No Arabic abstract
Dynamical System has been widely used for encoding trajectories from human demonstration, which has the inherent adaptability to dynamically changing environments and robustness to perturbations. In this paper we propose a framework to learn a dynamical system that couples position and orientation based on a diffeomorphism. Different from other methods, it can realise the synchronization between positon and orientation during the whole trajectory. Online grasping experiments are carried out to prove its effectiveness and online adaptability.
Motions carry information about the underlying task being executed. Previous work in human motion analysis suggests that complex motions may result from the composition of fundamental submovements called movemes. The existence of finite structure in motion motivates information-theoretic approaches to motion analysis and robotic assistance. We define task embodiment as the amount of task information encoded in an agents motions. By decoding task-specific information embedded in motion, we can use task embodiment to create detailed performance assessments. We extract an alphabet of behaviors comprising a motion without textit{a priori} knowledge using a novel algorithm, which we call dynamical system segmentation. For a given task, we specify an optimal agent, and compute an alphabet of behaviors representative of the task. We identify these behaviors in data from agent executions, and compare their relative frequencies against that of the optimal agent using the Kullback-Leibler divergence. We validate this approach using a dataset of human subjects (n=53) performing a dynamic task, and under this measure find that individuals receiving assistance better embody the task. Moreover, we find that task embodiment is a better predictor of assistance than integrated mean-squared-error.
The ability to adapt to uncertainties, recover from failures, and coordinate between hand and fingers are essential sensorimotor skills for fully autonomous robotic grasping. In this paper, we aim to study a unified feedback control policy for generating the finger actions and the motion of hand to accomplish seamlessly coordinated tasks of reaching, grasping and re-grasping. We proposed a set of quantified metrics for task-orientated rewards to guide the policy exploration, and we analyzed and demonstrated the effectiveness of each reward term. To acquire a robust re-grasping motion, we deployed different initial states in training to experience failures that the robot would encounter during grasping due to inaccurate perception or disturbances. The performance of learned policy is evaluated on three different tasks: grasping a static target, grasping a dynamic target, and re-grasping. The quality of learned grasping policy was evaluated based on success rates in different scenarios and the recovery time from failures. The results indicate that the learned policy is able to achieve stable grasps of a static or moving object. Moreover, the policy can adapt to new environmental changes on the fly and execute collision-free re-grasp after a failed attempt within a short recovery time even in difficult configurations.
Grasping in dynamic environments presents a unique set of challenges. A stable and reachable grasp can become unreachable and unstable as the target object moves, motion planning needs to be adaptive and in real time, the delay in computation makes prediction necessary. In this paper, we present a dynamic grasping framework that is reachability-aware and motion-aware. Specifically, we model the reachability space of the robot using a signed distance field which enables us to quickly screen unreachable grasps. Also, we train a neural network to predict the grasp quality conditioned on the current motion of the target. Using these as ranking functions, we quickly filter a large grasp database to a few grasps in real time. In addition, we present a seeding approach for arm motion generation that utilizes solution from previous time step. This quickly generates a new arm trajectory that is close to the previous plan and prevents fluctuation. We implement a recurrent neural network (RNN) for modelling and predicting the object motion. Our extensive experiments demonstrate the importance of each of these components and we validate our pipeline on a real robot.
Inspired by widely used soft fingers on grasping, we propose a method of rigid-soft interactive learning, aiming at reducing the time of data collection. In this paper, we classify the interaction categories into Rigid-Rigid, Rigid-Soft, Soft-Rigid according to the interaction surface between grippers and target objects. We find experimental evidence that the interaction types between grippers and target objects play an essential role in the learning methods. We use soft, stuffed toys for training, instead of everyday objects, to reduce the integration complexity and computational burden and exploit such rigid-soft interaction by changing the gripper fingers to the soft ones when dealing with rigid, daily-life items such as the Yale-CMU-Berkeley (YCB) objects. With a small data collection of 5K picking attempts in total, our results suggest that such Rigid-Soft and Soft-Rigid interactions are transferable. Moreover, the combination of different grasp types shows better performance on the grasping test. We achieve the best grasping performance at 97.5% for easy YCB objects and 81.3% for difficult YCB objects while using a precise grasp with a two-soft-finger gripper to collect training data and power grasp with a four-soft-finger gripper to test.
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/.