Manocha, Dinesh
Using Lidar Intensity for Robot Navigation
Sathyamoorthy, Adarsh Jagan, Weerakoon, Kasun, Elnoor, Mohamed, Manocha, Dinesh
We present Multi-Layer Intensity Map, a novel 3D object representation for robot perception and autonomous navigation. Intensity maps consist of multiple stacked layers of 2D grid maps each derived from reflected point cloud intensities corresponding to a certain height interval. The different layers of intensity maps can be used to simultaneously estimate obstacles' height, solidity/density, and opacity. We demonstrate that intensity maps' can help accurately differentiate obstacles that are safe to navigate through (e.g. beaded/string curtains, pliable tall grass), from ones that must be avoided (e.g. transparent surfaces such as glass walls, bushes, trees, etc.) in indoor and outdoor environments. Further, to handle narrow passages, and navigate through non-solid obstacles in dense environments, we propose an approach to adaptively inflate or enlarge the obstacles detected on intensity maps based on their solidity, and the robot's preferred velocity direction. We demonstrate these improved navigation capabilities in real-world narrow, dense environments using a real Turtlebot and Boston Dynamics Spot robots. We observe significant increases in success rates to more than 50%, up to a 9.5% decrease in normalized trajectory length, and up to a 22.6% increase in the F-score compared to current navigation methods using other sensor modalities.
MTG: Mapless Trajectory Generator with Traversability Coverage for Outdoor Navigation
Liang, Jing, Gao, Peng, Xiao, Xuesu, Sathyamoorthy, Adarsh Jagan, Elnoor, Mohamed, Lin, Ming C., Manocha, Dinesh
We present a novel learning-based trajectory generation algorithm for outdoor robot navigation. Our goal is to compute collision-free paths that also satisfy the environment-specific traversability constraints. Our approach is designed for global planning using limited onboard robot perception in mapless environments, while ensuring comprehensive coverage of all traversable directions. Our formulation uses a Conditional Variational Autoencoder (CVAE) generative model that is enhanced with traversability constraints and an optimization formulation used for the coverage. We highlight the benefits of our approach over state-of-the-art trajectory generation approaches and demonstrate its performance in challenging and large outdoor environments, including around buildings, across intersections, along trails, and off-road terrain, using a Clearpath Husky and a Boston Dynamics Spot robot. In practice, our approach results in a 6% improvement in coverage of traversable areas and an 89% reduction in trajectory portions residing in non-traversable regions. Our video is here: https: //youtu.be/OT0q4ccGHts
VAPOR: Legged Robot Navigation in Outdoor Vegetation Using Offline Reinforcement Learning
Weerakoon, Kasun, Sathyamoorthy, Adarsh Jagan, Elnoor, Mohamed, Manocha, Dinesh
We present VAPOR, a novel method for autonomous legged robot navigation in unstructured, densely vegetated outdoor environments using offline Reinforcement Learning (RL). Our method trains a novel RL policy using an actor-critic network and arbitrary data collected in real outdoor vegetation. Our policy uses height and intensity-based cost maps derived from 3D LiDAR point clouds, a goal cost map, and processed proprioception data as state inputs, and learns the physical and geometric properties of the surrounding obstacles such as height, density, and solidity/stiffness. The fully-trained policy's critic network is then used to evaluate the quality of dynamically feasible velocities generated from a novel context-aware planner. Our planner adapts the robot's velocity space based on the presence of entrapment inducing vegetation, and narrow passages in dense environments. We demonstrate our method's capabilities on a Spot robot in complex real-world outdoor scenes, including dense vegetation. We observe that VAPOR's actions improve success rates by up to 40%, decrease the average current consumption by up to 2.9%, and decrease the normalized trajectory length by up to 11.2% compared to existing end-to-end offline RL and other outdoor navigation methods.
RECAP: Retrieval-Augmented Audio Captioning
Ghosh, Sreyan, Kumar, Sonal, Evuru, Chandra Kiran Reddy, Duraiswami, Ramani, Manocha, Dinesh
We present RECAP (REtrieval-Augmented Audio CAPtioning), a novel and effective audio captioning system that generates captions conditioned on an input audio and other captions similar to the audio retrieved from a datastore. Additionally, our proposed method can transfer to any domain without the need for any additional fine-tuning. To generate a caption for an audio sample, we leverage an audio-text model CLAP to retrieve captions similar to it from a replaceable datastore, which are then used to construct a prompt. Next, we feed this prompt to a GPT-2 decoder and introduce cross-attention layers between the CLAP encoder and GPT-2 to condition the audio for caption generation. Experiments on two benchmark datasets, Clotho and AudioCaps, show that RECAP achieves competitive performance in in-domain settings and significant improvements in out-of-domain settings. Additionally, due to its capability to exploit a large text-captions-only datastore in a \textit{training-free} fashion, RECAP shows unique capabilities of captioning novel audio events never seen during training and compositional audios with multiple events. To promote research in this space, we also release 150,000+ new weakly labeled captions for AudioSet, AudioCaps, and Clotho.
STEERING: Stein Information Directed Exploration for Model-Based Reinforcement Learning
Chakraborty, Souradip, Bedi, Amrit Singh, Koppel, Alec, Wang, Mengdi, Huang, Furong, Manocha, Dinesh
Directed Exploration is a crucial challenge in reinforcement learning (RL), especially when rewards are sparse. Information-directed sampling (IDS), which optimizes the information ratio, seeks to do so by augmenting regret with information gain. However, estimating information gain is computationally intractable or relies on restrictive assumptions which prohibit its use in many practical instances. In this work, we posit an alternative exploration incentive in terms of the integral probability metric (IPM) between a current estimate of the transition model and the unknown optimal, which under suitable conditions, can be computed in closed form with the kernelized Stein discrepancy (KSD). Based on KSD, we develop a novel algorithm \algo: \textbf{STE}in information dir\textbf{E}cted exploration for model-based \textbf{R}einforcement Learn\textbf{ING}. To enable its derivation, we develop fundamentally new variants of KSD for discrete conditional distributions. {We further establish that {\algo} archives sublinear Bayesian regret, improving upon prior learning rates of information-augmented MBRL.} Experimentally, we show that the proposed algorithm is computationally affordable and outperforms several prior approaches.
RE-MOVE: An Adaptive Policy Design for Robotic Navigation Tasks in Dynamic Environments via Language-Based Feedback
Chakraborty, Souradip, Weerakoon, Kasun, Poddar, Prithvi, Elnoor, Mohamed, Narayanan, Priya, Busart, Carl, Tokekar, Pratap, Bedi, Amrit Singh, Manocha, Dinesh
Abstract-- Reinforcement learning-based policies for continuous control robotic navigation tasks often fail to adapt to changes in the environment during real-time deployment, which may result in catastrophic failures. To address this limitation, we propose a novel approach called RE-MOVE (REquest help and MOVE on) to adapt already trained policy to real-time changes in the environment without re-training via utilizing a language-based feedback. The proposed approach essentially boils down to addressing two main challenges of (1) when to ask for feedback and, if received, (2) how to incorporate feedback into trained policies. RE-MOVE incorporates an epistemic uncertainty-based framework to determine the optimal time to request instructions-based feedback. This figure shows robot navigation using our RE-MOVE processing (NLP) paradigm with efficient, prompt design and approach with a language-based feedback scenario. To in dynamic scenes, RE-MOVE identifies the uncertainties show the efficacy of the proposed approach, we performed that appear in the observation space (i.e., a LiDAR laser scanbased extensive synthetic and real-world evaluations in several testtime 2D cost map in our context) and requests assistance from a dynamic navigation scenarios. Such assistance is essential in scenarios where the laser scan in up to 80% enhancement in the attainment of successful goals, misleadingly detects pliable regions (i.e., perceptually deceptive yet coupled with a reduction of 13.50% in the normalized trajectory navigable objects such as hanging clothes, curtains, thin tall grass, length, as compared to alternative approaches, particularly in etc.) as solid obstacles due to the sensing limitations of the LiDAR. To tackle this, we quantify epistemic uncertainty Reinforcement learning (RL) has gained popularity for precisely, considering specific design considerations within navigating complex, dynamic environments [1].
Sim-to-Real Brush Manipulation using Behavior Cloning and Reinforcement Learning
Jia, Biao, Manocha, Dinesh
Developing proficient brush manipulation capabilities in real-world scenarios is a complex and challenging endeavor, with wide-ranging applications in fields such as art, robotics, and digital design. In this study, we introduce an approach designed to bridge the gap between simulated environments and real-world brush manipulation. Our framework leverages behavior cloning and reinforcement learning to train a painting agent, seamlessly integrating it into both virtual and real-world environments. Additionally, we employ a real painting environment featuring a robotic arm and brush, mirroring the MyPaint virtual environment. Our results underscore the agent's effectiveness in acquiring policies for high-dimensional continuous action spaces, facilitating the smooth transfer of brush manipulation techniques from simulation to practical, real-world applications.
iPLAN: Intent-Aware Planning in Heterogeneous Traffic via Distributed Multi-Agent Reinforcement Learning
Wu, Xiyang, Chandra, Rohan, Guan, Tianrui, Bedi, Amrit Singh, Manocha, Dinesh
Navigating safely and efficiently in dense and heterogeneous traffic scenarios is challenging for autonomous vehicles (AVs) due to their inability to infer the behaviors or intentions of nearby drivers. In this work, we introduce a distributed multi-agent reinforcement learning (MARL) algorithm that can predict trajectories and intents in dense and heterogeneous traffic scenarios. Our approach for intent-aware planning, iPLAN, allows agents to infer nearby drivers' intents solely from their local observations. We model two distinct incentives for agents' strategies: Behavioral Incentive for high-level decision-making based on their driving behavior or personality and Instant Incentive for motion planning for collision avoidance based on the current traffic state. Our approach enables agents to infer their opponents' behavior incentives and integrate this inferred information into their decision-making and motion-planning processes. We perform experiments on two simulation environments, Non-Cooperative Navigation and Heterogeneous Highway. In Heterogeneous Highway, results show that, compared with centralized training decentralized execution (CTDE) MARL baselines such as QMIX and MAPPO, our method yields a 4.3% and 38.4% higher episodic reward in mild and chaotic traffic, with 48.1% higher success rate and 80.6% longer survival time in chaotic traffic. We also compare with a decentralized training decentralized execution (DTDE) baseline IPPO and demonstrate a higher episodic reward of 12.7% and 6.3% in mild traffic and chaotic traffic, 25.3% higher success rate, and 13.7% longer survival time.
GeoLCR: Attention-based Geometric Loop Closure and Registration
Liang, Jing, Son, Sanghyun, Lin, Ming, Manocha, Dinesh
We present a novel algorithm specially designed for loop detection and registration that utilizes Lidar-based perception. Our approach to loop detection involves voxelizing point clouds, followed by an overlap calculation to confirm whether a vehicle has completed a loop. We further enhance the current pose's accuracy via an innovative point-level registration model. The efficacy of our algorithm has been assessed across a range of well-known datasets, including KITTI, KITTI-360, Nuscenes, Complex Urban, NCLT, and MulRan. In comparative terms, our method exhibits up to a twofold increase in the precision of both translation and rotation estimations. Particularly noteworthy is our method's performance on challenging sequences where it outperforms others, being the first to achieve a perfect 100% success rate in loop detection.
ARC: Alignment-based Redirection Controller for Redirected Walking in Complex Environments
Williams, Niall L., Bera, Aniket, Manocha, Dinesh
We present a novel redirected walking controller based on alignment that allows the user to explore large and complex virtual environments, while minimizing the number of collisions with obstacles in the physical environment. Our alignment-based redirection controller, ARC, steers the user such that their proximity to obstacles in the physical environment matches the proximity to obstacles in the virtual environment as closely as possible. To quantify a controller's performance in complex environments, we introduce a new metric, Complexity Ratio (CR), to measure the relative environment complexity and characterize the difference in navigational complexity between the physical and virtual environments. Through extensive simulation-based experiments, we show that ARC significantly outperforms current state-of-the-art controllers in its ability to steer the user on a collision-free path. We also show through quantitative and qualitative measures of performance that our controller is robust in complex environments with many obstacles. Our method is applicable to arbitrary environments and operates without any user input or parameter tweaking, aside from the layout of the environments. We have implemented our algorithm on the Oculus Quest head-mounted display and evaluated its performance in environments with varying complexity. Our project website is available at https://gamma.umd.edu/arc/.