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Current robotic grasping methods often rely on estimating the pose of the target object, explicitly predicting grasp poses, or implicitly estimating grasp success probabilities. In this work, we propose a novel approach that directly maps gripper poses to their corresponding grasp success values, without considering objectness. Specifically, we leverage a Neural Radiance Field (NeRF) architecture to learn a scene representation and use it to train a grasp success estimator that maps each pose in the robot's task space to a grasp success value. We employ this learned estimator to tune its inputs, i.e., grasp poses, by gradient-based optimization to obtain successful grasp poses. Contrary to other NeRF-based methods which enhance existing grasp pose estimation approaches by relying on NeRF's rendering capabilities or directly estimate grasp poses in a discretized space using NeRF's scene representation capabilities, our approach uniquely sidesteps both the need for rendering and the limitation of discretization. We demonstrate the effectiveness of our approach on four simulated 3DoF (Degree of Freedom) robotic grasping tasks and show that it can generalize to novel objects. Our best model achieves an average translation error of 3mm from valid grasp poses. This work opens the door for future research to apply our approach to higher DoF grasps and real-world scenarios.

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Human-robot walking with prosthetic legs and exoskeletons, especially over complex terrains such as stairs, remains a significant challenge. Egocentric vision has the unique potential to detect the walking environment prior to physical interactions, which can improve transitions to and from stairs. This motivated us to create the StairNet initiative to support the development of new deep learning models for visual sensing and recognition of stairs, with an emphasis on lightweight and efficient neural networks for onboard real-time inference. In this study, we present an overview of the development of our large-scale dataset with over 515,000 manually labeled images, as well as our development of different deep learning models (e.g., 2D and 3D CNN, hybrid CNN and LSTM, and ViT networks) and training methods (e.g., supervised learning with temporal data and semi-supervised learning with unlabeled images) using our new dataset. We consistently achieved high classification accuracy (i.e., up to 98.8%) with different designs, offering trade-offs between model accuracy and size. When deployed on mobile devices with GPU and NPU accelerators, our deep learning models achieved inference speeds up to 2.8 ms. We also deployed our models on custom-designed CPU-powered smart glasses. However, limitations in the embedded hardware yielded slower inference speeds of 1.5 seconds, presenting a trade-off between human-centered design and performance. Overall, we showed that StairNet can be an effective platform to develop and study new visual perception systems for human-robot locomotion with applications in exoskeleton and prosthetic leg control.

Learning curve extrapolation aims to predict model performance in later epochs of training, based on the performance in earlier epochs. In this work, we argue that, while the inherent uncertainty in the extrapolation of learning curves warrants a Bayesian approach, existing methods are (i) overly restrictive, and/or (ii) computationally expensive. We describe the first application of prior-data fitted neural networks (PFNs) in this context. A PFN is a transformer, pre-trained on data generated from a prior, to perform approximate Bayesian inference in a single forward pass. We propose LC-PFN, a PFN trained to extrapolate 10 million artificial right-censored learning curves generated from a parametric prior proposed in prior art using MCMC. We demonstrate that LC-PFN can approximate the posterior predictive distribution more accurately than MCMC, while being over 10 000 times faster. We also show that the same LC-PFN achieves competitive performance extrapolating a total of 20 000 real learning curves from four learning curve benchmarks (LCBench, NAS-Bench-201, Taskset, and PD1) that stem from training a wide range of model architectures (MLPs, CNNs, RNNs, and Transformers) on 53 different datasets with varying input modalities (tabular, image, text, and protein data). Finally, we investigate its potential in the context of model selection and find that a simple LC-PFN based predictive early stopping criterion obtains 2 - 6x speed-ups on 45 of these datasets, at virtually no overhead.

Grasping objects with limited or no prior knowledge about them is a highly relevant skill in assistive robotics. Still, in this general setting, it has remained an open problem, especially when it comes to only partial observability and versatile grasping with multi-fingered hands. We present a novel, fast, and high fidelity deep learning pipeline consisting of a shape completion module that is based on a single depth image, and followed by a grasp predictor that is based on the predicted object shape. The shape completion network is based on VQDIF and predicts spatial occupancy values at arbitrary query points. As grasp predictor, we use our two-stage architecture that first generates hand poses using an autoregressive model and then regresses finger joint configurations per pose. Critical factors turn out to be sufficient data realism and augmentation, as well as special attention to difficult cases during training. Experiments on a physical robot platform demonstrate successful grasping of a wide range of household objects based on a depth image from a single viewpoint. The whole pipeline is fast, taking only about 1 s for completing the object's shape (0.7 s) and generating 1000 grasps (0.3 s).

Feature extraction and matching are the basic parts of many robotic vision tasks, such as 2D or 3D object detection, recognition, and registration. As known, 2D feature extraction and matching have already been achieved great success. Unfortunately, in the field of 3D, the current methods fail to support the extensive application of 3D LiDAR sensors in robotic vision tasks, due to the poor descriptiveness and inefficiency. To address this limitation, we propose a novel 3D feature representation method: Linear Keypoints representation for 3D LiDAR point cloud, called LinK3D. The novelty of LinK3D lies in that it fully considers the characteristics (such as the sparsity, and complexity of scenes) of LiDAR point clouds, and represents the keypoint with its robust neighbor keypoints, which provide strong distinction in the description of the keypoint. The proposed LinK3D has been evaluated on two public datasets (i.e., KITTI, Steven VLP16), and the experimental results show that our method greatly outperforms the state-of-the-art in matching performance. More importantly, LinK3D shows excellent real-time performance, faster than the sensor frame rate at 10 Hz of a typical rotating LiDAR sensor. LinK3D only takes an average of 32 milliseconds to extract features from the point cloud collected by a 64-beam LiDAR, and takes merely about 8 milliseconds to match two LiDAR scans when executed in a notebook with an Intel Core i7 @2.2 GHz processor. Moreover, our method can be widely extended to various 3D vision applications. In this paper, we apply the proposed LinK3D to the LiDAR odometry and place recognition task of LiDAR SLAM. The experimental results show that our method can improve the efficiency and accuracy of LiDAR SLAM system.

During in-hand manipulation, robots must be able to continuously estimate the pose of the object in order to generate appropriate control actions. The performance of algorithms for pose estimation hinges on the robot's sensors being able to detect discriminative geometric object features, but previous sensing modalities are unable to make such measurements robustly. The robot's fingers can occlude the view of environment- or robot-mounted image sensors, and tactile sensors can only measure at the local areas of contact. Motivated by fingertip-embedded proximity sensors' robustness to occlusion and ability to measure beyond the local areas of contact, we present the first evaluation of proximity sensor based pose estimation for in-hand manipulation. We develop a novel two-fingered hand with fingertip-embedded optical time-of-flight proximity sensors as a testbed for pose estimation during planar in-hand manipulation. Here, the in-hand manipulation task consists of the robot moving a cylindrical object from one end of its workspace to the other. We demonstrate, with statistical significance, that proximity-sensor based pose estimation via particle filtering during in-hand manipulation: a) exhibits 50% lower average pose error than a tactile-sensor based baseline; b) empowers a model predictive controller to achieve 30% lower final positioning error compared to when using tactile-sensor based pose estimates.

We present CAJun, a novel hierarchical learning and control framework that enables legged robots to jump continuously with adaptive jumping distances. CAJun consists of a high-level centroidal policy and a low-level leg controller. In particular, we use reinforcement learning (RL) to train the centroidal policy, which specifies the gait timing, base velocity, and swing foot position for the leg controller. The leg controller optimizes motor commands for the swing and stance legs according to the gait timing to track the swing foot target and base velocity commands using optimal control. Additionally, we reformulate the stance leg optimizer in the leg controller to speed up policy training by an order of magnitude. Our system combines the versatility of learning with the robustness of optimal control. By combining RL with optimal control methods, our system achieves the versatility of learning while enjoys the robustness from control methods, making it easily transferable to real robots. We show that after 20 minutes of training on a single GPU, CAJun can achieve continuous, long jumps with adaptive distances on a Go1 robot with small sim-to-real gaps. Moreover, the robot can jump across gaps with a maximum width of 70cm, which is over 40% wider than existing methods.

An important prerequisite for autonomous robots is their ability to reliably grasp a wide variety of objects. Most state-of-the-art systems employ specialized or simple end-effectors, such as two-jaw grippers, which severely limit the range of objects to manipulate. Additionally, they conventionally require a structured and fully predictable environment while the vast majority of our world is complex, unstructured, and dynamic. This paper presents an implementation to overcome both issues. Firstly, the integration of a five-finger hand enhances the variety of possible grasps and manipulable objects. This kinematically complex end-effector is controlled by a deep learning based generative grasping network. The required virtual model of the unknown target object is iteratively completed by processing visual sensor data. Secondly, this visual feedback is employed to realize closed-loop servo control which compensates for external disturbances. Our experiments on real hardware confirm the system's capability to reliably grasp unknown dynamic target objects without a priori knowledge of their trajectories. To the best of our knowledge, this is the first method to achieve dynamic multi-fingered grasping for unknown objects. A video of the experiments is available at //youtu.be/Ut28yM1gnvI.

Many practically relevant robot grasping problems feature a target object for which all grasps are occluded, e.g., by the environment. Single-shot grasp planning invariably fails in such scenarios. Instead, it is necessary to first manipulate the object into a configuration that affords a grasp. We solve this problem by learning a sequence of actions that utilize the environment to change the object's pose. Concretely, we employ hierarchical reinforcement learning to combine a sequence of learned parameterized manipulation primitives. By learning the low-level manipulation policies, our approach can control the object's state through exploiting interactions between the object, the gripper, and the environment. Designing such a complex behavior analytically would be infeasible under uncontrolled conditions, as an analytic approach requires accurate physical modeling of the interaction and contact dynamics. In contrast, we learn a hierarchical policy model that operates directly on depth perception data, without the need for object detection, pose estimation, or manual design of controllers. We evaluate our approach on picking box-shaped objects of various weight, shape, and friction properties from a constrained table-top workspace. Our method transfers to a real robot and is able to successfully complete the object picking task in 98\% of experimental trials.

In aerial combat, dogfighting poses intricate challenges that demand an understanding of both strategic maneuvers and the aerodynamics of agile fighter aircraft. In this paper, we introduce TempFuser, a novel long short-term temporal fusion transformer designed to learn tactical and agile flight maneuvers in aerial dogfights. Our approach employs two distinct LSTM-based input embeddings to encode long-term sparse and short-term dense state representations. By integrating these embeddings through a transformer encoder, our model captures the tactics and agility of fighter jets, enabling it to generate end-to-end flight commands that secure dominant positions and outmaneuver the opponent. After extensive training against various types of opponent aircraft in a high-fidelity flight simulator, our model successfully learns to perform complex fighter maneuvers, consistently outperforming several baseline models. Notably, our model exhibits human-like strategic maneuvers even when facing adversaries with superior specifications, all without relying on explicit prior knowledge. Moreover, it demonstrates robust pursuit performance in challenging supersonic and low-altitude environments. Demo videos are available at //sites.google.com/view/tempfuser.

Knowledge graph completion aims to predict missing relations between entities in a knowledge graph. While many different methods have been proposed, there is a lack of a unifying framework that would lead to state-of-the-art results. Here we develop PathCon, a knowledge graph completion method that harnesses four novel insights to outperform existing methods. PathCon predicts relations between a pair of entities by: (1) Considering the Relational Context of each entity by capturing the relation types adjacent to the entity and modeled through a novel edge-based message passing scheme; (2) Considering the Relational Paths capturing all paths between the two entities; And, (3) adaptively integrating the Relational Context and Relational Path through a learnable attention mechanism. Importantly, (4) in contrast to conventional node-based representations, PathCon represents context and path only using the relation types, which makes it applicable in an inductive setting. Experimental results on knowledge graph benchmarks as well as our newly proposed dataset show that PathCon outperforms state-of-the-art knowledge graph completion methods by a large margin. Finally, PathCon is able to provide interpretable explanations by identifying relations that provide the context and paths that are important for a given predicted relation.

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