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Ken Goldberg

Publications and source records attributed to Ken Goldberg.

At least 91 records · Page 5Linked to original sources

HANDLOOM: Learned Tracing of One-Dimensional Objects for Inspection and Manipulation

Tracing - estimating the spatial state of - long deformable linear objects such as cables, threads, hoses, or ropes, is useful for a broad range of tasks in homes, retail, factories, construction, transportation, and healthcare. For long deformable linear objects (DLOs or simply cables) with many (over 25) crossings, we present HANDLOOM (Heterogeneous Autoregressive Learned Deformable Linear Object Observation and Manipulation), a learning-based algorithm that fits a trace to a greyscale image of cables. We evaluate HANDLOOM on semi-planar DLO configurations where each crossing involves at most 2 segments. HANDLOOM makes use of neural networks trained with 30,000 simulated examples and 568 real examples to autoregressively estimate traces of cables and classify crossings. Experiments find that in settings with multiple identical cables, HANDLOOM can trace each cable with 80% accuracy. In single-cable images, HANDLOOM can trace and identify knots with 77% accuracy. When HANDLOOM is incorporated into a bimanual robot system, it enables state-based imitation of knot tying with 80% accuracy, and it successfully untangles 64% of cable configurations across 3 levels of difficulty. Additionally, HANDLOOM demonstrates generalization to knot types and materials (rubber, cloth rope) not present in the training dataset with 85% accuracy. Supplementary material, including all code and an annotated dataset of RGB-D images of cables along with ground-truth traces, is at https://sites.google.com/view/cable-tracing.

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IIFL: Implicit Interactive Fleet Learning from Heterogeneous Human Supervisors

Imitation learning has been applied to a range of robotic tasks, but can struggle when robots encounter edge cases that are not represented in the training data (i.e., distribution shift). Interactive fleet learning (IFL) mitigates distribution shift by allowing robots to access remote human supervisors during task execution and learn from them over time, but different supervisors may demonstrate the task in different ways. Recent work proposes Implicit Behavior Cloning (IBC), which is able to represent multimodal demonstrations using energy-based models (EBMs). In this work, we propose Implicit Interactive Fleet Learning (IIFL), an algorithm that builds on IBC for interactive imitation learning from multiple heterogeneous human supervisors. A key insight in IIFL is a novel approach for uncertainty quantification in EBMs using Jeffreys divergence. While IIFL is more computationally expensive than explicit methods, results suggest that IIFL achieves a 2.8x higher success rate in simulation experiments and a 4.5x higher return on human effort in a physical block pushing task over (Explicit) IFL, IBC, and other baselines.

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Language Embedded Radiance Fields for Zero-Shot Task-Oriented Grasping

Grasping objects by a specific part is often crucial for safety and for executing downstream tasks. Yet, learning-based grasp planners lack this behavior unless they are trained on specific object part data, making it a significant challenge to scale object diversity. Instead, we propose LERF-TOGO, Language Embedded Radiance Fields for Task-Oriented Grasping of Objects, which uses vision-language models zero-shot to output a grasp distribution over an object given a natural language query. To accomplish this, we first reconstruct a LERF of the scene, which distills CLIP embeddings into a multi-scale 3D language field queryable with text. However, LERF has no sense of objectness, meaning its relevancy outputs often return incomplete activations over an object which are insufficient for subsequent part queries. LERF-TOGO mitigates this lack of spatial grouping by extracting a 3D object mask via DINO features and then conditionally querying LERF on this mask to obtain a semantic distribution over the object with which to rank grasps from an off-the-shelf grasp planner. We evaluate LERF-TOGO's ability to grasp task-oriented object parts on 31 different physical objects, and find it selects grasps on the correct part in 81% of all trials and grasps successfully in 69%. See the project website at: lerftogo.github.io

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Bagging by Learning to Singulate Layers Using Interactive Perception

Many fabric handling and 2D deformable material tasks in homes and industry require singulating layers of material such as opening a bag or arranging garments for sewing. In contrast to methods requiring specialized sensing or end effectors, we use only visual observations with ordinary parallel jaw grippers. We propose SLIP: Singulating Layers using Interactive Perception, and apply SLIP to the task of autonomous bagging. We develop SLIP-Bagging, a bagging algorithm that manipulates a plastic or fabric bag from an unstructured state, and uses SLIP to grasp the top layer of the bag to open it for object insertion. In physical experiments, a YuMi robot achieves a success rate of 67% to 81% across bags of a variety of materials, shapes, and sizes, significantly improving in success rate and generality over prior work. Experiments also suggest that SLIP can be applied to tasks such as singulating layers of folded cloth and garments. Supplementary material is available at https://sites.google.com/view/slip-bagging/.

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Learning to Efficiently Plan Robust Frictional Multi-Object Grasps

We consider a decluttering problem where multiple rigid convex polygonal objects rest in randomly placed positions and orientations on a planar surface and must be efficiently transported to a packing box using both single and multi-object grasps. Prior work considered frictionless multi-object grasping. In this paper, we introduce friction to increase the number of potential grasps for a given group of objects, and thus increase picks per hour. We train a neural network using real examples to plan robust multi-object grasps. In physical experiments, we find a 13.7% increase in success rate, a 1.6x increase in picks per hour, and a 6.3x decrease in grasp planning time compared to prior work on multi-object grasping. Compared to single-object grasping, we find a 3.1x increase in picks per hour.

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Self-Supervised Visuo-Tactile Pretraining to Locate and Follow Garment Features

Humans make extensive use of vision and touch as complementary senses, with vision providing global information about the scene and touch measuring local information during manipulation without suffering from occlusions. While prior work demonstrates the efficacy of tactile sensing for precise manipulation of deformables, they typically rely on supervised, human-labeled datasets. We propose Self-Supervised Visuo-Tactile Pretraining (SSVTP), a framework for learning multi-task visuo-tactile representations in a self-supervised manner through cross-modal supervision. We design a mechanism that enables a robot to autonomously collect precisely spatially-aligned visual and tactile image pairs, then train visual and tactile encoders to embed these pairs into a shared latent space using cross-modal contrastive loss. We apply this latent space to downstream perception and control of deformable garments on flat surfaces, and evaluate the flexibility of the learned representations without fine-tuning on 5 tasks: feature classification, contact localization, anomaly detection, feature search from a visual query (e.g., garment feature localization under occlusion), and edge following along cloth edges. The pretrained representations achieve a 73-100% success rate on these 5 tasks.

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Self-Supervised Learning for Interactive Perception of Surgical Thread for Autonomous Suture Tail-Shortening

Accurate 3D sensing of suturing thread is a challenging problem in automated surgical suturing because of the high state-space complexity, thinness and deformability of the thread, and possibility of occlusion by the grippers and tissue. In this work we present a method for tracking surgical thread in 3D which is robust to occlusions and complex thread configurations, and apply it to autonomously perform the surgical suture "tail-shortening" task: pulling thread through tissue until a desired "tail" length remains exposed. The method utilizes a learned 2D surgical thread detection network to segment suturing thread in RGB images. It then identifies the thread path in 2D and reconstructs the thread in 3D as a NURBS spline by triangulating the detections from two stereo cameras. Once a 3D thread model is initialized, the method tracks the thread across subsequent frames. Experiments suggest the method achieves a 1.33 pixel average reprojection error on challenging single-frame 3D thread reconstructions, and an 0.84 pixel average reprojection error on two tracking sequences. On the tail-shortening task, it accomplishes a 90% success rate across 20 trials. Supplemental materials are available at https://sites.google.com/berkeley.edu/autolab-surgical-thread/ .

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The Busboy Problem: Efficient Tableware Decluttering Using Consolidation and Multi-Object Grasps

We present the "Busboy Problem": automating an efficient decluttering of cups, bowls, and silverware from a planar surface. As grasping and transporting individual items is highly inefficient, we propose policies to generate grasps for multiple items. We introduce the metric of Objects per Trip (OpT) carried by the robot to the collection bin to analyze the improvement seen as a result of our policies. In physical experiments with singulated items, we find that consolidation and multi-object grasps resulted in an 1.8x improvement in OpT, compared to methods without multi-object grasps. See https://sites.google.com/berkeley.edu/busboyproblem for code and supplemental materials.

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FogROS2-SGC: A ROS2 Cloud Robotics Platform for Secure Global Connectivity

The Robot Operating System (ROS2) is the most widely used software platform for building robotics applications. FogROS2 extends ROS2 to allow robots to access cloud computing on demand. However, ROS2 and FogROS2 assume that all robots are locally connected and that each robot has full access and control of the other robots. With applications like distributed multi-robot systems, remote robot control, and mobile robots, robotics increasingly involves the global Internet and complex trust management. Existing approaches for connecting disjoint ROS2 networks lack key features such as security, compatibility, efficiency, and ease of use. We introduce FogROS2-SGC, an extension of FogROS2 that can effectively connect robot systems across different physical locations, networks, and Data Distribution Services (DDS). With globally unique and location-independent identifiers, FogROS2-SGC securely and efficiently routes data between robotics components around the globe. FogROS2-SGC is agnostic to the ROS2 distribution and configuration, is compatible with non-ROS2 software, and seamlessly extends existing ROS2 applications without any code modification. Experiments suggest FogROS2-SGC is 19x faster than rosbridge (a ROS2 package with comparable features, but lacking security). We also apply FogROS2-SGC to 4 robots and compute nodes that are 3600km apart. Videos and code are available on the project website https://sites.google.com/view/fogros2-sgc.

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Can Machines Garden? Systematically Comparing the AlphaGarden vs. Professional Horticulturalists

The AlphaGarden is an automated testbed for indoor polyculture farming which combines a first-order plant simulator, a gantry robot, a seed planting algorithm, plant phenotyping and tracking algorithms, irrigation sensors and algorithms, and custom pruning tools and algorithms. In this paper, we systematically compare the performance of the AlphaGarden to professional horticulturalists on the staff of the UC Berkeley Oxford Tract Greenhouse. The humans and the machine tend side-by-side polyculture gardens with the same seed arrangement. We compare performance in terms of canopy coverage, plant diversity, and water consumption. Results from two 60-day cycles suggest that the automated AlphaGarden performs comparably to professional horticulturalists in terms of coverage and diversity, and reduces water consumption by as much as 44%. Code, videos, and datasets are available at https://sites.google.com/berkeley.edu/systematiccomparison.

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Push-MOG: Efficient Pushing to Consolidate Polygonal Objects for Multi-Object Grasping

Recently, robots have seen rapidly increasing use in homes and warehouses to declutter by collecting objects from a planar surface and placing them into a container. While current techniques grasp objects individually, Multi-Object Grasping (MOG) can improve efficiency by increasing the average number of objects grasped per trip (OpT). However, grasping multiple objects requires the objects to be aligned and in close proximity. In this work, we propose Push-MOG, an algorithm that computes "fork pushing" actions using a parallel-jaw gripper to create graspable object clusters. In physical decluttering experiments, we find that Push-MOG enables multi-object grasps, increasing the average OpT by 34%. Code and videos will be available at https://sites.google.com/berkeley.edu/push-mog.

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Learning to Rearrange Deformable Cables, Fabrics, and Bags with Goal-Conditioned Transporter Networks

Rearranging and manipulating deformable objects such as cables, fabrics, and bags is a long-standing challenge in robotic manipulation. The complex dynamics and high-dimensional configuration spaces of deformables, compared to rigid objects, make manipulation difficult not only for multi-step planning, but even for goal specification. Goals cannot be as easily specified as rigid object poses, and may involve complex relative spatial relations such as "place the item inside the bag". In this work, we develop a suite of simulated benchmarks with 1D, 2D, and 3D deformable structures, including tasks that involve image-based goal-conditioning and multi-step deformable manipulation. We propose embedding goal-conditioning into Transporter Networks, a recently proposed model architecture for learning robotic manipulation that rearranges deep features to infer displacements that can represent pick and place actions. In simulation and in physical experiments, we demonstrate that goal-conditioned Transporter Networks enable agents to manipulate deformable structures into flexibly specified configurations without test-time visual anchors for target locations. We also significantly extend prior results using Transporter Networks for manipulating deformable objects by testing on tasks with 2D and 3D deformables. Supplementary material is available at https://berkeleyautomation.github.io/bags/.

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Video Prediction Models as Rewards for Reinforcement Learning

Specifying reward signals that allow agents to learn complex behaviors is a long-standing challenge in reinforcement learning. A promising approach is to extract preferences for behaviors from unlabeled videos, which are widely available on the internet. We present Video Prediction Rewards (VIPER), an algorithm that leverages pretrained video prediction models as action-free reward signals for reinforcement learning. Specifically, we first train an autoregressive transformer on expert videos and then use the video prediction likelihoods as reward signals for a reinforcement learning agent. VIPER enables expert-level control without programmatic task rewards across a wide range of DMC, Atari, and RLBench tasks. Moreover, generalization of the video prediction model allows us to derive rewards for an out-of-distribution environment where no expert data is available, enabling cross-embodiment generalization for tabletop manipulation. We see our work as starting point for scalable reward specification from unlabeled videos that will benefit from the rapid advances in generative modeling. Source code and datasets are available on the project website: https://escontrela.me/viper

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FogROS2: An Adaptive Platform for Cloud and Fog Robotics Using ROS 2

Mobility, power, and price points often dictate that robots do not have sufficient computing power on board to run contemporary robot algorithms at desired rates. Cloud computing providers such as AWS, GCP, and Azure offer immense computing power and increasingly low latency on demand, but tapping into that power from a robot is non-trivial. We present FogROS2, an open-source platform to facilitate cloud and fog robotics that is included in the Robot Operating System 2 (ROS 2) distribution. FogROS2 is distinct from its predecessor FogROS1 in 9 ways, including lower latency, overhead, and startup times; improved usability, and additional automation, such as region and computer type selection. Additionally, FogROS2 gains performance, timing, and additional improvements associated with ROS 2. In common robot applications, FogROS2 reduces SLAM latency by 50 %, reduces grasp planning time from 14 s to 1.2 s, and speeds up motion planning 45x. When compared to FogROS1, FogROS2 reduces network utilization by up to 3.8x, improves startup time by 63 %, and network round-trip latency by 97 % for images using video compression. The source code, examples, and documentation for FogROS2 are available at https://github.com/BerkeleyAutomation/FogROS2, and is available through the official ROS 2 repository at https://index.ros.org/p/fogros2/.

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Safe Self-Supervised Learning in Real of Visuo-Tactile Feedback Policies for Industrial Insertion

Industrial insertion tasks are often performed repetitively with parts that are subject to tight tolerances and prone to breakage. Learning an industrial insertion policy in real is challenging as the collision between the parts and the environment can cause slippage or breakage of the part. In this paper, we present a safe self-supervised method to learn a visuo-tactile insertion policy that is robust to grasp pose variations. The method reduces human input and collisions between the part and the receptacle. The method divides the insertion task into two phases. In the first align phase, a tactile-based grasp pose estimation model is learned to align the insertion part with the receptacle. In the second insert phase, a vision-based policy is learned to guide the part into the receptacle. The robot uses force-torque sensing to achieve a safe self-supervised data collection pipeline. Physical experiments on the USB insertion task from the NIST Assembly Taskboard suggest that the resulting policies can achieve 45/45 insertion successes on 45 different initial grasp poses, improving on two baselines: (1) a behavior cloning agent trained on 50 human insertion demonstrations (1/45) and (2) an online RL policy (TD3) trained in real (0/45).

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AutoBag: Learning to Open Plastic Bags and Insert Objects

Thin plastic bags are ubiquitous in retail stores, healthcare, food handling, recycling, homes, and school lunchrooms. They are challenging both for perception (due to specularities and occlusions) and for manipulation (due to the dynamics of their 3D deformable structure). We formulate the task of "bagging:" manipulating common plastic shopping bags with two handles from an unstructured initial state to an open state where at least one solid object can be inserted into the bag and lifted for transport. We propose a self-supervised learning framework where a dual-arm robot learns to recognize the handles and rim of plastic bags using UV-fluorescent markings; at execution time, the robot does not use UV markings or UV light. We propose the AutoBag algorithm, where the robot uses the learned perception model to open a plastic bag through iterative manipulation. We present novel metrics to evaluate the quality of a bag state and new motion primitives for reorienting and opening bags based on visual observations. In physical experiments, a YuMi robot using AutoBag is able to open bags and achieve a success rate of 16/30 for inserting at least one item across a variety of initial bag configurations. Supplementary material is available at https://sites.google.com/view/autobag.

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LERF: Language Embedded Radiance Fields

Humans describe the physical world using natural language to refer to specific 3D locations based on a vast range of properties: visual appearance, semantics, abstract associations, or actionable affordances. In this work we propose Language Embedded Radiance Fields (LERFs), a method for grounding language embeddings from off-the-shelf models like CLIP into NeRF, which enable these types of open-ended language queries in 3D. LERF learns a dense, multi-scale language field inside NeRF by volume rendering CLIP embeddings along training rays, supervising these embeddings across training views to provide multi-view consistency and smooth the underlying language field. After optimization, LERF can extract 3D relevancy maps for a broad range of language prompts interactively in real-time, which has potential use cases in robotics, understanding vision-language models, and interacting with 3D scenes. LERF enables pixel-aligned, zero-shot queries on the distilled 3D CLIP embeddings without relying on region proposals or masks, supporting long-tail open-vocabulary queries hierarchically across the volume. The project website can be found at https://lerf.io .

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Automating Vascular Shunt Insertion with the dVRK Surgical Robot

Vascular shunt insertion is a fundamental surgical procedure used to temporarily restore blood flow to tissues. It is often performed in the field after major trauma. We formulate a problem of automated vascular shunt insertion and propose a pipeline to perform Automated Vascular Shunt Insertion (AVSI) using a da Vinci Research Kit. The pipeline uses a learned visual model to estimate the locus of the vessel rim, plans a grasp on the rim, and moves to grasp at that point. The first robot gripper then pulls the rim to stretch open the vessel with a dilation motion. The second robot gripper then proceeds to insert a shunt into the vessel phantom (a model of the blood vessel) with a chamfer tilt followed by a screw motion. Results suggest that AVSI achieves a high success rate even with tight tolerances and varying vessel orientations up to 30°. Supplementary material, dataset, videos, and visualizations can be found at https://sites.google.com/berkeley.edu/autolab-avsi.

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