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Ken Goldberg

Publications and source records attributed to Ken Goldberg.

At least 127 records · Page 7Linked to original sources

Online Learning with Continuous Variations: Dynamic Regret and Reductions

Online learning is a powerful tool for analyzing iterative algorithms. However, the classic adversarial setup sometimes fails to capture certain regularity in online problems in practice. Motivated by this, we establish a new setup, called Continuous Online Learning (COL), where the gradient of online loss function changes continuously across rounds with respect to the learner's decisions. We show that COL covers and more appropriately describes many interesting applications, from general equilibrium problems (EPs) to optimization in episodic MDPs. In particular, we show monotone EPs admits a reduction to achieving sublinear static regret in COL. Using this new setup, we revisit the difficulty of sublinear dynamic regret. We prove a fundamental equivalence between achieving sublinear dynamic regret in COL and solving certain EPs. With this insight, we offer conditions for efficient algorithms that achieve sublinear dynamic regret, even when the losses are chosen adaptively without any a priori variation budget. Furthermore, we show for COL a reduction from dynamic regret to both static regret and convergence in the associated EP, allowing us to analyze the dynamic regret of many existing algorithms.

cs.LG↗

Adversarial Motion Priors Make Good Substitutes for Complex Reward Functions

Training a high-dimensional simulated agent with an under-specified reward function often leads the agent to learn physically infeasible strategies that are ineffective when deployed in the real world. To mitigate these unnatural behaviors, reinforcement learning practitioners often utilize complex reward functions that encourage physically plausible behaviors. However, a tedious labor-intensive tuning process is often required to create hand-designed rewards which might not easily generalize across platforms and tasks. We propose substituting complex reward functions with "style rewards" learned from a dataset of motion capture demonstrations. A learned style reward can be combined with an arbitrary task reward to train policies that perform tasks using naturalistic strategies. These natural strategies can also facilitate transfer to the real world. We build upon Adversarial Motion Priors -- an approach from the computer graphics domain that encodes a style reward from a dataset of reference motions -- to demonstrate that an adversarial approach to training policies can produce behaviors that transfer to a real quadrupedal robot without requiring complex reward functions. We also demonstrate that an effective style reward can be learned from a few seconds of motion capture data gathered from a German Shepherd and leads to energy-efficient locomotion strategies with natural gait transitions.

cs.AI↗

GOMP-FIT: Grasp-Optimized Motion Planning for Fast Inertial Transport

High-speed motions in pick-and-place operations are critical to making robots cost-effective in many automation scenarios, from warehouses and manufacturing to hospitals and homes. However, motions can be too fast -- such as when the object being transported has an open-top, is fragile, or both. One way to avoid spills or damage, is to move the arm slowly. We propose an alternative: Grasp-Optimized Motion Planning for Fast Inertial Transport (GOMP-FIT), a time-optimizing motion planner based on our prior work, that includes constraints based on accelerations at the robot end-effector. With GOMP-FIT, a robot can perform high-speed motions that avoid obstacles and use inertial forces to its advantage. In experiments transporting open-top containers with varying tilt tolerances, whereas GOMP computes sub-second motions that spill up to 90% of the contents during transport, GOMP-FIT generates motions that spill 0% of contents while being slowed by as little as 0% when there are few obstacles, 30% when there are high obstacles and 45-degree tolerances, and 50% when there 15-degree tolerances and few obstacles. Videos and more at: https://berkeleyautomation.github.io/gomp-fit/.

cs.RO↗

GOMP-ST: Grasp Optimized Motion Planning for Suction Transport

Suction cup grasping is very common in industry, but moving too quickly can cause suction cups to detach, causing drops or damage. Maintaining a suction grasp throughout a high-speed motion requires balancing suction forces against inertial forces while the suction cups deform under strain. In this paper, we consider Grasp Optimized Motion Planning for Suction Transport (GOMP-ST), an algorithm that combines deep learning with optimization to decrease transport time while avoiding suction cup failure. GOMP-ST first repeatedly moves a physical robot, vacuum gripper, and a sample object, while measuring pressure with a solid-state sensor to learn critical failure conditions. Then, these are integrated as constraints on the accelerations at the end-effector into a time-optimizing motion planner. The resulting plans incorporate real-world effects such as suction cup deformation that are difficult to model analytically. In GOMP-ST, the learned constraint, modeled with a neural network, is linearized using Autograd and integrated into a sequential quadratic program optimization. In 420 experiments with a physical UR5 transporting objects ranging from 1.3 to 1.7 kg, we compare GOMP-ST to baseline optimizing motion planners. Results suggest that GOMP-ST can avoid suction cup failure while decreasing transport times from 16% to 58%. For code, video, and datasets, see https://sites.google.com/view/gomp-st.

cs.RO↗

All You Need is LUV: Unsupervised Collection of Labeled Images using Invisible UV Fluorescent Indicators

Large-scale semantic image annotation is a significant challenge for learning-based perception systems in robotics. Current approaches often rely on human labelers, which can be expensive, or simulation data, which can visually or physically differ from real data. This paper proposes Labels from UltraViolet (LUV), a novel framework that enables rapid, labeled data collection in real manipulation environments without human labeling. LUV uses transparent, ultraviolet-fluorescent paint with programmable ultraviolet LEDs to collect paired images of a scene in standard lighting and UV lighting to autonomously extract segmentation masks and keypoints via color segmentation. We apply LUV to a suite of diverse robot perception tasks to evaluate its labeling quality, flexibility, and data collection rate. Results suggest that LUV is 180-2500 times faster than a human labeler across the tasks. We show that LUV provides labels consistent with human annotations on unpainted test images. The networks trained on these labels are used to smooth and fold crumpled towels with 83% success rate and achieve 1.7mm position error with respect to human labels on a surgical needle pose estimation task. The low cost of LUV makes it ideal as a lightweight replacement for human labeling systems, with the one-time setup costs at $300 equivalent to the cost of collecting around 200 semantic segmentation labels on Amazon Mechanical Turk. Code, datasets, visualizations, and supplementary material can be found at https://sites.google.com/berkeley.edu/luv

cs.CV↗

Policy-Based Bayesian Experimental Design for Non-Differentiable Implicit Models

For applications in healthcare, physics, energy, robotics, and many other fields, designing maximally informative experiments is valuable, particularly when experiments are expensive, time-consuming, or pose safety hazards. While existing approaches can sequentially design experiments based on prior observation history, many of these methods do not extend to implicit models, where simulation is possible but computing the likelihood is intractable. Furthermore, they often require either significant online computation during deployment or a differentiable simulation system. We introduce Reinforcement Learning for Deep Adaptive Design (RL-DAD), a method for simulation-based optimal experimental design for non-differentiable implicit models. RL-DAD extends prior work in policy-based Bayesian Optimal Experimental Design (BOED) by reformulating it as a Markov Decision Process with a reward function based on likelihood-free information lower bounds, which is used to learn a policy via deep reinforcement learning. The learned design policy maps prior histories to experiment designs offline and can be quickly deployed during online execution. We evaluate RL-DAD and find that it performs competitively with baselines on three benchmarks.

cs.LG↗

Implicit Kinematic Policies: Unifying Joint and Cartesian Action Spaces in End-to-End Robot Learning

Action representation is an important yet often overlooked aspect in end-to-end robot learning with deep networks. Choosing one action space over another (e.g. target joint positions, or Cartesian end-effector poses) can result in surprisingly stark performance differences between various downstream tasks -- and as a result, considerable research has been devoted to finding the right action space for a given application. However, in this work, we instead investigate how our models can discover and learn for themselves which action space to use. Leveraging recent work on implicit behavioral cloning, which takes both observations and actions as input, we demonstrate that it is possible to present the same action in multiple different spaces to the same policy -- allowing it to learn inductive patterns from each space. Specifically, we study the benefits of combining Cartesian and joint action spaces in the context of learning manipulation skills. To this end, we present Implicit Kinematic Policies (IKP), which incorporates the kinematic chain as a differentiable module within the deep network. Quantitative experiments across several simulated continuous control tasks -- from scooping piles of small objects, to lifting boxes with elbows, to precise block insertion with miscalibrated robots -- suggest IKP not only learns complex prehensile and non-prehensile manipulation from pixels better than baseline alternatives, but also can learn to compensate for small joint encoder offset errors. Finally, we also run qualitative experiments on a real UR5e to demonstrate the feasibility of our algorithm on a physical robotic system with real data. See https://tinyurl.com/4wz3nf86 for code and supplementary material.

cs.RO↗

IPC-GraspSim: Reducing the Sim2Real Gap for Parallel-Jaw Grasping with the Incremental Potential Contact Model

Accurately simulating whether an object will be lifted securely or dropped during grasping is a longstanding Sim2Real challenge. Soft compliant jaw tips are almost universally used with parallel-jaw robot grippers due to their ability to increase contact area and friction between the jaws and the object to be manipulated. However, interactions between the compliant surfaces and rigid objects are notoriously difficult to model. We introduce IPC-GraspSim, a novel grasp simulator that extends Incremental Potential Contact (IPC) - a highly accurate collision + deformation model developed in 2020 for computer graphics. IPC-GraspSim models both the dynamics and the deformation of compliant jaw tips to reduce Sim2Real gap for robot grasping. We evaluate IPC-GraspSim using a set of 2,000 physical grasps across 16 adversarial objects where analytic models perform poorly. In comparison to both analytic quasistatic contact models (soft point contact, REACH, 6DFC) and dynamic grasp simulators (Isaac Gym with FleX), results suggest IPC-GraspSim can predict robustness with higher precision and recall (F1 = 0.85). IPC-GraspSim increases F1 score by 0.03 to 0.20 over analytic baselines and 0.09 over Isaac Gym, at a cost of 8000x and 1.5x more compute time, respectively. All data, code, videos, and supplementary material are available at https://sites.google.com/berkeley.edu/ipcgraspsim.

cs.RO↗

LEGS: Learning Efficient Grasp Sets for Exploratory Grasping

While deep learning has enabled significant progress in designing general purpose robot grasping systems, there remain objects which still pose challenges for these systems. Recent work on Exploratory Grasping has formalized the problem of systematically exploring grasps on these adversarial objects and explored a multi-armed bandit model for identifying high-quality grasps on each object stable pose. However, these systems are still limited to exploring a small number or grasps on each object. We present Learned Efficient Grasp Sets (LEGS), an algorithm that efficiently explores thousands of possible grasps by maintaining small active sets of promising grasps and determining when it can stop exploring the object with high confidence. Experiments suggest that LEGS can identify a high-quality grasp more efficiently than prior algorithms which do not use active sets. In simulation experiments, we measure the gap between the success probability of the best grasp identified by LEGS, baselines, and the most-robust grasp (verified ground truth). After 3000 exploration steps, LEGS outperforms baseline algorithms on 10/14 and 25/39 objects on the Dex-Net Adversarial and EGAD! datasets respectively. We then evaluate LEGS in physical experiments; trials on 3 challenging objects suggest that LEGS converges to high-performing grasps significantly faster than baselines. See https://sites.google.com/view/legs-exp-grasping for supplemental material and videos.

cs.RO↗

Mechanical Search on Shelves using a Novel "Bluction" Tool

Shelves are common in homes, warehouses, and commercial settings due to their storage efficiency. However, this efficiency comes at the cost of reduced visibility and accessibility. When looking from a side (lateral) view of a shelf, most objects will be fully occluded, resulting in a constrained lateral-access mechanical search problem. To address this problem, we introduce: (1) a novel bluction tool, which combines a thin pushing blade and suction cup gripper, (2) an improved LAX-RAY simulation pipeline and perception model that combines ray-casting with 2D Minkowski sums to efficiently generate target occupancy distributions, and (3) a novel SLAX-RAY search policy, which optimally reduces target object distribution support area using the bluction tool. Experimental data from 2000 simulated shelf trials and 18 trials with a physical Fetch robot equipped with the bluction tool suggest that using suction grasping actions improves the success rate over the highest performing push-only policy by 26% in simulation and 67% in physical environments.

cs.RO↗

Learning to Localize, Grasp, and Hand Over Unmodified Surgical Needles

Robotic Surgical Assistants (RSAs) are commonly used to perform minimally invasive surgeries by expert surgeons. However, long procedures filled with tedious and repetitive tasks such as suturing can lead to surgeon fatigue, motivating the automation of suturing. As visual tracking of a thin reflective needle is extremely challenging, prior work has modified the needle with nonreflective contrasting paint. As a step towards automation of a suturing subtask without modifying the needle, we propose HOUSTON: Handoff of Unmodified, Surgical, Tool-Obstructed Needles, a problem and algorithm that uses a learned active sensing policy with a stereo camera to localize and align the needle into a visible and accessible pose for the other arm. To compensate for robot positioning and needle perception errors, the algorithm then executes a high-precision grasping motion that uses multiple cameras. In physical experiments using the da Vinci Research Kit (dVRK), HOUSTON successfully passes unmodified surgical needles with a success rate of 96.7% and is able to perform handover sequentially between the arms 32.4 times on average before failure. On needles unseen in training, HOUSTON achieves a success rate of 75 - 92.9%. To our knowledge, this work is the first to study handover of unmodified surgical needles. See https://tinyurl.com/houston-surgery for additional materials.

cs.RO↗

MESA: Offline Meta-RL for Safe Adaptation and Fault Tolerance

Safe exploration is critical for using reinforcement learning (RL) in risk-sensitive environments. Recent work learns risk measures which measure the probability of violating constraints, which can then be used to enable safety. However, learning such risk measures requires significant interaction with the environment, resulting in excessive constraint violations during learning. Furthermore, these measures are not easily transferable to new environments. We cast safe exploration as an offline meta-RL problem, where the objective is to leverage examples of safe and unsafe behavior across a range of environments to quickly adapt learned risk measures to a new environment with previously unseen dynamics. We then propose MEta-learning for Safe Adaptation (MESA), an approach for meta-learning a risk measure for safe RL. Simulation experiments across 5 continuous control domains suggest that MESA can leverage offline data from a range of different environments to reduce constraint violations in unseen environments by up to a factor of 2 while maintaining task performance. See https://tinyurl.com/safe-meta-rl for code and supplementary material.

cs.LG↗

Dex-NeRF: Using a Neural Radiance Field to Grasp Transparent Objects

The ability to grasp and manipulate transparent objects is a major challenge for robots. Existing depth cameras have difficulty detecting, localizing, and inferring the geometry of such objects. We propose using neural radiance fields (NeRF) to detect, localize, and infer the geometry of transparent objects with sufficient accuracy to find and grasp them securely. We leverage NeRF's view-independent learned density, place lights to increase specular reflections, and perform a transparency-aware depth-rendering that we feed into the Dex-Net grasp planner. We show how additional lights create specular reflections that improve the quality of the depth map, and test a setup for a robot workcell equipped with an array of cameras to perform transparent object manipulation. We also create synthetic and real datasets of transparent objects in real-world settings, including singulated objects, cluttered tables, and the top rack of a dishwasher. In each setting we show that NeRF and Dex-Net are able to reliably compute robust grasps on transparent objects, achieving 90% and 100% grasp success rates in physical experiments on an ABB YuMi, on objects where baseline methods fail.

cs.RO↗

A Multi-Chamber Smart Suction Cup for Adaptive Gripping and Haptic Exploration

We present a novel robot end-effector for gripping and haptic exploration. Tactile sensing through suction flow monitoring is applied to a new suction cup design that contains multiple chambers for air flow. Each chamber connects with its own remote pressure transducer, which enables both absolute and differential pressure measures between chambers. By changing the overall vacuum applied to this smart suction cup, it can perform different functions such as gentle haptic exploration (low pressure) and monitoring breaks in the seal during strong astrictive gripping (high pressure). Haptic exploration of surfaces through sliding and palpation can guide the selection of suction grasp locations and help to identify the local surface geometry. During suction gripping, this design localizes breaks in the suction seal between four quadrants with up to 97% accuracy and detects breaks in the suction seal early enough to avoid total grasp failure.

cs.RO↗

LS3: Latent Space Safe Sets for Long-Horizon Visuomotor Control of Sparse Reward Iterative Tasks

Reinforcement learning (RL) has shown impressive success in exploring high-dimensional environments to learn complex tasks, but can often exhibit unsafe behaviors and require extensive environment interaction when exploration is unconstrained. A promising strategy for learning in dynamically uncertain environments is requiring that the agent can robustly return to learned safe sets, where task success (and therefore safety) can be guaranteed. While this approach has been successful in low-dimensions, enforcing this constraint in environments with visual observations is exceedingly challenging. We present a novel continuous representation for safe sets by framing it as a binary classification problem in a learned latent space, which flexibly scales to image observations. We then present a new algorithm, Latent Space Safe Sets (LS3), which uses this representation for long-horizon tasks with sparse rewards. We evaluate LS3 on 4 domains, including a challenging sequential pushing task in simulation and a physical cable routing task. We find that LS3 can use prior task successes to restrict exploration and learn more efficiently than prior algorithms while satisfying constraints. See https://tinyurl.com/latent-ss for code and supplementary material.

cs.LG↗

ThriftyDAgger: Budget-Aware Novelty and Risk Gating for Interactive Imitation Learning

Effective robot learning often requires online human feedback and interventions that can cost significant human time, giving rise to the central challenge in interactive imitation learning: is it possible to control the timing and length of interventions to both facilitate learning and limit burden on the human supervisor? This paper presents ThriftyDAgger, an algorithm for actively querying a human supervisor given a desired budget of human interventions. ThriftyDAgger uses a learned switching policy to solicit interventions only at states that are sufficiently (1) novel, where the robot policy has no reference behavior to imitate, or (2) risky, where the robot has low confidence in task completion. To detect the latter, we introduce a novel metric for estimating risk under the current robot policy. Experiments in simulation and on a physical cable routing experiment suggest that ThriftyDAgger's intervention criteria balances task performance and supervisor burden more effectively than prior algorithms. ThriftyDAgger can also be applied at execution time, where it achieves a 100% success rate on both the simulation and physical tasks. A user study (N=10) in which users control a three-robot fleet while also performing a concentration task suggests that ThriftyDAgger increases human and robot performance by 58% and 80% respectively compared to the next best algorithm while reducing supervisor burden.

cs.RO↗

FogROS: An Adaptive Framework for Automating Fog Robotics Deployment

As many robot automation applications increasingly rely on multi-core processing or deep-learning models, cloud computing is becoming an attractive and economically viable resource for systems that do not contain high computing power onboard. Despite its immense computing capacity, it is often underused by the robotics and automation community due to lack of expertise in cloud computing and cloud-based infrastructure. Fog Robotics balances computing and data between cloud edge devices. We propose a software framework, FogROS, as an extension of the Robot Operating System (ROS), the de-facto standard for creating robot automation applications and components. It allows researchers to deploy components of their software to the cloud with minimal effort, and correspondingly gain access to additional computing cores, GPUs, FPGAs, and TPUs, as well as predeployed software made available by other researchers. FogROS allows a researcher to specify which components of their software will be deployed to the cloud and to what type of computing hardware. We evaluate FogROS on 3 examples: (1) simultaneous localization and mapping (ORB-SLAM2), (2) Dexterity Network (Dex-Net) GPU-based grasp planning, and (3) multi-core motion planning using a 96-core cloud-based server. In all three examples, a component is deployed to the cloud and accelerated with a small change in system launch configuration, while incurring additional latency of 1.2 s, 0.6 s, and 0.5 s due to network communication, the computation speed is improved by 2.6x, 6.0x and 34.2x, respectively. Code, videos, and supplementary material can be found at https://github.com/BerkeleyAutomation/FogROS.

cs.RO↗

Accelerating Quadratic Optimization with Reinforcement Learning

First-order methods for quadratic optimization such as OSQP are widely used for large-scale machine learning and embedded optimal control, where many related problems must be rapidly solved. These methods face two persistent challenges: manual hyperparameter tuning and convergence time to high-accuracy solutions. To address these, we explore how Reinforcement Learning (RL) can learn a policy to tune parameters to accelerate convergence. In experiments with well-known QP benchmarks we find that our RL policy, RLQP, significantly outperforms state-of-the-art QP solvers by up to 3x. RLQP generalizes surprisingly well to previously unseen problems with varying dimension and structure from different applications, including the QPLIB, Netlib LP and Maros-Meszaros problems. Code for RLQP is available at https://github.com/berkeleyautomation/rlqp.

cs.LG↗