Yin, Zhao-Heng
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.
Learning Manipulation Skills through Robot Chain-of-Thought with Sparse Failure Guidance
Zhang, Kaifeng, Yin, Zhao-Heng, Ye, Weirui, Gao, Yang
Defining reward functions for skill learning has been a long-standing challenge in robotics. Recently, vision-language models (VLMs) have shown promise in defining reward signals for teaching robots manipulation skills. However, existing works often provide reward guidance that is too coarse, leading to inefficient learning processes. In this paper, we address this issue by implementing more fine-grained reward guidance. We decompose tasks into simpler sub-tasks, using this decomposition to offer more informative reward guidance with VLMs. We also propose a VLM-based self imitation learning process to speed up learning. Empirical evidence demonstrates that our algorithm consistently outperforms baselines such as CLIP, LIV, and RoboCLIP. Specifically, our algorithm achieves a $5.4 \times$ higher average success rate compared to the best baseline, RoboCLIP, across a series of manipulation tasks.
Twisting Lids Off with Two Hands
Lin, Toru, Yin, Zhao-Heng, Qi, Haozhi, Abbeel, Pieter, Malik, Jitendra
Manipulating objects with two multi-fingered hands has been a long-standing challenge in robotics, attributed to the contact-rich nature of many manipulation tasks and the complexity inherent in coordinating a high-dimensional bimanual system. In this work, we consider the problem of twisting lids of various bottle-like objects with two hands, and demonstrate that policies trained in simulation using deep reinforcement learning can be effectively transferred to the real world. With novel engineering insights into physical modeling, real-time perception, and reward design, the policy demonstrates generalization capabilities across a diverse set of unseen objects, showcasing dynamic and dexterous behaviors. Our findings serve as compelling evidence that deep reinforcement learning combined with sim-to-real transfer remains a promising approach for addressing manipulation problems of unprecedented complexity.
Imitation Learning from Observation with Automatic Discount Scheduling
Liu, Yuyang, Dong, Weijun, Hu, Yingdong, Wen, Chuan, Yin, Zhao-Heng, Zhang, Chongjie, Gao, Yang
Humans often acquire new skills through observation and imitation. For robotic agents, learning from the plethora of unlabeled video demonstration data available on the Internet necessitates imitating the expert without access to its action, presenting a challenge known as Imitation Learning from Observations (ILfO). A common approach to tackle ILfO problems is to convert them into inverse reinforcement learning problems, utilizing a proxy reward computed from the agent's and the expert's observations. Nonetheless, we identify that tasks characterized by a progress dependency property pose significant challenges for such approaches; in these tasks, the agent needs to initially learn the expert's preceding behaviors before mastering the subsequent ones. Our investigation reveals that the main cause is that the reward signals assigned to later steps hinder the learning of initial behaviors. To address this challenge, we present a novel ILfO framework that enables the agent to master earlier behaviors before advancing to later ones. We introduce an Automatic Discount Scheduling (ADS) mechanism that adaptively alters the discount factor in reinforcement learning during the training phase, prioritizing earlier rewards initially and gradually engaging later rewards only when the earlier behaviors have been mastered. Our experiments, conducted on nine Meta-World tasks, demonstrate that our method significantly outperforms state-of-the-art methods across all tasks, including those that are unsolvable by them.
Predicting Drug Solubility Using Different Machine Learning Methods -- Linear Regression Model with Extracted Chemical Features vs Graph Convolutional Neural Network
Ho, John, Yin, Zhao-Heng, Zhang, Colin, Guo, Nicole, Ha, Yang
Predicting the solubility of given molecules remains crucial in the pharmaceutical industry. In this study, we revisited this extensively studied topic, leveraging the capabilities of contemporary computing resources. We employed two machine learning models: a linear regression model and a graph convolutional neural network (GCNN) model, using various experimental datasets. Both methods yielded reasonable predictions, with the GCNN model exhibiting the highest level of performance. However, the present GCNN model has limited interpretability while the linear regression model allows scientists for a greater in-depth analysis of the underlying factors through feature importance analysis, although more human inputs and evaluations on the overall dataset is required. From the perspective of chemistry, using the linear regression model, we elucidated the impact of individual atom species and functional groups on overall solubility, highlighting the significance of comprehending how chemical structure influences chemical properties in the drug development process. It is learned that introducing oxygen atoms can increase the solubility of organic molecules, while almost all other hetero atoms except oxygen and nitrogen tend to decrease solubility.
Robot Synesthesia: In-Hand Manipulation with Visuotactile Sensing
Yuan, Ying, Che, Haichuan, Qin, Yuzhe, Huang, Binghao, Yin, Zhao-Heng, Lee, Kang-Won, Wu, Yi, Lim, Soo-Chul, Wang, Xiaolong
Executing contact-rich manipulation tasks necessitates the fusion of tactile and visual feedback. However, the distinct nature of these modalities poses significant challenges. In this paper, we introduce a system that leverages visual and tactile sensory inputs to enable dexterous in-hand manipulation. Specifically, we propose Robot Synesthesia, a novel point cloud-based tactile representation inspired by human tactile-visual synesthesia. This approach allows for the simultaneous and seamless integration of both sensory inputs, offering richer spatial information and facilitating better reasoning about robot actions. The method, trained in a simulated environment and then deployed to a real robot, is applicable to various in-hand object rotation tasks. Comprehensive ablations are performed on how the integration of vision and touch can improve reinforcement learning and Sim2Real performance. Our project page is available at https://yingyuan0414.github.io/visuotactile/ .
Rotating without Seeing: Towards In-hand Dexterity through Touch
Yin, Zhao-Heng, Huang, Binghao, Qin, Yuzhe, Chen, Qifeng, Wang, Xiaolong
Tactile information plays a critical role in human dexterity. It reveals useful contact information that may not be inferred directly from vision. In fact, humans can even perform in-hand dexterous manipulation without using vision. Can we enable the same ability for the multi-finger robot hand? In this paper, we present Touch Dexterity, a new system that can perform in-hand object rotation using only touching without seeing the object. Instead of relying on precise tactile sensing in a small region, we introduce a new system design using dense binary force sensors (touch or no touch) overlaying one side of the whole robot hand (palm, finger links, fingertips). Such a design is low-cost, giving a larger coverage of the object, and minimizing the Sim2Real gap at the same time. We train an in-hand rotation policy using Reinforcement Learning on diverse objects in simulation. Relying on touch-only sensing, we can directly deploy the policy in a real robot hand and rotate novel objects that are not presented in training. Extensive ablations are performed on how tactile information help in-hand manipulation.Our project is available at https://touchdexterity.github.io.
DexPoint: Generalizable Point Cloud Reinforcement Learning for Sim-to-Real Dexterous Manipulation
Qin, Yuzhe, Huang, Binghao, Yin, Zhao-Heng, Su, Hao, Wang, Xiaolong
We propose a sim-to-real framework for dexterous manipulation which can generalize to new objects of the same category in the real world. The key of our framework is to train the manipulation policy with point cloud inputs and dexterous hands. We propose two new techniques to enable joint learning on multiple objects and sim-to-real generalization: (i) using imagined hand point clouds as augmented inputs; and (ii) designing novel contact-based rewards. We empirically evaluate our method using an Allegro Hand to grasp novel objects in both simulation and real world. To the best of our knowledge, this is the first policy learning-based framework that achieves such generalization results with dexterous hands. Our project page is available at https://yzqin.github.io/dexpoint
TOMA: Topological Map Abstraction for Reinforcement Learning
Yin, Zhao-Heng, Li, Wu-Jun
Animals are able to discover the topological map (graph) of surrounding environment, which will be used for navigation. Inspired by this biological phenomenon, researchers have recently proposed to generate graph representation for Markov decision process (MDP) and use such graphs for planning in reinforcement learning (RL). However, existing graph generation methods suffer from many drawbacks. One drawback is that existing methods do not learn an abstraction for graphs, which results in high memory and computation cost. This drawback also makes generated graph non-robust, which degrades the planning performance. Another drawback is that existing methods cannot be used for facilitating exploration which is important in RL. In this paper, we propose a new method, called topological map abstraction (TOMA), for graph generation. TOMA can generate an abstract graph representation for MDP, which costs much less memory and computation cost than existing methods. Furthermore, TOMA can be used for facilitating exploration. In particular, we propose planning to explore, in which TOMA is used to accelerate exploration by guiding the agent towards unexplored states. A novel experience replay module called vertex memory is also proposed to improve exploration performance. Experimental results show that TOMA can outperform existing methods to achieve the state-of-the-art performance.