations up to 498 Hz, reconstructing shear forces, and significantly reducing data rates compared to RGB optical tactile sensors. Moreover, Evetac's output and the marker tracking provide meaningful features for learning data-driven slip detection and prediction models. The learned models form the basis for a robust and adaptive closed-loop grasp controller capable of handling a wide range of objects. We believe that fast and efficient event-based tactile sensors like Evetac will be essential for bringing human-like manipulation capabilities to robotics. The sensor design is open-sourced at https://sites.google.com/view/evetac .

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MuJoCo MPC for Humanoid Control: Evaluation on HumanoidBench

We tackle the recently introduced benchmark for whole-body humanoid control HumanoidBench using MuJoCo MPC. We find that sparse reward functions of HumanoidBench yield undesirable and unrealistic behaviors when optimized; therefore, we propose a set of regularization terms that stabilize the robot behavior across tasks. Current evaluations on a subset of tasks demonstrate that our proposed reward function allows achieving the highest HumanoidBench scores while maintaining realistic posture and smooth control signals. Our code is publicly available and will become a part of MuJoCo MPC, enabling rapid prototyping of robot behaviors.

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Learning Tactile Insertion in the Real World

Humans have exceptional tactile sensing capabilities, which they can leverage to solve challenging, partially observable tasks that cannot be solved from visual observation alone. Research in tactile sensing attempts to unlock this new input modality for robots. Lately, these sensors have become cheaper and, thus, widely available. At the same time, the question of how to integrate them into control loops is still an active area of research, with central challenges being partial observability and the contact-rich nature of manipulation tasks. In this study, we propose to use Reinforcement Learning to learn an end-to-end policy, mapping directly from tactile sensor readings to actions. Specifically, we use Dreamer-v3 on a challenging, partially observable robotic insertion task with a Franka Research 3, both in simulation and on a real system. For the real setup, we built a robotic platform capable of resetting itself fully autonomously, allowing for extensive training runs without human supervision. Our preliminary results indicate that Dreamer is capable of utilizing tactile inputs to solve robotic manipulation tasks in simulation and reality. Furthermore, we find that providing the robot with tactile feedback generally improves task performance, though, in our setup, we do not yet include other sensing modalities. In the future, we plan to utilize our platform to evaluate a wide range of other Reinforcement Learning algorithms on tactile tasks.

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Hierarchical Policy Blending as Inference for Reactive Robot Control

Motion generation in cluttered, dense, and dynamic environments is a central topic in robotics, rendered as a multi-objective decision-making problem. Current approaches trade-off between safety and performance. On the one hand, reactive policies guarantee fast response to environmental changes at the risk of suboptimal behavior. On the other hand, planning-based motion generation provides feasible trajectories, but the high computational cost may limit the control frequency and thus safety. To combine the benefits of reactive policies and planning, we propose a hierarchical motion generation method. Moreover, we adopt probabilistic inference methods to formalize the hierarchical model and stochastic optimization. We realize this approach as a weighted product of stochastic, reactive expert policies, where planning is used to adaptively compute the optimal weights over the task horizon. This stochastic optimization avoids local optima and proposes feasible reactive plans that find paths in cluttered and dense environments. Our extensive experimental study in planar navigation and 6DoF manipulation shows that our proposed hierarchical motion generation method outperforms both myopic reactive controllers and online re-planning methods.

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PianoMime: Learning a Generalist, Dexterous Piano Player from Internet Demonstrations

In this work, we introduce PianoMime, a framework for training a piano-playing agent using internet demonstrations. The internet is a promising source of large-scale demonstrations for training our robot agents. In particular, for the case of piano-playing, Youtube is full of videos of professional pianists playing a wide myriad of songs. In our work, we leverage these demonstrations to learn a generalist piano-playing agent capable of playing any arbitrary song. Our framework is divided into three parts: a data preparation phase to extract the informative features from the Youtube videos, a policy learning phase to train song-specific expert policies from the demonstrations and a policy distillation phase to distil the policies into a single generalist agent. We explore different policy designs to represent the agent and evaluate the influence of the amount of training data on the generalization capability of the agent to novel songs not available in the dataset. We show that we are able to learn a policy with up to 56\% F1 score on unseen songs.

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Exciting Action: Investigating Efficient Exploration for Learning Musculoskeletal Humanoid Locomotion

Learning a locomotion controller for a musculoskeletal system is challenging due to over-actuation and high-dimensional action space. While many reinforcement learning methods attempt to address this issue, they often struggle to learn human-like gaits because of the complexity involved in engineering an effective reward function. In this paper, we demonstrate that adversarial imitation learning can address this issue by analyzing key problems and providing solutions using both current literature and novel techniques. We validate our methodology by learning walking and running gaits on a simulated humanoid model with 16 degrees of freedom and 92 Muscle-Tendon Units, achieving natural-looking gaits with only a few demonstrations.

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ROS-LLM: A ROS framework for embodied AI with task feedback and structured reasoning

We present a framework for intuitive robot programming by non-experts, leveraging natural language prompts and contextual information from the Robot Operating System (ROS). Our system integrates large language models (LLMs), enabling non-experts to articulate task requirements to the system through a chat interface. Key features of the framework include: integration of ROS with an AI agent connected to a plethora of open-source and commercial LLMs, automatic extraction of a behavior from the LLM output and execution of ROS actions/services, support for three behavior modes (sequence, behavior tree, state machine), imitation learning for adding new robot actions to the library of possible actions, and LLM reflection via human and environment feedback. Extensive experiments validate the framework, showcasing robustness, scalability, and versatility in diverse scenarios, including long-horizon tasks, tabletop rearrangements, and remote supervisory control. To facilitate the adoption of our framework and support the reproduction of our results, we have made our code open-source. You can access it at: https://github.com/huawei-noah/HEBO/tree/master/ROSLLM.

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Dude: Dual Distribution-Aware Context Prompt Learning For Large Vision-Language Model

Prompt learning methods are gaining increasing attention due to their ability to customize large vision-language models to new domains using pre-trained contextual knowledge and minimal training data. However, existing works typically rely on optimizing unified prompt inputs, often struggling with fine-grained classification tasks due to insufficient discriminative attributes. To tackle this, we consider a new framework based on a dual context of both domain-shared and class-specific contexts, where the latter is generated by Large Language Models (LLMs) such as GPTs. Such dual prompt methods enhance the model's feature representation by joining implicit and explicit factors encoded in LLM knowledge. Moreover, we formulate the Unbalanced Optimal Transport (UOT) theory to quantify the relationships between constructed prompts and visual tokens. Through partial matching, UOT can properly align discrete sets of visual tokens and prompt embeddings under different mass distributions, which is particularly valuable for handling irrelevant or noisy elements, ensuring that the preservation of mass does not restrict transport solutions. Furthermore, UOT's characteristics integrate seamlessly with image augmentation, expanding the training sample pool while maintaining a reasonable distance between perturbed images and prompt inputs. Extensive experiments across few-shot classification and adapter settings substantiate the superiority of our model over current state-of-the-art baselines.

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Information-Theoretic Safe Bayesian Optimization

We consider a sequential decision making task, where the goal is to optimize an unknown function without evaluating parameters that violate an a~priori unknown (safety) constraint. A common approach is to place a Gaussian process prior on the unknown functions and allow evaluations only in regions that are safe with high probability. Most current methods rely on a discretization of the domain and cannot be directly extended to the continuous case. Moreover, the way in which they exploit regularity assumptions about the constraint introduces an additional critical hyperparameter. In this paper, we propose an information-theoretic safe exploration criterion that directly exploits the GP posterior to identify the most informative safe parameters to evaluate. The combination of this exploration criterion with a well known Bayesian optimization acquisition function yields a novel safe Bayesian optimization selection criterion. Our approach is naturally applicable to continuous domains and does not require additional explicit hyperparameters. We theoretically analyze the method and show that we do not violate the safety constraint with high probability and that we learn about the value of the safe optimum up to arbitrary precision. Empirical evaluations demonstrate improved data-efficiency and scalability.

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Peer Learning: Learning Complex Policies in Groups from Scratch via Action Recommendations

Peer learning is a novel high-level reinforcement learning framework for agents learning in groups. While standard reinforcement learning trains an individual agent in trial-and-error fashion, all on its own, peer learning addresses a related setting in which a group of agents, i.e., peers, learns to master a task simultaneously together from scratch. Peers are allowed to communicate only about their own states and actions recommended by others: "What would you do in my situation?". Our motivation is to study the learning behavior of these agents. We formalize the teacher selection process in the action advice setting as a multi-armed bandit problem and therefore highlight the need for exploration. Eventually, we analyze the learning behavior of the peers and observe their ability to rank the agents' performance within the study group and understand which agents give reliable advice. Further, we compare peer learning with single agent learning and a state-of-the-art action advice baseline. We show that peer learning is able to outperform single-agent learning and the baseline in several challenging discrete and continuous OpenAI Gym domains. Doing so, we also show that within such a framework complex policies from action recommendations beyond discrete action spaces can evolve.

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Multi-Task Reinforcement Learning with Mixture of Orthogonal Experts

Multi-Task Reinforcement Learning (MTRL) tackles the long-standing problem of endowing agents with skills that generalize across a variety of problems. To this end, sharing representations plays a fundamental role in capturing both unique and common characteristics of the tasks. Tasks may exhibit similarities in terms of skills, objects, or physical properties while leveraging their representations eases the achievement of a universal policy. Nevertheless, the pursuit of learning a shared set of diverse representations is still an open challenge. In this paper, we introduce a novel approach for representation learning in MTRL that encapsulates common structures among the tasks using orthogonal representations to promote diversity. Our method, named Mixture Of Orthogonal Experts (MOORE), leverages a Gram-Schmidt process to shape a shared subspace of representations generated by a mixture of experts. When task-specific information is provided, MOORE generates relevant representations from this shared subspace. We assess the effectiveness of our approach on two MTRL benchmarks, namely MiniGrid and MetaWorld, showing that MOORE surpasses related baselines and establishes a new state-of-the-art result on MetaWorld.

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On the Benefit of Optimal Transport for Curriculum Reinforcement Learning

Curriculum reinforcement learning (CRL) allows solving complex tasks by generating a tailored sequence of learning tasks, starting from easy ones and subsequently increasing their difficulty. Although the potential of curricula in RL has been clearly shown in various works, it is less clear how to generate them for a given learning environment, resulting in various methods aiming to automate this task. In this work, we focus on framing curricula as interpolations between task distributions, which has previously been shown to be a viable approach to CRL. Identifying key issues of existing methods, we frame the generation of a curriculum as a constrained optimal transport problem between task distributions. Benchmarks show that this way of curriculum generation can improve upon existing CRL methods, yielding high performance in various tasks with different characteristics.

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Clustering of Motion Trajectories by a Distance Measure Based on Semantic Features

Clustering of motion trajectories is highly relevant for human-robot interactions as it allows the anticipation of human motions, fast reaction to those, as well as the recognition of explicit gestures. Further, it allows automated analysis of recorded motion data. Many clustering algorithms for trajectories build upon distance metrics that are based on pointwise Euclidean distances. However, our work indicates that focusing on salient characteristics is often sufficient. We present a novel distance measure for motion plans consisting of state and control trajectories that is based on a compressed representation built from their main features. This approach allows a flexible choice of feature classes relevant to the respective task. The distance measure is used in agglomerative hierarchical clustering. We compare our method with the widely used dynamic time warping algorithm on test sets of motion plans for the Furuta pendulum and the Manutec robot arm and on real-world data from a human motion dataset. The proposed method demonstrates slight advantages in clustering and strong advantages in runtime, especially for long trajectories.

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Controlling the Cascade: Kinematic Planning for N-ball Toss Juggling

Dynamic movements are ubiquitous in human motor behavior as they tend to be more efficient and can solve a broader range of skill domains than their quasi-static counterparts. For decades, robotic juggling tasks have been among the most frequently studied dynamic manipulation problems since the required dynamic dexterity can be scaled to arbitrarily high difficulty. However, successful approaches have been limited to basic juggling skills, indicating a lack of understanding of the required constraints for dexterous toss juggling. We present a detailed analysis of the toss juggling task, identifying the key challenges and formalizing it as a trajectory optimization problem. Building on our state-of-the-art, real-world toss juggling platform, we reach the theoretical limits of toss juggling in simulation, evaluate a resulting real-time controller in environments of varying difficulty and achieve robust toss juggling of up to 17 balls on two anthropomorphic manipulators.

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