Abstract:Recent works in the robot learning community have successfully introduced generalist models capable of controlling various robot embodiments across a wide range of tasks, such as navigation and locomotion. However, achieving agile control, which pushes the limits of robotic performance, still relies on specialist models that require extensive parameter tuning. To leverage generalist-model adaptability and flexibility while achieving specialist-level agility, we propose AnyCar, a transformer-based generalist dynamics model designed for agile control of various wheeled robots. To collect training data, we unify multiple simulators and leverage different physics backends to simulate vehicles with diverse sizes, scales, and physical properties across various terrains. With robust training and real-world fine-tuning, our model enables precise adaptation to different vehicles, even in the wild and under large state estimation errors. In real-world experiments, AnyCar shows both few-shot and zero-shot generalization across a wide range of vehicles and environments, where our model, combined with a sampling-based MPC, outperforms specialist models by up to 54%. These results represent a key step toward building a foundation model for agile wheeled robot control. We will also open-source our framework to support further research.
Abstract:We focus on agile, continuous, and terrain-adaptive jumping of quadrupedal robots in discontinuous terrains such as stairs and stepping stones. Unlike single-step jumping, continuous jumping requires accurately executing highly dynamic motions over long horizons, which is challenging for existing approaches. To accomplish this task, we design a hierarchical learning and control framework, which consists of a learned heightmap predictor for robust terrain perception, a reinforcement-learning-based centroidal-level motion policy for versatile and terrain-adaptive planning, and a low-level model-based leg controller for accurate motion tracking. In addition, we minimize the sim-to-real gap by accurately modeling the hardware characteristics. Our framework enables a Unitree Go1 robot to perform agile and continuous jumps on human-sized stairs and sparse stepping stones, for the first time to the best of our knowledge. In particular, the robot can cross two stair steps in each jump and completes a 3.5m long, 2.8m high, 14-step staircase in 4.5 seconds. Moreover, the same policy outperforms baselines in various other parkour tasks, such as jumping over single horizontal or vertical discontinuities. Experiment videos can be found at \url{https://yxyang.github.io/jumping\_cod/}.
Abstract:Aerial manipulation has gained interest in completing high-altitude tasks that are challenging for human workers, such as contact inspection and defect detection, etc. Previous research has focused on maintaining static contact points or forces. This letter addresses a more general and dynamic task: simultaneously tracking time-varying contact force in the surface normal direction and motion trajectories on tangential surfaces. We propose a pipeline that includes a contact-aware trajectory planner to generate dynamically feasible trajectories, and a hybrid motion-force controller to track such trajectories. We demonstrate the approach in an aerial calligraphy task using a novel sponge pen design as the end-effector, whose stroke width is proportional to the contact force. Additionally, we develop a touchscreen interface for flexible user input. Experiments show our method can effectively draw diverse letters, achieving an IoU of 0.59 and an end-effector position (force) tracking RMSE of 2.9 cm (0.7 N). Website: https://xiaofeng-guo.github.io/flying-calligrapher/
Abstract:This paper investigates a constrained inverse kinematic (IK) problem that seeks a feasible configuration of an articulated robot under various constraints such as joint limits and obstacle collision avoidance. Due to the high-dimensionality and complex constraints, this problem is often solved numerically via iterative local optimization. Classic local optimization methods take joint angles as the decision variable, which suffers from non-linearity caused by the trigonometric constraints. Recently, distance-based IK methods have been developed as an alternative approach that formulates IK as an optimization over the distances among points attached to the robot and the obstacles. Although distance-based methods have demonstrated unique advantages, they still suffer from low computational efficiency, since these approaches usually ignore the chain structure in the kinematics of serial robots. This paper proposes a new method called propagative distance optimization for constrained inverse kinematics (PDO-IK), which captures and leverages the chain structure in the distance-based formulation and expedites the optimization by computing forward kinematics and the Jacobian propagatively along the kinematic chain. Test results show that PDO-IK runs up to two orders of magnitude faster than the existing distance-based methods under joint limits constraints and obstacle avoidance constraints. It also achieves up to three times higher success rates than the conventional joint-angle-based optimization methods for IK problems. The high runtime efficiency of PDO-IK allows the real-time computation (10$-$1500 Hz) and enables a simulated humanoid robot with 19 degrees of freedom (DoFs) to avoid moving obstacles, which is otherwise hard to achieve with the baselines.
Abstract:We present OmniH2O (Omni Human-to-Humanoid), a learning-based system for whole-body humanoid teleoperation and autonomy. Using kinematic pose as a universal control interface, OmniH2O enables various ways for a human to control a full-sized humanoid with dexterous hands, including using real-time teleoperation through VR headset, verbal instruction, and RGB camera. OmniH2O also enables full autonomy by learning from teleoperated demonstrations or integrating with frontier models such as GPT-4. OmniH2O demonstrates versatility and dexterity in various real-world whole-body tasks through teleoperation or autonomy, such as playing multiple sports, moving and manipulating objects, and interacting with humans. We develop an RL-based sim-to-real pipeline, which involves large-scale retargeting and augmentation of human motion datasets, learning a real-world deployable policy with sparse sensor input by imitating a privileged teacher policy, and reward designs to enhance robustness and stability. We release the first humanoid whole-body control dataset, OmniH2O-6, containing six everyday tasks, and demonstrate humanoid whole-body skill learning from teleoperated datasets.
Abstract:Humanoid activities involving sequential contacts are crucial for complex robotic interactions and operations in the real world and are traditionally solved by model-based motion planning, which is time-consuming and often relies on simplified dynamics models. Although model-free reinforcement learning (RL) has become a powerful tool for versatile and robust whole-body humanoid control, it still requires tedious task-specific tuning and state machine design and suffers from long-horizon exploration issues in tasks involving contact sequences. In this work, we propose WoCoCo (Whole-Body Control with Sequential Contacts), a unified framework to learn whole-body humanoid control with sequential contacts by naturally decomposing the tasks into separate contact stages. Such decomposition facilitates simple and general policy learning pipelines through task-agnostic reward and sim-to-real designs, requiring only one or two task-related terms to be specified for each task. We demonstrated that end-to-end RL-based controllers trained with WoCoCo enable four challenging whole-body humanoid tasks involving diverse contact sequences in the real world without any motion priors: 1) versatile parkour jumping, 2) box loco-manipulation, 3) dynamic clap-and-tap dancing, and 4) cliffside climbing. We further show that WoCoCo is a general framework beyond humanoid by applying it in 22-DoF dinosaur robot loco-manipulation tasks.
Abstract:We present Human to Humanoid (H2O), a reinforcement learning (RL) based framework that enables real-time whole-body teleoperation of a full-sized humanoid robot with only an RGB camera. To create a large-scale retargeted motion dataset of human movements for humanoid robots, we propose a scalable "sim-to-data" process to filter and pick feasible motions using a privileged motion imitator. Afterwards, we train a robust real-time humanoid motion imitator in simulation using these refined motions and transfer it to the real humanoid robot in a zero-shot manner. We successfully achieve teleoperation of dynamic whole-body motions in real-world scenarios, including walking, back jumping, kicking, turning, waving, pushing, boxing, etc. To the best of our knowledge, this is the first demonstration to achieve learning-based real-time whole-body humanoid teleoperation.
Abstract:Legged robots navigating cluttered environments must be jointly agile for efficient task execution and safe to avoid collisions with obstacles or humans. Existing studies either develop conservative controllers (< 1.0 m/s) to ensure safety, or focus on agility without considering potentially fatal collisions. This paper introduces Agile But Safe (ABS), a learning-based control framework that enables agile and collision-free locomotion for quadrupedal robots. ABS involves an agile policy to execute agile motor skills amidst obstacles and a recovery policy to prevent failures, collaboratively achieving high-speed and collision-free navigation. The policy switch in ABS is governed by a learned control-theoretic reach-avoid value network, which also guides the recovery policy as an objective function, thereby safeguarding the robot in a closed loop. The training process involves the learning of the agile policy, the reach-avoid value network, the recovery policy, and an exteroception representation network, all in simulation. These trained modules can be directly deployed in the real world with onboard sensing and computation, leading to high-speed and collision-free navigation in confined indoor and outdoor spaces with both static and dynamic obstacles.
Abstract:Sampling-based Model Predictive Control (MPC) has been a practical and effective approach in many domains, notably model-based reinforcement learning, thanks to its flexibility and parallelizability. Despite its appealing empirical performance, the theoretical understanding, particularly in terms of convergence analysis and hyperparameter tuning, remains absent. In this paper, we characterize the convergence property of a widely used sampling-based MPC method, Model Predictive Path Integral Control (MPPI). We show that MPPI enjoys at least linear convergence rates when the optimization is quadratic, which covers time-varying LQR systems. We then extend to more general nonlinear systems. Our theoretical analysis directly leads to a novel sampling-based MPC algorithm, CoVariance-Optimal MPC (CoVo-MPC) that optimally schedules the sampling covariance to optimize the convergence rate. Empirically, CoVo-MPC significantly outperforms standard MPPI by 43-54% in both simulations and real-world quadrotor agile control tasks. Videos and Appendices are available at \url{https://lecar-lab.github.io/CoVO-MPC/}.
Abstract:We study how to design learning-based adaptive controllers that enable fast and accurate online adaptation in changing environments. In these settings, learning is typically done during an initial (offline) design phase, where the vehicle is exposed to different environmental conditions and disturbances (e.g., a drone exposed to different winds) to collect training data. Our work is motivated by the observation that real-world disturbances fall into two categories: 1) those that can be directly monitored or controlled during training, which we call "manageable", and 2) those that cannot be directly measured or controlled (e.g., nominal model mismatch, air plate effects, and unpredictable wind), which we call "latent". Imprecise modeling of these effects can result in degraded control performance, particularly when latent disturbances continuously vary. This paper presents the Hierarchical Meta-learning-based Adaptive Controller (HMAC) to learn and adapt to such multi-source disturbances. Within HMAC, we develop two techniques: 1) Hierarchical Iterative Learning, which jointly trains representations to caption the various sources of disturbances, and 2) Smoothed Streaming Meta-Learning, which learns to capture the evolving structure of latent disturbances over time (in addition to standard meta-learning on the manageable disturbances). Experimental results demonstrate that HMAC exhibits more precise and rapid adaptation to multi-source disturbances than other adaptive controllers.