IROS 2021 Papers

IEEE/RSJ International Conference on Intelligent Robots and Systems

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1,035papers

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Local Memory Attention for Fast Video Semantic Segmentation

Matthieu Paul, Martin Danelljan, Luc Van Gool, Radu Timofte

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We propose a novel neural network module that transforms an existing single-frame semantic segmentation model into a video semantic segmentation pipeline. In contrast to prior works, we strive towards a simple, fast, and general module that can be integrated into virtually any single-frame architecture. Our approach aggregates a rich representation of the semantic information in past frames into a memory module. Information stored in the memory is then accessed through an attention mechanism. In contrast to previous memory-based approaches, we propose a fast local attention layer, providing temporal appearance cues in the local region of prior frames. We further fuse these cues with an encoding of the current frame through a second attention-based module. The segmentation decoder processes the fused representation to predict the final semantic segmentation. We integrate our approach into two popular semantic segmentation networks: ERFNet and PSPNet. We observe an improvement in segmentation performance on Cityscapes by 1.7% and 2.1% in mIoU respectively, while increasing inference time of ERFNet by only 1.5ms. Source code is available at https://github.com/mattpfr/lmanet.

Poster
Linear Policies are Sufficient to Enable Low-Cost Quadrupedal Robots to Traverse Rough Terrain

Maurice Rahme, Ian Abraham, Matthew L. Elwin, Todd D. Murphey

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The availability of inexpensive 3D-printed quadrupedal robots motivates the development of learning-based methods compatible with low-cost embedded processors and position-controlled hobby servos. In this work, we show that a linear policy is sufficient to modulate an open-loop trajectory generator, enabling a quadruped to walk over rough, unknown terrain, with limited sensing. The policy is trained in simulation using randomized terrain and dynamics and directly deployed on the robot. We show that the resulting controller can be implemented on resource-constrained systems. We demonstrate the results by deploying the policy on the OpenQuadruped, an open-source 3D-printed robot equipped with hobby servos and an embedded microprocessor.

Poster
LiDAR-based Drivable Region Detection for Autonomous Driving

Hanzhang Xue, Hao Fu, Ruike Ren, Jintao Zhang, Bokai Liu, Yiming Fan, Bin Dai

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For autonomous driving, drivable region detection is one of the most basic and essential tasks. In this paper, a novel LiDAR-based drivable region detection algorithm which could output a complete, accurate and stable result is proposed. To promote the completeness of the detection result, the Bayesian generalized kernel inference and bilateral filtering are utilized to estimate the attribute of those unobserved cells. To ensure the traversability, a region growing operator is performed on the normal vector map which reflects the slope of the terrain, thus closely related to the traversability of the vehicle. To improve the result’s stability, information from multiple frames are fused together in the Kalman Filter framework. Experiments are performed both on public dataset and our own dataset. Experimental results show that the proposed algorithm could run in real-time and outperforms state-of-the-art approaches.

Poster
LiDAR-Based Object-Level SLAM for Autonomous Vehicles

Bingyi Cao, Ricardo Carrillo Mendoza, Andreas Philipp, Daniel Göhring

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Simultaneous localization and mapping (SLAM) is an essential technique for autonomous driving. Recently, combining image recognition technology to generate semantically meaningful maps has become a new trend in visual SLAM research. However, in the field of LiDAR SLAM, this potential has not been fully explored. We propose a novel object-level SLAM system using 3D LiDARs for autonomous vehicles. We detect and track poles, walls, and parked cars, which are common along urban roads. This paper presents how we process the measurement data of three different shapes of objects to build a graph-based optimization system and facilitate the geometric distribution of poles to detect loops. Experiments were carried out on datasets collected with a test vehicle in city traffic. The results show that our object-level SLAM system can build precise and semantically meaningful maps and produce more accurate pose estimations compared to the state-of-the-art systems on our datasets.

Poster
LiDAR Degradation Quantification for Autonomous Driving in Rain

Chen Zhang, Zefan Huang, Marcelo H Ang, Daniela Rus

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Autonomous driving in rainy conditions remains a big challenge. One of the issues is sensor degradation. LiDAR is commonly used in autonomous driving systems to perceive and understand surrounding environments. However, LiDAR performance can be degraded by rain, thereby influencing other system performance (e.g., perception or localization). Therefore, knowing how much degradation exists in current LiDAR measurements is necessary. Most existing methods can only measure LiDAR degradation in controlled environments (e.g., a chamber with simulated rain); how to quantify LiDAR degradation in dynamic environments while the autonomous vehicle is moving is still a difficult problem. In this work, we propose a novel approach to address this problem using an anomaly detection method. Our method has been evaluated on simulated and real-world data. Experimental results demonstrate the effectiveness of our method to capture LiDAR degradation and yield reasonable degradation estimations. Our experimental data and codes are accessible from http://rain.smart.mit.edu/smartrain/.

Poster
Let’s Play for Action: Recognizing Activities of Daily Living by Learning from Life Simulation Video Games

Alina Roitberg, David Schneider, Aulia Djamal, Constantin Seibold, Simon Reiß, Rainer Stiefelhagen

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Recognizing Activities of Daily Living (ADL) is a vital process for intelligent assistive robots, but collecting large annotated datasets requires time-consuming temporal labeling and raises privacy concerns, e.g., if the data is collected in a real household. In this work, we explore the concept of constructing training examples for ADL recognition by playing life simulation video games and introduce the SIMS4ACTION dataset created with the popular commercial game THE SIMS 4. We build SIMS4ACTION by specifically executing actions-of-interest in a "top-down" manner, while the gaming circumstances allow us to freely switch between environments, camera angles and subject appearances. While ADL recognition on gaming data is interesting from the theoretical perspective, the key challenge arises from transferring it to the real-world applications, such as smart-homes or assistive robotics. To meet this requirement, SIMS4ACTION is accompanied with a GAMING→REAL benchmark, where the models are evaluated on real videos derived from an existing ADL dataset. We integrate two modern algorithms for video-based activity recognition in our framework, revealing the value of life simulation video games as an inexpensive and far less intrusive source of training data. However, our results also indicate that tasks involving a mixture of gaming and real data are challenging, opening a new research direction. We will make our dataset publicly available at https://github.com/aroitberg/sims4action.

Poster
Learning-based Contact Status Recognition for Peg-in-Hole Assembly

Chaojie Yan, Jun Wu, Qiuguo Zhu

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Opening a lock without vision sensors remains a challenge for robots. Inspired by the ability of a human to open a lock through touch and intuition, a peg-in-hole assembly method for recognizing the relative position and inclination angle of a hole is proposed. We use supervised learning to generate a contact-state model to judge the relative contact state and introduce force control strategies that ensure stable and safe interaction with the environment. Adaptive impedance control is adopted to ensure the stability of the alignment and insertion process. The proposed method is not restricted by the object shape. The system can learn an effective classification model with a small volume of force and torque data and predict the relative contact state of a peg and hole. The proposed method is verified in an experiment in which a bicycle lock is opened at different inclination angles. The proposed method has potential application in the field of industrial assembly.

Poster
Learning-based 3D Occupancy Prediction for Autonomous Navigation in Occluded Environments

Lizi Wang, Hongkai Ye, Qianhao Wang, Yuman Gao, Chao Xu, Fei Gao

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In autonomous navigation, sensors suffer from massive occlusion in cluttered environments, leaving a significant amount of space unknown. In practice, treating the unknown space in optimistic or pessimistic ways both set limitations on planning performance. Therefore, aggressiveness and safety cannot be satisfied at the same time. Mimicking human behavior, in this paper, we propose a method based on deep neural network to predict occupancy distribution of unknown space. Specifically, the proposed method utilizes contextual information of environments and prior knowledge to predict obstacle distributions in the occluded space. Our self-supervised learning method use unlabeled and no-ground-truth data and augments the data by simulating navigation trajectories. Our Occupancy Prediction Network is faster than current SOTA scene completion models and is successfully applied to unseen test environments without any refinement. Results show that our predictor leverages the performance of a kinodynamic planner by improving security with no reduction of speed in cluttered environments.

Poster
Learning to Share Autonomy Across Repeated Interaction

Ananth Jonnavittula, Dylan P. Losey

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Wheelchair-mounted robotic arms (and other assistive robots) should help their users perform everyday tasks. One way robots can provide this assistance is shared autonomy. Within shared autonomy, both the human and robot maintain control over the robot’s motion: as the robot becomes confident it understands what the human wants, it increasingly intervenes to automate the task. But how does the robot know what tasks the human may want to perform in the first place? Today’s shared autonomy approaches often rely on prior knowledge: for example, the robot must know the set of possible human goals a priori. In the long-term, however, this prior knowledge will inevitably break down — sooner or later the human will reach for a goal that the robot did not expect. In this paper we propose a learning approach to shared autonomy that takes advantage of repeated interactions. Learning to assist humans would be impossible if they performed completely different tasks at every interaction: but our insight is that users living with physical disabilities repeat important tasks on a daily basis (e.g., opening the fridge, making coffee, and having dinner). We introduce an algorithm that exploits these repeated interactions to recognize the human’s task, replicate similar demonstrations, and return control when unsure. As the human repeatedly works with this robot, our approach continually learns to assist tasks that were never specified beforehand: these tasks include both discrete goals (e.g., reaching a cup) and continuous skills (e.g., opening a drawer). Across simulations and an in-person user study, we demonstrate that robots leveraging our approach match existing shared autonomy methods for known goals, and outperform imitation learning baselines on new tasks. See videos here: https://youtu.be/NazeLVbQ2og

Poster
Learning to Play Soccer From Scratch: Sample-Efficient Emergent Coordination Through Curriculum-Learning and Competition

Pavan Samtani, Francisco Leiva, Javier Ruiz-del-Solar

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This work proposes a scheme that allows learning complex multi-agent behaviors in a sample efficient manner, applied to 2v2 soccer. The problem is formulated as a Markov game, and solved using deep reinforcement learning. We propose a basic multi-agent extension of TD3 for learning the policy of each player, in a decentralized manner. To ease learning, the task of 2v2 soccer is divided in three stages: 1v0, 1v1 and 2v2. The process of learning in multi-agent stages (1v1 and 2v2) uses agents trained in a previous stage as fixed opponents. In addition, we propose using experience sharing, a method that shares experience from a fixed opponent, trained in a previous stage, for training the agent currently learning, and a form of frame-skipping, to raise performance significantly. Our results show that high quality soccer play can be obtained with our approach in just under 40M interactions. A summarized video of the resulting game play can be found in https://youtu.be/pScrKNqfELE.

Poster
Learning to Play Pursuit-Evasion with Visibility Constraints

Selim Engin, Qingyuan Jiang, Volkan Isler

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We study the problem of pursuit-evasion for a single pursuer and an evader in polygonal environments where the players have visibility constraints. The pursuer is tasked with catching the evader as quickly as possible while the evader tries to avoid being captured. We formalize this problem as a zero-sum game where the players have private observations and conflicting objectives.One of the challenging aspects of this game is due to limited visibility. When a player, for example, the pursuer does not see the evader, it needs to reason about all possible locations of the evader. This causes an exponential increase in the size of the state space as compared to the arena size. To overcome the challenges associated with large state spaces, we introduce a new learning-based method that compresses the game state and uses it to plan actions for the players. The results indicate that our method outperforms the existing reinforcement learning methods, and performs competitively against the current state-of-the-art randomized strategy in complex environments.

Poster
Learning to Optimize Control Policies and Evaluate Reproduction Performance from Human Demonstrations

Paul Gesel, Dain LaRoche, Sajay Arthanat, Momotaz Begum

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We are interested in learning from demonstration (LfD) that can both learn and execute a trajectory and evaluate the quality of a previously unseen trajectory in the domain of assistive robotics. To this end, we propose a novel continuous inverse optimal control (IOC) formulation that simultaneously learns an optimal time-invariant controller and an evaluation metric from human demonstrations. We assume that the expert’s objective function is a weighted combination of physically meaningful basis objective functions. The evaluation metric is derived from the learned expert’s objective function. The benefit of this approach is twofold: 1) the controller can be optimized with respect to the learned evaluation metric and subject to the robot’s dynamic limitations and 2) the evaluation metric can evaluate the quality of a demonstrated trajectory. We validate our approach with two experiments in a robot guided therapy setting: 1) evaluating demonstrated exercises with the learned metric and 2) reproducing both unconstrained trajectories and trajectories subject to the robot’s dynamic constraints.

Poster
Learning to Navigate in a VUCA Environment: Hierarchical Multi-expert Approach

Wenqi Zhang, Kai Zhao, Peng Li, Xiao Zhu, Faping Ye, Weijie Jiang, Huiqiao Fu, Tao Wang

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Despite decades of efforts, robot navigation in a real scenario with volatility, uncertainty, complexity, and ambiguity (VUCA for short), remains a challenging topic. Inspired by the central nervous system (CNS), we propose a hierarchical multi-expert learning framework for autonomous navigation in a VUCA environment. With a heuristic exploration mechanism considering target location, path cost, and safety level, the upper layer performs simultaneous map exploration and route-planning to avoid trapping in a blind alley, similar to the cerebrum in the CNS. Using a local adaptive model fusing multiple discrepant strategies, the lower layer pursuits a balance between collision-avoidance and go-straight strategies, acting as the cerebellum in the CNS. We conduct simulation and real-world experiments on multiple platforms, including legged and wheeled robots. Experimental results demonstrate our algorithm outperforms the existing methods in terms of task achievement, time efficiency, and security. A video of our results is available at https://youtu.be/lAnW4QIWDoU.

Poster
Learning to Hit: A statistical Dynamical System based approach

Harshit Khurana, Michael Bombile, Aude Billard

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This paper proposes a manipulation scheme based on learning the motion of objects after being hit by a robotic end-effector. This allows for the object to be positioned at a desired location outside the physical workspace of the robot. An estimate of the object dynamics under friction and collisions is learnt and used to predict the desired hitting parameters (speed and direction), given the initial and desired location of the object. Based on the obtained hitting parameters, the desired pre-impact velocity of the end-effector is generated using a stable dynamical system. The performance of the proposed DS is validated in simulation and and is used to learn a model for hitting using real robot. The approach is tested on real robot with a KUKA LBR IIWA robot.

Poster
Learning to Guide Human Attention on Mobile Telepresence Robots with 360° Vision

Kishan Chandan, Jack Albertson, Xiaohan Zhang, Xiaoyang Zhang, Yao Liu, Shiqi Zhang

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Mobile telepresence robots (MTRs) allow people to navigate and interact with a remote environment that is in a place other than the person’s true location. Thanks to the recent advances in 360° vision, many MTRs are now equipped with an all-degree visual perception capability. However, people’s visual field horizontally spans only about 120° of the visual field captured by the robot. To bridge this observability gap toward human-MTR shared autonomy, we have developed a framework, called GHAL360, to enable the MTR to learn a goal-oriented policy from reinforcements for guiding human attention using visual indicators. Three telepresence environments were constructed using datasets that are extracted from Matterport3D and collected from a real robot respectively. Experimental results show that GHAL360 outperformed the baselines from the literature in the efficiency of a human-MTR team completing target search tasks. A demo video is available: https://youtu.be/aGbTxCGJSDM

Poster
Learning to Fly—a Gym Environment with PyBullet Physics for Reinforcement Learning of Multi-agent Quadcopter Control

Jacopo Panerati, Hehui Zheng, Siqi Zhou, James Xu, Amanda Prorok, Angela P. Schoellig

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Robotic simulators are crucial for academic research and education as well as the development of safety-critical applications. Reinforcement learning environments— simple simulations coupled with a problem specification in the form of a reward function—are also important to standardize the development (and benchmarking) of learning algorithms. Yet, full-scale simulators typically lack portability and paral-lelizability. Vice versa, many reinforcement learning environments trade-off realism for high sample throughputs in toy-like problems. While public data sets have greatly benefited deep learning and computer vision, we still lack the software tools to simultaneously develop—and fairly compare—control theory and reinforcement learning approaches. In this paper, we propose an open-source OpenAI Gym-like environment for multiple quadcopters based on the Bullet physics engine. Its multi-agent and vision-based reinforcement learning interfaces, as well as the support of realistic collisions and aerodynamic effects, make it, to the best of our knowledge, a first of its kind. We demonstrate its use through several examples, either for control (trajectory tracking with PID control, multi-robot flight with downwash, etc.) or reinforcement learning (single and multi-agent stabilization tasks), hoping to inspire future research that combines control theory and machine learning.

Poster
Learning to Drop Points for LiDAR Scan Synthesis

Kazuto Nakashima, Ryo Kurazume

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3D laser scanning by LiDAR sensors plays an important role for mobile robots to understand their surroundings. Nevertheless, not all systems have high resolution and accuracy due to hardware limitations, weather conditions, and so on. Generative modeling of LiDAR data as scene priors is one of the promising solutions to compensate for unreliable or incomplete observations. In this paper, we propose a novel generative model for learning LiDAR data based on generative adversarial networks. As in the related studies, we process LiDAR data as a compact yet lossless representation, a cylindrical depth map. However, despite the smoothness of real-world objects, many points on the depth map are dropped out through the laser measurement, which causes learning difficulty on generative models. To circumvent this issue, we introduce measurement uncertainty into the generation process, which allows the model to learn a disentangled representation of the underlying shape and the dropout noises from a collection of real LiDAR data. To simulate the lossy measurement, we adopt a differentiable sampling framework to drop points based on the learned uncertainty. We demonstrate the effectiveness of our method on synthesis and reconstruction tasks using two datasets. We further showcase potential applications by restoring LiDAR data with various types of corruption.

Poster
Learning to Detect Multi-Modal Grasps for Dexterous Grasping in Dense Clutter

Matt Corsaro, Stefanie Tellex, George Konidaris

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We propose an approach to multi-modal grasp detection that jointly predicts the probabilities that several types of grasps succeed at a given grasp pose. Given a partial point cloud of a scene, the algorithm proposes a set of feasible grasp candidates, then estimates the probabilities that a grasp of each type would succeed at each candidate pose. Predicting grasp success probabilities directly from point clouds makes our approach agnostic to the number and placement of depth sensors at execution time. We evaluate our system both in simulation and on a real robot with a Robotiq 3-Finger Adaptive Gripper and compare our network against several baselines that perform fewer types of grasps. Our experiments show that a system that explicitly models grasp type achieves an object retrieval rate 8.5% higher in a complex cluttered environment than our highest-performing baseline.

Poster
Learning to Design and Construct Bridge without Blueprint

Yunfei Li, Tao Kong, Lei Li, Yifeng Li, Yi Wu

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Autonomous assembly has been a desired functionality of many intelligent robot systems. We study a new challenging assembly task, designing and constructing a bridge without a blueprint. In this task, the robot needs to first design a feasible bridge architecture for arbitrarily wide cliffs and then manipulate the blocks reliably to construct a stable bridge according to the proposed design. In this paper, we propose a bi-level approach to tackle this task. At the high level, the system learns a bridge blueprint policy in a physical simulator using deep reinforcement learning and curriculum learning. A policy is represented as an attention-based neural network with object-centric input, which enables generalization to different number of blocks and cliff widths. For low-level control, we implement a motion-planning-based policy for real-robot motion control, which can be directly combined with a trained blueprint policy for real-world bridge construction without tuning. In our field study, our bi-level robot system demonstrates the capability of manipulating blocks to construct a diverse set of bridges with different architectures.

Poster
Learning to Control an Unstable System with One Minute of Data: Leveraging Gaussian Process Differentiation in Predictive Control

Ivan D. Jimenez Rodriguez, Ugo Rosolia, Aaron D. Ames, Yisong Yue

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We present a straightforward and efficient way to control unstable robotic systems using an estimated dynamics model. Specifically, we show how to exploit the differentiability of Gaussian Processes to create a state-dependent linearized approximation of the true continuous dynamics that can be integrated with model predictive control. Our approach is compatible with most Gaussian process approaches for system identification, and can learn an accurate model using modest amounts of training data. We validate our approach by learning the dynamics of an unstable system such as a segway with a 7-D state space and 2-D input space (using only one minute of data), and we show that the resulting controller is robust to unmodelled dynamics and disturbances, while state-of-the-art control methods based on nominal models can fail under small perturbations. Code is open sourced at https://github.com/learning-and-control/core.

Poster