473 research outputs found

    Domain Randomization and Generative Models for Robotic Grasping

    Full text link
    Deep learning-based robotic grasping has made significant progress thanks to algorithmic improvements and increased data availability. However, state-of-the-art models are often trained on as few as hundreds or thousands of unique object instances, and as a result generalization can be a challenge. In this work, we explore a novel data generation pipeline for training a deep neural network to perform grasp planning that applies the idea of domain randomization to object synthesis. We generate millions of unique, unrealistic procedurally generated objects, and train a deep neural network to perform grasp planning on these objects. Since the distribution of successful grasps for a given object can be highly multimodal, we propose an autoregressive grasp planning model that maps sensor inputs of a scene to a probability distribution over possible grasps. This model allows us to sample grasps efficiently at test time (or avoid sampling entirely). We evaluate our model architecture and data generation pipeline in simulation and the real world. We find we can achieve a >>90% success rate on previously unseen realistic objects at test time in simulation despite having only been trained on random objects. We also demonstrate an 80% success rate on real-world grasp attempts despite having only been trained on random simulated objects.Comment: 8 pages, 11 figures. Submitted to 2018 IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS 2018

    Using Simulation and Domain Adaptation to Improve Efficiency of Deep Robotic Grasping

    Full text link
    Instrumenting and collecting annotated visual grasping datasets to train modern machine learning algorithms can be extremely time-consuming and expensive. An appealing alternative is to use off-the-shelf simulators to render synthetic data for which ground-truth annotations are generated automatically. Unfortunately, models trained purely on simulated data often fail to generalize to the real world. We study how randomized simulated environments and domain adaptation methods can be extended to train a grasping system to grasp novel objects from raw monocular RGB images. We extensively evaluate our approaches with a total of more than 25,000 physical test grasps, studying a range of simulation conditions and domain adaptation methods, including a novel extension of pixel-level domain adaptation that we term the GraspGAN. We show that, by using synthetic data and domain adaptation, we are able to reduce the number of real-world samples needed to achieve a given level of performance by up to 50 times, using only randomly generated simulated objects. We also show that by using only unlabeled real-world data and our GraspGAN methodology, we obtain real-world grasping performance without any real-world labels that is similar to that achieved with 939,777 labeled real-world samples.Comment: 9 pages, 5 figures, 3 table

    Adversarial Discriminative Sim-to-real Transfer of Visuo-motor Policies

    Full text link
    Various approaches have been proposed to learn visuo-motor policies for real-world robotic applications. One solution is first learning in simulation then transferring to the real world. In the transfer, most existing approaches need real-world images with labels. However, the labelling process is often expensive or even impractical in many robotic applications. In this paper, we propose an adversarial discriminative sim-to-real transfer approach to reduce the cost of labelling real data. The effectiveness of the approach is demonstrated with modular networks in a table-top object reaching task where a 7 DoF arm is controlled in velocity mode to reach a blue cuboid in clutter through visual observations. The adversarial transfer approach reduced the labelled real data requirement by 50%. Policies can be transferred to real environments with only 93 labelled and 186 unlabelled real images. The transferred visuo-motor policies are robust to novel (not seen in training) objects in clutter and even a moving target, achieving a 97.8% success rate and 1.8 cm control accuracy.Comment: Under review for the International Journal of Robotics Researc

    Body randomization reduces the sim-to-real gap for compliant quadruped locomotion

    Get PDF
    Designing controllers for compliant, underactuated robots is challenging and usually requires a learning procedure. Learning robotic control in simulated environments can speed up the process whilst lowering risk of physical damage. Since perfect simulations are unfeasible, several techniques are used to improve transfer to the real world. Here, we investigate the impact of randomizing body parameters during learning of CPG controllers in simulation. The controllers are evaluated on our physical quadruped robot. We find that body randomization in simulation increases chances of finding gaits that function well on the real robot
    corecore