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Victor Klemm

Publications and source records attributed to Victor Klemm.

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Reinforcement Learning-Based Control for an Inline Skating Humanoid Robot

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

cs.RO

An Efficient Beam Search Algorithm for Active Perception in Mobile Robotics

Active perception is a fundamental problem in autonomous robotics in which the robot must decide where to move and what to sense in order to obtain the most informative observations for accomplishing its mission. Existing approaches either solve a computationally expensive traveling salesman problem over heuristically selected informative nodes, or adopt a more efficient but overly constrained shortest path tree formulation. To address these limitations, we explore beam search algorithms as scalable alternatives. While the standard beam search provides scalability by preserving the top-B paths at each depth level, it is prone to local optima and exhibits parameter sensitivity. Our first contribution is a node-wise beam search (NBS) algorithm, which maintains top-B candidates per node to enable more effective exploration of the solution space. Systematic benchmarking on graphs shows that NBS consistently outperforms other baselines and maintains strong performance even at low beam widths. As a second contribution, we integrate the concept of frontiers into the path selection criterion, introducing the expected gain metric, which better balances exploration and exploitation compared to existing alternatives. Our third contribution proposes the rapidly-exploring random annulus graph (RRAG), a novel graph construction method that preserves full orientation sampling and ensures connectivity in cluttered environments through a fallback local sampling-based planner. Extensive experiments demonstrate that NBS combined with RRAG achieves the highest performance across all three representative active perception tasks, outperforming state-of-the-art algorithms by at least 20% in one or more tasks. We further validate the approach on real robotic platforms in different scenarios.

cs.RO

Agile and Generalized Legged Locomotion via Attention-Based Neural Map Encoding

Achieving agile and generalized legged locomotion across terrains requires tight integration of perception and control, especially under occlusions and sparse footholds. Existing methods have demonstrated agility on parkour courses but often rely on end-to-end sensorimotor models with limited generalization and interpretability. By contrast, methods targeting generalized locomotion typically exhibit limited agility and struggle with visual occlusions. We introduce a unified reinforcement learning (RL) framework for agile and generalized locomotion that incorporates a novel attention-based map encoder in the control policy. This encoder extracts local and global mapping features and uses attention mechanisms to focus on salient regions, producing an interpretable and generalized embedding for RL-based control. We further propose a learning-based mapping pipeline that provides fast, uncertainty-aware terrain representations robust to noise and occlusions, serving as policy inputs. It uses neural networks to convert depth observations into local elevations with uncertainties, and fuses them with odometry. The pipeline also integrates with parallel simulation so that we can train controllers with online mapping, aiding sim-to-real transfer. We validate our framework with the proposed mapping pipeline on a quadruped and a biped robot, and the resulting controllers demonstrate strong agility and generalization to unseen terrains in simulation and in real-world experiments.

cs.RO

Multi-Domain Motion Embedding: Expressive Real-Time Mimicry for Legged Robots

Effective motion representation is crucial for enabling robots to imitate expressive behaviors in real time, yet existing motion controllers often ignore inherent patterns in motion. Previous efforts in representation learning do not attempt to jointly capture structured periodic patterns and irregular variations in human and animal movement. To address this, we present Multi-Domain Motion Embedding (MDME), a motion representation that unifies the embedding of structured and unstructured features using a wavelet-based encoder and a probabilistic embedding in parallel. This produces a rich representation of reference motions from a minimal input set, enabling improved generalization across diverse motion styles and morphologies. We evaluate MDME on retargeting-free real-time motion imitation by conditioning robot control policies on the learned embeddings, demonstrating accurate reproduction of complex trajectories on both humanoid and quadruped platforms. Our comparative studies confirm that MDME outperforms prior approaches in reconstruction fidelity and generalizability to unseen motions. Furthermore, we demonstrate that MDME can reproduce novel motion styles in real-time through zero-shot deployment, eliminating the need for task-specific tuning or online retargeting. These results position MDME as a generalizable and structure-aware foundation for scalable real-time robot imitation.

cs.RO

Learning Deployable Locomotion Control via Differentiable Simulation

Differentiable simulators promise to improve sample efficiency in robot learning by providing analytic gradients of the system dynamics. Yet, their application to contact-rich tasks like locomotion is complicated by the inherently non-smooth nature of contact, impeding effective gradient-based optimization. Existing works thus often rely on soft contact models that provide smooth gradients but lack physical accuracy, constraining results to simulation. To address this limitation, we propose a differentiable contact model designed to provide informative gradients while maintaining high physical fidelity. We demonstrate the efficacy of our approach by training a quadrupedal locomotion policy within our differentiable simulator leveraging analytic gradients and successfully transferring the learned policy zero-shot to the real world. To the best of our knowledge, this represents the first successful sim-to-real transfer of a legged locomotion policy learned entirely within a differentiable simulator, establishing the feasibility of using differentiable simulation for real-world locomotion control.

cs.RO

FOCI: Trajectory Optimization on Gaussian Splats

3D Gaussian Splatting (3DGS) has recently gained popularity as a faster alternative to Neural Radiance Fields (NeRFs) in 3D reconstruction and view synthesis methods. Leveraging the spatial information encoded in 3DGS, this work proposes FOCI (Field Overlap Collision Integral), an algorithm that is able to optimize trajectories directly on the Gaussians themselves. FOCI leverages a novel and interpretable collision formulation for 3DGS using the notion of the overlap integral between Gaussians. Contrary to other approaches, which represent the robot with conservative bounding boxes that underestimate the traversability of the environment, we propose to represent the environment and the robot as Gaussian Splats. This not only has desirable computational properties, but also allows for orientation-aware planning, allowing the robot to pass through very tight and narrow spaces. We extensively test our algorithm in both synthetic and real Gaussian Splats, showcasing that collision-free trajectories for the ANYmal legged robot that can be computed in a few seconds, even with hundreds of thousands of Gaussians making up the environment. The project page and code are available at https://rffr.leggedrobotics.com/works/foci/

cs.RO

LEVA: A high-mobility logistic vehicle with legged suspension

The autonomous transportation of materials over challenging terrain is a challenge with major economic implications and remains unsolved. This paper introduces LEVA, a high-payload, high-mobility robot designed for autonomous logistics across varied terrains, including those typical in agriculture, construction, and search and rescue operations. LEVA uniquely integrates an advanced legged suspension system using parallel kinematics. It is capable of traversing stairs using a rl controller, has steerable wheels, and includes a specialized box pickup mechanism that enables autonomous payload loading as well as precise and reliable cargo transportation of up to 85 kg across uneven surfaces, steps and inclines while maintaining a cot of as low as 0.15. Through extensive experimental validation, LEVA demonstrates its off-road capabilities and reliability regarding payload loading and transport.

cs.RO

MARLadona -- Towards Cooperative Team Play Using Multi-Agent Reinforcement Learning

Robot soccer, in its full complexity, poses an unsolved research challenge. Current solutions heavily rely on engineered heuristic strategies, which lack robustness and adaptability. Deep reinforcement learning has gained significant traction in various complex robotics tasks such as locomotion, manipulation, and competitive games (e.g., AlphaZero, OpenAI Five), making it a promising solution to the robot soccer problem. This paper introduces MARLadona. A decentralized multi-agent reinforcement learning (MARL) training pipeline capable of producing agents with sophisticated team play behavior, bridging the shortcomings of heuristic methods. Furthermore, we created an open-source multi-agent soccer environment. Utilizing our MARL framework and a modified global entity encoder (GEE) as our core architecture, our approach achieves a 66.8% win rate against HELIOS agent, which employs a state-of-the-art heuristic strategy. In addition, we provided an in-depth analysis of the policy behavior and interpreted the agent's intention using the critic network.

cs.MA

DiffSim2Real: Deploying Quadrupedal Locomotion Policies Purely Trained in Differentiable Simulation

Differentiable simulators provide analytic gradients, enabling more sample-efficient learning algorithms and paving the way for data intensive learning tasks such as learning from images. In this work, we demonstrate that locomotion policies trained with analytic gradients from a differentiable simulator can be successfully transferred to the real world. Typically, simulators that offer informative gradients lack the physical accuracy needed for sim-to-real transfer, and vice-versa. A key factor in our success is a smooth contact model that combines informative gradients with physical accuracy, ensuring effective transfer of learned behaviors. To the best of our knowledge, this is the first time a real quadrupedal robot is able to locomote after training exclusively in a differentiable simulation.

cs.RO

Residual Policy Learning for Perceptive Quadruped Control Using Differentiable Simulation

First-order Policy Gradient (FoPG) algorithms such as Backpropagation through Time and Analytical Policy Gradients leverage local simulation physics to accelerate policy search, significantly improving sample efficiency in robot control compared to standard model-free reinforcement learning. However, FoPG algorithms can exhibit poor learning dynamics in contact-rich tasks like locomotion. Previous approaches address this issue by alleviating contact dynamics via algorithmic or simulation innovations. In contrast, we propose guiding the policy search by learning a residual over a simple baseline policy. For quadruped locomotion, we find that the role of residual policy learning in FoPG-based training (FoPG RPL) is primarily to improve asymptotic rewards, compared to improving sample efficiency for model-free RL. Additionally, we provide insights on applying FoPG's to pixel-based local navigation, training a point-mass robot to convergence within seconds. Finally, we showcase the versatility of FoPG RPL by using it to train locomotion and perceptive navigation end-to-end on a quadruped in minutes.

cs.RO

Dataset and Lessons Learned from the 2024 SaTML LLM Capture-the-Flag Competition

Large language model systems face important security risks from maliciously crafted messages that aim to overwrite the system's original instructions or leak private data. To study this problem, we organized a capture-the-flag competition at IEEE SaTML 2024, where the flag is a secret string in the LLM system prompt. The competition was organized in two phases. In the first phase, teams developed defenses to prevent the model from leaking the secret. During the second phase, teams were challenged to extract the secrets hidden for defenses proposed by the other teams. This report summarizes the main insights from the competition. Notably, we found that all defenses were bypassed at least once, highlighting the difficulty of designing a successful defense and the necessity for additional research to protect LLM systems. To foster future research in this direction, we compiled a dataset with over 137k multi-turn attack chats and open-sourced the platform.

cs.CR

Symmetry Considerations for Learning Task Symmetric Robot Policies

Symmetry is a fundamental aspect of many real-world robotic tasks. However, current deep reinforcement learning (DRL) approaches can seldom harness and exploit symmetry effectively. Often, the learned behaviors fail to achieve the desired transformation invariances and suffer from motion artifacts. For instance, a quadruped may exhibit different gaits when commanded to move forward or backward, even though it is symmetrical about its torso. This issue becomes further pronounced in high-dimensional or complex environments, where DRL methods are prone to local optima and fail to explore regions of the state space equally. Past methods on encouraging symmetry for robotic tasks have studied this topic mainly in a single-task setting, where symmetry usually refers to symmetry in the motion, such as the gait patterns. In this paper, we revisit this topic for goal-conditioned tasks in robotics, where symmetry lies mainly in task execution and not necessarily in the learned motions themselves. In particular, we investigate two approaches to incorporate symmetry invariance into DRL -- data augmentation and mirror loss function. We provide a theoretical foundation for using augmented samples in an on-policy setting. Based on this, we show that the corresponding approach achieves faster convergence and improves the learned behaviors in various challenging robotic tasks, from climbing boxes with a quadruped to dexterous manipulation.

cs.RO

Reinforcement Learning for Blind Stair Climbing with Legged and Wheeled-Legged Robots

In recent years, legged and wheeled-legged robots have gained prominence for tasks in environments predominantly created for humans across various domains. One significant challenge faced by many of these robots is their limited capability to navigate stairs, which hampers their functionality in multi-story environments. This study proposes a method aimed at addressing this limitation, employing reinforcement learning to develop a versatile controller applicable to a wide range of robots. In contrast to the conventional velocity-based controllers, our approach builds upon a position-based formulation of the RL task, which we show to be vital for stair climbing. Furthermore, the methodology leverages an asymmetric actor-critic structure, enabling the utilization of privileged information from simulated environments during training while eliminating the reliance on exteroceptive sensors during real-world deployment. Another key feature of the proposed approach is the incorporation of a boolean observation within the controller, enabling the activation or deactivation of a stair-climbing mode. We present our results on different quadrupeds and bipedal robots in simulation and showcase how our method allows the balancing robot Ascento to climb 15cm stairs in the real world, a task that was previously impossible for this robot.

cs.RO

Evaluation of Constrained Reinforcement Learning Algorithms for Legged Locomotion

Shifting from traditional control strategies to Deep Reinforcement Learning (RL) for legged robots poses inherent challenges, especially when addressing real-world physical constraints during training. While high-fidelity simulations provide significant benefits, they often bypass these essential physical limitations. In this paper, we experiment with the Constrained Markov Decision Process (CMDP) framework instead of the conventional unconstrained RL for robotic applications. We perform a comparative study of different constrained policy optimization algorithms to identify suitable methods for practical implementation. Our robot experiments demonstrate the critical role of incorporating physical constraints, yielding successful sim-to-real transfers, and reducing operational errors on physical systems. The CMDP formulation streamlines the training process by separately handling constraints from rewards. Our findings underscore the potential of constrained RL for the effective development and deployment of learned controllers in robotics.

cs.RO

RAYEN: Imposition of Hard Convex Constraints on Neural Networks

Despite the numerous applications of convex constraints in Robotics, enforcing them within learning-based frameworks remains an open challenge. Existing techniques either fail to guarantee satisfaction at all times, or incur prohibitive computational costs. This paper presents RAYEN, a framework for imposing hard convex constraints on the output or latent variables of a neural network. RAYEN guarantees constraint satisfaction during both training and testing, for any input and any network weights. Unlike prior approaches, RAYEN avoids computationally expensive orthogonal projections, soft constraints, conservative approximations of the feasible set, and slow iterative corrections. RAYEN supports any combination of linear, convex quadratic, second-order cone (SOC), and linear matrix inequality (LMI) constraints, with negligible overhead compared to unconstrained networks. For instance, it imposes 1K quadratic constraints on a 1K-dimensional variable with only 8 ms of overhead compared to a network that does not enforce these constraints. An LMI constraint with 300x300 dense matrices on a 10K-dimensional variable can be guaranteed with only 12 ms additional overhead. When used in neural networks that approximate the solution of constrained trajectory optimization problems, RAYEN runs 20 to 7468 times faster than state-of-the-art algorithms, while guaranteeing constraint satisfaction at all times and achieving a near-optimal cost (<1.5% optimality gap). Finally, we demonstrate RAYEN's ability to enforce actuator constraints on a learned locomotion policy by validating constraint satisfaction in both simulation and real-world experiments on a quadruped robot. The code is available at https://github.com/leggedrobotics/rayen

cs.LG

Advanced Skills through Multiple Adversarial Motion Priors in Reinforcement Learning

In recent years, reinforcement learning (RL) has shown outstanding performance for locomotion control of highly articulated robotic systems. Such approaches typically involve tedious reward function tuning to achieve the desired motion style. Imitation learning approaches such as adversarial motion priors aim to reduce this problem by encouraging a pre-defined motion style. In this work, we present an approach to augment the concept of adversarial motion prior-based RL to allow for multiple, discretely switchable styles. We show that multiple styles and skills can be learned simultaneously without notable performance differences, even in combination with motion data-free skills. Our approach is validated in several real-world experiments with a wheeled-legged quadruped robot showing skills learned from existing RL controllers and trajectory optimization, such as ducking and walking, and novel skills such as switching between a quadrupedal and humanoid configuration. For the latter skill, the robot is required to stand up, navigate on two wheels, and sit down. Instead of tuning the sit-down motion, we verify that a reverse playback of the stand-up movement helps the robot discover feasible sit-down behaviors and avoids tedious reward function tuning.

cs.RO

Ascento: A Two-Wheeled Jumping Robot

Applications of mobile ground robots demand high speed and agility while navigating in complex indoor environments. These present an ongoing challenge in mobile robotics. A system with these specifications would be of great use for a wide range of indoor inspection tasks. This paper introduces Ascento, a compact wheeled bipedal robot that is able to move quickly on flat terrain, and to overcome obstacles by jumping. The mechanical design and overall architecture of the system is presented, as well as the development of various controllers for different scenarios. A series of experiments with the final prototype system validate these behaviors in realistic scenarios.

cs.RO

LQR-Assisted Whole-Body Control of a Wheeled Bipedal Robot with Kinematic Loops

We present a hierarchical whole-body controller leveraging the full rigid body dynamics of the wheeled bipedal robot Ascento. We derive closed-form expressions for the dynamics of its kinematic loops in a way that readily generalizes to more complex systems. The rolling constraint is incorporated using a compact analytic solution based on rotation matrices. The non-minimum phase balancing dynamics are accounted for by including a linear-quadratic regulator as a motion task. Robustness when driving curves is increased by regulating the lean angle as a function of the zero-moment point. The proposed controller is computationally lightweight and significantly extends the rough-terrain capabilities and robustness of the system, as we demonstrate in several experiments.

cs.RO