Abstract:In vision-based robot localization and SLAM, Visual Place Recognition (VPR) is essential. This paper addresses the problem of VPR, which involves accurately recognizing the location corresponding to a given query image. A popular approach to vision-based place recognition relies on low-level visual features. Despite significant progress in recent years, place recognition based on low-level visual features is challenging when there are changes in scene appearance. To address this, end-to-end training approaches have been proposed to overcome the limitations of hand-crafted features. However, these approaches still fail under drastic changes and require large amounts of labeled data to train models, presenting a significant limitation. Methods that leverage high-level semantic information, such as objects or categories, have been proposed to handle variations in appearance. In this paper, we introduce a novel VPR approach that remains robust to scene changes and does not require additional training. Our method constructs semantic image descriptors by extracting pixel-level embeddings using a zero-shot, language-driven semantic segmentation model. We validate our approach in challenging place recognition scenarios using real-world public dataset. The experiments demonstrate that our method outperforms non-learned image representation techniques and off-the-shelf convolutional neural network (CNN) descriptors. Our code is available at https: //github.com/woo-soojin/context-based-vlpr.
Abstract:Solar vehicles, which simultaneously produce and consume energy, require meticulous energy management. However, potential users often feel uncertain about their operation compared to conventional vehicles. This study presents a simulator designed to help users understand long-distance travel in solar vehicles and recognize the importance of proper energy management. By utilizing Google Maps data and weather information, the simulator replicates real-world driving conditions and provides a dashboard displaying vehicle status, updated hourly based on user-inputted speed. Users can explore various speed policy scenarios and receive recommendations for optimal driving strategies. The simulator's effectiveness was validated using the route of the World Solar Challenge (WSC). This research enables users to monitor energy dynamics before a journey, enhancing their understanding of energy management and informing appropriate speed decisions.
Abstract:In order to enable autonomous navigation in underwater environments, a map needs to be created in advance using a Simultaneous Localization and Mapping (SLAM) algorithm that utilizes sensors like a sonar. At this time, loop closure is employed to reduce the pose error accumulated during the SLAM process. In the case of loop detection using a sonar, some previous studies have used a method of projecting the 3D point cloud into 2D, then extracting keypoints and matching them. However, during the 2D projection process, data loss occurs due to image resolution, and in monotonous underwater environments such as rivers or lakes, it is difficult to extract keypoints. Additionally, methods that use neural networks or are based on Bag of Words (BoW) have the disadvantage of requiring additional preprocessing tasks, such as training the model in advance or pre-creating a vocabulary. To address these issues, in this paper, we utilize the point cloud obtained from sonar data without any projection to prevent performance degradation due to data loss. Additionally, by calculating the point-wise structural feature map of the point cloud using mathematical formulas and comparing the similarity between point clouds, we eliminate the need for keypoint extraction and ensure that the algorithm can operate in new environments without additional learning or tasks. To evaluate the method, we validated the performance of the proposed algorithm using the Antarctica dataset obtained from deep underwater and the Seaward dataset collected from rivers and lakes. Experimental results show that our proposed method achieves the best loop detection performance in both datasets. Our code is available at https://github.com/donghwijung/point_cloud_structural_similarity_based_underwater_sonar_loop_detection.
Abstract:Large language models (LLMs) have shown significant potential in guiding embodied agents to execute language instructions across a range of tasks, including robotic manipulation and navigation. However, existing methods are primarily designed for static environments and do not leverage the agent's own experiences to refine its initial plans. Given that real-world environments are inherently stochastic, initial plans based solely on LLMs' general knowledge may fail to achieve their objectives, unlike in static scenarios. To address this limitation, this study introduces the Experience-and-Emotion Map (E2Map), which integrates not only LLM knowledge but also the agent's real-world experiences, drawing inspiration from human emotional responses. The proposed methodology enables one-shot behavior adjustments by updating the E2Map based on the agent's experiences. Our evaluation in stochastic navigation environments, including both simulations and real-world scenarios, demonstrates that the proposed method significantly enhances performance in stochastic environments compared to existing LLM-based approaches. Code and supplementary materials are available at https://e2map.github.io/.
Abstract:In recent years, quadruped robots have attracted significant attention due to their practical advantages in maneuverability, particularly when navigating rough terrain and climbing stairs. As these robots become more integrated into various industries, including construction and healthcare, researchers have increasingly focused on developing intuitive interaction methods such as speech and gestures that do not require separate devices such as keyboards or joysticks. This paper aims at investigating a comfortable and efficient interaction method with quadruped robots that possess a familiar form factor. To this end, we conducted two preliminary studies to observe how individuals naturally interact with a quadruped robot in natural and controlled settings, followed by a prototype experiment to examine human preferences for body-based and hand-based gesture controls using a Unitree Go1 Pro quadruped robot. We assessed the user experience of 13 participants using the User Experience Questionnaire and measured the time taken to complete specific tasks. The findings of our preliminary results indicate that humans have a natural preference for communicating with robots through hand and body gestures rather than speech. In addition, participants reported higher satisfaction and completed tasks more quickly when using body gestures to interact with the robot. This contradicts the fact that most gesture-based control technologies for quadruped robots are hand-based. The video is available at https://youtu.be/rysv1p1zvp4.
Abstract:In this paper, we propose an algorithm to generate a static point cloud map based on LiDAR point cloud data. Our proposed pipeline detects dynamic objects using 3D object detectors and projects points of dynamic objects onto the ground. Typically, point cloud data acquired in real-time serves as a snapshot of the surrounding areas containing both static objects and dynamic objects. The static objects include buildings and trees, otherwise, the dynamic objects contain objects such as parked cars that change their position over time. Removing dynamic objects from the point cloud map is crucial as they can degrade the quality and localization accuracy of the map. To address this issue, in this paper, we propose an algorithm that creates a map only consisting of static objects. We apply a 3D object detection algorithm to the point cloud data which are obtained from LiDAR to implement our pipeline. We then stack the points to create the map after performing ground segmentation and projection. As a result, not only we can eliminate currently dynamic objects at the time of map generation but also potentially dynamic objects such as parked vehicles. We validate the performance of our method using two kinds of datasets collected on real roads: KITTI and our dataset. The result demonstrates the capability of our proposal to create an accurate static map excluding dynamic objects from input point clouds. Also, we verified the improved performance of localization using a generated map based on our method.
Abstract:In this paper, we propose a control algorithm based on reinforcement learning, employing independent rewards for each joint to control excavators in a 3D space. The aim of this research is to address the challenges associated with achieving precise control of excavators, which are extensively utilized in construction sites but prove challenging to control with precision due to their hydraulic structures. Traditional methods relied on operator expertise for precise excavator operation, occasionally resulting in safety accidents. Therefore, there have been endeavors to attain precise excavator control through equation-based control algorithms. However, these methods had the limitation of necessitating prior information related to physical values of the excavator, rendering them unsuitable for the diverse range of excavators used in the field. To overcome these limitations, we have explored reinforcement learning-based control methods that do not demand prior knowledge of specific equipment but instead utilize data to train models. Nevertheless, existing reinforcement learning-based methods overlooked cabin swing rotation and confined the bucket's workspace to a 2D plane. Control confined within such a limited area diminishes the applicability of the algorithm in construction sites. We address this issue by expanding the previous 2D plane workspace of the bucket operation into a 3D space, incorporating cabin swing rotation. By expanding the workspace into 3D, excavators can execute continuous operations without requiring human intervention. To accomplish this objective, distinct targets were established for each joint, facilitating the training of action values for each joint independently, regardless of the progress of other joint learning.
Abstract:We propose a scheme called MuNES for single mapping and trajectory planning including elevators and stairs. Optimized multifloor trajectories are important for optimal interfloor movements of robots. However, given two or more options of moving between floors, it is difficult to select the best trajectory because there are no suitable indoor multifloor maps in the existing methods. To solve this problem, MuNES creates a single multifloor map including elevators and stairs by estimating altitude changes based on pressure data. In addition, the proposed method performs floor-based loop detection for faster and more accurate loop closure. The single multifloor map is then voxelized leaving only the parts needed for trajectory planning. An optimal and realistic multifloor trajectory is generated by exploring the voxels using an A* algorithm based on the proposed cost function, which affects realistic factors. We tested this algorithm using data acquired from around a campus and note that a single accurate multifloor map could be created. Furthermore, optimal and realistic multifloor trajectory could be found by selecting the means of motion between floors between elevators and stairs according to factors such as the starting point, ending point, and elevator waiting time. The code and data used in this work are available at https://github.com/donghwijung/MuNES.
Abstract:Robotic agents trained using reinforcement learning have the problem of taking unreliable actions in an out-of-distribution (OOD) state. Agents can easily become OOD in real-world environments because it is almost impossible for them to visit and learn the entire state space during training. Unfortunately, unreliable actions do not ensure that agents perform their original tasks successfully. Therefore, agents should be able to recognize whether they are in OOD states and learn how to return to the learned state distribution rather than continue to take unreliable actions. In this study, we propose a novel method for retraining agents to recover from OOD situations in a self-supervised manner when they fall into OOD states. Our in-depth experimental results demonstrate that our method substantially improves the agent's ability to recover from OOD situations in terms of sample efficiency and restoration of the performance for the original tasks. Moreover, we show that our method can retrain the agent to recover from OOD situations even when in-distribution states are difficult to visit through exploration.
Abstract:A flow control system is a critical concept for increasing the production capacity of manufacturing systems. To solve the scheduling optimization problem related to the flow control with the aim of improving productivity, existing methods depend on a heuristic design by domain human experts. Therefore, the methods require correction, monitoring, and verification by using real equipment. As system designs increase in complexity, the monitoring time increases, which decreases the probability of arriving at the optimal design. As an alternative approach to the heuristic design of flow control systems, the use of deep reinforcement learning to solve the scheduling optimization problem has been considered. Although the existing research on reinforcement learning has yielded excellent performance in some areas, the applicability of the results to actual FAB such as display and semiconductor manufacturing processes is not evident so far. To this end, we propose a method to implement a physical simulation environment and devise a feasible flow control system design using a transfer robot in display manufacturing through reinforcement learning. We present a model and parameter setting to build a virtual environment for different display transfer robots, and training methods of reinforcement learning on the environment to obtain an optimal scheduling of glass flow control systems. Its feasibility was verified by using different types of robots used in the actual process.