Robotic Learning the Sequence of Packing Irregular Objects from Human DemonstrationsAndré Santos, Nuno Ferreira Duarte, Atabak Dehban et al.
We tackle the challenge of robotic bin packing with irregular objects, such as groceries. Given the diverse physical attributes of these objects and the complex constraints governing their placement and manipulation, employing preprogrammed strategies becomes unfeasible. Our approach is to learn directly from expert demonstrations in order to extract implicit task knowledge and strategies to ensure safe object positioning, efficient use of space, and the generation of human-like behaviors that enhance human-robot trust. We rely on human demonstrations to learn a Markov chain for predicting the object packing sequence for a given set of items and then compare it with human performance. Our experimental results show that the model outperforms human performance by generating sequence predictions that humans classify as human-like more frequently than human-generated sequences. The human demonstrations were collected using our proposed VR platform, BoxED, which is a box packaging environment for simulating real-world objects and scenarios for fast and streamlined data collection with the purpose of teaching robots. We collected data from 43 participants packing a total of 263 boxes with supermarket-like objects, yielding 4644 object manipulations. Our VR platform can be easily adapted to new scenarios and objects, and is publicly available, alongside our dataset, at https://github.com/andrejfsantos4/BoxED.
16.0ROJan 2, 2023
3DSGrasp: 3D Shape-Completion for Robotic GraspSeyed S. Mohammadi, Nuno F. Duarte, Dimitris Dimou et al.
Real-world robotic grasping can be done robustly if a complete 3D Point Cloud Data (PCD) of an object is available. However, in practice, PCDs are often incomplete when objects are viewed from few and sparse viewpoints before the grasping action, leading to the generation of wrong or inaccurate grasp poses. We propose a novel grasping strategy, named 3DSGrasp, that predicts the missing geometry from the partial PCD to produce reliable grasp poses. Our proposed PCD completion network is a Transformer-based encoder-decoder network with an Offset-Attention layer. Our network is inherently invariant to the object pose and point's permutation, which generates PCDs that are geometrically consistent and completed properly. Experiments on a wide range of partial PCD show that 3DSGrasp outperforms the best state-of-the-art method on PCD completion tasks and largely improves the grasping success rate in real-world scenarios. The code and dataset will be made available upon acceptance.
6.9ROApr 1
Ego-Foresight: Self-supervised Learning of Agent-Aware Representations for Improved RLManuel Serra Nunes, Atabak Dehban, Yiannis Demiris et al.
Despite the significant advances in Deep Reinforcement Learning (RL) observed in the last decade, the amount of training experience necessary to learn effective policies remains one of the primary concerns in both simulated and real environments. Looking to solve this issue, previous work has shown that improved efficiency can be achieved by separately modeling the agent and environment, but usually requires a supervisory signal. In contrast to RL, humans can perfect a new skill from a small number of trials and often do so without a supervisory signal, making neuroscientific studies of human development a valuable source of inspiration for RL. In particular, we explore the idea of motor prediction, which states that humans develop an internal model of themselves and of the consequences that their motor commands have on the immediate sensory inputs. Our insight is that the movementofthe agent provides a cue that allows the duality between the agent and environment to be learned. To instantiate this idea, we present Ego-Foresight (EF), a self-supervised method for disentangling agent information based on motion and prediction. Our main finding is that, when used as an auxiliary task in feature learning, self-supervised agent awareness improves the sample-efficiency and performance of the underlying RL algorithm. To test our approach, we study the ability of EF to predict agent movement and disentangle agent information. Then, we integrate EF with model-free and model based RL algorithms to solve simulated control tasks, showing improved sample-efficiency and performance.
4.1ROFeb 8, 2024
Gaussian Mixture Models for Affordance Learning using Bayesian NetworksPedro Osório, Alexandre Bernardino, Ruben Martinez-Cantin et al.
Affordances are fundamental descriptors of relationships between actions, objects and effects. They provide the means whereby a robot can predict effects, recognize actions, select objects and plan its behavior according to desired goals. This paper approaches the problem of an embodied agent exploring the world and learning these affordances autonomously from its sensory experiences. Models exist for learning the structure and the parameters of a Bayesian Network encoding this knowledge. Although Bayesian Networks are capable of dealing with uncertainty and redundancy, previous work considered complete observability of the discrete sensory data, which may lead to hard errors in the presence of noise. In this paper we consider a probabilistic representation of the sensors by Gaussian Mixture Models (GMMs) and explicitly taking into account the probability distribution contained in each discrete affordance concept, which can lead to a more correct learning.
2.2ROFeb 12, 2024
Extending 3D body pose estimation for robotic-assistive therapies of autistic childrenLaura Santos, Bernardo Carvalho, Catarina Barata et al.
Robotic-assistive therapy has demonstrated very encouraging results for children with Autism. Accurate estimation of the child's pose is essential both for human-robot interaction and for therapy assessment purposes. Non-intrusive methods are the sole viable option since these children are sensitive to touch. While depth cameras have been used extensively, existing methods face two major limitations: (i) they are usually trained with adult-only data and do not correctly estimate a child's pose, and (ii) they fail in scenarios with a high number of occlusions. Therefore, our goal was to develop a 3D pose estimator for children, by adapting an existing state-of-the-art 3D body modelling method and incorporating a linear regression model to fine-tune one of its inputs, thereby correcting the pose of children's 3D meshes. In controlled settings, our method has an error below $0.3m$, which is considered acceptable for this kind of application and lower than current state-of-the-art methods. In real-world settings, the proposed model performs similarly to a Kinect depth camera and manages to successfully estimate the 3D body poses in a much higher number of frames.
3.2ROOct 22, 2025
GRASPLAT: Enabling dexterous grasping through novel view synthesisMatteo Bortolon, Nuno Ferreira Duarte, Plinio Moreno et al.
Achieving dexterous robotic grasping with multi-fingered hands remains a significant challenge. While existing methods rely on complete 3D scans to predict grasp poses, these approaches face limitations due to the difficulty of acquiring high-quality 3D data in real-world scenarios. In this paper, we introduce GRASPLAT, a novel grasping framework that leverages consistent 3D information while being trained solely on RGB images. Our key insight is that by synthesizing physically plausible images of a hand grasping an object, we can regress the corresponding hand joints for a successful grasp. To achieve this, we utilize 3D Gaussian Splatting to generate high-fidelity novel views of real hand-object interactions, enabling end-to-end training with RGB data. Unlike prior methods, our approach incorporates a photometric loss that refines grasp predictions by minimizing discrepancies between rendered and real images. We conduct extensive experiments on both synthetic and real-world grasping datasets, demonstrating that GRASPLAT improves grasp success rates up to 36.9% over existing image-based methods. Project page: https://mbortolon97.github.io/grasplat/
3.2ROSep 18, 2025
The Role of Touch: Towards Optimal Tactile Sensing Distribution in Anthropomorphic Hands for Dexterous In-Hand ManipulationJoão Damião Almeida, Egidio Falotico, Cecilia Laschi et al.
In-hand manipulation tasks, particularly in human-inspired robotic systems, must rely on distributed tactile sensing to achieve precise control across a wide variety of tasks. However, the optimal configuration of this network of sensors is a complex problem, and while the fingertips are a common choice for placing sensors, the contribution of tactile information from other regions of the hand is often overlooked. This work investigates the impact of tactile feedback from various regions of the fingers and palm in performing in-hand object reorientation tasks. We analyze how sensory feedback from different parts of the hand influences the robustness of deep reinforcement learning control policies and investigate the relationship between object characteristics and optimal sensor placement. We identify which tactile sensing configurations contribute to improving the efficiency and accuracy of manipulation. Our results provide valuable insights for the design and use of anthropomorphic end-effectors with enhanced manipulation capabilities.
3.2ROApr 23, 2025
HERB: Human-augmented Efficient Reinforcement learning for Bin-packingGojko Perovic, Nuno Ferreira Duarte, Atabak Dehban et al.
Packing objects efficiently is a fundamental problem in logistics, warehouse automation, and robotics. While traditional packing solutions focus on geometric optimization, packing irregular, 3D objects presents significant challenges due to variations in shape and stability. Reinforcement Learning~(RL) has gained popularity in robotic packing tasks, but training purely from simulation can be inefficient and computationally expensive. In this work, we propose HERB, a human-augmented RL framework for packing irregular objects. We first leverage human demonstrations to learn the best sequence of objects to pack, incorporating latent factors such as space optimization, stability, and object relationships that are difficult to model explicitly. Next, we train a placement algorithm that uses visual information to determine the optimal object positioning inside a packing container. Our approach is validated through extensive performance evaluations, analyzing both packing efficiency and latency. Finally, we demonstrate the real-world feasibility of our method on a robotic system. Experimental results show that our method outperforms geometric and purely RL-based approaches by leveraging human intuition, improving both packing robustness and adaptability. This work highlights the potential of combining human expertise-driven RL to tackle complex real-world packing challenges in robotic systems.
10.4ROJul 18, 2021
SENSORIMOTOR GRAPH: Action-Conditioned Graph Neural Network for Learning Robotic Soft Hand DynamicsJoão Damião Almeida, Paul Schydlo, Atabak Dehban et al.
Soft robotics is a thriving branch of robotics which takes inspiration from nature and uses affordable flexible materials to design adaptable non-rigid robots. However, their flexible behavior makes these robots hard to model, which is essential for a precise actuation and for optimal control. For system modelling, learning-based approaches have demonstrated good results, yet they fail to consider the physical structure underlying the system as an inductive prior. In this work, we take inspiration from sensorimotor learning, and apply a Graph Neural Network to the problem of modelling a non-rigid kinematic chain (i.e. a robotic soft hand) taking advantage of two key properties: 1) the system is compositional, that is, it is composed of simple interacting parts connected by edges, 2) it is order invariant, i.e. only the structure of the system is relevant for predicting future trajectories. We denote our model as the 'Sensorimotor Graph' since it learns the system connectivity from observation and uses it for dynamics prediction. We validate our model in different scenarios and show that it outperforms the non-structured baselines in dynamics prediction while being more robust to configurational variations, tracking errors or node failures.
One-shot action recognition in challenging therapy scenariosAlberto Sabater, Laura Santos, Jose Santos-Victor et al.
One-shot action recognition aims to recognize new action categories from a single reference example, typically referred to as the anchor example. This work presents a novel approach for one-shot action recognition in the wild that computes motion representations robust to variable kinematic conditions. One-shot action recognition is then performed by evaluating anchor and target motion representations. We also develop a set of complementary steps that boost the action recognition performance in the most challenging scenarios. Our approach is evaluated on the public NTU-120 one-shot action recognition benchmark, outperforming previous action recognition models. Besides, we evaluate our framework on a real use-case of therapy with autistic people. These recordings are particularly challenging due to high-level artifacts from the patient motion. Our results provide not only quantitative but also online qualitative measures, essential for the patient evaluation and monitoring during the actual therapy.
Action-conditioned Benchmarking of Robotic Video Prediction Models: a Comparative StudyManuel Serra Nunes, Atabak Dehban, Plinio Moreno et al.
A defining characteristic of intelligent systems is the ability to make action decisions based on the anticipated outcomes. Video prediction systems have been demonstrated as a solution for predicting how the future will unfold visually, and thus, many models have been proposed that are capable of predicting future frames based on a history of observed frames~(and sometimes robot actions). However, a comprehensive method for determining the fitness of different video prediction models at guiding the selection of actions is yet to be developed. Current metrics assess video prediction models based on human perception of frame quality. In contrast, we argue that if these systems are to be used to guide action, necessarily, the actions the robot performs should be encoded in the predicted frames. In this paper, we are proposing a new metric to compare different video prediction models based on this argument. More specifically, we propose an action inference system and quantitatively rank different models based on how well we can infer the robot actions from the predicted frames. Our extensive experiments show that models with high perceptual scores can perform poorly in the proposed action inference tests and thus, may not be suitable options to be used in robot planning systems.
7.3ROOct 1, 2019
Action Anticipation for Collaborative Environments: The Impact of Contextual Information and Uncertainty-Based PredictionClebeson Canuto, Plinio Moreno, Jorge Samatelo et al.
To interact with humans in collaborative environments, machines need to be able to predict (i.e., anticipate) future events, and execute actions in a timely manner. However, the observation of the human limb movements may not be sufficient to anticipate their actions unambiguously. In this work, we consider two additional sources of information (i.e., context) over time, gaze, movement and object information, and study how these additional contextual cues improve the action anticipation performance. We address action anticipation as a classification task, where the model takes the available information as the input and predicts the most likely action. We propose to use the uncertainty about each prediction as an online decision-making criterion for action anticipation. Uncertainty is modeled as a stochastic process applied to a time-based neural network architecture, which improves the conventional class-likelihood (i.e., deterministic) criterion. The main contributions of this paper are four-fold: (i) We propose a novel and effective decision-making criterion that can be used to anticipate actions even in situations of high ambiguity; (ii) we propose a deep architecture that outperforms previous results in the action anticipation task when using the Acticipate collaborative dataset; (iii) we show that contextual information is important to disambiguate the interpretation of similar actions; and (iv) we also provide a formal description of three existing performance metrics that can be easily used to evaluate action anticipation models.Our results on the Acticipate dataset showed the importance of contextual information and the uncertainty criterion for action anticipation. We achieve an average accuracy of 98.75% in the anticipation task using only an average of 25% of observations.
1.9ROMay 10, 2019
Learning Motor Resonance in Human-Human and Human-Robot Interaction with Coupled Dynamical SystemNuno Ferreira Duarte, Mirko Raković, José Santos-Victor
Human interaction involves very sophisticated non-verbal communication skills like understanding the goals and actions of others and coordinating our own actions accordingly. Neuroscience refers to this mechanism as motor resonance, in the sense that the perception of another person's actions and sensory experiences activates the observer's brain as if (s)he would be performing the same actions and having the same experiences. We analyze and model non-verbal cues (arm movements) exchanged between two humans that interact and execute handover actions. The contributions of this paper are the following: (i) computational models, using recorded motion data, describing the motor behaviour of each actor in action-in-interaction situations, (ii) a computational model that captures the behaviour if the "giver" and "receiver" during an object handover action, by coupling the arm motion of both actors, and (iii) embedded these models in the iCub robot for both action execution and recognition. Our results show that: (i) the robot can interpret the human arm motion and recognize handover actions; and (ii) behave in a "human-like" manner to receive the object of the recognized handover action.
Applying Domain Randomization to Synthetic Data for Object Category DetectionJoão Borrego, Atabak Dehban, Rui Figueiredo et al.
Recent advances in deep learning-based object detection techniques have revolutionized their applicability in several fields. However, since these methods rely on unwieldy and large amounts of data, a common practice is to download models pre-trained on standard datasets and fine-tune them for specific application domains with a small set of domain relevant images. In this work, we show that using synthetic datasets that are not necessarily photo-realistic can be a better alternative to simply fine-tune pre-trained networks. Specifically, our results show an impressive 25% improvement in the mAP metric over a fine-tuning baseline when only about 200 labelled images are available to train. Finally, an ablation study of our results is presented to delineate the individual contribution of different components in the randomization pipeline.
1.7AIMay 30, 2018
Automatic generation of object shapes with desired functionalitiesMihai Andries, Atabak Dehban, José Santos-Victor
3D objects (artefacts) are made to fulfill functions. Designing an object often starts with defining a list of functionalities that it should provide, also known as functional requirements. Today, the design of 3D object models is still a slow and largely artisanal activity, with few Computer-Aided Design (CAD) tools existing to aid the exploration of the design solution space. To accelerate the design process, we introduce an algorithm for generating object shapes with desired functionalities. Following the concept of form follows function, we assume that existing object shapes were rationally chosen to provide desired functionalities. First, we use an artificial neural network to learn a function-to-form mapping by analysing a dataset of objects labeled with their functionalities. Then, we combine forms providing one or more desired functions, generating an object shape that is expected to provide all of them. Finally, we verify in simulation whether the generated object possesses the desired functionalities, by defining and executing functionality tests on it.
10.1RONov 27, 2017
Language Bootstrapping: Learning Word Meanings From Perception-Action AssociationGiampiero Salvi, Luis Montesano, Alexandre Bernardino et al.
We address the problem of bootstrapping language acquisition for an artificial system similarly to what is observed in experiments with human infants. Our method works by associating meanings to words in manipulation tasks, as a robot interacts with objects and listens to verbal descriptions of the interactions. The model is based on an affordance network, i.e., a mapping between robot actions, robot perceptions, and the perceived effects of these actions upon objects. We extend the affordance model to incorporate spoken words, which allows us to ground the verbal symbols to the execution of actions and the perception of the environment. The model takes verbal descriptions of a task as the input and uses temporal co-occurrence to create links between speech utterances and the involved objects, actions, and effects. We show that the robot is able form useful word-to-meaning associations, even without considering grammatical structure in the learning process and in the presence of recognition errors. These word-to-meaning associations are embedded in the robot's own understanding of its actions. Thus, they can be directly used to instruct the robot to perform tasks and also allow to incorporate context in the speech recognition task. We believe that the encouraging results with our approach may afford robots with a capacity to acquire language descriptors in their operation's environment as well as to shed some light as to how this challenging process develops with human infants.
6.3RONov 4, 2014
High-level Reasoning and Low-level Learning for Grasping: A Probabilistic Logic PipelineLaura Antanas, Plinio Moreno, Marion Neumann et al.
While grasps must satisfy the grasping stability criteria, good grasps depend on the specific manipulation scenario: the object, its properties and functionalities, as well as the task and grasp constraints. In this paper, we consider such information for robot grasping by leveraging manifolds and symbolic object parts. Specifically, we introduce a new probabilistic logic module to first semantically reason about pre-grasp configurations with respect to the intended tasks. Further, a mapping is learned from part-related visual features to good grasping points. The probabilistic logic module makes use of object-task affordances and object/task ontologies to encode rules that generalize over similar object parts and object/task categories. The use of probabilistic logic for task-dependent grasping contrasts with current approaches that usually learn direct mappings from visual perceptions to task-dependent grasping points. We show the benefits of the full probabilistic logic pipeline experimentally and on a real robot.