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Jemin Hwangbo

Publications and source records attributed to Jemin Hwangbo.

26 records · Page 2Linked to original sources

D-Grasp: Physically Plausible Dynamic Grasp Synthesis for Hand-Object Interactions

We introduce the dynamic grasp synthesis task: given an object with a known 6D pose and a grasp reference, our goal is to generate motions that move the object to a target 6D pose. This is challenging, because it requires reasoning about the complex articulation of the human hand and the intricate physical interaction with the object. We propose a novel method that frames this problem in the reinforcement learning framework and leverages a physics simulation, both to learn and to evaluate such dynamic interactions. A hierarchical approach decomposes the task into low-level grasping and high-level motion synthesis. It can be used to generate novel hand sequences that approach, grasp, and move an object to a desired location, while retaining human-likeness. We show that our approach leads to stable grasps and generates a wide range of motions. Furthermore, even imperfect labels can be corrected by our method to generate dynamic interaction sequences.

cs.CV↗

Concurrent Training of a Control Policy and a State Estimator for Dynamic and Robust Legged Locomotion

In this paper, we propose a locomotion training framework where a control policy and a state estimator are trained concurrently. The framework consists of a policy network which outputs the desired joint positions and a state estimation network which outputs estimates of the robot's states such as the base linear velocity, foot height, and contact probability. We exploit a fast simulation environment to train the networks and the trained networks are transferred to the real robot. The trained policy and state estimator are capable of traversing diverse terrains such as a hill, slippery plate, and bumpy road. We also demonstrate that the learned policy can run at up to 3.75 m/s on normal flat ground and 3.54 m/s on a slippery plate with the coefficient of friction of 0.22.

cs.RO↗

Learning robust perceptive locomotion for quadrupedal robots in the wild

Legged robots that can operate autonomously in remote and hazardous environments will greatly increase opportunities for exploration into under-explored areas. Exteroceptive perception is crucial for fast and energy-efficient locomotion: perceiving the terrain before making contact with it enables planning and adaptation of the gait ahead of time to maintain speed and stability. However, utilizing exteroceptive perception robustly for locomotion has remained a grand challenge in robotics. Snow, vegetation, and water visually appear as obstacles on which the robot cannot step~-- or are missing altogether due to high reflectance. Additionally, depth perception can degrade due to difficult lighting, dust, fog, reflective or transparent surfaces, sensor occlusion, and more. For this reason, the most robust and general solutions to legged locomotion to date rely solely on proprioception. This severely limits locomotion speed, because the robot has to physically feel out the terrain before adapting its gait accordingly. Here we present a robust and general solution to integrating exteroceptive and proprioceptive perception for legged locomotion. We leverage an attention-based recurrent encoder that integrates proprioceptive and exteroceptive input. The encoder is trained end-to-end and learns to seamlessly combine the different perception modalities without resorting to heuristics. The result is a legged locomotion controller with high robustness and speed. The controller was tested in a variety of challenging natural and urban environments over multiple seasons and completed an hour-long hike in the Alps in the time recommended for human hikers.

cs.RO↗

Learning Quadrupedal Locomotion over Challenging Terrain

Some of the most challenging environments on our planet are accessible to quadrupedal animals but remain out of reach for autonomous machines. Legged locomotion can dramatically expand the operational domains of robotics. However, conventional controllers for legged locomotion are based on elaborate state machines that explicitly trigger the execution of motion primitives and reflexes. These designs have escalated in complexity while falling short of the generality and robustness of animal locomotion. Here we present a radically robust controller for legged locomotion in challenging natural environments. We present a novel solution to incorporating proprioceptive feedback in locomotion control and demonstrate remarkable zero-shot generalization from simulation to natural environments. The controller is trained by reinforcement learning in simulation. It is based on a neural network that acts on a stream of proprioceptive signals. The trained controller has taken two generations of quadrupedal ANYmal robots to a variety of natural environments that are beyond the reach of prior published work in legged locomotion. The controller retains its robustness under conditions that have never been encountered during training: deformable terrain such as mud and snow, dynamic footholds such as rubble, and overground impediments such as thick vegetation and gushing water. The presented work opens new frontiers for robotics and indicates that radical robustness in natural environments can be achieved by training in much simpler domains.

cs.RO↗

Learning agile and dynamic motor skills for legged robots

Legged robots pose one of the greatest challenges in robotics. Dynamic and agile maneuvers of animals cannot be imitated by existing methods that are crafted by humans. A compelling alternative is reinforcement learning, which requires minimal craftsmanship and promotes the natural evolution of a control policy. However, so far, reinforcement learning research for legged robots is mainly limited to simulation, and only few and comparably simple examples have been deployed on real systems. The primary reason is that training with real robots, particularly with dynamically balancing systems, is complicated and expensive. In the present work, we introduce a method for training a neural network policy in simulation and transferring it to a state-of-the-art legged system, thereby leveraging fast, automated, and cost-effective data generation schemes. The approach is applied to the ANYmal robot, a sophisticated medium-dog-sized quadrupedal system. Using policies trained in simulation, the quadrupedal machine achieves locomotion skills that go beyond what had been achieved with prior methods: ANYmal is capable of precisely and energy-efficiently following high-level body velocity commands, running faster than before, and recovering from falling even in complex configurations.

cs.RO↗

Robust Recovery Controller for a Quadrupedal Robot using Deep Reinforcement Learning

The ability to recover from a fall is an essential feature for a legged robot to navigate in challenging environments robustly. Until today, there has been very little progress on this topic. Current solutions mostly build upon (heuristically) predefined trajectories, resulting in unnatural behaviors and requiring considerable effort in engineering system-specific components. In this paper, we present an approach based on model-free Deep Reinforcement Learning (RL) to control recovery maneuvers of quadrupedal robots using a hierarchical behavior-based controller. The controller consists of four neural network policies including three behaviors and one behavior selector to coordinate them. Each of them is trained individually in simulation and deployed directly on a real system. We experimentally validate our approach on the quadrupedal robot ANYmal, which is a dog-sized quadrupedal system with 12 degrees of freedom. With our method, ANYmal manifests dynamic and reactive recovery behaviors to recover from an arbitrary fall configuration within less than 5 seconds. We tested the recovery maneuver more than 100 times, and the success rate was higher than 97 %.

cs.RO↗

Cable-Driven Actuation for Highly Dynamic Robotic Systems

This paper presents design and experimental evaluations of an articulated robotic limb called Capler-Leg. The key element of Capler-Leg is its single-stage cable-pulley transmission combined with a high-gap radius motor. Our cable-pulley system is designed to be as light-weight as possible and to additionally serve as the primary cooling element, thus significantly increasing the power density and efficiency of the overall system. The total weight of active elements on the leg, i.e. the stators and the rotors, contribute more than 60% of the total leg weight, which is an order of magnitude higher than most existing robots. The resulting robotic leg has low inertia, high torque transparency, low manufacturing cost, no backlash, and a low number of parts. Capler-Leg system itself, serves as an experimental setup for evaluating the proposed cable- pulley design in terms of robustness and efficiency. A continuous jump experiment shows a remarkable 96.5 % recuperation rate, measured at the battery output. This means that almost all the mechanical energy output used during push-off returned back to the battery during touch-down.

cs.RO↗

Control of a Quadrotor with Reinforcement Learning

In this paper, we present a method to control a quadrotor with a neural network trained using reinforcement learning techniques. With reinforcement learning, a common network can be trained to directly map state to actuator command making any predefined control structure obsolete for training. Moreover, we present a new learning algorithm which differs from the existing ones in certain aspects. Our algorithm is conservative but stable for complicated tasks. We found that it is more applicable to controlling a quadrotor than existing algorithms. We demonstrate the performance of the trained policy both in simulation and with a real quadrotor. Experiments show that our policy network can react to step response relatively accurately. With the same policy, we also demonstrate that we can stabilize the quadrotor in the air even under very harsh initialization (manually throwing it upside-down in the air with an initial velocity of 5 m/s). Computation time of evaluating the policy is only 7 μs per time step which is two orders of magnitude less than common trajectory optimization algorithms with an approximated model.

cs.RO↗