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Ville Kyrki

Publications and source records attributed to Ville Kyrki.

At least 109 records · Page 6Linked to original sources

Safe Grasping with a Force Controlled Soft Robotic Hand

Safe yet stable grasping requires a robotic hand to apply sufficient force on the object to immobilize it while keeping it from getting damaged. Soft robotic hands have been proposed for safe grasping due to their passive compliance, but even such a hand can crush objects if the applied force is too high. Thus for safe grasping, regulating the grasping force is of uttermost importance even with soft hands. In this work, we present a force controlled soft hand and use it to achieve safe grasping. To this end, resistive force and bend sensors are integrated in a soft hand, and a data-driven calibration method is proposed to estimate contact interaction forces. Given the force readings, the pneumatic pressures are regulated using a proportional-integral controller to achieve desired force. The controller is experimentally evaluated and benchmarked by grasping easily deformable objects such as plastic and paper cups without neither dropping nor deforming them. Together, the results demonstrate that our force controlled soft hand can grasp deformable objects in a safe yet stable manner.

cs.RO↗

Compliant Manipulation of Free-Floating Objects

Compliant motions allow alignment of workpieces using naturally occurring interaction forces. However, free-floating objects do not have a fixed base to absorb the reaction forces caused by the interactions. Consequently, if the interaction forces are too high, objects can gain momentum and move away after contact. This paper proposes an approach based on direct force control for compliant manipulation of free-floating objects. The objective of the controller is to minimize the interaction forces while maintaining the contact. The proposed approach achieves this by maintaining small constant force along the motion direction and an apparent reduction of manipulator inertia along remaining Degrees of Freedom (DOF). Simulation results emphasize the importance of relative inertia of the robotic manipulator with respect to the free-floating object. The experiments were performed with KUKA LWR4+ manipulator arm and a two-dimensional micro-gravity emulator (object floating on an air bed), which was developed in-house. It was verified that the proposed control law is capable of controlling the interaction forces and aligning the tools without pushing the object away. We conclude that direct force control works better with a free-floating object than implicit force control algorithms, such as impedance control.

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On the Potential of Smarter Multi-layer Maps

The most common way for robots to handle environmental information is by using maps. At present, each kind of data is hosted on a separate map, which complicates planning because a robot attempting to perform a task needs to access and process information from many different maps. Also, most often correlation among the information contained in maps obtained from different sources is not evaluated or exploited. In this paper, we argue that in robotics a shift from single-source maps to a multi-layer mapping formalism has the potential to revolutionize the way robots interact with knowledge about their environment. This observation stems from the raise in metric-semantic mapping research, but expands to include in its formulation also layers containing other information sources, e.g., people flow, room semantic, or environment topology. Such multi-layer maps, here named hypermaps, not only can ease processing spatial data information but they can bring added benefits arising from the interaction between maps. We imagine that a new research direction grounded in such multi-layer mapping formalism for robots can use artificial intelligence to process the information it stores to present to the robot task-specific information simplifying planning and bringing us one step closer to high-level reasoning in robots.

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Object Pose Estimation in Robotics Revisited

Vision based object grasping and manipulation in robotics require accurate estimation of object's 6D pose. The 6D pose estimation has received significant attention in computer vision community and multiple datasets and evaluation metrics have been proposed. However, the existing metrics measure how well two geometrical surfaces are aligned - ground truth vs. estimated pose - which does not directly measure how well a robot can perform the task with the given estimate. In this work we propose a probabilistic metric that directly measures success in robotic tasks. The evaluation metric is based on non-parametric probability density that is estimated from samples of a real physical setup. During the pose evaluation stage the physical setup is not needed. The evaluation metric is validated in controlled experiments and a new pose estimation dataset of industrial parts is introduced. The experimental results with the parts confirm that the proposed evaluation metric better reflects the true performance in robotics than the existing metrics.

cs.CV↗

From Video Game to Real Robot: The Transfer between Action Spaces

Deep reinforcement learning has proven to be successful for learning tasks in simulated environments, but applying same techniques for robots in real-world domain is more challenging, as they require hours of training. To address this, transfer learning can be used to train the policy first in a simulated environment and then transfer it to physical agent. As the simulation never matches reality perfectly, the physics, visuals and action spaces by necessity differ between these environments to some degree. In this work, we study how general video games can be directly used instead of fine-tuned simulations for the sim-to-real transfer. Especially, we study how the agent can learn the new action space autonomously, when the game actions do not match the robot actions. Our results show that the different action space can be learned by re-training only part of neural network and we obtain above 90% mean success rate in simulation and robot experiments.

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Geometry-aware Dynamic Movement Primitives

In many robot control problems, factors such as stiffness and damping matrices and manipulability ellipsoids are naturally represented as symmetric positive definite (SPD) matrices, which capture the specific geometric characteristics of those factors. Typical learned skill models such as dynamic movement primitives (DMPs) can not, however, be directly employed with quantities expressed as SPD matrices as they are limited to data in Euclidean space. In this paper, we propose a novel and mathematically principled framework that uses Riemannian metrics to reformulate DMPs such that the resulting formulation can operate with SPD data in the SPD manifold. Evaluation of the approach demonstrates that beneficial properties of DMPs such as change of the goal during operation apply also to the proposed formulation.

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Efficient Latent Representations using Multiple Tasks for Autonomous Driving

Driving in the dynamic, multi-agent, and complex urban environment is a difficult task requiring a complex decision 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, but they are quite high-dimensional, which limits their use in data-scarce cases such as reinforcement learning. In this article, we propose to learn a low dimensional and rich feature representation of the environment by training an encoder-decoder deep neural network to predict multiple application relevant factors such as trajectories of other agents. We demonstrate that the use of the multi-head encoder-decoder neural network results in a more informative representation compared to a single-head encoder-decoder model. In particular, the proposed representation learning approach helps the policy network to learn faster, with increased performance and with less data, compared to existing approaches using a single-head network.

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Beyond Top-Grasps Through Scene Completion

Current end-to-end grasp planning methods propose grasps in the order of seconds that attain high grasp success rates on a diverse set of objects, but often by constraining the workspace to top-grasps. In this work, we present a method that allows end-to-end top-grasp planning methods to generate full six-degree-of-freedom grasps using a single RGB-D view as input. This is achieved by estimating the complete shape of the object to be grasped, then simulating different viewpoints of the object, passing the simulated viewpoints to an end-to-end grasp generation method, and finally executing the overall best grasp. The method was experimentally validated on a Franka Emika Panda by comparing 429 grasps generated by the state-of-the-art Fully Convolutional Grasp Quality CNN, both on simulated and real camera images. The results show statistically significant improvements in terms of grasp success rate when using simulated images over real camera images, especially when the real camera viewpoint is angled. Code and video are available at https://irobotics.aalto.fi/beyond-top-grasps-through-scene-completion/.

cs.CV↗

MuPNet: Multi-modal Predictive Coding Network for Place Recognition by Unsupervised Learning of Joint Visuo-Tactile Latent Representations

Extracting and binding salient information from different sensory modalities to determine common features in the environment is a significant challenge in robotics. Here we present MuPNet (Multi-modal Predictive Coding Network), a biologically plausible network architecture for extracting joint latent features from visuo-tactile sensory data gathered from a biomimetic mobile robot. In this study we evaluate MuPNet applied to place recognition as a simulated biomimetic robot platform explores visually aliased environments. The F1 scores demonstrate that its performance over prior hand-crafted sensory feature extraction techniques is equivalent under controlled conditions, with significant improvement when operating in novel environments.

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Meta Reinforcement Learning for Sim-to-real Domain Adaptation

Modern reinforcement learning methods suffer from low sample efficiency and unsafe exploration, making it infeasible to train robotic policies entirely on real hardware. In this work, we propose to address the problem of sim-to-real domain transfer by using meta learning to train a policy that can adapt to a variety of dynamic conditions, and using a task-specific trajectory generation model to provide an action space that facilitates quick exploration. We evaluate the method by performing domain adaptation in simulation and analyzing the structure of the latent space during adaptation. We then deploy this policy on a KUKA LBR 4+ robot and evaluate its performance on a task of hitting a hockey puck to a target. Our method shows more consistent and stable domain adaptation than the baseline, resulting in better overall performance.

cs.CV↗

Deep Network Uncertainty Maps for Indoor Navigation

Most mobile robots for indoor use rely on 2D laser scanners for localization, mapping and navigation. These sensors, however, cannot detect transparent surfaces or measure the full occupancy of complex objects such as tables. Deep Neural Networks have recently been proposed to overcome this limitation by learning to estimate object occupancy. These estimates are nevertheless subject to uncertainty, making the evaluation of their confidence an important issue for these measures to be useful for autonomous navigation and mapping. In this work we approach the problem from two sides. First we discuss uncertainty estimation in deep models, proposing a solution based on a fully convolutional neural network. The proposed architecture is not restricted by the assumption that the uncertainty follows a Gaussian model, as in the case of many popular solutions for deep model uncertainty estimation, such as Monte-Carlo Dropout. We present results showing that uncertainty over obstacle distances is actually better modeled with a Laplace distribution. Then, we propose a novel approach to build maps based on Deep Neural Network uncertainty models. In particular, we present an algorithm to build a map that includes information over obstacle distance estimates while taking into account the level of uncertainty in each estimate. We show how the constructed map can be used to increase global navigation safety by planning trajectories which avoid areas of high uncertainty, enabling higher autonomy for mobile robots in indoor settings.

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ViTa-SLAM: A Bio-inspired Visuo-Tactile SLAM for Navigation while Interacting with Aliased Environments

RatSLAM is a rat hippocampus-inspired visual Simultaneous Localization and Mapping (SLAM) framework capable of generating semi-metric topological representations of indoor and outdoor environments. Whisker-RatSLAM is a 6D extension of the RatSLAM and primarily focuses on object recognition by generating point clouds of objects based on whisking information. This paper introduces a novel extension to both former works that is referred to as ViTa-SLAM that harnesses both vision and tactile information for performing SLAM. This not only allows the robot to perform natural interaction with the environment whilst navigating, as is normally seen in nature, but also provides a mechanism to fuse non-unique tactile and unique visual data. Compared to the former works, our approach can handle ambiguous scenes in which one sensor alone is not capable of identifying false-positive loop-closures.

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Robust Grasp Planning Over Uncertain Shape Completions

We present a method for planning robust grasps over uncertain shape completed objects. For shape completion, a deep neural network is trained to take a partial view of the object as input and outputs the completed shape as a voxel grid. The key part of the network is dropout layers which are enabled not only during training but also at run-time to generate a set of shape samples representing the shape uncertainty through Monte Carlo sampling. Given the set of shape completed objects, we generate grasp candidates on the mean object shape but evaluate them based on their joint performance in terms of analytical grasp metrics on all the shape candidates. We experimentally validate and benchmark our method against another state-of-the-art method with a Barrett hand on 90000 grasps in simulation and 200 grasps on a real Franka Emika Panda. All experimental results show statistically significant improvements both in terms of grasp quality metrics and grasp success rate, demonstrating that planning shape-uncertainty-aware grasps brings significant advantages over solely planning on a single shape estimate, especially when dealing with complex or unknown objects.

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ORangE: Operational Range Estimation for Mobile Robot Exploration on a Single Discharge Cycle

This paper presents an approach for estimating the operational range for mobile robot exploration on a single battery discharge. Deploying robots in the wild usually requires uninterrupted energy sources to maintain the robot's mobility throughout the entire mission. However, for most endeavors into the unknown environments, recharging is usually not an option, due to the lack of pre-installed recharging stations or other mission constraints. In these cases, the ability to model the on-board energy consumption and estimate the operational range is crucial to prevent running out of battery in the wild. To this end, this work describes our recent findings that quantitatively break down the robot's on-board energy consumption and predict the operational range to guarantee safe mission completion on a single battery discharge cycle. Two range estimators with different levels of generality and model fidelity are presented, whose performances were validated on physical robot platforms in both indoor and outdoor environments. Model performance metrics are also presented as benchmarks.

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ViTa-SLAM: Biologically-Inspired Visuo-Tactile SLAM

In this work, we propose a novel, bio-inspired multi-sensory SLAM approach called ViTa-SLAM. Compared to other multisensory SLAM variants, this approach allows for a seamless multi-sensory information fusion whilst naturally interacting with the environment. The algorithm is empirically evaluated in a simulated setting using a biomimetic robot platform called the WhiskEye. Our results show promising performance enhancements over existing bio-inspired SLAM approaches in terms of loop-closure detection.

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Feedback-based Fabric Strip Folding

Accurate manipulation of a deformable body such as a piece of fabric is difficult because of its many degrees of freedom and unobservable properties affecting its dynamics. To alleviate these challenges, we propose the application of feedback-based control to robotic fabric strip folding. The feedback is computed from the low dimensional state extracted from a camera image. We trained the controller using reinforcement learning in simulation which was calibrated to cover the real fabric strip behaviors. The proposed feedback-based folding was experimentally compared to two state-of-the-art folding methods and our method outperformed both of them in terms of accuracy.

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Imitating Human Search Strategies for Assembly

We present a Learning from Demonstration method for teaching robots to perform search strategies imitated from humans in scenarios where alignment tasks fail due to position uncertainty. The method utilizes human demonstrations to learn both a state invariant dynamics model and an exploration distribution that captures the search area covered by the demonstrator. We present two alternative algorithms for computing a search trajectory from the exploration distribution, one based on sampling and another based on deterministic ergodic control. We augment the search trajectory with forces learnt through the dynamics model to enable searching both in force and position domains. An impedance controller with superposed forces is used for reproducing the learnt strategy. We experimentally evaluate the method on a KUKA LWR4+ performing a 2D peg-in-hole and a 3D electricity socket task. Results show that the proposed method can, with only few human demonstrations, learn to complete the search task.

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Affordance Learning for End-to-End Visuomotor Robot Control

Training end-to-end deep robot policies requires a lot of domain-, task-, and hardware-specific data, which is often costly to provide. In this work, we propose to tackle this issue by employing a deep neural network with a modular architecture, consisting of separate perception, policy, and trajectory parts. Each part of the system is trained fully on synthetic data or in simulation. The data is exchanged between parts of the system as low-dimensional latent representations of affordances and trajectories. The performance is then evaluated in a zero-shot transfer scenario using Franka Panda robot arm. Results demonstrate that a low-dimensional representation of scene affordances extracted from an RGB image is sufficient to successfully train manipulator policies. We also introduce a method for affordance dataset generation, which is easily generalizable to new tasks, objects and environments, and requires no manual pixel labeling.

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