227 research outputs found

    Learning and Adapting Agile Locomotion Skills by Transferring Experience

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    Legged robots have enormous potential in their range of capabilities, from navigating unstructured terrains to high-speed running. However, designing robust controllers for highly agile dynamic motions remains a substantial challenge for roboticists. Reinforcement learning (RL) offers a promising data-driven approach for automatically training such controllers. However, exploration in these high-dimensional, underactuated systems remains a significant hurdle for enabling legged robots to learn performant, naturalistic, and versatile agility skills. We propose a framework for training complex robotic skills by transferring experience from existing controllers to jumpstart learning new tasks. To leverage controllers we can acquire in practice, we design this framework to be flexible in terms of their source -- that is, the controllers may have been optimized for a different objective under different dynamics, or may require different knowledge of the surroundings -- and thus may be highly suboptimal for the target task. We show that our method enables learning complex agile jumping behaviors, navigating to goal locations while walking on hind legs, and adapting to new environments. We also demonstrate that the agile behaviors learned in this way are graceful and safe enough to deploy in the real world.Comment: Project website: https://sites.google.com/berkeley.edu/twir

    Lifelike Agility and Play on Quadrupedal Robots using Reinforcement Learning and Generative Pre-trained Models

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    Summarizing knowledge from animals and human beings inspires robotic innovations. In this work, we propose a framework for driving legged robots act like real animals with lifelike agility and strategy in complex environments. Inspired by large pre-trained models witnessed with impressive performance in language and image understanding, we introduce the power of advanced deep generative models to produce motor control signals stimulating legged robots to act like real animals. Unlike conventional controllers and end-to-end RL methods that are task-specific, we propose to pre-train generative models over animal motion datasets to preserve expressive knowledge of animal behavior. The pre-trained model holds sufficient primitive-level knowledge yet is environment-agnostic. It is then reused for a successive stage of learning to align with the environments by traversing a number of challenging obstacles that are rarely considered in previous approaches, including creeping through narrow spaces, jumping over hurdles, freerunning over scattered blocks, etc. Finally, a task-specific controller is trained to solve complex downstream tasks by reusing the knowledge from previous stages. Enriching the knowledge regarding each stage does not affect the usage of other levels of knowledge. This flexible framework offers the possibility of continual knowledge accumulation at different levels. We successfully apply the trained multi-level controllers to the MAX robot, a quadrupedal robot developed in-house, to mimic animals, traverse complex obstacles, and play in a designed challenging multi-agent Chase Tag Game, where lifelike agility and strategy emerge on the robots. The present research pushes the frontier of robot control with new insights on reusing multi-level pre-trained knowledge and solving highly complex downstream tasks in the real world

    SLoMo: A General System for Legged Robot Motion Imitation from Casual Videos

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    We present SLoMo: a first-of-its-kind framework for transferring skilled motions from casually captured "in the wild" video footage of humans and animals to legged robots. SLoMo works in three stages: 1) synthesize a physically plausible reconstructed key-point trajectory from monocular videos; 2) optimize a dynamically feasible reference trajectory for the robot offline that includes body and foot motion, as well as contact sequences that closely tracks the key points; 3) track the reference trajectory online using a general-purpose model-predictive controller on robot hardware. Traditional motion imitation for legged motor skills often requires expert animators, collaborative demonstrations, and/or expensive motion capture equipment, all of which limits scalability. Instead, SLoMo only relies on easy-to-obtain monocular video footage, readily available in online repositories such as YouTube. It converts videos into motion primitives that can be executed reliably by real-world robots. We demonstrate our approach by transferring the motions of cats, dogs, and humans to example robots including a quadruped (on hardware) and a humanoid (in simulation). To the best knowledge of the authors, this is the first attempt at a general-purpose motion transfer framework that imitates animal and human motions on legged robots directly from casual videos without artificial markers or labels.Comment: accepted at RA-L 2023, with ICRA 2024 optio

    Agile and Versatile Robot Locomotion via Kernel-based Residual Learning

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    This work developed a kernel-based residual learning framework for quadrupedal robotic locomotion. Initially, a kernel neural network is trained with data collected from an MPC controller. Alongside a frozen kernel network, a residual controller network is trained via reinforcement learning to acquire generalized locomotion skills and resilience against external perturbations. With this proposed framework, a robust quadrupedal locomotion controller is learned with high sample efficiency and controllability, providing omnidirectional locomotion at continuous velocities. Its versatility and robustness are validated on unseen terrains that the expert MPC controller fails to traverse. Furthermore, the learned kernel can produce a range of functional locomotion behaviors and can generalize to unseen gaits

    AMP in the wild: Learning robust, agile, natural legged locomotion skills

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    The successful transfer of a learned controller from simulation to the real world for a legged robot requires not only the ability to identify the system, but also accurate estimation of the robot's state. In this paper, we propose a novel algorithm that can infer not only information about the parameters of the dynamic system, but also estimate important information about the robot's state from previous observations. We integrate our algorithm with Adversarial Motion Priors and achieve a robust, agile, and natural gait in both simulation and on a Unitree A1 quadruped robot in the real world. Empirical results demonstrate that our proposed algorithm enables traversing challenging terrains with lower power consumption compared to the baselines. Both qualitative and quantitative results are presented in this paper.Comment: Video: https://youtu.be/7Ggcj6Izfh

    Creating a Dynamic Quadrupedal Robotic Goalkeeper with Reinforcement Learning

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    We present a reinforcement learning (RL) framework that enables quadrupedal robots to perform soccer goalkeeping tasks in the real world. Soccer goalkeeping using quadrupeds is a challenging problem, that combines highly dynamic locomotion with precise and fast non-prehensile object (ball) manipulation. The robot needs to react to and intercept a potentially flying ball using dynamic locomotion maneuvers in a very short amount of time, usually less than one second. In this paper, we propose to address this problem using a hierarchical model-free RL framework. The first component of the framework contains multiple control policies for distinct locomotion skills, which can be used to cover different regions of the goal. Each control policy enables the robot to track random parametric end-effector trajectories while performing one specific locomotion skill, such as jump, dive, and sidestep. These skills are then utilized by the second part of the framework which is a high-level planner to determine a desired skill and end-effector trajectory in order to intercept a ball flying to different regions of the goal. We deploy the proposed framework on a Mini Cheetah quadrupedal robot and demonstrate the effectiveness of our framework for various agile interceptions of a fast-moving ball in the real world.Comment: First two authors contributed equally. Accompanying video is at https://youtu.be/iX6OgG67-Z

    Prompt a Robot to Walk with Large Language Models

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    Large language models (LLMs) pre-trained on vast internet-scale data have showcased remarkable capabilities across diverse domains. Recently, there has been escalating interest in deploying LLMs for robotics, aiming to harness the power of foundation models in real-world settings. However, this approach faces significant challenges, particularly in grounding these models in the physical world and in generating dynamic robot motions. To address these issues, we introduce a novel paradigm in which we use few-shot prompts collected from the physical environment, enabling the LLM to autoregressively generate low-level control commands for robots without task-specific fine-tuning. Experiments across various robots and environments validate that our method can effectively prompt a robot to walk. We thus illustrate how LLMs can proficiently function as low-level feedback controllers for dynamic motion control even in high-dimensional robotic systems. The project website and source code can be found at: https://prompt2walk.github.io/

    Learning Expressive Quadrupedal Locomotion Guided by Kinematic Trajectory Generator

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    Biological quadrupedal systems exhibit a wider range of locomotion skills. In Robotics, quadrupedal systems only exhibit a limited range of locomotion skills. They can be very robust for a single locomotion task, and state-of-the-art algorithms have been designed for walking gaits or use individual policies trained for a single skill. This thesis aimed to study the design of an expressive locomotion controller (different locomotion skills in one policy) for a quadrupedal robot. Different approaches based on Deep Reinforcement Learning have been studied for their recent successes in Robotics and Computer animation. A reference-free and a reference-based approach using solely reward shaping, i.e. specification of the motion through the reward, have been implemented. They produced walking gaits in simulation. Yet, the motions produced by the reference-based approach had limited footstep height and balance issues. The reference-free approach had higher footsteps and fewer base oscillations. Yet, both approaches are hard to adapt when it comes to expressiveness since the motion specification is solely done through reward shaping, which is not intuitive. Finally, inspired by works in computer animation and robotics, an approach based on motion clips for motion specification and general motion tracking has been implemented and produced more natural motions in simulation, i.e. higher footsteps, bigger strides, more base stability hard to generate using reward shaping.M.S

    Words into Action: Learning Diverse Humanoid Robot Behaviors using Language Guided Iterative Motion Refinement

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    Humanoid robots are well suited for human habitats due to their morphological similarity, but developing controllers for them is a challenging task that involves multiple sub-problems, such as control, planning and perception. In this paper, we introduce a method to simplify controller design by enabling users to train and fine-tune robot control policies using natural language commands. We first learn a neural network policy that generates behaviors given a natural language command, such as "walk forward", by combining Large Language Models (LLMs), motion retargeting, and motion imitation. Based on the synthesized motion, we iteratively fine-tune by updating the text prompt and querying LLMs to find the best checkpoint associated with the closest motion in history. We validate our approach using a simulated Digit humanoid robot and demonstrate learning of diverse motions, such as walking, hopping, and kicking, without the burden of complex reward engineering. In addition, we show that our iterative refinement enables us to learn 3x times faster than a naive formulation that learns from scratch
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