Abstract:In-hand tool manipulation is an operation that not only manipulates a tool within the hand (i.e., in-hand manipulation) but also achieves a grasp suitable for a task after the manipulation. This study aims to achieve an in-hand tool manipulation skill through deep reinforcement learning. The difficulty of learning the skill arises because this manipulation requires (A) exploring long-term contact-state changes to achieve the desired grasp and (B) highly-varied motions depending on the contact-state transition. (A) leads to a sparsity of a reward on a successful grasp, and (B) requires an RL agent to explore widely within the state-action space to learn highly-varied actions, leading to sample inefficiency. To address these issues, this study proposes Action Primitives based on Contact-state Transition (APriCoT). APriCoT decomposes the manipulation into short-term action primitives by describing the operation as a contact-state transition based on three action representations (detach, crossover, attach). In each action primitive, fingers are required to perform short-term and similar actions. By training a policy for each primitive, we can mitigate the issues from (A) and (B). This study focuses on a fundamental operation as an example of in-hand tool manipulation: rotating an elongated object grasped with a precision grasp by half a turn to achieve the initial grasp. Experimental results demonstrated that ours succeeded in both the rotation and the achievement of the desired grasp, unlike existing studies. Additionally, it was found that the policy was robust to changes in object shape.
Abstract:To use new robot hardware in a new environment, it is necessary to develop a control program tailored to that specific robot in that environment. Considering the reusability of software among robots is crucial to minimize the effort involved in this process and maximize software reuse across different robots in different environments. This paper proposes a method to remedy this process by considering hardware-level reusability, using Learning-from-observation (LfO) paradigm with a pre-designed skill-agent library. The LfO framework represents the required actions in hardware-independent representations, referred to as task models, from observing human demonstrations, capturing the necessary parameters for the interaction between the environment and the robot. When executing the desired actions from the task models, a set of skill agents is employed to convert the representations into robot commands. This paper focuses on the latter part of the LfO framework, utilizing the set to generate robot actions from the task models, and explores a hardware-independent design approach for these skill agents. These skill agents are described in a hardware-independent manner, considering the relative relationship between the robot's hand position and the environment. As a result, it is possible to execute these actions on robots with different hardware configurations by simply swapping the inverse kinematics solver. This paper, first, defines a necessary and sufficient skill-agent set corresponding to cover all possible actions, and considers the design principles for these skill agents in the library. We provide concrete examples of such skill agents and demonstrate the practicality of using these skill agents by showing that the same representations can be executed on two different robots, Nextage and Fetch, using the proposed skill-agents set.
Abstract:We introduce a pipeline that enhances a general-purpose Vision Language Model, GPT-4V(ision), by integrating observations of human actions to facilitate robotic manipulation. This system analyzes videos of humans performing tasks and creates executable robot programs that incorporate affordance insights. The computation starts by analyzing the videos with GPT-4V to convert environmental and action details into text, followed by a GPT-4-empowered task planner. In the following analyses, vision systems reanalyze the video with the task plan. Object names are grounded using an open-vocabulary object detector, while focus on the hand-object relation helps to detect the moment of grasping and releasing. This spatiotemporal grounding allows the vision systems to further gather affordance data (e.g., grasp type, way points, and body postures). Experiments across various scenarios demonstrate this method's efficacy in achieving real robots' operations from human demonstrations in a zero-shot manner. The prompts of GPT-4V/GPT-4 are available at this project page: https://microsoft.github.io/GPT4Vision-Robot-Manipulation-Prompts/
Abstract:Robot manipulation in a physically-constrained environment requires compliant manipulation. Compliant manipulation is a manipulation skill to adjust hand motion based on the force imposed by the environment. Recently, reinforcement learning (RL) has been applied to solve household operations involving compliant manipulation. However, previous RL methods have primarily focused on designing a policy for a specific operation that limits their applicability and requires separate training for every new operation. We propose a constraint-aware policy that is applicable to various unseen manipulations by grouping several manipulations together based on the type of physical constraint involved. The type of physical constraint determines the characteristic of the imposed force direction; thus, a generalized policy is trained in the environment and reward designed on the basis of this characteristic. This paper focuses on two types of physical constraints: prismatic and revolute joints. Experiments demonstrated that the same policy could successfully execute various compliant-manipulation operations, both in the simulation and reality. We believe this study is the first step toward realizing a generalized household-robot.
Abstract:This technical report explores the ability of ChatGPT in recognizing emotions from text, which can be the basis of various applications like interactive chatbots, data annotation, and mental health analysis. While prior research has shown ChatGPT's basic ability in sentiment analysis, its performance in more nuanced emotion recognition is not yet explored. Here, we conducted experiments to evaluate its performance of emotion recognition across different datasets and emotion labels. Our findings indicate a reasonable level of reproducibility in its performance, with noticeable improvement through fine-tuning. However, the performance varies with different emotion labels and datasets, highlighting an inherent instability and possible bias. The choice of dataset and emotion labels significantly impacts ChatGPT's emotion recognition performance. This paper sheds light on the importance of dataset and label selection, and the potential of fine-tuning in enhancing ChatGPT's emotion recognition capabilities, providing a groundwork for better integration of emotion analysis in applications using ChatGPT.
Abstract:This paper demonstrates how OpenAI's ChatGPT can be used in a few-shot setting to convert natural language instructions into a sequence of executable robot actions. The paper proposes easy-to-customize input prompts for ChatGPT that meet common requirements in practical applications, such as easy integration with robot execution systems and applicability to various environments while minimizing the impact of ChatGPT's token limit. The prompts encourage ChatGPT to output a sequence of predefined robot actions, represent the operating environment in a formalized style, and infer the updated state of the operating environment. Experiments confirmed that the proposed prompts enable ChatGPT to act according to requirements in various environments, and users can adjust ChatGPT's output with natural language feedback for safe and robust operation. The proposed prompts and source code are open-source and publicly available at https://github.com/microsoft/ChatGPT-Robot-Manipulation-Prompts
Abstract:A task-sequencing simulator in robotics manipulation to integrate simulation-for-learning and simulation-for-execution is introduced. Unlike existing machine-learning simulation where a non-decomposed simulation is used to simulate a training scenario, the task-sequencing simulator runs a composed simulation using building blocks. This way, the simulation-for-learning is structured similarly to a multi-step simulation-for-execution. To compose both learning and execution scenarios, a unified trainable-and-composable description of blocks called a concept model is proposed and used. Using the simulator design and concept models, a reusable simulator for learning different tasks, a common-ground system for learning-to-execution, simulation-to-real is achieved and shown.
Abstract:Learning-from-Observation (LfO) is a robot teaching framework for programming operations through few-shots human demonstration. While most previous LfO systems run with visual demonstration, recent research on robot teaching has shown the effectiveness of verbal instruction in making recognition robust and teaching interactive. To the best of our knowledge, however, few solutions have been proposed for LfO that utilizes verbal instruction, namely multimodal LfO. This paper aims to propose a practical pipeline for multimodal LfO. For input, an user temporally stops hand movements to match the granularity of human instructions with the granularity of robot execution. The pipeline recognizes tasks based on step-by-step verbal instructions accompanied by demonstrations. In addition, the recognition is made robust through interactions with the user. We test the pipeline on a real robot and show that the user can successfully teach multiple operations from multimodal demonstrations. The results suggest the utility of the proposed pipeline for multimodal LfO.
Abstract:Robot developers develop various types of robots for satisfying users' various demands. Users' demands are related to their backgrounds and robots suitable for users may vary. If a certain developer would offer a robot that is different from the usual to a user, the robot-specific software has to be changed. On the other hand, robot-software developers would like to reuse their developed software as much as possible to reduce their efforts. We propose the system design considering hardware-level reusability. For this purpose, we begin with the learning-from-observation framework. This framework represents a target task in robot-agnostic representation, and thus the represented task description can be shared with various robots. When executing the task, it is necessary to convert the robot-agnostic description into commands of a target robot. To increase the reusability, first, we implement the skill library, robot motion primitives, only considering a robot hand and we regarded that a robot was just a carrier to move the hand on the target trajectory. The skill library is reusable if we would like to the same robot hand. Second, we employ the generic IK solver to quickly swap a robot. We verify the hardware-level reusability by applying two task descriptions to two different robots, Nextage and Fetch.
Abstract:Panoptic segmentation brings together two separate tasks: instance and semantic segmentation. Although they are related, unifying them faces an apparent paradox: how to learn simultaneously instance-specific and category-specific (i.e. instance-agnostic) representations jointly. Hence, state-of-the-art panoptic segmentation methods use complex models with a distinct stream for each task. In contrast, we propose Hierarchical Lov\'asz Embeddings, per pixel feature vectors that simultaneously encode instance- and category-level discriminative information. We use a hierarchical Lov\'asz hinge loss to learn a low-dimensional embedding space structured into a unified semantic and instance hierarchy without requiring separate network branches or object proposals. Besides modeling instances precisely in a proposal-free manner, our Hierarchical Lov\'asz Embeddings generalize to categories by using a simple Nearest-Class-Mean classifier, including for non-instance "stuff" classes where instance segmentation methods are not applicable. Our simple model achieves state-of-the-art results compared to existing proposal-free panoptic segmentation methods on Cityscapes, COCO, and Mapillary Vistas. Furthermore, our model demonstrates temporal stability between video frames.