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Mayank Mittal

Publications and source records attributed to Mayank Mittal.

27 records · Page 2Linked to original sources

Orbit: A Unified Simulation Framework for Interactive Robot Learning Environments

We present Orbit, a unified and modular framework for robot learning powered by NVIDIA Isaac Sim. It offers a modular design to easily and efficiently create robotic environments with photo-realistic scenes and high-fidelity rigid and deformable body simulation. With Orbit, we provide a suite of benchmark tasks of varying difficulty -- from single-stage cabinet opening and cloth folding to multi-stage tasks such as room reorganization. To support working with diverse observations and action spaces, we include fixed-arm and mobile manipulators with different physically-based sensors and motion generators. Orbit allows training reinforcement learning policies and collecting large demonstration datasets from hand-crafted or expert solutions in a matter of minutes by leveraging GPU-based parallelization. In summary, we offer an open-sourced framework that readily comes with 16 robotic platforms, 4 sensor modalities, 10 motion generators, more than 20 benchmark tasks, and wrappers to 4 learning libraries. With this framework, we aim to support various research areas, including representation learning, reinforcement learning, imitation learning, and task and motion planning. We hope it helps establish interdisciplinary collaborations in these communities, and its modularity makes it easily extensible for more tasks and applications in the future.

cs.RO↗

Self-Supervised Learning of Action Affordances as Interaction Modes

When humans perform a task with an articulated object, they interact with the object only in a handful of ways, while the space of all possible interactions is nearly endless. This is because humans have prior knowledge about what interactions are likely to be successful, i.e., to open a new door we first try the handle. While learning such priors without supervision is easy for humans, it is notoriously hard for machines. In this work, we tackle unsupervised learning of priors of useful interactions with articulated objects, which we call interaction modes. In contrast to the prior art, we use no supervision or privileged information; we only assume access to the depth sensor in the simulator to learn the interaction modes. More precisely, we define a successful interaction as the one changing the visual environment substantially and learn a generative model of such interactions, that can be conditioned on the desired goal state of the object. In our experiments, we show that our model covers most of the human interaction modes, outperforms existing state-of-the-art methods for affordance learning, and can generalize to objects never seen during training. Additionally, we show promising results in the goal-conditional setup, where our model can be quickly fine-tuned to perform a given task. We show in the experiments that such affordance learning predicts interaction which covers most modes of interaction for the querying articulated object and can be fine-tuned to a goal-conditional model. For supplementary: https://actaim.github.io.

cs.CV↗

Transferring Dexterous Manipulation from GPU Simulation to a Remote Real-World TriFinger

We present a system for learning a challenging dexterous manipulation task involving moving a cube to an arbitrary 6-DoF pose with only 3-fingers trained with NVIDIA's IsaacGym simulator. We show empirical benefits, both in simulation and sim-to-real transfer, of using keypoints as opposed to position+quaternion representations for the object pose in 6-DoF for policy observations and in reward calculation to train a model-free reinforcement learning agent. By utilizing domain randomization strategies along with the keypoint representation of the pose of the manipulated object, we achieve a high success rate of 83% on a remote TriFinger system maintained by the organizers of the Real Robot Challenge. With the aim of assisting further research in learning in-hand manipulation, we make the codebase of our system, along with trained checkpoints that come with billions of steps of experience available, at https://s2r2-ig.github.io

cs.RO↗

Articulated Object Interaction in Unknown Scenes with Whole-Body Mobile Manipulation

A kitchen assistant needs to operate human-scale objects, such as cabinets and ovens, in unmapped environments with dynamic obstacles. Autonomous interactions in such environments require integrating dexterous manipulation and fluid mobility. While mobile manipulators in different form factors provide an extended workspace, their real-world adoption has been limited. Executing a high-level task for general objects requires a perceptual understanding of the object as well as adaptive whole-body control among dynamic obstacles. In this paper, we propose a two-stage architecture for autonomous interaction with large articulated objects in unknown environments. The first stage, object-centric planner, only focuses on the object to provide an action-conditional sequence of states for manipulation using RGB-D data. The second stage, agent-centric planner, formulates the whole-body motion control as an optimal control problem that ensures safe tracking of the generated plan, even in scenes with moving obstacles. We show that the proposed pipeline can handle complex static and dynamic kitchen settings for both wheel-based and legged mobile manipulators. Compared to other agent-centric planners, our proposed planner achieves a higher success rate and a lower execution time. We also perform hardware tests on a legged mobile manipulator to interact with various articulated objects in a kitchen. For additional material, please check: www.pair.toronto.edu/articulated-mm/.

cs.RO↗

A Collision-Free MPC for Whole-Body Dynamic Locomotion and Manipulation

In this paper, we present a real-time whole-body planner for collision-free legged mobile manipulation. We enforce both self-collision and environment-collision avoidance as soft constraints within a Model Predictive Control (MPC) scheme that solves a multi-contact optimal control problem. By penalizing the signed distances among a set of representative primitive collision bodies, the robot is able to safely execute a variety of dynamic maneuvers while preventing any self-collisions. Moreover, collision-free navigation and manipulation in both static and dynamic environments are made viable through efficient queries of distances and their gradients via a euclidean signed distance field. We demonstrate through a comparative study that our approach only slightly increases the computational complexity of the MPC planning. Finally, we validate the effectiveness of our framework through a set of hardware experiments involving dynamic mobile manipulation tasks with potential collisions, such as locomotion balancing with the swinging arm, weight throwing, and autonomous door opening.

cs.RO↗

Neural Lyapunov Model Predictive Control: Learning Safe Global Controllers from Sub-optimal Examples

With a growing interest in data-driven control techniques, Model Predictive Control (MPC) provides an opportunity to exploit the surplus of data reliably, particularly while taking safety and stability into account. In many real-world and industrial applications, it is typical to have an existing control strategy, for instance, execution from a human operator. The objective of this work is to improve upon this unknown, safe but suboptimal policy by learning a new controller that retains safety and stability. Learning how to be safe is achieved directly from data and from a knowledge of the system constraints. The proposed algorithm alternatively learns the terminal cost and updates the MPC parameters according to a stability metric. The terminal cost is constructed as a Lyapunov function neural network with the aim of recovering or extending the stable region of the initial demonstrator using a short prediction horizon. Theorems that characterize the stability and performance of the learned MPC in the bearing of model uncertainties and sub-optimality due to function approximation are presented. The efficacy of the proposed algorithm is demonstrated on non-linear continuous control tasks with soft constraints. The proposed approach can improve upon the initial demonstrator also in practice and achieve better stability than popular reinforcement learning baselines.

cs.AI↗

Learning Camera Miscalibration Detection

Self-diagnosis and self-repair are some of the key challenges in deploying robotic platforms for long-term real-world applications. One of the issues that can occur to a robot is miscalibration of its sensors due to aging, environmental transients, or external disturbances. Precise calibration lies at the core of a variety of applications, due to the need to accurately perceive the world. However, while a lot of work has focused on calibrating the sensors, not much has been done towards identifying when a sensor needs to be recalibrated. This paper focuses on a data-driven approach to learn the detection of miscalibration in vision sensors, specifically RGB cameras. Our contributions include a proposed miscalibration metric for RGB cameras and a novel semi-synthetic dataset generation pipeline based on this metric. Additionally, by training a deep convolutional neural network, we demonstrate the effectiveness of our pipeline to identify whether a recalibration of the camera's intrinsic parameters is required or not. The code is available at http://github.com/ethz-asl/camera_miscalib_detection.

cs.RO↗

Vision-Based Autonomous UAV Navigation and Landing for Urban Search and Rescue

Unmanned Aerial Vehicles (UAVs) equipped with bioradars are a life-saving technology that can enable identification of survivors under collapsed buildings in the aftermath of natural disasters such as earthquakes or gas explosions. However, these UAVs have to be able to autonomously navigate in disaster struck environments and land on debris piles in order to accurately locate the survivors. This problem is extremely challenging as pre-existing maps cannot be leveraged for navigation due to structural changes that may have occurred. Furthermore, existing landing site detection algorithms are not suitable to identify safe landing regions on debris piles. In this work, we present a computationally efficient system for autonomous UAV navigation and landing that does not require any prior knowledge about the environment. We propose a novel landing site detection algorithm that computes costmaps based on several hazard factors including terrain flatness, steepness, depth accuracy, and energy consumption information. We also introduce a first-of-a-kind synthetic dataset of over 1.2 million images of collapsed buildings with groundtruth depth, surface normals, semantics and camera pose information. We demonstrate the efficacy of our system using experiments from a city scale hyperrealistic simulation environment and in real-world scenarios with collapsed buildings.

cs.RO↗

Vision-based Autonomous Landing in Catastrophe-Struck Environments

Unmanned Aerial Vehicles (UAVs) equipped with bioradars are a life-saving technology that can enable identification of survivors under collapsed buildings in the aftermath of natural disasters such as earthquakes or gas explosions. However, these UAVs have to be able to autonomously land on debris piles in order to accurately locate the survivors. This problem is extremely challenging as the structure of these debris piles is often unknown and no prior knowledge can be leveraged. In this work, we propose a computationally efficient system that is able to reliably identify safe landing sites and autonomously perform the landing maneuver. Specifically, our algorithm computes costmaps based on several hazard factors including terrain flatness, steepness, depth accuracy and energy consumption information. We first estimate dense candidate landing sites from the resulting costmap and then employ clustering to group neighboring sites into a safe landing region. Finally, a minimum-jerk trajectory is computed for landing considering the surrounding obstacles and the UAV dynamics. We demonstrate the efficacy of our system using experiments from a city scale hyperrealistic simulation environment and in real-world scenarios with collapsed buildings.

cs.RO↗