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Wang, Changhao
Geometric Retargeting: A Principled, Ultrafast Neural Hand Retargeting Algorithm
Yin, Zhao-Heng, Wang, Changhao, Pineda, Luis, Bodduluri, Krishna, Wu, Tingfan, Abbeel, Pieter, Mukadam, Mustafa
We introduce Geometric Retargeting (GeoRT), an ultrafast, and principled neural hand retargeting algorithm for teleoperation, developed as part of our recent Dexterity Gen (DexGen) system. GeoRT converts human finger keypoints to robot hand keypoints at 1KHz, achieving state-of-the-art speed and accuracy with significantly fewer hyperparameters. This high-speed capability enables flexible postprocessing, such as leveraging a foundational controller for action correction like DexGen. GeoRT is trained in an unsupervised manner, eliminating the need for manual annotation of hand pairs. The core of GeoRT lies in novel geometric objective functions that capture the essence of retargeting: preserving motion fidelity, ensuring configuration space (C-space) coverage, maintaining uniform response through high flatness, pinch correspondence and preventing self-collisions. This approach is free from intensive test-time optimization, offering a more scalable and practical solution for real-time hand retargeting.
DexterityGen: Foundation Controller for Unprecedented Dexterity
Yin, Zhao-Heng, Wang, Changhao, Pineda, Luis, Hogan, Francois, Bodduluri, Krishna, Sharma, Akash, Lancaster, Patrick, Prasad, Ishita, Kalakrishnan, Mrinal, Malik, Jitendra, Lambeta, Mike, Wu, Tingfan, Abbeel, Pieter, Mukadam, Mustafa
Teaching robots dexterous manipulation skills, such as tool use, presents a significant challenge. Current approaches can be broadly categorized into two strategies: human teleoperation (for imitation learning) and sim-to-real reinforcement learning. The first approach is difficult as it is hard for humans to produce safe and dexterous motions on a different embodiment without touch feedback. The second RL-based approach struggles with the domain gap and involves highly task-specific reward engineering on complex tasks. Our key insight is that RL is effective at learning low-level motion primitives, while humans excel at providing coarse motion commands for complex, long-horizon tasks. Therefore, the optimal solution might be a combination of both approaches. In this paper, we introduce DexterityGen (DexGen), which uses RL to pretrain large-scale dexterous motion primitives, such as in-hand rotation or translation. We then leverage this learned dataset to train a dexterous foundational controller. In the real world, we use human teleoperation as a prompt to the controller to produce highly dexterous behavior. We evaluate the effectiveness of DexGen in both simulation and real world, demonstrating that it is a general-purpose controller that can realize input dexterous manipulation commands and significantly improves stability by 10-100x measured as duration of holding objects across diverse tasks. Notably, with DexGen we demonstrate unprecedented dexterous skills including diverse object reorientation and dexterous tool use such as pen, syringe, and screwdriver for the first time.
Imagined Potential Games: A Framework for Simulating, Learning and Evaluating Interactive Behaviors
Sun, Lingfeng, Wang, Yixiao, Hung, Pin-Yun, Wang, Changhao, Zhang, Xiang, Xu, Zhuo, Tomizuka, Masayoshi
Interacting with human agents in complex scenarios presents a significant challenge for robotic navigation, particularly in environments that necessitate both collision avoidance and collaborative interaction, such as indoor spaces. Unlike static or predictably moving obstacles, human behavior is inherently complex and unpredictable, stemming from dynamic interactions with other agents. Existing simulation tools frequently fail to adequately model such reactive and collaborative behaviors, impeding the development and evaluation of robust social navigation strategies. This paper introduces a novel framework utilizing distributed potential games to simulate human-like interactions in highly interactive scenarios. Within this framework, each agent imagines a virtual cooperative game with others based on its estimation. We demonstrate this formulation can facilitate the generation of diverse and realistic interaction patterns in a configurable manner across various scenarios. Additionally, we have developed a gym-like environment leveraging our interactive agent model to facilitate the learning and evaluation of interactive navigation algorithms.
Contact-rich SE(3)-Equivariant Robot Manipulation Task Learning via Geometric Impedance Control
Seo, Joohwan, Prakash, Nikhil Potu Surya, Zhang, Xiang, Wang, Changhao, Choi, Jongeun, Tomizuka, Masayoshi, Horowitz, Roberto
This paper presents a differential geometric control approach that leverages SE(3) group invariance and equivariance to increase transferability in learning robot manipulation tasks that involve interaction with the environment. Specifically, we employ a control law and a learning representation framework that remain invariant under arbitrary SE(3) transformations of the manipulation task definition. Furthermore, the control law and learning representation framework are shown to be SE(3) equivariant when represented relative to the spatial frame. The proposed approach is based on utilizing a recently presented geometric impedance control (GIC) combined with a learning variable impedance control framework, where the gain scheduling policy is trained in a supervised learning fashion from expert demonstrations. A geometrically consistent error vector (GCEV) is fed to a neural network to achieve a gain scheduling policy that remains invariant to arbitrary translation and rotations. A comparison of our proposed control and learning framework with a well-known Cartesian space learning impedance control, equipped with a Cartesian error vector-based gain scheduling policy, confirms the significantly superior learning transferability of our proposed approach. A hardware implementation on a peg-in-hole task is conducted to validate the learning transferability and feasibility of the proposed approach.
Efficient Sim-to-real Transfer of Contact-Rich Manipulation Skills with Online Admittance Residual Learning
Zhang, Xiang, Wang, Changhao, Sun, Lingfeng, Wu, Zheng, Zhu, Xinghao, Tomizuka, Masayoshi
Contact-rich manipulation is common in a wide range of robotic applications, including assembly [1, 2, 3, 4, 5, 6, 7, 8], object pivoting [9, 10, 11], grasping[12, 13, 14], and pushing [15, 16]. To accomplish these tasks, robots need to learn both the manipulation trajectory and the force control parameters. The manipulation trajectory guides the robot toward completing the task while physically engaging with the environment, whereas the force control parameters regulate the contact force. Incorrect control parameters can lead to oscillations and excessive contact forces that may damage the robot or the environment. Past works have tackled the contact-rich skill-learning problem in different ways. First, the majority of previous works [2, 10, 6, 7, 3, 17, 9, 18, 19] focus on learning the manipulation trajectories and rely on human experts to manually tune force control parameters. While this simplification has demonstrated remarkable performance in many applications, letting human labor tune control parameters is still inconvenient. Furthermore, the tuned parameter for one task may not generalize well to other task settings with different kinematic or dynamic properties. For example, assembly tasks with different clearances will require different control parameters.
Generalizable whole-body global manipulation of deformable linear objects by dual-arm robot in 3-D constrained environments
Yu, Mingrui, Lv, Kangchen, Wang, Changhao, Jiang, Yongpeng, Tomizuka, Masayoshi, Li, Xiang
Constrained environments are common in practical applications of manipulating deformable linear objects (DLOs), where movements of both DLOs and robots should be constrained. This task is high-dimensional and highly constrained owing to the highly deformable DLOs, dual-arm robots with high degrees of freedom, and 3-D complex environments, which render global planning challenging. Furthermore, accurate DLO models needed by planning are often unavailable owing to their strong nonlinearity and diversity, resulting in unreliable planned paths. This article focuses on the global moving and shaping of DLOs in constrained environments by dual-arm robots. The main objectives are 1) to efficiently and accurately accomplish this task, and 2) to achieve generalizable and robust manipulation of various DLOs. To this end, we propose a complementary framework with whole-body planning and control using appropriate DLO model representations. First, a global planner is proposed to efficiently find feasible solutions based on a simplified DLO energy model, which considers the full system states and all constraints to plan more reliable paths. Then, a closed-loop manipulation scheme is proposed to compensate for the modeling errors and enhance the robustness and accuracy, which incorporates a model predictive controller that real-time adjusts the robot motion based on an adaptive DLO motion model. The key novelty is that our framework can efficiently solve the high-dimensional problem subject to multiple constraints and generalize to various DLOs without elaborate model identifications. Experiments demonstrate that our framework can accomplish considerably more complicated tasks than existing works, with significantly higher efficiency, generalizability, and reliability.
Distributed Multi-agent Interaction Generation with Imagined Potential Games
Sun, Lingfeng, Hung, Pin-Yun, Wang, Changhao, Tomizuka, Masayoshi, Xu, Zhuo
Interactive behavior modeling of multiple agents is an essential challenge in simulation, especially in scenarios when agents need to avoid collisions and cooperate at the same time. Humans can interact with others without explicit communication and navigate in scenarios when cooperation is required. In this work, we aim to model human interactions in this realistic setting, where each agent acts based on its observation and does not communicate with others. We propose a framework based on distributed potential games, where each agent imagines a cooperative game with other agents and solves the game using its estimation of their behavior. We utilize iLQR to solve the games and closed-loop simulate the interactions. We demonstrate the benefits of utilizing distributed imagined games in our framework through various simulation experiments. We show the high success rate, the increased navigation efficiency, and the ability to generate rich and realistic interactions with interpretable parameters. Illustrative examples are available at https://sites.google.com/berkeley.edu/distributed-interaction.
Learning from Local Experience: Informed Sampling Distributions for High Dimensional Motion Planning
Kobashi, Keita, Wang, Changhao, Zhao, Yu, Lin, Hsien-Chung, Tomizuka, Masayoshi
This paper presents a sampling-based motion planning framework that leverages the geometry of obstacles in a workspace as well as prior experiences from motion planning problems. Previous studies have demonstrated the benefits of utilizing prior solutions to motion planning problems for improving planning efficiency. However, particularly for high-dimensional systems, achieving high performance across randomized environments remains a technical challenge for experience-based approaches due to the substantial variance between each query. To address this challenge, we propose a novel approach that involves decoupling the problem into subproblems through algorithmic workspace decomposition and graph search. Additionally, we capitalize on prior experience within each subproblem. This approach effectively reduces the variance across different problems, leading to improved performance for experience-based planners. To validate the effectiveness of our framework, we conduct experiments using 2D and 6D robotic systems. The experimental results demonstrate that our framework outperforms existing algorithms in terms of planning time and cost.
A Coarse-to-Fine Framework for Dual-Arm Manipulation of Deformable Linear Objects with Whole-Body Obstacle Avoidance
Yu, Mingrui, Lv, Kangchen, Wang, Changhao, Tomizuka, Masayoshi, Li, Xiang
Manipulating deformable linear objects (DLOs) to achieve desired shapes in constrained environments with obstacles is a meaningful but challenging task. Global planning is necessary for such a highly-constrained task; however, accurate models of DLOs required by planners are difficult to obtain owing to their deformable nature, and the inevitable modeling errors significantly affect the planning results, probably resulting in task failure if the robot simply executes the planned path in an open-loop manner. In this paper, we propose a coarse-to-fine framework to combine global planning and local control for dual-arm manipulation of DLOs, capable of precisely achieving desired configurations and avoiding potential collisions between the DLO, robot, and obstacles. Specifically, the global planner refers to a simple yet effective DLO energy model and computes a coarse path to find a feasible solution efficiently; then the local controller follows that path as guidance and further shapes it with closed-loop feedback to compensate for the planning errors and improve the task accuracy. Both simulations and real-world experiments demonstrate that our framework can robustly achieve desired DLO configurations in constrained environments with imprecise DLO models, which may not be reliably achieved by only planning or control.
Continuous Trajectory Optimization via B-splines for Multi-jointed Robotic Systems
Wang, Changhao, Xu, Ting, Tomizuka, Masayoshi
Continuous formulations of trajectory planning problems have two main benefits. First, constraints are guaranteed to be satisfied at all times. Secondly, dynamic obstacles can be naturally considered with time. This paper introduces a novel B-spline based trajectory optimization method for multi-jointed robots that provides a continuous trajectory with guaranteed continuous constraints satisfaction. At the core of this method, B-spline basic operations, like addition, multiplication, and derivative, are rigorously defined and applied for problem formulation. B-spline unique characteristics, such as the convex hull and smooth curves properties, are utilized to reformulate the original continuous optimization problem into a finite-dimensional problem. Collision avoidance with static obstacles is achieved using the signed distance field, while that with dynamic obstacles is accomplished via constructing time-varying separating hyperplanes. Simulation results on various robots validate the effectiveness of the algorithm. In addition, this paper provides experimental validations with a 6-link FANUC robot avoiding static and moving obstacles.