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Transferring Dexterous Manipulation from GPU Simulation to a Remote Real-World TriFinger

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 Added by Arthur Allshire
 Publication date 2021
and research's language is English




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We present a system for learning a challenging dexterous manipulation task involving moving a cube to an arbitrary 6-DoF pose with only 3-fingers trained with NVIDIAs IsaacGym simulator. We show empirical benefits, both in simulation and sim-to-real transfer, of using keypoints as opposed to position+quaternion representations for the object pose in 6-DoF for policy observations and in reward calculation to train a model-free reinforcement learning agent. By utilizing domain randomization strategies along with the keypoint representation of the pose of the manipulated object, we achieve a high success rate of 83% on a remote TriFinger system maintained by the organizers of the Real Robot Challenge. With the aim of assisting further research in learning in-hand manipulation, we make the codebase of our system, along with trained checkpoints that come with billions of steps of experience available, at https://s2r2-ig.github.io



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Dexterous manipulation is a challenging and important problem in robotics. While data-driven methods are a promising approach, current benchmarks require simulation or extensive engineering support due to the sample inefficiency of popular methods. We present benchmarks for the TriFinger system, an open-source robotic platform for dexterous manipulation and the focus of the 2020 Real Robot Challenge. The benchmarked methods, which were successful in the challenge, can be generally described as structured policies, as they combine elements of classical robotics and modern policy optimization. This inclusion of inductive biases facilitates sample efficiency, interpretability, reliability and high performance. The key aspects of this benchmarking is validation of the baselines across both simulation and the real system, thorough ablation study over the core features of each solution, and a retrospective analysis of the challenge as a manipulation benchmark. The code and demo videos for this work can be found on our website (https://sites.google.com/view/benchmark-rrc).
This report describes our approach for Phase 3 of the Real Robot Challenge. To solve cuboid manipulation tasks of varying difficulty, we decompose each task into the following primitives: moving the fingers to the cuboid to grasp it, turning it on the table to minimize orientation error, and re-positioning it to the goal position. We use model-based trajectory optimization and control to plan and execute these primitives. These grasping, turning, and re-positioning primitives are sequenced with a state-machine that determines which primitive to execute given the current object state and goal. Our method shows robust performance over multiple runs with randomized initial and goal positions. With this approach, our team placed second in the challenge, under the anonymous name sombertortoise on the leaderboard. Example runs of our method solving each of the four levels can be seen in this video (https://www.youtube.com/watch?v=I65Kwu9PGmg&list=PLt9QxrtaftrHGXcp4Oh8-s_OnQnBnLtei&index=1).
We consider the problem of transferring policies to the real world by training on a distribution of simulated scenarios. Rather than manually tuning the randomization of simulations, we adapt the simulation parameter distribution using a few real world roll-outs interleaved with policy training. In doing so, we are able to change the distribution of simulations to improve the policy transfer by matching the policy behavior in simulation and the real world. We show that policies trained with our method are able to reliably transfer to different robots in two real world tasks: swing-peg-in-hole and opening a cabinet drawer. The video of our experiments can be found at https://sites.google.com/view/simopt
Learning dexterous manipulation in high-dimensional state-action spaces is an important open challenge with exploration presenting a major bottleneck. Although in many cases the learning process could be guided by demonstrations or other suboptimal experts, current RL algorithms for continuous action spaces often fail to effectively utilize combinations of highly off-policy expert data and on-policy exploration data. As a solution, we introduce Relative Entropy Q-Learning (REQ), a simple policy iteration algorithm that combines ideas from successful offline and conventional RL algorithms. It represents the optimal policy via importance sampling from a learned prior and is well-suited to take advantage of mixed data distributions. We demonstrate experimentally that REQ outperforms several strong baselines on robotic manipulation tasks for which suboptimal experts are available. We show how suboptimal experts can be constructed effectively by composing simple waypoint tracking controllers, and we also show how learned primitives can be combined with waypoint controllers to obtain reference behaviors to bootstrap a complex manipulation task on a simulated bimanual robot with human-like hands. Finally, we show that REQ is also effective for general off-policy RL, offline RL, and RL from demonstrations. Videos and further materials are available at sites.google.com/view/rlfse.
Dexterous manipulation has been a long-standing challenge in robotics. Recently, modern model-free RL has demonstrated impressive results on a number of problems. However, complex domains like dexterous manipulation remain a challenge for RL due to the poor sample complexity. To address this, current approaches employ expert demonstrations in the form of state-action pairs, which are difficult to obtain for real-world settings such as learning from videos. In this work, we move toward a more realistic setting and explore state-only imitation learning. To tackle this setting, we train an inverse dynamics model and use it to predict actions for state-only demonstrations. The inverse dynamics model and the policy are trained jointly. Our method performs on par with state-action approaches and considerably outperforms RL alone. By not relying on expert actions, we are able to learn from demonstrations with different dynamics, morphologies, and objects.

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