Chintala, Soumith
DynaMem: Online Dynamic Spatio-Semantic Memory for Open World Mobile Manipulation
Liu, Peiqi, Guo, Zhanqiu, Warke, Mohit, Chintala, Soumith, Paxton, Chris, Shafiullah, Nur Muhammad Mahi, Pinto, Lerrel
Significant progress has been made in open-vocabulary mobile manipulation, where the goal is for a robot to perform tasks in any environment given a natural language description. However, most current systems assume a static environment, which limits the system's applicability in real-world scenarios where environments frequently change due to human intervention or the robot's own actions. In this work, we present DynaMem, a new approach to open-world mobile manipulation that uses a dynamic spatio-semantic memory to represent a robot's environment. DynaMem constructs a 3D data structure to maintain a dynamic memory of point clouds, and answers open-vocabulary object localization queries using multimodal LLMs or open-vocabulary features generated by state-of-the-art vision-language models. Powered by DynaMem, our robots can explore novel environments, search for objects not found in memory, and continuously update the memory as objects move, appear, or disappear in the scene. We run extensive experiments on the Stretch SE3 robots in three real and nine offline scenes, and achieve an average pick-and-drop success rate of 70% on non-stationary objects, which is more than a 2x improvement over state-of-the-art static systems. Our code as well as our experiment and deployment videos are open sourced and can be found on our project website: https://dynamem.github.io/
OPEN TEACH: A Versatile Teleoperation System for Robotic Manipulation
Iyer, Aadhithya, Peng, Zhuoran, Dai, Yinlong, Guzey, Irmak, Haldar, Siddhant, Chintala, Soumith, Pinto, Lerrel
Open-sourced, user-friendly tools form the bedrock of scientific advancement across disciplines. The widespread adoption of data-driven learning has led to remarkable progress in multi-fingered dexterity, bimanual manipulation, and applications ranging from logistics to home robotics. However, existing data collection platforms are often proprietary, costly, or tailored to specific robotic morphologies. We present OPEN TEACH, a new teleoperation system leveraging VR headsets to immerse users in mixed reality for intuitive robot control. Built on the affordable Meta Quest 3, which costs $500, OPEN TEACH enables real-time control of various robots, including multi-fingered hands and bimanual arms, through an easy-to-use app. Using natural hand gestures and movements, users can manipulate robots at up to 90Hz with smooth visual feedback and interface widgets offering closeup environment views. We demonstrate the versatility of OPEN TEACH across 38 tasks on different robots. A comprehensive user study indicates significant improvement in teleoperation capability over the AnyTeleop framework. Further experiments exhibit that the collected data is compatible with policy learning on 10 dexterous and contact-rich manipulation tasks. Currently supporting Franka, xArm, Jaco, and Allegro platforms, OPEN TEACH is fully open-sourced to promote broader adoption. Videos are available at https://open-teach.github.io/.
On Bringing Robots Home
Shafiullah, Nur Muhammad Mahi, Rai, Anant, Etukuru, Haritheja, Liu, Yiqian, Misra, Ishan, Chintala, Soumith, Pinto, Lerrel
Throughout history, we have successfully integrated various machines into our homes. Dishwashers, laundry machines, stand mixers, and robot vacuums are a few recent examples. However, these machines excel at performing only a single task effectively. The concept of a "generalist machine" in homes - a domestic assistant that can adapt and learn from our needs, all while remaining cost-effective - has long been a goal in robotics that has been steadily pursued for decades. In this work, we initiate a large-scale effort towards this goal by introducing Dobb-E, an affordable yet versatile general-purpose system for learning robotic manipulation within household settings. Dobb-E can learn a new task with only five minutes of a user showing it how to do it, thanks to a demonstration collection tool ("The Stick") we built out of cheap parts and iPhones. We use the Stick to collect 13 hours of data in 22 homes of New York City, and train Home Pretrained Representations (HPR). Then, in a novel home environment, with five minutes of demonstrations and fifteen minutes of adapting the HPR model, we show that Dobb-E can reliably solve the task on the Stretch, a mobile robot readily available on the market. Across roughly 30 days of experimentation in homes of New York City and surrounding areas, we test our system in 10 homes, with a total of 109 tasks in different environments, and finally achieve a success rate of 81%. Beyond success percentages, our experiments reveal a plethora of unique challenges absent or ignored in lab robotics. These range from effects of strong shadows, to variable demonstration quality by non-expert users. With the hope of accelerating research on home robots, and eventually seeing robot butlers in every home, we open-source Dobb-E software stack and models, our data, and our hardware designs at https://dobb-e.com
See to Touch: Learning Tactile Dexterity through Visual Incentives
Guzey, Irmak, Dai, Yinlong, Evans, Ben, Chintala, Soumith, Pinto, Lerrel
Equipping multi-fingered robots with tactile sensing is crucial for achieving the precise, contact-rich, and dexterous manipulation that humans excel at. However, relying solely on tactile sensing fails to provide adequate cues for reasoning about objects' spatial configurations, limiting the ability to correct errors and adapt to changing situations. In this paper, we present Tactile Adaptation from Visual Incentives (TAVI), a new framework that enhances tactile-based dexterity by optimizing dexterous policies using vision-based rewards. First, we use a contrastive-based objective to learn visual representations. Next, we construct a reward function using these visual representations through optimal-transport based matching on one human demonstration. Finally, we use online reinforcement learning on our robot to optimize tactile-based policies that maximize the visual reward. On six challenging tasks, such as peg pick-and-place, unstacking bowls, and flipping slender objects, TAVI achieves a success rate of 73% using our four-fingered Allegro robot hand. The increase in performance is 108% higher than policies using tactile and vision-based rewards and 135% higher than policies without tactile observational input. Robot videos are best viewed on our project website: https://see-to-touch.github.io/.
CLIP-Fields: Weakly Supervised Semantic Fields for Robotic Memory
Shafiullah, Nur Muhammad Mahi, Paxton, Chris, Pinto, Lerrel, Chintala, Soumith, Szlam, Arthur
We propose CLIP-Fields, an implicit scene model that can be used for a variety of tasks, such as segmentation, instance identification, semantic search over space, and view localization. CLIP-Fields learns a mapping from spatial locations to semantic embedding vectors. Importantly, we show that this mapping can be trained with supervision coming only from web-image and web-text trained models such as CLIP, Detic, and Sentence-BERT; and thus uses no direct human supervision. When compared to baselines like Mask-RCNN, our method outperforms on few-shot instance identification or semantic segmentation on the HM3D dataset with only a fraction of the examples. Finally, we show that using CLIP-Fields as a scene memory, robots can perform semantic navigation in real-world environments. Our code and demonstration videos are available here: https://mahis.life/clip-fields
Dexterity from Touch: Self-Supervised Pre-Training of Tactile Representations with Robotic Play
Guzey, Irmak, Evans, Ben, Chintala, Soumith, Pinto, Lerrel
Teaching dexterity to multi-fingered robots has been a longstanding challenge in robotics. Most prominent work in this area focuses on learning controllers or policies that either operate on visual observations or state estimates derived from vision. However, such methods perform poorly on fine-grained manipulation tasks that require reasoning about contact forces or about objects occluded by the hand itself. In this work, we present T-Dex, a new approach for tactile-based dexterity, that operates in two phases. In the first phase, we collect 2.5 hours of play data, which is used to train self-supervised tactile encoders. This is necessary to bring high-dimensional tactile readings to a lower-dimensional embedding. In the second phase, given a handful of demonstrations for a dexterous task, we learn non-parametric policies that combine the tactile observations with visual ones. Across five challenging dexterous tasks, we show that our tactile-based dexterity models outperform purely vision and torque-based models by an average of 1.7X. Finally, we provide a detailed analysis on factors critical to T-Dex including the importance of play data, architectures, and representation learning.
Transformation-Based Models of Video Sequences
van Amersfoort, Joost, Kannan, Anitha, Ranzato, Marc'Aurelio, Szlam, Arthur, Tran, Du, Chintala, Soumith
In this work we propose a simple unsupervised approach for next frame prediction in video. Instead of directly predicting the pixels in a frame given past frames, we predict the transformations needed for generating the next frame in a sequence, given the transformations of the past frames. This leads to sharper results, while using a smaller prediction model. In order to enable a fair comparison between different video frame prediction models, we also propose a new evaluation protocol. We use generated frames as input to a classifier trained with ground truth sequences. This criterion guarantees that models scoring high are those producing sequences which preserve discriminative features, as opposed to merely penalizing any deviation, plausible or not, from the ground truth. Our proposed approach compares favourably against more sophisticated ones on the UCF-101 data set, while also being more efficient in terms of the number of parameters and computational cost. There has been an increased interest in unsupervised learning of representations from video sequences (Mathieu et al., 2016; Srivastava et al., 2015; Vondrick et al., 2016). A popular formulation of the task is to learn to predict a small number of future frames given the previous K frames; the motivation being that predicting future frames requires understanding how objects interact and what plausible sequences of motion are. These methods directly aim to predict pixel values, with either MSE loss or adversarial loss.
Navigating to Objects in the Real World
Gervet, Theophile, Chintala, Soumith, Batra, Dhruv, Malik, Jitendra, Chaplot, Devendra Singh
Semantic navigation is necessary to deploy mobile robots in uncontrolled environments like our homes, schools, and hospitals. Many learning-based approaches have been proposed in response to the lack of semantic understanding of the classical pipeline for spatial navigation, which builds a geometric map using depth sensors and plans to reach point goals. Broadly, end-to-end learning approaches reactively map sensor inputs to actions with deep neural networks, while modular learning approaches enrich the classical pipeline with learning-based semantic sensing and exploration. But learned visual navigation policies have predominantly been evaluated in simulation. How well do different classes of methods work on a robot? We present a large-scale empirical study of semantic visual navigation methods comparing representative methods from classical, modular, and end-to-end learning approaches across six homes with no prior experience, maps, or instrumentation. We find that modular learning works well in the real world, attaining a 90% success rate. In contrast, end-to-end learning does not, dropping from 77% simulation to 23% real-world success rate due to a large image domain gap between simulation and reality. For practitioners, we show that modular learning is a reliable approach to navigate to objects: modularity and abstraction in policy design enable Sim-to-Real transfer. For researchers, we identify two key issues that prevent today's simulators from being reliable evaluation benchmarks - (A) a large Sim-to-Real gap in images and (B) a disconnect between simulation and real-world error modes - and propose concrete steps forward.
droidlet: modular, heterogenous, multi-modal agents
Pratik, Anurag, Chintala, Soumith, Srinet, Kavya, Gandhi, Dhiraj, Qian, Rebecca, Sun, Yuxuan, Drew, Ryan, Elkafrawy, Sara, Tiwari, Anoushka, Hart, Tucker, Williamson, Mary, Gupta, Abhinav, Szlam, Arthur
In recent years, there have been significant advances in building end-to-end Machine Learning (ML) systems that learn at scale. But most of these systems are: (a) isolated (perception, speech, or language only); (b) trained on static datasets. On the other hand, in the field of robotics, large-scale learning has always been difficult. Supervision is hard to gather and real world physical interactions are expensive. In this work we introduce and open-source droidlet, a modular, heterogeneous agent architecture and platform. It allows us to exploit both large-scale static datasets in perception and language and sophisticated heuristics often used in robotics; and provides tools for interactive annotation. Furthermore, it brings together perception, language and action onto one platform, providing a path towards agents that learn from the richness of real world interactions.
Deep Generative Image Models using a Laplacian Pyramid of Adversarial Networks
Denton, Emily L., Chintala, Soumith, szlam, arthur, Fergus, Rob
In this paper we introduce a generative model capable of producing high quality samples of natural images. Our approach uses a cascade of convolutional networks (convnets) within a Laplacian pyramid framework to generate images in a coarse-to-fine fashion. At each level of the pyramid a separate generative convnet model is trained using the Generative Adversarial Nets (GAN) approach. Samples drawn from our model are of significantly higher quality than existing models. In a quantitive assessment by human evaluators our CIFAR10 samples were mistaken for real images around 40% of the time, compared to 10% for GAN samples.