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Johannes A. Stork

Publications and source records attributed to Johannes A. Stork.

25 records · Page 2Linked to original sources

Ensemble of Sparse Gaussian Process Experts for Implicit Surface Mapping with Streaming Data

Creating maps is an essential task in robotics and provides the basis for effective planning and navigation. In this paper, we learn a compact and continuous implicit surface map of an environment from a stream of range data with known poses. For this, we create and incrementally adjust an ensemble of approximate Gaussian process (GP) experts which are each responsible for a different part of the map. Instead of inserting all arriving data into the GP models, we greedily trade-off between model complexity and prediction error. Our algorithm therefore uses less resources on areas with few geometric features and more where the environment is rich in variety. We evaluate our approach on synthetic and real-world data sets and analyze sensitivity to parameters and measurement noise. The results show that we can learn compact and accurate implicit surface models under different conditions, with a performance comparable to or better than that of exact GP regression with subsampled data.

cs.LG↗

Data-Driven Model Predictive Control for Food-Cutting

Modelling of contact-rich tasks is challenging and cannot be entirely solved using classical control approaches due to the difficulty of constructing an analytic description of the contact dynamics. Additionally, in a manipulation task like food-cutting, purely learning-based methods such as Reinforcement Learning, require either a vast amount of data that is expensive to collect on a real robot, or a highly realistic simulation environment, which is currently not available. This paper presents a data-driven control approach that employs a recurrent neural network to model the dynamics for a Model Predictive Controller. We build upon earlier work limited to torque-controlled robots and redefine it for velocity controlled ones. We incorporate force/torque sensor measurements, reformulate and further extend the control problem formulation. We evaluate the performance on objects used for training, as well as on unknown objects, by means of the cutting rates achieved and demonstrate that the method can efficiently treat different cases with only one dynamic model. Finally we investigate the behavior of the system during force-critical instances of cutting and illustrate its adaptive behavior in difficult cases.

cs.RO↗

Global Search with Bernoulli Alternation Kernel for Task-oriented Grasping Informed by Simulation

We develop an approach that benefits from large simulated datasets and takes full advantage of the limited online data that is most relevant. We propose a variant of Bayesian optimization that alternates between using informed and uninformed kernels. With this Bernoulli Alternation Kernel we ensure that discrepancies between simulation and reality do not hinder adapting robot control policies online. The proposed approach is applied to a challenging real-world problem of task-oriented grasping with novel objects. Our further contribution is a neural network architecture and training pipeline that use experience from grasping objects in simulation to learn grasp stability scores. We learn task scores from a labeled dataset with a convolutional network, which is used to construct an informed kernel for our variant of Bayesian optimization. Experiments on an ABB Yumi robot with real sensor data demonstrate success of our approach, despite the challenge of fulfilling task requirements and high uncertainty over physical properties of objects.

cs.RO↗

VPE: Variational Policy Embedding for Transfer Reinforcement Learning

Reinforcement Learning methods are capable of solving complex problems, but resulting policies might perform poorly in environments that are even slightly different. In robotics especially, training and deployment conditions often vary and data collection is expensive, making retraining undesirable. Simulation training allows for feasible training times, but on the other hand suffers from a reality-gap when applied in real-world settings. This raises the need of efficient adaptation of policies acting in new environments. We consider this as a problem of transferring knowledge within a family of similar Markov decision processes. For this purpose we assume that Q-functions are generated by some low-dimensional latent variable. Given such a Q-function, we can find a master policy that can adapt given different values of this latent variable. Our method learns both the generative mapping and an approximate posterior of the latent variables, enabling identification of policies for new tasks by searching only in the latent space, rather than the space of all policies. The low-dimensional space, and master policy found by our method enables policies to quickly adapt to new environments. We demonstrate the method on both a pendulum swing-up task in simulation, and for simulation-to-real transfer on a pushing task.

cs.LG↗

Reinforcement Learning in Topology-based Representation for Human Body Movement with Whole Arm Manipulation

Moving a human body or a large and bulky object can require the strength of whole arm manipulation (WAM). This type of manipulation places the load on the robot's arms and relies on global properties of the interaction to succeed---rather than local contacts such as grasping or non-prehensile pushing. In this paper, we learn to generate motions that enable WAM for holding and transporting of humans in certain rescue or patient care scenarios. We model the task as a reinforcement learning problem in order to provide a behavior that can directly respond to external perturbation and human motion. For this, we represent global properties of the robot-human interaction with topology-based coordinates that are computed from arm and torso positions. These coordinates also allow transferring the learned policy to other body shapes and sizes. For training and evaluation, we simulate a dynamic sea rescue scenario and show in quantitative experiments that the policy can solve unseen scenarios with differently-shaped humans, floating humans, or with perception noise. Our qualitative experiments show the subsequent transporting after holding is achieved and we demonstrate that the policy can be directly transferred to a real world setting.

cs.RO↗

Rearrangement with Nonprehensile Manipulation Using Deep Reinforcement Learning

Rearranging objects on a tabletop surface by means of nonprehensile manipulation is a task which requires skillful interaction with the physical world. Usually, this is achieved by precisely modeling physical properties of the objects, robot, and the environment for explicit planning. In contrast, as explicitly modeling the physical environment is not always feasible and involves various uncertainties, we learn a nonprehensile rearrangement strategy with deep reinforcement learning based on only visual feedback. For this, we model the task with rewards and train a deep Q-network. Our potential field-based heuristic exploration strategy reduces the amount of collisions which lead to suboptimal outcomes and we actively balance the training set to avoid bias towards poor examples. Our training process leads to quicker learning and better performance on the task as compared to uniform exploration and standard experience replay. We demonstrate empirical evidence from simulation that our method leads to a success rate of 85%, show that our system can cope with sudden changes of the environment, and compare our performance with human level performance.

cs.RO↗

Rope through Loop Insertion for Robotic Knotting: A Virtual Magnetic Field Formulation

Inserting an end of a rope through a loop is a common and important action that is required for creating most types of knots. To perform this action, we need to pass the end of the rope through an area that is enclosed by another segment of rope. As for all knotting actions, the robot must for this exercise control over a semi-compliant and flexible body whose complex 3d shape is difficult to perceive and follow. Additionally, the target loop often deforms during the insertion. We address this problem by defining a virtual magnetic field through the loop's interior and use the Biot Savart law to guide the robotic manipulator that holds the end of the rope. This approach directly defines, for any manipulator position, a motion vector that results in a path that passes through the loop. The motion vector is directly derived from the position of the loop and changes as soon as it moves or deforms. In simulation, we test the insertion action against dynamic loop deformation of different intensity. We also combine insertion with grasp and release actions, coordinated by a hybrid control system, to tie knots in simulation and with a NAO robot.

cs.RO↗