EDBT 2026 Demo / reviewers in the wild / expert
Roberto Martin Martin
dblp:153/7670 · also Roberto Martín-Martín
· DBLP profile ↗
51ranked-venue papers
7as first author
32since 2021 · last 2025
0000-0002-9586-2759ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 48 · 7 first-author · 31 since 2021Systems, architecture and hardware · 31 · 5 first-author · 18 since 2021Graphics, computer vision, multimedia, augmented reality and games · 10 · 1 first-author · 7 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Robots Learning Through Physical Interactive IntelligenceabstractArtificial Intelligence (AI) has revolutionized fields like computer vision and natural language processing, yet its impact on robotics remains limited by challenges in long-horizon decision-making and complex physical interactions. My research pioneers robot learning algorithms that exploit (predict, perceive, plan, and reason about) physical interaction as a core component of artificial intelligence, pushing beyond passive solutions in domains such as perception, navigation, and manipulation. By leveraging techniques in imitation learning and hierarchical reinforcement learning, my work empowers robots to learn from human demonstrations, navigate interactively in real-world environments, and gather information through purposeful interactions. In my talk, I will explain how these advances are critical for robots to become useful helpers in human environments, opening the door to the next generation of household robots. I will present several AI algorithmic innovations to integrate physical interactions in computation procedures and outline the path toward developing continually learning robots capable of operating autonomously in unstructured human environments, enhancing their utility as adaptable and intelligent assistants. Roberto Martin Martin |
AAAI | 1 |
| 2025 | Deep Reinforcement Learning for Robotics: A Survey of Real-World SuccessesabstractReinforcement learning (RL), particularly its combination with deep neural networks referred to as deep RL (DRL), has shown tremendous promise across a wide range of applications, suggesting its potential for enabling the development of sophisticated robotic behaviors. Robotics problems, however, pose fundamental difficulties for the application of RL, stemming from the complexity and cost of interacting with the physical world. These challenges notwithstanding, recent advances have enabled DRL to succeed at some real-world robotic tasks. However, state-of-the-art DRL solutions’ maturity varies significantly across robotic applications. In this talk, I will review the current progress of DRL in real-world robotic applications based on our recent survey paper (with Tang, Abbatematteo, Hu, Chandra, and Martı́n-Martı́n), with a particular focus on evaluating the real-world successes achieved with DRL in realizing several key robotic competencies, including locomotion, navigation, stationary manipulation, mobile manipulation, human-robot interaction, and multi-robot interaction. The analysis aims to identify the key factors underlying those exciting successes, reveal underexplored areas, and provide an overall characterization of the status of DRL in robotics. I will also highlight several important avenues for future work, emphasizing the need for stable and sample-efficient real-world RL paradigms, holistic approaches for discovering and integrating various competencies to tackle complex long-horizon, open-world tasks, and principled development and evaluation procedures. The talk is designed to offer insights for RL practitioners and roboticists toward harnessing RL’s power to create generally capable real-world robotic systems. Chen Tang 0001, Ben Abbatematteo, Jiaheng Hu, Rohan Chandra, Roberto Martin Martin, Peter Stone 0001 |
AAAI | 5 |
| 2025 | FLaRe: Achieving Masterful and Adaptive Robot Policies with Large-Scale Reinforcement Learning Fine-TuningabstractIn recent years, the Robotics field has initiated several efforts toward building generalist robot policies through large-scale multi-task Behavior Cloning. However, direct deployments of these policies have led to unsatisfactory performance, where the policy struggles with unseen states and tasks. How can we break through the performance plateau of these models and elevate their capabilities to new heights? In this paper, we propose FLaRe, a large-scale Reinforcement Learning fine-tuning framework that integrates robust pre-trained representations, large-scale training, and gradient stabilization techniques. Our method aligns pre-trained policies towards task completion, achieving state-of-the-art (SoTA) performance both on previously demonstrated and on entirely novel tasks and embodiments. Specifically, on a set of long-horizon mobile manipulation tasks, FLaRe achieves an average success rate of 79.5% in unseen environments, with absolute improvements of$+23.6 \%$in simulation and$+30.7 \%$on real robots over prior SoTA methods. By utilizing only sparse rewards, our approach can enable generalizing to new capabilities beyond the pretraining data with minimal human effort. Moreover, we demonstrate rapid adaptation to new embodiments and behaviors with less than a day of fine-tuning. Videos, code, and appendix can be found on the project website at robot-flare.github.io Jiaheng Hu, Rose Hendrix, Ali Farhadi, Aniruddha Kembhavi, Roberto Martin Martin, Peter Stone 0001, Kuo-Hao Zeng, Kiana Ehsani |
ICRA | 5 |
| 2025 | BUMBLE: Unifying Reasoning and Acting with Vision-Language Models for Building-wide Mobile ManipulationabstractTo operate at a building scale, service robots must perform long-horizon mobile manipulation tasks by navigating to different rooms, accessing multiple floors, and interacting with a wide and unseen range of everyday objects. We refer to these tasks as Building-wide Mobile Manipulation. To tackle these inherently long-horizon tasks, we introduce BUMBLE, a unified Vision-Language Model (VLM)-based framework integrating open-world RGB-D perception, a wide spectrum of gross-to-fine motor skills, and dual-layered memory. Our extensive evaluation (90+ hours) indicates that BUMBLE outperforms competitive baselines in long-horizon building-wide tasks that require sequencing up to 12 skills, spanning 15 minutes per trial. BUMBLE achieves 47.1% success rate averaged over 70 trials in different buildings, tasks, and scene layouts from various starting locations. Our user study shows 22% higher task satisfaction using our framework compared to state-of-the-art VLM-based mobile manipulation methods. Finally, we show the potential of using increasingly capable foundation models to improve the system performance further. For more information, see https://robin-lab.cs.utexas.edu/BUMBLE/ Rutav Shah, Albert Yu 0002, Yuke Zhu, Roberto Martin Martin |
ICRA | 5 |
| 2025 | GeT-USE: Learning Generalized Tool Usage for Bimanual Mobile Manipulation via Simulated Embodiment ExtensionsabstractThe ability to use random objects as tools in a generalizable manner is a missing piece in robots’ intelligence today to boost their versatility and problem-solving capabilities. State-of-the-art robotic tool usage methods focused on procedurally generating or crowd-sourcing datasets of tools for a task to learn how to grasp and manipulate them for that task. However, these methods assume that only one object is provided and that it is possible, with the correct grasp, to perform the task; they are not capable of identifying, grasping, and using the best object for a task when many are available, especially when the optimal tool is absent. In this work, we propose GeT-USE, a two-step procedure that learns to perform real-robot generalized tool usage by learning first to extend the robot’s embodiment in simulation and then transferring the learned strategies to real-robot visuomotor policies. Our key insight is that by exploring a robot’s embodiment extensions (i.e., building new end-effectors) in simulation, the robot can identify the general tool geometries most beneficial for a task. This learned geometric knowledge can then be distilled to perform generalized tool usage tasks by selecting and using the best available real-world object as tool. On a real robot with 22 degrees of freedom (DOFs), GeT-USE outperforms state-of-the-art methods by 30-60% success rates across three vision-based bimanual mobile manipulation tool-usage tasks. Bohan Wu, Paul de La Sayette, Li Fei-Fei 0001, Roberto Martin Martin |
IROS | 4 |
| 2025 | Principles and Guidelines for Evaluating Social Robot Navigation AlgorithmsabstractA major challenge to deploying robots widely is navigation in human-populated environments, commonly referred to as social robot navigation . While the field of social navigation has advanced tremendously in recent years, the fair evaluation of algorithms that tackle social navigation remains hard because it involves not just robotic agents moving in static environments but also dynamic human agents and their perceptions of the appropriateness of robot behavior. In contrast, clear, repeatable, and accessible benchmarks have accelerated progress in fields like computer vision, natural language processing and traditional robot navigation by enabling researchers to fairly compare algorithms, revealing limitations of existing solutions and illuminating promising new directions. We believe the same approach can benefit social navigation. In this article, we pave the road toward common, widely accessible, and repeatable benchmarking criteria to evaluate social robot navigation. Our contributions include (a) a definition of a socially navigating robot as one that respects the principles of safety, comfort, legibility, politeness, social competency, agent understanding, proactivity, and responsiveness to context, (b) guidelines for the use of metrics, development of scenarios, benchmarks, datasets, and simulators to evaluate social navigation, and (c) a design of a social navigation metrics framework to make it easier to compare results from different simulators, robots, and datasets. Anthony G. Francis, Claudia Pérez-D'Arpino, Chengshu Li 0002, Fei Xia 0002, Alexandre Alahi, Rachid Alami 0001, Aniket Bera, Abhijat Biswas, Joydeep Biswas, Rohan Chandra, Hao-Tien Chiang, Michael Everett, Sehoon Ha, Justin W. Hart, Jonathan P. How, Haresh Karnan, Tsang-Wei Edward Lee, Luis Manso, Reuth Mirsky, Sören Pirk, Phani-Teja Singamaneni, Peter Stone 0001, Ada V. Taylor, Pete Trautman, Nathan Tsoi, Marynel Vázquez, Xuesu Xiao, Peng Xu 0010, Naoki Yokoyama, Alexander Toshev, Roberto Martin Martin |
ACM Trans. Hum. Robot Interact. | 31 |
| 2024 | BEHAVIOR Vision Suite: Customizable Dataset Generation via SimulationabstractThe systematic evaluation and understanding of computer vision models under varying conditions require large amounts of data with comprehensive and customized labels, which real-world vision datasets rarely satisfy. While current synthetic data generators offer a promising alternative, particularly for embodied AI tasks, they often fall short for computer vision tasks due to low asset and rendering quality, limited diversity, and unrealistic physical properties. We introduce the BEHAVIOR Vision Suite (BVS), a set of tools and assets to generate fully customized synthetic data for systematic evaluation of computer vision models, based on the newly developed embodied AI benchmark, BEHAVIOR-1 K. BVS supports a large number of adjustable parameters at the scene level (e.g., lighting, object placement), the object level (e.g., joint configuration, attributes such as “filled” and “folded”), and the camera level (e.g., field of view, focal length). Researchers can arbitrarily vary these parameters during data generation to perform controlled experiments. We showcase three example application scenarios: systematically evaluating the robustness of models across different continuous axes of domain shift, evaluating scene understanding models on the same set of images, and training and evaluating simulation-to-real transfer for a novel vision task: unary and binary state prediction. Project website: https://behavior-vision-suite.github.io/ Yunhao Ge, Yihe Tang, Cem Gökmen, Chengshu Li 0001, Wensi Ai, Benjamin Jose Martinez, Arman Aydin, Mona Anvari, Ayush K. Chakravarthy, Hong-Xing Yu, Josiah Wong, Sanjana Srivastava, Sharon Lee, Shengxin Zha, Laurent Itti, Yunzhu Li, Roberto Martin Martin, Miao Liu 0007, Pengchuan Zhang, Li Fei-Fei 0001, Jiajun Wu 0001 |
CVPR | 18 |
| 2024 | ULIP-2: Towards Scalable Multimodal Pre-Training for 3D UnderstandingabstractRecent advancements in multimodal pretraining have shown promising efficacy in 3D representation learning by aligning multimodal features across 3D shapes, their 2D counterparts, and language descriptions. However, the methods used by existing frameworks to curate such multimodal data, in particular language descriptions for 3D shapes, are not scalable, and the collected language descriptions are not diverse. To address this, we introduce ULIP-2, a simple yet effective tri-modal pretraining framework that leverages large multimodal models to automatically generate holistic language descriptions for 3D shapes. It only needs 3D data as input, eliminating the need for any manual 3D annotations, and is therefore scalable to large datasets. ULIP-2 is also equipped with scaled-up backbones for better multimodal representation learning. We conduct experiments on two large-scale 3D datasets, Objaverse and ShapeNet, and augment them with tri-modal datasets of 3D point clouds, images, and language for training ULIP-2. Experiments show that ULIP-2 demonstrates substantial benefits in three downstream tasks: zero-shot 3D classification, standard 3D classification with fine-tuning, and 3D captioning (3D-to-language generation). It achieves a new SOTA of 50.6% (top-1) on Objaverse-LVIS and 84.7% (top-1) on ModelNet40 in zero-shot classification. In the ScanObjectNN benchmark for standard fine-tuning, ULIP-2 reaches an overall accuracy of 91.5% with a compact model of only 1.4 million parameters. ULIP-2 sheds light on a new paradigm for scalable multimodal 3D representation learning without human annotations and shows significant improvements over existing baselines. The code and datasets are released at https://github.com/salesforce/ULIP. Le Xue, Ning Yu 0006, Shu Zhang 0007, Artemis Panagopoulou, Junnan Li 0001, Roberto Martin Martin, Jiajun Wu 0001, Caiming Xiong, Ran Xu 0001, Juan Carlos Niebles, Silvio Savarese |
CVPR | 6 |
| 2024 | Model-Based Runtime Monitoring with Interactive Imitation LearningabstractRobot learning methods have recently made great strides, but generalization and robustness challenges still hinder their widespread deployment. Failing to detect and address potential failures renders state-of-the-art learning systems not combat-ready for high-stakes tasks. Recent advances in interactive imitation learning have presented a promising framework for human-robot teaming, enabling the robots to operate safely and continually improve their performances over long-term deployments. Nonetheless, existing methods typically require constant human supervision and preemptive feedback, limiting their practicality in realistic domains. This work aims to endow a robot with the ability to monitor and detect errors during task execution. We introduce a model-based runtime monitoring algorithm that learns from deployment data to detect system anomalies and anticipate failures. Unlike prior work that cannot foresee future failures or requires failure experiences for training, our method learns a latent-space dynamics model and a failure classifier, enabling our method to simulate future action outcomes and detect out-of-distribution and high-risk states preemptively. We train our method within an interactive imitation learning framework, where it continually updates the model from the experiences of the human-robot team collected using trustworthy deployments. Consequently, our method reduces the human workload needed over time while ensuring reliable task execution. Our method outperforms the baselines across system-level and unit-test metrics, with 23% and 40% higher success rates in simulation and on physical hardware, respectively. More information at https://ut-austin-rpl.github.io/sirius-runtime-monitor/ Huihan Liu, Shivin Dass, Roberto Martin Martin, Yuke Zhu |
ICRA | 3 |
| 2024 | Open X-Embodiment: Robotic Learning Datasets and RT-X Models : Open X-Embodiment CollaborationabstractLarge, high-capacity models trained on diverse datasets have shown remarkable successes on efficiently tackling downstream applications. In domains from NLP to Computer Vision, this has led to a consolidation of pretrained models, with general pretrained backbones serving as a starting point for many applications. Can such a consolidation happen in robotics? Conventionally, robotic learning methods train a separate model for every application, every robot, and even every environment. Can we instead train "generalist" X-robot policy that can be adapted efficiently to new robots, tasks, and environments? In this paper, we provide datasets in standardized data formats and models to make it possible to explore this possibility in the context of robotic manipulation, alongside experimental results that provide an example of effective X-robot policies. We assemble a dataset from 22 different robots collected through a collaboration between 21 institutions, demonstrating 527 skills (160266 tasks). We show that a high-capacity model trained on this data, which we call RT-X, exhibits positive transfer and improves the capabilities of multiple robots by leveraging experience from other platforms. The project website is robotics-transformer-x.github.io. Abigail O'Neill, Abhiram Maddukuri, Abhishek Gupta 0004, Abhishek Padalkar, Abraham Lee, Acorn Pooley, Agrim Gupta, Ajay Mandlekar, Ajinkya Jain, Albert Tung, Alex Bewley, Alex Irpan, Alexander Khazatsky, Anant Rai, Anchit Gupta, Andrew E. Wang, Anikait Singh, Animesh Garg, Aniruddha Kembhavi, Annie Xie, Anthony Brohan, Antonin Raffin, Archit Sharma, Arefeh Yavary, Arhan Jain, Ashwin Balakrishna, Ayzaan Wahid, Ben Burgess-Limerick, Bernhard Schölkopf, Blake Wulfe, Brian Ichter, Cewu Lu, Charles Xu 0003, Charlotte Le, Chelsea Finn, Chen Wang 0053, Chenfeng Xu, Cheng Chi 0001, Chenguang Huang, Christine Chan, Christopher Agia, Chuer Pan, Chuyuan Fu, Coline Devin, Danfei Xu, Daniel Morton, Danny Drieß, Daphne Chen, Deepak Pathak, Dhruv Shah, Dieter Büchler, Dinesh Jayaraman, Dmitry Kalashnikov, Dorsa Sadigh, Edward Johns, Ethan Paul Foster, Fangchen Liu, Federico Ceola, Fei Xia 0002, Feiyu Zhao, Freek Stulp, Gaoyue Zhou, Gaurav S. Sukhatme, Gautam Salhotra, Gilbert Feng, Giulio Schiavi, Glen Berseth, Gregory Kahn, Guanzhi Wang, Hao Su 0001, Haoshu Fang, Henghui Bao, Heni Ben Amor, Henrik I. Christensen, Hiroki Furuta, Homer Walke, Hongjie Fang, Huy Ha, Igor Mordatch, Ilija Radosavovic, Isabel Leal, Jacky Liang, Jad Abou-Chakra, Jaehyung Kim 0001, Jaimyn Drake, Jan Peters 0001, Jan Schneider 0007, Jasmine Hsu, Jeannette Bohg, Jeffrey T. Bingham, Jensen Gao, Jiaheng Hu, Jiajun Wu 0001, Jiankai Sun, Jianlan Luo, Jiayuan Gu, Jie Tan 0001, Jihoon Oh, Jimmy Wu, Jingpei Lu, Jitendra Malik, João Silvério, Joey Hejna, Jonathan Booher, Jonathan Tompson, Jonathan Yang, Jordi Salvador, Joseph J. Lim, Junhyek Han, Kanishka Rao, Karl Pertsch, Karol Hausman, Keegan Go, Keerthana Gopalakrishnan, Kenneth Y. Goldberg, Kendra Byrne, Kenneth Oslund, Kento Kawaharazuka, Kevin Black, Kevin Zhang 0002, Kiana Ehsani, Kiran Lekkala, Kirsty Ellis, Krishan Rana, Krishnan Srinivasan, Kuan Fang, Kunal Pratap Singh, Kuo-Hao Zeng, Kyle Hatch, Kyle Hsu, Laurent Itti, Yunliang Chen 0001, Lerrel Pinto, Li Fei-Fei 0001, Liam Tan, Linxi Fan, Lionel Ott, Lisa Lee, Luca Weihs, Magnum Chen, Marion Lepert, Marius Memmel, Masayoshi Tomizuka, Masha Itkina, Mateo Guaman Castro, Max Spero, Maximilian Du, Michael Ahn, Michael C. Yip, Mingtong Zhang 0003, Mingyu Ding, Minho Heo, Mohan Kumar Srirama, Mohit Sharma 0001, Moo Jin Kim, Naoaki Kanazawa, Nicklas Hansen 0001, Nicolas Heess, Nikhil J. Joshi, Niko Sünderhauf, Norman Di Palo, Nur Muhammad Shafiullah, Oier Mees, Oliver Kroemer, Osbert Bastani, Pannag R. Sanketi, Patrick Tree Miller, Patrick Yin, Paul Wohlhart, Peng Xu 0010, Peter David Fagan, Peter Mitrano, Pierre Sermanet, Pieter Abbeel, Priya Sundaresan, Qiuyu Chen, Rafael Rafailov, Ria Doshi, Roberto Martin Martin, Rohan Baijal, Rosario Scalise, Rose Hendrix, Roy Lin, Runjia Qian, Russell Mendonca, Rutav Shah, Ryan Hoque, Ryan Julian, Samuel Bustamante-Gomez, Sean Kirmani, Sergey Levine, Sherry Moore, Shikhar Bahl, Shivin Dass, Shubham D. Sonawani, Shuran Song, Sichun Xu, Siddhant Haldar, Siddharth Karamcheti, Simeon Adebola, Simon Guist, Soroush Nasiriany, Stefan Schaal, Stefan Welker, Stephen Tian, Subramanian Ramamoorthy, Sudeep Dasari, Suneel Belkhale, Sungjae Park, Suraj Nair 0003, Suvir Mirchandani, Takayuki Osa, Tanmay Gupta, Tatsuya Harada, Tatsuya Matsushima, Ted Xiao, Thomas Kollar, Tianhe Yu, Tianli Ding, Todor Davchev, Tony Z. Zhao, Travis Armstrong, Trevor Darrell, Trinity Chung, Vidhi Jain, Vincent Vanhoucke, Wolfram Burgard, Xiaolong Wang 0004, Xinghao Zhu, Xinyang Geng, Liangwei Xu, Yecheng Jason Ma 0001, Yejin Kim 0003, Yevgen Chebotar, Yilin Wu 0003, Yonatan Bisk, Yoonyoung Cho, Youngwoon Lee, Yuchen Cui, Yueh-Hua Wu, Yujin Tang, Yuke Zhu, Yunchu Zhang, Yunfan Jiang 0001, Yunshuang Li, Yunzhu Li, Yusuke Iwasawa, Yutaka Matsuo, Zehan Ma, Zichen Jeff Cui, Zichen Zhang 0016, Zipeng Lin |
ICRA | 192 |
| 2024 | Hierarchical Point Attention for Indoor 3D Object Detectionabstract3D object detection is an essential vision technique for various robotic systems, such as augmented reality and domestic robots. Transformers as versatile network architectures have recently seen great success in 3D point cloud object detection. However, the lack of hierarchy in a plain transformer restrains its ability to learn features at different scales. Such limitation makes transformer detectors perform worse on smaller objects and affects their reliability in indoor environments where small objects are the majority. This work proposes two novel attention operations as generic hierarchical designs for point-based transformer detectors. First, we propose Aggregated Multi-Scale Attention (MS-A) that builds multi-scale tokens from a single-scale input feature to enable more fine-grained feature learning. Second, we propose Size-Adaptive Local Attention (Local-A) with adaptive attention regions for localized feature aggregation within bounding box proposals. Both attention operations are model-agnostic network modules that can be plugged into existing point cloud transformers for end-to-end training. We evaluate our method on two widely used indoor detection benchmarks. By plugging our proposed modules into the state-of-the-art transformer-based 3D detectors, we improve the previous best results on both benchmarks, with more significant improvements on smaller objects. Manli Shu, Le Xue, Ning Yu 0006, Roberto Martin Martin, Caiming Xiong, Tom Goldstein, Juan Carlos Niebles, Ran Xu 0001 |
ICRA | 4 |
| 2024 | BaRiFlex: A Robotic Gripper with Versatility and Collision Robustness for Robot LearningabstractWe present a new approach to robot hand design specifically suited to enable robot learning methods and daily tasks in human environments. We introduce BaRiFlex, an innovative gripper design that alleviates the issues caused by unexpected contact and collisions during robot learning, offering collision mitigation, grasping versatility, task versatility, and simplicity to the learning processes. This achievement is enabled by the incorporation of low-inertia actuators, providing high Back-drivability, and the strategic combination of Rigid and Flexible materials which enhances versatility and the gripper’s resilience against unpredicted collisions. Furthermore, the integration of flexible Fin-Ray and rigid linkages allows the gripper to execute compliant grasping and precise pinching. We conducted rigorous performance tests to characterize the novel gripper’s compliance, durability, grasping and task versatility, and precision. We also integrated the BaRiFlex with a 7 Degree of Freedom (DoF) Franka Emika’s Panda robotic arm to evaluate its capacity to support a trial-and-error (reinforcement learning) training procedure. The results of our experimental study are then compared to those obtained using the original rigid Franka Hand and a reference Fin-Ray soft gripper, demonstrating the superior capabilities and advantages of our developed gripper system. More information and videos at https://robin-lab.cs.utexas.edu/bariflex Gu-Cheol Jeong, Arpit Bahety, Gabriel Pedraza, Ashish D. Deshpande, Roberto Martin Martin |
IROS | 5 |
| 2024 | Disentangled Unsupervised Skill Discovery for Efficient Hierarchical Reinforcement LearningabstractA hallmark of intelligent agents is the ability to learn reusable skills purely from unsupervised interaction with the environment. However, existing unsupervised skill discovery methods often learn entangled skills where one skill variable simultaneously influences many entities in the environment, making downstream skill chaining extremely challenging. We propose Disentangled Unsupervised Skill Discovery (DUSDi), a method for learning disentangled skills that can be efficiently reused to solve downstream tasks. DUSDi decomposes skills into disentangled components, where each skill component only affects one factor of the state space. Importantly, these skill components can be concurrently composed to generate low-level actions, and efficiently chained to tackle downstream tasks through hierarchical Reinforcement Learning. DUSDi defines a novel mutual-information-based objective to enforce disentanglement between the influences of different skill components, and utilizes value factorization to optimize this objective efficiently. Evaluated in a set of challenging environments, DUSDi successfully learns disentangled skills, and significantly outperforms previous skill discovery methods when it comes to applying the learned skills to solve downstream tasks. Jiaheng Hu, Peter Stone 0001, Roberto Martin Martin |
NeurIPS | 4 |
| 2024 | SkiLD: Unsupervised Skill Discovery Guided by Factor InteractionsabstractUnsupervised skill discovery carries the promise that an intelligent agent can learn reusable skills through autonomous, reward-free interactions with environments. Existing unsupervised skill discovery methods learn skills by encouraging distinguishable behaviors that cover diverse states. However, in complex environments with many state factors (e.g., household environments with many objects), learning skills that cover all possible states is impossible, and naively encouraging state diversity often leads to simple skills that are not ideal for solving downstream tasks. This work introduces Skill Discovery from Local Dependencies (SkiLD), which leverages state factorization as a natural inductive bias to guide the skill learning process. The key intuition guiding SkiLD is that skills that induce \textbf{diverse interactions} between state factors are often more valuable for solving downstream tasks. To this end, SkiLD develops a novel skill learning objective that explicitly encourages the mastering of skills that effectively induce different interactions within an environment. We evaluate SkiLD in several domains with challenging, long-horizon sparse reward tasks including a realistic simulated household robot domain, where SkiLD successfully learns skills with clear semantic meaning and shows superior performance compared to existing unsupervised reinforcement learning methods that only maximize state coverage. Jiaheng Hu, Caleb Chuck, Roberto Martin Martin, Amy Zhang 0001, Scott Niekum, Peter Stone 0001 |
NeurIPS | 5 |
| 2023 | ULIP: Learning a Unified Representation of Language, Images, and Point Clouds for 3D UnderstandingabstractThe recognition capabilities of current state-of-the-art 3D models are limited by datasets with a small number of annotated data and a pre-defined set of categories. In its 2D counterpart, recent advances have shown that similar problems can be significantly alleviated by employing knowledge from other modalities, such as language. Inspired by this, leveraging multimodal information for 3D modality could be promising to improve 3D understanding under the restricted data regime, but this line of research is not well studied. Therefore, we introduce ULIP to learn a unified representation of image, text, and 3D point cloud by pre-training with object triplets from the three modalities. To overcome the shortage of training triplets, ULIP leverages a pre-trained vision-language model that has already learned a common visual and textual space by training with massive image-text pairs. Then, ULIP learns a 3D representation space aligned with the common image-text space, using a small number of automatically synthesized triplets. ULIP is agnostic to 3D backbone networks and can easily be integrated into any 3D architecture. Experiments show that ULIP effectively improves the performance of multiple recent 3D backbones by simply pre-training them on ShapeNet55 using our framework, achieving state-of-the-art performance in both standard 3D classification and zero-shot 3D classification on ModelNet40 and ScanObjectNN. ULIP also improves the performance of PointMLP by around 3% in 3D classification on ScanObjectNN, and outperforms PointCLIP by 28.8% on top-1 accuracy for zero-shot 3D classification on ModelNet40. Our code and pre-trained models will be released. Le Xue, Mingfei Gao, Chen Xing, Roberto Martin Martin, Jiajun Wu 0001, Caiming Xiong, Ran Xu 0001, Juan Carlos Niebles, Silvio Savarese |
CVPR | 4 |
| 2023 | Procedure-Aware Pretraining for Instructional Video UnderstandingabstractOur goal is to learn a video representation that is useful for downstream procedure understanding tasks in instructional videos. Due to the small amount of available annotations, a key challenge in procedure understanding is to be able to extract from unlabeled videos the procedural knowledge such as the identity of the task (e.g., ‘make latte’), its steps (e.g., ‘pour milk’), or the potential next steps given partial progress in its execution. Our main insight is that instructional videos depict sequences of steps that repeat between instances of the same or different tasks, and that this structure can be well represented by a Procedural Knowledge Graph (PKG), where nodes are discrete steps and edges connect steps that occur sequentially in the instructional activities. This graph can then be used to generate pseudo labels to train a video representation that encodes the procedural knowledge in a more accessible form to generalize to multiple procedure understanding tasks. We build a PKG by combining information from a text-based procedural knowledge database and an unlabeled instructional video corpus and then use it to generate training pseudo labels with four novel pre-training objectives. We call this PKG-based pre-training procedure and the resulting model Paprika, Procedure-Aware PRe-training for Instructional Knowledge Acquisition. We evaluate Paprika on COIN and CrossTask for procedure understanding tasks such as task recognition, step recognition, and step forecasting. Paprika yields a video representation that improves over the state of the art: up to 11.23% gains in accuracy in 12 evaluation settings. Implementation is available at https://github.com/salesforce/paprika. Honglu Zhou, Roberto Martin Martin, Mubbasir Kapadia, Silvio Savarese, Juan Carlos Niebles |
CVPR | 2 |
| 2023 | MaskViT: Masked Visual Pre-Training for Video Prediction
Agrim Gupta, Stephen Tian, Jiajun Wu 0001, Roberto Martin Martin, Li Fei-Fei 0001 |
ICLR | 5 |
| 2023 | Modeling Dynamic Environments with Scene Graph MemoryabstractEmbodied AI agents that search for objects in large environments such as households often need to make efficient decisions by predicting object locations based on partial information. We pose this as a new type of link prediction problem: link prediction on partially observable dynamic graphs Our graph is a representation of a scene in which rooms and objects are nodes, and their relationships are encoded in the edges; only parts of the changing graph are known to the agent at each timestep. This partial observability poses a challenge to existing link prediction approaches, which we address. We propose a novel state representation – Scene Graph Memory (SGM) – with captures the agent’s accumulated set of observations, as well as a neural net architecture called a Node Edge Predictor (NEP) that extracts information from the SGM to search efficiently. We evaluate our method in the Dynamic House Simulator, a new benchmark that creates diverse dynamic graphs following the semantic patterns typically seen at homes, and show that NEP can be trained to predict the locations of objects in a variety of environments with diverse object movement dynamics, outperforming baselines both in terms of new scene adaptability and overall accuracy. The codebase and more can be found www.scenegraphmemory.com. Andrey Kurenkov, Michael Lingelbach, Tanmay Agarwal, Emily Jin, Chengshu Li 0002, Li Fei-Fei 0001, Jiajun Wu 0001, Silvio Savarese, Roberto Martin Martin |
ICML | 10 |
| 2023 | Task-Driven Graph Attention for Hierarchical Relational Object NavigationabstractEmbodied AI agents in large scenes often need to navigate to find objects. In this work, we study a naturally emerging variant of the object navigation task, hierarchical relational object navigation (HRON), where the goal is to find objects specified by logical predicates organized in a hierarchical structure-objects related to furniture and then to rooms-such as finding an apple on top of a table in the kitchen. Solving such a task requires an efficient representation to reason about object relations and correlate the relations in the environment and in the task goal. HRON in large scenes (e.g. homes) is particularly challenging due to its partial observability and long horizon, which invites solutions that can compactly store the past information while effectively exploring the scene. We demonstrate experimentally that scene graphs are the best-suited representation compared to conventional representations such as images or 2D maps. We propose a solution that uses scene graphs as part of its input and integrates graph neural networks as its backbone, with an integrated task-driven attention mechanism, and demonstrate its better scalability and learning efficiency than state-of-the-art baselines. Michael Lingelbach, Chengshu Li 0002, Minjune Hwang, Andrey Kurenkov, Alan Lou, Roberto Martin Martin, Li Fei-Fei 0001, Jiajun Wu 0001 |
ICRA | 6 |
| 2023 | M-EMBER: Tackling Long-Horizon Mobile Manipulation via Factorized Domain TransferabstractIn this paper, we propose a novel method to create visuomotor mobile manipulation solutions to long-horizon activities. We propose to leverage the recent advances in robot simulation to train robust visual solutions in simulation that can transfer to the real world. While previous works have shown success applying this procedure to autonomous visual navigation and stationary manipulation, applying it to long-horizon visuomotor mobile manipulation is still an open challenge that demands both perceptual and compositional generalization of multiple skills. In this work, we develop Mobile-EMBER, or M-EMBER, a factorized method that decomposes a long-horizon mobile manipulation activity into a repertoire of primitive visual skills, reinforcement-learns each skill in simulation, and composes these skills to a long-horizon mobile manipulation activity. On a real mobile manipulation robot, we find that M-EMBER completes a long-horizon mobile manipulation activity, cleaning_kitchen, achieving over 50% success rate. This requires successfully planning and executing five factorized, learned visual skills, in sequences of up to 48 skills long. Bohan Wu, Roberto Martin Martin, Li Fei-Fei 0001 |
ICRA | 2 |
| 2023 | ELDEN: Exploration via Local DependenciesabstractTasks with large state space and sparse rewards present a longstanding challenge to reinforcement learning. In these tasks, an agent needs to explore the state space efficiently until it finds a reward. To deal with this problem, the community has proposed to augment the reward function with intrinsic reward, a bonus signal that encourages the agent to visit interesting states. In this work, we propose a new way of defining interesting states for environments with factored state spaces and complex chained dependencies, where an agent's actions may change the value of one entity that, in order, may affect the value of another entity. Our insight is that, in these environments, interesting states for exploration are states where the agent is uncertain whether (as opposed to how) entities such as the agent or objects have some influence on each other. We present ELDEN, Exploration via Local DepENdencies, a novel intrinsic reward that encourages the discovery of new interactions between entities. ELDEN utilizes a novel scheme --- the partial derivative of the learned dynamics to model the local dependencies between entities accurately and computationally efficiently. The uncertainty of the predicted dependencies is then used as an intrinsic reward to encourage exploration toward new interactions. We evaluate the performance of ELDEN on four different domains with complex dependencies, ranging from 2D grid worlds to 3D robotic tasks. In all domains, ELDEN correctly identifies local dependencies and learns successful policies, significantly outperforming previous state-of-the-art exploration methods. Jiaheng Hu, Peter Stone 0001, Roberto Martin Martin |
NeurIPS | 4 |
| 2023 | JRDB: A Dataset and Benchmark of Egocentric Robot Visual Perception of Humans in Built EnvironmentsabstractWe present JRDB, a novel egocentric dataset collected from our social mobile manipulator JackRabbot. The dataset includes 64 minutes of annotated multimodal sensor data including stereo cylindrical 360${}^\circ$RGB video at 15 fps, 3D point clouds from two 16 planar rays Velodyne LiDARs, line 3D point clouds from two Sick Lidars, audio signal, RGB-D video at 30 fps, 360${}^\circ$spherical image from a fisheye camera and encoder values from the robot's wheels. Our dataset incorporates data from traditionally underrepresented scenes such as indoor environments and pedestrian areas, all from the ego-perspective of the robot, both stationary and navigating. The dataset has been annotated with over 2.4 million bounding boxes spread over five individual cameras and 1.8 million associated 3D cuboids around all people in the scenes totaling over 3500 time consistent trajectories. Together with our dataset and the annotations, we launch a benchmark and metrics for 2D and 3D person detection and tracking. With this dataset, which we plan on extending with further types of annotation in the future, we hope to provide a new source of data and a test-bench for research in the areas of egocentric robot vision, autonomous navigation, and all perceptual tasks around social robotics in human environments. Roberto Martin Martin, Mihir Patel, Seyed Hamid Rezatofighi, Abhijeet Shenoi, JunYoung Gwak, Eric Frankel, Amir Sadeghian, Silvio Savarese |
IEEE Trans. Pattern Anal. Mach. Intell. | 1 |
| 2021 | Greedy Hierarchical Variational Autoencoders for Large-Scale Video PredictionabstractA video prediction model that generalizes to diverse scenes would enable intelligent agents such as robots to perform a variety of tasks via planning with the model. However, while existing video prediction models have produced promising results on small datasets, they suffer from severe underfitting when trained on large and diverse datasets. To address this underfitting challenge, we first observe that the ability to train larger video prediction models is often bottlenecked by the memory constraints of GPUs or TPUs. In parallel, deep hierarchical latent variable models can produce higher quality predictions by capturing the multi-level stochasticity of future observations, but end-to-end optimization of such models is notably difficult. Our key insight is that greedy and modular optimization of hierarchical autoencoders can simultaneously address both the memory constraints and the optimization challenges of large-scale video prediction. We introduce Greedy Hierarchical Variational Autoencoders (GHVAEs), a method that learns highfidelity video predictions by greedily training each level of a hierarchical autoencoder. In comparison to state- of-the-art models, GHVAEs provide 17-55% gains in prediction performance on four video datasets, a 35–40% higher success rate on real robot tasks, and can improve performance monotonically by simply adding more modules. Visualization and more details are at https://sites.google.com/view/ghvae. Bohan Wu, Suraj Nair 0003, Roberto Martin Martin, Li Fei-Fei 0001, Chelsea Finn |
CVPR | 3 |
| 2021 | LASER: Learning a Latent Action Space for Efficient Reinforcement LearningabstractThe process of learning a manipulation task depends strongly on the action space used for exploration: posed in the incorrect action space, solving a task with reinforcement learning can be drastically inefficient. Additionally, similar tasks or instances of the same task family impose latent manifold constraints on the most effective action space: the task family can be best solved with actions in a manifold of the entire action space of the robot. Combining these insights we present LASER, a method to learn latent action spaces for efficient reinforcement learning. LASER factorizes the learning problem into two sub-problems, namely action space learning and policy learning in the new action space. It leverages data from similar manipulation task instances, either from an offline expert or online during policy learning, and learns from these trajectories a mapping from the original to a latent action space. LASER is trained as a variational encoder-decoder model to map raw actions into a disentangled latent action space while maintaining action reconstruction and latent space dynamic consistency. We evaluate LASER on two contact-rich robotic tasks in simulation, and analyze the benefit of policy learning in the generated latent action space. We show improved sample efficiency compared to the original action space from better alignment of the action space to the task space, as we observe with visualizations of the learned action space manifold. Additional details: pair.toronto.edu/laser Arthur Allshire, Roberto Martin Martin, Charles Lin, Shawn Manuel, Silvio Savarese, Animesh Garg |
ICRA | 2 |
| 2021 | Semantic and Geometric Modeling with Neural Message Passing in 3D Scene Graphs for Hierarchical Mechanical SearchabstractSearching for objects in indoor organized environments such as homes or offices is part of our everyday activities. When looking for a desired object, we reason about the rooms and containers the object is likely to be in; the same type of container will have a different probability of containing the target depending on which room it is in. We also combine geometric and semantic information to infer what container is best to search, or what other objects are best to move, if the target object is hidden from view. We use a 3D scene graph representation to capture the hierarchical, semantic, and geometric aspects of this problem. To exploit this representation in a search process, we introduce Hierarchical Mechanical Search (HMS), a method that guides an agent’s actions towards finding a target object specified with a natural language description. HMS is based on a novel neural network architecture that uses neural message passing of vectors with visual, geometric, and linguistic information to allow HMS to process data across layers of the graph while combining semantic and geometric cues. HMS is trained on 1000 3D scene graphs and evaluated on a novel dataset of 500 3D scene graphs with dense placements of semantically related objects in storage locations, and is shown to be significantly better than several baselines at finding objects. It is also close to the oracle policy in terms of the median number of actions required. Additional qualitative results can be found at https://ai.stanford.edu/mech-search/hms Andrey Kurenkov, Roberto Martin Martin, Jeffrey Ichnowski, Kenneth Y. Goldberg, Silvio Savarese |
ICRA | 2 |
| 2021 | Robot Navigation in Constrained Pedestrian Environments using Reinforcement LearningabstractNavigating fluently around pedestrians is a necessary capability for mobile robots deployed in human environments, such as buildings and homes. While research on social navigation has focused mainly on the scalability with the number of pedestrians in open spaces, typical indoor environments present the additional challenge of constrained spaces such as corridors and doorways that limit maneuverability and influence patterns of pedestrian interaction. We present an approach based on reinforcement learning (RL) to learn policies capable of dynamic adaptation to the presence of moving pedestrians while navigating between desired locations in constrained environments. The policy network receives guidance from a motion planner that provides waypoints to follow a globally planned trajectory, whereas RL handles the local interactions. We explore a compositional principle for multi-layout training and find that policies trained in a small set of geometrically simple layouts successfully generalize to more complex unseen layouts that exhibit composition of the structural elements available during training. Going beyond walls-world like domains, we show transfer of the learned policy to unseen 3D reconstructions of two real environments. These results support the applicability of the compositional principle to navigation in real-world buildings and indicate promising usage of multi-agent simulation within reconstructed environments for tasks that involve interaction. https://ai.stanford.edu/∼cdarpino/socialnavconstrained/ Claudia Pérez-D'Arpino, Patrick Goebel, Roberto Martin Martin, Silvio Savarese |
ICRA | 4 |
| 2021 | Learning Multi-Arm Manipulation Through Collaborative TeleoperationabstractImitation Learning (IL) is a powerful paradigm to teach robots to perform manipulation tasks by allowing them to learn from human demonstrations collected via teleoperation, but has mostly been limited to single-arm manipulation. However, many real-world tasks require multiple arms, such as lifting a heavy object or assembling a desk. Unfortunately, applying IL to multi-arm manipulation tasks has been challenging –asking a human to control more than one robotic arm can impose significant cognitive burden and is often only possible for a maximum of two robot arms. To address these challenges, we present MULTI-ARM ROBOTURK (MART), a multi-user data collection platform that allows multiple remote users to simultaneously teleoperate a set of robotic arms and collect demonstrations for multi-arm tasks. Using MART, we collected demonstrations for five novel two and three-arm tasks from several geographically separated users. From our data we arrived at a critical insight: most multi-arm tasks do not require global coordination throughout its full duration, but only during specific moments. We show that learning from such data consequently presents challenges for centralized agents that directly attempt to model all robot actions simultaneously, and perform a comprehensive study of different policy architectures with varying levels of centralization on our tasks. Finally, we propose and evaluate a base-residual policy framework that allows trained policies to better adapt to the mixed coordination setting common in multi-arm manipulation, and show that a centralized policy augmented with a decentralized residual model outperforms all other models on our set of benchmark tasks. Additional results and videos at https://roboturk.stanford.edu/multiarm Albert Tung, Josiah Wong, Ajay Mandlekar, Roberto Martin Martin, Yuke Zhu, Li Fei-Fei 0001, Silvio Savarese |
ICRA | 4 |
| 2021 | ReLMoGen: Integrating Motion Generation in Reinforcement Learning for Mobile ManipulationabstractMany Reinforcement Learning (RL) approaches use joint control signals (positions, velocities, torques) as action space for continuous control tasks. We propose to lift the action space to a higher level in the form of subgoals for a motion generator (a combination of motion planner and trajectory executor). We argue that, by lifting the action space and by leveraging sampling-based motion planners, we can efficiently use RL to solve complex, long-horizon tasks that could not be solved with existing RL methods in the original action space. We propose ReLMoGen – a framework that combines a learned policy to predict subgoals and a motion generator to plan and execute the motion needed to reach these subgoals. To validate our method, we apply ReLMoGen to two types of tasks: 1) Interactive Navigation tasks, navigation problems where interactions with the environment are required to reach the destination, and 2) Mobile Manipulation tasks, manipulation tasks that require moving the robot base. These problems are challenging because they are usually long-horizon, hard to explore during training, and comprise alternating phases of navigation and interaction. Our method is benchmarked on a diverse set of seven robotics tasks in photo-realistic simulation environments. In all settings, ReLMoGen outperforms state-of-the-art RL and Hierarchical RL baselines. ReLMoGen also shows outstanding transferability between different motion generators at test time, indicating a great potential to transfer to real robots. For more information, please visit project website: http://svl.stanford.edu/projects/relmogen. Fei Xia 0002, Chengshu Li 0002, Roberto Martin Martin, Or Litany, Alexander Toshev, Silvio Savarese |
ICRA | 3 |
| 2021 | Deep Affordance Foresight: Planning Through What Can Be Done in the FutureabstractPlanning in realistic environments requires searching in large planning spaces. Affordances are a powerful concept to simplify this search, because they model what actions can be successful in a given situation. However, the classical notion of affordance is not suitable for long horizon planning because it only informs the robot about the immediate outcome of actions instead of what actions are best for achieving a long-term goal. In this paper, we introduce a new affordance representation that enables the robot to reason about the longterm effects of actions through modeling what actions are afforded in the future. Based on the new representation, we develop a learning-to-plan method, Deep Affordance Foresight (DAF), that learns partial environment models of affordances of parameterized motor skills through trial-and-error. We evaluate DAF on two challenging manipulation domains and show that it can effectively learn to carry out multi-step tasks, share learned affordance representations among different tasks, and learn to plan with high-dimensional image inputs. Danfei Xu, Ajay Mandlekar, Roberto Martin Martin, Yuke Zhu, Silvio Savarese, Li Fei-Fei 0001 |
ICRA | 3 |
| 2021 | Probabilistic Visual Navigation with Bidirectional Image PredictionabstractHumans can robustly follow a visual trajectory defined by a sequence of images (i.e. a video) regardless of substantial changes in the environment or the presence of obstacles. We aim at endowing similar visual navigation capabilities to mobile robots solely equipped with a RGB fisheye camera. We propose a novel probabilistic visual navigation system that learns to follow a sequence of images with bidirectional visual predictions conditioned on possible navigation velocities. By predicting bidirectionally (from start towards goal and vice versa) our method extends its predictive horizon enabling the robot to go around unseen large obstacles that are not visible in the video trajectory. Learning how to react to obstacles and potential risks in the visual field is achieved by imitating human teleoperators. Since the human teleoperation commands are diverse, we propose a probabilistic representation of trajectories that we can sample to find the safest path. We evaluate our navigation system quantitatively and qualitatively in multiple simulated and real environments and compare to state-of-the-art baselines. Our approach outperforms the most recent visual navigation methods with a large margin with regard to goal arrival rate, subgoal coverage rate, and success weighted by path length (SPL). Our method also generalizes to new robot embodiments never used during training. Noriaki Hirose, Shun Taguchi, Fei Xia 0002, Roberto Martin Martin, Kosuke Tahara, Masanori Ishigaki, Silvio Savarese |
IROS | 4 |
| 2021 | iGibson 1.0: A Simulation Environment for Interactive Tasks in Large Realistic ScenesabstractWe present iGibson 1.0, a novel simulation environment to develop robotic solutions for interactive tasks in large-scale realistic scenes. Our environment contains 15 fully interactive home-sized scenes with 108 rooms populated with rigid and articulated objects. The scenes are replicas of real-world homes, with distribution and the layout of objects aligned to those of the real world. iGibson 1.0 integrates several key features to facilitate the study of interactive tasks: i) generation of high-quality virtual sensor signals (RGB, depth, segmentation, LiDAR, flow and so on), ii) domain randomization to change the materials of the objects (both visual and physical) and/or their shapes, iii) integrated sampling-based motion planners to generate collision-free trajectories for robot bases and arms, and iv) intuitive human-iGibson interface that enables efficient collection of human demonstrations. Through experiments, we show that the full interactivity of the scenes enables agents to learn useful visual representations that accelerate the training of downstream manipulation tasks. We also show that iGibson features enable the generalization of navigation agents, and that the human-iGibson interface and integrated motion planners facilitate efficient imitation learning of human demonstrated (mobile) manipulation behaviors. iGibson 1.0 is open-source, equipped with comprehensive examples and documentation. For more information, visit our project website: http://svl.stanford.edu/igibson/. Bokui Shen, Fei Xia 0002, Chengshu Li 0002, Roberto Martin Martin, Linxi Fan, Guanzhi Wang, Claudia Pérez-D'Arpino, Shyamal Buch, Sanjana Srivastava, Lyne Tchapmi, Micael Tchapmi, Kent Vainio, Josiah Wong, Li Fei-Fei 0001, Silvio Savarese |
IROS | 4 |
| 2021 | Differentiable Factor Graph Optimization for Learning SmoothersabstractA recent line of work has shown that end-to-end optimization of Bayesian filters can be used to learn state estimators for systems whose underlying models are difficult to hand-design or tune, while retaining the core advantages of probabilistic state estimation. As an alternative approach for state estimation in these settings, we present an end-to-end approach for learning state estimators modeled as factor graph-based smoothers. By unrolling the optimizer we use for maximum a posteriori inference in these probabilistic graphical models, our method is able to learn probabilistic system models in the full context of an overall state estimator, while also taking advantage of the distinct accuracy and runtime advantages that smoothers offer over recursive filters. We study our approach using two fundamental state estimation problems, object tracking and visual odometry, where we demonstrate a significant improvement over existing baselines. Our work comes with an extensive code release, which includes training and evaluation scripts, as well as Python libraries for Lie theory and factor graph optimization: https://sites.google.com/view/diffsmoothing/. Brent Yi, Michelle A. Lee, Alina Kloss, Roberto Martin Martin, Jeannette Bohg |
IROS | 4 |
| 2020 | 6-PACK: Category-level 6D Pose Tracker with Anchor-Based KeypointsabstractWe present 6-PACK, a deep learning approach to category-level 6D object pose tracking on RGB-D data. Our method tracks in real time novel object instances of known object categories such as bowls, laptops, and mugs. 6-PACK learns to compactly represent an object by a handful of 3D keypoints, based on which the interframe motion of an object instance can be estimated through keypoint matching. These keypoints are learned end-to-end without manual supervision in order to be most effective for tracking. Our experiments show that our method substantially outperforms existing methods on the NOCS category-level 6D pose estimation benchmark and supports a physical robot to perform simple vision-based closed-loop manipulation tasks. Our code and video are available at https://sites.google.com/view/6packtracking. Chen Wang 0053, Roberto Martin Martin, Danfei Xu, Cewu Lu, Li Fei-Fei 0001, Silvio Savarese, Yuke Zhu |
ICRA | 2 |
| 2020 | Visuomotor Mechanical Search: Learning to Retrieve Target Objects in ClutterabstractWhen searching for objects in cluttered environments, it is often necessary to perform complex interactions in order to move occluding objects out of the way and fully reveal the object of interest and make it graspable. Due to the complexity of the physics involved and the lack of accurate models of the clutter, planning and controlling precise predefined interactions with accurate outcome is extremely hard, when not impossible. In problems where accurate (forward) models are lacking, Deep Reinforcement Learning (RL) has shown to be a viable solution to map observations (e.g. images) to good interactions in the form of close-loop visuomotor policies. However, Deep RL is sample inefficient and fails when applied directly to the problem of unoccluding objects based on images. In this work we present a novel Deep RL procedure that combines i) teacher-aided exploration, ii) a critic with privileged information, and iii) mid-level representations, resulting in sample efficient and effective learning for the problem of uncovering a target object occluded by a heap of unknown objects. Our experiments show that our approach trains faster and converges to more efficient uncovering solutions than baselines and ablations, and that our uncovering policies lead to an average improvement in the graspability of the target object, facilitating downstream retrieval applications. Andrey Kurenkov, Joseph Taglic, Rohun Kulkarni, Marcus Dominguez-Kuhne, Animesh Garg, Roberto Martin Martin, Silvio Savarese |
IROS | 6 |
| 2020 | Multimodal Sensor Fusion with Differentiable FiltersabstractLeveraging multimodal information with recursive Bayesian filters improves performance and robustness of state estimation, as recursive filters can combine different modalities according to their uncertainties. Prior work has studied how to optimally fuse different sensor modalities with analytical state estimation algorithms. However, deriving the dynamics and measurement models along with their noise profile can be difficult or lead to intractable models. Differentiable filters provide a way to learn these models end-to-end while retaining the algorithmic structure of recursive filters. This can be especially helpful when working with sensor modalities that are high dimensional and have very different characteristics. In contact-rich manipulation, we want to combine visual sensing (which gives us global information) with tactile sensing (which gives us local information). In this paper, we study new differentiable filtering architectures to fuse heterogeneous sensor information. As case studies, we evaluate three tasks: two in planar pushing (simulated and real) and one in manipulating a kinematically constrained door (simulated). In extensive evaluations, we find that differentiable filters that leverage crossmodal sensor information reach comparable accuracies to unstructured LSTM models, while presenting interpretability benefits that may be important for safety-critical systems. We also release an open-source library for creating and training differentiable Bayesian filters in PyTorch, which can be found on our project website: https://sites.google.com/view/multimodalfilter. Michelle A. Lee, Brent Yi, Roberto Martin Martin, Silvio Savarese, Jeannette Bohg |
IROS | 3 |
| 2020 | JRMOT: A Real-Time 3D Multi-Object Tracker and a New Large-Scale DatasetabstractRobots navigating autonomously need to perceive and track the motion of objects and other agents in its surroundings. This information enables planning and executing robust and safe trajectories. To facilitate these processes, the motion should be perceived in 3D Cartesian space. However, most recent multi-object tracking (MOT) research has focused on tracking people and moving objects in 2D RGB video sequences. In this work we present JRMOT, a novel 3D MOT system that integrates information from RGB images and 3D point clouds to achieve real-time, state-of-the-art tracking performance. Our system is built with recent neural networks for re-identification, 2D and 3D detection and track description, combined into a joint probabilistic data-association framework within a multi-modal recursive Kalman architecture. As part of our work, we release the JRDB dataset, a novel large scale 2D+3D dataset and benchmark, annotated with over 2 million boxes and 3500 time consistent 2D+3D trajectories across 54 indoor and outdoor scenes. JRDB contains over 60 minutes of data including 360ocylindrical RGB video and 3D pointclouds in social settings that we use to develop, train and evaluate JRMOT. The presented 3D MOT system demonstrates state-of-the-art performance against competing methods on the popular 2D tracking KITTI benchmark and serves as first 3D tracking solution for our benchmark. Real-robot tests on our social robot JackRabbot indicate that the system is capable of tracking multiple pedestrians fast and reliably. We provide the ROS code of our tracker at https://sites.google.com/view/jrmot. Abhijeet Shenoi, Mihir Patel, JunYoung Gwak, Patrick Goebel, Amir Sadeghian, Seyed Hamid Rezatofighi, Roberto Martin Martin, Silvio Savarese |
IROS | 7 |
| 2020 | Leveraging Pretrained Image Classifiers for Language-Based SegmentationabstractCurrent semantic segmentation models cannot easily generalize to new object classes unseen during train time: they require additional annotated images and retraining. We propose a novel segmentation model that injects visual priors into semantic segmentation architectures, allowing them to segment out new target labels without retraining. As visual priors, we use the activations of pretrained image classifiers, which provide noisy indications of the spatial location of both the target object and distractor objects in the scene. We leverage language semantics to obtain these activations for a target label unseen by the classifier. Further experiments show that the visual priors obtained via language semantics for both relevant and distracting objects are key to our performance. David Golub, Ahmed El-Kishky, Roberto Martin Martin |
WACV | 3 |
| 2020 | Improving Social Awareness Through DANTE: Deep Affinity Network for Clustering Conversational InteractantsabstractWe propose a data-driven approach to detect conversational groups by identifying spatial arrangements typical of these focused social encounters. Our approach uses a novel Deep Affinity Network (DANTE) to predict the likelihood that two individuals in a scene are part of the same conversational group, considering their social context. The predicted pair-wise affinities are then used in a graph clustering framework to identify both small (e.g., dyads) and large groups. The results from our evaluation on multiple, established benchmarks suggest that combining powerful deep learning methods with classical clustering techniques can improve the detection of conversational groups in comparison to prior approaches. Finally, we demonstrate the practicality of our approach in a human-robot interaction scenario. Our efforts show that our work advances group detection not only in theory, but also in practice. Mason Swofford, John Peruzzi, Nathan Tsoi, Sydney Thompson, Roberto Martin Martin, Silvio Savarese, Marynel Vázquez |
Proc. ACM Hum. Comput. Interact. | 5 |
| 2019 | DenseFusion: 6D Object Pose Estimation by Iterative Dense FusionabstractA key technical challenge in performing 6D object pose estimation from RGB-D image is to fully leverage the two complementary data sources. Prior works either extract information from the RGB image and depth separately or use costly post-processing steps, limiting their performances in highly cluttered scenes and real-time applications. In this work, we present DenseFusion, a generic framework for estimating 6D pose of a set of known objects from RGB-D images. DenseFusion is a heterogeneous architecture that processes the two data sources individually and uses a novel dense fusion network to extract pixel-wise dense feature embedding, from which the pose is estimated. Furthermore, we integrate an end-to-end iterative pose refinement procedure that further improves the pose estimation while achieving near real-time inference. Our experiments show that our method outperforms state-of-the-art approaches in two datasets, YCB-Video and LineMOD. We also deploy our proposed method to a real robot to grasp and manipulate objects based on the estimated pose. Chen Wang 0053, Danfei Xu, Yuke Zhu, Roberto Martin Martin, Cewu Lu, Li Fei-Fei 0001, Silvio Savarese |
CVPR | 4 |
| 2019 | Mechanical Search: Multi-Step Retrieval of a Target Object Occluded by ClutterabstractWhen operating in unstructured environments such as warehouses, homes, and retail centers, robots are frequently required to interactively search for and retrieve specific objects from cluttered bins, shelves, or tables. Mechanical Search describes the class of tasks where the goal is to locate and extract a known target object. In this paper, we formalize Mechanical Search and study a version where distractor objects are heaped over the target object in a bin. The robot uses an RGBD perception system and control policies to iteratively select, parameterize, and perform one of 3 actions - push, suction, grasp - until the target object is extracted, or either a time limit is exceeded, or no high confidence push or grasp is available. We present a study of 5 algorithmic policies for mechanical search, with 15,000 simulated trials and 300 physical trials for heaps ranging from 10 to 20 objects. Results suggest that success can be achieved in this long-horizon task with algorithmic policies in over 95% of instances and that the number of actions required scales approximately linearly with the size of the heap. Code and supplementary material can be found at http://ai.stanford.edu/mech-search. Michael Danielczuk, Andrey Kurenkov, Ashwin Balakrishna, Matthew Matl, Roberto Martin Martin, Animesh Garg, Silvio Savarese, Kenneth Y. Goldberg |
ICRA | 6 |
| 2019 | Deep Local Trajectory Replanning and Control for Robot NavigationabstractWe present a navigation system that combines ideas from hierarchical planning and machine learning. The system uses a traditional global planner to compute optimal paths towards a goal, and a deep local trajectory planner and velocity controller to compute motion commands. The latter components of the system adjust the behavior of the robot through attention mechanisms such that it moves towards the goal, avoids obstacles, and respects the space of nearby pedestrians. Both the structure of the proposed deep models and the use of attention mechanisms make the system's execution interpretable. Our simulation experiments suggest that the proposed architecture outperforms baselines that try to map global plan information and sensor data directly to velocity commands. In comparison to a hand-designed traditional navigation system, the proposed approach showed more consistent performance. Ashwini Pokle, Roberto Martin Martin, Patrick Goebel, Vincent Chow, Hans M. Ewald, Zhenkai Wang, Amir Sadeghian, Dorsa Sadigh, Silvio Savarese, Marynel Vázquez |
ICRA | 2 |
| 2019 | Variable Impedance Control in End-Effector Space: An Action Space for Reinforcement Learning in Contact-Rich TasksabstractReinforcement Learning (RL) of contact-rich manipulation tasks has yielded impressive results in recent years. While many studies in RL focus on varying the observation space or reward model, few efforts focused on the choice of action space (e.g. joint or end-effector space, position, velocity, etc.). However, studies in robot motion control indicate that choosing an action space that conforms to the characteristics of the task can simplify exploration and improve robustness to disturbances. This paper studies the effect of different action spaces in deep RL and advocates for variable impedance control in end-effector space (VICES) as an advantageous action space for constrained and contact-rich tasks. We evaluate multiple action spaces on three prototypical manipulation tasks: Path Following (task with no contact), Door Opening (task with kinematic constraints), and Surface Wiping (task with continuous contact). We show that VICES improves sample efficiency, maintains low energy consumption, and ensures safety across all three experimental setups. Further, RL policies learned with VICES can transfer across different robot models in simulation, and from simulation to real for the same robot. Further information is available at https://stanfordvl.github.io/vices. Roberto Martin Martin, Michelle A. Lee, Rachel Gardner, Silvio Savarese, Jeannette Bohg, Animesh Garg |
IROS | 1 |
| 2019 | Social-BiGAT: Multimodal Trajectory Forecasting using Bicycle-GAN and Graph Attention NetworksabstractPredicting the future trajectories of multiple interacting pedestrians in a scene has become an increasingly important problem for many different applications ranging from control of autonomous vehicles and social robots to security and surveillance. This problem is compounded by the presence of social interactions between humans and their physical interactions with the scene. While the existing literature has explored some of these cues, they mainly ignored the multimodal nature of each human's future trajectory which is noticeably influenced by the intricate social interactions. In this paper, we present Social-BiGAT, a graph-based generative adversarial network that generates realistic, multimodal trajectory predictions for multiple pedestrians in a scene. Our method is based on a graph attention network (GAT) that learns feature representations that encode the social interactions between humans in the scene, and a recurrent encoder-decoder architecture that is trained adversarially to predict, based on the features, the humans' paths. We explicitly account for the multimodal nature of the prediction problem by forming a reversible transformation between each scene and its latent noise vector, as in Bicycle-GAN. We show that our framework achieves state-of-the-art performance comparing it to several baselines on existing trajectory forecasting benchmarks. Vineet Kosaraju, Amir Sadeghian, Roberto Martin Martin, Ian D. Reid 0001, Seyed Hamid Rezatofighi, Silvio Savarese |
NeurIPS | 3 |
| 2019 | Regression Planning NetworksabstractRecent learning-to-plan methods have shown promising results on planning directly from observation space. Yet, their ability to plan for long-horizon tasks is limited by the accuracy of the prediction model. On the other hand, classical symbolic planners show remarkable capabilities in solving long-horizon tasks, but they require predefined symbolic rules and symbolic states, restricting their real-world applicability. In this work, we combine the benefits of these two paradigms and propose a learning-to-plan method that can directly generate a long-term symbolic plan conditioned on high-dimensional observations. We borrow the idea of regression (backward) planning from classical planning literature and introduce Regression Planning Networks (RPN), a neural network architecture that plans backward starting at a task goal and generates a sequence of intermediate goals that reaches the current observation. We show that our model not only inherits many favorable traits from symbolic planning --including the ability to solve previously unseen tasks-- but also can learn from visual inputs in an end-to-end manner. We evaluate the capabilities of RPN in a grid world environment and a simulated 3D kitchen environment featuring complex visual scenes and long task horizon, and show that it achieves near-optimal performance in completely new task instances. Danfei Xu, Roberto Martin Martin, De-An Huang, Yuke Zhu, Silvio Savarese, Li Fei-Fei 0001 |
NeurIPS | 2 |
| 2018 | Physics-Based Selection of Informative Actions for Interactive PerceptionabstractInteractive perception exploits the correlation between forceful interactions and changes in the observed signals to extract task-relevant information from the sensor stream. Finding the most informative interactions to perceive complex objects, like articulated mechanisms, is challenging because the outcome of the interaction is difficult to predict. We propose a method to select the most informative action while deriving a model of articulated mechanisms that includes kinematic, geometric, and dynamic properties. Our method addresses the complexity of the action selection task based on two insights. First, we show that for a class of interactive perception methods, information gain can be approximated by the amount of motion induced in the mechanism. Second, we resort to physics simulations grounded in the real-world through interactive perception to predict possible action outcomes. Our method enables the robot to autonomously select actions for interactive perception that reveal most information, given the current knowledge of the world. This leads to improved perception and more accurate world models, finally enabling robust manipulation. Clemens Eppner, Roberto Martin Martin, Oliver Brock |
ICRA | 2 |
| 2017 | Lessons from the Amazon Picking Challenge: Four Aspects of Building Robotic SystemsabstractWe describe the winning entry to the Amazon Picking Challenge 2015. From the experience of building this system and competing, we derive several conclusions: (1) We suggest to characterize robotic system building along four key aspects, each of them spanning a spectrum of solutions - modularity vs. integration, generality vs. assumptions, computation vs. embodiment, and planning vs. feedback. (2) To understand which region of each spectrum most adequately addresses which robotic problem, we must explore the full spectrum of possible approaches. (3) For manipulation problems in unstructured environments, certain regions of each spectrum match the problem most adequately, and should be exploited further. This is supported by the fact that our solution deviated from the majority of the other challenge entries along each of the spectra. This is an abridged version of a conference publication. Clemens Eppner, Sebastian Höfer, Rico Jonschkowski, Roberto Martin Martin, Arne Sieverling, Vincent Wall, Oliver Brock |
IJCAI | 4 |
| 2017 | Cross-modal interpretation of multi-modal sensor streams in interactive perception based on coupled recursionabstractWe present an online system to perceive kinematic properties of articulated objects from multi-modal sensor streams. The novelty of our system is that it leverages multi-modal information in a cross-modal manner: instead of simply fusing information from different modalities, sensor streams are interpreted by leveraging information from another modality. We realize each cross-modal information extraction process using recursive estimation, with each process addressing a perceptual subproblem. Several estimators are then coupled in a cross-modal network, leading to efficient and robust online perception. We demonstrate experimentally that our cross-modal system improves over its uni-modal counterparts, increasing the variability of environments and task conditions in which the robot can robustly perceive the articulated objects. We further demonstrate that these perceptual abilities are sufficiently fast to provide feedback during manipulation actions and sufficiently comprehensive to allow the generation of new manipulation actions. Roberto Martin Martin, Oliver Brock |
IROS | 1 |
| 2016 | An integrated approach to visual perception of articulated objectsabstractWe present an integrated approach for perception of unknown articulated objects. To robustly perceive objects and understand interactions, our method tightly integrates pose tracking, shape reconstruction, and the estimation of their kinematic structure. The key insight of our method is that these sub-problems complement each other: for example, tracking is greatly facilitated by knowing the shape of the object, whereas the shape and the kinematic structure can be more easily reconstructed if the motion of the object is known. Our combined method leverages these synergies to improve the performance of perception. We analyze the proposed method in average cases and difficult scenarios using a variety of rigid and articulated objects. The results show that our integrated solution achieves better results than solutions for the individual problems. This demonstrates the benefits of approaching robot perception problems in an integrated manner. Roberto Martin Martin, Sebastian Höfer, Oliver Brock |
ICRA | 1 |
| 2016 | Probabilistic multi-class segmentation for the Amazon Picking ChallengeabstractWe present a method for multi-class segmentation from RGB-D data in a realistic warehouse picking setting. The method computes pixel-wise probabilities and combines them to find a coherent object segmentation. It reliably segments objects in cluttered scenarios, even when objects are translucent, reflective, highly deformable, have fuzzy surfaces, or consist of loosely coupled components. The robust performance results from the exploitation of problem structure inherent to the warehouse setting. The proposed method proved its capabilities as part of our winning entry to the 2015 Amazon Picking Challenge. We present a detailed experimental analysis of the contribution of different information sources, compare our method to standard segmentation techniques, and assess possible extensions that further enhance the algorithm's capabilities. We release our software and data sets as open source. Rico Jonschkowski, Clemens Eppner, Sebastian Höfer, Roberto Martin Martin, Oliver Brock |
IROS | 4 |
| 2014 | Online interactive perception of articulated objects with multi-level recursive estimation based on task-specific priorsabstractTo successfully manipulate in unknown environments, a robot must be able to perceive degrees of freedom of objects in its environment. Based on the resulting kinematic model and joint configurations, the robot is able to select and adapt actions, recognize their successful completion and detect failure. We present an RGB-D-based online algorithm for the interactive perception of articulated objects. The algorithm decomposes the perception problem into three interconnected levels of recursive estimation. The estimation problems at each level are much simpler than the original problem and their robustness is improved by level-specific priors that help reject noise in the measurements. These three estimators mutually inform each other to further improve the convergence properties of the three estimation solutions. We demonstrate that the resulting algorithm is robust, accurate, and versatile in real-world experiments. We also show how the perceptual skill can be used online to control the robot's behavior in real-world manipulation tasks. Roberto Martin Martin, Oliver Brock |
IROS | 1 |
| 2014 | Deterioration of depth measurements due to interference of multiple RGB-D sensorsabstractDepth sensors based on projected structured light have become standard in robotics research. However, when several of these sensors share the same workspace, the measurement quality can deteriorate significantly due to interference of the projected light patterns. We present a comprehensive study of this effect in Kinect and Xtion RGB-D sensors. In particular, our study investigates the effect of measurement failure due to interference. Our experiments show that up to 95% of the depth measurements in the interference image region can disappear when two RGB-D sensors interfere with each other. We determine the severity of interference as a function of relative sensor placement and propose simple guidelines to reduce the impact of sensor interference. We show that these guidelines greatly increase the robustness of RGB-D-based SLAM. Roberto Martin Martin, Malte Lorbach, Oliver Brock |
IROS | 1 |