Hogun Kee

dblp:274/9254 · DBLP profile ↗
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10ranked-venue papers
1as first author
8since 2021 · last 2025
0009-0008-3320-5658ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 10 · 1 first-author · 8 since 2021Systems, architecture and hardware · 9 · 1 first-author · 7 since 2021
YearPublicationVenuePosition
2025 Automatic Real-to-Sim-to-Real System through Iterative Interactions for Robust Robot Manipulation Policy Learning with Unseen Objects
abstract
Real-to-sim-to-real systems have been studied to overcome the challenges of robot policy learning in the real world by creating a virtual environment that mimics the actual workspace. However, previous studies have limitations, requiring human assistance, such as observing the workspace with a hand-held camera or manipulating objects with a hand. To solve these limitations, we propose a novel real-to-sim-to-real framework, ARIC, that performs without human help. First, ARIC observes real objects by repeatedly changing the object poses through the pre-trained robot policy via reinforcement learning. Through iterative interactions between the robot and the environment, ARIC gradually improves the accuracy of 3D object reconstruction. Next, ARIC learns task-specific robot policies in simulation using replicated objects and applies the policies to real-world scenarios without fine-tuning. We confirm that ARIC efficiently learns robotic tasks by achieving a success rate of 83.3% on average for three real-world tasks.1
Minjae Kang 0002, Hogun Kee, Hosung Lee, Songhwai Oh
IROS2
2025 Language-Guided Hierarchical Planning with Scene Graphs for Tabletop Object Rearrangement
abstract
Spatial relationships between objects are key to achieving well-arranged scenes. In this paper, we address the robotic rearrangement task by leveraging these relationships to reach configurations that are both well-arranged and satisfying the given language goal. We propose a hierarchical planning framework that bridges the gap between abstract language inputs and concrete robotic actions. A scene graph is central to this approach, serving as both an intermediate representation and the state for high-level planning, capturing the relationships among objects effectively and reducing planning complexity. This also enables the proposed method to handle more general language goals. To achieve this, we leverage a large language model (LLM) to convert language goals into a scene graph, which becomes the goal for high-level planning. In high-level planning, we plan transitions from the current scene graph to the goal scene graph. To integrate high-level and low-level planning, we introduce a network that generates a physical configuration of objects from a scene graph. Low-level planning then verifies the high-level plan’s feasibility, ensuring it can be executed through robotic manipulation. Through experiments, we show that the proposed method handles general language goals effectively and produces human-preferred rearrangements compared to other approaches, demonstrating its applicability on real robots without requiring sim-to-real adjustments.
Wooseok Oh, Hogun Kee, Songhwai Oh
IROS2
2024 Unsupervised 3D Part Decomposition via Leveraged Gaussian Splatting
abstract
We propose a novel unsupervised method for motion-based 3D part decomposition of articulated objects using a single monocular video of a dynamic scene. In contrast to existing unsupervised methods relying on optical flow or tracking techniques, our approach addresses this problem without additional information by leveraging Gaussian splatting techniques. We generate a series of Gaussians from a monocular video and analyze their relationships to decompose the dynamic scene into motion-based parts. To decompose dynamic scenes consisting of articulated objects, we design an articulated deformation field suitable for the movement of articulated objects. And to effectively understand the relationships of Gaussians of different shapes, we propose a 3D reconstruction loss using 3D occupied voxel maps generated from the Gaussians. Experimental results demonstrate that our method outperforms existing approaches in terms of 3D part decomposition for articulated objects. More demos and code are available at https://choonsik93.github.io/artnerf/.
Jaegoo Choy, Geonho Cha, Hogun Kee, Songhwai Oh
IROS3
2024 Gradual Receptive Expansion Using Vision Transformer for Online 3D Bin Packing
abstract
The bin packing problem (BPP) is a challenging combinatorial optimization problem with a number of practical applications. This paper focuses on online 3D-BPP, where the packer makes immediate decisions for a loading position as items continually arrive. We propose a novel reinforcement learning algorithm, GREViT, which utilizes a vision transformer to tackle online 3D-BPP for the first time. By introducing the gradual receptive expansion technique, GREViT overcomes the limitations inherent in learning-based methods that only excel in their trained bins. As a result, GREViT surpasses existing BPP algorithms in packing ratio across various bin sizes. The effectiveness of GREViT in real-world scenarios is validated by its successful demonstrations using a real robot for solving 3D-BPP. The attached video demonstrates GREViT undertaking 3D-BPP in both simulated and real-world environments.
Minjae Kang 0002, Hogun Kee, Yoseph Park, Jaeyeon Jeong, Geunje Cheon, Songhwai Oh
IROS2
2023 SDF-Based Graph Convolutional Q-Networks for Rearrangement of Multiple Objects
abstract
In this paper, we propose a signed distance field (SDF)-based deep Q-learning framework for multi-object re-arrangement. Our method learns to rearrange objects with non-prehensile manipulation, e.g., pushing, in unstructured environments. To reliably estimate Q-values in various scenes, we train the Q-network using an SDF-based scene graph as the state-goal representation. To this end, we introduce SDFGCN, a scalable Q-network structure which can estimate Q-values from a set of SDF images satisfying permutation invariance by using graph convolutional networks. In contrast to grasping-based rearrangement methods that rely on the performance of grasp predictive models for perception and movement, our approach enables rearrangements on unseen objects, including hard-to-grasp objects. Moreover, our method does not require any expert demonstrations. We observe that SDFGCN is capable of unseen objects in challenging configurations, both in the simulation and the real world.
Hogun Kee, Minjae Kang 0002, Dohyeong Kim, Jaegoo Choy, Songhwai Oh
ICRA1
2023 Object Rearrangement Planning for Target Retrieval in a Confined Space with Lateral View
abstract
In this paper, we perform an object rearrangement task for target retrieval in an environment with a confined space and limited observation directions. The agent must create a collision-free path to bring out the target object by relocating the surrounding objects using the prehensile action, i.e., pick-and-place. Object rearrangement in a confined space is a non-monotone problem, and finding a valid plan within a reasonable time is challenging. We propose a novel algorithm that divides the target retrieval task, which requires a long sequence of actions, into sequential sub-problems and explores each solution through Monte Carlo tree search (MCTS). In the experiment, we verify that the proposed algorithm can find safe rearrangement plans with various objects efficiently compared to the existing planning methods. Furthermore, we show that the proposed method can be transferred to a real robot experiment without additional training.
Minjae Kang 0002, Hogun Kee, Songhwai Oh
IROS3
2023 Sequential Preference Ranking for Efficient Reinforcement Learning from Human Feedback
abstract
Reinforcement learning from human feedback (RLHF) alleviates the problem of designing a task-specific reward function in reinforcement learning by learning it from human preference. However, existing RLHF models are considered inefficient as they produce only a single preference data from each human feedback. To tackle this problem, we propose a novel RLHF framework called SeqRank, that uses sequential preference ranking to enhance the feedback efficiency. Our method samples trajectories in a sequential manner by iteratively selecting a defender from the set of previously chosen trajectories $\mathcal{K}$ and a challenger from the set of unchosen trajectories $\mathcal{U}\setminus\mathcal{K}$, where $\mathcal{U}$ is the replay buffer. We propose two trajectory comparison methods with different defender sampling strategies: (1) sequential pairwise comparison that selects the most recent trajectory and (2) root pairwise comparison that selects the most preferred trajectory from $\mathcal{K}$. We construct a data structure and rank trajectories by preference to augment additional queries. The proposed method results in at least 39.2% higher average feedback efficiency than the baseline and also achieves a balance between feedback efficiency and data dependency. We examine the convergence of the empirical risk and the generalization bound of the reward model with Rademacher complexity. While both trajectory comparison methods outperform conventional pairwise comparison, root pairwise comparison improves the average reward in locomotion tasks and the average success rate in manipulation tasks by 29.0% and 25.0%, respectively. The source code and the videos are provided in the supplementary material.
Minyoung Hwang, Gunmin Lee, Hogun Kee, Kyungjae Lee 0001, Songhwai Oh
NeurIPS3
2022 Grasp Planning for Occluded Objects in a Confined Space with Lateral View Using Monte Carlo Tree Search
abstract
In the lateral access environment, the robot be-havior should be planned considering surrounding objects and obstacles because object observation directions and approach angles are limited. To safely retrieve a partially occluded target object in these environments, we have to relocate objects using prehensile actions to create a collision-free path for the target. We propose a learning-based method for object rearrangement planning applicable to objects of various types and sizes in the lateral environment. We plan the optimal rearrangement sequence by considering both collisions and approach angles at which objects can be grasped. The proposed method finds the grasping order through Monte Carlo tree search, significantly reducing the tree search cost using point cloud states. In the experiment, the proposed method shows the best and most stable performance in various scenarios compared to the existing TAMP methods. In addition, we confirm that the proposed method trained in simulation can be easily applied to a real robot without additional fine-tuning, showing the robustness of the proposed method.
Minjae Kang 0002, Hogun Kee, Songhwai Oh
IROS2
2020 Hierarchical 6-DoF Grasping with Approaching Direction Selection
abstract
In this paper, we tackle the problem of 6-DoF grasp detection which is crucial for robot grasping in cluttered real-world scenes. Unlike existing approaches which synthesize 6-DoF grasp data sets and train grasp quality networks with input grasp representations based on point clouds, we rather take a novel hierarchical approach which does not use any 6-DoF grasp data. We cast the 6-DoF grasp detection problem as a robot arm approaching direction selection problem using the existing 4-DoF grasp detection algorithm, by exploiting a fully convolutional grasp quality network for evaluating the quality of an approaching direction. To select the best approaching direction with the highest grasp quality, we propose an approaching direction selection method which leverages a geometry-based prior and a derivative-free optimization method. Specifically, we optimize the direction iteratively using the cross entropy method with initial samples of surface normal directions. Our algorithm efficiently finds diverse 6-DoF grasps by the novel way of evaluating and optimizing approaching directions. We validate that the proposed method outperforms other selection methods in scenarios with cluttered objects in a physics-based simulator. Finally, we show that our method outperforms the state-of-the-art grasp detection method in real-world experiments with robots.
Hogun Kee, Kyungjae Lee 0001, Jaegoo Choy, Junhong Min, Sohee Lee, Songhwai Oh
ICRA2
2020 No-Regret Shannon Entropy Regularized Neural Contextual Bandit Online Learning for Robotic Grasping
abstract
In this paper, we propose a novel contextual bandit algorithm that employs a neural network as a reward estimator and utilizes Shannon entropy regularization to encourage exploration, which is called Shannon entropy regularized neural contextual bandits (SERN). In many learning-based algorithms for robotic grasping, the lack of the real-world data hampers the generalization performance of a model and makes it difficult to apply a trained model to real-world problems. To handle this issue, the proposed method utilizes the benefit of an online learning. The proposed method trains a neural network to predict the success probability of a given grasp pose based on a depth image, which is called a grasp quality. We theoretically show that the SERN has a no regret property. We empirically demonstrate that the SERN outperforms ε-greedy in terms of sample efficiency.
Kyungjae Lee 0001, Jaegu Choy, Hogun Kee, Songhwai Oh
IROS4