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Jeannette Bohg

Publications and source records attributed to Jeannette Bohg.

At least 109 records · Page 6Linked to original sources

Combining Learned and Analytical Models for Predicting Action Effects from Sensory Data

One of the most basic skills a robot should possess is predicting the effect of physical interactions with objects in the environment. This enables optimal action selection to reach a certain goal state. Traditionally, dynamics are approximated by physics-based analytical models. These models rely on specific state representations that may be hard to obtain from raw sensory data, especially if no knowledge of the object shape is assumed. More recently, we have seen learning approaches that can predict the effect of complex physical interactions directly from sensory input. It is however an open question how far these models generalize beyond their training data. In this work, we investigate the advantages and limitations of neural network based learning approaches for predicting the effects of actions based on sensory input and show how analytical and learned models can be combined to leverage the best of both worlds. As physical interaction task, we use planar pushing, for which there exists a well-known analytical model and a large real-world dataset. We propose to use a convolutional neural network to convert raw depth images or organized point clouds into a suitable representation for the analytical model and compare this approach to using neural networks for both, perception and prediction. A systematic evaluation of the proposed approach on a very large real-world dataset shows two main advantages of the hybrid architecture. Compared to a pure neural network, it significantly (i) reduces required training data and (ii) improves generalization to novel physical interaction.

cs.RO↗

Self-Supervised Learning of State Estimation for Manipulating Deformable Linear Objects

We demonstrate model-based, visual robot manipulation of linear deformable objects. Our approach is based on a state-space representation of the physical system that the robot aims to control. This choice has multiple advantages, including the ease of incorporating physics priors in the dynamics model and perception model, and the ease of planning manipulation actions. In addition, physical states can naturally represent object instances of different appearances. Therefore, dynamics in the state space can be learned in one setting and directly used in other visually different settings. This is in contrast to dynamics learned in pixel space or latent space, where generalization to visual differences are not guaranteed. Challenges in taking the state-space approach are the estimation of the high-dimensional state of a deformable object from raw images, where annotations are very expensive on real data, and finding a dynamics model that is both accurate, generalizable, and efficient to compute. We are the first to demonstrate self-supervised training of rope state estimation on real images, without requiring expensive annotations. This is achieved by our novel self-supervising learning objective, which is generalizable across a wide range of visual appearances. With estimated rope states, we train a fast and differentiable neural network dynamics model that encodes the physics of mass-spring systems. Our method has a higher accuracy in predicting future states compared to models that do not involve explicit state estimation and do not use any physics prior, while only using 3\% of training data. We also show that our approach achieves more efficient manipulation, both in simulation and on a real robot, when used within a model predictive controller.

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Learning Topological Motion Primitives for Knot Planning

In this paper, we approach the challenging problem of motion planning for knot tying. We propose a hierarchical approach in which the top layer produces a topological plan and the bottom layer translates this plan into continuous robot motion. The top layer decomposes a knotting task into sequences of abstract topological actions based on knot theory. The bottom layer translates each of these abstract actions into robot motion trajectories through learned topological motion primitives. To adapt each topological action to the specific rope geometry, the motion primitives take the observed rope configuration as input. We train the motion primitives by imitating human demonstrations and reinforcement learning in simulation. To generalize human demonstrations of simple knots into more complex knots, we observe similarities in the motion strategies of different topological actions and design the neural network structure to exploit such similarities. We demonstrate that our learned motion primitives can be used to efficiently generate motion plans for tying the overhand knot. The motion plan can then be executed on a real robot using visual tracking and Model Predictive Control. We also demonstrate that our learned motion primitives can be composed to tie a more complex pentagram-like knot despite being only trained on human demonstrations of simpler knots.

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Learning to Scaffold the Development of Robotic Manipulation Skills

Learning contact-rich, robotic manipulation skills is a challenging problem due to the high-dimensionality of the state and action space as well as uncertainty from noisy sensors and inaccurate motor control. To combat these factors and achieve more robust manipulation, humans actively exploit contact constraints in the environment. By adopting a similar strategy, robots can also achieve more robust manipulation. In this paper, we enable a robot to autonomously modify its environment and thereby discover how to ease manipulation skill learning. Specifically, we provide the robot with fixtures that it can freely place within the environment. These fixtures provide hard constraints that limit the outcome of robot actions. Thereby, they funnel uncertainty from perception and motor control and scaffold manipulation skill learning. We propose a learning system that consists of two learning loops. In the outer loop, the robot positions the fixture in the workspace. In the inner loop, the robot learns a manipulation skill and after a fixed number of episodes, returns the reward to the outer loop. Thereby, the robot is incentivised to place the fixture such that the inner loop quickly achieves a high reward. We demonstrate our framework both in simulation and in the real world on three tasks: peg insertion, wrench manipulation and shallow-depth insertion. We show that manipulation skill learning is dramatically sped up through this way of scaffolding.

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UniGrasp: Learning a Unified Model to Grasp with Multifingered Robotic Hands

To achieve a successful grasp, gripper attributes such as its geometry and kinematics play a role as important as the object geometry. The majority of previous work has focused on developing grasp methods that generalize over novel object geometry but are specific to a certain robot hand. We propose UniGrasp, an efficient data-driven grasp synthesis method that considers both the object geometry and gripper attributes as inputs. UniGrasp is based on a novel deep neural network architecture that selects sets of contact points from the input point cloud of the object. The proposed model is trained on a large dataset to produce contact points that are in force closure and reachable by the robot hand. By using contact points as output, we can transfer between a diverse set of multifingered robotic hands. Our model produces over 90% valid contact points in Top10 predictions in simulation and more than 90% successful grasps in real world experiments for various known two-fingered and three-fingered grippers. Our model also achieves 93%, 83% and 90% successful grasps in real world experiments for an unseen two-fingered gripper and two unseen multi-fingered anthropomorphic robotic hands.

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Dynamic Multi-Robot Task Allocation under Uncertainty and Temporal Constraints

We consider the problem of dynamically allocating tasks to multiple agents under time window constraints and task completion uncertainty. Our objective is to minimize the number of unsuccessful tasks at the end of the operation horizon. We present a multi-robot allocation algorithm that decouples the key computational challenges of sequential decision-making under uncertainty and multi-agent coordination and addresses them in a hierarchical manner. The lower layer computes policies for individual agents using dynamic programming with tree search, and the upper layer resolves conflicts in individual plans to obtain a valid multi-agent allocation. Our algorithm, Stochastic Conflict-Based Allocation (SCoBA), is optimal in expectation and complete under some reasonable assumptions. In practice, SCoBA is computationally efficient enough to interleave planning and execution online. On the metric of successful task completion, SCoBA consistently outperforms a number of baseline methods and shows strong competitive performance against an oracle with complete lookahead. It also scales well with the number of tasks and agents. We validate our results over a wide range of simulations on two distinct domains: multi-arm conveyor belt pick-and-place and multi-drone delivery dispatch in a city.

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Learning User-Preferred Mappings for Intuitive Robot Control

When humans control drones, cars, and robots, we often have some preconceived notion of how our inputs should make the system behave. Existing approaches to teleoperation typically assume a one-size-fits-all approach, where the designers pre-define a mapping between human inputs and robot actions, and every user must adapt to this mapping over repeated interactions. Instead, we propose a personalized method for learning the human's preferred or preconceived mapping from a few robot queries. Given a robot controller, we identify an alignment model that transforms the human's inputs so that the controller's output matches their expectations. We make this approach data-efficient by recognizing that human mappings have strong priors: we expect the input space to be proportional, reversable, and consistent. Incorporating these priors ensures that the robot learns an intuitive mapping from few examples. We test our learning approach in robot manipulation tasks inspired by assistive settings, where each user has different personal preferences and physical capabilities for teleoperating the robot arm. Our simulated and experimental results suggest that learning the mapping between inputs and robot actions improves objective and subjective performance when compared to manually defined alignments or learned alignments without intuitive priors. The supplementary video showing these user studies can be found at: https://youtu.be/rKHka0_48-Q.

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Learning Task-Oriented Grasping from Human Activity Datasets

We propose to leverage a real-world, human activity RGB dataset to teach a robot Task-Oriented Grasping (TOG). We develop a model that takes as input an RGB image and outputs a hand pose and configuration as well as an object pose and a shape. We follow the insight that jointly estimating hand and object poses increases accuracy compared to estimating these quantities independently of each other. Given the trained model, we process an RGB dataset to automatically obtain the data to train a TOG model. This model takes as input an object point cloud and outputs a suitable region for task-specific grasping. Our ablation study shows that training an object pose predictor with the hand pose information (and vice versa) is better than training without this information. Furthermore, our results on a real-world dataset show the applicability and competitiveness of our method over state-of-the-art. Experiments with a robot demonstrate that our method can allow a robot to preform TOG on novel objects.

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Object-Centric Task and Motion Planning in Dynamic Environments

We address the problem of applying Task and Motion Planning (TAMP) in real world environments. TAMP combines symbolic and geometric reasoning to produce sequential manipulation plans, typically specified as joint-space trajectories, which are valid only as long as the environment is static and perception and control are highly accurate. In case of any changes in the environment, slow re-planning is required. We propose a TAMP algorithm that optimizes over Cartesian frames defined relative to target objects. The resulting plan then remains valid even if the objects are moving and can be executed by reactive controllers that adapt to these changes in real time. We apply our TAMP framework to a torque-controlled robot in a pick and place setting and demonstrate its ability to adapt to changing environments, inaccurate perception, and imprecise control, both in simulation and the real world.

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Accurate Vision-based Manipulation through Contact Reasoning

Planning contact interactions is one of the core challenges of many robotic tasks. Optimizing contact locations while taking dynamics into account is computationally costly and, in environments that are only partially observable, executing contact-based tasks often suffers from low accuracy. We present an approach that addresses these two challenges for the problem of vision-based manipulation. First, we propose to disentangle contact from motion optimization. Thereby, we improve planning efficiency by focusing computation on promising contact locations. Second, we use a hybrid approach for perception and state estimation that combines neural networks with a physically meaningful state representation. In simulation and real-world experiments on the task of planar pushing, we show that our method is more efficient and achieves a higher manipulation accuracy than previous vision-based approaches.

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MeteorNet: Deep Learning on Dynamic 3D Point Cloud Sequences

Understanding dynamic 3D environment is crucial for robotic agents and many other applications. We propose a novel neural network architecture called $MeteorNet$ for learning representations for dynamic 3D point cloud sequences. Different from previous work that adopts a grid-based representation and applies 3D or 4D convolutions, our network directly processes point clouds. We propose two ways to construct spatiotemporal neighborhoods for each point in the point cloud sequence. Information from these neighborhoods is aggregated to learn features per point. We benchmark our network on a variety of 3D recognition tasks including action recognition, semantic segmentation and scene flow estimation. MeteorNet shows stronger performance than previous grid-based methods while achieving state-of-the-art performance on Synthia. MeteorNet also outperforms previous baseline methods that are able to process at most two consecutive point clouds. To the best of our knowledge, this is the first work on deep learning for dynamic raw point cloud sequences.

cs.CV↗

Probabilistic 3D Multi-Object Tracking for Autonomous Driving

3D multi-object tracking is a key module in autonomous driving applications that provides a reliable dynamic representation of the world to the planning module. In this paper, we present our on-line tracking method, which made the first place in the NuScenes Tracking Challenge, held at the AI Driving Olympics Workshop at NeurIPS 2019. Our method estimates the object states by adopting a Kalman Filter. We initialize the state covariance as well as the process and observation noise covariance with statistics from the training set. We also use the stochastic information from the Kalman Filter in the data association step by measuring the Mahalanobis distance between the predicted object states and current object detections. Our experimental results on the NuScenes validation and test set show that our method outperforms the AB3DMOT baseline method by a large margin in the Average Multi-Object Tracking Accuracy (AMOTA) metric.

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Learning to Estimate Pose and Shape of Hand-Held Objects from RGB Images

We develop a system for modeling hand-object interactions in 3D from RGB images that show a hand which is holding a novel object from a known category. We design a Convolutional Neural Network (CNN) for Hand-held Object Pose and Shape estimation called HOPS-Net and utilize prior work to estimate the hand pose and configuration. We leverage the insight that information about the hand facilitates object pose and shape estimation by incorporating the hand into both training and inference of the object pose and shape as well as the refinement of the estimated pose. The network is trained on a large synthetic dataset of objects in interaction with a human hand. To bridge the gap between real and synthetic images, we employ an image-to-image translation model (Augmented CycleGAN) that generates realistically textured objects given a synthetic rendering. This provides a scalable way of generating annotated data for training HOPS-Net. Our quantitative experiments show that even noisy hand parameters significantly help object pose and shape estimation. The qualitative experiments show results of pose and shape estimation of objects held by a hand "in the wild".

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Learning from My Partner's Actions: Roles in Decentralized Robot Teams

When teams of robots collaborate to complete a task, communication is often necessary. Like humans, robot teammates should implicitly communicate through their actions: but interpreting our partner's actions is typically difficult, since a given action may have many different underlying reasons. Here we propose an alternate approach: instead of not being able to infer whether an action is due to exploration, exploitation, or communication, we define separate roles for each agent. Because each role defines a distinct reason for acting (e.g., only exploit, only communicate), teammates now correctly interpret the meaning behind their partner's actions. Our results suggest that leveraging and alternating roles leads to performance comparable to teams that explicitly exchange messages. You can find more images and videos of our experimental setups at http://ai.stanford.edu/blog/learning-from-partners/.

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Learning Hierarchical Control for Robust In-Hand Manipulation

Robotic in-hand manipulation has been a long-standing challenge due to the complexity of modelling hand and object in contact and of coordinating finger motion for complex manipulation sequences. To address these challenges, the majority of prior work has either focused on model-based, low-level controllers or on model-free deep reinforcement learning that each have their own limitations. We propose a hierarchical method that relies on traditional, model-based controllers on the low-level and learned policies on the mid-level. The low-level controllers can robustly execute different manipulation primitives (reposing, sliding, flipping). The mid-level policy orchestrates these primitives. We extensively evaluate our approach in simulation with a 3-fingered hand that controls three degrees of freedom of elongated objects. We show that our approach can move objects between almost all the possible poses in the workspace while keeping them firmly grasped. We also show that our approach is robust to inaccuracies in the object models and to observation noise. Finally, we show how our approach generalizes to objects of other shapes.

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Learning Visual Dynamics Models of Rigid Objects using Relational Inductive Biases

Endowing robots with human-like physical reasoning abilities remains challenging. We argue that existing methods often disregard spatio-temporal relations and by using Graph Neural Networks (GNNs) that incorporate a relational inductive bias, we can shift the learning process towards exploiting relations. In this work, we learn action-conditional forward dynamics models of a simulated manipulation task from visual observations involving cluttered and irregularly shaped objects. We investigate two GNN approaches and empirically assess their capability to generalize to scenarios with novel and an increasing number of objects. The first, Graph Networks (GN) based approach, considers explicitly defined edge attributes and not only does it consistently underperform an auto-encoder baseline that we modified to predict future states, our results indicate how different edge attributes can significantly influence the predictions. Consequently, we develop the Auto-Predictor that does not rely on explicitly defined edge attributes. It outperforms the baseline and the GN-based models. Overall, our results show the sensitivity of GNN-based approaches to the task representation, the efficacy of relational inductive biases and advocate choosing lightweight approaches that implicitly reason about relations over ones that leave these decisions to human designers.

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Variable Impedance Control in End-Effector Space: An Action Space for Reinforcement Learning in Contact-Rich Tasks

Reinforcement Learning (RL) of contact-rich manipulation tasks has yielded impressive results in recent years. While many studies in RL focus on varying the observation space or reward model, few efforts focused on the choice of action space (e.g. joint or end-effector space, position, velocity, etc.). However, studies in robot motion control indicate that choosing an action space that conforms to the characteristics of the task can simplify exploration and improve robustness to disturbances. This paper studies the effect of different action spaces in deep RL and advocates for Variable Impedance Control in End-effector Space (VICES) as an advantageous action space for constrained and contact-rich tasks. We evaluate multiple action spaces on three prototypical manipulation tasks: Path Following (task with no contact), Door Opening (task with kinematic constraints), and Surface Wiping (task with continuous contact). We show that VICES improves sample efficiency, maintains low energy consumption, and ensures safety across all three experimental setups. Further, RL policies learned with VICES can transfer across different robot models in simulation, and from simulation to real for the same robot. Further information is available at https://stanfordvl.github.io/vices.

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Making Sense of Vision and Touch: Learning Multimodal Representations for Contact-Rich Tasks

Contact-rich manipulation tasks in unstructured environments often require both haptic and visual feedback. It is non-trivial to manually design a robot controller that combines these modalities which have very different characteristics. While deep reinforcement learning has shown success in learning control policies for high-dimensional inputs, these algorithms are generally intractable to deploy on real robots due to sample complexity. In this work, we use self-supervision to learn a compact and multimodal representation of our sensory inputs, which can then be used to improve the sample efficiency of our policy learning. Evaluating our method on a peg insertion task, we show that it generalizes over varying geometries, configurations, and clearances, while being robust to external perturbations. We also systematically study different self-supervised learning objectives and representation learning architectures. Results are presented in simulation and on a physical robot.

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