catcher
Catching heuristics are optimal control policies
Two seemingly contradictory theories attempt to explain how humans move to intercept an airborne ball. One theory posits that humans predict the ball trajectory to optimally plan future actions; the other claims that, instead of performing such complicated computations, humans employ heuristics to reactively choose appropriate actions based on immediate visual feedback. In this paper, we show that interception strategies appearing to be heuristics can be understood as computational solutions to the optimal control problem faced by a ball-catching agent acting under uncertainty. Modeling catching as a continuous partially observable Markov decision process and employing stochastic optimal control theory, we discover that the four main heuristics described in the literature are optimal solutions if the catcher has sufficient time to continuously visually track the ball. Specifically, by varying model parameters such as noise, time to ground contact, and perceptual latency, we show that different strategies arise under different circumstances. The catcher's policy switches between generating reactive and predictive behavior based on the ratio of system to observation noise and the ratio between reaction time and task duration. Thus, we provide a rational account of human ball-catching behavior and a unifying explanation for seemingly contradictory theories of target interception on the basis of stochastic optimal control.
Catching heuristics are optimal control policies
Two seemingly contradictory theories attempt to explain how humans move to intercept an airborne ball. One theory posits that humans predict the ball trajectory to optimally plan future actions; the other claims that, instead of performing such complicated computations, humans employ heuristics to reactively choose appropriate actions based on immediate visual feedback. In this paper, we show that interception strategies appearing to be heuristics can be understood as computational solutions to the optimal control problem faced by a ball-catching agent acting under uncertainty. Modeling catching as a continuous partially observable Markov decision process and employing stochastic optimal control theory, we discover that the four main heuristics described in the literature are optimal solutions if the catcher has sufficient time to continuously visually track the ball. Specifically, by varying model parameters such as noise, time to ground contact, and perceptual latency, we show that different strategies arise under different circumstances. The catcher's policy switches between generating reactive and predictive behavior based on the ratio of system to observation noise and the ratio between reaction time and task duration. Thus, we provide a rational account of human ball-catching behavior and a unifying explanation for seemingly contradictory theories of target interception on the basis of stochastic optimal control.
Catching heuristics are optimal control policies
Boris Belousov, Gerhard Neumann, Constantin A. Rothkopf, Jan R. Peters
Such internal models allow for planning and potentially optimal action generation, e.g., they enable optimal catching strategies where humans predict the interception point and move there as fast as mechanically possible to await the ball. Clearly, there exist situations where latencies of the catching task require such strategies (e.g., when
- Europe > Germany > Hesse > Darmstadt Region > Darmstadt (0.04)
- Europe > Spain > Catalonia > Barcelona Province > Barcelona (0.04)
- Asia > Middle East > Jordan (0.04)
Words That Make Language Models Perceive
Wang, Sophie L., Isola, Phillip, Cheung, Brian
Large language models (LLMs) trained purely on text ostensibly lack any direct perceptual experience, yet their internal representations are implicitly shaped by multimodal regularities encoded in language. We test the hypothesis that explicit sensory prompting can surface this latent structure, bringing a text-only LLM into closer representational alignment with specialist vision and audio encoders. When a sensory prompt tells the model to 'see' or 'hear', it cues the model to resolve its next-token predictions as if they were conditioned on latent visual or auditory evidence that is never actually supplied. Our findings reveal that lightweight prompt engineering can reliably activate modality-appropriate representations in purely text-trained LLMs.
- Asia > Thailand (0.04)
- Asia > Indonesia (0.04)
- Europe > Czechia > Plzeň Region (0.04)
- (8 more...)
DyDexHandover: Human-like Bimanual Dynamic Dexterous Handover using RGB-only Perception
Zhou, Haoran, You, Yangwei, Wang, Shuaijun
Dynamic in air handover is a fundamental challenge for dual-arm robots, requiring accurate perception, precise coordination, and natural motion. Prior methods often rely on dynamics models, strong priors, or depth sensing, limiting generalization and naturalness. We present DyDexHandover, a novel framework that employs multi-agent reinforcement learning to train an end to end RGB based policy for bimanual object throwing and catching. To achieve more human-like behavior, the throwing policy is guided by a human policy regularization scheme, encouraging fluid and natural motion, and enhancing the generalization capability of the policy. A dual arm simulation environment was built in Isaac Sim for experimental evaluation. DyDexHandover achieves nearly 99 percent success on training objects and 75 percent on unseen objects, while generating human-like throwing and catching behaviors. To our knowledge, it is the first method to realize dual-arm in-air handover using only raw RGB perception.
- Information Technology > Artificial Intelligence > Robots (1.00)
- Information Technology > Artificial Intelligence > Representation & Reasoning > Agents (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Reinforcement Learning (0.90)
- Information Technology > Artificial Intelligence > Machine Learning > Learning Graphical Models > Undirected Networks > Markov Models (0.46)
This could be baseball's last season without 'robot umpires'
If there's one thing baseball fans are averse to, it's change. Over the MLB's 149-year history, alterations to the game's rules, like lowering the pitcher's mound (1968) or introducing instant replay challenges (2014) came only after years of heated debate between reformers and purists. Maybe the most contentious issue ever to divide these two camps is whether or not to replace notoriously inaccurate human home plate umpires with less fallible machines. Though that was once largely considered out of the bounds of possibility, MLB games officiated by so-called "robot umpires" are now closer to reality than ever before. Starting this week, batters stepping up to the plate during spring training games will have the ability to challenge an umpire's pitch calls and have them immediately reviewed by a computer.
- North America > United States > New York (0.05)
- North America > United States > Colorado (0.05)
- North America > United States > California > Los Angeles County > Los Angeles (0.05)
Learning Dexterous Bimanual Catch Skills through Adversarial-Cooperative Heterogeneous-Agent Reinforcement Learning
Kim, Taewoo, Yoon, Youngwoo, Kim, Jaehong
Robotic catching has traditionally focused on single-handed systems, which are limited in their ability to handle larger or more complex objects. In contrast, bimanual catching offers significant potential for improved dexterity and object handling but introduces new challenges in coordination and control. In this paper, we propose a novel framework for learning dexterous bimanual catching skills using Heterogeneous-Agent Reinforcement Learning (HARL). Our approach introduces an adversarial reward scheme, where a throw agent increases the difficulty of throws-adjusting speed-while a catch agent learns to coordinate both hands to catch objects under these evolving conditions. We evaluate the framework in simulated environments using 15 different objects, demonstrating robustness and versatility in handling diverse objects. Our method achieved approximately a 2x increase in catching reward compared to single-agent baselines across 15 diverse objects.
- Asia > South Korea > Daejeon > Daejeon (0.05)
- South America > Brazil > São Paulo (0.04)
- Asia > South Korea > Daegu > Daegu (0.04)
Catching heuristics are optimal control policies
Two seemingly contradictory theories attempt to explain how humans move to intercept an airborne ball. One theory posits that humans predict the ball trajectory to optimally plan future actions; the other claims that, instead of performing such complicated computations, humans employ heuristics to reactively choose appropriate actions based on immediate visual feedback. In this paper, we show that interception strategies appearing to be heuristics can be understood as computational solutions to the optimal control problem faced by a ball-catching agent acting under uncertainty. Modeling catching as a continuous partially observable Markov decision process and employing stochastic optimal control theory, we discover that the four main heuristics described in the literature are optimal solutions if the catcher has sufficient time to continuously visually track the ball. Specifically, by varying model parameters such as noise, time to ground contact, and perceptual latency, we show that different strategies arise under different circumstances.
Catching heuristics are optimal control policies Boris Belousov, Jan Peters Department of Computer Science, TU Darmstadt
Two seemingly contradictory theories attempt to explain how humans move to intercept an airborne ball. One theory posits that humans predict the ball trajectory to optimally plan future actions; the other claims that, instead of performing such complicated computations, humans employ heuristics to reactively choose appropriate actions based on immediate visual feedback. In this paper, we show that interception strategies appearing to be heuristics can be understood as computational solutions to the optimal control problem faced by a ball-catching agent acting under uncertainty. Modeling catching as a continuous partially observable Markov decision process and employing stochastic optimal control theory, we discover that the four main heuristics described in the literature are optimal solutions if the catcher has sufficient time to continuously visually track the ball. Specifically, by varying model parameters such as noise, time to ground contact, and perceptual latency, we show that different strategies arise under different circumstances. The catcher's policy switches between generating reactive and predictive behavior based on the ratio of system to observation noise and the ratio between reaction time and task duration. Thus, we provide a rational account of human ball-catching behavior and a unifying explanation for seemingly contradictory theories of target interception on the basis of stochastic optimal control.
- Europe > Germany > Hesse > Darmstadt Region > Darmstadt (0.40)
- Europe > Spain > Catalonia > Barcelona Province > Barcelona (0.04)
- Asia > Middle East > Jordan (0.04)
Dynamic Handover: Throw and Catch with Bimanual Hands
Huang, Binghao, Chen, Yuanpei, Wang, Tianyu, Qin, Yuzhe, Yang, Yaodong, Atanasov, Nikolay, Wang, Xiaolong
Humans throw and catch objects all the time. However, such a seemingly common skill introduces a lot of challenges for robots to achieve: The robots need to operate such dynamic actions at high-speed, collaborate precisely, and interact with diverse objects. In this paper, we design a system with two multi-finger hands attached to robot arms to solve this problem. We train our system using Multi-Agent Reinforcement Learning in simulation and perform Sim2Real transfer to deploy on the real robots. To overcome the Sim2Real gap, we provide multiple novel algorithm designs including learning a trajectory prediction model for the object. Such a model can help the robot catcher has a real-time estimation of where the object will be heading, and then react accordingly. We conduct our experiments with multiple objects in the real-world system, and show significant improvements over multiple baselines. Our project page is available at \url{https://binghao-huang.github.io/dynamic_handover/}.