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Ville Kyrki

Publications and source records attributed to Ville Kyrki.

At least 73 records · Page 4Linked to original sources

Learning Stable Robotic Skills on Riemannian Manifolds

In this paper, we propose an approach to learn stable dynamical systems evolving on Riemannian manifolds. The approach leverages a data-efficient procedure to learn a diffeomorphic transformation that maps simple stable dynamical systems onto complex robotic skills. By exploiting mathematical tools from differential geometry, the method ensures that the learned skills fulfill the geometric constraints imposed by the underlying manifolds, such as unit quaternion (UQ) for orientation and symmetric positive definite (SPD) matrices for impedance, while preserving the convergence to a given target. The proposed approach is firstly tested in simulation on a public benchmark, obtained by projecting Cartesian data into UQ and SPD manifolds, and compared with existing approaches. Apart from evaluating the approach on a public benchmark, several experiments were performed on a real robot performing bottle stacking in different conditions and a drilling task in cooperation with a human operator. The evaluation shows promising results in terms of learning accuracy and task adaptation capabilities.

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Augmented Environment Representations with Complete Object Models

While 2D occupancy maps commonly used in mobile robotics enable safe navigation in indoor environments, in order for robots to understand and interact with their environment and its inhabitants representing 3D geometry and semantic environment information is required. Semantic information is crucial in effective interpretation of the meanings humans attribute to different parts of a space, while 3D geometry is important for safety and high-level understanding. We propose a pipeline that can generate a multi-layer representation of indoor environments for robotic applications. The proposed representation includes 3D metric-semantic layers, a 2D occupancy layer, and an object instance layer where known objects are replaced with an approximate model obtained through a novel model-matching approach. The metric-semantic layer and the object instance layer are combined to form an augmented representation of the environment. Experiments show that the proposed shape matching method outperforms a state-of-the-art deep learning method when tasked to complete unseen parts of objects in the scene. The pipeline performance translates well from simulation to real world as shown by F1-score analysis, with semantic segmentation accuracy using Mask R-CNN acting as the major bottleneck. Finally, we also demonstrate on a real robotic platform how the multi-layer map can be used to improve navigation safety.

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Learning Visual Feedback Control for Dynamic Cloth Folding

Robotic manipulation of cloth is a challenging task due to the high dimensionality of the configuration space and the complexity of dynamics affected by various material properties. The effect of complex dynamics is even more pronounced in dynamic folding, for example, when a square piece of fabric is folded in two by a single manipulator. To account for the complexity and uncertainties, feedback of the cloth state using e.g. vision is typically needed. However, construction of visual feedback policies for dynamic cloth folding is an open problem. In this paper, we present a solution that learns policies in simulation using Reinforcement Learning (RL) and transfers the learned policies directly to the real world. In addition, to learn a single policy that manipulates multiple materials, we randomize the material properties in simulation. We evaluate the contributions of visual feedback and material randomization in real-world experiments. The experimental results demonstrate that the proposed solution can fold successfully different fabric types using dynamic manipulation in the real world. Code, data, and videos are available at https://sites.google.com/view/dynamic-cloth-folding

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Season-invariant GNSS-denied visual localization for UAVs

Localization without Global Navigation Satellite Systems (GNSS) is a critical functionality in autonomous operations of unmanned aerial vehicles (UAVs). Vision-based localization on a known map can be an effective solution, but it is burdened by two main problems: places have different appearance depending on weather and season, and the perspective discrepancy between the UAV camera image and the map make matching hard. In this work, we propose a localization solution relying on matching of UAV camera images to georeferenced orthophotos with a trained convolutional neural network model that is invariant to significant seasonal appearance difference (winter-summer) between the camera image and map. We compare the convergence speed and localization accuracy of our solution to six reference methods. The results show major improvements with respect to reference methods, especially under high seasonal variation. We finally demonstrate the ability of the method to successfully localize a real UAV, showing that the proposed method is robust to perspective changes.

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A Survey of Robot Manipulation in Contact

In this survey, we present the current status on robots performing manipulation tasks that require varying contact with the environment, such that the robot must either implicitly or explicitly control the contact force with the environment to complete the task. Robots can perform more and more manipulation tasks that are still done by humans, and there is a growing number of publications on the topics of 1) performing tasks that always require contact and 2) mitigating uncertainty by leveraging the environment in tasks that, under perfect information, could be performed without contact. The recent trends have seen robots perform tasks earlier left for humans, such as massage, and in the classical tasks, such as peg-in-hole, there is a more efficient generalization to other similar tasks, better error tolerance, and faster planning or learning of the tasks. Thus, in this survey we cover the current stage of robots performing such tasks, starting from surveying all the different in-contact tasks robots can perform, observing how these tasks are controlled and represented, and finally presenting the learning and planning of the skills required to complete these tasks.

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Online vs. Offline Adaptive Domain Randomization Benchmark

Physics simulators have shown great promise for conveniently learning reinforcement learning policies in safe, unconstrained environments. However, transferring the acquired knowledge to the real world can be challenging due to the reality gap. To this end, several methods have been recently proposed to automatically tune simulator parameters with posterior distributions given real data, for use with domain randomization at training time. These approaches have been shown to work for various robotic tasks under different settings and assumptions. Nevertheless, existing literature lacks a thorough comparison of existing adaptive domain randomization methods with respect to transfer performance and real-data efficiency. In this work, we present an open benchmark for both offline and online methods (SimOpt, BayRn, DROID, DROPO), to shed light on which are most suitable for each setting and task at hand. We found that online methods are limited by the quality of the currently learned policy for the next iteration, while offline methods may sometimes fail when replaying trajectories in simulation with open-loop commands. The code used will be released at https://github.com/gabrieletiboni/adr-benchmark.

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Training and Evaluation of Deep Policies using Reinforcement Learning and Generative Models

We present a data-efficient framework for solving sequential decision-making problems which exploits the combination of reinforcement learning (RL) and latent variable generative models. The framework, called GenRL, trains deep policies by introducing an action latent variable such that the feed-forward policy search can be divided into two parts: (i) training a sub-policy that outputs a distribution over the action latent variable given a state of the system, and (ii) unsupervised training of a generative model that outputs a sequence of motor actions conditioned on the latent action variable. GenRL enables safe exploration and alleviates the data-inefficiency problem as it exploits prior knowledge about valid sequences of motor actions. Moreover, we provide a set of measures for evaluation of generative models such that we are able to predict the performance of the RL policy training prior to the actual training on a physical robot. We experimentally determine the characteristics of generative models that have most influence on the performance of the final policy training on two robotics tasks: shooting a hockey puck and throwing a basketball. Furthermore, we empirically demonstrate that GenRL is the only method which can safely and efficiently solve the robotics tasks compared to two state-of-the-art RL methods.

cs.LG↗

A Novel Simulation-Based Quality Metric for Evaluating Grasps on 3D Deformable Objects

Evaluation of grasps on deformable 3D objects is a little-studied problem, even if the applicability of rigid object grasp quality measures for deformable ones is an open question. A central issue with most quality measures is their dependence on contact points which for deformable objects depend on the deformations. This paper proposes a grasp quality measure for deformable objects that uses information about object deformation to calculate the grasp quality. Grasps are evaluated by simulating the deformations during grasping and predicting the contacts between the gripper and the grasped object. The contact information is then used as input for a new grasp quality metric to quantify the grasp quality. The approach is benchmarked against two classical rigid-body quality metrics on over 600 grasps in the Isaac gym simulation and over 50 real-world grasps. Experimental results show an average improvement of 18\% in the grasp success rate for deformable objects compared to the classical rigid-body quality metrics.

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Active Visuo-Haptic Object Shape Completion

Recent advancements in object shape completion have enabled impressive object reconstructions using only visual input. However, due to self-occlusion, the reconstructions have high uncertainty in the occluded object parts, which negatively impacts the performance of downstream robotic tasks such as grasping. In this work, we propose an active visuo-haptic shape completion method called Act-VH that actively computes where to touch the objects based on the reconstruction uncertainty. Act-VH reconstructs objects from point clouds and calculates the reconstruction uncertainty using IGR, a recent state-of-the-art implicit surface deep neural network. We experimentally evaluate the reconstruction accuracy of Act-VH against five baselines in simulation and in the real world. We also propose a new simulation environment for this purpose. The results show that Act-VH outperforms all baselines and that an uncertainty-driven haptic exploration policy leads to higher reconstruction accuracy than a random policy and a policy driven by Gaussian Process Implicit Surfaces. As a final experiment, we evaluate Act-VH and the best reconstruction baseline on grasping 10 novel objects. The results show that Act-VH reaches a significantly higher grasp success rate than the baseline on all objects. Together, this work opens up the door for using active visuo-haptic shape completion in more complex cluttered scenes.

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Manipulation of Granular Materials by Learning Particle Interactions

Manipulation of granular materials such as sand or rice remains an unsolved problem due to challenges such as the difficulty of defining their configuration or modeling the materials and their particles interactions. Current approaches tend to simplify the material dynamics and omit the interactions between the particles. In this paper, we propose to use a graph-based representation to model the interaction dynamics of the material and rigid bodies manipulating it. This allows the planning of manipulation trajectories to reach a desired configuration of the material. We use a graph neural network (GNN) to model the particle interactions via message-passing. To plan manipulation trajectories, we propose to minimise the Wasserstein distance between a predicted distribution of granular particles and their desired configuration. We demonstrate that the proposed method is able to pour granular materials into the desired configuration both in simulated and real scenarios.

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A Safety-Critical Decision Making and Control Framework Combining Machine Learning and Rule-based Algorithms

While artificial-intelligence-based methods suffer from lack of transparency, rule-based methods dominate in safety-critical systems. Yet, the latter cannot compete with the first ones in robustness to multiple requirements, for instance, simultaneously addressing safety, comfort, and efficiency. Hence, to benefit from both methods they must be joined in a single system. This paper proposes a decision making and control framework, which profits from advantages of both the rule- and machine-learning-based techniques while compensating for their disadvantages. The proposed method embodies two controllers operating in parallel, called Safety and Learned. A rule-based switching logic selects one of the actions transmitted from both controllers. The Safety controller is prioritized every time, when the Learned one does not meet the safety constraint, and also directly participates in the safe Learned controller training. Decision making and control in autonomous driving is chosen as the system case study, where an autonomous vehicle learns a multi-task policy to safely cross an unprotected intersection. Multiple requirements (i.e., safety, efficiency, and comfort) are set for vehicle operation. A numerical simulation is performed for the proposed framework validation, where its ability to satisfy the requirements and robustness to changing environment is successfully demonstrated.

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SafeAPT: Safe Simulation-to-Real Robot Learning using Diverse Policies Learned in Simulation

The framework of Simulation-to-real learning, i.e, learning policies in simulation and transferring those policies to the real world is one of the most promising approaches towards data-efficient learning in robotics. However, due to the inevitable reality gap between the simulation and the real world, a policy learned in the simulation may not always generate a safe behaviour on the real robot. As a result, during adaptation of the policy in the real world, the robot may damage itself or cause harm to its surroundings. In this work, we introduce a novel learning algorithm called SafeAPT that leverages a diverse repertoire of policies evolved in the simulation and transfers the most promising safe policy to the real robot through episodic interaction. To achieve this, SafeAPT iteratively learns a probabilistic reward model as well as a safety model using real-world observations combined with simulated experiences as priors. Then, it performs Bayesian optimization on the repertoire with the reward model while maintaining the specified safety constraint using the safety model. SafeAPT allows a robot to adapt to a wide range of goals safely with the same repertoire of policies evolved in the simulation. We compare SafeAPT with several baselines, both in simulated and real robotic experiments and show that SafeAPT finds high-performance policies within a few minutes in the real world while minimizing safety violations during the interactions.

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Differential Dynamic Programming with Nonlinear Safety Constraints Under System Uncertainties

Safe operation of systems such as robots requires them to plan and execute trajectories subject to safety constraints. When those systems are subject to uncertainties in their dynamics, it is challenging to ensure that the constraints are not violated. In this paper, we propose Safe-CDDP, a safe trajectory optimization and control approach for systems under additive uncertainties and non-linear safety constraints based on constrained differential dynamic programming (DDP). The safety of the robot during its motion is formulated as chance constraints with user-chosen probabilities of constraint satisfaction. The chance constraints are transformed into deterministic ones in DDP formulation by constraint tightening. To avoid over-conservatism during constraint tightening, linear control gains of the feedback policy derived from the constrained DDP are used in the approximation of closed-loop uncertainty propagation in prediction. The proposed algorithm is empirically evaluated on three different robot dynamics with up to 12 degrees of freedom in simulation. The computational feasibility and applicability of the approach are demonstrated with a physical hardware implementation.

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Increasing the Efficiency of Policy Learning for Autonomous Vehicles by Multi-Task Representation Learning

Driving in a dynamic, multi-agent, and complex urban environment is a difficult task requiring a complex decision-making policy. The learning of such a policy requires a state representation that can encode the entire environment. Mid-level representations that encode a vehicle's environment as images have become a popular choice. Still, they are quite high-dimensional, limiting their use in data-hungry approaches such as reinforcement learning. In this article, we propose to learn a low-dimensional and rich latent representation of the environment by leveraging the knowledge of relevant semantic factors. To do this, we train an encoder-decoder deep neural network to predict multiple application-relevant factors such as the trajectories of other agents and the ego car. Furthermore, we propose a hazard signal based on other vehicles' future trajectories and the planned route which is used in conjunction with the learned latent representation as input to a down-stream policy. We demonstrate that using the multi-head encoder-decoder neural network results in a more informative representation than a standard single-head model. In particular, the proposed representation learning and the hazard signal help reinforcement learning to learn faster, with increased performance and less data than baseline methods.

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Evolving-Graph Gaussian Processes

Graph Gaussian Processes (GGPs) provide a data-efficient solution on graph structured domains. Existing approaches have focused on static structures, whereas many real graph data represent a dynamic structure, limiting the applications of GGPs. To overcome this we propose evolving-Graph Gaussian Processes (e-GGPs). The proposed method is capable of learning the transition function of graph vertices over time with a neighbourhood kernel to model the connectivity and interaction changes between vertices. We assess the performance of our method on time-series regression problems where graphs evolve over time. We demonstrate the benefits of e-GGPs over static graph Gaussian Process approaches.

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GNSS-denied geolocalization of UAVs by visual matching of onboard camera images with orthophotos

Localization of low-cost Unmanned Aerial Vehicles (UAVs) often relies on Global Navigation Satellite Systems (GNSS). GNSS are susceptible to both natural disruptions to radio signal and intentional jamming and spoofing by an adversary. A typical way to provide georeferenced localization without GNSS for small UAVs is to have a downward-facing camera and match camera images to a map. The downward-facing camera adds cost, size, and weight to the UAV platform and the orientation limits its usability for other purposes. In this work, we propose a Monte-Carlo localization method for georeferenced localization of an UAV requiring no infrastructure using only inertial measurements, a camera facing an arbitrary direction, and an orthoimage map. We perform orthorectification of the UAV image, relying on a local planarity assumption of the environment, relaxing the requirement of downward-pointing camera. We propose a measure of goodness for the matching score of an orthorectified UAV image and a map. We demonstrate that the system is able to localize globally an UAV with modest requirements for initialization and map resolution.

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Vision Transformer for Learning Driving Policies in Complex Multi-Agent Environments

Driving in a complex urban environment is a difficult task that requires a complex decision policy. In order to make informed decisions, one needs to gain an understanding of the long-range context and the importance of other vehicles. In this work, we propose to use Vision Transformer (ViT) to learn a driving policy in urban settings with birds-eye-view (BEV) input images. The ViT network learns the global context of the scene more effectively than with earlier proposed Convolutional Neural Networks (ConvNets). Furthermore, ViT's attention mechanism helps to learn an attention map for the scene which allows the ego car to determine which surrounding cars are important to its next decision. We demonstrate that a DQN agent with a ViT backbone outperforms baseline algorithms with ConvNet backbones pre-trained in various ways. In particular, the proposed method helps reinforcement learning algorithms to learn faster, with increased performance and less data than baselines.

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Deformation-Aware Data-Driven Grasp Synthesis

Grasp synthesis for 3D deformable objects remains a little-explored topic, most works aiming to minimize deformations. However, deformations are not necessarily harmful -- humans are, for example, able to exploit deformations to generate new potential grasps. How to achieve that on a robot is though an open question. This paper proposes an approach that uses object stiffness information in addition to depth images for synthesizing high-quality grasps. We achieve this by incorporating object stiffness as an additional input to a state-of-the-art deep grasp planning network. We also curate a new synthetic dataset of grasps on objects of varying stiffness using the Isaac Gym simulator for training the network. We experimentally validate and compare our proposed approach against the case where we do not incorporate object stiffness on a total of 2800 grasps in simulation and 420 grasps on a real Franka Emika Panda. The experimental results show significant improvement in grasp success rate using the proposed approach on a wide range of objects with varying shapes, sizes, and stiffness. Furthermore, we demonstrate that the approach can generate different grasping strategies for different stiffness values, such as pinching for soft objects and caging for hard objects. Together, the results clearly show the value of incorporating stiffness information when grasping objects of varying stiffness.

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