Abstract:This paper presents ETA-IK, a novel Execution-Time-Aware Inverse Kinematics method tailored for dual-arm robotic systems. The primary goal is to optimize motion execution time by leveraging the redundancy of both arms, specifically in tasks where only the relative pose of the robots is constrained, such as dual-arm scanning of unknown objects. Unlike traditional inverse kinematics methods that use surrogate metrics such as joint configuration distance, our method incorporates direct motion execution time and implicit collisions into the optimization process, thereby finding target joints that allow subsequent trajectory generation to get more efficient and collision-free motion. A neural network based execution time approximator is employed to predict time-efficient joint configurations while accounting for potential collisions. Through experimental evaluation on a system composed of a UR5 and a KUKA iiwa robot, we demonstrate significant reductions in execution time. The proposed method outperforms conventional approaches, showing improved motion efficiency without sacrificing positioning accuracy. These results highlight the potential of ETA-IK to improve the performance of dual-arm systems in applications, where efficiency and safety are paramount.
Abstract:With the goal of efficiently computing collision-free robot motion trajectories in dynamically changing environments, we present results of a novel method for Heuristics Informed Robot Online Path Planning (HIRO). Dividing robot environments into static and dynamic elements, we use the static part for initializing a deterministic roadmap, which provides a lower bound of the final path cost as informed heuristics for fast path-finding. These heuristics guide a search tree to explore the roadmap during runtime. The search tree examines the edges using a fuzzy collision checking concerning the dynamic environment. Finally, the heuristics tree exploits knowledge fed back from the fuzzy collision checking module and updates the lower bound for the path cost. As we demonstrate in real-world experiments, the closed-loop formed by these three components significantly accelerates the planning procedure. An additional backtracking step ensures the feasibility of the resulting paths. Experiments in simulation and the real world show that HIRO can find collision-free paths considerably faster than baseline methods with and without prior knowledge of the environment.
Abstract:Path planning in a changing environment is a challenging task in robotics, as moving objects impose time-dependent constraints. Recent planning methods primarily focus on the spatial aspects, lacking the capability to directly incorporate time constraints. In this paper, we propose a method that leverages a generative model to decompose a complex planning problem into small manageable ones by incrementally generating subgoals given the current planning context. Then, we take into account the temporal information and use learned time estimators based on different statistic distributions to examine and select the generated subgoal candidates. Experiments show that planning from the current robot state to the selected subgoal can satisfy the given time-dependent constraints while being goal-oriented.
Abstract:We present dGrasp, an implicit grasp policy with an enhanced optimization landscape. This landscape is defined by a NeRF-informed grasp value function. The neural network representing this function is trained on grasp demonstrations. During training, we use an auxiliary loss to guide not only the weight updates of this network but also the update how the slope of the optimization landscape changes. This loss is computed on the demonstrated grasp trajectory and the gradients of the landscape. With second order optimization, we incorporate valuable information from the trajectory as well as facilitate the optimization process of the implicit policy. Experiments demonstrate that employing this auxiliary loss improves policies' performance in simulation as well as their zero-shot transfer to the real-world.
Abstract:We address the problem of robotic grasping of known and unknown objects using implicit behavior cloning. We train a grasp evaluation model from a small number of demonstrations that outputs higher values for grasp candidates that are more likely to succeed in grasping. This evaluation model serves as an objective function, that we maximize to identify successful grasps. Key to our approach is the utilization of learned implicit representations of visual and geometric features derived from a pre-trained NeRF. Though trained exclusively in a simulated environment with simplified objects and 4-DoF top-down grasps, our evaluation model and optimization procedure demonstrate generalization to 6-DoF grasps and novel objects both in simulation and in real-world settings, without the need for additional data. Supplementary material is available at: https://gergely-soti.github.io/grasp
Abstract:Precise pick-and-place is essential in robotic applications. To this end, we define a novel exact training method and an iterative inference method that improve pick-and-place precision with Transporter Networks. We conduct a large scale experiment on 8 simulated tasks. A systematic analysis shows, that the proposed modifications have a significant positive effect on model performance. Considering picking and placing independently, our methods achieve up to 60% lower rotation and translation errors than baselines. For the whole pick-and-place process we observe 50% lower rotation errors for most tasks with slight improvements in terms of translation errors. Furthermore, we propose architectural changes that retain model performance and reduce computational costs and time. We validate our methods with an interactive teaching procedure on real hardware. Supplementary material will be made available at: https://gergely-soti.github.io/p
Abstract:Zero-shot detection (ZSD) is crucial to large-scale object detection with the aim of simultaneously localizing and recognizing unseen objects. There remain several challenges for ZSD, including reducing the ambiguity between background and unseen objects as well as improving the alignment between visual and semantic concept. In this work, we propose a novel framework named Background Learnable Cascade (BLC) to improve ZSD performance. The major contributions for BLC are as follows: (i) we propose a multi-stage cascade structure named Cascade Semantic R-CNN to progressively refine the alignment between visual and semantic of ZSD; (ii) we develop the semantic information flow structure and directly add it between each stage in Cascade Semantic RCNN to further improve the semantic feature learning; (iii) we propose the background learnable region proposal network (BLRPN) to learn an appropriate word vector for background class and use this learned vector in Cascade Semantic R CNN, this design makes \Background Learnable" and reduces the confusion between background and unseen classes. Our extensive experiments show BLC obtains significantly performance improvements for MS-COCO over state-of-the-art methods.
Abstract:For state-of-the-art network function virtualization (NFV) systems, it remains a key challenge to conduct effective service chain composition for different network services (NSs) with ultra-low request latencies and minimum network congestion. To this end, existing solutions often require full knowledge of the network state, while ignoring the privacy issues and overlooking the non-cooperative behaviors of users. What is more, they may fall short in the face of unexpected failures such as user unavailability and virtual machine breakdown. In this paper, we formulate the problem of service chain composition in NFV systems with failures as a non-cooperative game. By showing that such a game is a weighted potential game and exploiting the unique problem structure, we propose two effective distributed schemes that guide the service chain compositions of different NSs towards the Nash equilibrium (NE) state with both near-optimal latencies and minimum congestion. Besides, we develop two novel learning-aided schemes as comparisons, which are based on deep reinforcement learning (DRL) and Monte Carlo tree search (MCTS) techniques, respectively. Our theoretical analysis and simulation results demonstrate the effectiveness of our proposed schemes, as well as the adaptivity when faced with failures.
Abstract:In fog computing systems, one key challenge is online task scheduling, i.e., to decide the resource allocation for tasks that are continuously generated from end devices. The design is challenging because of various uncertainties manifested in fog computing systems; e.g., tasks' resource demands remain unknown before their actual arrivals. Recent works have applied deep reinforcement learning (DRL) techniques to conduct online task scheduling and improve various objectives. However, they overlook the multi-resource fairness for different tasks, which is key to achieving fair resource sharing among tasks but in general non-trivial to achieve. Thusly, it is still an open problem to design an online task scheduling scheme with multi-resource fairness. In this paper, we address the above challenges. Particularly, by leveraging DRL techniques and adopting the idea of dominant resource fairness (DRF), we propose FairTS, an online task scheduling scheme that learns directly from experience to effectively shorten average task slowdown while ensuring multi-resource fairness among tasks. Simulation results show that FairTS outperforms state-of-the-art schemes with an ultra-low task slowdown and better resource fairness.
Abstract:In fog-assisted IoT systems, it is a common practice to offload tasks from IoT devices to their nearby fog nodes to reduce task processing latencies and energy consumptions. However, the design of online energy-efficient scheme is still an open problem because of various uncertainties in system dynamics such as processing capacities and transmission rates. Moreover, the decision-making process is constrained by resource limits on fog nodes and IoT devices, making the design even more complicated. In this paper, we formulate such a task offloading problem with unknown system dynamics as a combinatorial multi-armed bandit (CMAB) problem with long-term constraints on time-averaged energy consumptions. Through an effective integration of online learning and online control, we propose a \textit{Learning-Aided Green Offloading} (LAGO) scheme. In LAGO, we employ bandit learning methods to handle the exploitation-exploration tradeoff and utilize virtual queue techniques to deal with the long-term constraints. Our theoretical analysis shows that LAGO can reduce the average task latency with a tunable sublinear regret bound over a finite time horizon and satisfy the long-term time-averaged energy constraints. We conduct extensive simulations to verify such theoretical results.