Abstract:Vision-language-action (VLA) models present a promising paradigm by training policies directly on real robot datasets like Open X-Embodiment. However, the high cost of real-world data collection hinders further data scaling, thereby restricting the generalizability of VLAs. In this paper, we introduce ReBot, a novel real-to-sim-to-real approach for scaling real robot datasets and adapting VLA models to target domains, which is the last-mile deployment challenge in robot manipulation. Specifically, ReBot replays real-world robot trajectories in simulation to diversify manipulated objects (real-to-sim), and integrates the simulated movements with inpainted real-world background to synthesize physically realistic and temporally consistent robot videos (sim-to-real). Our approach has several advantages: 1) it enjoys the benefit of real data to minimize the sim-to-real gap; 2) it leverages the scalability of simulation; and 3) it can generalize a pretrained VLA to a target domain with fully automated data pipelines. Extensive experiments in both simulation and real-world environments show that ReBot significantly enhances the performance and robustness of VLAs. For example, in SimplerEnv with the WidowX robot, ReBot improved the in-domain performance of Octo by 7.2% and OpenVLA by 21.8%, and out-of-domain generalization by 19.9% and 9.4%, respectively. For real-world evaluation with a Franka robot, ReBot increased the success rates of Octo by 17% and OpenVLA by 20%. More information can be found at: https://yuffish.github.io/rebot/
Abstract:Reinforcement Learning and Imitation Learning have achieved widespread success in many domains but remain constrained during real-world deployment. One of the main issues is the additional requirements that were not considered during training. To address this challenge, policy customization has been introduced, aiming to adapt a prior policy while preserving its inherent properties and meeting new task-specific requirements. A principled approach to policy customization is Residual Q-Learning (RQL), which formulates the problem as a Markov Decision Process (MDP) and derives a family of value-based learning algorithms. However, RQL has not yet been applied to policy gradient methods, which restricts its applicability, especially in tasks where policy gradient has already proven more effective. In this work, we first derive a concise form of Soft Policy Gradient as a preliminary. Building on this, we introduce Residual Policy Gradient (RPG), which extends RQL to policy gradient methods, allowing policy customization in gradient-based RL settings. With the view of RPG, we rethink the KL-regularized objective widely used in RL fine-tuning. We show that under certain assumptions, KL-regularized objective leads to a maximum-entropy policy that balances the inherent properties and task-specific requirements on a reward-level. Our experiments in MuJoCo demonstrate the effectiveness of Soft Policy Gradient and Residual Policy Gradient.
Abstract:Contact-rich bimanual manipulation involves precise coordination of two arms to change object states through strategically selected contacts and motions. Due to the inherent complexity of these tasks, acquiring sufficient demonstration data and training policies that generalize to unseen scenarios remain a largely unresolved challenge. Building on recent advances in planning through contacts, we introduce Generalizable Planning-Guided Diffusion Policy Learning (GLIDE), an approach that effectively learns to solve contact-rich bimanual manipulation tasks by leveraging model-based motion planners to generate demonstration data in high-fidelity physics simulation. Through efficient planning in randomized environments, our approach generates large-scale and high-quality synthetic motion trajectories for tasks involving diverse objects and transformations. We then train a task-conditioned diffusion policy via behavior cloning using these demonstrations. To tackle the sim-to-real gap, we propose a set of essential design options in feature extraction, task representation, action prediction, and data augmentation that enable learning robust prediction of smooth action sequences and generalization to unseen scenarios. Through experiments in both simulation and the real world, we demonstrate that our approach can enable a bimanual robotic system to effectively manipulate objects of diverse geometries, dimensions, and physical properties. Website: https://glide-manip.github.io/
Abstract:Dexterous manipulation is a critical aspect of human capability, enabling interaction with a wide variety of objects. Recent advancements in learning from human demonstrations and teleoperation have enabled progress for robots in such ability. However, these approaches either require complex data collection such as costly human effort for eye-robot contact, or suffer from poor generalization when faced with novel scenarios. To solve both challenges, we propose a framework, DexH2R, that combines human hand motion retargeting with a task-oriented residual action policy, improving task performance by bridging the embodiment gap between human and robotic dexterous hands. Specifically, DexH2R learns the residual policy directly from retargeted primitive actions and task-oriented rewards, eliminating the need for labor-intensive teleoperation systems. Moreover, we incorporate test-time guidance for novel scenarios by taking in desired trajectories of human hands and objects, allowing the dexterous hand to acquire new skills with high generalizability. Extensive experiments in both simulation and real-world environments demonstrate the effectiveness of our work, outperforming prior state-of-the-arts by 40% across various settings.
Abstract:In reinforcement learning for legged robot locomotion, crafting effective reward strategies is crucial. Pre-defined gait patterns and complex reward systems are widely used to stabilize policy training. Drawing from the natural locomotion behaviors of humans and animals, which adapt their gaits to minimize energy consumption, we propose a simplified, energy-centric reward strategy to foster the development of energy-efficient locomotion across various speeds in quadruped robots. By implementing an adaptive energy reward function and adjusting the weights based on velocity, we demonstrate that our approach enables ANYmal-C and Unitree Go1 robots to autonomously select appropriate gaits, such as four-beat walking at lower speeds and trotting at higher speeds, resulting in improved energy efficiency and stable velocity tracking compared to previous methods using complex reward designs and prior gait knowledge. The effectiveness of our policy is validated through simulations in the IsaacGym simulation environment and on real robots, demonstrating its potential to facilitate stable and adaptive locomotion.
Abstract:Most research on deformable linear object (DLO) manipulation assumes rigid grasping. However, beyond rigid grasping and re-grasping, in-hand following is also an essential skill that humans use to dexterously manipulate DLOs, which requires continuously changing the grasp point by in-hand sliding while holding the DLO to prevent it from falling. Achieving such a skill is very challenging for robots without using specially designed but not versatile end-effectors. Previous works have attempted using generic parallel grippers, but their robustness is unsatisfactory owing to the conflict between following and holding, which is hard to balance with a one-degree-of-freedom gripper. In this work, inspired by how humans use fingers to follow DLOs, we explore the usage of a generic dexterous hand with tactile sensing to imitate human skills and achieve robust in-hand DLO following. To enable the hardware system to function in the real world, we develop a framework that includes Cartesian-space arm-hand control, tactile-based in-hand 3-D DLO pose estimation, and task-specific motion design. Experimental results demonstrate the significant superiority of our method over using parallel grippers, as well as its great robustness, generalizability, and efficiency.
Abstract:Dexterous in-hand manipulation is an essential skill of production and life. Nevertheless, the highly stiff and mutable features of contacts cause limitations to real-time contact discovery and inference, which degrades the performance of model-based methods. Inspired by recent advancements in contact-rich locomotion and manipulation, this paper proposes a novel model-based approach to control dexterous in-hand manipulation and overcome the current limitations. The proposed approach has the attractive feature, which allows the robot to robustly execute long-horizon in-hand manipulation without pre-defined contact sequences or separated planning procedures. Specifically, we design a contact-implicit model predictive controller at high-level to generate real-time contact plans, which are executed by the low-level tracking controller. Compared with other model-based methods, such a long-horizon feature enables replanning and robust execution of contact-rich motions to achieve large-displacement in-hand tasks more efficiently; Compared with existing learning-based methods, the proposed approach achieves the dexterity and also generalizes to different objects without any pre-training. Detailed simulations and ablation studies demonstrate the efficiency and effectiveness of our method. It runs at 20Hz on the 23-degree-of-freedom long-horizon in-hand object rotation task.
Abstract:Robotic grasping is a fundamental aspect of robot functionality, defining how robots interact with objects. Despite substantial progress, its generalizability to counter-intuitive or long-tailed scenarios, such as objects with uncommon materials or shapes, remains a challenge. In contrast, humans can easily apply their intuitive physics to grasp skillfully and change grasps efficiently, even for objects they have never seen before. This work delves into infusing such physical commonsense reasoning into robotic manipulation. We introduce PhyGrasp, a multimodal large model that leverages inputs from two modalities: natural language and 3D point clouds, seamlessly integrated through a bridge module. The language modality exhibits robust reasoning capabilities concerning the impacts of diverse physical properties on grasping, while the 3D modality comprehends object shapes and parts. With these two capabilities, PhyGrasp is able to accurately assess the physical properties of object parts and determine optimal grasping poses. Additionally, the model's language comprehension enables human instruction interpretation, generating grasping poses that align with human preferences. To train PhyGrasp, we construct a dataset PhyPartNet with 195K object instances with varying physical properties and human preferences, alongside their corresponding language descriptions. Extensive experiments conducted in the simulation and on the real robots demonstrate that PhyGrasp achieves state-of-the-art performance, particularly in long-tailed cases, e.g., about 10% improvement in success rate over GraspNet. Project page: https://sites.google.com/view/phygrasp
Abstract:Automating the assembly of objects from their parts is a complex problem with innumerable applications in manufacturing, maintenance, and recycling. Unlike existing research, which is limited to target segmentation, pose regression, or using fixed target blueprints, our work presents a holistic multi-level framework for part assembly planning consisting of part assembly sequence inference, part motion planning, and robot contact optimization. We present the Part Assembly Sequence Transformer (PAST) -- a sequence-to-sequence neural network -- to infer assembly sequences recursively from a target blueprint. We then use a motion planner and optimization to generate part movements and contacts. To train PAST, we introduce D4PAS: a large-scale Dataset for Part Assembly Sequences (D4PAS) consisting of physically valid sequences for industrial objects. Experimental results show that our approach generalizes better than prior methods while needing significantly less computational time for inference.
Abstract:Designing robotic agents to perform open vocabulary tasks has been the long-standing goal in robotics and AI. Recently, Large Language Models (LLMs) have achieved impressive results in creating robotic agents for performing open vocabulary tasks. However, planning for these tasks in the presence of uncertainties is challenging as it requires \enquote{chain-of-thought} reasoning, aggregating information from the environment, updating state estimates, and generating actions based on the updated state estimates. In this paper, we present an interactive planning technique for partially observable tasks using LLMs. In the proposed method, an LLM is used to collect missing information from the environment using a robot and infer the state of the underlying problem from collected observations while guiding the robot to perform the required actions. We also use a fine-tuned Llama 2 model via self-instruct and compare its performance against a pre-trained LLM like GPT-4. Results are demonstrated on several tasks in simulation as well as real-world environments. A video describing our work along with some results could be found here.