18.3ROSep 25, 2023
MoDem-V2: Visuo-Motor World Models for Real-World Robot ManipulationPatrick Lancaster, Nicklas Hansen, Aravind Rajeswaran et al.
Robotic systems that aspire to operate in uninstrumented real-world environments must perceive the world directly via onboard sensing. Vision-based learning systems aim to eliminate the need for environment instrumentation by building an implicit understanding of the world based on raw pixels, but navigating the contact-rich high-dimensional search space from solely sparse visual reward signals significantly exacerbates the challenge of exploration. The applicability of such systems is thus typically restricted to simulated or heavily engineered environments since agent exploration in the real-world without the guidance of explicit state estimation and dense rewards can lead to unsafe behavior and safety faults that are catastrophic. In this study, we isolate the root causes behind these limitations to develop a system, called MoDem-V2, capable of learning contact-rich manipulation directly in the uninstrumented real world. Building on the latest algorithmic advancements in model-based reinforcement learning (MBRL), demo-bootstrapping, and effective exploration, MoDem-V2 can acquire contact-rich dexterous manipulation skills directly in the real world. We identify key ingredients for leveraging demonstrations in model learning while respecting real-world safety considerations -- exploration centering, agency handover, and actor-critic ensembles. We empirically demonstrate the contribution of these ingredients in four complex visuo-motor manipulation problems in both simulation and the real world. To the best of our knowledge, our work presents the first successful system for demonstration-augmented visual MBRL trained directly in the real world. Visit https://sites.google.com/view/modem-v2 for videos and more details.
17.2ROAug 21, 2019Code
MuSHR: A Low-Cost, Open-Source Robotic Racecar for Education and ResearchSiddhartha S. Srinivasa, Patrick Lancaster, Johan Michalove et al.
We present MuSHR, the Multi-agent System for non-Holonomic Racing. MuSHR is a low-cost, open-source robotic racecar platform for education and research, developed by the Personal Robotics Lab in the Paul G. Allen School of Computer Science & Engineering at the University of Washington. MuSHR aspires to contribute towards democratizing the field of robotics as a low-cost platform that can be built and deployed by following detailed, open documentation and do-it-yourself tutorials. A set of demos and lab assignments developed for the Mobile Robots course at the University of Washington provide guided, hands-on experience with the platform, and milestones for further development. MuSHR is a valuable asset for academic research labs, robotics instructors, and robotics enthusiasts.
25.7ROFeb 6, 2025
DexterityGen: Foundation Controller for Unprecedented DexterityZhao-Heng Yin, Changhao Wang, Luis Pineda et al. · cmu, meta-ai
Teaching robots dexterous manipulation skills, such as tool use, presents a significant challenge. Current approaches can be broadly categorized into two strategies: human teleoperation (for imitation learning) and sim-to-real reinforcement learning. The first approach is difficult as it is hard for humans to produce safe and dexterous motions on a different embodiment without touch feedback. The second RL-based approach struggles with the domain gap and involves highly task-specific reward engineering on complex tasks. Our key insight is that RL is effective at learning low-level motion primitives, while humans excel at providing coarse motion commands for complex, long-horizon tasks. Therefore, the optimal solution might be a combination of both approaches. In this paper, we introduce DexterityGen (DexGen), which uses RL to pretrain large-scale dexterous motion primitives, such as in-hand rotation or translation. We then leverage this learned dataset to train a dexterous foundational controller. In the real world, we use human teleoperation as a prompt to the controller to produce highly dexterous behavior. We evaluate the effectiveness of DexGen in both simulation and real world, demonstrating that it is a general-purpose controller that can realize input dexterous manipulation commands and significantly improves stability by 10-100x measured as duration of holding objects across diverse tasks. Notably, with DexGen we demonstrate unprecedented dexterous skills including diverse object reorientation and dexterous tool use such as pen, syringe, and screwdriver for the first time.
8.1ROFeb 14, 2022
Benchmarking Robot Manipulation with the Rubik's CubeBoling Yang, Patrick E. Lancaster, Siddhartha S. Srinivasa et al.
Benchmarks for robot manipulation are crucial to measuring progress in the field, yet there are few benchmarks that demonstrate critical manipulation skills, possess standardized metrics, and can be attempted by a wide array of robot platforms. To address a lack of such benchmarks, we propose Rubik's cube manipulation as a benchmark to measure simultaneous performance of precise manipulation and sequential manipulation. The sub-structure of the Rubik's cube demands precise positioning of the robot's end effectors, while its highly reconfigurable nature enables tasks that require the robot to manage pose uncertainty throughout long sequences of actions. We present a protocol for quantitatively measuring both the accuracy and speed of Rubik's cube manipulation. This protocol can be attempted by any general-purpose manipulator, and only requires a standard 3x3 Rubik's cube and a flat surface upon which the Rubik's cube initially rests (e.g. a table). We demonstrate this protocol for two distinct baseline approaches on a PR2 robot. The first baseline provides a fundamental approach for pose-based Rubik's cube manipulation. The second baseline demonstrates the benchmark's ability to quantify improved performance by the system, particularly that resulting from the integration of pre-touch sensing. To demonstrate the benchmark's applicability to other robot platforms and algorithmic approaches, we present the functional blocks required to enable the HERB robot to manipulate the Rubik's cube via push-grasping.
6.9ROFeb 14, 2022
Motivating Physical Activity via Competitive Human-Robot InteractionBoling Yang, Golnaz Habibi, Patrick E. Lancaster et al.
This project aims to motivate research in competitive human-robot interaction by creating a robot competitor that can challenge human users in certain scenarios such as physical exercise and games. With this goal in mind, we introduce the Fencing Game, a human-robot competition used to evaluate both the capabilities of the robot competitor and user experience. We develop the robot competitor through iterative multi-agent reinforcement learning and show that it can perform well against human competitors. Our user study additionally found that our system was able to continuously create challenging and enjoyable interactions that significantly increased human subjects' heart rates. The majority of human subjects considered the system to be entertaining and desirable for improving the quality of their exercise.
9.6ROSep 30, 2018
Improved Proximity, Contact, and Force Sensing via Optimization of Elastomer-Air Interface GeometryPatrick E. Lancaster, Joshua R. Smith, Siddhartha S. Srinivasa
We describe a single fingertip-mounted sensing system for robot manipulation that provides proximity (pre-touch), contact detection (touch), and force sensing (post-touch). The sensor system consists of optical time-of-flight range measurement modules covered in a clear elastomer. Because the elastomer is clear, the sensor can detect and range nearby objects, as well as measure deformations caused by objects that are in contact with the sensor and thereby estimate the applied force. We examine how this sensor design can be improved with respect to invariance to object reflectivity, signal-to-noise ratio, and continuous operation when switching between the distance and force measurement regimes. By harnessing time-of-flight technology and optimizing the elastomer-air boundary to control the emitted light's path, we develop a sensor that is able to seamlessly transition between measuring distances of up to 50mm and contact forces of up to 10 newtons. Furthermore, we provide all hardware design files and software sources, and offer thorough instructions on how to manufacture the sensor from inexpensive, commercially available components.