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Raffaello D'Andrea

Publications and source records attributed to Raffaello D'Andrea.

At least 19 recordsLinked to original sources

Stabilizing Fast Dynamical Systems Using Time-of-Flight Cameras

Time-of-flight cameras are popular in robotics because they provide direct depth information and are compact, inexpensive, and less dependent on ambient visible light. However, their low spatial resolution and depth noise raise questions about their suitability for stabilizing fast, unstable dynamics. In this paper, we show that an inexpensive, low-resolution time-of-flight camera can provide angle feedback for reliable and precise balancing of an inverted pendulum on a cart, a canonical control benchmark. These results open the door to using compact, inexpensive, low-resolution time-of-flight cameras for precise feedback control of fast, unstable systems.

cs.RO

Constraint-Unified MPC for Over-Actuated Surface Vehicles with Post-Detection Fault Reconfiguration

Choreographed aquatic performances require small autonomous surface vehicles to track precise paths under per-thruster force and rate limits, including after thruster failures. We report a deployed system in which trajectory tracking, thrust allocation, and the per-thruster force and rate limits are resolved in a single quadratic program over the per-thruster commands, with fault reconfiguration entering through one binary flag per thruster from an external detector. The system has driven a fleet in live performances on Lake Zürich and at the Time Space Existence 2025 exhibition in Venice. The field campaign measures 1.6 cm root mean square position error in a 10-minute hold and 4.3 cm over a 10 m square at 0.6 m/s. At 0.5 m/s, losing the front thruster increases the error to 11.6 cm, while losing the starboard-side thruster increases it to 11.5 cm. Losing two thrusters simultaneously leaves the craft tracking a 0.4 m/s square with a root mean square position error of 1.25 m. Compared to our own cascaded baseline, the unified formulation tracks the nominal square to the same few centimeters and holds station more tightly with roughly half the thruster force. The architectures separate after a thruster failure, where the unified controller stays within 24 cm of the reference path while the cascade leaves it.

cs.RO

Privileged observations enable rapid and reliable policy discovery directly in the physical world

We study how privileged information about a physical system affects the discovery of high-performing policies when training a reinforcement learning agent directly in the physical world. We let the agent control a cylinder in a tabletop water channel to maximize or minimize drag. The flow is chaotic and difficult to model or simulate accurately and good strategies are not obvious beforehand. Decades-old experimental studies provide recipes for simple, high-performance, periodic open-loop policies that increase drag by 26.6% +/- 0.7% and reduce it by 29.7% +/- 1.3%. With dense observations of the cylinder wake, the agent learns within tens of minutes policies that increase drag by 25.5% +/- 0.9% and reduce it by 32.4% +/- 1.6%. We record action trajectories during online policy execution and replay them open loop as fixed sequences; these replays increase drag by 23.2% +/- 2.2% and reduce it by 32.1% +/- 3.0%. However, when we withhold flow observations during training, the agent still learns to decrease drag by 31.4% +/- 2.1%, but no run learns to increase it (1.8% +/- 4.3% drag increase). Our physical experiments demonstrate an extreme case: privileged observations can be decisive for policy discovery even when the resulting actions can be replayed in open loop.

cs.AI

Cross-Platform Control for Autonomous Surface Vehicles via Adaptive Reinforcement Learning

Autonomous surface vehicles vary widely in hydrodynamic and actuation characteristics, yet most controllers are designed for single-platform deployment. We present an adaptive reinforcement learning approach for trajectory tracking that enables zero-shot cross-platform deployment using a single policy. Since the deployment platform's dynamics are unknown to the policy, we address cross-platform generalization with the standard partial-observability approach of conditioning on interaction history, employing a teacher-student architecture in which a learned module infers a latent representation of the platform dynamics. The policy is trained in simulation under randomized vessel dynamics and is deployed zero-shot to two real-world platforms without any fine-tuning, despite relying on a simple analytical dynamics model rather than a high-fidelity hydrodynamic simulator. In real-world experiments on two different platforms, the adaptive policy outperforms non-adaptive learning-based baselines by up to 58% in position mean absolute error while approaching the tracking accuracy of a platform-specific tuned controller.

cs.RO

Choreographing the Way of Water: A Computational Framework for Aquatic Robotic Art

Robotic choreography in open water is governed by nonlinear fluid dynamics, which impose significant challenges due to environmental disturbances and nonlinear system dynamics. This paper presents the cyber-physical architecture of Way of Water, a vertically integrated framework that orchestrates a fleet of autonomous surface vessels as a distributed choreographic platform. Moving beyond the surface-pixel paradigm, these vessels use laminar nozzles and multi-zone lighting to extend their expressive range from the 2D water plane into the 3D volumetric domain. Our primary contribution is the Way of Water Studio, a browser-based, timeline-compositing authoring paradigm that treats the fleet as a DAW-like instrument for music-responsive choreography. The Studio encapsulates Sequential Convex Programming for trajectory generation and Model Predictive Control for disturbance rejection presented through a visual timeline, broadening access to high-performance aquatic robotics for non-programmer artists. Grounding the Studio is the full cyber-physical stack: a custom holonomic chassis, a state-estimation and control stack tuned for the aquatic domain, and an LTE/MQTT fleet link with RTK-GPS time synchronization. We report on the system's validation across two distinct deployments: an 18-vessel Swan Lake interpretation at Lake Zurich and an 8-vessel Time Space Existence 2025 Venice Biennale demonstration at Forte Marghera, establishing a foundational reference for the design and deployment of fluidic robotic swarms.

cs.RO

Reinforcement Learning-Based Control for an Inline Skating Humanoid Robot

As humanoid robots become increasingly dynamic, coupling them with reinforcement learning offers a promising approach to solving the complex, underactuated mechanics of passive inline skating. Equipping a humanoid robot with passive inline skating wheels presents an opportunity to combine the versatile agility of humanoids with the high-speed, energy-efficient locomotion strategies utilized by human skaters. In this paper, we train and deploy a reinforcement learning control policy that enables novel locomotion strategies for a humanoid robot modified to equip consumer inline skates instead of conventional feet. Unlike previous work limited to quadrupedal robots or actively driven wheels, our system allows for precise 6-DoF control of the skates to execute dynamic, edge-driven propulsion strategies. Our skating strategies emerge entirely from our reward structure, without reliance on human motion data, imitation learning, or kinematic priors. We overcome the inherent instability of passive wheels and simulation contact artifacts by utilizing different geometric wheel models (spherical and ellipsoidal) during training and validation, along with a custom success-based command curriculum and a specialized rolling reward. Consequently, our policy demonstrates up to a 50% reduction in Cost of Transport (CoT) compared to standard walking gaits. The resulting policy successfully transfers zero-shot to the physical Booster T1 hardware. Real-world deployments demonstrate dynamic balance, the ability to reject active physical perturbations, and agile locomotion strategies capable of turning at speed. A video of our results can be found at https://www.youtube.com/watch?v=-_APcOS7uFo.

cs.RO

Motion planning for hundreds of floating robots

Planning collision-free motion for large robot fleets is difficult because collision avoidance induces strong inter-agent coupling that grows rapidly with team size. We consider omnidirectional floating robots on water, where choreographies are specified by sparse keyframes and an interactive tool must generate trajectories within seconds, even when transitions span minutes and thousands of time steps. We propose a scalable pipeline that builds a collision graph from an initialization, decomposes the coupled problem into interaction clusters, and solves clusters independently (and in parallel) with robustness mechanisms for common decomposition pathologies. We validate the approach in simulations up to 500 robots. The synthesized trajectories have also been deployed in two real-world demonstrations, on Lake Zürich with a fleet of 24 Way of Water crafts and at the Time Space Existence 2025 Venice Biennale.

cs.RO

Distributionally Robust Linear Quadratic Gaussian Regulator with Stationary Distributions

We study the Linear Quadratic Gaussian regulation problem in the face of worst-case noise distributions when these are mutually independent, zero-mean, stationary, and within a radius (as measured by the Wasserstein distance) of some reference Gaussian noise distributions. Compared with nonstationary ambiguity models, our stationary modeling choice reduces conservatism when the disturbances are stationary, as is often the case in practice. We first show optimality of linear output-feedback policies via the existence of a Nash equilibrium in an equivalent zero-sum game between a control engineer and a fictitious adversary that compete to minimize and maximize the control cost. Additionally, we show that Nash equilibria may fail to exist when the distributions are not restricted to have zero mean. We then propose an iterated best-response algorithm to compute Nash equilibria and thereby the optimal feedback policies. Our computational framework unifies two seemingly different viewpoints: game-theoretic iterated best response and Frank-Wolfe approaches. Finally, we illustrate the robustness of the proposed controller to unknown noise distributions on an inverted pendulum with physical parameters, a canonical control benchmark.

math.OC

SynthPix: A lightspeed PIV image generator

We describe SynthPix, a synthetic image generator for Particle Image Velocimetry (PIV) with a focus on performance and parallelism on accelerators, implemented in JAX. SynthPix produces PIV image pairs from prescribed flow fields while exposing a configuration interface aligned with common PIV imaging and acquisition parameters (e.g., seeding density, particle image size, illumination nonuniformity, noise, blur, and timing). In contrast to offline dataset generation workflows, SynthPix is built to stream images on-the-fly directly into learning and benchmarking pipelines, enabling data-hungry methods and closed-loop procedures -- such as adaptive sampling and acquisition/parameter co-design -- without prohibitive storage and input-output costs. We demonstrate that SynthPix is compatible with a broad range of application scenarios, including controlled laboratory experiments and riverine image velocimetry, and supports rapid sweeps over nuisance factors for systematic robustness evaluation. SynthPix is a tool that supports the flow quantification community and in this paper we describe the main ideas behind the software package.

cs.DC

Flow Gym: A framework for the development, benchmarking, training, and deployment of flow-field quantification methods

Particle image velocimetry (PIV) and related optical-flow methods are widely used to quantify fluid motion, but their development and evaluation are often hindered by fragmented software, inconsistent interfaces, and limited reproducibility. To address these challenges, we present Flow Gym, a framework for developing, benchmarking, training, and deploying flow-field quantification methods, with a primary focus on PIV. Its core contribution is a standardized interface that allows classical and learning-based algorithms to be integrated, compared, and deployed within a common pipeline. The framework includes JAX implementations and wrappers for existing methods, modular pre-processing and post-processing components, and utilities for training and benchmarking. By leveraging JAX, Flow Gym supports hardware-accelerated execution while remaining interoperable with external implementations from libraries such as OpenCV and PyTorch. It can operate on both synthetic and experimental data and supports the same workflow for offline benchmarking and real-time deployment. Flow Gym is designed to improve reproducibility, reduce barriers to method development, and facilitate the translation of flow-field quantification algorithms from research to experimental settings.

physics.flu-dyn

Pinet: Optimizing hard-constrained neural networks with orthogonal projection layers

We introduce an output layer for neural networks that ensures satisfaction of convex constraints. Our approach, $Π$net, leverages operator splitting for rapid and reliable projections in the forward pass, and the implicit function theorem for backpropagation. We deploy $Π$net as a feasible-by-design optimization proxy for parametric constrained optimization problems and obtain modest-accuracy solutions faster than traditional solvers when solving a single problem, and significantly faster for a batch of problems. We surpass state-of-the-art learning approaches by orders of magnitude in terms of training time, solution quality, and robustness to hyperparameter tuning, while maintaining similar inference times. Finally, we tackle multi-vehicle motion planning with non-convex trajectory preferences and provide $Π$net as a GPU-ready package implemented in JAX.

cs.LG

Adaptive Nonlinear Model Predictive Control for a Real-World Labyrinth Game

We present a nonlinear non-convex model predictive control approach to solving a real-world labyrinth game. We introduce adaptive nonlinear constraints, representing the non-convex obstacles within the labyrinth. Our method splits the computation-heavy optimization problem into two layers; first, a high-level model predictive controller which incorporates the full problem formulation and finds pseudo-global optimal trajectories at a low frequency. Secondly, a low-level model predictive controller that receives a reduced, computationally optimized version of the optimization problem to follow the given high-level path in real-time. Further, a map of the labyrinth surface irregularities is learned. Our controller is able to handle the major disturbances and model inaccuracies encountered on the labyrinth and outperforms other classical control methods.

cs.RO

Optical Tactile Sensing for Aerial Multi-Contact Interaction: Design, Integration, and Evaluation

Distributed tactile sensing for multi-force detection is crucial for various aerial robot interaction tasks. However, current contact sensing solutions on drones only exploit single end-effector sensors and cannot provide distributed multi-contact sensing. Designed to be easily mounted at the bottom of a drone, we propose an optical tactile sensor that features a large and curved soft sensing surface, a hollow structure and a new illumination system. Even when spaced only 2 cm apart, multiple contacts can be detected simultaneously using our software pipeline, which provides real-world quantities of 3D contact locations (mm) and 3D force vectors (N), with an accuracy of 1.5 mm and 0.17 N respectively. We demonstrate the sensor's applicability and reliability onboard and in real-time with two demos related to i) the estimation of the compliance of different perches and subsequent re-alignment and landing on the stiffer one, and ii) the mapping of sparse obstacles. The implementation of our distributed tactile sensor represents a significant step towards attaining the full potential of drones as versatile robots capable of interacting with and navigating within complex environments.

cs.RO

Sample-Efficient Learning to Solve a Real-World Labyrinth Game Using Data-Augmented Model-Based Reinforcement Learning

Motivated by the challenge of achieving rapid learning in physical environments, this paper presents the development and training of a robotic system designed to navigate and solve a labyrinth game using model-based reinforcement learning techniques. The method involves extracting low-dimensional observations from camera images, along with a cropped and rectified image patch centered on the current position within the labyrinth, providing valuable information about the labyrinth layout. The learning of a control policy is performed purely on the physical system using model-based reinforcement learning, where the progress along the labyrinth's path serves as a reward signal. Additionally, we exploit the system's inherent symmetries to augment the training data. Consequently, our approach learns to successfully solve a popular real-world labyrinth game in record time, with only 5 hours of real-world training data.

cs.RO

Sim-to-real for high-resolution optical tactile sensing: From images to 3D contact force distributions

The images captured by vision-based tactile sensors carry information about high-resolution tactile fields, such as the distribution of the contact forces applied to their soft sensing surface. However, extracting the information encoded in the images is challenging and often addressed with learning-based approaches, which generally require a large amount of training data. This article proposes a strategy to generate tactile images in simulation for a vision-based tactile sensor based on an internal camera that tracks the motion of spherical particles within a soft material. The deformation of the material is simulated in a finite element environment under a diverse set of contact conditions, and spherical particles are projected to a simulated image. Features extracted from the images are mapped to the 3D contact force distribution, with the ground truth also obtained via finite-element simulations, with an artificial neural network that is therefore entirely trained on synthetic data avoiding the need for real-world data collection. The resulting model exhibits high accuracy when evaluated on real-world tactile images, is transferable across multiple tactile sensors without further training, and is suitable for efficient real-time inference.

cs.RO

Leveraging distributed contact force measurements for slip detection: a physics-based approach enabled by a data-driven tactile sensor

Grasping objects whose physical properties are unknown is still a great challenge in robotics. Most solutions rely entirely on visual data to plan the best grasping strategy. However, to match human abilities and be able to reliably pick and hold unknown objects, the integration of an artificial sense of touch in robotic systems is pivotal. This paper describes a novel model-based slip detection pipeline that can predict possibly failing grasps in real-time and signal a necessary increase in grip force. As such, the slip detector does not rely on manually collected data, but exploits physics to generalize across different tasks. To evaluate the approach, a state-of-the-art vision-based tactile sensor that accurately estimates distributed forces was integrated into a grasping setup composed of a six degrees-of-freedom cobot and a two-finger gripper. Results show that the system can reliably predict slip while manipulating objects of different shapes, materials, and weights. The sensor can detect both translational and rotational slip in various scenarios, making it suitable to improve the stability of a grasp.

cs.RO

Zero-shot sim-to-real transfer of tactile control policies for aggressive swing-up manipulation

This paper aims to show that robots equipped with a vision-based tactile sensor can perform dynamic manipulation tasks without prior knowledge of all the physical attributes of the objects to be manipulated. For this purpose, a robotic system is presented that is able to swing up poles of different masses, radii and lengths, to an angle of 180 degrees, while relying solely on the feedback provided by the tactile sensor. This is achieved by developing a novel simulator that accurately models the interaction of a pole with the soft sensor. A feedback policy that is conditioned on a sensory observation history, and which has no prior knowledge of the physical features of the pole, is then learned in the aforementioned simulation. When evaluated on the physical system, the policy is able to swing up a wide range of poles that differ significantly in their physical attributes without further adaptation. To the authors' knowledge, this is the first work where a feedback policy from high-dimensional tactile observations is used to control the swing-up manipulation of poles in closed-loop.

cs.RO

Offset-free Model Predictive Control: A Ball Catching Application with a Spherical Soft Robotic Arm

This paper presents an offset-free model predictive controller for fast and accurate control of a spherical soft robotic arm. In this control scheme, a linear model is combined with an online disturbance estimation technique to systematically compensate model deviations. Dynamic effects such as material relaxation resulting from the use of soft materials can be addressed to achieve offset-free tracking. The tracking error can be reduced by 35% when compared to a standard model predictive controller without a disturbance compensation scheme. The improved tracking performance enables the realization of a ball catching application, where the spherical soft robotic arm can catch a ball thrown by a human.

cs.RO