residual physics
ActivePusher: Active Learning and Planning with Residual Physics for Nonprehensile Manipulation
Zhong, Zhuoyun, Golestaneh, Seyedali, Chamzas, Constantinos
Planning with learned dynamics models offers a promising approach toward versatile real-world manipulation, particularly in nonprehensile settings such as pushing or rolling, where accurate analytical models are difficult to obtain. However, collecting training data for learning-based methods can be costly and inefficient, as it often relies on randomly sampled interactions that are not necessarily the most informative. Furthermore, learned models tend to exhibit high uncertainty in underexplored regions of the skill space, undermining the reliability of long-horizon planning. To address these challenges, we propose ActivePusher, a novel framework that combines residual-physics modeling with uncertainty-based active learning, to focus data acquisition on the most informative skill parameters. Additionally, ActivePusher seamlessly integrates with model-based kinodynamic planners, leveraging uncertainty estimates to bias control sampling toward more reliable actions. We evaluate our approach in both simulation and real-world environments, and demonstrate that it consistently improves data efficiency and achieves higher planning success rates in comparison to baseline methods. The source code is available at https://github.com/elpis-lab/ActivePusher.
Sim-to-Real of Soft Robots with Learned Residual Physics
Gao, Junpeng, Michelis, Mike Yan, Spielberg, Andrew, Katzschmann, Robert K.
Accurately modeling soft robots in simulation is computationally expensive and commonly falls short of representing the real world. This well-known discrepancy, known as the sim-to-real gap, can have several causes, such as coarsely approximated geometry and material models, manufacturing defects, viscoelasticity and plasticity, and hysteresis effects. Residual physics networks learn from real-world data to augment a discrepant model and bring it closer to reality. Here, we present a residual physics method for modeling soft robots with large degrees of freedom. We train neural networks to learn a residual term -- the modeling error between simulated and physical systems. Concretely, the residual term is a force applied on the whole simulated mesh, while real position data is collected with only sparse motion markers. The physical prior of the analytical simulation provides a starting point for the residual network, and the combined model is more informed than if physics were learned tabula rasa. We demonstrate our method on 1) a silicone elastomeric beam and 2) a soft pneumatic arm with hard-to-model, anisotropic fiber reinforcements. Our method outperforms traditional system identification up to 60%. We show that residual physics need not be limited to low degrees of freedom but can effectively bridge the sim-to-real gap for high dimensional systems.
TossingBot: Learning to Throw Arbitrary Objects with Residual Physics
We investigate whether a robot arm can learn to pick and throw arbitrary objects into selected boxes quickly and accurately. Throwing has the potential to increase the physical reachability and picking speed of a robot arm. However, precisely throwing arbitrary objects in unstructured settings presents many challenges: from acquiring reliable pre-throw conditions (e.g. initial pose of object in manipulator) to handling varying object-centric properties (e.g. mass distribution, friction, shape) and dynamics (e.g. aerodynamics). In this work, we propose an end-to-end formulation that jointly learns to infer control parameters for grasping and throwing motion primitives from visual observations (images of arbitrary objects in a bin) through trial and error. Within this formulation, we investigate the synergies between grasping and throwing (i.e., learning grasps that enable more accurate throws) and between simulation and deep learning (i.e., using deep networks to predict residuals on top of control parameters predicted by a physics simulator). The resulting system, TossingBot, is able to grasp and throw arbitrary objects into boxes located outside its maximum reach range at 500+ mean picks per hour (600+ grasps per hour with 85% throwing accuracy); and generalizes to new objects and landing locations.
TossingBot: Learning to Throw Arbitrary Objects with Residual Physics
Zeng, Andy, Song, Shuran, Lee, Johnny, Rodriguez, Alberto, Funkhouser, Thomas
We investigate whether a robot arm can learn to pick and throw arbitrary objects into selected boxes quickly and accurately. Throwing has the potential to increase the physical reachability and picking speed of a robot arm. However, precisely throwing arbitrary objects in unstructured settings presents many challenges: from acquiring reliable pre-throw conditions (e.g. initial pose of object in manipulator) to handling varying object-centric properties (e.g. mass distribution, friction, shape) and dynamics (e.g. aerodynamics). In this work, we propose an end-to-end formulation that jointly learns to infer control parameters for grasping and throwing motion primitives from visual observations (images of arbitrary objects in a bin) through trial and error. Within this formulation, we investigate the synergies between grasping and throwing (i.e., learning grasps that enable more accurate throws) and between simulation and deep learning (i.e., using deep networks to predict residuals on top of control parameters predicted by a physics simulator). The resulting system, TossingBot, is able to grasp and throw arbitrary objects into boxes located outside its maximum reach range at 500+ mean picks per hour (600+ grasps per hour with 85% throwing accuracy); and generalizes to new objects and target locations. Videos are available at https://tossingbot.cs.princeton.edu