NVIDIA, University of Sydney
Abstract:Grasping is essential in robotic manipulation, yet challenging due to object and gripper diversity and real-world complexities. Traditional analytic approaches often have long optimization times, while data-driven methods struggle with unseen objects. This paper formulates the problem as a rigid shape matching between gripper and object, which optimizes with Annealed Stein Iterative Closest Point (AS-ICP) and leverages GPU-based parallelization. By incorporating the gripper's tool center point and the object's center of mass into the cost function and using a signed distance field of the gripper for collision checking, our method achieves robust grasps with low computational time. Experiments with the Kinova KG3 gripper show an 87.3% success rate and 0.926 s computation time across various objects and settings, highlighting its potential for real-world applications.
Abstract:Existing navigation systems mostly consider "success" when the robot reaches within 1m radius to a goal. This precision is insufficient for emerging applications where the robot needs to be positioned precisely relative to an object for downstream tasks, such as docking, inspection, and manipulation. To this end, we design and implement Aim-My-Robot (AMR), a local navigation system that enables a robot to reach any object in its vicinity at the desired relative pose, with centimeter-level precision. AMR achieves high precision and robustness by leveraging multi-modal perception, precise action prediction, and is trained on large-scale photorealistic data generated in simulation. AMR shows strong sim2real transfer and can adapt to different robot kinematics and unseen objects with little to no fine-tuning.
Abstract:We present a differentiable optimization-based framework for Task and Motion Planning (TAMP) that is massively parallelizable on GPUs, enabling thousands of sampled seeds to be optimized simultaneously. Existing sampling-based approaches inherently disconnect the parameters by generating samples for each independently and combining them through composition and rejection, while optimization-based methods struggle with highly non-convex constraints and local optima. Our method treats TAMP constraint satisfaction as optimizing a batch of particles, each representing an assignment to a plan skeleton's continuous parameters. We represent the plan skeleton's constraints using differentiable cost functions, enabling us to compute the gradient of each particle and update it toward satisfying solutions. Our use of GPU parallelism better covers the parameter space through scale, increasing the likelihood of finding the global optima by exploring multiple basins through global sampling. We demonstrate that our algorithm can effectively solve a highly constrained Tetris packing problem using a Franka arm in simulation and deploy our planner on a real robot arm. Website: https://williamshen-nz.github.io/gpu-tamp
Abstract:Foundation models trained on internet-scale data, such as Vision-Language Models (VLMs), excel at performing tasks involving common sense, such as visual question answering. Despite their impressive capabilities, these models cannot currently be directly applied to challenging robot manipulation problems that require complex and precise continuous reasoning. Task and Motion Planning (TAMP) systems can control high-dimensional continuous systems over long horizons through combining traditional primitive robot operations. However, these systems require detailed model of how the robot can impact its environment, preventing them from directly interpreting and addressing novel human objectives, for example, an arbitrary natural language goal. We propose deploying VLMs within TAMP systems by having them generate discrete and continuous language-parameterized constraints that enable TAMP to reason about open-world concepts. Specifically, we propose algorithms for VLM partial planning that constrain a TAMP system's discrete temporal search and VLM continuous constraints interpretation to augment the traditional manipulation constraints that TAMP systems seek to satisfy. We demonstrate our approach on two robot embodiments, including a real world robot, across several manipulation tasks, where the desired objectives are conveyed solely through language.
Abstract:We present a novel formulation of ergodic trajectory optimization that can be specified over general domains using kernel maximum mean discrepancy. Ergodic trajectory optimization is an effective approach that generates coverage paths for problems related to robotic inspection, information gathering problems, and search and rescue. These optimization schemes compel the robot to spend time in a region proportional to the expected utility of visiting that region. Current methods for ergodic trajectory optimization rely on domain-specific knowledge, e.g., a defined utility map, and well-defined spatial basis functions to produce ergodic trajectories. Here, we present a generalization of ergodic trajectory optimization based on maximum mean discrepancy that requires only samples from the search domain. We demonstrate the ability of our approach to produce coverage trajectories on a variety of problem domains including robotic inspection of objects with differential kinematics constraints and on Lie groups without having access to domain specific knowledge. Furthermore, we show favorable computational scaling compared to existing state-of-the-art methods for ergodic trajectory optimization with a trade-off between domain specific knowledge and computational scaling, thus extending the versatility of ergodic coverage on a wider application domain.
Abstract:We present FORGE, a method that enables sim-to-real transfer of contact-rich manipulation policies in the presence of significant pose uncertainty. FORGE combines a force threshold mechanism with a dynamics randomization scheme during policy learning in simulation, to enable the robust transfer of the learned policies to the real robot. At deployment, FORGE policies, conditioned on a maximum allowable force, adaptively perform contact-rich tasks while respecting the specified force threshold, regardless of the controller gains. Additionally, FORGE autonomously predicts a termination action once the task has succeeded. We demonstrate that FORGE can be used to learn a variety of robust contact-rich policies, enabling multi-stage assembly of a planetary gear system, which requires success across three assembly tasks: nut-threading, insertion, and gear meshing. Project website can be accessed at https://noseworm.github.io/forge/.
Abstract:Robotic assembly for high-mixture settings requires adaptivity to diverse parts and poses, which is an open challenge. Meanwhile, in other areas of robotics, large models and sim-to-real have led to tremendous progress. Inspired by such work, we present AutoMate, a learning framework and system that consists of 4 parts: 1) a dataset of 100 assemblies compatible with simulation and the real world, along with parallelized simulation environments for policy learning, 2) a novel simulation-based approach for learning specialist (i.e., part-specific) policies and generalist (i.e., unified) assembly policies, 3) demonstrations of specialist policies that individually solve 80 assemblies with 80% or higher success rates in simulation, as well as a generalist policy that jointly solves 20 assemblies with an 80%+ success rate, and 4) zero-shot sim-to-real transfer that achieves similar (or better) performance than simulation, including on perception-initialized assembly. The key methodological takeaway is that a union of diverse algorithms from manufacturing engineering, character animation, and time-series analysis provides a generic and robust solution for a diverse range of robotic assembly problems.To our knowledge, AutoMate provides the first simulation-based framework for learning specialist and generalist policies over a wide range of assemblies, as well as the first system demonstrating zero-shot sim-to-real transfer over such a range.
Abstract:Exploration requires that robots reason about numerous ways to cover a space in response to dynamically changing conditions. However, in continuous domains there are potentially infinitely many options for robots to explore which can prove computationally challenging. How then should a robot efficiently optimize and choose exploration strategies to adopt? In this work, we explore this question through the use of variational inference to efficiently solve for distributions of coverage trajectories. Our approach leverages ergodic search methods to optimize coverage trajectories in continuous time and space. In order to reason about distributions of trajectories, we formulate ergodic search as a probabilistic inference problem. We propose to leverage Stein variational methods to approximate a posterior distribution over ergodic trajectories through parallel computation. As a result, it becomes possible to efficiently optimize distributions of feasible coverage trajectories for which robots can adapt exploration. We demonstrate that the proposed Stein variational ergodic search approach facilitates efficient identification of multiple coverage strategies and show online adaptation in a model-predictive control formulation. Simulated and physical experiments demonstrate adaptability and diversity in exploration strategies online.
Abstract:In large-scale regression problems, random Fourier features (RFFs) have significantly enhanced the computational scalability and flexibility of Gaussian processes (GPs) by defining kernels through their spectral density, from which a finite set of Monte Carlo samples can be used to form an approximate low-rank GP. However, the efficacy of RFFs in kernel approximation and Bayesian kernel learning depends on the ability to tractably sample the kernel spectral measure and the quality of the generated samples. We introduce Stein random features (SRF), leveraging Stein variational gradient descent, which can be used to both generate high-quality RFF samples of known spectral densities as well as flexibly and efficiently approximate traditionally non-analytical spectral measure posteriors. SRFs require only the evaluation of log-probability gradients to perform both kernel approximation and Bayesian kernel learning that results in superior performance over traditional approaches. We empirically validate the effectiveness of SRFs by comparing them to baselines on kernel approximation and well-known GP regression problems.
Abstract:Unmanned Aerial Vehicles need an online path planning capability to move in high-risk missions in unknown and complex environments to complete them safely. However, many algorithms reported in the literature may not return reliable trajectories to solve online problems in these scenarios. The Q-Learning algorithm, a Reinforcement Learning Technique, can generate trajectories in real-time and has demonstrated fast and reliable results. This technique, however, has the disadvantage of defining the iteration number. If this value is not well defined, it will take a long time or not return an optimal trajectory. Therefore, we propose a method to dynamically choose the number of iterations to obtain the best performance of Q-Learning. The proposed method is compared to the Q-Learning algorithm with a fixed number of iterations, A*, Rapid-Exploring Random Tree, and Particle Swarm Optimization. As a result, the proposed Q-learning algorithm demonstrates the efficacy and reliability of online path planning with a dynamic number of iterations to carry out online missions in unknown and complex environments.