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Nico Gürtler

Publications and source records attributed to Nico Gürtler.

10 recordsLinked to original sources

Smoothly Differentiable and Efficiently Vectorizable Contact Manifold Generation

Simulating rigid-body dynamics with contact in a fast, massively vectorizable, and smoothly differentiable manner is highly desirable in robotics. An important bottleneck faced by existing differentiable simulation frameworks is contact manifold generation: representing the volume of intersection between two colliding geometries via a discrete set of properly distributed contact points. A major factor contributing to this bottleneck is that the related routines of commonly used robotics simulators were not designed with vectorization and differentiability as a primary concern, and thus rely on logic and control flow that hinder these goals. We instead propose a framework designed from the ground up with these goals in mind, by trying to strike a middle ground between: i) convex primitive based approaches used by common robotics simulators (efficient but not differentiable), and ii) mollified vertex-face and edge-edge unsigned distance-based approaches used by barrier methods (differentiable but inefficient). Concretely, we propose: i) a representative set of smooth analytical signed distance primitives to implement vertex-face collisions, and ii) a novel differentiable edge-edge collision routine that can provide signed distances and signed contact normals. The proposed framework is evaluated via a set of didactic experiments and benchmarked against the collision detection routine of the well-established Mujoco XLA framework, where we observe a significant speedup. Supplementary videos can be found at https://github.com/bekeronur/contax, where a reference implementation in JAX will also be made available at the conclusion of the review process.

cs.RO

Zero-Shot Offline Imitation Learning via Optimal Transport

Zero-shot imitation learning algorithms hold the promise of reproducing unseen behavior from as little as a single demonstration at test time. Existing practical approaches view the expert demonstration as a sequence of goals, enabling imitation with a high-level goal selector, and a low-level goal-conditioned policy. However, this framework can suffer from myopic behavior: the agent's immediate actions towards achieving individual goals may undermine long-term objectives. We introduce a novel method that mitigates this issue by directly optimizing the occupancy matching objective that is intrinsic to imitation learning. We propose to lift a goal-conditioned value function to a distance between occupancies, which are in turn approximated via a learned world model. The resulting method can learn from offline, suboptimal data, and is capable of non-myopic, zero-shot imitation, as we demonstrate in complex, continuous benchmarks. The code is available at https://github.com/martius-lab/zilot.

cs.LG

A Smooth Analytical Formulation of Collision Detection and Rigid Body Dynamics With Contact

Generating intelligent robot behavior in contact-rich settings is a research problem where zeroth-order methods currently prevail. A major contributor to the success of such methods is their robustness in the face of non-smooth and discontinuous optimization landscapes that are characteristic of contact interactions, yet zeroth-order methods remain computationally inefficient. It is therefore desirable to develop methods for perception, planning and control in contact-rich settings that can achieve further efficiency by making use of first and second order information (i.e., gradients and Hessians). To facilitate this, we present a joint formulation of collision detection and contact modelling which, compared to existing differentiable simulation approaches, provides the following benefits: i) it results in forward and inverse dynamics that are entirely analytical (i.e. do not require solving optimization or root-finding problems with iterative methods) and smooth (i.e. twice differentiable), ii) it supports arbitrary collision geometries without needing a convex decomposition, and iii) its runtime is independent of the number of contacts. Through simulation experiments, we demonstrate the validity of the proposed formulation as a "physics for inference" that can facilitate future development of efficient methods to generate intelligent contact-rich behavior.

cs.RO

Real Robot Challenge 2022: Learning Dexterous Manipulation from Offline Data in the Real World

Experimentation on real robots is demanding in terms of time and costs. For this reason, a large part of the reinforcement learning (RL) community uses simulators to develop and benchmark algorithms. However, insights gained in simulation do not necessarily translate to real robots, in particular for tasks involving complex interactions with the environment. The Real Robot Challenge 2022 therefore served as a bridge between the RL and robotics communities by allowing participants to experiment remotely with a real robot - as easily as in simulation. In the last years, offline reinforcement learning has matured into a promising paradigm for learning from pre-collected datasets, alleviating the reliance on expensive online interactions. We therefore asked the participants to learn two dexterous manipulation tasks involving pushing, grasping, and in-hand orientation from provided real-robot datasets. An extensive software documentation and an initial stage based on a simulation of the real set-up made the competition particularly accessible. By giving each team plenty of access budget to evaluate their offline-learned policies on a cluster of seven identical real TriFinger platforms, we organized an exciting competition for machine learners and roboticists alike. In this work we state the rules of the competition, present the methods used by the winning teams and compare their results with a benchmark of state-of-the-art offline RL algorithms on the challenge datasets.

cs.RO

Improving Behavioural Cloning with Positive Unlabeled Learning

Learning control policies offline from pre-recorded datasets is a promising avenue for solving challenging real-world problems. However, available datasets are typically of mixed quality, with a limited number of the trajectories that we would consider as positive examples; i.e., high-quality demonstrations. Therefore, we propose a novel iterative learning algorithm for identifying expert trajectories in unlabeled mixed-quality robotics datasets given a minimal set of positive examples, surpassing existing algorithms in terms of accuracy. We show that applying behavioral cloning to the resulting filtered dataset outperforms several competitive offline reinforcement learning and imitation learning baselines. We perform experiments on a range of simulated locomotion tasks and on two challenging manipulation tasks on a real robotic system; in these experiments, our method showcases state-of-the-art performance. Our website: \url{https://sites.google.com/view/offline-policy-learning-pubc}.

cs.LG

Benchmarking Offline Reinforcement Learning on Real-Robot Hardware

Learning policies from previously recorded data is a promising direction for real-world robotics tasks, as online learning is often infeasible. Dexterous manipulation in particular remains an open problem in its general form. The combination of offline reinforcement learning with large diverse datasets, however, has the potential to lead to a breakthrough in this challenging domain analogously to the rapid progress made in supervised learning in recent years. To coordinate the efforts of the research community toward tackling this problem, we propose a benchmark including: i) a large collection of data for offline learning from a dexterous manipulation platform on two tasks, obtained with capable RL agents trained in simulation; ii) the option to execute learned policies on a real-world robotic system and a simulation for efficient debugging. We evaluate prominent open-sourced offline reinforcement learning algorithms on the datasets and provide a reproducible experimental setup for offline reinforcement learning on real systems.

cs.LG

AIMY: An Open-source Table Tennis Ball Launcher for Versatile and High-fidelity Trajectory Generation

To approach the level of advanced human players in table tennis with robots, generating varied ball trajectories in a reproducible and controlled manner is essential. Current ball launchers used in robot table tennis either do not provide an interface for automatic control or are limited in their capabilities to adapt speed, direction, and spin of the ball. For these reasons, we present AIMY, a three-wheeled open-hardware and open-source table tennis ball launcher, which can generate ball speeds and spins of up to 15.4 ms-1 and 192 s-1, respectively, which are comparable to advanced human players. The wheel speeds, launch orientation and time can be fully controlled via an open Ethernet or Wi-Fi interface. We provide a detailed overview of the core design features, as well as open source the software to encourage distribution and duplication within and beyond the robot table tennis research community. We also extensively evaluate the ball launcher's accuracy for different system settings and learn to launch a ball to desired locations. With this ball launcher, we enable long-duration training of robot table tennis approaches where the complexity of the ball trajectory can be automatically adjusted, enabling large-scale real-world online reinforcement learning for table tennis robots.

cs.RO

Direct Advantage Estimation

The predominant approach in reinforcement learning is to assign credit to actions based on the expected return. However, we show that the return may depend on the policy in a way which could lead to excessive variance in value estimation and slow down learning. Instead, we show that the advantage function can be interpreted as causal effects and shares similar properties with causal representations. Based on this insight, we propose Direct Advantage Estimation (DAE), a novel method that can model the advantage function and estimate it directly from on-policy data while simultaneously minimizing the variance of the return without requiring the (action-)value function. We also relate our method to Temporal Difference methods by showing how value functions can be seamlessly integrated into DAE. The proposed method is easy to implement and can be readily adapted by modern actor-critic methods. We evaluate DAE empirically on three discrete control domains and show that it can outperform generalized advantage estimation (GAE), a strong baseline for advantage estimation, on a majority of the environments when applied to policy optimization.

cs.LG

Hierarchical Reinforcement Learning with Timed Subgoals

Hierarchical reinforcement learning (HRL) holds great potential for sample-efficient learning on challenging long-horizon tasks. In particular, letting a higher level assign subgoals to a lower level has been shown to enable fast learning on difficult problems. However, such subgoal-based methods have been designed with static reinforcement learning environments in mind and consequently struggle with dynamic elements beyond the immediate control of the agent even though they are ubiquitous in real-world problems. In this paper, we introduce Hierarchical reinforcement learning with Timed Subgoals (HiTS), an HRL algorithm that enables the agent to adapt its timing to a dynamic environment by not only specifying what goal state is to be reached but also when. We discuss how communicating with a lower level in terms of such timed subgoals results in a more stable learning problem for the higher level. Our experiments on a range of standard benchmarks and three new challenging dynamic reinforcement learning environments show that our method is capable of sample-efficient learning where an existing state-of-the-art subgoal-based HRL method fails to learn stable solutions.

cs.LG

Accelerated physical emulation of Bayesian inference in spiking neural networks

The massively parallel nature of biological information processing plays an important role for its superiority to human-engineered computing devices. In particular, it may hold the key to overcoming the von Neumann bottleneck that limits contemporary computer architectures. Physical-model neuromorphic devices seek to replicate not only this inherent parallelism, but also aspects of its microscopic dynamics in analog circuits emulating neurons and synapses. However, these machines require network models that are not only adept at solving particular tasks, but that can also cope with the inherent imperfections of analog substrates. We present a spiking network model that performs Bayesian inference through sampling on the BrainScaleS neuromorphic platform, where we use it for generative and discriminative computations on visual data. By illustrating its functionality on this platform, we implicitly demonstrate its robustness to various substrate-specific distortive effects, as well as its accelerated capability for computation. These results showcase the advantages of brain-inspired physical computation and provide important building blocks for large-scale neuromorphic applications.

cs.NE