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Todd D. Murphey

Publications and source records attributed to Todd D. Murphey.

At least 19 recordsLinked to original sources

Manufacturing Micro-Patterned Surfaces with Multi-Robot Systems

Applying micro-patterns to surfaces has been shown to impart useful physical properties such as drag reduction and hydrophobicity. However, current manufacturing techniques cannot produce micro-patterned surfaces at scale due to high-cost machinery and inefficient coverage techniques such as raster-scanning. In this work, we use multiple robots, each equipped with a patterning tool, to manufacture these surfaces. To allow these robots to coordinate during the patterning task, we use the ergodic control algorithm, which specifies coverage objectives using distributions. We demonstrate that robots can divide complicated coverage objectives by communicating compressed representations of their trajectory history both in simulations and experimental trials. Further, we show that robot-produced patterning can lower the coefficient of friction of metallic surfaces. This work demonstrates that distributed multi-robot systems can coordinate to manufacture products that were previously unrealizable at scale.

cs.RO

Real-Time Reinforcement Learning for Dynamic Tasks with a Parallel Soft Robot

Closed-loop control remains an open challenge in soft robotics. The nonlinear responses of soft actuators under dynamic loading conditions limit the use of analytic models for soft robot control. Traditional methods of controlling soft robots underutilize their configuration spaces to avoid nonlinearity, hysteresis, large deformations, and the risk of actuator damage. Furthermore, episodic data-driven control approaches such as reinforcement learning (RL) are traditionally limited by sample efficiency and inconsistency across initializations. In this work, we demonstrate RL for reliably learning control policies for dynamic balancing tasks in real-time single-shot hardware deployments. We use a deformable Stewart platform constructed using parallel, 3D-printed soft actuators based on motorized handed shearing auxetic (HSA) structures. By introducing a curriculum learning approach based on expanding neighborhoods of a known equilibrium, we achieve reliable single-deployment balancing at arbitrary coordinates. In addition to benchmarking the performance of model-based and model-free methods, we demonstrate that in a single deployment, Maximum Diffusion RL is capable of learning dynamic balancing after half of the actuators are effectively disabled, by inducing buckling and by breaking actuators with bolt cutters. Training occurs with no prior data, in as fast as 15 minutes, with performance nearly identical to the fully-intact platform. Single-shot learning on hardware facilitates soft robotic systems reliably learning in the real world and will enable more diverse and capable soft robots.

cs.RO

Sample-Efficient Online Control Policy Learning with Real-Time Recursive Model Updates

Data-driven control methods need to be sample-efficient and lightweight, especially when data acquisition and computational resources are limited -- such as during learning on hardware. Most modern data-driven methods require large datasets and struggle with real-time updates of models, limiting their performance in dynamic environments. Koopman theory formally represents nonlinear systems as linear models over observables, and Koopman representations can be determined from data in an optimization-friendly setting with potentially rapid model updates. In this paper, we present a highly sample-efficient, Koopman-based learning pipeline: Recursive Koopman Learning (RKL). We identify sufficient conditions for model convergence and provide formal algorithmic analysis supporting our claim that RKL is lightweight and fast, with complexity independent of dataset size. We validate our method on a simulated planar two-link arm and a hybrid nonlinear hardware system with soft actuators, showing that real-time recursive Koopman model updates improve the sample efficiency and stability of data-driven controller synthesis -- requiring only <10% of the data compared to benchmarks. The high-performance C++ codebase is open-sourced. Website: https://www.zixinatom990.com/home/robotics/corl-2025-recursive-koopman-learning.

cs.RO

Force and Speed in a Soft Stewart Platform

Many soft robots struggle to produce dynamic motions with fast, large displacements. We develop a parallel 6 degree-of-freedom (DoF) Stewart-Gough mechanism using Handed Shearing Auxetic (HSA) actuators. By using soft actuators, we are able to use one third as many mechatronic components as a rigid Stewart platform, while retaining a working payload of 2kg and an open-loop bandwidth greater than 16Hz. We show that the platform is capable of both precise tracing and dynamic disturbance rejection when controlling a ball and sliding puck using a Proportional Integral Derivative (PID) controller. We develop a machine-learning-based kinematics model and demonstrate a functional workspace of roughly 10cm in each translation direction and 28 degrees in each orientation. This 6DoF device has many of the characteristics associated with rigid components - power, speed, and total workspace - while capturing the advantages of soft mechanisms.

cs.RO

Data Augmentation for NeRFs in the Low Data Limit

Current methods based on Neural Radiance Fields fail in the low data limit, particularly when training on incomplete scene data. Prior works augment training data only in next-best-view applications, which lead to hallucinations and model collapse with sparse data. In contrast, we propose adding a set of views during training by rejection sampling from a posterior uncertainty distribution, generated by combining a volumetric uncertainty estimator with spatial coverage. We validate our results on partially observed scenes; on average, our method performs 39.9% better with 87.5% less variability across established scene reconstruction benchmarks, as compared to state of the art baselines. We further demonstrate that augmenting the training set by sampling from any distribution leads to better, more consistent scene reconstruction in sparse environments. This work is foundational for robotic tasks where augmenting a dataset with informative data is critical in resource-constrained, a priori unknown environments. Videos and source code are available at https://murpheylab.github.io/low-data-nerf/.

cs.CV

Embodied Active Learning of Generative Sensor-Object Models

When a robot encounters a novel object, how should it respond$\unicode{x2014}$what data should it collect$\unicode{x2014}$so that it can find the object in the future? In this work, we present a method for learning image features of an unknown number of novel objects. To do this, we use active coverage with respect to latent uncertainties of the novel descriptions. We apply ergodic stability and PAC-Bayes theory to extend statistical guarantees for VAEs to embodied agents. We demonstrate the method in hardware with a robotic arm; the pipeline is also implemented in a simulated environment. Algorithms and simulation are available open source, see http://sites.google.com/u.northwestern.edu/embodied-learning-hardware .

cs.RO

Maximum diffusion reinforcement learning

Robots and animals both experience the world through their bodies and senses. Their embodiment constrains their experiences, ensuring they unfold continuously in space and time. As a result, the experiences of embodied agents are intrinsically correlated. Correlations create fundamental challenges for machine learning, as most techniques rely on the assumption that data are independent and identically distributed. In reinforcement learning, where data are directly collected from an agent's sequential experiences, violations of this assumption are often unavoidable. Here, we derive a method that overcomes this issue by exploiting the statistical mechanics of ergodic processes, which we term maximum diffusion reinforcement learning. By decorrelating agent experiences, our approach provably enables single-shot learning in continuous deployments over the course of individual task attempts. Moreover, we prove our approach generalizes well-known maximum entropy techniques, and robustly exceeds state-of-the-art performance across popular benchmarks. Our results at the nexus of physics, learning, and control form a foundation for transparent and reliable decision-making in embodied reinforcement learning agents.

cs.LG

Active Exploration for Real-Time Haptic Training

Tactile perception is important for robotic systems that interact with the world through touch. Touch is an active sense in which tactile measurements depend on the contact properties of an interaction--e.g., velocity, force, acceleration--as well as properties of the sensor and object under test. These dependencies make training tactile perceptual models challenging. Additionally, the effects of limited sensor life and the near-field nature of tactile sensors preclude the practical collection of exhaustive data sets even for fairly simple objects. Active learning provides a mechanism for focusing on only the most informative aspects of an object during data collection. Here we employ an active learning approach that uses a data-driven model's entropy as an uncertainty measure and explore relative to that entropy conditioned on the sensor state variables. Using a coverage-based ergodic controller, we train perceptual models in near-real time. We demonstrate our approach using a biomimentic sensor, exploring "tactile scenes" composed of shapes, textures, and objects. Each learned representation provides a perceptual sensor model for a particular tactile scene. Models trained on actively collected data outperform their randomly collected counterparts in real-time training tests. Additionally, we find that the resulting network entropy maps can be used to identify high salience portions of a tactile scene.

cs.RO

Automated Gait Generation For Walking, Soft Robotic Quadrupeds

Gait generation for soft robots is challenging due to the nonlinear dynamics and high dimensional input spaces of soft actuators. Limitations in soft robotic control and perception force researchers to hand-craft open loop controllers for gait sequences, which is a non-trivial process. Moreover, short soft actuator lifespans and natural variations in actuator behavior limit machine learning techniques to settings that can be learned on the same time scales as robot deployment. Lastly, simulation is not always possible, due to heterogeneity and nonlinearity in soft robotic materials and their dynamics change due to wear. We present a sample-efficient, simulation free, method for self-generating soft robot gaits, using very minimal computation. This technique is demonstrated on a motorized soft robotic quadruped that walks using four legs constructed from 16 "handed shearing auxetic" (HSA) actuators. To manage the dimension of the search space, gaits are composed of two sequential sets of leg motions selected from 7 possible primitives. Pairs of primitives are executed on one leg at a time; we then select the best-performing pair to execute while moving on to subsequent legs. This method -- which uses no simulation, sophisticated computation, or user input -- consistently generates good translation and rotation gaits in as low as 4 minutes of hardware experimentation, outperforming hand-crafted gaits. This is the first demonstration of completely autonomous gait generation in a soft robot.

cs.RO

A Game Benchmark for Real-Time Human-Swarm Control

We present a game benchmark for testing human-swarm control algorithms and interfaces in a real-time, high-cadence scenario. Our benchmark consists of a swarm vs. swarm game in a virtual ROS environment in which the goal of the game is to capture all agents from the opposing swarm; the game's high-cadence is a result of the capture rules, which cause agent team sizes to fluctuate rapidly. These rules require players to consider both the number of agents currently at their disposal and the behavior of their opponent's swarm when they plan actions. We demonstrate our game benchmark with a default human-swarm control system that enables a player to interact with their swarm through a high-level touchscreen interface. The touchscreen interface transforms player gestures into swarm control commands via a low-level decentralized ergodic control framework. We compare our default human-swarm control system to a flocking-based control system, and discuss traits that are crucial for swarm control algorithms and interfaces operating in real-time, high-cadence scenarios like our game benchmark. Our game benchmark code is available on Github; more information can be found at https://sites.google.com/view/swarm-game-benchmark.

cs.RO

Emergent Microrobotic Oscillators via Asymmetry-Induced Order

Spontaneous low-frequency oscillations on the order of several hertz are the drivers of many crucial processes in nature. From bacterial swimming to mammal gaits, the conversion of static energy inputs into slowly oscillating electrical and mechanical power is key to the autonomy of organisms across scales. However, the fabrication of slow artificial oscillators at micrometre scales remains a major roadblock towards the development of fully-autonomous microrobots. Here, we report the emergence of a low-frequency relaxation oscillator from a simple collective of active microparticles interacting at the air-liquid interface of a peroxide drop. Their collective oscillations form chemomechanical and electrochemical limit cycles that enable the transduction of ambient chemical energy into periodic mechanical motion and on-board electrical currents. Surprisingly, the collective can oscillate robustly even as more particles are introduced, but only when we add a single particle with modified reactivity to intentionally break the system's permutation symmetry. We explain such emergent order through a novel thermodynamic mechanism for asymmetry-induced order. The energy harvested from the stabilized system oscillations enables the use of on-board electronic components, which we demonstrate by cyclically and synchronously driving microrobotic arms. This work highlights a new strategy for achieving low-frequency oscillations at the microscale that are otherwise difficult to observe outside of natural systems, paving the way for future microrobotic autonomy.

nlin.AO

Learning from Sparse Demonstrations

This paper develops the method of Continuous Pontryagin Differentiable Programming (Continuous PDP), which enables a robot to learn an objective function from a few sparsely demonstrated keyframes. The keyframes, labeled with some time stamps, are the desired task-space outputs, which a robot is expected to follow sequentially. The time stamps of the keyframes can be different from the time of the robot's actual execution. The method jointly finds an objective function and a time-warping function such that the robot's resulting trajectory sequentially follows the keyframes with minimal discrepancy loss. The Continuous PDP minimizes the discrepancy loss using projected gradient descent, by efficiently solving the gradient of the robot trajectory with respect to the unknown parameters. The method is first evaluated on a simulated robot arm and then applied to a 6-DoF quadrotor to learn an objective function for motion planning in unmodeled environments. The results show the efficiency of the method, its ability to handle time misalignment between keyframes and robot execution, and the generalization of objective learning into unseen motion conditions.

cs.RO

Learning from Human Directional Corrections

This paper proposes a novel approach that enables a robot to learn an objective function incrementally from human directional corrections. Existing methods learn from human magnitude corrections; since a human needs to carefully choose the magnitude of each correction, those methods can easily lead to over-corrections and learning inefficiency. The proposed method only requires human directional corrections -- corrections that only indicate the direction of an input change without indicating its magnitude. We only assume that each correction, regardless of its magnitude, points in a direction that improves the robot's current motion relative to an unknown objective function. The allowable corrections satisfying this assumption account for half of the input space, as opposed to the magnitude corrections which have to lie in a shrinking level set. For each directional correction, the proposed method updates the estimate of the objective function based on a cutting plane method, which has a geometric interpretation. We have established theoretical results to show the convergence of the learning process. The proposed method has been tested in numerical examples, a user study on two human-robot games, and a real-world quadrotor experiment. The results confirm the convergence of the proposed method and further show that the method is significantly more effective (higher success rate), efficient/effortless (less human corrections needed), and potentially more accessible (fewer early wasted trials) than the state-of-the-art robot learning frameworks.

cs.RO

Learning Stable Models for Prediction and Control

This paper demonstrates the benefits of imposing stability on data-driven Koopman operators. The data-driven identification of stable Koopman operators (DISKO) is implemented using an algorithm \cite{mamakoukas_stableLDS2020} that computes the nearest \textit{stable} matrix solution to a least-squares reconstruction error. As a first result, we derive a formula that describes the prediction error of Koopman representations for an arbitrary number of time steps, and which shows that stability constraints can improve the predictive accuracy over long horizons. As a second result, we determine formal conditions on basis functions of Koopman operators needed to satisfy the stability properties of an underlying nonlinear system. As a third result, we derive formal conditions for constructing Lyapunov functions for nonlinear systems out of stable data-driven Koopman operators, which we use to verify stabilizing control from data. Lastly, we demonstrate the benefits of DISKO in prediction and control with simulations using a pendulum and a quadrotor and experiments with a pusher-slider system. The paper is complemented with a video: \url{https://sites.google.com/view/learning-stable-koopman}.

cs.RO

Active Learning in Robotics: A Review of Control Principles

Active learning is a decision-making process. In both abstract and physical settings, active learning demands both analysis and action. This is a review of active learning in robotics, focusing on methods amenable to the demands of embodied learning systems. Robots must be able to learn efficiently and flexibly through continuous online deployment. This poses a distinct set of control-oriented challenges -- one must choose suitable measures as objectives, synthesize real-time control, and produce analyses that guarantee performance and safety with limited knowledge of the environment or robot itself. In this work, we survey the fundamental components of robotic active learning systems. We discuss classes of learning tasks that robots typically encounter, measures with which they gauge the information content of observations, and algorithms for generating action plans. Moreover, we provide a variety of examples -- from environmental mapping to nonparametric shape estimation -- that highlight the qualitative differences between learning tasks, information measures, and control techniques. We conclude with a discussion of control-oriented open challenges, including safety-constrained learning and distributed learning.

cs.RO

Derivative-Based Koopman Operators for Real-Time Control of Robotic Systems

This paper presents a generalizable methodology for data-driven identification of nonlinear dynamics that bounds the model error in terms of the prediction horizon and the magnitude of the derivatives of the system states. Using higher-order derivatives of general nonlinear dynamics that need not be known, we construct a Koopman operator-based linear representation and utilize Taylor series accuracy analysis to derive an error bound. The resulting error formula is used to choose the order of derivatives in the basis functions and obtain a data-driven Koopman model using a closed-form expression that can be computed in real time. Using the inverted pendulum system, we illustrate the robustness of the error bounds given noisy measurements of unknown dynamics, where the derivatives are estimated numerically. When combined with control, the Koopman representation of the nonlinear system has marginally better performance than competing nonlinear modeling methods, such as SINDy and NARX. In addition, as a linear model, the Koopman approach lends itself readily to efficient control design tools, such as LQR, whereas the other modeling approaches require nonlinear control methods. The efficacy of the approach is further demonstrated with simulation and experimental results on the control of a tail-actuated robotic fish. Experimental results show that the proposed data-driven control approach outperforms a tuned PID (Proportional Integral Derivative) controller and that updating the data-driven model online significantly improves performance in the presence of unmodeled fluid disturbance. This paper is complemented with a video: https://youtu.be/9_wx0tdDta0.

stat.ML

Low rattling: A predictive principle for self-organization in active collectives

Self-organization is frequently observed in active collectives, from ant rafts to molecular motor assemblies. General principles describing self-organization away from equilibrium have been challenging to identify. We offer a unifying framework that models the behavior of complex systems as largely random, while capturing their configuration-dependent response to external forcing. This allows derivation of a Boltzmann-like principle for understanding and manipulating driven self-organization. We validate our predictions experimentally in shape-changing robotic active matter, and outline a methodology for controlling collective behavior. Our findings highlight how emergent order depends sensitively on the matching between external patterns of forcing and internal dynamical response properties, pointing towards future approaches for design and control of active particle mixtures and metamaterials.

cond-mat.stat-mech

Dynamical System Segmentation for Information Measures in Motion

Motions carry information about the underlying task being executed. Previous work in human motion analysis suggests that complex motions may result from the composition of fundamental submovements called movemes. The existence of finite structure in motion motivates information-theoretic approaches to motion analysis and robotic assistance. We define task embodiment as the amount of task information encoded in an agent's motions. By decoding task-specific information embedded in motion, we can use task embodiment to create detailed performance assessments. We extract an alphabet of behaviors comprising a motion without \textit{a priori} knowledge using a novel algorithm, which we call dynamical system segmentation. For a given task, we specify an optimal agent, and compute an alphabet of behaviors representative of the task. We identify these behaviors in data from agent executions, and compare their relative frequencies against that of the optimal agent using the Kullback-Leibler divergence. We validate this approach using a dataset of human subjects (n=53) performing a dynamic task, and under this measure find that individuals receiving assistance better embody the task. Moreover, we find that task embodiment is a better predictor of assistance than integrated mean-squared-error.

cs.RO