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Roberto Calandra

Publications and source records attributed to Roberto Calandra.

At least 37 records · Page 2Linked to original sources

Digitizing Touch with an Artificial Multimodal Fingertip

Touch is a crucial sensing modality that provides rich information about object properties and interactions with the physical environment. Humans and robots both benefit from using touch to perceive and interact with the surrounding environment (Johansson and Flanagan, 2009; Li et al., 2020; Calandra et al., 2017). However, no existing systems provide rich, multi-modal digital touch-sensing capabilities through a hemispherical compliant embodiment. Here, we describe several conceptual and technological innovations to improve the digitization of touch. These advances are embodied in an artificial finger-shaped sensor with advanced sensing capabilities. Significantly, this fingertip contains high-resolution sensors (~8.3 million taxels) that respond to omnidirectional touch, capture multi-modal signals, and use on-device artificial intelligence to process the data in real time. Evaluations show that the artificial fingertip can resolve spatial features as small as 7 um, sense normal and shear forces with a resolution of 1.01 mN and 1.27 mN, respectively, perceive vibrations up to 10 kHz, sense heat, and even sense odor. Furthermore, it embeds an on-device AI neural network accelerator that acts as a peripheral nervous system on a robot and mimics the reflex arc found in humans. These results demonstrate the possibility of digitizing touch with superhuman performance. The implications are profound, and we anticipate potential applications in robotics (industrial, medical, agricultural, and consumer-level), virtual reality and telepresence, prosthetics, and e-commerce. Toward digitizing touch at scale, we open-source a modular platform to facilitate future research on the nature of touch.

cs.RO

Evetac: An Event-based Optical Tactile Sensor for Robotic Manipulation

Optical tactile sensors have recently become popular. They provide high spatial resolution, but struggle to offer fine temporal resolutions. To overcome this shortcoming, we study the idea of replacing the RGB camera with an event-based camera and introduce a new event-based optical tactile sensor called Evetac. Along with hardware design, we develop touch processing algorithms to process its measurements online at 1000 Hz. We devise an efficient algorithm to track the elastomer's deformation through the imprinted markers despite the sensor's sparse output. Benchmarking experiments demonstrate Evetac's capabilities of sensing vibrations up to 498 Hz, reconstructing shear forces, and significantly reducing data rates compared to RGB optical tactile sensors. Moreover, Evetac's output and the marker tracking provide meaningful features for learning data-driven slip detection and prediction models. The learned models form the basis for a robust and adaptive closed-loop grasp controller capable of handling a wide range of objects. We believe that fast and efficient event-based tactile sensors like Evetac will be essential for bringing human-like manipulation capabilities to robotics. The sensor design is open-sourced at https://sites.google.com/view/evetac .

cs.RO

A Unified View on Solving Objective Mismatch in Model-Based Reinforcement Learning

Model-based Reinforcement Learning (MBRL) aims to make agents more sample-efficient, adaptive, and explainable by learning an explicit model of the environment. While the capabilities of MBRL agents have significantly improved in recent years, how to best learn the model is still an unresolved question. The majority of MBRL algorithms aim at training the model to make accurate predictions about the environment and subsequently using the model to determine the most rewarding actions. However, recent research has shown that model predictive accuracy is often not correlated with action quality, tracing the root cause to the objective mismatch between accurate dynamics model learning and policy optimization of rewards. A number of interrelated solution categories to the objective mismatch problem have emerged as MBRL continues to mature as a research area. In this work, we provide an in-depth survey of these solution categories and propose a taxonomy to foster future research.

cs.LG

A Touch, Vision, and Language Dataset for Multimodal Alignment

Touch is an important sensing modality for humans, but it has not yet been incorporated into a multimodal generative language model. This is partially due to the difficulty of obtaining natural language labels for tactile data and the complexity of aligning tactile readings with both visual observations and language descriptions. As a step towards bridging that gap, this work introduces a new dataset of 44K in-the-wild vision-touch pairs, with English language labels annotated by humans (10%) and textual pseudo-labels from GPT-4V (90%). We use this dataset to train a vision-language-aligned tactile encoder for open-vocabulary classification and a touch-vision-language (TVL) model for text generation using the trained encoder. Results suggest that by incorporating touch, the TVL model improves (+29% classification accuracy) touch-vision-language alignment over existing models trained on any pair of those modalities. Although only a small fraction of the dataset is human-labeled, the TVL model demonstrates improved visual-tactile understanding over GPT-4V (+12%) and open-source vision-language models (+32%) on a new touch-vision understanding benchmark. Code and data: https://tactile-vlm.github.io.

cs.CV

The Alignment Ceiling: Objective Mismatch in Reinforcement Learning from Human Feedback

Reinforcement learning from human feedback (RLHF) has emerged as a powerful technique to make large language models (LLMs) more capable in complex settings. RLHF proceeds as collecting human preference data, training a reward model on said data, and optimizing a base ML model with respect to said reward for extrinsic evaluation metrics (e.g. MMLU, GSM8k). RLHF relies on many assumptions about how the various pieces fit together, such as a reward model capturing human preferences and an RL optimizer extracting the right signal from a reward model. As the RLHF process involves many distinct design decisions, it is easy to assume that multiple processes are correlated and therefore numerically linked. This apparent correlation is often not true, where reward models are easily overoptimized or RL optimizers can reduce performance on tasks not modeled in the data. Notable manifestations of models trained with imperfect RLHF systems are those that are prone to refusing basic requests for safety reasons or appearing lazy in generations. As chat model evaluation becomes increasingly nuanced, the reliance on a perceived link between reward model training, RL scores, and downstream performance drives these issues, which we describe as an objective mismatch. In this paper, we illustrate the causes of this issue, reviewing relevant literature from model-based reinforcement learning, and argue for solutions. By solving objective mismatch in RLHF, the ML models of the future will be more precisely aligned to user instructions for both safety and helpfulness.

cs.LG

Neural feels with neural fields: Visuo-tactile perception for in-hand manipulation

To achieve human-level dexterity, robots must infer spatial awareness from multimodal sensing to reason over contact interactions. During in-hand manipulation of novel objects, such spatial awareness involves estimating the object's pose and shape. The status quo for in-hand perception primarily employs vision, and restricts to tracking a priori known objects. Moreover, visual occlusion of objects in-hand is imminent during manipulation, preventing current systems to push beyond tasks without occlusion. We combine vision and touch sensing on a multi-fingered hand to estimate an object's pose and shape during in-hand manipulation. Our method, NeuralFeels, encodes object geometry by learning a neural field online and jointly tracks it by optimizing a pose graph problem. We study multimodal in-hand perception in simulation and the real-world, interacting with different objects via a proprioception-driven policy. Our experiments show final reconstruction F-scores of $81$% and average pose drifts of $4.7\,\text{mm}$, further reduced to $2.3\,\text{mm}$ with known CAD models. Additionally, we observe that under heavy visual occlusion we can achieve up to $94$% improvements in tracking compared to vision-only methods. Our results demonstrate that touch, at the very least, refines and, at the very best, disambiguates visual estimates during in-hand manipulation. We release our evaluation dataset of 70 experiments, FeelSight, as a step towards benchmarking in this domain. Our neural representation driven by multimodal sensing can serve as a perception backbone towards advancing robot dexterity. Videos can be found on our project website https://suddhu.github.io/neural-feels/

cs.RO

General In-Hand Object Rotation with Vision and Touch

We introduce RotateIt, a system that enables fingertip-based object rotation along multiple axes by leveraging multimodal sensory inputs. Our system is trained in simulation, where it has access to ground-truth object shapes and physical properties. Then we distill it to operate on realistic yet noisy simulated visuotactile and proprioceptive sensory inputs. These multimodal inputs are fused via a visuotactile transformer, enabling online inference of object shapes and physical properties during deployment. We show significant performance improvements over prior methods and the importance of visual and tactile sensing.

cs.RO

Deep Reinforcement Learning for the Joint Control of Traffic Light Signaling and Vehicle Speed Advice

Traffic congestion in dense urban centers presents an economical and environmental burden. In recent years, the availability of vehicle-to-anything communication allows for the transmission of detailed vehicle states to the infrastructure that can be used for intelligent traffic light control. The other way around, the infrastructure can provide vehicles with advice on driving behavior, such as appropriate velocities, which can improve the efficacy of the traffic system. Several research works applied deep reinforcement learning to either traffic light control or vehicle speed advice. In this work, we propose a first attempt to jointly learn the control of both. We show this to improve the efficacy of traffic systems. In our experiments, the joint control approach reduces average vehicle trip delays, w.r.t. controlling only traffic lights, in eight out of eleven benchmark scenarios. Analyzing the qualitative behavior of the vehicle speed advice policy, we observe that this is achieved by smoothing out the velocity profile of vehicles nearby a traffic light. Learning joint control of traffic signaling and speed advice in the real world could help to reduce congestion and mitigate the economical and environmental repercussions of today's traffic systems.

cs.LG

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.

cs.RO

In-Hand Object Rotation via Rapid Motor Adaptation

Generalized in-hand manipulation has long been an unsolved challenge of robotics. As a small step towards this grand goal, we demonstrate how to design and learn a simple adaptive controller to achieve in-hand object rotation using only fingertips. The controller is trained entirely in simulation on only cylindrical objects, which then - without any fine-tuning - can be directly deployed to a real robot hand to rotate dozens of objects with diverse sizes, shapes, and weights over the z-axis. This is achieved via rapid online adaptation of the controller to the object properties using only proprioception history. Furthermore, natural and stable finger gaits automatically emerge from training the control policy via reinforcement learning. Code and more videos are available at https://haozhi.io/hora

cs.RO

Towards Learning to Play Piano with Dexterous Hands and Touch

The virtuoso plays the piano with passion, poetry and extraordinary technical ability. As Liszt said (a virtuoso)must call up scent and blossom, and breathe the breath of life. The strongest robots that can play a piano are based on a combination of specialized robot hands/piano and hardcoded planning algorithms. In contrast to that, in this paper, we demonstrate how an agent can learn directly from machine-readable music score to play the piano with dexterous hands on a simulated piano using reinforcement learning (RL) from scratch. We demonstrate the RL agents can not only find the correct key position but also deal with various rhythmic, volume and fingering, requirements. We achieve this by using a touch-augmented reward and a novel curriculum of tasks. We conclude by carefully studying the important aspects to enable such learning algorithms and that can potentially shed light on future research in this direction.

cs.RO

Automated Reinforcement Learning (AutoRL): A Survey and Open Problems

The combination of Reinforcement Learning (RL) with deep learning has led to a series of impressive feats, with many believing (deep) RL provides a path towards generally capable agents. However, the success of RL agents is often highly sensitive to design choices in the training process, which may require tedious and error-prone manual tuning. This makes it challenging to use RL for new problems, while also limits its full potential. In many other areas of machine learning, AutoML has shown it is possible to automate such design choices and has also yielded promising initial results when applied to RL. However, Automated Reinforcement Learning (AutoRL) involves not only standard applications of AutoML but also includes additional challenges unique to RL, that naturally produce a different set of methods. As such, AutoRL has been emerging as an important area of research in RL, providing promise in a variety of applications from RNA design to playing games such as Go. Given the diversity of methods and environments considered in RL, much of the research has been conducted in distinct subfields, ranging from meta-learning to evolution. In this survey we seek to unify the field of AutoRL, we provide a common taxonomy, discuss each area in detail and pose open problems which would be of interest to researchers going forward.

cs.LG

Investigating Compounding Prediction Errors in Learned Dynamics Models

Accurately predicting the consequences of agents' actions is a key prerequisite for planning in robotic control. Model-based reinforcement learning (MBRL) is one paradigm which relies on the iterative learning and prediction of state-action transitions to solve a task. Deep MBRL has become a popular candidate, using a neural network to learn a dynamics model that predicts with each pass from high-dimensional states to actions. These "one-step" predictions are known to become inaccurate over longer horizons of composed prediction - called the compounding error problem. Given the prevalence of the compounding error problem in MBRL and related fields of data-driven control, we set out to understand the properties of and conditions causing these long-horizon errors. In this paper, we explore the effects of subcomponents of a control problem on long term prediction error: including choosing a system, collecting data, and training a model. These detailed quantitative studies on simulated and real-world data show that the underlying dynamics of a system are the strongest factor determining the shape and magnitude of prediction error. Given a clearer understanding of compounding prediction error, researchers can implement new types of models beyond "one-step" that are more useful for control.

cs.LG

TACTO: A Fast, Flexible, and Open-source Simulator for High-Resolution Vision-based Tactile Sensors

Simulators perform an important role in prototyping, debugging, and benchmarking new advances in robotics and learning for control. Although many physics engines exist, some aspects of the real world are harder than others to simulate. One of the aspects that have so far eluded accurate simulation is touch sensing. To address this gap, we present TACTO - a fast, flexible, and open-source simulator for vision-based tactile sensors. This simulator allows to render realistic high-resolution touch readings at hundreds of frames per second, and can be easily configured to simulate different vision-based tactile sensors, including DIGIT and OmniTact. In this paper, we detail the principles that drove the implementation of TACTO and how they are reflected in its architecture. We demonstrate TACTO on a perceptual task, by learning to predict grasp stability using touch from 1 million grasps, and on a marble manipulation control task. Moreover, we provide a proof-of-concept that TACTO can be successfully used for Sim2Real applications. We believe that TACTO is a step towards the widespread adoption of touch sensing in robotic applications, and to enable machine learning practitioners interested in multi-modal learning and control. TACTO is open-source at https://github.com/facebookresearch/tacto.

cs.RO

What Robot do I Need? Fast Co-Adaptation of Morphology and Control using Graph Neural Networks

The co-adaptation of robot morphology and behaviour becomes increasingly important with the advent of fast 3D-manufacturing methods and efficient deep reinforcement learning algorithms. A major challenge for the application of co-adaptation methods to the real world is the simulation-to-reality-gap due to model and simulation inaccuracies. However, prior work focuses primarily on the study of evolutionary adaptation of morphologies exploiting analytical models and (differentiable) simulators with large population sizes, neglecting the existence of the simulation-to-reality-gap and the cost of manufacturing cycles in the real world. This paper presents a new approach combining classic high-frequency deep neural networks with computational expensive Graph Neural Networks for the data-efficient co-adaptation of agents with varying numbers of degrees-of-freedom. Evaluations in simulation show that the new method can co-adapt agents within such a limited number of production cycles by efficiently combining design optimization with offline reinforcement learning, that it allows for the direct application to real-world co-adaptation tasks in future work

cs.RO

Active 3D Shape Reconstruction from Vision and Touch

Humans build 3D understandings of the world through active object exploration, using jointly their senses of vision and touch. However, in 3D shape reconstruction, most recent progress has relied on static datasets of limited sensory data such as RGB images, depth maps or haptic readings, leaving the active exploration of the shape largely unexplored. Inactive touch sensing for 3D reconstruction, the goal is to actively select the tactile readings that maximize the improvement in shape reconstruction accuracy. However, the development of deep learning-based active touch models is largely limited by the lack of frameworks for shape exploration. In this paper, we focus on this problem and introduce a system composed of: 1) a haptic simulator leveraging high spatial resolution vision-based tactile sensors for active touching of 3D objects; 2)a mesh-based 3D shape reconstruction model that relies on tactile or visuotactile signals; and 3) a set of data-driven solutions with either tactile or visuotactile priors to guide the shape exploration. Our framework enables the development of the first fully data-driven solutions to active touch on top of learned models for object understanding. Our experiments show the benefits of such solutions in the task of 3D shape understanding where our models consistently outperform natural baselines. We provide our framework as a tool to foster future research in this direction.

cs.CV

Learning Accurate Long-term Dynamics for Model-based Reinforcement Learning

Accurately predicting the dynamics of robotic systems is crucial for model-based control and reinforcement learning. The most common way to estimate dynamics is by fitting a one-step ahead prediction model and using it to recursively propagate the predicted state distribution over long horizons. Unfortunately, this approach is known to compound even small prediction errors, making long-term predictions inaccurate. In this paper, we propose a new parametrization to supervised learning on state-action data to stably predict at longer horizons -- that we call a trajectory-based model. This trajectory-based model takes an initial state, a future time index, and control parameters as inputs, and directly predicts the state at the future time index. Experimental results in simulated and real-world robotic tasks show that trajectory-based models yield significantly more accurate long term predictions, improved sample efficiency, and the ability to predict task reward. With these improved prediction properties, we conclude with a demonstration of methods for using the trajectory-based model for control.

cs.LG

Fast Neural Network Verification via Shadow Prices

To use neural networks in safety-critical settings it is paramount to provide assurances on their runtime operation. Recent work on ReLU networks has sought to verify whether inputs belonging to a bounded box can ever yield some undesirable output. Input-splitting procedures, a particular type of verification mechanism, do so by recursively partitioning the input set into smaller sets. The efficiency of these methods is largely determined by the number of splits the box must undergo before the property can be verified. In this work, we propose a new technique based on shadow prices that fully exploits the information of the problem yielding a more efficient generation of splits than the state-of-the-art. Results on the Airborne Collision Avoidance System (ACAS) benchmark verification tasks show a considerable reduction in the partitions generated which substantially reduces computation times. These results open the door to improved verification methods for a wide variety of machine learning applications including vision and control.

cs.LG