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Sehoon Ha

Publications and source records attributed to Sehoon Ha.

At least 73 records · Page 4Linked to original sources

On Designing a Learning Robot: Improving Morphology for Enhanced Task Performance and Learning

As robots become more prevalent, optimizing their design for better performance and efficiency is becoming increasingly important. However, current robot design practices overlook the impact of perception and design choices on a robot's learning capabilities. To address this gap, we propose a comprehensive methodology that accounts for the interplay between the robot's perception, hardware characteristics, and task requirements. Our approach optimizes the robot's morphology holistically, leading to improved learning and task execution proficiency. To achieve this, we introduce a Morphology-AGnostIc Controller (MAGIC), which helps with the rapid assessment of different robot designs. The MAGIC policy is efficiently trained through a novel PRIvileged Single-stage learning via latent alignMent (PRISM) framework, which also encourages behaviors that are typical of robot onboard observation. Our simulation-based results demonstrate that morphologies optimized holistically improve the robot performance by 15-20% on various manipulation tasks, and require 25x less data to match human-expert made morphology performance. In summary, our work contributes to the growing trend of learning-based approaches in robotics and emphasizes the potential in designing robots that facilitate better learning.

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Residual Physics Learning and System Identification for Sim-to-real Transfer of Policies on Buoyancy Assisted Legged Robots

The light and soft characteristics of Buoyancy Assisted Lightweight Legged Unit (BALLU) robots have a great potential to provide intrinsically safe interactions in environments involving humans, unlike many heavy and rigid robots. However, their unique and sensitive dynamics impose challenges to obtaining robust control policies in the real world. In this work, we demonstrate robust sim-to-real transfer of control policies on the BALLU robots via system identification and our novel residual physics learning method, Environment Mimic (EnvMimic). First, we model the nonlinear dynamics of the actuators by collecting hardware data and optimizing the simulation parameters. Rather than relying on standard supervised learning formulations, we utilize deep reinforcement learning to train an external force policy to match real-world trajectories, which enables us to model residual physics with greater fidelity. We analyze the improved simulation fidelity by comparing the simulation trajectories against the real-world ones. We finally demonstrate that the improved simulator allows us to learn better walking and turning policies that can be successfully deployed on the hardware of BALLU.

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Learning to Transfer In-Hand Manipulations Using a Greedy Shape Curriculum

In-hand object manipulation is challenging to simulate due to complex contact dynamics, non-repetitive finger gaits, and the need to indirectly control unactuated objects. Further adapting a successful manipulation skill to new objects with different shapes and physical properties is a similarly challenging problem. In this work, we show that natural and robust in-hand manipulation of simple objects in a dynamic simulation can be learned from a high quality motion capture example via deep reinforcement learning with careful designs of the imitation learning problem. We apply our approach on both single-handed and two-handed dexterous manipulations of diverse object shapes and motions. We then demonstrate further adaptation of the example motion to a more complex shape through curriculum learning on intermediate shapes morphed between the source and target object. While a naive curriculum of progressive morphs often falls short, we propose a simple greedy curriculum search algorithm that can successfully apply to a range of objects such as a teapot, bunny, bottle, train, and elephant.

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Solving Challenging Control Problems Using Two-Staged Deep Reinforcement Learning

We present a deep reinforcement learning (deep RL) algorithm that consists of learning-based motion planning and imitation to tackle challenging control problems. Deep RL has been an effective tool for solving many high-dimensional continuous control problems, but it cannot effectively solve challenging problems with certain properties, such as sparse reward functions or sensitive dynamics. In this work, we propose an approach that decomposes the given problem into two deep RL stages: motion planning and motion imitation. The motion planning stage seeks to compute a feasible motion plan by leveraging the powerful planning capability of deep RL. Subsequently, the motion imitation stage learns a control policy that can imitate the given motion plan with realistic sensors and actuation models. This new formulation requires only a nominal added cost to the user because both stages require minimal changes to the original problem. We demonstrate that our approach can solve challenging control problems, rocket navigation, and quadrupedal locomotion, which cannot be solved by the monolithic deep RL formulation or the version with Probabilistic Roadmap.

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Cascaded Compositional Residual Learning for Complex Interactive Behaviors

Real-world autonomous missions often require rich interaction with nearby objects, such as doors or switches, along with effective navigation. However, such complex behaviors are difficult to learn because they involve both high-level planning and low-level motor control. We present a novel framework, Cascaded Compositional Residual Learning (CCRL), which learns composite skills by recursively leveraging a library of previously learned control policies. Our framework learns multiplicative policy composition, task-specific residual actions, and synthetic goal information simultaneously while freezing the prerequisite policies. We further explicitly control the style of the motion by regularizing residual actions. We show that our framework learns joint-level control policies for a diverse set of motor skills ranging from basic locomotion to complex interactive navigation, including navigating around obstacles, pushing objects, crawling under a table, pushing a door open with its leg, and holding it open while walking through it. The proposed CCRL framework leads to policies with consistent styles and lower joint torques, which we successfully transfer to a real Unitree A1 robot without any additional fine-tuning.

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Unified State Representation Learning under Data Augmentation

The capacity for rapid domain adaptation is important to increasing the applicability of reinforcement learning (RL) to real world problems. Generalization of RL agents is critical to success in the real world, yet zero-shot policy transfer is a challenging problem since even minor visual changes could make the trained agent completely fail in the new task. We propose USRA: Unified State Representation Learning under Data Augmentation, a representation learning framework that learns a latent unified state representation by performing data augmentations on its observations to improve its ability to generalize to unseen target domains. We showcase the success of our approach on the DeepMind Control Generalization Benchmark for the Walker environment and find that USRA achieves higher sample efficiency and 14.3% better domain adaptation performance compared to the best baseline results.

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PM-FSM: Policies Modulating Finite State Machine for Robust Quadrupedal Locomotion

Deep reinforcement learning (deep RL) has emerged as an effective tool for developing controllers for legged robots. However, vanilla deep RL often requires a tremendous amount of training samples and is not feasible for achieving robust behaviors. Instead, researchers have investigated a novel policy architecture by incorporating human experts' knowledge, such as Policies Modulating Trajectory Generators (PMTG). This architecture builds a recurrent control loop by combining a parametric trajectory generator (TG) and a feedback policy network to achieve more robust behaviors. To take advantage of human experts' knowledge but eliminate time-consuming interactive teaching, researchers have investigated a novel architecture, Policies Modulating Trajectory Generators (PMTG), which builds a recurrent control loop by combining a parametric trajectory generator (TG) and a feedback policy network to achieve more robust behaviors using intuitive prior knowledge. In this work, we propose Policies Modulating Finite State Machine (PM-FSM) by replacing TGs with contact-aware finite state machines (FSM), which offer more flexible control of each leg. Compared with the TGs, FSMs offer high-level management on each leg motion generator and enable a flexible state arrangement, which makes the learned behavior less vulnerable to unseen perturbations or challenging terrains. This invention offers an explicit notion of contact events to the policy to negotiate unexpected perturbations. We demonstrated that the proposed architecture could achieve more robust behaviors in various scenarios, such as challenging terrains or external perturbations, on both simulated and real robots. The supplemental video can be found at: https://youtu.be/78cboMqTkJQ.

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Human Motion Control of Quadrupedal Robots using Deep Reinforcement Learning

A motion-based control interface promises flexible robot operations in dangerous environments by combining user intuitions with the robot's motor capabilities. However, designing a motion interface for non-humanoid robots, such as quadrupeds or hexapods, is not straightforward because different dynamics and control strategies govern their movements. We propose a novel motion control system that allows a human user to operate various motor tasks seamlessly on a quadrupedal robot. We first retarget the captured human motion into the corresponding robot motion with proper semantics using supervised learning and post-processing techniques. Then we apply the motion imitation learning with curriculum learning to develop a control policy that can track the given retargeted reference. We further improve the performance of both motion retargeting and motion imitation by training a set of experts. As we demonstrate, a user can execute various motor tasks using our system, including standing, sitting, tilting, manipulating, walking, and turning, on simulated and real quadrupeds. We also conduct a set of studies to analyze the performance gain induced by each component.

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Safe Reinforcement Learning for Legged Locomotion

Designing control policies for legged locomotion is complex due to the under-actuated and non-continuous robot dynamics. Model-free reinforcement learning provides promising tools to tackle this challenge. However, a major bottleneck of applying model-free reinforcement learning in real world is safety. In this paper, we propose a safe reinforcement learning framework that switches between a safe recovery policy that prevents the robot from entering unsafe states, and a learner policy that is optimized to complete the task. The safe recovery policy takes over the control when the learner policy violates safety constraints, and hands over the control back when there are no future safety violations. We design the safe recovery policy so that it ensures safety of legged locomotion while minimally intervening in the learning process. Furthermore, we theoretically analyze the proposed framework and provide an upper bound on the task performance. We verify the proposed framework in four locomotion tasks on a simulated and real quadrupedal robot: efficient gait, catwalk, two-leg balance, and pacing. On average, our method achieves 48.6% fewer falls and comparable or better rewards than the baseline methods in simulation. When deployed it on real-world quadruped robot, our training pipeline enables 34% improvement in energy efficiency for the efficient gait, 40.9% narrower of the feet placement in the catwalk, and two times more jumping duration in the two-leg balance. Our method achieves less than five falls over the duration of 115 minutes of hardware time.

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FastMimic: Model-based Motion Imitation for Agile, Diverse and Generalizable Quadrupedal Locomotion

Robots operating in human environments need various skills, like slow and fast walking, turning, side-stepping, and many more. However, building robot controllers that can exhibit such a large range of behaviors is a challenging problem that requires tedious investigation for every task. We present a unified model-based control algorithm for imitating different animal gaits without expensive simulation training or real-world fine-tuning. Our method consists of stance and swing leg controllers using a centroidal dynamics model augmented with online adaptation techniques. We also develop a whole-body trajectory optimization procedure to fix the kinematic infeasibility of the reference animal motions. We demonstrate that our universal data-driven model-based controller can seamlessly imitate various motor skills, including trotting, pacing, turning, and side-stepping. It also shows better tracking capabilities in simulation and the real world against several baselines, including another model-based imitation controller and a learning-based motion imitation technique.

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Legged Robots that Keep on Learning: Fine-Tuning Locomotion Policies in the Real World

Legged robots are physically capable of traversing a wide range of challenging environments, but designing controllers that are sufficiently robust to handle this diversity has been a long-standing challenge in robotics. Reinforcement learning presents an appealing approach for automating the controller design process and has been able to produce remarkably robust controllers when trained in a suitable range of environments. However, it is difficult to predict all likely conditions the robot will encounter during deployment and enumerate them at training-time. What if instead of training controllers that are robust enough to handle any eventuality, we enable the robot to continually learn in any setting it finds itself in? This kind of real-world reinforcement learning poses a number of challenges, including efficiency, safety, and autonomy. To address these challenges, we propose a practical robot reinforcement learning system for fine-tuning locomotion policies in the real world. We demonstrate that a modest amount of real-world training can substantially improve performance during deployment, and this enables a real A1 quadrupedal robot to autonomously fine-tune multiple locomotion skills in a range of environments, including an outdoor lawn and a variety of indoor terrains.

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Improving Safety in Deep Reinforcement Learning using Unsupervised Action Planning

One of the key challenges to deep reinforcement learning (deep RL) is to ensure safety at both training and testing phases. In this work, we propose a novel technique of unsupervised action planning to improve the safety of on-policy reinforcement learning algorithms, such as trust region policy optimization (TRPO) or proximal policy optimization (PPO). We design our safety-aware reinforcement learning by storing all the history of "recovery" actions that rescue the agent from dangerous situations into a separate "safety" buffer and finding the best recovery action when the agent encounters similar states. Because this functionality requires the algorithm to query similar states, we implement the proposed safety mechanism using an unsupervised learning algorithm, k-means clustering. We evaluate the proposed algorithm on six robotic control tasks that cover navigation and manipulation. Our results show that the proposed safety RL algorithm can achieve higher rewards compared with multiple baselines in both discrete and continuous control problems. The supplemental video can be found at: https://youtu.be/AFTeWSohILo.

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Graph-based Cluttered Scene Generation and Interactive Exploration using Deep Reinforcement Learning

We introduce a novel method to teach a robotic agent to interactively explore cluttered yet structured scenes, such as kitchen pantries and grocery shelves, by leveraging the physical plausibility of the scene. We propose a novel learning framework to train an effective scene exploration policy to discover hidden objects with minimal interactions. First, we define a novel scene grammar to represent structured clutter. Then we train a Graph Neural Network (GNN) based Scene Generation agent using deep reinforcement learning (deep RL), to manipulate this Scene Grammar to create a diverse set of stable scenes, each containing multiple hidden objects. Given such cluttered scenes, we then train a Scene Exploration agent, using deep RL, to uncover hidden objects by interactively rearranging the scene. We show that our learned agents hide and discover significantly more objects than the baselines. We present quantitative results that prove the generalization capabilities of our agents. We also demonstrate sim-to-real transfer by successfully deploying the learned policy on a real UR10 robot to explore real-world cluttered scenes. The supplemental video can be found at https://www.youtube.com/watch?v=T2Jo7wwaXss.

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Learning Robot Structure and Motion Embeddings using Graph Neural Networks

We propose a learning framework to find the representation of a robot's kinematic structure and motion embedding spaces using graph neural networks (GNN). Finding a compact and low-dimensional embedding space for complex phenomena is a key for understanding its behaviors, which may lead to a better learning performance, as we observed in other domains of images or languages. However, although numerous robotics applications deal with various types of data, the embedding of the generated data has been relatively less studied by roboticists. To this end, our work aims to learn embeddings for two types of robotic data: the robot's design structure, such as links, joints, and their relationships, and the motion data, such as kinematic joint positions. Our method exploits the tree structure of the robot to train appropriate embeddings to the given robot data. To avoid overfitting, we formulate multi-task learning to find a general representation of the embedding spaces. We evaluate the proposed learning method on a robot with a simple linear structure and visualize the learned embeddings using t-SNE. We also study a few design choices of the learning framework, such as network architectures and message passing schemes.

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Learning Human Search Behavior from Egocentric Visual Inputs

"Looking for things" is a mundane but critical task we repeatedly carry on in our daily life. We introduce a method to develop a human character capable of searching for a randomly located target object in a detailed 3D scene using its locomotion capability and egocentric vision perception represented as RGBD images. By depriving the privileged 3D information from the human character, it is forced to move and look around simultaneously to account for the restricted sensing capability, resulting in natural navigation and search behaviors. Our method consists of two components: 1) a search control policy based on an abstract character model, and 2) an online replanning control module for synthesizing detailed kinematic motion based on the trajectories planned by the search policy. We demonstrate that the combined techniques enable the character to effectively find often occluded household items in indoor environments. The same search policy can be applied to different full-body characters without the need for retraining. We evaluate our method quantitatively by testing it on randomly generated scenarios. Our work is a first step toward creating intelligent virtual agents with humanlike behaviors driven by onboard sensors, paving the road toward future robotic applications.

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Learning to Navigate Sidewalks in Outdoor Environments

Outdoor navigation on sidewalks in urban environments is the key technology behind important human assistive applications, such as last-mile delivery or neighborhood patrol. This paper aims to develop a quadruped robot that follows a route plan generated by public map services, while remaining on sidewalks and avoiding collisions with obstacles and pedestrians. We devise a two-staged learning framework, which first trains a teacher agent in an abstract world with privileged ground-truth information, and then applies Behavior Cloning to teach the skills to a student agent who only has access to realistic sensors. The main research effort of this paper focuses on overcoming challenges when deploying the student policy on a quadruped robot in the real world. We propose methodologies for designing sensing modalities, network architectures, and training procedures to enable zero-shot policy transfer to unstructured and dynamic real outdoor environments. We evaluate our learning framework on a quadrupedal robot navigating sidewalks in the city of Atlanta, USA. Using the learned navigation policy and its onboard sensors, the robot is able to walk 3.2 kilometers with a limited number of human interventions.

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A Few Shot Adaptation of Visual Navigation Skills to New Observations using Meta-Learning

Target-driven visual navigation is a challenging problem that requires a robot to find the goal using only visual inputs. Many researchers have demonstrated promising results using deep reinforcement learning (deep RL) on various robotic platforms, but typical end-to-end learning is known for its poor extrapolation capability to new scenarios. Therefore, learning a navigation policy for a new robot with a new sensor configuration or a new target still remains a challenging problem. In this paper, we introduce a learning algorithm that enables rapid adaptation to new sensor configurations or target objects with a few shots. We design a policy architecture with latent features between perception and inference networks and quickly adapt the perception network via meta-learning while freezing the inference network. Our experiments show that our algorithm adapts the learned navigation policy with only three shots for unseen situations with different sensor configurations or different target colors. We also analyze the proposed algorithm by investigating various hyperparameters.

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Error-Aware Policy Learning: Zero-Shot Generalization in Partially Observable Dynamic Environments

Simulation provides a safe and efficient way to generate useful data for learning complex robotic tasks. However, matching simulation and real-world dynamics can be quite challenging, especially for systems that have a large number of unobserved or unmeasurable parameters, which may lie in the robot dynamics itself or in the environment with which the robot interacts. We introduce a novel approach to tackle such a sim-to-real problem by developing policies capable of adapting to new environments, in a zero-shot manner. Key to our approach is an error-aware policy (EAP) that is explicitly made aware of the effect of unobservable factors during training. An EAP takes as input the predicted future state error in the target environment, which is provided by an error-prediction function, simultaneously trained with the EAP. We validate our approach on an assistive walking device trained to help the human user recover from external pushes. We show that a trained EAP for a hip-torque assistive device can be transferred to different human agents with unseen biomechanical characteristics. In addition, we show that our method can be applied to other standard RL control tasks.

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