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Ville Kyrki

Publications and source records attributed to Ville Kyrki.

At least 55 records · Page 3Linked to original sources

Bayesian Floor Field: Transferring people flow predictions across environments

Mapping people dynamics is a crucial skill for robots, because it enables them to coexist in human-inhabited environments. However, learning a model of people dynamics is a time consuming process which requires observation of large amount of people moving in an environment. Moreover, approaches for mapping dynamics are unable to transfer the learned models across environments: each model is only able to describe the dynamics of the environment it has been built in. However, the impact of architectural geometry on people's movement can be used to anticipate their patterns of dynamics, and recent work has looked into learning maps of dynamics from occupancy. So far however, approaches based on trajectories and those based on geometry have not been combined. In this work we propose a novel Bayesian approach to learn people dynamics able to combine knowledge about the environment geometry with observations from human trajectories. An occupancy-based deep prior is used to build an initial transition model without requiring any observations of pedestrian; the model is then updated when observations become available using Bayesian inference. We demonstrate the ability of our model to increase data efficiency and to generalize across real large-scale environments, which is unprecedented for maps of dynamics.

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Automated Feature Selection for Inverse Reinforcement Learning

Inverse reinforcement learning (IRL) is an imitation learning approach to learning reward functions from expert demonstrations. Its use avoids the difficult and tedious procedure of manual reward specification while retaining the generalization power of reinforcement learning. In IRL, the reward is usually represented as a linear combination of features. In continuous state spaces, the state variables alone are not sufficiently rich to be used as features, but which features are good is not known in general. To address this issue, we propose a method that employs polynomial basis functions to form a candidate set of features, which are shown to allow the matching of statistical moments of state distributions. Feature selection is then performed for the candidates by leveraging the correlation between trajectory probabilities and feature expectations. We demonstrate the approach's effectiveness by recovering reward functions that capture expert policies across non-linear control tasks of increasing complexity. Code, data, and videos are available at https://sites.google.com/view/feature4irl.

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Dynamic Manipulation of Deformable Objects using Imitation Learning with Adaptation to Hardware Constraints

Imitation Learning (IL) is a promising paradigm for learning dynamic manipulation of deformable objects since it does not depend on difficult-to-create accurate simulations of such objects. However, the translation of motions demonstrated by a human to a robot is a challenge for IL, due to differences in the embodiments and the robot's physical limits. These limits are especially relevant in dynamic manipulation where high velocities and accelerations are typical. To address this problem, we propose a framework that first maps a dynamic demonstration into a motion that respects the robot's constraints using a constrained Dynamic Movement Primitive. Second, the resulting object state is further optimized by quasi-static refinement motions to optimize task performance metrics. This allows both efficiently altering the object state by dynamic motions and stable small-scale refinements. We evaluate the framework in the challenging task of bag opening, designing the system BILBO: Bimanual dynamic manipulation using Imitation Learning for Bag Opening. Our results show that BILBO can successfully open a wide range of crumpled bags, using a demonstration with a single bag. See supplementary material at https://sites.google.com/view/bilbo-bag.

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Online Learning of Human Constraints from Feedback in Shared Autonomy

Real-time collaboration with humans poses challenges due to the different behavior patterns of humans resulting from diverse physical constraints. Existing works typically focus on learning safety constraints for collaboration, or how to divide and distribute the subtasks between the participating agents to carry out the main task. In contrast, we propose to learn a human constraints model that, in addition, considers the diverse behaviors of different human operators. We consider a type of collaboration in a shared-autonomy fashion, where both a human operator and an assistive robot act simultaneously in the same task space that affects each other's actions. The task of the assistive agent is to augment the skill of humans to perform a shared task by supporting humans as much as possible, both in terms of reducing the workload and minimizing the discomfort for the human operator. Therefore, we propose an augmentative assistant agent capable of learning and adapting to human physical constraints, aligning its actions with the ergonomic preferences and limitations of the human operator.

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Benchmarking the Sim-to-Real Gap in Cloth Manipulation

Realistic physics engines play a crucial role for learning to manipulate deformable objects such as garments in simulation. By doing so, researchers can circumvent challenges such as sensing the deformation of the object in the realworld. In spite of the extensive use of simulations for this task, few works have evaluated the reality gap between deformable object simulators and real-world data. We present a benchmark dataset to evaluate the sim-to-real gap in cloth manipulation. The dataset is collected by performing a dynamic as well as a quasi-static cloth manipulation task involving contact with a rigid table. We use the dataset to evaluate the reality gap, computational time, and simulation stability of four popular deformable object simulators: MuJoCo, Bullet, Flex, and SOFA. Additionally, we discuss the benefits and drawbacks of each simulator. The benchmark dataset is open-source. Supplementary material, videos, and code, can be found at https://sites.google.com/view/cloth-sim2real-benchmark.

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Exploring Contextual Representation and Multi-Modality for End-to-End Autonomous Driving

Learning contextual and spatial environmental representations enhances autonomous vehicle's hazard anticipation and decision-making in complex scenarios. Recent perception systems enhance spatial understanding with sensor fusion but often lack full environmental context. Humans, when driving, naturally employ neural maps that integrate various factors such as historical data, situational subtleties, and behavioral predictions of other road users to form a rich contextual understanding of their surroundings. This neural map-based comprehension is integral to making informed decisions on the road. In contrast, even with their significant advancements, autonomous systems have yet to fully harness this depth of human-like contextual understanding. Motivated by this, our work draws inspiration from human driving patterns and seeks to formalize the sensor fusion approach within an end-to-end autonomous driving framework. We introduce a framework that integrates three cameras (left, right, and center) to emulate the human field of view, coupled with top-down bird-eye-view semantic data to enhance contextual representation. The sensor data is fused and encoded using a self-attention mechanism, leading to an auto-regressive waypoint prediction module. We treat feature representation as a sequential problem, employing a vision transformer to distill the contextual interplay between sensor modalities. The efficacy of the proposed method is experimentally evaluated in both open and closed-loop settings. Our method achieves displacement error by 0.67m in open-loop settings, surpassing current methods by 6.9% on the nuScenes dataset. In closed-loop evaluations on CARLA's Town05 Long and Longest6 benchmarks, the proposed method enhances driving performance, route completion, and reduces infractions.

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The Role of Higher-Order Cognitive Models in Active Learning

Building machines capable of efficiently collaborating with humans has been a longstanding goal in artificial intelligence. Especially in the presence of uncertainties, optimal cooperation often requires that humans and artificial agents model each other's behavior and use these models to infer underlying goals, beliefs or intentions, potentially involving multiple levels of recursion. Empirical evidence for such higher-order cognition in human behavior is also provided by previous works in cognitive science, linguistics, and robotics. We advocate for a new paradigm for active learning for human feedback that utilises humans as active data sources while accounting for their higher levels of agency. In particular, we discuss how increasing level of agency results in qualitatively different forms of rational communication between an active learning system and a teacher. Additionally, we provide a practical example of active learning using a higher-order cognitive model. This is accompanied by a computational study that underscores the unique behaviors that this model produces.

cs.LG↗

Challenges of Data-Driven Simulation of Diverse and Consistent Human Driving Behaviors

Building simulation environments for developing and testing autonomous vehicles necessitates that the simulators accurately model the statistical realism of the real-world environment, including the interaction with other vehicles driven by human drivers. To address this requirement, an accurate human behavior model is essential to incorporate the diversity and consistency of human driving behavior. We propose a mathematical framework for designing a data-driven simulation model that simulates human driving behavior more realistically than the currently used physics-based simulation models. Experiments conducted using the NGSIM dataset validate our hypothesis regarding the necessity of considering the complexity, diversity, and consistency of human driving behavior when aiming to develop realistic simulators.

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Radar-Lidar Fusion for Object Detection by Designing Effective Convolution Networks

Object detection is a core component of perception systems, providing the ego vehicle with information about its surroundings to ensure safe route planning. While cameras and Lidar have significantly advanced perception systems, their performance can be limited in adverse weather conditions. In contrast, millimeter-wave technology enables radars to function effectively in such conditions. However, relying solely on radar for building a perception system doesn't fully capture the environment due to the data's sparse nature. To address this, sensor fusion strategies have been introduced. We propose a dual-branch framework to integrate radar and Lidar data for enhanced object detection. The primary branch focuses on extracting radar features, while the auxiliary branch extracts Lidar features. These are then combined using additive attention. Subsequently, the integrated features are processed through a novel Parallel Forked Structure (PFS) to manage scale variations. A region proposal head is then utilized for object detection. We evaluated the effectiveness of our proposed method on the Radiate dataset using COCO metrics. The results show that it surpasses state-of-the-art methods by $1.89\%$ and $2.61\%$ in favorable and adverse weather conditions, respectively. This underscores the value of radar-Lidar fusion in achieving precise object detection and localization, especially in challenging weather conditions.

cs.CV↗

QDP: Learning to Sequentially Optimise Quasi-Static and Dynamic Manipulation Primitives for Robotic Cloth Manipulation

Pre-defined manipulation primitives are widely used for cloth manipulation. However, cloth properties such as its stiffness or density can highly impact the performance of these primitives. Although existing solutions have tackled the parameterisation of pick and place locations, the effect of factors such as the velocity or trajectory of quasi-static and dynamic manipulation primitives has been neglected. Choosing appropriate values for these parameters is crucial to cope with the range of materials present in house-hold cloth objects. To address this challenge, we introduce the Quasi-Dynamic Parameterisable (QDP) method, which optimises parameters such as the motion velocity in addition to the pick and place positions of quasi-static and dynamic manipulation primitives. In this work, we leverage the framework of Sequential Reinforcement Learning to decouple sequentially the parameters that compose the primitives. To evaluate the effectiveness of the method we focus on the task of cloth unfolding with a robotic arm in simulation and real-world experiments. Our results in simulation show that by deciding the optimal parameters for the primitives the performance can improve by 20% compared to sub-optimal ones. Real-world results demonstrate the advantage of modifying the velocity and height of manipulation primitives for cloths with different mass, stiffness, shape and size. Supplementary material, videos, and code, can be found at https://sites.google.com/view/qdp-srl.

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Constrained Generative Sampling of 6-DoF Grasps

Most state-of-the-art data-driven grasp sampling methods propose stable and collision-free grasps uniformly on the target object. For bin-picking, executing any of those reachable grasps is sufficient. However, for completing specific tasks, such as squeezing out liquid from a bottle, we want the grasp to be on a specific part of the object's body while avoiding other locations, such as the cap. This work presents a generative grasp sampling network, VCGS, capable of constrained 6 Degrees of Freedom (DoF) grasp sampling. In addition, we also curate a new dataset designed to train and evaluate methods for constrained grasping. The new dataset, called CONG, consists of over 14 million training samples of synthetically rendered point clouds and grasps at random target areas on 2889 objects. VCGS is benchmarked against GraspNet, a state-of-the-art unconstrained grasp sampler, in simulation and on a real robot. The results demonstrate that VCGS achieves a 10-15% higher grasp success rate than the baseline while being 2-3 times as sample efficient. Supplementary material is available on our project website.

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Learning representations that are closed-form Monge mapping optimal with application to domain adaptation

Optimal transport (OT) is a powerful geometric tool used to compare and align probability measures following the least effort principle. Despite its widespread use in machine learning (ML), OT problem still bears its computational burden, while at the same time suffering from the curse of dimensionality for measures supported on general high-dimensional spaces. In this paper, we propose to tackle these challenges using representation learning. In particular, we seek to learn an embedding space such that the samples of the two input measures become alignable in it with a simple affine mapping that can be calculated efficiently in closed-form. We then show that such approach leads to results that are comparable to solving the original OT problem when applied to the transfer learning task on which many OT baselines where previously evaluated in both homogeneous and heterogeneous DA settings. The code for our contribution is available at \url{https://github.com/Oleffa/LaOT}.

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Learning Based High-Level Decision Making for Abortable Overtaking in Autonomous Vehicles

Autonomous vehicles are a growing technology that aims to enhance safety, accessibility, efficiency, and convenience through autonomous maneuvers ranging from lane change to overtaking. Overtaking is one of the most challenging maneuvers for autonomous vehicles, and current techniques for autonomous overtaking are limited to simple situations. This paper studies how to increase safety in autonomous overtaking by allowing the maneuver to be aborted. We propose a decision-making process based on a deep Q-Network to determine if and when the overtaking maneuver needs to be aborted. The proposed algorithm is empirically evaluated in simulation with varying traffic situations, indicating that the proposed method improves safety during overtaking maneuvers. Furthermore, the approach is demonstrated in real-world experiments using the autonomous shuttle iseAuto.

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SPONGE: Sequence Planning with Deformable-ON-Rigid Contact Prediction from Geometric Features

Planning robotic manipulation tasks, especially those that involve interaction between deformable and rigid objects, is challenging due to the complexity in predicting such interactions. We introduce SPONGE, a sequence planning pipeline powered by a deep learning-based contact prediction model for contacts between deformable and rigid bodies under interactions. The contact prediction model is trained on synthetic data generated by a developed simulation environment to learn the mapping from point-cloud observation of a rigid target object and the pose of a deformable tool, to 3D representation of the contact points between the two bodies. We experimentally evaluated the proposed approach for a dish cleaning task both in simulation and on a real \panda with real-world objects. The experimental results demonstrate that in both scenarios the proposed planning pipeline is capable of generating high-quality trajectories that can accomplish the task by achieving more than 90\% area coverage on different objects of varying sizes and curvatures while minimizing travel distance. Code and video are available at: \url{https://irobotics.aalto.fi/sponge/}.

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Co-Imitation: Learning Design and Behaviour by Imitation

The co-adaptation of robots has been a long-standing research endeavour with the goal of adapting both body and behaviour of a system for a given task, inspired by the natural evolution of animals. Co-adaptation has the potential to eliminate costly manual hardware engineering as well as improve the performance of systems. The standard approach to co-adaptation is to use a reward function for optimizing behaviour and morphology. However, defining and constructing such reward functions is notoriously difficult and often a significant engineering effort. This paper introduces a new viewpoint on the co-adaptation problem, which we call co-imitation: finding a morphology and a policy that allow an imitator to closely match the behaviour of a demonstrator. To this end we propose a co-imitation methodology for adapting behaviour and morphology by matching state distributions of the demonstrator. Specifically, we focus on the challenging scenario with mismatched state- and action-spaces between both agents. We find that co-imitation increases behaviour similarity across a variety of tasks and settings, and demonstrate co-imitation by transferring human walking, jogging and kicking skills onto a simulated humanoid.

cs.LG↗

DROPO: Sim-to-Real Transfer with Offline Domain Randomization

In recent years, domain randomization over dynamics parameters has gained a lot of traction as a method for sim-to-real transfer of reinforcement learning policies in robotic manipulation; however, finding optimal randomization distributions can be difficult. In this paper, we introduce DROPO, a novel method for estimating domain randomization distributions for safe sim-to-real transfer. Unlike prior work, DROPO only requires a limited, precollected offline dataset of trajectories, and explicitly models parameter uncertainty to match real data using a likelihood-based approach. We demonstrate that DROPO is capable of recovering dynamic parameter distributions in simulation and finding a distribution capable of compensating for an unmodeled phenomenon. We also evaluate the method in two zero-shot sim-to-real transfer scenarios, showing successful domain transfer and improved performance over prior methods.

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Towards High-Definition Maps: a Framework Leveraging Semantic Segmentation to Improve NDT Map Compression and Descriptivity

High-Definition (HD) maps are needed for robust navigation of autonomous vehicles, limited by the on-board storage capacity. To solve this, we propose a novel framework, Environment-Aware Normal Distributions Transform (EA-NDT), that significantly improves compression of standard NDT map representation. The compressed representation of EA-NDT is based on semantic-aided clustering of point clouds resulting in more optimal cells compared to grid cells of standard NDT. To evaluate EA-NDT, we present an open-source implementation that extracts planar and cylindrical primitive features from a point cloud and further divides them into smaller cells to represent the data as an EA-NDT HD map. We collected an open suburban environment dataset and evaluated EA-NDT HD map representation against the standard NDT representation. Compared to the standard NDT, EA-NDT achieved consistently at least 1.5x higher map compression while maintaining the same descriptive capability. Moreover, we showed that EA-NDT is capable of producing maps with significantly higher descriptivity score when using the same number of cells than the standard NDT.

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LSVL: Large-scale season-invariant visual localization for UAVs

Localization of autonomous unmanned aerial vehicles (UAVs) relies heavily on Global Navigation Satellite Systems (GNSS), which are susceptible to interference. Especially in security applications, robust localization algorithms independent of GNSS are needed to provide dependable operations of autonomous UAVs also in interfered conditions. Typical non-GNSS visual localization approaches rely on known starting pose, work only on a small-sized map, or require known flight paths before a mission starts. We consider the problem of localization with no information on initial pose or planned flight path. We propose a solution for global visual localization on a map at scale up to 100 km2, based on matching orthoprojected UAV images to satellite imagery using learned season-invariant descriptors. We show that the method is able to determine heading, latitude and longitude of the UAV at 12.6-18.7 m lateral translation error in as few as 23.2-44.4 updates from an uninformed initialization, also in situations of significant seasonal appearance difference (winter-summer) between the UAV image and the map. We evaluate the characteristics of multiple neural network architectures for generating the descriptors, and likelihood estimation methods that are able to provide fast convergence and low localization error. We also evaluate the operation of the algorithm using real UAV data and evaluate running time on a real-time embedded platform. We believe this is the first work that is able to recover the pose of an UAV at this scale and rate of convergence, while allowing significant seasonal difference between camera observations and map.

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