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Collaborating Authors

 Stoyanov, Todor


KEA: Keeping Exploration Alive by Proactively Coordinating Exploration Strategies

arXiv.org Artificial Intelligence

Soft Actor-Critic (SAC) has achieved notable success in continuous control tasks but struggles in sparse reward settings, where infrequent rewards make efficient exploration challenging. While novelty-based exploration methods address this issue by encouraging the agent to explore novel states, they are not trivial to apply to SAC. In particular, managing the interaction between novelty-based exploration and SAC's stochastic policy can lead to inefficient exploration and redundant sample collection. In this paper, we propose KEA (Keeping Exploration Alive) which tackles the inefficiencies in balancing exploration strategies when combining SAC with novelty-based exploration. KEA introduces an additional co-behavior agent that works alongside SAC and a switching mechanism to facilitate proactive coordination between exploration strategies from novelty-based exploration and stochastic policy. This coordination allows the agent to maintain stochasticity in high-novelty regions, enhancing exploration efficiency and reducing repeated sample collection. We first analyze this potential issue in a 2D navigation task and then evaluate KEA on sparse reward control tasks from the DeepMind Control Suite. Compared to state-of-the-art novelty-based exploration baselines, our experiments show that KEA significantly improves learning efficiency and robustness in sparse reward setups.


On the Fly Adaptation of Behavior Tree-Based Policies through Reinforcement Learning

arXiv.org Artificial Intelligence

With the rising demand for flexible manufacturing, robots are increasingly expected to operate in dynamic environments where local disturbances--such as slight offsets or size differences in workpieces--are common. We propose to address the problem of adapting robot behaviors to these task variations with a sample-efficient hierarchical reinforcement learning approach adapting Behavior Tree (BT)-based policies. We maintain the core BT properties as an interpretable, modular framework for structuring reactive behaviors, but extend their use beyond static tasks by inherently accommodating local task variations. To show the efficiency and effectiveness of our approach, we conduct experiments both in simulation and on a Franka Emika Panda 7-DoF, with the manipulator adapting to different obstacle avoidance and pivoting tasks.


Learning Extrinsic Dexterity with Parameterized Manipulation Primitives

arXiv.org Artificial Intelligence

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.


Sensors for Mobile Robots

arXiv.org Artificial Intelligence

A sensor is a device that converts a physical parameter or an environmental characteristic (e.g., temperature, distance, speed, etc.) into a signal that can be digitally measured and processed to perform specific tasks. Mobile robots need sensors to measure properties of their environment, thus allowing for safe navigation, complex perception and corresponding actions, and effective interactions with other agents that populate it. Sensors used by mobile robots range from simple tactile sensors, such as bumpers, to complex vision-based sensors such as structured light RGB-D cameras. All of them provide a digital output (e.g., a string, a set of values, a matrix, etc.) that can be processed by the robot's computer. Such output is typically obtained by discretizing one or more analog electrical signals by using an Analog to Digital Converter (ADC) included in the sensor. In this chapter we present the most common sensors used in mobile robotics, providing an introduction to their taxonomy, basic features, and specifications. The description of the functionalities and the types of applications follows a bottom-up approach: the basic principles and components on which the sensors are based are presented before describing real-world sensors, which are generally based on multiple technologies and basic devices.


Software Architectures for Mobile Robots

arXiv.org Artificial Intelligence

Software architecture, in general, both refers to the high-level structure of a system as well as to the process of ensuring that the structure or the design of a system is according to specific needs. For mobile robotics, specific requirements are, for example, real-time capabilities, asynchronous data processing, and distributed functionality. While there is a clear distinction between a design of a software architecture suitable for robotics and the particular reference design implementation, in practice, due to the complexity of the task, frameworks for robotics often come with a single reference implementation. Therefore, when comparing and choosing an appropriate software architecture, it is prudent to take into consideration not only the design but the suitability of the implementation as well. This chapter appears in: Ang, M.H., Khatib, O., Siciliano, B. (eds) Encyclopedia of Robotics. For a researcher the design and implementation of such system is usually a "necessary evil", as it is required in order to deploy subsequently developed research code. Only with respect to data logging, a plethora of different formats for storing sensory data have been proposed and used by the community, each necessitating its own set of data parsing tools and interfaces to convert to alternative formats. Optimal design of architectures suitable to the needs of a mobile robot system is a research topic on its own right, but the vast majority of researchers in the field are typically users of the middleware system, instead of active developers. The core idea is to separate the application into reusable components.


A Stack-of-Tasks Approach Combined with Behavior Trees: a New Framework for Robot Control

arXiv.org Artificial Intelligence

Stack-of-Tasks (SoT) control allows a robot to simultaneously fulfill a number of prioritized goals formulated in terms of (in)equality constraints in error space. Since this approach solves a sequence of Quadratic Programs (QP) at each time-step, without taking into account any temporal state evolution, it is suitable for dealing with local disturbances. However, its limitation lies in the handling of situations that require non-quadratic objectives to achieve a specific goal, as well as situations where countering the control disturbance would require a locally suboptimal action. Recent works address this shortcoming by exploiting Finite State Machines (FSMs) to compose the tasks in such a way that the robot does not get stuck in local minima. Nevertheless, the intrinsic trade-off between reactivity and modularity that characterizes FSMs makes them impractical for defining reactive behaviors in dynamic environments. In this letter, we combine the SoT control strategy with Behavior Trees (BTs), a task switching structure that addresses some of the limitations of the FSMs in terms of reactivity, modularity and re-usability. Experimental results on a Franka Emika Panda 7-DOF manipulator show the robustness of our framework, that allows the robot to benefit from the reactivity of both SoT and BTs.


Ensemble of Sparse Gaussian Process Experts for Implicit Surface Mapping with Streaming Data

arXiv.org Machine Learning

Creating maps is an essential task in robotics and provides the basis for effective planning and navigation. In this paper, we learn a compact and continuous implicit surface map of an environment from a stream of range data with known poses. For this, we create and incrementally adjust an ensemble of approximate Gaussian process (GP) experts which are each responsible for a different part of the map. Instead of inserting all arriving data into the GP models, we greedily trade-off between model complexity and prediction error. Our algorithm therefore uses less resources on areas with few geometric features and more where the environment is rich in variety. We evaluate our approach on synthetic and real-world data sets and analyze sensitivity to parameters and measurement noise. The results show that we can learn compact and accurate implicit surface models under different conditions, with a performance comparable to or better than that of exact GP regression with subsampled data.