Searching for objects in indoor organized environments such as homes or offices is part of our everyday activities. When looking for a target object, we jointly reason about the rooms and containers the object is likely to be in; the same type of container will have a different probability of having the target depending on the room it is in. We also combine geometric and semantic information to infer what container is best to search, or what other objects are best to move, if the target object is hidden from view. We propose to use a 3D scene graph representation to capture the hierarchical, semantic, and geometric aspects of this problem. To exploit this representation in a search process, we introduce Hierarchical Mechanical Search (HMS), a method that guides an agent's actions towards finding a target object specified with a natural language description. HMS is based on a novel neural network architecture that uses neural message passing of vectors with visual, geometric, and linguistic information to allow HMS to reason across layers of the graph while combining semantic and geometric cues. HMS is evaluated on a novel dataset of 500 3D scene graphs with dense placements of semantically related objects in storage locations, and is shown to be significantly better than several baselines at finding objects and close to the oracle policy in terms of the median number of actions required. Additional qualitative results can be found at https://ai.stanford.edu/mech-search/hms.
Planning in realistic environments requires searching in large planning spaces. Affordances are a powerful concept to simplify this search, because they model what actions can be successful in a given situation. However, the classical notion of affordance is not suitable for long horizon planning because it only informs the robot about the immediate outcome of actions instead of what actions are best for achieving a long-term goal. In this paper, we introduce a new affordance representation that enables the robot to reason about the long-term effects of actions through modeling what actions are afforded in the future, thereby informing the robot the best actions to take next to achieve a task goal. Based on the new representation, we develop a learning-to-plan method, Deep Affordance Foresight (DAF), that learns partial environment models of affordances of parameterized motor skills through trial-and-error. We evaluate DAF on two challenging manipulation domains and show that it can effectively learn to carry out multi-step tasks, share learned affordance representations among different tasks, and learn to plan with high-dimensional image inputs. Additional material is available at https://sites.google.com/stanford.edu/daf
Leveraging multimodal information with recursive Bayesian filters improves performance and robustness of state estimation, as recursive filters can combine different modalities according to their uncertainties. Prior work has studied how to optimally fuse different sensor modalities with analytical state estimation algorithms. However, deriving the dynamics and measurement models along with their noise profile can be difficult or lead to intractable models. Differentiable filters provide a way to learn these models end-to-end while retaining the algorithmic structure of recursive filters. This can be especially helpful when working with sensor modalities that are high dimensional and have very different characteristics. In contact-rich manipulation, we want to combine visual sensing (which gives us global information) with tactile sensing (which gives us local information). In this paper, we study new differentiable filtering architectures to fuse heterogeneous sensor information. As case studies, we evaluate three tasks: two in planar pushing (simulated and real) and one in manipulating a kinematically constrained door (simulated). In extensive evaluations, we find that differentiable filters that leverage crossmodal sensor information reach comparable accuracies to unstructured LSTM models, while presenting interpretability benefits that may be important for safety-critical systems. We also release an open-source library for creating and training differentiable Bayesian filters in PyTorch, which can be found on our project website: https://sites.google.com/view/ multimodalfilter.
Navigating fluently around pedestrians is a necessary capability for mobile robots deployed in human environments, such as office buildings and homes. While related literature has addressed the co-navigation problem focused on the scalability with the number of pedestrians in open spaces, typical indoor environments present the additional challenge of constrained spaces such as corridors, doorways and crosswalks that limit maneuverability and influence patterns of pedestrian interaction. We present an approach based on reinforcement learning to learn policies capable of dynamic adaptation to the presence of moving pedestrians while navigating between desired locations in constrained environments. The policy network receives guidance from a motion planner that provides waypoints to follow a globally planned trajectory, whereas the reinforcement component handles the local interactions. We explore a compositional principle for multi-layout training and find that policies trained in a small set of geometrically simple layouts successfully generalize to unseen and more complex layouts that exhibit composition of the simple structural elements available during training. Going beyond wall-world like domains, we show transfer of the learned policy to unseen 3D reconstructions of two real environments (market, home). These results support the applicability of the compositional principle to real-world environments and indicate promising usage of agent simulation within reconstructed environments for tasks that involve interaction.
robosuite is a simulation framework for robot learning powered by the MuJoCo physics engine. It offers a modular design for creating robotic tasks as well as a suite of benchmark environments for reproducible research. This paper discusses the key system modules and the benchmark environments of our new release robosuite v1.0.
Many Reinforcement Learning (RL) approaches use joint control signals (positions, velocities, torques) as action space for continuous control tasks. We propose to lift the action space to a higher level in the form of subgoals for a motion generator (a combination of motion planner and trajectory executor). We argue that, by lifting the action space and by leveraging sampling-based motion planners, we can efficiently use RL to solve complex, long-horizon tasks that could not be solved with existing RL methods in the original action space. We propose ReLMoGen -- a framework that combines a learned policy to predict subgoals and a motion generator to plan and execute the motion needed to reach these subgoals. To validate our method, we apply ReLMoGen to two types of tasks: 1) Interactive Navigation tasks, navigation problems where interactions with the environment are required to reach the destination, and 2) Mobile Manipulation tasks, manipulation tasks that require moving the robot base. These problems are challenging because they are usually long-horizon, hard to explore during training, and comprise alternating phases of navigation and interaction. Our method is benchmarked on a diverse set of seven robotics tasks in photo-realistic simulation environments. In all settings, ReLMoGen outperforms state-of-the-art Reinforcement Learning and Hierarchical Reinforcement Learning baselines. ReLMoGen also shows outstanding transferability between different motion generators at test time, indicating a great potential to transfer to real robots.
When searching for objects in cluttered environments, it is often necessary to perform complex interactions in order to move occluding objects out of the way and fully reveal the object of interest and make it graspable. Due to the complexity of the physics involved and the lack of accurate models of the clutter, planning and controlling precise predefined interactions with accurate outcome is extremely hard, when not impossible. In problems where accurate (forward) models are lacking, Deep Reinforcement Learning (RL) has shown to be a viable solution to map observations (e.g. images) to good interactions in the form of close-loop visuomotor policies. However, Deep RL is sample inefficient and fails when applied directly to the problem of unoccluding objects based on images. In this work we present a novel Deep RL procedure that combines i) teacher-aided exploration, ii) a critic with privileged information, and iii) mid-level representations, resulting in sample efficient and effective learning for the problem of uncovering a target object occluded by a heap of unknown objects. Our experiments show that our approach trains faster and converges to more efficient uncovering solutions than baselines and ablations, and that our uncovering policies lead to an average improvement in the graspability of the target object, facilitating downstream retrieval applications.
An autonomous navigating agent needs to perceive and track the motion of objects and other agents in its surroundings to achieve robust and safe motion planning and execution. While autonomous navigation requires a multi-object tracking (MOT) system to provide 3D information, most research has been done in 2D MOT from RGB videos. In this work we present JRMOT, a novel 3D MOT system that integrates information from 2D RGB images and 3D point clouds into a real-time performing framework. Our system leverages advancements in neural-network based re-identification as well as 2D and 3D detection and descriptors. We incorporate this into a joint probabilistic data-association framework within a multi-modal recursive Kalman architecture to achieve online, real-time 3D MOT. As part of our work, we release the JRDB dataset, a novel large scale 2D+3D dataset and benchmark annotated with over 2 million boxes and 3500 time consistent 2D+3D trajectories across 54 indoor and outdoor scenes. The dataset contains over 60 minutes of data including 360 degree cylindrical RGB video and 3D pointclouds. The presented 3D MOT system demonstrates state-of-the-art performance against competing methods on the popular 2D tracking KITTI benchmark and serves as a competitive 3D tracking baseline for our dataset and benchmark.
Imitation learning is an effective and safe technique to train robot policies in the real world because it does not depend on an expensive random exploration process. However, due to the lack of exploration, learning policies that generalize beyond the demonstrated behaviors is still an open challenge. We present a novel imitation learning framework to enable robots to 1) learn complex real world manipulation tasks efficiently from a small number of human demonstrations, and 2) synthesize new behaviors not contained in the collected demonstrations. Our key insight is that multi-task domains often present a latent structure, where demonstrated trajectories for different tasks intersect at common regions of the state space. We present Generalization Through Imitation (GTI), a two-stage offline imitation learning algorithm that exploits this intersecting structure to train goal-directed policies that generalize to unseen start and goal state combinations. In the first stage of GTI, we train a stochastic policy that leverages trajectory intersections to have the capacity to compose behaviors from different demonstration trajectories together. In the second stage of GTI, we collect a small set of rollouts from the unconditioned stochastic policy of the first stage, and train a goal-directed agent to generalize to novel start and goal configurations. We validate GTI in both simulated domains and a challenging long-horizon robotic manipulation domain in the real world. Additional results and videos are available at https://sites.google.com/view/gti2020/ .
Current semantic segmentation models cannot easily generalize to new object classes unseen during train time: they require additional annotated images and retraining. We propose a novel segmentation model that injects visual priors into semantic segmentation architectures, allowing them to segment out new target labels without retraining. As visual priors, we use the activations of pretrained image classifiers, which provide noisy indications of the spatial location of both the target object and distractor objects in the scene. We leverage language semantics to obtain these activations for a target label unseen by the classifier. Further experiments show that the visual priors obtained via language semantics for both relevant and distracting objects are key to our performance.