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Symskill: Symbol and Skill Co-Invention for Data-Efficient and Real-Time Long-Horizon Manipulation

arXiv.org Artificial Intelligence

Multi-step manipulation in dynamic environments remains challenging. Two major families of methods fail in distinct ways: (i) imitation learning (IL) is reactive but lacks compositional generalization, as monolithic policies do not decide which skill to reuse when scenes change; (ii) classical task-and-motion planning (TAMP) offers compositionality but has prohibitive planning latency, preventing real-time failure recovery. We introduce SymSkill, a unified learning framework that combines the benefits of IL and TAMP, allowing compositional generalization and failure recovery in real-time. Offline, SymSkill jointly learns predicates, operators, and skills directly from unlabeled and unsegmented demonstrations. At execution time, upon specifying a conjunction of one or more learned predicates, SymSkill uses a symbolic planner to compose and reorder learned skills to achieve the symbolic goals, while performing recovery at both the motion and symbolic levels in real time. Coupled with a compliant controller, SymSkill enables safe and uninterrupted execution under human and environmental disturbances. In RoboCasa simulation, SymSkill can execute 12 single-step tasks with 85% success rate. Without additional data, it composes these skills into multi-step plans requiring up to 6 skill recompositions, recovering robustly from execution failures. On a real Franka robot, we demonstrate SymSkill, learning from 5 minutes of unsegmented and unlabeled play data, is capable of performing multiple tasks simply by goal specifications. The source code and additional analysis can be found on https://sites.google.com/view/symskill.



cpRRTC: GPU-Parallel RRT-Connect for Constrained Motion Planning

arXiv.org Artificial Intelligence

Motion planning is a fundamental problem in robotics that involves generating feasible trajectories for a robot to follow. Recent advances in parallel computing, particularly through CPU and GPU architectures, have significantly reduced planning times to the order of milliseconds. However, constrained motion planning especially using sampling based methods on GPUs remains underexplored. Prior work such as pRRTC leverages a tracking compiler with a CUDA backend to accelerate forward kinematics and collision checking. While effective in simple settings, their approach struggles with increased complexity in robot models or environments. In this paper, we propose a novel GPU based framework utilizing NVRTC for runtime compilation, enabling efficient handling of high complexity scenarios and supporting constrained motion planning. Experimental results demonstrate that our method achieves superior performance compared to existing approaches.


PRIMAL: Physically Reactive and Interactive Motor Model for Avatar Learning

arXiv.org Artificial Intelligence

To build a motor system of the interactive avatar, it is essential to develop a generative motion model drives the body to move through 3D space in a perpetual, realistic, controllable, and responsive manner. Although motion generation has been extensively studied, most methods do not support ``embodied intelligence'' due to their offline setting, slow speed, limited motion lengths, or unnatural movements. To overcome these limitations, we propose PRIMAL, an autoregressive diffusion model that is learned with a two-stage paradigm, inspired by recent advances in foundation models. In the pretraining stage, the model learns motion dynamics from a large number of sub-second motion segments, providing ``motor primitives'' from which more complex motions are built. In the adaptation phase, we employ a ControlNet-like adaptor to fine-tune the motor control for semantic action generation and spatial target reaching. Experiments show that physics effects emerge from our training. Given a single-frame initial state, our model not only generates unbounded, realistic, and controllable motion, but also enables the avatar to be responsive to induced impulses in real time. In addition, we can effectively and efficiently adapt our base model to few-shot personalized actions and the task of spatial control. Evaluations show that our proposed method outperforms state-of-the-art baselines. We leverage the model to create a real-time character animation system in Unreal Engine that is highly responsive and natural. Code, models, and more results are available at: https://yz-cnsdqz.github.io/eigenmotion/PRIMAL


Robotic Wire Arc Additive Manufacturing with Variable Height Layers

arXiv.org Artificial Intelligence

--Robotic wire arc additive manufacturing has been widely adopted due to its high deposition rates and large print volume relative to other metal additive manufacturing processes. For complex geometries, printing with variable height within layers offers the advantage of producing overhangs without the need for support material or geometric decomposition. This approach has been demonstrated for steel using precomputed robot speed profiles to achieve consistent geometric quality. In contrast, aluminum exhibits a bead geometry that is tightly coupled to the temperature of the previous layer, resulting in significant changes to the height of the deposited material at different points in the part. This paper presents a closed-loop approach to correcting for variations in the height of the deposited material between layers. We use an IR camera mounted on a separate robot to track the welding flame and estimate the height of deposited material. The robot velocity profile is then updated to account for the error in the previous layer and the nominal planned height profile while factoring in process and system constraints. Implementation of this framework showed significant improvement over the open-loop case and demonstrated robustness to inaccurate model parameters.


Fast and Accurate Relative Motion Tracking for Two Industrial Robots

arXiv.org Artificial Intelligence

Industrial robotic applications such as spraying, welding, and additive manufacturing frequently require fast, accurate, and uniform motion along a 3D spatial curve. To increase process throughput, some manufacturers propose a dual-robot setup to overcome the speed limitation of a single robot. Industrial robot motion is programmed through waypoints connected by motion primitives (Cartesian linear and circular paths and linear joint paths at constant Cartesian speed). The actual robot motion is affected by the blending between these motion primitives and the pose of the robot (an outstretched/close to singularity pose tends to have larger path-tracking errors). Choosing the waypoints and the speed along each motion segment to achieve the performance requirement is challenging. At present, there is no automated solution, and laborious manual tuning by robot experts is needed to approach the desired performance. In this paper, we present a systematic three-step approach to designing and programming a dual-robot system to optimize system performance. The first step is to select the relative placement between the two robots based on the specified relative motion path. The second step is to select the relative waypoints and the motion primitives. The final step is to update the waypoints iteratively based on the actual relative motion. Waypoint iteration is first executed in simulation and then completed using the actual robots. For performance measures, we use the mean path speed subject to the relative position and orientation constraints and the path speed uniformity constraint. We have demonstrated the effectiveness of this method with ABB and FANUC robots on two challenging test curves. The performance improvement over the current industrial practice baseline is over 300%. Compared to the optimized single-arm case that we have previously reported, the improvement is over 14%.


Motion Question Answering via Modular Motion Programs

arXiv.org Artificial Intelligence

In order to build artificial intelligence systems that can perceive and reason with human behavior in the real world, we must first design models that conduct complex spatio-temporal reasoning over motion sequences. Moving towards this goal, we propose the HumanMotionQA task to evaluate complex, multi-step reasoning abilities of models on long-form human motion sequences. We generate a dataset of question-answer pairs that require detecting motor cues in small portions of motion sequences, reasoning temporally about when events occur, and querying specific motion attributes. In addition, we propose NSPose, a neuro-symbolic method for this task that uses symbolic reasoning and a modular design to ground motion through learning motion concepts, attribute neural operators, and temporal relations. We demonstrate the suitability of NSPose for the HumanMotionQA task, outperforming all baseline methods.


Meta-learning Pathologies from Radiology Reports using Variance Aware Prototypical Networks

arXiv.org Artificial Intelligence

Large pretrained Transformer-based language models like BERT and GPT have changed the landscape of Natural Language Processing (NLP). However, fine tuning such models still requires a large number of training examples for each target task, thus annotating multiple datasets and training these models on various downstream tasks becomes time consuming and expensive. In this work, we propose a simple extension of the Prototypical Networks for few-shot text classification. Our main idea is to replace the class prototypes by Gaussians and introduce a regularization term that encourages the examples to be clustered near the appropriate class centroids. Experimental results show that our method outperforms various strong baselines on 13 public and 4 internal datasets. Furthermore, we use the class distributions as a tool for detecting potential out-of-distribution (OOD) data points during deployment.


RAIN: Reinforced Hybrid Attention Inference Network for Motion Forecasting

arXiv.org Artificial Intelligence

Motion forecasting plays a significant role in various domains (e.g., autonomous driving, human-robot interaction), which aims to predict future motion sequences given a set of historical observations. However, the observed elements may be of different levels of importance. Some information may be irrelevant or even distracting to the forecasting in certain situations. To address this issue, we propose a generic motion forecasting framework (named RAIN) with dynamic key information selection and ranking based on a hybrid attention mechanism. The general framework is instantiated to handle multi-agent trajectory prediction and human motion forecasting tasks, respectively. In the former task, the model learns to recognize the relations between agents with a graph representation and to determine their relative significance. In the latter task, the model learns to capture the temporal proximity and dependency in long-term human motions. We also propose an effective double-stage training pipeline with an alternating training strategy to optimize the parameters in different modules of the framework. We validate the framework on both synthetic simulations and motion forecasting benchmarks in different domains, demonstrating that our method not only achieves state-of-the-art forecasting performance, but also provides interpretable and reasonable hybrid attention weights.


Dimensionality Reduction and Motion Clustering during Activities of Daily Living: 3, 4, and 7 Degree-of-Freedom Arm Movements

arXiv.org Machine Learning

The wide variety of motions performed by the human arm during daily tasks makes it desirable to find representative subsets to reduce the dimensionality of these movements for a variety of applications, including the design and control of robotic and prosthetic devices. This paper presents a novel method and the results of an extensive human subjects study to obtain representative arm joint angle trajectories that span naturalistic motions during Activities of Daily Living (ADLs). In particular, we seek to identify sets of useful motion trajectories of the upper limb that are functions of a single variable, allowing, for instance, an entire prosthetic or robotic arm to be controlled with a single input from a user, along with a means to select between motions for different tasks. Data driven approaches are used to obtain clusters as well as representative motion averages for the full-arm 7 degree of freedom (DOF), elbow-wrist 4 DOF, and wrist-only 3 DOF motions. The proposed method makes use of well-known techniques such as dynamic time warping (DTW) to obtain a divergence measure between motion segments, DTW barycenter averaging (DBA) to obtain averages, Ward's distance criterion to build hierarchical trees, batch-DTW to simultaneously align multiple motion data, and functional principal component analysis (fPCA) to evaluate cluster variability. The clusters that emerge associate various recorded motions into primarily hand start and end location for the full-arm system, motion direction for the wrist-only system, and an intermediate between the two qualities for the elbow-wrist system. The proposed clustering methodology is justified by comparing results against alternative approaches.