hammer
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Manipulate as Human: Learning Task-oriented Manipulation Skills by Adversarial Motion Priors
Ma, Ziqi, Tian, Changda, Gao, Yue
In recent years, there has been growing interest in developing robots and autonomous systems that can interact with human in a more natural and intuitive way. One of the key challenges in achieving this goal is to enable these systems to manipulate objects and tools in a manner that is similar to that of humans. In this paper, we propose a novel approach for learning human-style manipulation skills by using adversarial motion priors, which we name HMAMP. The approach leverages adversarial networks to model the complex dynamics of tool and object manipulation, as well as the aim of the manipulation task. The discriminator is trained using a combination of real-world data and simulation data executed by the agent, which is designed to train a policy that generates realistic motion trajectories that match the statistical properties of human motion. We evaluated HMAMP on one challenging manipulation task: hammering, and the results indicate that HMAMP is capable of learning human-style manipulation skills that outperform current baseline methods. Additionally, we demonstrate that HMAMP has potential for real-world applications by performing real robot arm hammering tasks. In general, HMAMP represents a significant step towards developing robots and autonomous systems that can interact with humans in a more natural and intuitive way, by learning to manipulate tools and objects in a manner similar to how humans do.
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Causal Explanation of Concept Drift -- A Truly Actionable Approach
Komnick, David, Lammers, Kathrin, Hammer, Barbara, Vaquet, Valerie, Hinder, Fabian
In a world that constantly changes, it is crucial to understand how those changes impact different systems, such as industrial manufacturing or critical infrastructure. Explaining critical changes, referred to as concept drift in the field of machine learning, is the first step towards enabling targeted interventions to avoid or correct model failures, as well as malfunctions and errors in the physical world. Therefore, in this work, we extend model-based drift explanations towards causal explanations, which increases the actionability of the provided explanations. We evaluate our explanation strategy on a number of use cases, demonstrating the practical usefulness of our framework, which isolates the causally relevant features impacted by concept drift and, thus, allows for targeted intervention.
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Supplementary Material
Tab. 13 shows the parameters and variables used in this optimization. Table 13: Parameters and variables used in credit optimization.Known Parameters Description ϱ = R Eq. 5 presents the optimization formulation, where Eq. 5a calculates the total credits gained by the The following examples illustrate the prompts used in LLM-C for each mini-game. The prompts vary slightly for different mini-games and also differ across stages within the same mini-game. Specifically, the prompt for the dynamic scenario in Social Structure is presented in Listing 1. The corresponding prompts are provided in Listing 4 and Listing 5. 27 Listing 1: Prompt example for dynamic scenario in Social Structure . Instructions: - The AdaSociety game is an open-ended multi-agent environment. The game consists ofa complex crafting tree, where the agent needs to obtain as many resources aspossible in the limited time and craft tools to mine more advanced resources tomaximize its benefit. At the same time, agents can also take other actions tohelp them increase their returns. The numbers of resources are limited.- Map: AdaSociety is a 2D grid-world game. The map size is 15*15.- Some of them can only bediscovered with some specific tools, which will be introduced next.-
HAMMER: Hamiltonian Curiosity Augmented Large Language Model Reinforcement
Yang, Ming, Li, Xiaofan, Ma, Zhiyuan, Shi, Dengliang, Du, Jintao, Cheng, Yu, Zheng, Weiguo
Recent curriculum reinforcement learning for large language models (LLMs) typically rely on difficulty-based annotations for data filtering and ordering. However, such methods suffer from local optimization, where continual training on simple samples in the early steps can cause the policy to lose its exploration. We propose a novel schema, namely Hamiltonian curiosity augmented large language model reinforcement (HAMMER), that transfers diversity metrics, commonly used in dataset evaluation, into the dynamic reinforcement learning procedure, where training samples are ordered via a minimum-semantic Hamiltonian path making the initial training retrain more exploration. From a theoretical perspective of generalization bounds, diversity-driven ordering facilitates stable convergence. Empirical evaluations indicate that HAMMER stimulates model "curiosity" and consistently achieves a 3% to 4% average accuracy gain across diverse inference benchmark.
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Grasp EveryThing (GET): 1-DoF, 3-Fingered Gripper with Tactile Sensing for Robust Grasping
Burgess, Michael, Adelson, Edward H.
Grasp EveryThing (GET) Gripper . We demonstrate its capability in completing a variety of household tasks through teleoperation on the ALOHA system [1]. Abstract --We introduce the Grasp EveryThing (GET) gripper, a novel 1-DoF, 3-finger design for securely grasping objects of many shapes and sizes. Mounted on a standard parallel jaw actuator, the design features three narrow, tapered fingers arranged in a two-against-one configuration, where the two fingers converge into a V-shape. The GET gripper is more capable of conforming to object geometries and forming secure grasps than traditional designs with two flat fingers. Inspired by the principle of self-similarity, these V-shaped fingers enable secure grasping across a wide range of object sizes. Further to this end, fingers are parametrically designed for convenient resizing and interchangeability across robotic embodiments with a parallel jaw gripper . Additionally, we incorporate a rigid fingernail for ease in manipulating small objects. T actile sensing can be integrated into the standalone finger via an externally-mounted camera. A neural network was trained to estimate normal force from tactile images with an average validation error of 1.3 N across a diverse set of geometries. In grasping 15 objects and performing 3 tasks via teleoperation, the GET fingers consistently outperformed standard flat fingers. All finger designs, compatible with multiple robotic embodiments, both incorporating and lacking tactile sensing, are available on GitHub.
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Scalpel vs. Hammer: GRPO Amplifies Existing Capabilities, SFT Replaces Them
Rajani, Neel, Gema, Aryo Pradipta, Goldfarb-Tarrant, Seraphina, Titov, Ivan
Training large language models (LLMs) for reasoning via maths and code datasets has become a major new focus in LLM post-training. Two particularly popular approaches are reinforcement learning (RL) and supervised fine-tuning (SFT), but their training dynamics are poorly understood. We present a comparative analysis of RL and SFT on the same maths problems with the same model and similar hyperparameters. We find that RL yields minor in-domain gains on maths and slight degradation on knowledge-intensive benchmarks like MMLU, while both trends are more pronounced in SFT. We also analyse model parameters across checkpoints, observing that both algorithms modify query and key weights the most. Meanwhile, SFT exhibits greater updates and also affects mid-layer MLPs more, leading us to hypothesise that this may have caused the out-of-domain degradation. We therefore investigate whether freezing parts of the model during training can mitigate the reduced performance on knowledge-intensive benchmarks. However, our results are inconclusive, with benefits on GPQA:Diamond and degradation on other benchmarks. Taken together, our observations provide a preliminary indication for why RL amplifies existing capabilities, while SFT replaces old skills with new ones.
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