Jeroen van Baar

LG
h-index47
10papers
225citations
Novelty49%
AI Score35

10 Papers

ROMar 29, 2022
Learning to Synthesize Volumetric Meshes from Vision-based Tactile Imprints

Xinghao Zhu, Siddarth Jain, Masayoshi Tomizuka et al.

Vision-based tactile sensors typically utilize a deformable elastomer and a camera mounted above to provide high-resolution image observations of contacts. Obtaining accurate volumetric meshes for the deformed elastomer can provide direct contact information and benefit robotic grasping and manipulation. This paper focuses on learning to synthesize the volumetric mesh of the elastomer based on the image imprints acquired from vision-based tactile sensors. Synthetic image-mesh pairs and real-world images are gathered from 3D finite element methods (FEM) and physical sensors, respectively. A graph neural network (GNN) is introduced to learn the image-to-mesh mappings with supervised learning. A self-supervised adaptation method and image augmentation techniques are proposed to transfer networks from simulation to reality, from primitive contacts to unseen contacts, and from one sensor to another. Using these learned and adapted networks, our proposed method can accurately reconstruct the deformation of the real-world tactile sensor elastomer in various domains, as indicated by the quantitative and qualitative results.

ROJun 12, 2025
Demonstrating Multi-Suction Item Picking at Scale via Multi-Modal Learning of Pick Success

Che Wang, Jeroen van Baar, Chaitanya Mitash et al.

This work demonstrates how autonomously learning aspects of robotic operation from sparsely-labeled, real-world data of deployed, engineered solutions at industrial scale can provide with solutions that achieve improved performance. Specifically, it focuses on multi-suction robot picking and performs a comprehensive study on the application of multi-modal visual encoders for predicting the success of candidate robotic picks. Picking diverse items from unstructured piles is an important and challenging task for robot manipulation in real-world settings, such as warehouses. Methods for picking from clutter must work for an open set of items while simultaneously meeting latency constraints to achieve high throughput. The demonstrated approach utilizes multiple input modalities, such as RGB, depth and semantic segmentation, to estimate the quality of candidate multi-suction picks. The strategy is trained from real-world item picking data, with a combination of multimodal pretrain and finetune. The manuscript provides comprehensive experimental evaluation performed over a large item-picking dataset, an item-picking dataset targeted to include partial occlusions, and a package-picking dataset, which focuses on containers, such as boxes and envelopes, instead of unpackaged items. The evaluation measures performance for different item configurations, pick scenes, and object types. Ablations help to understand the effects of in-domain pretraining, the impact of different modalities and the importance of finetuning. These ablations reveal both the importance of training over multiple modalities but also the ability of models to learn during pretraining the relationship between modalities so that during finetuning and inference, only a subset of them can be used as input.

CVOct 16, 2021
Joint 3D Human Shape Recovery and Pose Estimation from a Single Image with Bilayer Graph

Xin Yu, Jeroen van Baar, Siheng Chen

The ability to estimate the 3D human shape and pose from images can be useful in many contexts. Recent approaches have explored using graph convolutional networks and achieved promising results. The fact that the 3D shape is represented by a mesh, an undirected graph, makes graph convolutional networks a natural fit for this problem. However, graph convolutional networks have limited representation power. Information from nodes in the graph is passed to connected neighbors, and propagation of information requires successive graph convolutions. To overcome this limitation, we propose a dual-scale graph approach. We use a coarse graph, derived from a dense graph, to estimate the human's 3D pose, and the dense graph to estimate the 3D shape. Information in coarse graphs can be propagated over longer distances compared to dense graphs. In addition, information about pose can guide to recover local shape detail and vice versa. We recognize that the connection between coarse and dense is itself a graph, and introduce graph fusion blocks to exchange information between graphs with different scales. We train our model end-to-end and show that we can achieve state-of-the-art results for several evaluation datasets.

LGAug 5, 2021
Lyapunov Robust Constrained-MDPs: Soft-Constrained Robustly Stable Policy Optimization under Model Uncertainty

Reazul Hasan Russel, Mouhacine Benosman, Jeroen Van Baar et al.

Safety and robustness are two desired properties for any reinforcement learning algorithm. CMDPs can handle additional safety constraints and RMDPs can perform well under model uncertainties. In this paper, we propose to unite these two frameworks resulting in robust constrained MDPs (RCMDPs). The motivation is to develop a framework that can satisfy safety constraints while also simultaneously offer robustness to model uncertainties. We develop the RCMDP objective, derive gradient update formula to optimize this objective and then propose policy gradient based algorithms. We also independently propose Lyapunov based reward shaping for RCMDPs, yielding better stability and convergence properties.

LGMay 20, 2021
Cross-domain Imitation from Observations

Dripta S. Raychaudhuri, Sujoy Paul, Jeroen van Baar et al.

Imitation learning seeks to circumvent the difficulty in designing proper reward functions for training agents by utilizing expert behavior. With environments modeled as Markov Decision Processes (MDP), most of the existing imitation algorithms are contingent on the availability of expert demonstrations in the same MDP as the one in which a new imitation policy is to be learned. In this paper, we study the problem of how to imitate tasks when there exist discrepancies between the expert and agent MDP. These discrepancies across domains could include differing dynamics, viewpoint, or morphology; we present a novel framework to learn correspondences across such domains. Importantly, in contrast to prior works, we use unpaired and unaligned trajectories containing only states in the expert domain, to learn this correspondence. We utilize a cycle-consistency constraint on both the state space and a domain agnostic latent space to do this. In addition, we enforce consistency on the temporal position of states via a normalized position estimator function, to align the trajectories across the two domains. Once this correspondence is found, we can directly transfer the demonstrations on one domain to the other and use it for imitation. Experiments across a wide variety of challenging domains demonstrate the efficacy of our approach.

LGNov 14, 2020
Data-Efficient Learning for Complex and Real-Time Physical Problem Solving using Augmented Simulation

Kei Ota, Devesh K. Jha, Diego Romeres et al.

Humans quickly solve tasks in novel systems with complex dynamics, without requiring much interaction. While deep reinforcement learning algorithms have achieved tremendous success in many complex tasks, these algorithms need a large number of samples to learn meaningful policies. In this paper, we present a task for navigating a marble to the center of a circular maze. While this system is very intuitive and easy for humans to solve, it can be very difficult and inefficient for standard reinforcement learning algorithms to learn meaningful policies. We present a model that learns to move a marble in the complex environment within minutes of interacting with the real system. Learning consists of initializing a physics engine with parameters estimated using data from the real system. The error in the physics engine is then corrected using Gaussian process regression, which is used to model the residual between real observations and physics engine simulations. The physics engine augmented with the residual model is then used to control the marble in the maze environment using a model-predictive feedback over a receding horizon. To the best of our knowledge, this is the first time that a hybrid model consisting of a full physics engine along with a statistical function approximator has been used to control a complex physical system in real-time using nonlinear model-predictive control (NMPC).

LGOct 10, 2020
Robust Constrained-MDPs: Soft-Constrained Robust Policy Optimization under Model Uncertainty

Reazul Hasan Russel, Mouhacine Benosman, Jeroen Van Baar

In this paper, we focus on the problem of robustifying reinforcement learning (RL) algorithms with respect to model uncertainties. Indeed, in the framework of model-based RL, we propose to merge the theory of constrained Markov decision process (CMDP), with the theory of robust Markov decision process (RMDP), leading to a formulation of robust constrained-MDPs (RCMDP). This formulation, simple in essence, allows us to design RL algorithms that are robust in performance, and provides constraint satisfaction guarantees, with respect to uncertainties in the system's states transition probabilities. The need for RCMPDs is important for real-life applications of RL. For instance, such formulation can play an important role for policy transfer from simulation to real world (Sim2Real) in safety critical applications, which would benefit from performance and safety guarantees which are robust w.r.t model uncertainty. We first propose the general problem formulation under the concept of RCMDP, and then propose a Lagrangian formulation of the optimal problem, leading to a robust-constrained policy gradient RL algorithm. We finally validate this concept on the inventory management problem.

LGNov 3, 2019
Learning from Trajectories via Subgoal Discovery

Sujoy Paul, Jeroen van Baar, Amit K. Roy-Chowdhury

Learning to solve complex goal-oriented tasks with sparse terminal-only rewards often requires an enormous number of samples. In such cases, using a set of expert trajectories could help to learn faster. However, Imitation Learning (IL) via supervised pre-training with these trajectories may not perform as well and generally requires additional finetuning with expert-in-the-loop. In this paper, we propose an approach which uses the expert trajectories and learns to decompose the complex main task into smaller sub-goals. We learn a function which partitions the state-space into sub-goals, which can then be used to design an extrinsic reward function. We follow a strategy where the agent first learns from the trajectories using IL and then switches to Reinforcement Learning (RL) using the identified sub-goals, to alleviate the errors in the IL step. To deal with states which are under-represented by the trajectory set, we also learn a function to modulate the sub-goal predictions. We show that our method is able to solve complex goal-oriented tasks, which other RL, IL or their combinations in literature are not able to solve.

LGNov 28, 2018
Trajectory-based Learning for Ball-in-Maze Games

Sujoy Paul, Jeroen van Baar

Deep Reinforcement Learning has shown tremendous success in solving several games and tasks in robotics. However, unlike humans, it generally requires a lot of training instances. Trajectories imitating to solve the task at hand can help to increase sample-efficiency of deep RL methods. In this paper, we present a simple approach to use such trajectories, applied to the challenging Ball-in-Maze Games, recently introduced in the literature. We show that in spite of not using human-generated trajectories and just using the simulator as a model to generate a limited number of trajectories, we can get a speed-up of about 2-3x in the learning process. We also discuss some challenges we observed while using trajectory-based learning for very sparse reward functions.

LGSep 13, 2018
Sim-to-Real Transfer Learning using Robustified Controllers in Robotic Tasks involving Complex Dynamics

Jeroen van Baar, Alan Sullivan, Radu Cordorel et al.

Learning robot tasks or controllers using deep reinforcement learning has been proven effective in simulations. Learning in simulation has several advantages. For example, one can fully control the simulated environment, including halting motions while performing computations. Another advantage when robots are involved, is that the amount of time a robot is occupied learning a task---rather than being productive---can be reduced by transferring the learned task to the real robot. Transfer learning requires some amount of fine-tuning on the real robot. For tasks which involve complex (non-linear) dynamics, the fine-tuning itself may take a substantial amount of time. In order to reduce the amount of fine-tuning we propose to learn robustified controllers in simulation. Robustified controllers are learned by exploiting the ability to change simulation parameters (both appearance and dynamics) for successive training episodes. An additional benefit for this approach is that it alleviates the precise determination of physics parameters for the simulator, which is a non-trivial task. We demonstrate our proposed approach on a real setup in which a robot aims to solve a maze game, which involves complex dynamics due to static friction and potentially large accelerations. We show that the amount of fine-tuning in transfer learning for a robustified controller is substantially reduced compared to a non-robustified controller.