Nitish Sontakke

RO
h-index4
7papers
29citations
Novelty52%
AI Score41

7 Papers

ROMar 16, 2023
Residual Physics Learning and System Identification for Sim-to-real Transfer of Policies on Buoyancy Assisted Legged Robots

Nitish Sontakke, Hosik Chae, Sangjoon Lee et al.

The light and soft characteristics of Buoyancy Assisted Lightweight Legged Unit (BALLU) robots have a great potential to provide intrinsically safe interactions in environments involving humans, unlike many heavy and rigid robots. However, their unique and sensitive dynamics impose challenges to obtaining robust control policies in the real world. In this work, we demonstrate robust sim-to-real transfer of control policies on the BALLU robots via system identification and our novel residual physics learning method, Environment Mimic (EnvMimic). First, we model the nonlinear dynamics of the actuators by collecting hardware data and optimizing the simulation parameters. Rather than relying on standard supervised learning formulations, we utilize deep reinforcement learning to train an external force policy to match real-world trajectories, which enables us to model residual physics with greater fidelity. We analyze the improved simulation fidelity by comparing the simulation trajectories against the real-world ones. We finally demonstrate that the improved simulator allows us to learn better walking and turning policies that can be successfully deployed on the hardware of BALLU.

ROOct 16, 2023
BayRnTune: Adaptive Bayesian Domain Randomization via Strategic Fine-tuning

Tianle Huang, Nitish Sontakke, K. Niranjan Kumar et al.

Domain randomization (DR), which entails training a policy with randomized dynamics, has proven to be a simple yet effective algorithm for reducing the gap between simulation and the real world. However, DR often requires careful tuning of randomization parameters. Methods like Bayesian Domain Randomization (Bayesian DR) and Active Domain Randomization (Adaptive DR) address this issue by automating parameter range selection using real-world experience. While effective, these algorithms often require long computation time, as a new policy is trained from scratch every iteration. In this work, we propose Adaptive Bayesian Domain Randomization via Strategic Fine-tuning (BayRnTune), which inherits the spirit of BayRn but aims to significantly accelerate the learning processes by fine-tuning from previously learned policy. This idea leads to a critical question: which previous policy should we use as a prior during fine-tuning? We investigated four different fine-tuning strategies and compared them against baseline algorithms in five simulated environments, ranging from simple benchmark tasks to more complex legged robot environments. Our analysis demonstrates that our method yields better rewards in the same amount of timesteps compared to vanilla domain randomization or Bayesian DR.

ROJan 16
RobotDesignGPT: Automated Robot Design Synthesis using Vision Language Models

Nitish Sontakke, K. Niranjan Kumar, Sehoon Ha

Robot design is a nontrivial process that involves careful consideration of multiple criteria, including user specifications, kinematic structures, and visual appearance. Therefore, the design process often relies heavily on domain expertise and significant human effort. The majority of current methods are rule-based, requiring the specification of a grammar or a set of primitive components and modules that can be composed to create a design. We propose a novel automated robot design framework, RobotDesignGPT, that leverages the general knowledge and reasoning capabilities of large pre-trained vision-language models to automate the robot design synthesis process. Our framework synthesizes an initial robot design from a simple user prompt and a reference image. Our novel visual feedback approach allows us to greatly improve the design quality and reduce unnecessary manual feedback. We demonstrate that our framework can design visually appealing and kinematically valid robots inspired by nature, ranging from legged animals to flying creatures. We justify the proposed framework by conducting an ablation study and a user study.

CVFeb 24, 2025
Leveraging Procedural Knowledge and Task Hierarchies for Efficient Instructional Video Pre-training

Karan Samel, Nitish Sontakke, Irfan Essa

Instructional videos provide a convenient modality to learn new tasks (ex. cooking a recipe, or assembling furniture). A viewer will want to find a corresponding video that reflects both the overall task they are interested in as well as contains the relevant steps they need to carry out the task. To perform this, an instructional video model should be capable of inferring both the tasks and the steps that occur in an input video. Doing this efficiently and in a generalizable fashion is key when compute or relevant video topics used to train this model are limited. To address these requirements we explicitly mine task hierarchies and the procedural steps associated with instructional videos. We use this prior knowledge to pre-train our model, $\texttt{Pivot}$, for step and task prediction. During pre-training, we also provide video augmentation and early stopping strategies to optimally identify which model to use for downstream tasks. We test this pre-trained model on task recognition, step recognition, and step prediction tasks on two downstream datasets. When pre-training data and compute are limited, we outperform previous baselines along these tasks. Therefore, leveraging prior task and step structures enables efficient training of $\texttt{Pivot}$ for instructional video recommendation.

RONov 22, 2025
Switch-JustDance: Benchmarking Whole Body Motion Tracking Policies Using a Commercial Console Game

Jeonghwan Kim, Wontaek Kim, Yidan Lu et al.

Recent advances in whole-body robot control have enabled humanoid and legged robots to perform increasingly agile and coordinated motions. However, standardized benchmarks for evaluating these capabilities in real-world settings, and in direct comparison to humans, remain scarce. Existing evaluations often rely on pre-collected human motion datasets or simulation-based experiments, which limit reproducibility, overlook hardware factors, and hinder fair human-robot comparisons. We present Switch-JustDance, a low-cost and reproducible benchmarking pipeline that leverages motion-sensing console games, Just Dance on the Nintendo Switch, to evaluate robot whole-body control. Using Just Dance on the Nintendo Switch as a representative platform, Switch-JustDance converts in-game choreography into robot-executable motions through streaming, motion reconstruction, and motion retargeting modules and enables users to evaluate controller performance through the game's built-in scoring system. We first validate the evaluation properties of Just Dance, analyzing its reliability, validity, sensitivity, and potential sources of bias. Our results show that the platform provides consistent and interpretable performance measures, making it a suitable tool for benchmarking embodied AI. Building on this foundation, we benchmark three state-of-the-art humanoid whole-body controllers on hardware and provide insights into their relative strengths and limitations.

ROSep 27, 2021
Solving Challenging Control Problems Using Two-Staged Deep Reinforcement Learning

Nitish Sontakke, Sehoon Ha

We present a deep reinforcement learning (deep RL) algorithm that consists of learning-based motion planning and imitation to tackle challenging control problems. Deep RL has been an effective tool for solving many high-dimensional continuous control problems, but it cannot effectively solve challenging problems with certain properties, such as sparse reward functions or sensitive dynamics. In this work, we propose an approach that decomposes the given problem into two deep RL stages: motion planning and motion imitation. The motion planning stage seeks to compute a feasible motion plan by leveraging the powerful planning capability of deep RL. Subsequently, the motion imitation stage learns a control policy that can imitate the given motion plan with realistic sensors and actuation models. This new formulation requires only a nominal added cost to the user because both stages require minimal changes to the original problem. We demonstrate that our approach can solve challenging control problems, rocket navigation, and quadrupedal locomotion, which cannot be solved by the monolithic deep RL formulation or the version with Probabilistic Roadmap.

ROSep 26, 2021
PM-FSM: Policies Modulating Finite State Machine for Robust Quadrupedal Locomotion

Ren Liu, Nitish Sontakke, Sehoon Ha

Deep reinforcement learning (deep RL) has emerged as an effective tool for developing controllers for legged robots. However, vanilla deep RL often requires a tremendous amount of training samples and is not feasible for achieving robust behaviors. Instead, researchers have investigated a novel policy architecture by incorporating human experts' knowledge, such as Policies Modulating Trajectory Generators (PMTG). This architecture builds a recurrent control loop by combining a parametric trajectory generator (TG) and a feedback policy network to achieve more robust behaviors. To take advantage of human experts' knowledge but eliminate time-consuming interactive teaching, researchers have investigated a novel architecture, Policies Modulating Trajectory Generators (PMTG), which builds a recurrent control loop by combining a parametric trajectory generator (TG) and a feedback policy network to achieve more robust behaviors using intuitive prior knowledge. In this work, we propose Policies Modulating Finite State Machine (PM-FSM) by replacing TGs with contact-aware finite state machines (FSM), which offer more flexible control of each leg. Compared with the TGs, FSMs offer high-level management on each leg motion generator and enable a flexible state arrangement, which makes the learned behavior less vulnerable to unseen perturbations or challenging terrains. This invention offers an explicit notion of contact events to the policy to negotiate unexpected perturbations. We demonstrated that the proposed architecture could achieve more robust behaviors in various scenarios, such as challenging terrains or external perturbations, on both simulated and real robots. The supplemental video can be found at: https://youtu.be/78cboMqTkJQ.