Jituo Li

2papers

2 Papers

4.3ROMay 12
Rainbow Deep Q-Learning with Kinematics-Aware Design for Cooperative Delta and 3-RRS Parallel Robot Insertion

Hassen Nigatu, Gaokun Shi, Jituo Li et al.

This paper presents a kinematics-aware deep reinforcement learning framework based on Rainbow Deep Q-Networks (DQN) for cooperative peg-in-hole manipulation by a Delta parallel robot and a 3-RRS (Revolute--Revolute--Spherical) parallel manipulator. A key contribution is the integration of a geometric design-optimization stage that precedes learning: the 3-RRS geometry is tuned to maximize the singularity-free workspace and improve conditioning, which in turn enlarges the safe region in which the reinforcement learning policy can explore. Together the two manipulators expose a 6~degree-of-freedom (DoF) controllable subspace (three Delta translations, two 3-RRS rotations, and one 3-RRS vertical translation); the peg-in-hole task is invariant to rotation about the peg axis, so the task-relevant manifold is five dimensional. The cooperative insertion problem is cast as a Markov Decision Process with a 12-dimensional state vector and a discrete action set containing $6 \times 2 = 12$ incremental commands (one positive and one negative per controlled DoF). A shaped reward combines dense proximity guidance, penalties for kinematic and workspace violations, and sparse bonuses for successful insertions. The Rainbow DQN -- integrating double Q-learning, dueling architecture, prioritized replay, multi-step returns, noisy linear layers for exploration, and a distributional value head -- is trained with a two-stage curriculum. The co-designed framework is validated in a high-fidelity kinematic simulator, where it achieves stable policy convergence, reliable insertions, and reduced constraint violations compared against a vanilla DQN agent and a classical sampling-based planner.

GROct 12, 2021
Real-time Skeletonization for Sketch-based Modeling

Jing Ma, Jin Wang, Jituo Li et al.

Skeleton creation is an important phase in the character animation pipeline. However, handcrafting skeleton takes extensive labor time and domain knowledge. Automatic skeletonization provides a solution. However, most of the current approaches are far from real-time and lack the flexibility to control the skeleton complexity. In this paper, we present an efficient skeletonization method, which can be seamlessly integrated into the sketch-based modeling process in real-time. The method contains three steps: local sub-skeleton extraction; sub-skeleton connection; and global skeleton refinement. Firstly, the local skeleton is extracted from the processed polygon stroke and forms a subpart along with the sub-mesh. Then, local sub-skeletons are connected according to the intersecting relationships and the modeling sequence of subparts. Lastly, a global refinement method is proposed to give users coarse-to-fine control on the connected skeleton. We demonstrate the effectiveness of our method on a variety of examples created by both novices and professionals.