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Todd Murphey

Publications and source records attributed to Todd Murphey.

At least 19 recordsLinked to original sources

Damage Adaptation in Seconds for Architected Materials

Adaptation to damages and in-situ physical repairs is essential for long-term robot autonomy, yet challenging outside of narrowly defined and well-anticipated bounds. In this work we proprioceptively adapt to catastrophic damage in soft-actuated systems in under one minute. Architected materials are well equipped for adaptation: actuator failure occurs gradually rather than acutely, and damage can be described in a low-dimensional, discrete coordinate space. Surprisingly, latent damage representations plus a simple yet robust ensemble method is sufficient for adapting to unseen damage in real-time. Moreover, we identify conditions under which exponential sample complexity collapses to linear sample complexity for learned representations of architected materials, a concrete advantage over rigid components or continuum soft mechanisms. We demonstrate LEAP, our method for adaptive proprioception, via a tracing task for a 6DoF soft wrist based on Handed Shearing Auxetic (HSA) actuators. Our algorithm is able to adapt to cuts, burns, and actuator repairs, enabling simulation-free real-time adaptation that is critical for realizing the promise of soft robots outside the lab. Videos and more information are available at https://murpheylab.github.io/leap.

cs.RO

Interdisciplinary Workshop on Mechanical Intelligence: Summary Report

This report provides a summary of the outcomes of the Interdisciplinary Workshop on Mechanical Intelligence held in 2024. Mechanical Intelligence (MI) represents the phenomenon that novel structural features of material/biological/robotic systems can encode intelligence through responsiveness, adaptivity, memory, and learning in the mechanical structure itself. This is in contrast to computational intelligence, wherein the intelligence functions occur through electrical signaling and computer code. The two-day workshop was held at NSF headquarters on May 30-31 and included 38 invited academic researcher participants, and 8 program officers from the NSF. The workshop was structured around active small and large group discussions in groups of 4-5 and 9-10 with the goal of addressing topical questions on MI. Working groups entered notes into shared presentation slides for each discussion session and presented their outcomes in a final presentation on the last day. Here we summarize the overall outcomes of the workshop.

cs.RO

Structured Imitation Learning of Interactive Policies through Inverse Games

Generative model-based imitation learning methods have recently achieved strong results in learning high-complexity motor skills from human demonstrations. However, imitation learning of interactive policies that coordinate with humans in shared spaces without explicit communication remains challenging, due to the significantly higher behavioral complexity in multi-agent interactions compared to non-interactive tasks. In this work, we introduce a structured imitation learning framework for interactive policies by combining generative single-agent policy learning with a flexible yet expressive game-theoretic structure. Our method explicitly separates learning into two steps: first, we learn individual behavioral patterns from multi-agent demonstrations using standard imitation learning; then, we structurally learn inter-agent dependencies by solving an inverse game problem. Preliminary results in a synthetic 5-agent social navigation task show that our method significantly improves non-interactive policies and performs comparably to the ground truth interactive policy using only 50 demonstrations. These results highlight the potential of structured imitation learning in interactive settings.

cs.RO

Scalable Coverage Trajectory Synthesis on GPUs as Statistical Inference

Coverage motion planning is essential to a wide range of robotic tasks. Unlike conventional motion planning problems, which reason over temporal sequences of states, coverage motion planning requires reasoning over the spatial distribution of entire trajectories, making standard motion planning methods limited in computational efficiency and less amenable to modern parallelization frameworks. In this work, we formulate the coverage motion planning problem as a statistical inference problem from the perspective of flow matching, a generative modeling technique that has gained significant attention in recent years. The proposed formulation unifies commonly used statistical discrepancy measures, such as Kullback-Leibler divergence and Sinkhorn divergence, with a standard linear quadratic regulator problem. More importantly, it decouples the generation of trajectory gradients for coverage from the synthesis of control under nonlinear system dynamics, enabling significant acceleration through parallelization on modern computational architectures, particularly Graphics Processing Units (GPUs). This paper focuses on the advantages of this formulation in terms of scalability through parallelization, highlighting its computational benefits compared to conventional methods based on waypoint tracking.

cs.RO

Volumetric Ergodic Control

Ergodic control synthesizes optimal coverage behaviors over spatial distributions for nonlinear systems. However, existing formulations model the robot as a non-volumetric point, whereas in practice a robot interacts with the environment through its body and sensors with physical volume. In this work, we introduce a new ergodic control formulation that optimizes spatial coverage using a volumetric state representation. Our method preserves the asymptotic coverage guarantees of ergodic control, adds minimal computational overhead for real-time control, and supports arbitrary sample-based volumetric models. We evaluate our method across search and manipulation tasks -- with multiple robot dynamics and end-effector geometries or sensor models -- and show that it improves coverage efficiency by more than a factor of two while maintaining a 100% task completion rate across all experiments, outperforming the standard ergodic control method. Finally, we demonstrate the effectiveness of our method on a robot arm performing mechanical erasing tasks. Project website: https://murpheylab.github.io/vec/

cs.RO

Flow Matching Ergodic Coverage

Ergodic coverage effectively generates exploratory behaviors for embodied agents by aligning the spatial distribution of the agent's trajectory with a target distribution, where the difference between these two distributions is measured by the ergodic metric. However, existing ergodic coverage methods are constrained by the limited set of ergodic metrics available for control synthesis, fundamentally limiting their performance. In this work, we propose an alternative approach to ergodic coverage based on flow matching, a technique widely used in generative inference for efficient and scalable sampling. We formally derive the flow matching problem for ergodic coverage and show that it is equivalent to a linear quadratic regulator problem with a closed-form solution. Our formulation enables alternative ergodic metrics from generative inference that overcome the limitations of existing ones. These metrics were previously infeasible for control synthesis but can now be supported with no computational overhead. Specifically, flow matching with the Stein variational gradient flow enables control synthesis directly over the score function of the target distribution, improving robustness to the unnormalized distributions; on the other hand, flow matching with the Sinkhorn divergence flow enables an optimal transport-based ergodic metric, improving coverage performance on non-smooth distributions with irregular supports. We validate the improved performance and competitive computational efficiency of our method through comprehensive numerical benchmarks and across different nonlinear dynamics. We further demonstrate the practicality of our method through a series of drawing and erasing tasks on a Franka robot.

cs.RO

Inverse Mixed Strategy Games with Generative Trajectory Models

Game-theoretic models are effective tools for modeling multi-agent interactions, especially when robots need to coordinate with humans. However, applying these models requires inferring their specifications from observed behaviors -- a challenging task known as the inverse game problem. Existing inverse game approaches often struggle to account for behavioral uncertainty and measurement noise, and leverage both offline and online data. To address these limitations, we propose an inverse game method that integrates a generative trajectory model into a differentiable mixed-strategy game framework. By representing the mixed strategy with a conditional variational autoencoder (CVAE), our method can infer high-dimensional, multi-modal behavior distributions from noisy measurements while adapting in real-time to new observations. We extensively evaluate our method in a simulated navigation benchmark, where the observations are generated by an unknown game model. Despite the model mismatch, our method can infer Nash-optimal actions comparable to those of the ground-truth model and the oracle inverse game baseline, even in the presence of uncertain agent objectives and noisy measurements.

cs.RO

Koopman Operators in Robot Learning

Koopman operator theory offers a rigorous treatment of dynamics and has been emerging as an alternative modeling and learning-based control method across various robotics sub-domains. Due to its ability to represent nonlinear dynamics as a linear (but higher-dimensional) operator, Koopman theory offers a fresh lens through which to understand and tackle the modeling and control of complex robotic systems. Moreover, it enables incremental updates and is computationally inexpensive, thus making it particularly appealing for real-time applications and online active learning. This review delves deeply into the foundations of Koopman operator theory and systematically builds a bridge from theoretical principles to practical robotic applications. We begin by explaining the mathematical underpinnings of the Koopman framework and discussing approximation approaches for incorporating inputs into Koopman-based modeling. Foundational considerations, such as data collection strategies as well as the design of lifting functions for effective system embedding, are also discussed. We then explore how Koopman-based models serve as a unifying tool for a range of robotics tasks, including model-based control, real-time state estimation, and motion planning. The review proceeds to a survey of cutting-edge research that demonstrates the versatility and growing impact of Koopman methods across diverse robotics sub-domains: from aerial and legged platforms to manipulators, soft-bodied systems, and multi-agent networks. A presentation of more advanced theoretical topics, necessary to push forward the overall framework, is included. Finally, we reflect on some key open challenges that remain and articulate future research directions that will shape the next phase of Koopman-inspired robotics. To support practical adoption, we provide a hands-on tutorial with executable code at https://shorturl.at/ouE59.

cs.RO

Fast Ergodic Search with Kernel Functions

Ergodic search enables optimal exploration of an information distribution while guaranteeing the asymptotic coverage of the search space. However, current methods typically have exponential computation complexity in the search space dimension and are restricted to Euclidean space. We introduce a computationally efficient ergodic search method. Our contributions are two-fold. First, we develop a kernel-based ergodic metric and generalize it from Euclidean space to Lie groups. We formally prove the proposed metric is consistent with the standard ergodic metric while guaranteeing linear complexity in the search space dimension. Secondly, we derive the first-order optimality condition of the kernel ergodic metric for nonlinear systems, which enables efficient trajectory optimization. Comprehensive numerical benchmarks show that the proposed method is at least two orders of magnitude faster than the state-of-the-art algorithm. Finally, we demonstrate the proposed algorithm with a peg-in-hole insertion task. We formulate the problem as a coverage task in the space of SE(3) and use a 30-second-long human demonstration as the prior distribution for ergodic coverage. Ergodicity guarantees the asymptotic solution of the peg-in-hole problem so long as the solution resides within the prior information distribution, which is seen in the 100% success rate.

cs.RO

Mixed Strategy Nash Equilibrium for Crowd Navigation

Robots navigating in crowded areas should negotiate free space with humans rather than fully controlling collision avoidance, as this can lead to freezing behavior. Game theory provides a framework for the robot to reason about potential cooperation from humans for collision avoidance during path planning. In particular, the mixed strategy Nash equilibrium captures the negotiation behavior under uncertainty, making it well suited for crowd navigation. However, computing the mixed strategy Nash equilibrium is often prohibitively expensive for real-time decision-making. In this paper, we propose an iterative Bayesian update scheme over probability distributions of trajectories. The algorithm simultaneously generates a stochastic plan for the robot and probabilistic predictions of other pedestrians' paths. We prove that the proposed algorithm is equivalent to solving a mixed strategy game for crowd navigation, and the algorithm guarantees the recovery of the global Nash equilibrium of the game. We name our algorithm Bayesian Recursive Nash Equilibrium (BRNE) and develop a real-time model prediction crowd navigation framework. Since BRNE is not solving a general-purpose mixed strategy Nash equilibrium but a tailored formula specifically for crowd navigation, it can compute the solution in real-time on a low-power embedded computer. We evaluate BRNE in both simulated environments and real-world pedestrian datasets. BRNE consistently outperforms non-learning and learning-based methods regarding safety and navigation efficiency. It also reaches human-level crowd navigation performance in the pedestrian dataset benchmark. Lastly, we demonstrate the practicality of our algorithm with real humans on an untethered quadruped robot with fully onboard perception and computation.

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Human Robot Pacing Mismatch

A widely accepted explanation for robots planning overcautious or overaggressive trajectories alongside human is that the crowd density exceeds a threshold such that all feasible trajectories are considered unsafe -- the freezing robot problem. However, even with low crowd density, the robot's navigation performance could still drop drastically when in close proximity to human. In this work, we argue that a broader cause of suboptimal navigation performance near human is due to the robot's misjudgement for the human's willingness (flexibility) to share space with others, particularly when the robot assumes the human's flexibility holds constant during interaction, a phenomenon of what we call human robot pacing mismatch. We show that the necessary condition for solving pacing mismatch is to model the evolution of both the robot and the human's flexibility during decision making, a strategy called distribution space modeling. We demonstrate the advantage of distribution space coupling through an anecdotal case study and discuss the future directions of solving human robot pacing mismatch.

cs.RO

Decentralization and Acceleration Enables Large-Scale Bundle Adjustment

Scaling to arbitrarily large bundle adjustment problems requires data and compute to be distributed across multiple devices. Centralized methods in prior works are only able to solve small or medium size problems due to overhead in computation and communication. In this paper, we present a fully decentralized method that alleviates computation and communication bottlenecks to solve arbitrarily large bundle adjustment problems. We achieve this by reformulating the reprojection error and deriving a novel surrogate function that decouples optimization variables from different devices. This function makes it possible to use majorization minimization techniques and reduces bundle adjustment to independent optimization subproblems that can be solved in parallel. We further apply Nesterov's acceleration and adaptive restart to improve convergence while maintaining its theoretical guarantees. Despite limited peer-to-peer communication, our method has provable convergence to first-order critical points under mild conditions. On extensive benchmarks with public datasets, our method converges much faster than decentralized baselines with similar memory usage and communication load. Compared to centralized baselines using a single device, our method, while being decentralized, yields more accurate solutions with significant speedups of up to 953.7x over Ceres and 174.6x over DeepLM. Code: https://joeaortiz.github.io/daba.

cs.CV

Majorization Minimization Methods for Distributed Pose Graph Optimization

We consider the problem of distributed pose graph optimization (PGO) that has important applications in multi-robot simultaneous localization and mapping (SLAM). We propose the majorization minimization (MM) method for distributed PGO ($\mathsf{MM-PGO}$) that applies to a broad class of robust loss kernels. The $\mathsf{MM-PGO}$ method is guaranteed to converge to first-order critical points under mild conditions. Furthermore, noting that the $\mathsf{MM-PGO}$ method is reminiscent of proximal methods, we leverage Nesterov's method and adopt adaptive restarts to accelerate convergence. The resulting accelerated MM methods for distributed PGO -- both with a master node in the network ($\mathsf{AMM-PGO}^*$) and without ($\mathsf{AMM-PGO}^{\#}$) -- have faster convergence in contrast to the $\mathsf{AMM-PGO}$ method without sacrificing theoretical guarantees. In particular, the $\mathsf{AMM-PGO}^{\#}$ method, which needs no master node and is fully decentralized, features a novel adaptive restart scheme and has a rate of convergence comparable to that of the $\mathsf{AMM-PGO}^*$ method using a master node to aggregate information from all the other nodes. The efficacy of this work is validated through extensive applications to 2D and 3D SLAM benchmark datasets and comprehensive comparisons against existing state-of-the-art methods, indicating that our MM methods converge faster and result in better solutions to distributed PGO.

cs.RO

Scale-Invariant Specifications for Human-Swarm Systems

We present a method for controlling a swarm using its spectral decomposition -- that is, by describing the set of trajectories of a swarm in terms of a spatial distribution throughout the operational domain -- guaranteeing scale invariance with respect to the number of agents both for computation and for the operator tasked with controlling the swarm. We use ergodic control, decentralized across the network, for implementation. In the DARPA OFFSET program field setting, we test this interface design for the operator using the STOMP interface -- the same interface used by Raytheon BBN throughout the duration of the OFFSET program. In these tests, we demonstrate that our approach is scale-invariant -- the user specification does not depend on the number of agents; it is persistent -- the specification remains active until the user specifies a new command; and it is real-time -- the user can interact with and interrupt the swarm at any time. Moreover, we show that the spectral/ergodic specification of swarm behavior degrades gracefully as the number of agents goes down, enabling the operator to maintain the same approach as agents become disabled or are added to the network. We demonstrate the scale-invariance and dynamic response of our system in a field relevant simulator on a variety of tactical scenarios with up to 50 agents. We also demonstrate the dynamic response of our system in the field with a smaller team of agents. Lastly, we make the code for our system available.

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Scale-Invariant Fast Functional Registration

Functional registration algorithms represent point clouds as functions (e.g. spacial occupancy field) avoiding unreliable correspondence estimation in conventional least-squares registration algorithms. However, existing functional registration algorithms are computationally expensive. Furthermore, the capability of registration with unknown scale is necessary in tasks such as CAD model-based object localization, yet no such support exists in functional registration. In this work, we propose a scale-invariant, linear time complexity functional registration algorithm. We achieve linear time complexity through an efficient approximation of L2-distance between functions using orthonormal basis functions. The use of orthonormal basis functions leads to a formulation that is compatible with least-squares registration. Benefited from the least-square formulation, we use the theory of translation-rotation-invariant measurement to decouple scale estimation and therefore achieve scale-invariant registration. We evaluate the proposed algorithm, named FLS (functional least-squares), on standard 3D registration benchmarks, showing FLS is an order of magnitude faster than state-of-the-art functional registration algorithm without compromising accuracy and robustness. FLS also outperforms state-of-the-art correspondence-based least-squares registration algorithm on accuracy and robustness, with known and unknown scale. Finally, we demonstrate applying FLS to register point clouds with varying densities and partial overlaps, point clouds from different objects within the same category, and point clouds from real world objects with noisy RGB-D measurements.

cs.CV

Revitalizing Optimization for 3D Human Pose and Shape Estimation: A Sparse Constrained Formulation

We propose a novel sparse constrained formulation and from it derive a real-time optimization method for 3D human pose and shape estimation. Our optimization method, SCOPE (Sparse Constrained Optimization for 3D human Pose and shapE estimation), is orders of magnitude faster (avg. 4 ms convergence) than existing optimization methods, while being mathematically equivalent to their dense unconstrained formulation under mild assumptions. We achieve this by exploiting the underlying sparsity and constraints of our formulation to efficiently compute the Gauss-Newton direction. We show that this computation scales linearly with the number of joints and measurements of a complex 3D human model, in contrast to prior work where it scales cubically due to their dense unconstrained formulation. Based on our optimization method, we present a real-time motion capture framework that estimates 3D human poses and shapes from a single image at over 30 FPS. In benchmarks against state-of-the-art methods on multiple public datasets, our framework outperforms other optimization methods and achieves competitive accuracy against regression methods. Project page with code and videos: https://sites.google.com/view/scope-human/.

cs.CV

Move Beyond Trajectories: Distribution Space Coupling for Crowd Navigation

Cooperatively avoiding collision is a critical functionality for robots navigating in dense human crowds, failure of which could lead to either overaggressive or overcautious behavior. A necessary condition for cooperative collision avoidance is to couple the prediction of the agents' trajectories with the planning of the robot's trajectory. However, it is unclear that trajectory based cooperative collision avoidance captures the correct agent attributes. In this work we migrate from trajectory based coupling to a formalism that couples agent preference distributions. In particular, we show that preference distributions (probability density functions representing agents' intentions) can capture higher order statistics of agent behaviors, such as willingness to cooperate. Thus, coupling in distribution space exploits more information about inter-agent cooperation than coupling in trajectory space. We thus introduce a general objective for coupled prediction and planning in distribution space, and propose an iterative best response optimization method based on variational analysis with guaranteed sufficient decrease. Based on this analysis, we develop a sampling-based motion planning framework called DistNav that runs in real time on a laptop CPU. We evaluate our approach on challenging scenarios from both real world datasets and simulation environments, and benchmark against a wide variety of model based and machine learning based approaches. The safety and efficiency statistics of our approach outperform all other models. Finally, we find that DistNav is competitive with human safety and efficiency performance.

cs.RO

Generalized Proximal Methods for Pose Graph Optimization

In this paper, we generalize proximal methods that were originally designed for convex optimization on normed vector space to non-convex pose graph optimization (PGO) on special Euclidean groups, and show that our proposed generalized proximal methods for PGO converge to first-order critical points. Furthermore, we propose methods that significantly accelerate the rates of convergence almost without loss of any theoretical guarantees. In addition, our proposed methods can be easily distributed and parallelized with no compromise of efficiency. The efficacy of this work is validated through implementation on simultaneous localization and mapping (SLAM) and distributed 3D sensor network localization, which indicate that our proposed methods are a lot faster than existing techniques to converge to sufficient accuracy for practical use.

math.OC