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Robotics (cs.RO)

Tue, 11 Jul 2023

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1.Forward Dynamics Estimation from Data-Driven Inverse Dynamics Learning

Authors:Alberto Dalla Libera, Giulio Giacomuzzo, Ruggero Carli, Daniel Nikovski, Diego Romeres

Abstract: In this paper, we propose to estimate the forward dynamics equations of mechanical systems by learning a model of the inverse dynamics and estimating individual dynamics components from it. We revisit the classical formulation of rigid body dynamics in order to extrapolate the physical dynamical components, such as inertial and gravitational components, from an inverse dynamics model. After estimating the dynamical components, the forward dynamics can be computed in closed form as a function of the learned inverse dynamics. We tested the proposed method with several machine learning models based on Gaussian Process Regression and compared them with the standard approach of learning the forward dynamics directly. Results on two simulated robotic manipulators, a PANDA Franka Emika and a UR10, show the effectiveness of the proposed method in learning the forward dynamics, both in terms of accuracy as well as in opening the possibility of using more structured~models.

2.Deep Probabilistic Movement Primitives with a Bayesian Aggregator

Authors:Michael Przystupa, Faezeh Haghverd, Martin Jagersand, Samuele Tosatto

Abstract: Movement primitives are trainable parametric models that reproduce robotic movements starting from a limited set of demonstrations. Previous works proposed simple linear models that exhibited high sample efficiency and generalization power by allowing temporal modulation of movements (reproducing movements faster or slower), blending (merging two movements into one), via-point conditioning (constraining a movement to meet some particular via-points) and context conditioning (generation of movements based on an observed variable, e.g., position of an object). Previous works have proposed neural network-based motor primitive models, having demonstrated their capacity to perform tasks with some forms of input conditioning or time-modulation representations. However, there has not been a single unified deep motor primitive's model proposed that is capable of all previous operations, limiting neural motor primitive's potential applications. This paper proposes a deep movement primitive architecture that encodes all the operations above and uses a Bayesian context aggregator that allows a more sound context conditioning and blending. Our results demonstrate our approach can scale to reproduce complex motions on a larger variety of input choices compared to baselines while maintaining operations of linear movement primitives provide.

3.MinkSORT: A 3D deep feature extractor using sparse convolutions to improve 3D multi-object tracking in greenhouse tomato plants

Authors:David Rapado-Rincon, Eldert J. van Henten, Gert Kootstra

Abstract: The agro-food industry is turning to robots to address the challenge of labour shortage. However, agro-food environments pose difficulties for robots due to high variation and occlusions. In the presence of these challenges, accurate world models, with information about object location, shape, and properties, are crucial for robots to perform tasks accurately. Building such models is challenging due to the complex and unique nature of agro-food environments, and errors in the model can lead to task execution issues. In this paper, we propose MinkSORT, a novel method for generating tracking features using a 3D sparse convolutional network in a deepSORT-like approach to improve the accuracy of world models in agro-food environments. We evaluated our feature extractor network using real-world data collected in a tomato greenhouse, which significantly improved the performance of our baseline model that tracks tomato positions in 3D using a Kalman filter and Mahalanobis distance. Our deep learning feature extractor improved the HOTA from 42.8% to 44.77%, the association accuracy from 32.55% to 35.55%, and the MOTA from 57.63% to 58.81%. We also evaluated different contrastive loss functions for training our deep learning feature extractor and demonstrated that our approach leads to improved performance in terms of three separate precision and recall detection outcomes. Our method improves world model accuracy, enabling robots to perform tasks such as harvesting and plant maintenance with greater efficiency and accuracy, which is essential for meeting the growing demand for food in a sustainable manner.

4.Energy Efficient Personalized Hand-Gesture Recognition with Neuromorphic Computing

Authors:Muhammad Aitsam, Alessandro Di Nuovo

Abstract: Hand gestures are a form of non-verbal communication that is used in social interaction and it is therefore required for more natural human-robot interaction. Neuromorphic (brain-inspired) computing offers a low-power solution for Spiking neural networks (SNNs) that can be used for the classification and recognition of gestures. This article introduces the preliminary results of a novel methodology for training spiking convolutional neural networks for hand-gesture recognition so that a humanoid robot with integrated neuromorphic hardware will be able to personalise the interaction with a user according to the shown hand gesture. It also describes other approaches that could improve the overall performance of the model.

5.Pegasus Simulator: An Isaac Sim Framework for Multiple Aerial Vehicles Simulation

Authors:Marcelo Jacinto, João Pinto, Jay Patrikar, John Keller, Rita Cunha, Sebastian Scherer, António Pascoal

Abstract: Developing and testing novel control and motion planning algorithms for aerial vehicles can be a challenging task, with the robotics community relying more than ever on 3D simulation technologies to evaluate the performance of new algorithms in a variety of conditions and environments. In this work, we introduce the Pegasus Simulator, a modular framework implemented as an NVIDIA Isaac Sim extension that enables real-time simulation of multiple multirotor vehicles in photo-realistic environments, while providing out-of-the-box integration with the widely adopted PX4-Autopilot and ROS2 through its modular implementation and intuitive graphical user interface. To demonstrate some of its capabilities, a nonlinear controller was implemented and simulation results for two drones performing aggressive flight maneuvers are presented. Code and documentation for this framework are also provided as supplementary material.

6.A Mixed Reality System for Interaction\\with Heterogeneous Robotic Systems

Authors:Valeria Villani, Beatrice Capelli, Lorenzo Sabattini

Abstract: The growing spread of robots for service and industrial purposes calls for versatile, intuitive and portable interaction approaches. In particular, in industrial environments, operators should be able to interact with robots in a fast, effective, and possibly effortless manner. To this end, reality enhancement techniques have been used to achieve efficient management and simplify interactions, in particular in manufacturing and logistics processes. Building upon this, in this paper we propose a system based on mixed reality that allows a ubiquitous interface for heterogeneous robotic systems in dynamic scenarios, where users are involved in different tasks and need to interact with different robots. By means of mixed reality, users can interact with a robot through manipulation of its virtual replica, which is always colocated with the user and is extracted when interaction is needed. The system has been tested in a simulated intralogistics setting, where different robots are present and require sporadic intervention by human operators, who are involved in other tasks. In our setting we consider the presence of drones and AGVs with different levels of autonomy, calling for different user interventions. The proposed approach has been validated in virtual reality, considering quantitative and qualitative assessment of performance and user's feedback.

7.Boosting Feedback Efficiency of Interactive Reinforcement Learning by Adaptive Learning from Scores

Authors:Shukai Liu, Chenming Wu, Ying Li, Liangjun Zhang

Abstract: Interactive reinforcement learning has shown promise in learning complex robotic tasks. However, the process can be human-intensive due to the requirement of large amount of interactive feedback. This paper presents a new method that uses scores provided by humans, instead of pairwise preferences, to improve the feedback efficiency of interactive reinforcement learning. Our key insight is that scores can yield significantly more data than pairwise preferences. Specifically, we require a teacher to interactively score the full trajectories of an agent to train a behavioral policy in a sparse reward environment. To avoid unstable scores given by human negatively impact the training process, we propose an adaptive learning scheme. This enables the learning paradigm to be insensitive to imperfect or unreliable scores. We extensively evaluate our method on robotic locomotion and manipulation tasks. The results show that the proposed method can efficiently learn near-optimal policies by adaptive learning from scores, while requiring less feedback compared to pairwise preference learning methods. The source codes are publicly available at https://github.com/SSKKai/Interactive-Scoring-IRL.