74 research outputs found
Conditional Task and Motion Planning through an Effort-based Approach
This paper proposes a preliminary work on a Conditional Task and Motion
Planning algorithm able to find a plan that minimizes robot efforts while
solving assigned tasks. Unlike most of the existing approaches that replan a
path only when it becomes unfeasible (e.g., no collision-free paths exist), the
proposed algorithm takes into consideration a replanning procedure whenever an
effort-saving is possible. The effort is here considered as the execution time,
but it is extensible to the robot energy consumption. The computed plan is both
conditional and dynamically adaptable to the unexpected environmental changes.
Based on the theoretical analysis of the algorithm, authors expect their
proposal to be complete and scalable. In progress experiments aim to prove this
investigation
Learning to Navigate Cloth using Haptics
We present a controller that allows an arm-like manipulator to navigate
deformable cloth garments in simulation through the use of haptic information.
The main challenge of such a controller is to avoid getting tangled in, tearing
or punching through the deforming cloth. Our controller aggregates force
information from a number of haptic-sensing spheres all along the manipulator
for guidance. Based on haptic forces, each individual sphere updates its target
location, and the conflicts that arise between this set of desired positions is
resolved by solving an inverse kinematic problem with constraints.
Reinforcement learning is used to train the controller for a single
haptic-sensing sphere, where a training run is terminated (and thus penalized)
when large forces are detected due to contact between the sphere and a
simplified model of the cloth. In simulation, we demonstrate successful
navigation of a robotic arm through a variety of garments, including an
isolated sleeve, a jacket, a shirt, and shorts. Our controller out-performs two
baseline controllers: one without haptics and another that was trained based on
large forces between the sphere and cloth, but without early termination.Comment: Supplementary video available at https://youtu.be/iHqwZPKVd4A.
Related publications http://www.cc.gatech.edu/~karenliu/Robotic_dressing.htm
More than a Million Ways to Be Pushed: A High-Fidelity Experimental Dataset of Planar Pushing
Pushing is a motion primitive useful to handle objects that are too large,
too heavy, or too cluttered to be grasped. It is at the core of much of robotic
manipulation, in particular when physical interaction is involved. It seems
reasonable then to wish for robots to understand how pushed objects move.
In reality, however, robots often rely on approximations which yield models
that are computable, but also restricted and inaccurate. Just how close are
those models? How reasonable are the assumptions they are based on? To help
answer these questions, and to get a better experimental understanding of
pushing, we present a comprehensive and high-fidelity dataset of planar pushing
experiments. The dataset contains timestamped poses of a circular pusher and a
pushed object, as well as forces at the interaction.We vary the push
interaction in 6 dimensions: surface material, shape of the pushed object,
contact position, pushing direction, pushing speed, and pushing acceleration.
An industrial robot automates the data capturing along precisely controlled
position-velocity-acceleration trajectories of the pusher, which give dense
samples of positions and forces of uniform quality.
We finish the paper by characterizing the variability of friction, and
evaluating the most common assumptions and simplifications made by models of
frictional pushing in robotics.Comment: 8 pages, 10 figure
Learning to Singulate Objects using a Push Proposal Network
Learning to act in unstructured environments, such as cluttered piles of
objects, poses a substantial challenge for manipulation robots. We present a
novel neural network-based approach that separates unknown objects in clutter
by selecting favourable push actions. Our network is trained from data
collected through autonomous interaction of a PR2 robot with randomly organized
tabletop scenes. The model is designed to propose meaningful push actions based
on over-segmented RGB-D images. We evaluate our approach by singulating up to 8
unknown objects in clutter. We demonstrate that our method enables the robot to
perform the task with a high success rate and a low number of required push
actions. Our results based on real-world experiments show that our network is
able to generalize to novel objects of various sizes and shapes, as well as to
arbitrary object configurations. Videos of our experiments can be viewed at
http://robotpush.cs.uni-freiburg.deComment: International Symposium on Robotics Research (ISRR) 2017, videos:
http://robotpush.cs.uni-freiburg.d
Asymmetric Actor Critic for Image-Based Robot Learning
Deep reinforcement learning (RL) has proven a powerful technique in many
sequential decision making domains. However, Robotics poses many challenges for
RL, most notably training on a physical system can be expensive and dangerous,
which has sparked significant interest in learning control policies using a
physics simulator. While several recent works have shown promising results in
transferring policies trained in simulation to the real world, they often do
not fully utilize the advantage of working with a simulator. In this work, we
exploit the full state observability in the simulator to train better policies
which take as input only partial observations (RGBD images). We do this by
employing an actor-critic training algorithm in which the critic is trained on
full states while the actor (or policy) gets rendered images as input. We show
experimentally on a range of simulated tasks that using these asymmetric inputs
significantly improves performance. Finally, we combine this method with domain
randomization and show real robot experiments for several tasks like picking,
pushing, and moving a block. We achieve this simulation to real world transfer
without training on any real world data.Comment: Videos of experiments can be found at http://www.goo.gl/b57WT
Planning clearing actions in cluttered scenes by phasing in geometrical constraints
Manipulation planning of cluttered objects involves a mixture of symbolic and geometric constraints which makes such planning very time consuming and often unsuitable for real applications. We propose to divide the geometric restrictions in two groups. The ones in the first group are used to generate a set of symbolic states used for planning. The evaluation of the ones in the second group is delayed after planning, and only relevant ones are evaluated when necessary. We demonstrate our proposal in a simple but effective implementation using pushing and grasping actions.Peer ReviewedPostprint (author's final draft
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