Adversarial object rearrangement in the real world (e.g., previously unseen or oversized items in kitchens and stores) could benefit from understanding task scenes, which inherently entail heterogeneous components such as current objects, goal objects, and environmental constraints. The semantic relationships among these components are distinct from each other and crucial for multi-skilled robots to perform efficiently in everyday scenarios. We propose a hierarchical robotic manipulation system that learns the underlying relationships and maximizes the collaborative power of its diverse skills (e.g., pick-place, push) for rearranging adversarial objects in constrained environments. The high-level coordinator employs a heterogeneous graph neural network (HetGNN), which reasons about the current objects, goal objects, and environmental constraints; the low-level 3D Convolutional Neural Network-based actors execute the action primitives. Our approach is trained entirely in simulation, and achieved an average success rate of 87.88% and a planning cost of 12.82 in real-world experiments, surpassing all baseline methods. Supplementary material is available at https://sites.google.com/umn.edu/versatile-rearrangement.
When robots retrieve specific objects from cluttered scenes, such as home and warehouse environments, the target objects are often partially occluded or completely hidden. Robots are thus required to search, identify a target object, and successfully grasp it. Preceding works have relied on pre-trained object recognition or segmentation models to find the target object. However, such methods require laborious manual annotations to train the models and even fail to find novel target objects. In this paper, we propose an Image-driven Object Searching and Grasping (IOSG) approach where a robot is provided with the reference image of a novel target object and tasked to find and retrieve it. We design a Target Similarity Network that generates a probability map to infer the location of the novel target. IOSG learns a hierarchical policy; the high-level policy predicts the subtask type, whereas the low-level policies, explorer and coordinator, generate effective push and grasp actions. The explorer is responsible for searching the target object when it is hidden or occluded by other objects. Once the target object is found, the coordinator conducts target-oriented pushing and grasping to retrieve the target from the clutter. The proposed pipeline is trained with full self-supervision in simulation and applied to a real environment. Our model achieves a 96.0% and 94.5% task success rate on coordination and exploration tasks in simulation respectively, and 85.0% success rate on a real robot for the search-and-grasp task.
Instance segmentation with unseen objects is a challenging problem in unstructured environments. To solve this problem, we propose a robot learning approach to actively interact with novel objects and collect each object's training label for further fine-tuning to improve the segmentation model performance, while avoiding the time-consuming process of manually labeling a dataset. The Singulation-and-Grasping (SaG) policy is trained through end-to-end reinforcement learning. Given a cluttered pile of objects, our approach chooses pushing and grasping motions to break the clutter and conducts object-agnostic grasping for which the SaG policy takes as input the visual observations and imperfect segmentation. We decompose the problem into three subtasks: (1) the object singulation subtask aims to separate the objects from each other, which creates more space that alleviates the difficulty of (2) the collision-free grasping subtask; (3) the mask generation subtask to obtain the self-labeled ground truth masks by using an optical flow-based binary classifier and motion cue post-processing for transfer learning. Our system achieves 70% singulation success rate in simulated cluttered scenes. The interactive segmentation of our system achieves 87.8%, 73.9%, and 69.3% average precision for toy blocks, YCB objects in simulation and real-world novel objects, respectively, which outperforms several baselines.