Robot-assisted feeding in household environments is challenging because it requires robots to generate trajectories that effectively bring food items of varying shapes and sizes into the mouth while making sure the user is comfortable. Our key insight is that in order to solve this challenge, robots must balance the efficiency of feeding a food item with the comfort of each individual bite. We formalize comfort and efficiency as heuristics to incorporate in motion planning. We present an approach based on heuristics-guided bi-directional Rapidly-exploring Random Trees (h-BiRRT) that selects bite transfer trajectories of arbitrary food item geometries and shapes using our developed bite efficiency and comfort heuristics and a learned constraint model. Real-robot evaluations show that optimizing both comfort and efficiency significantly outperforms a fixed-pose based method, and users preferred our method significantly more than that of a method that maximizes only user comfort. Videos and Appendices are found on our website: https://sites.google.com/view/comfortbitetransfer-icra22/home.
Lazy graph search algorithms are efficient at solving motion planning problems where edge evaluation is the computational bottleneck. These algorithms work by lazily computing the shortest potentially feasible path, evaluating edges along that path, and repeating until a feasible path is found. The order in which edges are selected is critical to minimizing the total number of edge evaluations: a good edge selector chooses edges that are not only likely to be invalid, but also eliminates future paths from consideration. We wish to learn such a selector by leveraging prior experience. We formulate this problem as a Markov Decision Process (MDP) on the state of the search problem. While solving this large MDP is generally intractable, we show that we can compute oracular selectors that can solve the MDP during training. With access to such oracles, we use imitation learning to find effective policies. If new search problems are sufficiently similar to problems solved during training, the learned policy will choose a good edge evaluation ordering and solve the motion planning problem quickly. We evaluate our algorithms on a wide range of 2D and 7D problems and show that the learned selector outperforms baseline commonly used heuristics. We further provide a novel theoretical analysis of lazy search in a Bayesian framework as well as regret guarantees on our imitation learning based approach to motion planning.
We present an incremental search algorithm, called Lifelong-GLS, which combines the vertex efficiency of Lifelong Planning A* (LPA*) and the edge efficiency of Generalized Lazy Search (GLS) for efficient replanning on dynamic graphs where edge evaluation is expensive. We use a lazily evaluated LPA* to repair the cost-to-come inconsistencies of the relevant region of the current search tree based on the previous search results, and then we restrict the expensive edge evaluations only to the current shortest subpath as in the GLS framework. The proposed algorithm is complete and correct in finding the optimal solution in the current graph, if one exists. We also show that the search returns a bounded suboptimal solution, if an inflated heuristic edge weight is used and the tree repairing propagation is truncated early for faster search. Finally, we show the efficiency of the proposed algorithm compared to the standard LPA* and the GLS algorithms over consecutive search episodes in a dynamic environment. For each search, the proposed algorithm reduces the edge evaluations by a significant amount compared to the LPA*. Both the number of vertex expansions and the number of edge evaluations are reduced substantially compared to GLS, as the proposed algorithm utilizes previous search results to facilitate the new search.
We study the estimation of policy gradients for continuous-time systems with known dynamics. By reframing policy learning in continuous-time, we show that it is possible construct a more efficient and accurate gradient estimator. The standard back-propagation through time estimator (BPTT) computes exact gradients for a crude discretization of the continuous-time system. In contrast, we approximate continuous-time gradients in the original system. With the explicit goal of estimating continuous-time gradients, we are able to discretize adaptively and construct a more efficient policy gradient estimator which we call the Continuous-Time Policy Gradient (CTPG). We show that replacing BPTT policy gradients with more efficient CTPG estimates results in faster and more robust learning in a variety of control tasks and simulators.
Billions of people use chopsticks, a simple yet versatile tool, for fine manipulation of everyday objects. The small, curved, and slippery tips of chopsticks pose a challenge for picking up small objects, making them a suitably complex test case. This paper leverages human demonstrations to develop an autonomous chopsticks-equipped robotic manipulator. Due to the lack of accurate models for fine manipulation, we explore model-free imitation learning, which traditionally suffers from the covariate shift phenomenon that causes poor generalization. We propose two approaches to reduce covariate shift, neither of which requires access to an interactive expert or a model, unlike previous approaches. First, we alleviate single-step prediction errors by applying an invariant operator to increase the data support at critical steps for grasping. Second, we generate synthetic corrective labels by adding bounded noise and combining parametric and non-parametric methods to prevent error accumulation. We demonstrate our methods on a real chopstick-equipped robot that we built, and observe the agent's success rate increase from 37.3% to 80%, which is comparable to the human expert performance of 82.6%.
Learning-based 3D object reconstruction enables single- or few-shot estimation of 3D object models. For robotics, this holds the potential to allow model-based methods to rapidly adapt to novel objects and scenes. Existing 3D reconstruction techniques optimize for visual reconstruction fidelity, typically measured by chamfer distance or voxel IOU. We find that when applied to realistic, cluttered robotics environments, these systems produce reconstructions with low physical realism, resulting in poor task performance when used for model-based control. We propose ARM, an amodal 3D reconstruction system that introduces (1) a stability prior over object shapes, (2) a connectivity prior, and (3) a multi-channel input representation that allows for reasoning over relationships between groups of objects. By using these priors over the physical properties of objects, our system improves reconstruction quality not just by standard visual metrics, but also performance of model-based control on a variety of robotics manipulation tasks in challenging, cluttered environments. Code is available at github.com/wagnew3/ARM.
We introduce Lyceum, a high-performance computational ecosystem for robot learning. Lyceum is built on top of the Julia programming language and the MuJoCo physics simulator, combining the ease-of-use of a high-level programming language with the performance of native C. In addition, Lyceum has a straightforward API to support parallel computation across multiple cores and machines. Overall, depending on the complexity of the environment, Lyceum is 5-30x faster compared to other popular abstractions like OpenAI's Gym and DeepMind's dm-control. This substantially reduces training time for various reinforcement learning algorithms; and is also fast enough to support real-time model predictive control through MuJoCo. The code, tutorials, and demonstration videos can be found at: www.lyceum.ml.
In many environments, only a relatively small subset of the complete state space is necessary in order to accomplish a given task. We develop a simple technique using emergency stops (e-stops) to exploit this phenomenon. Using e-stops significantly improves sample complexity by reducing the amount of required exploration, while retaining a performance bound that efficiently trades off the rate of convergence with a small asymptotic sub-optimality gap. We analyze the regret behavior of e-stops and present empirical results in discrete and continuous settings demonstrating that our reset mechanism can provide order-of-magnitude speedups on top of existing reinforcement learning methods.
We address the problem of imitation learning with multi-modal demonstrations. Instead of attempting to learn all modes, we argue that in many tasks it is sufficient to imitate any one of them. We show that the state-of-the-art methods such as GAIL and behavior cloning, due to their choice of loss function, often incorrectly interpolate between such modes. Our key insight is to minimize the right divergence between the learner and the expert state-action distributions, namely the reverse KL divergence or I-projection. We propose a general imitation learning framework for estimating and minimizing any f-Divergence. By plugging in different divergences, we are able to recover existing algorithms such as Behavior Cloning (Kullback-Leibler), GAIL (Jensen Shannon) and Dagger (Total Variation). Empirical results show that our approximate I-projection technique is able to imitate multi-modal behaviors more reliably than GAIL and behavior cloning.