15.5ROSep 6, 2023
Robotic Table Tennis: A Case Study into a High Speed Learning SystemDavid B. D'Ambrosio, Jonathan Abelian, Saminda Abeyruwan et al.
We present a deep-dive into a real-world robotic learning system that, in previous work, was shown to be capable of hundreds of table tennis rallies with a human and has the ability to precisely return the ball to desired targets. This system puts together a highly optimized perception subsystem, a high-speed low-latency robot controller, a simulation paradigm that can prevent damage in the real world and also train policies for zero-shot transfer, and automated real world environment resets that enable autonomous training and evaluation on physical robots. We complement a complete system description, including numerous design decisions that are typically not widely disseminated, with a collection of studies that clarify the importance of mitigating various sources of latency, accounting for training and deployment distribution shifts, robustness of the perception system, sensitivity to policy hyper-parameters, and choice of action space. A video demonstrating the components of the system and details of experimental results can be found at https://youtu.be/uFcnWjB42I0.
12.2ROSep 23, 2024
Learning Diverse Robot Striking Motions with Diffusion Models and Kinematically Constrained Gradient GuidanceKin Man Lee, Sean Ye, Qingyu Xiao et al.
Advances in robot learning have enabled robots to generate skills for a variety of tasks. Yet, robot learning is typically sample inefficient, struggles to learn from data sources exhibiting varied behaviors, and does not naturally incorporate constraints. These properties are critical for fast, agile tasks such as playing table tennis. Modern techniques for learning from demonstration improve sample efficiency and scale to diverse data, but are rarely evaluated on agile tasks. In the case of reinforcement learning, achieving good performance requires training on high-fidelity simulators. To overcome these limitations, we develop a novel diffusion modeling approach that is offline, constraint-guided, and expressive of diverse agile behaviors. The key to our approach is a kinematic constraint gradient guidance (KCGG) technique that computes gradients through both the forward kinematics of the robot arm and the diffusion model to direct the sampling process. KCGG minimizes the cost of violating constraints while simultaneously keeping the sampled trajectory in-distribution of the training data. We demonstrate the effectiveness of our approach for time-critical robotic tasks by evaluating KCGG in two challenging domains: simulated air hockey and real table tennis. In simulated air hockey, we achieved a 25.4% increase in block rate, while in table tennis, we saw a 17.3% increase in success rate compared to imitation learning baselines.
4.1CVDec 13, 2019
SPIN: A High Speed, High Resolution Vision Dataset for Tracking and Action Recognition in Ping PongSteven Schwarcz, Peng Xu, David D'Ambrosio et al.
We introduce a new high resolution, high frame rate stereo video dataset, which we call SPIN, for tracking and action recognition in the game of ping pong. The corpus consists of ping pong play with three main annotation streams that can be used to learn tracking and action recognition models -- tracking of the ping pong ball and poses of humans in the videos and the spin of the ball being hit by humans. The training corpus consists of 53 hours of data with labels derived from previous models in a semi-supervised method. The testing corpus contains 1 hour of data with the same information, except that crowd compute was used to obtain human annotations of the ball position, from which ball spin has been derived. Along with the dataset we introduce several baseline models that were trained on this data. The models were specifically chosen to be able to perform inference at the same rate as the images are generated -- specifically 150 fps. We explore the advantages of multi-task training on this data, and also show interesting properties of ping pong ball trajectories that are derived from our observational data, rather than from prior physics models. To our knowledge this is the first large scale dataset of ping pong; we offer it to the community as a rich dataset that can be used for a large variety of machine learning and vision tasks such as tracking, pose estimation, semi-supervised and unsupervised learning and generative modeling.