No Arabic abstract
Deep learning has enabled remarkable improvements in grasp synthesis for previously unseen objects from partial object views. However, existing approaches lack the ability to explicitly reason about the full 3D geometry of the object when selecting a grasp, relying on indirect geometric reasoning derived when learning grasp success networks. This abandons explicit geometric reasoning, such as avoiding undesired robot object collisions. We propose to utilize a novel, learned 3D reconstruction to enable geometric awareness in a grasping system. We leverage the structure of the reconstruction network to learn a grasp success classifier which serves as the objective function for a continuous grasp optimization. We additionally explicitly constrain the optimization to avoid undesired contact, directly using the reconstruction. We examine the role of geometry in grasping both in the training of grasp metrics and through 96 robot grasping trials. Our results can be found on https://sites.google.com/view/reconstruction-grasp/.
This paper focuses on the problem of learning 6-DOF grasping with a parallel jaw gripper in simulation. We propose the notion of a geometry-aware representation in grasping based on the assumption that knowledge of 3D geometry is at the heart of interaction. Our key idea is constraining and regularizing grasping interaction learning through 3D geometry prediction. Specifically, we formulate the learning of deep geometry-aware grasping model in two steps: First, we learn to build mental geometry-aware representation by reconstructing the scene (i.e., 3D occupancy grid) from RGBD input via generative 3D shape modeling. Second, we learn to predict grasping outcome with its internal geometry-aware representation. The learned outcome prediction model is used to sequentially propose grasping solutions via analysis-by-synthesis optimization. Our contributions are fourfold: (1) To best of our knowledge, we are presenting for the first time a method to learn a 6-DOF grasping net from RGBD input; (2) We build a grasping dataset from demonstrations in virtual reality with rich sensory and interaction annotations. This dataset includes 101 everyday objects spread across 7 categories, additionally, we propose a data augmentation strategy for effective learning; (3) We demonstrate that the learned geometry-aware representation leads to about 10 percent relative performance improvement over the baseline CNN on grasping objects from our dataset. (4) We further demonstrate that the model generalizes to novel viewpoints and object instances.
Tool manipulation is vital for facilitating robots to complete challenging task goals. It requires reasoning about the desired effect of the task and thus properly grasping and manipulating the tool to achieve the task. Task-agnostic grasping optimizes for grasp robustness while ignoring crucial task-specific constraints. In this paper, we propose the Task-Oriented Grasping Network (TOG-Net) to jointly optimize both task-oriented grasping of a tool and the manipulation policy for that tool. The training process of the model is based on large-scale simulated self-supervision with procedurally generated tool objects. We perform both simulated and real-world experiments on two tool-based manipulation tasks: sweeping and hammering. Our model achieves overall 71.1% task success rate for sweeping and 80.0% task success rate for hammering. Supplementary material is available at: bit.ly/task-oriented-grasp
This paper aims to improve robots versatility and adaptability by allowing them to use a large variety of end-effector tools and quickly adapt to new tools. We propose AdaGrasp, a method to learn a single grasping policy that generalizes to novel grippers. By training on a large collection of grippers, our algorithm is able to acquire generalizable knowledge of how different grippers should be used in various tasks. Given a visual observation of the scene and the gripper, AdaGrasp infers the possible grasp poses and their grasp scores by computing the cross convolution between the shape encodings of the gripper and scene. Intuitively, this cross convolution operation can be considered as an efficient way of exhaustively matching the scene geometry with gripper geometry under different grasp poses (i.e., translations and orientations), where a good match of 3D geometry will lead to a successful grasp. We validate our methods in both simulation and real-world environments. Our experiment shows that AdaGrasp significantly outperforms the existing multi-gripper grasping policy method, especially when handling cluttered environments and partial observations. Video is available at https://youtu.be/kknTYTbORfs
This paper presents an AI system applied to location and robotic grasping. Experimental setup is based on a parameter study to train a deep-learning network based on Mask-RCNN to perform waste location in indoor and outdoor environment, using five different classes and generating a new waste dataset. Initially the AI system obtain the RGBD data of the environment, followed by the detection of objects using the neural network. Later, the 3D object shape is computed using the network result and the depth channel. Finally, the shape is used to compute grasping for a robot arm with a two-finger gripper. The objective is to classify the waste in groups to improve a recycling strategy.
Deep neural network based reinforcement learning (RL) can learn appropriate visual representations for complex tasks like vision-based robotic grasping without the need for manually engineering or prior learning a perception system. However, data for RL is collected via running an agent in the desired environment, and for applications like robotics, running a robot in the real world may be extremely costly and time consuming. Simulated training offers an appealing alternative, but ensuring that policies trained in simulation can transfer effectively into the real world requires additional machinery. Simulations may not match reality, and typically bridging the simulation-to-reality gap requires domain knowledge and task-specific engineering. We can automate this process by employing generative models to translate simulated images into realistic ones. However, this sort of translation is typically task-agnostic, in that the translated images may not preserve all features that are relevant to the task. In this paper, we introduce the RL-scene consistency loss for image translation, which ensures that the translation operation is invariant with respect to the Q-values associated with the image. This allows us to learn a task-aware translation. Incorporating this loss into unsupervised domain translation, we obtain RL-CycleGAN, a new approach for simulation-to-real-world transfer for reinforcement learning. In evaluations of RL-CycleGAN on two vision-based robotics grasping tasks, we show that RL-CycleGAN offers a substantial improvement over a number of prior methods for sim-to-real transfer, attaining excellent real-world performance with only a modest number of real-world observations.