ROJul 10, 2022
Sequential Manipulation Planning on Scene GraphZiyuan Jiao, Yida Niu, Zeyu Zhang et al. · pku
We devise a 3D scene graph representation, contact graph+ (cg+), for efficient sequential task planning. Augmented with predicate-like attributes, this contact graph-based representation abstracts scene layouts with succinct geometric information and valid robot-scene interactions. Goal configurations, naturally specified on contact graphs, can be produced by a genetic algorithm with a stochastic optimization method. A task plan is then initialized by computing the Graph Editing Distance (GED) between the initial contact graphs and the goal configurations, which generates graph edit operations corresponding to possible robot actions. We finalize the task plan by imposing constraints to regulate the temporal feasibility of graph edit operations, ensuring valid task and motion correspondences. In a series of simulations and experiments, robots successfully complete complex sequential object rearrangement tasks that are difficult to specify using conventional planning language like Planning Domain Definition Language (PDDL), demonstrating the high feasibility and potential of robot sequential task planning on contact graph.
ROJun 30, 2022
Understanding Physical Effects for Effective Tool-useZeyu Zhang, Ziyuan Jiao, Weiqi Wang et al. · pku
We present a robot learning and planning framework that produces an effective tool-use strategy with the least joint efforts, capable of handling objects different from training. Leveraging a Finite Element Method (FEM)-based simulator that reproduces fine-grained, continuous visual and physical effects given observed tool-use events, the essential physical properties contributing to the effects are identified through the proposed Iterative Deepening Symbolic Regression (IDSR) algorithm. We further devise an optimal control-based motion planning scheme to integrate robot- and tool-specific kinematics and dynamics to produce an effective trajectory that enacts the learned properties. In simulation, we demonstrate that the proposed framework can produce more effective tool-use strategies, drastically different from the observed ones in two exemplar tasks.
ROMar 10, 2023
Rearrange Indoor Scenes for Human-Robot Co-ActivityWeiqi Wang, Zihang Zhao, Ziyuan Jiao et al. · pku
We present an optimization-based framework for rearranging indoor furniture to accommodate human-robot co-activities better. The rearrangement aims to afford sufficient accessible space for robot activities without compromising everyday human activities. To retain human activities, our algorithm preserves the functional relations among furniture by integrating spatial and semantic co-occurrence extracted from SUNCG and ConceptNet, respectively. By defining the robot's accessible space by the amount of open space it can traverse and the number of objects it can reach, we formulate the rearrangement for human-robot co-activity as an optimization problem, solved by adaptive simulated annealing (ASA) and covariance matrix adaptation evolution strategy (CMA-ES). Our experiments on the SUNCG dataset quantitatively show that rearranged scenes provide an average of 14% more accessible space and 30% more objects to interact with. The quality of the rearranged scenes is qualitatively validated by a human study, indicating the efficacy of the proposed strategy.
AISep 26, 2024
AI Delegates with a Dual Focus: Ensuring Privacy and Strategic Self-DisclosureZhiyang Zhang, Xi Chen, Fangkai Yang et al.
Large language model (LLM)-based AI delegates are increasingly utilized to act on behalf of users, assisting them with a wide range of tasks through conversational interfaces. Despite their advantages, concerns arise regarding the potential risk of privacy leaks, particularly in scenarios involving social interactions. While existing research has focused on protecting privacy by limiting the access of AI delegates to sensitive user information, many social scenarios require disclosing private details to achieve desired social goals, necessitating a balance between privacy protection and disclosure. To address this challenge, we first conduct a pilot study to investigate user perceptions of AI delegates across various social relations and task scenarios, and then propose a novel AI delegate system that enables privacy-conscious self-disclosure. Our user study demonstrates that the proposed AI delegate strategically protects privacy, pioneering its use in diverse and dynamic social interactions.
ROApr 18
Chain Of Interaction Benchmark (COIN): When Reasoning meets Embodied InteractionXianhao Wang, Xiaojian Ma, Haozhe Hu et al.
Generalist embodied agents must perform interactive, causally-dependent reasoning, continually interacting with the environment, acquiring information, and updating plans to solve long-horizon tasks before they could be adopted in real-life scenarios. For instance, retrieving an apple from a cabinet may require opening multiple doors and drawers before the apple becomes visible and reachable, demanding sequential interaction under partial observability. However, existing benchmarks fail to systematically evaluate this essential capability. We introduce COIN, a benchmark designed to assess interactive reasoning in realistic robotic manipulation through three key contributions. First, we construct COIN-50: 50 interactive tasks in daily scenarios, and create COIN-Primitive required by causally-dependent tasks, and COIN-Composition with mid-term complexity for skill learning and generalization evaluation. Second, we develop a low-cost mobile AR teleoperation system and collect the COIN-Primitive Dataset with 50 demonstrations per primitive task (1,000 in total). Third, we develop systematic evaluation metrics about execution stability and generalization robustness to evaluate CodeAsPolicy, VLA, and language-conditioned H-VLA approaches. Our comprehensive evaluation reveals critical limitations in current methods: models struggle with interactive reasoning tasks due to significant gaps between visual understanding and motor execution. We provide fine-grained analysis of these limitations.
ROMar 19, 2024Code
Driving Animatronic Robot Facial Expression From SpeechBoren Li, Hang Li, Hangxin Liu
Animatronic robots hold the promise of enabling natural human-robot interaction through lifelike facial expressions. However, generating realistic, speech-synchronized robot expressions poses significant challenges due to the complexities of facial biomechanics and the need for responsive motion synthesis. This paper introduces a novel, skinning-centric approach to drive animatronic robot facial expressions from speech input. At its core, the proposed approach employs linear blend skinning (LBS) as a unifying representation, guiding innovations in both embodiment design and motion synthesis. LBS informs the actuation topology, facilitates human expression retargeting, and enables efficient speech-driven facial motion generation. This approach demonstrates the capability to produce highly realistic facial expressions on an animatronic face in real-time at over 4000 fps on a single Nvidia RTX 4090, significantly advancing robots' ability to replicate nuanced human expressions for natural interaction. To foster further research and development in this field, the code has been made publicly available at: \url{https://github.com/library87/OpenRoboExp}.
ROMar 18, 2024
LLM3:Large Language Model-based Task and Motion Planning with Motion Failure ReasoningShu Wang, Muzhi Han, Ziyuan Jiao et al.
Conventional Task and Motion Planning (TAMP) approaches rely on manually crafted interfaces connecting symbolic task planning with continuous motion generation. These domain-specific and labor-intensive modules are limited in addressing emerging tasks in real-world settings. Here, we present LLM^3, a novel Large Language Model (LLM)-based TAMP framework featuring a domain-independent interface. Specifically, we leverage the powerful reasoning and planning capabilities of pre-trained LLMs to propose symbolic action sequences and select continuous action parameters for motion planning. Crucially, LLM^3 incorporates motion planning feedback through prompting, allowing the LLM to iteratively refine its proposals by reasoning about motion failure. Consequently, LLM^3 interfaces between task planning and motion planning, alleviating the intricate design process of handling domain-specific messages between them. Through a series of simulations in a box-packing domain, we quantitatively demonstrate the effectiveness of LLM^3 in solving TAMP problems and the efficiency in selecting action parameters. Ablation studies underscore the significant contribution of motion failure reasoning to the success of LLM^3. Furthermore, we conduct qualitative experiments on a physical manipulator, demonstrating the practical applicability of our approach in real-world settings.
ROApr 5
Dynamic Whole-Body Dancing with Humanoid Robots -- A Model-Based Control ApproachShibowen Zhang, Jiayang Wu, Guannan Liu et al.
This paper presents an integrated model-based framework for generating and executing dynamic whole-body dance motions on humanoid robots. The framework operates in two stages: offline motion generation and online motion execution, both leveraging future state prediction to enable robust and dynamic dance motions in real-world environments. In the offline motion generation stage, human dance demonstrations are captured via a motion capture (MoCap) system, retargeted to the robot by solving a Quadratic Programming (QP) problem, and further refined using Trajectory Optimization (TO) to ensure dynamic feasibility. In the online motion execution stage, a centroidal dynamics-based Model Predictive Control (MPC) framework tracks the planned motions in real time and proactively adjusts swing foot placement to adapt to real world disturbances. We validate our framework on the full-size humanoid robot Kuavo 4Pro, demonstrating the dynamic dance motions both in simulation and in a four-minute live public performance with a team of four robots. Experimental results show that longer prediction horizons improve both motion expressiveness in planning and stability in execution.
HCJan 26, 2024
On the Emergence of Symmetrical RealityZhenliang Zhang, Zeyu Zhang, Ziyuan Jiao et al.
Artificial intelligence (AI) has revolutionized human cognitive abilities and facilitated the development of new AI entities capable of interacting with humans in both physical and virtual environments. Despite the existence of virtual reality, mixed reality, and augmented reality for several years, integrating these technical fields remains a formidable challenge due to their disparate application directions. The advent of AI agents, capable of autonomous perception and action, further compounds this issue by exposing the limitations of traditional human-centered research approaches. It is imperative to establish a comprehensive framework that accommodates the dual perceptual centers of humans and AI agents in both physical and virtual worlds. In this paper, we introduce the symmetrical reality framework, which offers a unified representation encompassing various forms of physical-virtual amalgamations. This framework enables researchers to better comprehend how AI agents can collaborate with humans and how distinct technical pathways of physical-virtual integration can be consolidated from a broader perspective. We then delve into the coexistence of humans and AI, demonstrating a prototype system that exemplifies the operation of symmetrical reality systems for specific tasks, such as pouring water. Subsequently, we propose an instance of an AI-driven active assistance service that illustrates the potential applications of symmetrical reality. This paper aims to offer beneficial perspectives and guidance for researchers and practitioners in different fields, thus contributing to the ongoing research about human-AI coexistence in both physical and virtual environments.
ROJan 14, 2023
A Reconfigurable Data Glove for Reconstructing Physical and Virtual GraspsHangxin Liu, Zeyu Zhang, Ziyuan Jiao et al.
In this work, we present a reconfigurable data glove design to capture different modes of human hand-object interactions, which are critical in training embodied artificial intelligence (AI) agents for fine manipulation tasks. To achieve various downstream tasks with distinct features, our reconfigurable data glove operates in three modes sharing a unified backbone design that reconstructs hand gestures in real time. In the tactile-sensing mode, the glove system aggregates manipulation force via customized force sensors made from a soft and thin piezoresistive material; this design minimizes interference during complex hand movements. The virtual reality (VR) mode enables real-time interaction in a physically plausible fashion: A caging-based approach is devised to determine stable grasps by detecting collision events. Leveraging a state-of-the-art finite element method (FEM), the simulation mode collects data on fine-grained 4D manipulation events comprising hand and object motions in 3D space and how the object's physical properties (e.g., stress and energy) change in accordance with manipulation over time. Notably, the glove system presented here is the first to use high-fidelity simulation to investigate the unobservable physical and causal factors behind manipulation actions. In a series of experiments, we characterize our data glove in terms of individual sensors and the overall system. More specifically, we evaluate the system's three modes by (i) recording hand gestures and associated forces, (ii) improving manipulation fluency in VR, and (iii) producing realistic simulation effects of various tool uses, respectively. Based on these three modes, our reconfigurable data glove collects and reconstructs fine-grained human grasp data in both physical and virtual environments, thereby opening up new avenues for the learning of manipulation skills for embodied AI agents.
ROJan 12, 2022
Object Gathering with a Tethered Robot DuoYao Su, Yuhong Jiang, Yixin Zhu et al.
We devise a cooperative planning framework to generate optimal trajectories for a tethered robot duo, who is tasked to gather scattered objects spread in a large area using a flexible net. Specifically, the proposed planning framework first produces a set of dense waypoints for each robot, serving as the initialization for optimization. Next, we formulate an iterative optimization scheme to generate smooth and collision-free trajectories while ensuring cooperation within the robot duo to efficiently gather objects and properly avoid obstacles. We validate the generated trajectories in simulation and implement them in physical robots using Model Reference Adaptive Controller (MRAC) to handle unknown dynamics of carried payloads. In a series of studies, we find that: (i) a U-shape cost function is effective in planning cooperative robot duo, and (ii) the task efficiency is not always proportional to the tethered net's length. Given an environment configuration, our framework can gauge the optimal net length. To our best knowledge, ours is the first that provides such estimation for tethered robot duo.
ROAug 3, 2021
Consolidating Kinematic Models to Promote Coordinated Mobile ManipulationsZiyuan Jiao, Zeyu Zhang, Xin Jiang et al.
We construct a Virtual Kinematic Chain (VKC) that readily consolidates the kinematics of the mobile base, the arm, and the object to be manipulated in mobile manipulations. Accordingly, a mobile manipulation task is represented by altering the state of the constructed VKC, which can be converted to a motion planning problem, formulated, and solved by trajectory optimization. This new VKC perspective of mobile manipulation allows a service robot to (i) produce well-coordinated motions, suitable for complex household environments, and (ii) perform intricate multi-step tasks while interacting with multiple objects without an explicit definition of intermediate goals. In simulated experiments, we validate these advantages by comparing the VKC-based approach with baselines that solely optimize individual components. The results manifest that VKC-based joint modeling and planning promote task success rates and produce more efficient trajectories.
ROAug 3, 2021
Efficient Task Planning for Mobile Manipulation: a Virtual Kinematic Chain PerspectiveZiyuan Jiao, Zeyu Zhang, Weiqi Wang et al.
We present a Virtual Kinematic Chain (VKC) perspective, a simple yet effective method, to improve task planning efficacy for mobile manipulation. By consolidating the kinematics of the mobile base, the arm, and the object being manipulated collectively as a whole, this novel VKC perspective naturally defines abstract actions and eliminates unnecessary predicates in describing intermediate poses. As a result, these advantages simplify the design of the planning domain and significantly reduce the search space and branching factors in solving planning problems. In experiments, we implement a task planner using Planning Domain Definition Language (PDDL) with VKC. Compared with conventional domain definition, our VKC-based domain definition is more efficient in both planning time and memory. In addition, abstract actions perform better in producing feasible motion plans and trajectories. We further scale up the VKC-based task planner in complex mobile manipulation tasks. Taken together, these results demonstrate that task planning using VKC for mobile manipulation is not only natural and effective but also introduces new capabilities.
ROMar 30, 2021
Reconstructing Interactive 3D Scenes by Panoptic Mapping and CAD Model AlignmentsMuzhi Han, Zeyu Zhang, Ziyuan Jiao et al.
In this paper, we rethink the problem of scene reconstruction from an embodied agent's perspective: While the classic view focuses on the reconstruction accuracy, our new perspective emphasizes the underlying functions and constraints such that the reconstructed scenes provide \em{actionable} information for simulating \em{interactions} with agents. Here, we address this challenging problem by reconstructing an interactive scene using RGB-D data stream, which captures (i) the semantics and geometry of objects and layouts by a 3D volumetric panoptic mapping module, and (ii) object affordance and contextual relations by reasoning over physical common sense among objects, organized by a graph-based scene representation. Crucially, this reconstructed scene replaces the object meshes in the dense panoptic map with part-based articulated CAD models for finer-grained robot interactions. In the experiments, we demonstrate that (i) our panoptic mapping module outperforms previous state-of-the-art methods, (ii) a high-performant physical reasoning procedure that matches, aligns, and replaces objects' meshes with best-fitted CAD models, and (iii) reconstructed scenes are physically plausible and naturally afford actionable interactions; without any manual labeling, they are seamlessly imported to ROS-based simulators and virtual environments for complex robot task executions.
ROJul 24, 2020
Human-Robot Interaction in a Shared Augmented Reality WorkspaceShuwen Qiu, Hangxin Liu, Zeyu Zhang et al.
We design and develop a new shared Augmented Reality (AR) workspace for Human-Robot Interaction (HRI), which establishes a bi-directional communication between human agents and robots. In a prototype system, the shared AR workspace enables a shared perception, so that a physical robot not only perceives the virtual elements in its own view but also infers the utility of the human agent--the cost needed to perceive and interact in AR--by sensing the human agent's gaze and pose. Such a new HRI design also affords a shared manipulation, wherein the physical robot can control and alter virtual objects in AR as an active agent; crucially, a robot can proactively interact with human agents, instead of purely passively executing received commands. In experiments, we design a resource collection game that qualitatively demonstrates how a robot perceives, processes, and manipulates in AR and quantitatively evaluates the efficacy of HRI using the shared AR workspace. We further discuss how the system can potentially benefit future HRI studies that are otherwise challenging.
CVApr 25, 2020
Joint Inference of States, Robot Knowledge, and Human (False-)BeliefsTao Yuan, Hangxin Liu, Lifeng Fan et al.
Aiming to understand how human (false-)belief--a core socio-cognitive ability--would affect human interactions with robots, this paper proposes to adopt a graphical model to unify the representation of object states, robot knowledge, and human (false-)beliefs. Specifically, a parse graph (pg) is learned from a single-view spatiotemporal parsing by aggregating various object states along the time; such a learned representation is accumulated as the robot's knowledge. An inference algorithm is derived to fuse individual pg from all robots across multi-views into a joint pg, which affords more effective reasoning and inference capability to overcome the errors originated from a single view. In the experiments, through the joint inference over pg-s, the system correctly recognizes human (false-)belief in various settings and achieves better cross-view accuracy on a challenging small object tracking dataset.
HCApr 25, 2020
Congestion-aware Evacuation Routing using Augmented Reality DevicesZeyu Zhang, Hangxin Liu, Ziyuan Jiao et al.
We present a congestion-aware routing solution for indoor evacuation, which produces real-time individual-customized evacuation routes among multiple destinations while keeping tracks of all evacuees' locations. A population density map, obtained on-the-fly by aggregating locations of evacuees from user-end Augmented Reality (AR) devices, is used to model the congestion distribution inside a building. To efficiently search the evacuation route among all destinations, a variant of A* algorithm is devised to obtain the optimal solution in a single pass. In a series of simulated studies, we show that the proposed algorithm is more computationally optimized compared to classic path planning algorithms; it generates a more time-efficient evacuation route for each individual that minimizes the overall congestion. A complete system using AR devices is implemented for a pilot study in real-world environments, demonstrating the efficacy of the proposed approach.
AIApr 20, 2020
Dark, Beyond Deep: A Paradigm Shift to Cognitive AI with Humanlike Common SenseYixin Zhu, Tao Gao, Lifeng Fan et al.
Recent progress in deep learning is essentially based on a "big data for small tasks" paradigm, under which massive amounts of data are used to train a classifier for a single narrow task. In this paper, we call for a shift that flips this paradigm upside down. Specifically, we propose a "small data for big tasks" paradigm, wherein a single artificial intelligence (AI) system is challenged to develop "common sense", enabling it to solve a wide range of tasks with little training data. We illustrate the potential power of this new paradigm by reviewing models of common sense that synthesize recent breakthroughs in both machine and human vision. We identify functionality, physics, intent, causality, and utility (FPICU) as the five core domains of cognitive AI with humanlike common sense. When taken as a unified concept, FPICU is concerned with the questions of "why" and "how", beyond the dominant "what" and "where" framework for understanding vision. They are invisible in terms of pixels but nevertheless drive the creation, maintenance, and development of visual scenes. We therefore coin them the "dark matter" of vision. Just as our universe cannot be understood by merely studying observable matter, we argue that vision cannot be understood without studying FPICU. We demonstrate the power of this perspective to develop cognitive AI systems with humanlike common sense by showing how to observe and apply FPICU with little training data to solve a wide range of challenging tasks, including tool use, planning, utility inference, and social learning. In summary, we argue that the next generation of AI must embrace "dark" humanlike common sense for solving novel tasks.
HCApr 2, 2019
VRGym: A Virtual Testbed for Physical and Interactive AIXu Xie, Hangxin Liu, Zhenliang Zhang et al.
We propose VRGym, a virtual reality testbed for realistic human-robot interaction. Different from existing toolkits and virtual reality environments, the VRGym emphasizes on building and training both physical and interactive agents for robotics, machine learning, and cognitive science. VRGym leverages mechanisms that can generate diverse 3D scenes with high realism through physics-based simulation. We demonstrate that VRGym is able to (i) collect human interactions and fine manipulations, (ii) accommodate various robots with a ROS bridge, (iii) support experiments for human-robot interaction, and (iv) provide toolkits for training the state-of-the-art machine learning algorithms. We hope VRGym can help to advance general-purpose robotics and machine learning agents, as well as assisting human studies in the field of cognitive science.