Sehoon Ha

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46ranked-venue papers
8as first author
33since 2021 · last 2026
0000-0002-1972-328XORCID · verified

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

Artificial intelligence and machine learning · 36 · 4 first-author · 27 since 2021Systems, architecture and hardware · 30 · 4 first-author · 21 since 2021Graphics, computer vision, multimedia, augmented reality and games · 7 · 3 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 6 · 6 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2026 MotionSmith: A Sketch-Based Design System for Automata Making
DoangJoo Synn, Zhifan Guo, Sehoon Ha, HyunJoo Oh 0001
CHI3
2025 Understanding Expectations for a Robotic Guide Dog for Visually Impaired People
abstract
Robotic guide dogs hold significant potential to enhance the autonomy and mobility of blind or visually impaired (BVI) individuals by offering universal assistance over unstructured terrains at affordable costs. However, the design of robotic guide dogs remains underexplored, particularly in systematic aspects such as gait controllers, navigation behaviors, interaction methods, and verbal explanations. Our study addresses this gap by conducting user studies with 18 BVI participants, comprising 15 cane users and three guide dog users. Participants interacted with a quadrupedal robot and provided both quantitative and qualitative feedback. Our study revealed several design implications, such as a preference for a learning-based controller and a rigid handle, gradual turns with asymmetric speeds, semantic communication methods, and explainability. The study also highlighted the importance of customization to support users with diverse backgrounds and preferences, along with practical concerns such as battery life, maintenance, and weather issues. These findings offer valuable insights and design implications for future research and development of robotic guide dogs.
Joanne Taery Kim, Morgan Byrd, Jack L. Crandell, Bruce N. Walker, Greg Turk, Sehoon Ha
HRI6
2025 Language Guided Skill Discovery
abstract
Skill discovery methods enable agents to learn diverse emergent behaviors without explicit rewards. To make learned skills useful for downstream tasks, obtaining a semantically diverse repertoire of skills is crucial. While some approaches use discriminators to acquire distinguishable skills and others focus on increasing state coverage, the direct pursuit of ‘semantic diversity’ in skills remains underexplored. We hypothesize that leveraging the semantic knowledge of large language models (LLM) can lead us to improve semantic diversity of resulting behaviors. In this sense, we introduce Language Guided Skill Discovery (LGSD), a skill discovery framework that aims to directly maximize the semantic diversity between skills. LGSD takes user prompts as input and outputs a set of semantically distinctive skills. The prompts serve as a means to constrain the search space into a semantically desired subspace, and the generated LLM outputs guide the agent to visit semantically diverse states within the subspace. We demonstrate that LGSD enables legged robots to visit different user-intended areas on a plane by simply changing the prompt. Furthermore, we show that language guidance aids in discovering more diverse skills compared to five existing skill discovery methods in robot-arm manipulation environments. Lastly, LGSD provides a simple way of utilizing learned skills via natural language.
Seungeun Rho, Laura Smith 0001, Tianyu Li 0005, Sergey Levine, Xue Bin Peng, Sehoon Ha
ICLR6
2025 Privileged-Dreamer: Explicit Imagination of Privileged Information for Rapid Adaptation of Learned Policies
abstract
Numerous real-world control problems involve dynamics and objectives affected by unobservable hidden parameters, ranging from autonomous driving to robotic manipulation, which cause performance degradation during sim-to-real transfer. To represent these kinds of domains, we adopt hiddenparameter Markov decision processes (HIP-MDPs), which model sequential decision problems where hidden variables parameterize transition and reward functions. Existing approaches, such as domain randomization, domain adaptation, and meta-learning, simply treat the effect of hidden parameters as additional variance and often struggle to effectively handle HIP-MDP problems, especially when the rewards are parameterized by hidden variables. We introduce PrivilegedDreamer, a model-based reinforcement learning framework that extends the existing model-based approach by incorporating an explicit parameter estimation module. PrivilegedDreamer features its novel dual recurrent architecture that explicitly estimates hidden parameters from limited historical data and enables us to condition the model, actor, and critic networks on these estimated parameters. Our empirical analysis on five diverse HIP-MDP tasks demonstrates that PrivilegedDreamer outperforms state-of-the-art model-based, model-free, and domain adaptation learning algorithms. Additionally, we conduct ablation studies to justify the inclusion of each component in the proposed architecture.
Morgan Byrd, Jack L. Crandell, Mili Das, Jessica Inman, Robert Wright, Sehoon Ha
ICRA6
2025 Do Looks Matter? Exploring Functional and Aesthetic Design Preferences for a Robotic Guide Dog
abstract
Dog guides offer an effective mobility solution for blind or visually impaired (BVI) individuals, but conventional dog guides have limitations including the need for care, potential distractions, societal prejudice, high costs, and limited availability. To address these challenges, we seek to develop a robot dog guide capable of performing the tasks of a conventional dog guide, enhanced with additional features. In this work, we focus on design research to identify functional and aesthetic design concepts to implement into a quadrupedal robot. The aesthetic design remains relevant even for BVI users due to their sensitivity toward societal perceptions and the need for smooth integration into society. We collected data through interviews and surveys to answer specific design questions pertaining to the appearance, texture, features, and method of controlling and communicating with the robot. Our study identified essential and preferred features for a future robot dog guide, which are supported by relevant statistics aligning with each suggestion. These findings will inform the future development of user-centered designs to effectively meet the needs of BVI individuals.
Aviv L. Cohav, A. Xinran Gong, Joanne Taery Kim, Clint Zeagler, Sehoon Ha, Bruce N. Walker
ICRA5
2025 Learning a High-Quality Robotic Wiping Policy Using Systematic Reward Analysis and Visual-Language Model Based Curriculum
abstract
Autonomous robotic wiping is an important task in various industries, ranging from industrial manufacturing to sanitization in healthcare. Deep reinforcement learning (Deep RL) has emerged as a promising algorithm, however, it often suffers from a high demand for repetitive reward engineering. Instead of relying on manual tuning, we first analyze the convergence of quality-critical robotic wiping, which requires both high-quality wiping and fast task completion, to show the poor convergence of the problem and propose a new bounded reward formulation to make the problem feasible. Then, we further improve the learning process by proposing a novel visual-language model (VLM) based curriculum, which actively monitors the progress and suggests hyperparameter tuning. We demonstrate that the combined method can find a desirable wiping policy on surfaces with various curvatures, frictions, and waypoints, which cannot be learned with the baseline formulation. The demo of this project can be found at: https://sites.google.com/view/highqualitywiping
Dongyeop Kang, Sehoon Ha
ICRA3
2025 Principles and Guidelines for Evaluating Social Robot Navigation Algorithms
abstract
A 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.13
2024 Co-designing Robot Dogs with and for Neurodivergent Individuals: Opportunities and Challenges
abstract
Social robots have been demonstrated to support neurodivergent individuals in health and educational settings, but the roles and benefits of social robots in the everyday lives of neurodivergent people are underexplored. We investigated daily-life use cases of robot dogs for neurodivergent individuals through three co-design workshops over five weeks. The workshops included interactions between neurodivergent participants and robot dogs, followed by feedback sessions. Participants showed high acceptance levels towards robot dogs and envisioned use cases that fulfilled practical, emotional, and social needs. Some participants associated robotic failures with rejection, leading us to further explore the impacts and communication of failures. Results showed how robot dogs can provide opportunities for users to be in a caregiving role and engage in interpersonal interactions. We conclude by discussing how to leverage the potential benefits of social robots by designing for social opportunities and ways to design failures to mitigate potential harms for users.
Ha Kyung Kong, Derek Xie, Ankith Chandra, Rachel Lowy, Arielle Maignan, Sehoon Ha, Chung Hyuk Park, Jennifer G. Kim
ASSETS6
2024 AAMDM: Accelerated Auto-Regressive Motion Diffusion Model
abstract
Interactive motion synthesis is essential in creating immersive experiences in entertainment applications, such as video games and virtual reality. However, generating an-imations that are both high-quality and contextually re-sponsive remains a challenge. Traditional techniques in the game industry can produce high-fidelity animations but suffer from high computational costs and poor scalability. Trained neural network models alleviate the memory and speed issues, yet fall short on generating diverse motions. Diffusion models offer diverse motion synthesis with low memory usage, but require expensive reverse diffusion processes. This paper introduces the Accelerated Auto-regressive Motion Diffusion Model (AAMDM), a novel motion synthesis framework designed to achieve quality, diversity, and efficiency all together. AAMDM integrates Denoising Diffusion GANs as a fast Generation Module, and an Auto-regressive Diffusion Model as a Polishing Module. Furthermore, AAMDM operates in a lower-dimensional embedded space rather than the full-dimensional pose space, which reduces the training complexity as well as further improves the performance. We show that AAMDM outperforms existing methods in motion quality, diversity, and runtime efficiency, through compre-hensive quantitative analyses and visual comparisons. We also demonstrate the effectiveness of each algorithmic component through ablation studies.
Tianyu Li 0005, Calvin Z. Qiao, Guanqiao Ren, KangKang Yin, Sehoon Ha
CVPR5
2024 CrossLoco: Human Motion Driven Control of Legged Robots via Guided Unsupervised Reinforcement Learning
abstract
Human motion driven control (HMDC) is an effective approach for generating natural and compelling robot motions while preserving high-level semantics. However, establishing the correspondence between humans and robots with different body structures is not straightforward due to the mismatches in kinematics and dynamics properties, which causes intrinsic ambiguity to the problem. Many previous algorithms approach this motion retargeting problem with unsupervised learning, which requires the prerequisite skill sets. However, it will be extremely costly to learn all the skills without understanding the given human motions, particularly for high-dimensional robots. In this work, we introduce CrossLoco, a guided unsupervised reinforcement learning framework that simultaneously learns robot skills and their correspondence to human motions. Our key innovation is to introduce a cycle-consistency-based reward term designed to maximize the mutual information between human motions and robot states. We demonstrate that the proposed framework can generate compelling robot motions by translating diverse human motions, such as running, hopping, and dancing. We quantitatively compare our CrossLoco against the manually engineered and unsupervised baseline algorithms along with the ablated versions of our framework and demonstrate that our method translates human motions with better accuracy, diversity, and user preference. We also showcase its utility in other applications, such as synthesizing robot movements from language input and enabling interactive robot control.
Tianyu Li 0005, Hyunyoung Jung 0002, Matthew C. Gombolay, Yong Kwon Cho, Sehoon Ha
ICLR5
2024 Learning manipulation of steep granular slopes for fast Mini Rover turning
abstract
Future planetary exploration missions will require reaching challenging regions such as craters and steep slopes. Such regions are ubiquitous and present science-rich targets potentially containing information regarding the planet’s internal structure. Steep slopes consisting of low-cohesion regolith are prone to flow downward under small disturbances, making it challenging for autonomous rovers to traverse. Moreover, the navigation trajectories of rovers are heavily limited by the terrain topology and future systems will need to maneuver on flowable surfaces without getting trapped, allowing them to further expand their reach and increase mission efficiency.In this work, we used a robophysical rover model and performed maneuvering experiments on a steep granular slope of poppy seeds to explore the rover’s turning capabilities. The rover is capable of lifting, sweeping, and spinning its wheels, allowing it to execute leg-like gait patterns. The high-dimensional actuation capabilities of the rover facilitate effective manipulation of the underlying granular surface. We used Bayesian Optimization (BO) to gain insight into successful turning gaits in high dimensional search space and found strategies such as differential wheel spinning and pivoting around a single sweeping wheel. We then used these insights to further fine-tune the turning gait, enabling the rover to turn nearly 90 degrees at just above 4 seconds with minimal downhill slip. Combining gait optimization and human-tuning approaches, we found that fast turning is empowered by creating anisotropic torques with the sweeping wheel.
Deniz Kerimoglu, Daniel Soto 0002, Malone Lincoln Hemsley, Joseph Brunner, Sehoon Ha, Tingnan Zhang, Daniel I. Goldman
ICRA5
2024 VLFM: Vision-Language Frontier Maps for Zero-Shot Semantic Navigation
abstract
Understanding how humans leverage semantic knowledge to navigate unfamiliar environments and decide where to explore next is pivotal for developing robots capable of human-like search behaviors. We introduce a zero-shot navigation approach, Vision-Language Frontier Maps (VLFM), which is inspired by human reasoning and designed to navigate towards unseen semantic objects in novel environments. VLFM builds occupancy maps from depth observations to identify frontiers, and leverages RGB observations and a pre-trained vision-language model to generate a language-grounded value map. VLFM then uses this map to identify the most promising frontier to explore for finding an instance of a given target object category. We evaluate VLFM in photo-realistic environments from the Gibson, Habitat-Matterport 3D (HM3D), and Matterport 3D (MP3D) datasets within the Habitat simulator. Remarkably, VLFM achieves state-of-the-art results on all three datasets as measured by success weighted by path length (SPL) for the Object Goal Navigation task. Furthermore, we show that VLFM’s zero-shot nature enables it to be readily deployed on real-world robots such as the Boston Dynamics Spot mobile manipulation platform. We deploy VLFM on Spot and demonstrate its capability to efficiently navigate to target objects within an office building in the real world, without any prior knowledge of the environment. The accomplishments of VLFM underscore the promising potential of vision-language models in advancing the field of semantic navigation. Videos of real world deployment can be viewed at naoki.io/vlfm.
Naoki Yokoyama, Sehoon Ha, Dhruv Batra, Jiuguang Wang, Bernadette Bucher
ICRA2
2024 BayRnTune: Adaptive Bayesian Domain Randomization via Strategic Fine-tuning
abstract
Domain randomization (DR), which entails training a policy with randomized dynamics, has proven to be a simple yet effective algorithm for reducing the gap between simulation and the real world. However, DR often requires careful tuning of randomization parameters. Methods like Bayesian Domain Randomization (Bayesian DR) and Active Domain Randomization (Adaptive DR) address this issue by automating parameter range selection using real-world experience. While effective, these algorithms often require long computation time, as a new policy is trained from scratch every iteration. In this work, we propose Adaptive Bayesian Domain Randomization via Strategic Fine-tuning (BayRnTune), which inherits the spirit of BayRn but aims to significantly accelerate the learning processes by fine-tuning from previously learned policy. This idea leads to a critical question: which previous policy should we use as a prior during fine-tuning? We investigated four different fine-tuning strategies and compared them against baseline algorithms in five simulated environments, ranging from simple benchmark tasks to more complex legged robot environments. Our analysis demonstrates that our method yields better rewards in the same amount of timesteps compared to vanilla domain randomization or Bayesian DR.
Tianle Huang, Nitish Sontakke, K. Niranjan Kumar, Irfan A. Essa, Stefanos Nikolaidis, Dennis W. Hong, Sehoon Ha
IROS7
2024 HM3D-OVON: A Dataset and Benchmark for Open-Vocabulary Object Goal Navigation
abstract
We present the Habitat-Matterport 3D Open Vocabulary Object Goal Navigation dataset (HM3D-OVON), a large-scale benchmark that broadens the scope and semantic range of prior Object Goal Navigation (ObjectNav) benchmarks. Leveraging the HM3DSem dataset, HM3D-OVON incorporates over 15k annotated instances of household objects across 379 distinct categories, derived from photo-realistic 3D scans of real-world environments. In contrast to earlier ObjectNav datasets, which limit goal objects to a predefined set of 6-21 categories, HM3D-OVON facilitates the training and evaluation of models with an open-set of goals defined through free-form language at test-time. Through this open-vocabulary formulation, HM3D-OVON encourages progress towards learning visuo-semantic navigation behaviors that are capable of searching for any object specified by text in an open-vocabulary manner. Additionally, we systematically evaluate and compare several different types of approaches on HM3D-OVON. We find that HM3D-OVON can be used to train an open-vocabulary ObjectNav agent that achieves both higher performance and is more robust to localization and actuation noise than the state-of-the-art ObjectNav approach. We hope that our benchmark and baseline results will drive interest in developing embodied agents that can navigate real-world spaces to find household objects specified through free-form language, taking a step towards more flexible and human-like semantic visual navigation. Code and videos available at: naoki.io/ovon.
Naoki Yokoyama, Ram Ramrakhya, Dhruv Batra, Sehoon Ha
IROS5
2024 Modeling social interaction dynamics using temporal graph networks
abstract
Integrating intelligent systems, such as robots, into dynamic group settings poses challenges due to the mutual influence of human behaviors and internal states. A robust representation of social interaction dynamics is essential for effective human-robot collaboration. Existing approaches often narrow their focus to facial expressions or speech, overlooking the broader context. We propose employing an adapted Temporal Graph Networks to comprehensively represent social interaction dynamics while enabling its practical implementation. Our method incorporates temporal multi-modal behavioral data including gaze interaction, voice activity and environmental context. This representation of social interaction dynamics is trained as a link prediction problem using annotated gaze interaction data. The F1-score outperformed the baseline model by 37.0%. This improvement is consistent for a secondary task of next speaker prediction which achieves an improvement of 29.0%. Our contributions are two-fold, including a model to representing social interaction dynamics which can be used for many downstream human-robot interaction tasks like human state inference and next speaker prediction. More importantly, this is achieved using a more concise yet efficient message-passing method, significantly reducing the message size from 768 to 14 while outperforming the baseline model.
Joanne Taery Kim, Archit Naik, Isuru Jayarathne, Sehoon Ha, Jouh Yeong Chew
RO-MAN4
2023 ViNL: Visual Navigation and Locomotion Over Obstacles
abstract
We present Visual Navigation and Locomotion over obstacles (ViNL), which enables a quadrupedal robot to navigate unseen apartments while stepping over small obstacles that lie in its path (e.g., shoes, toys, cables), similar to how humans and pets lift their feet over objects as they walk. ViNL consists of: (1) a visual navigation policy that outputs linear and angular velocity commands that guides the robot to a goal coordinate in unfamiliar indoor environments; and (2) a visual locomotion policy that controls the robot's joints to avoid step-ping on obstacles while following provided velocity commands. Both the policies are entirely ‘model-free’, i.e. sensors-to-actions neural networks trained end-to-end. The two are trained independently in two entirely different simulators and then seamlessly co-deployed by feeding the velocity commands from the navigator to the locomotor, entirely ‘zero-shot’ (without any co-training). While prior works have developed learning methods for visual navigation or visual locomotion, to the best of our knowledge, this is the first fully learned approach that leverages vision to accomplish both (1) intelligent navigation in new environments, and (2) intelligent visual locomotion that aims to traverse cluttered environments without disrupting obstacles. On the task of navigation to distant goals in unknown environments, ViNL using just egocentric vision significantly outperforms prior work on robust locomotion using privileged terrain maps (+32.8% success and -4.42 collisions per meter). Additionally, we ablate our locomotion policy to show that each aspect of our approach helps reduce obstacle collisions. Videos and code at http://www.joannetruong.com/projects/vinl.html.
Simar Kareer, Naoki Yokoyama, Dhruv Batra, Sehoon Ha, Joanne Truong
ICRA4
2023 ARMP: Autoregressive Motion Planning for Quadruped Locomotion and Navigation in Complex Indoor Environments
abstract
Generating natural and physically feasible motions for legged robots has been a challenging problem due to its complex dynamics. In this work, we introduce a novel learning-based framework of autoregressive motion planner (ARMP) for quadruped locomotion and navigation. Our method can generate motion plans with an arbitrary length in an autore-gressive fashion, unlike most offline trajectory optimization algorithms for a fixed trajectory length. To this end, we first construct the motion library by solving a dense set of trajectory optimization problems for diverse scenarios and parameter settings. Then we learn the motion manifold from the dataset in a supervised learning fashion. We show that the proposed ARMP can generate physically plausible motions for various tasks and situations. We also showcase that our method can be successfully integrated with the recent robot navigation frameworks as a low-level controller and unleash the full capability of legged robots for complex indoor navigation.
Tianyu Li 0005, Sehoon Ha
IROS3
2023 Learning a Single Policy for Diverse Behaviors on a Quadrupedal Robot Using Scalable Motion Imitation
abstract
Learning various motor skills for quadrupedal robots is a challenging problem that requires careful design of task-specific mathematical models or reward descriptions. In this work, we propose to learn a single capable policy using deep reinforcement learning by imitating a large number of reference motions, including walking, turning, pacing, jumping, sitting, and lying. On top of the existing motion imitation framework, we first carefully design the observation space, the action space, and the reward function to improve the scalability of the learning as well as the robustness of the final policy. In addition, we adopt a novel adaptive motion sampling (AMS) method, which maintains a balance between successful and unsuccessful behaviors. This technique allows the learning algorithm to focus on challenging motor skills and avoid catastrophic forgetting. We demonstrate that the learned policy can exhibit diverse behaviors in simulation by successfully tracking both the training dataset and out-of-distribution trajectories. We also validate the importance of the proposed learning formulation and the adaptive motion sampling scheme by conducting experiments.
Arnaud Klipfel, Nitish Sontakke, Sehoon Ha
IROS4
2023 Residual Physics Learning and System Identification for Sim-to-real Transfer of Policies on Buoyancy Assisted Legged Robots
abstract
The light and soft characteristics of Buoyancy Assisted Lightweight Legged Unit (BALLU) robots have a great potential to provide intrinsically safe interactions in environments involving humans, unlike many heavy and rigid robots. However, their unique and sensitive dynamics impose challenges to obtaining robust control policies in the real world. In this work, we demonstrate robust sim-to-real transfer of control policies on the BALLU robots via system identification and our novel residual physics learning method, Environment Mimic (EnvMimic). First, we model the nonlinear dynamics of the actuators by collecting hardware data and optimizing the simulation parameters. Rather than relying on standard supervised learning formulations, we utilize deep reinforcement learning to train an external force policy to match real-world trajectories, which enables us to model residual physics with greater fidelity. We analyze the improved simulation fidelity by comparing the simulation trajectories against the real-world ones. We finally demonstrate that the improved simulator allows us to learn better walking and turning policies that can be successfully deployed on the hardware of BALLU.
Nitish Sontakke, Hosik Chae, Tianle Huang, Dennis W. Hong, Sehoon Ha
IROS6
2023 On Designing a Learning Robot: Improving Morphology for Enhanced Task Performance and Learning
abstract
As robots become more prevalent, optimizing their design for better performance and efficiency is becoming increasingly important. However, current robot design practices overlook the impact of perception and design choices on a robot's learning capabilities. To address this gap, we propose a comprehensive methodology that accounts for the interplay between the robot's perception, hardware characteristics, and task requirements. Our approach optimizes the robot's morphology holistically, leading to improved learning and task execution proficiency. To achieve this, we introduce a Morphology-AGnostIc Controller (MAGIC), which helps with the rapid assessment of different robot designs. The MAGIC policy is efficiently trained through a novel PRIvileged Single-stage learning via latent alignMent (PRISM) framework, which also encourages behaviors that are typical of robot onboard observation. Our simulation-based results demonstrate that morphologies optimized holistically improve the robot performance by 15-20% on various manipulation tasks, and require 25x less data to match human-expert made morphology performance. In summary, our work contributes to the growing trend of learning-based approaches in robotics and emphasizes the potential in designing robots that facilitate better learning. The project's website can be found at learning-robot.github.io
Maks Sorokin, Chuyuan Fu, Jie Tan 0001, C. Karen Liu, Sehoon Ha, Mohi Khansari
IROS7
2023 ACE: Adversarial Correspondence Embedding for Cross Morphology Motion Retargeting from Human to Nonhuman Characters
abstract
Motion retargeting is a promising approach for generating natural and compelling animations for nonhuman characters. However, it is challenging to translate human movements into semantically equivalent motions for target characters with different morphologies due to the ambiguous nature of the problem. This work presents a novel learning-based motion retargeting framework, Adversarial Correspondence Embedding (ACE), to retarget human motions onto target characters with different body dimensions and structures. Our framework is designed to produce natural and feasible character motions by leveraging generative-adversarial networks (GANs) while preserving high-level motion semantics by introducing an additional feature loss. In addition, we pretrain a character motion prior that can be controlled in a latent embedding space and seek to establish a compact correspondence. We demonstrate that the proposed framework can produce retargeted motions for three different characters – a quadrupedal robot with a manipulator, a crab character, and a wheeled manipulator. We further validate the design choices of our framework by conducting baseline comparisons and a user study. We also showcase sim-to-real transfer of the retargeted motions by transferring them to a real Spot robot.
Tianyu Li 0005, Jungdam Won, Alexander Clegg, Akshara Rai, Sehoon Ha
SIGGRAPH Asia6
2023 Learning to Transfer In-Hand Manipulations Using a Greedy Shape Curriculum
abstract
Abstract In‐hand object manipulation is challenging to simulate due to complex contact dynamics, non‐repetitive finger gaits, and the need to indirectly control unactuated objects. Further adapting a successful manipulation skill to new objects with different shapes and physical properties is a similarly challenging problem. In this work, we show that natural and robust in‐hand manipulation of simple objects in a dynamic simulation can be learned from a high quality motion capture example via deep reinforcement learning with careful designs of the imitation learning problem. We apply our approach on both single‐handed and two‐handed dexterous manipulations of diverse object shapes and motions. We then demonstrate further adaptation of the example motion to a more complex shape through curriculum learning on intermediate shapes morphed between the source and target object. While a naive curriculum of progressive morphs often falls short, we propose a simple greedy curriculum search algorithm that can successfully apply to a range of objects such as a teapot, bunny, bottle, train, and elephant.
Alexander Clegg, Sehoon Ha, Greg Turk, Yuting Ye
Comput. Graph. Forum3
2022 Improving Safety in Deep Reinforcement Learning using Unsupervised Action Planning
abstract
One of the key challenges to deep reinforcement learning (deep RL) is to ensure safety at both training and testing phases. In this work, we propose a novel technique of unsupervised action planning to improve the safety of on-policy reinforcement learning algorithms, such as trust region policy optimization (TRPO) or proximal policy optimization (PPO). We design our safety-aware reinforcement learning by storing all the history of “recovery” actions that rescue the agent from dangerous situations into a separate “safety” buffer and finding the best recovery action when the agent encounters similar states. Because this functionality requires the algorithm to query similar states, we implement the proposed safety mechanism using an unsupervised learning algorithm, k-means clustering. We evaluate the proposed algorithm on six robotic control tasks that cover navigation and manipulation. Our results show that the proposed safe RL algorithm can achieve higher rewards compared with multiple baselines in both discrete and continuous control problems. The supplemental video can be found at: https://youtu.be/AFTeWSohILo.
Hao-Lun Hsu, Qiuhua Huang, Sehoon Ha
ICRA3
2022 Graph-based Cluttered Scene Generation and Interactive Exploration using Deep Reinforcement Learning
abstract
We introduce a novel method to teach a robotic agent to interactively explore cluttered yet structured scenes, such as kitchen pantries and grocery shelves, by leveraging the physical plausibility of the scene. We propose a novel learning framework to train an effective scene exploration policy to discover hidden objects with minimal interactions. First, we define a novel scene grammar to represent structured clutter. Then we train a Graph Neural Network (GNN) based Scene Generation agent using deep reinforcement learning (deep RL), to manipulate this Scene Grammar to create a diverse set of stable scenes, each containing multiple hidden objects. Given such cluttered scenes, we then train a Scene Exploration agent, using deep RL, to uncover hidden objects by interactively rearranging the scene. We show that our learned agents hide and discover significantly more objects than the baselines. We present quantitative results that prove the generalization capabilities of our agents. We also demonstrate sim-to-real transfer by successfully deploying the learned policy on a real UR10 robot to explore real-world cluttered scenes. The supplemental video can be found at: https://www.youtube.com/watch?v=T2Jo7wwaXss.
K. Niranjan Kumar, Irfan A. Essa, Sehoon Ha
ICRA3
2022 Legged Robots that Keep on Learning: Fine-Tuning Locomotion Policies in the Real World
abstract
Legged robots are physically capable of traversing a wide range of challenging environments, but designing controllers that are sufficiently robust to handle this diversity has been a long-standing challenge in robotics. Reinforcement learning presents an appealing approach for automating the controller design process and has been able to produce remarkably robust controllers when trained in a suitable range of environments. However, it is difficult to predict all likely conditions the robot will encounter during deployment and enumerate them at training-time. What if instead of training controllers that are robust enough to handle any eventuality, we enable the robot to continually learn in any setting it finds itself in? This kind of real-world reinforcement learning poses a number of challenges, including efficiency, safety, and autonomy. To address these challenges, we propose a practical robot reinforcement learning system for fine-tuning locomotion policies in the real world. We demonstrate that a modest amount of real-world training can substantially improve performance during deployment, and this enables a real A1 quadrupedal robot to autonomously fine-tune multiple locomotion skills in a range of environments, including an outdoor lawn and a variety of indoor terrains. (Videos and code11https://sites.google.com/berkele.edu/fine-tuning-locomotion)
Laura Smith 0001, J. Chase Kew, Xue Bin Peng, Sehoon Ha, Jie Tan 0001, Sergey Levine
ICRA4
2022 PM-FSM: Policies Modulating Finite State Machine for Robust Quadrupedal Locomotion
abstract
Deep reinforcement learning (deep RL) has emerged as an effective tool for developing controllers for legged robots. However, vanilla deep RL often requires a tremendous amount of training samples and is not feasible for achieving robust behaviors. Instead, researchers have investigated a novel policy architecture by incorporating human experts' knowledge, such as Policies Modulating Trajectory Generators (PMTG). This architecture builds a recurrent control loop by combining a parametric trajectory generator (TG) and a feedback policy network to achieve more robust behaviors. In this work, we propose Policies Modulating Finite State Machine (PM-FSM) by replacing TGs with contact-aware finite state machines (FSM), which offers more flexible control of each leg. This invention offers an explicit notion of contact events to the policy to negotiate unexpected perturbations. We demonstrated that the proposed architecture could achieve more robust behaviors in various scenarios, such as challenging terrains or external perturbations, on both simulated and real robots.
Nitish Sontakke, Sehoon Ha
IROS3
2022 Safe Reinforcement Learning for Legged Locomotion
abstract
Designing control policies for legged locomotion11In this work, we specifically consider quadruped locomotion. is complex due to the under-actuated and non-continuous robot dynamics. Model-free reinforcement learning provides promising tools to tackle this challenge. However, a major bottleneck of applying model-free reinforcement learning in real world is safety. In this paper, we propose a safe reinforcement learning framework that switches between a safe recovery policy that prevents the robot from entering unsafe states, and a learner policy that is optimized to complete the task. The safe recovery policy takes over the control when the learner policy violates safety constraints, and hands over the control back when there are no future safety violations. We design the safe recovery policy so that it ensures safety of quadruped locomotion while minimally intervening in the learning process. Furthermore, we theoretically analyze the proposed framework and provide an upper bound on the task performance. We verify the proposed framework in four tasks on a simulated and real quadrupedal robot: efficient gait, catwalk, two-leg balance, and pacing. On average, our method achieves 48.6% fewer falls and comparable or better rewards than the baseline methods in simulation. When deployed it on real-world quadruped robot, our training pipeline enables 34% improvement in energy efficiency for the efficient gait, 40.9% narrower of the feet placement in the catwalk, and two times more jumping duration in the two-leg balance. Our method achieves less than five falls over the duration of 115 minutes of hardware time.22Video is included in the submission and the project website: https://sites.google.com/view/saferlleggedlocomotion/
Tsung-Yen Yang, Tingnan Zhang, Linda Luu, Sehoon Ha, Jie Tan 0001, Wenhao Yu 0003
IROS4
2022 Benchmarking Augmentation Methods for Learning Robust Navigation Agents: the Winning Entry of the 2021 iGibson Challenge
abstract
Recent advances in deep reinforcement learning and scalable photorealistic simulation have led to increasingly mature embodied AI for various visual tasks, including navigation. However, while impressive progress has been made for teaching embodied agents to navigate static environments, much less progress has been made on more dynamic environments that may include moving pedestrians or movable obstacles. In this study, we aim to benchmark different augmentation techniques for improving the agent's performance in these challenging environments. We show that adding several dynamic obstacles into the scene during training confers significant improvements in test-time generalization, achieving much higher success rates than baseline agents. We find that this approach can also be combined with image augmentation methods to achieve even higher success rates. Additionally, we show that this approach is also more robust to sim-to-sim transfer than image augmentation methods. Finally, we demonstrate the effectiveness of this dynamic obstacle augmentation approach by using it to train an agent for the 2021 iGibson Challenge at CVPR, where it achieved 1stplace for Interactive Navigation.
Naoki Yokoyama, Dhruv Batra, Sehoon Ha
IROS4
2021 PODS: Policy Optimization via Differentiable Simulation
abstract
Current reinforcement learning (RL) methods use simulation models as simple black-box oracles. In this paper, with the goal of improving the performance exhibited by RL algorithms, we explore a systematic way of leveraging the additional information provided by an emerging class of differentiable simulators. Building on concepts established by Deterministic Policy Gradients (DPG) methods, the neural network policies learned with our approach represent deterministic actions. In a departure from standard methodologies, however, learning these policies does not hinge on approximations of the value function that must be learned concurrently in an actor-critic fashion. Instead, we exploit differentiable simulators to directly compute the analytic gradient of a policy’s value function with respect to the actions it outputs. This, in turn, allows us to efficiently perform locally optimal policy improvement iterations. Compared against other state-of-the-art RL methods, we show that with minimal hyper-parameter tuning our approach consistently leads to better asymptotic behavior across a set of payload manipulation tasks that demand a high degree of accuracy and precision.
Miguel Zamora, Momchil Peychev, Sehoon Ha, Martin T. Vechev, Stelian Coros
ICML3
2021 Observation Space Matters: Benchmark and Optimization Algorithm
abstract
Recent advances in deep reinforcement learning (deep RL) enable researchers to solve challenging control problems, from simulated environments to real-world robotic tasks. However, deep RL algorithms are known to be sensitive to the problem formulation, including observation spaces, action spaces, and reward functions. There exist numerous choices for observation spaces but they are often designed solely based on prior knowledge due to the lack of established principles. In this work, we conduct benchmark experiments to verify common design choices for observation spaces, such as Cartesian transformation, binary contact flags, a short history, or global positions. Then we propose a search algorithm to find the optimal observation spaces, which examines various candidate observation spaces and removes unnecessary observation channels with a Dropout-Permutation test. We demonstrate that our algorithm significantly improves learning speed compared to manually designed observation spaces. We also analyze the proposed algorithm by evaluating different hyperparameters.
Joanne Taery Kim, Sehoon Ha
ICRA2
2021 A Few Shot Adaptation of Visual Navigation Skills to New Observations using Meta-Learning
abstract
Target-driven visual navigation is a challenging problem that requires a robot to find the goal using only visual inputs. Many researchers have demonstrated promising results using deep reinforcement learning (deep RL) on various robotic platforms, but typical end-to-end learning is known for its poor extrapolation capability to new scenarios. Therefore, learning a navigation policy for a new robot with a new sensor configuration or a new target still remains a challenging problem. In this paper, we introduce a learning algorithm that enables rapid adaptation to new sensor configurations or target objects with a few shots. We design a policy architecture with latent features between perception and inference networks and quickly adapt the perception network via meta-learning while freezing the inference network. Our experiments show that our algorithm adapts the learned navigation policy with only three shots for unseen situations with different sensor configurations or different target colors. We also analyze the proposed algorithm by investigating various hyperparameters.
Maks Sorokin, Sehoon Ha
ICRA3
2021 Success Weighted by Completion Time: A Dynamics-Aware Evaluation Criteria for Embodied Navigation
abstract
We present Success weighted by Completion Time (SCT), a new metric for evaluating navigation performance for mobile robots. Several related works on navigation have used Success weighted by Path Length (SPL) as the primary method of evaluating the path an agent makes to a goal location, but SPL is limited in its ability to properly evaluate agents with complex dynamics. In contrast, SCT explicitly takes the agent’s dynamics model into consideration, and aims to accurately capture how well the agent has approximated the fastest navigation behavior afforded by its dynamics. While several embodied navigation works use point-turn dynamics, we focus on unicycle-cart dynamics for our agent, which better exempli-fies the dynamics model of popular mobile robotics platforms (e.g., LoCoBot, TurtleBot, Fetch, etc.). We also present RRT*-Unicycle, an algorithm for unicycle dynamics that estimates the fastest collision-free path and completion time from a starting pose to a goal location in an environment containing obstacles. We experiment with deep reinforcement learning and reward shaping to train and compare the navigation performance of agents with different dynamics models. In evaluating these agents, we show that in contrast to SPL, SCT is able to capture the advantages in navigation speed a unicycle model has over a simpler point-turn model of dynamics. Lastly, we show that we can successfully deploy our trained models and algorithms outside of simulation in the real world. We embody our agents in a real robot to navigate an apartment, and show that they can generalize in a zero-shot manner. A video summary is available here: https://youtu.be/QOQ56XVIYVE
Naoki Yokoyama, Sehoon Ha, Dhruv Batra
IROS2
2021 Learning Human Search Behavior from Egocentric Visual Inputs
abstract
Abstract “Looking for things” is a mundane but critical task we repeatedly carry on in our daily life. We introduce a method to develop a human character capable of searching for a randomly located target object in a detailed 3D scene using its locomotion capability and egocentric vision perception represented as RGBD images. By depriving the privileged 3D information from the human character, it is forced to move and look around simultaneously to account for the restricted sensing capability, resulting in natural navigation and search behaviors. Our method consists of two components: 1) a search control policy based on an abstract character model, and 2) an online replanning control module for synthesizing detailed kinematic motion based on the trajectories planned by the search policy. We demonstrate that the combined techniques enable the character to effectively find often occluded household items in indoor environments. The same search policy can be applied to different full body characters without the need of retraining. We evaluate our method quantitatively by testing it on randomly generated scenarios. Our work is a first step toward creating intelligent virtual agents with human‐like behaviors driven by onboard sensors, paving the road toward future robotic applications.
Maks Sorokin, Wenhao Yu 0003, Sehoon Ha, C. Karen Liu
Comput. Graph. Forum3
2020 Learning a Control Policy for Fall Prevention on an Assistive Walking Device
abstract
Fall prevention is one of the most important components in senior care. We present a technique to augment an assistive walking device with the ability to prevent falls. Given an existing walking device, our method develops a fall predictor and a recovery policy by utilizing the onboard sensors and actuators. The key component of our method is a robust human walking policy that models realistic human gait under a moderate level of perturbations. We use this human walking policy to provide training data for the fall predictor, as well as to teach the recovery policy how to best modify the person's gait when a fall is imminent. Our evaluation shows that the human walking policy generates walking sequences similar to those reported in biomechanics literature. Our experiments in simulation show that the augmented assistive device can indeed help recover balance from a variety of external perturbations. We also provide a quantitative method to evaluate the design choices for an assistive device.
Visak C. V. Kumar, Sehoon Ha, Gregory S. Sawicki, C. Karen Liu
ICRA2
2020 Zero-shot Imitation Learning from Demonstrations for Legged Robot Visual Navigation
abstract
Imitation learning is a popular approach for training effective visual navigation policies. However, collecting expert demonstrations for legged robots is challenging as these robots can be hard to control, move slowly, and cannot operate continuously for long periods of time. In this work, we propose a zero-shot imitation learning framework for training a goal-driven visual navigation policy on a legged robot from human demonstrations (third-person perspective), allowing for high-quality navigation and cost-effective data collection. However, imitation learning from third-person demonstrations raises unique challenges. First, these demonstrations are captured from different camera perspectives, which we address via a feature disentanglement network (FDN) that extracts perspective-invariant state features. Second, as transition dynamics vary between systems, we reconstruct missing action labels by either building an inverse model of the robot's dynamics in the feature space and applying it to the human demonstrations or developing a Graphic User Interface (GUI) to label human demonstrations. To train a navigation policy we use a model-based imitation learning approach with FDN and action-labeled human demonstrations. We show that our framework can learn an effective policy for a legged robot, Laikago, from human demonstrations in both simulated and real-world environments. Our approach is zero-shot as the robot never navigates the same paths during training as those at testing time. We justify our framework by performing a comparative study.
Xinlei Pan, Tingnan Zhang, Brian Ichter, Aleksandra Faust, Jie Tan 0001, Sehoon Ha
ICRA6
2018 Improving Model-Based Balance Controllers Using Reinforcement Learning and Adaptive Sampling
abstract
Balance control to recover from a wide range of disturbances is an important skill for humanoid robots. Traditionally, researchers have often designed a balance controller by applying optimal control theory on a simplified model that abstracts the full-body dynamics. However, the resulting controller may not be able to recover from unexpected scenarios such as non-planar pushes, or fail to exploit full-body actions such as balancing with arm movements. This paper presents a learning framework for enhancing the performance of a model-based optimal controller by expanding the region of attraction (RoA). We train a control policy that generates additional control signals on top of the model-based controller using deep reinforcement learning techniques. Instead of relying on standard reinforcement learning formulations, we explicitly model the region of attraction and continuously adjust it during the training. By drawing the training disturbances at the boundary of the RoA, we can effectively expand the RoA while avoiding local minima. We test our learning framework for in-place balancing as well as balancing with stepping on a humanoid model in simulation.
Visak C. V. Kumar, Sehoon Ha, Katsu Yamane
ICRA2
2018 Learning Hardware Dynamics Model from Experiments for Locomotion Optimization
abstract
The hardware compatibility of legged locomotion is often illustrated by Zero Moment Point (ZMP) that has been extensively studied for decades. One of the most popular models for computing the ZMP is the linear inverted pendulum (LIP) model that expresses ZMP as a linear function of the center of mass(COM) and its acceleration. In the real world, however, it may not accurately predict the true ZMP of hardware due to various reasons such as unmodeled dynamics and differences between simulation model and hardware. In this paper, we aim to improve the theoretical ZMP model by learning the real hardware dynamics from experimental data. We first optimize the motion plan using the theoretical ZMP model and collect COP data by executing the motion on a force plate. We then train a new ZMP model that maps the motion plan variable to the actual ZMP and use the learned model for finding a new hardware-compatible motion plan. Through various locomotion tasks of a quadruped, we demonstrate that motions planned for the learned ZMP model are compatible on hardware when those for the theoretical ZMP model are not. Furthermore, experiments using ZMP models with different complexities reveal that overly complex models may suffer from over-fitting even though they can potentially represent more complex, unmodeled dynamics.
Kuo Chen, Sehoon Ha, Katsu Yamane
IROS2
2018 Computational Design of Robotic Devices From High-Level Motion Specifications
abstract
We present a novel computational approach to design the robotic devices from high-level motion specifications. Our computational system uses a library of modular components-actuators, mounting brackets, and connectors-to define the space of possible robot designs. The process of creating a new robot begins with a set of input trajectories that specify how its end effectors and/or body should move. By searching through the combinatorial set of possible arrangements of modular components, our method generates a functional, as-simple-as-possible robotic device that is capable of tracking the input motion trajectories. To significantly improve the efficiency of this discrete optimization process, we propose a novel heuristic that guides the search for appropriate designs. Briefly, our heuristic function estimates how much an intermediate robot design needs to change before it becomes able to execute the target motion trajectories. We demonstrate the effectiveness of our computational design method by automatically creating a variety of robotic manipulators and legged robots. To generate these results, we define our own robotic kit that includes off-the-shelf actuators and 3-D printable connectors. We validate our results by fabricating two robotic devices designed with our method.
Sehoon Ha, Stelian Coros, Alexander Alspach, James M. Bern, Joohyung Kim, Katsu Yamane
IEEE Trans. Robotics1
2017 Learning a unified control policy for safe falling
abstract
Being able to fall safely is a necessary motor skill for humanoids performing highly dynamic tasks, such as running and jumping. We propose a new method to learn a policy that minimizes the maximal impulse during the fall. The optimization solves for both a discrete contact planning problem and a continuous optimal control problem. Once trained, the policy can compute the optimal next contacting body part (e.g. left foot, right foot, or hands), contact location and timing, and the required joint actuation. We represent the policy as a mixture of actor-critic neural network, which consists of n control policies and the corresponding value functions. Each pair of actor-critic is associated with one of the n possible contacting body parts. During execution, the policy corresponding to the highest value function will be executed while the associated body part will be the next contact with the ground. With this mixture of actor-critic architecture, the discrete contact sequence planning is solved through the selection of the best critics while the continuous control problem is solved by the optimization of actors. We show that our policy can achieve comparable, sometimes even higher, rewards than a recursive search of the action space using dynamic programming, while enjoying 50 to 400 times of speed gain during online execution.
Visak C. V. Kumar, Sehoon Ha, C. Karen Liu
IROS2
2016 Evolutionary optimization for parameterized whole-body dynamic motor skills
abstract
Learning a parameterized skill is essential for autonomous robots operating in an unpredictable environment. Previous techniques learned a policy for each example task individually and constructed a regression model to map between task and policy parameter spaces. However, these techniques have less success when applied to whole-body dynamic skills, such as jumping or walking, which involve the challenges of handling discrete contacts and balancing an under-actuated system under gravity. This paper introduces an evolutionary optimization algorithm for learning parameterized skills to achieve whole-body dynamic tasks. Our algorithm simultaneously learns policies for a range of tasks instead of learning each policy individually. The problem can be formulated as a nonconvex optimization whose solution is a closed segment of curve instead of a point in the policy parameter space. We develop a new optimization algorithm which maintains a parameterized probability distribution for the entire range of tasks and iteratively updates the distribution using selected elite samples. Our algorithm is able to better exploit each sample, greatly reducing the number of samples required to optimize a parameterized skill for all the tasks in the range of interest.
Sehoon Ha, C. Karen Liu
ICRA1
2016 Task-based limb optimization for legged robots
abstract
The design of legged robots is often inspired by animals evolved to excel at different tasks. However, while mimicking morphological features seen in nature can be very powerful, robots may need to perform motor tasks that their living counterparts do not. In the absence of designs that can be mimicked, an alternative is to resort to mathematical models that allow the relationship between a robot's form and function to be explored. In this paper, we propose such a model to co-design the motion and leg configurations of a robot such that a measure of performance is optimized. The framework begins by planning trajectories for a simplified model consisting of the center of mass and feet. The framework then optimizes the length of each leg link while solving for associated full-body motions. Our model was successfully used to find optimized designs for legged robots performing tasks that include jumping, walking, and climbing up a step. Although our results are preliminary and our analysis makes a number of simplifying assumptions, our findings indicate that the cost function, the sum of squared joint torques over the duration of a task, varies substantially as the design parameters change.
Sehoon Ha, Stelian Coros, Alexander Alspach, Joohyung Kim, Katsu Yamane
IROS1
2015 Reducing hardware experiments for model learning and policy optimization
abstract
Conducting hardware experiment is often expensive in various aspects such as potential damage to the robot and the number of people required to operate the robot safely. Computer simulation is used in place of hardware in such cases, but it suffers from so-called simulation bias in which policies tuned in simulation do not work on hardware due to differences in the two systems. Model-free methods such as Q-Learning, on the other hand, do not require a model and therefore can avoid this issue. However, these methods typically require a large number of experiments, which may not be realistic for some tasks such as humanoid robot balancing and locomotion. This paper presents an iterative approach for learning hardware models and optimizing policies with as few hardware experiments as possible. Instead of learning the model from scratch, our method learns the difference between a simulation model and hardware. We then optimize the policy based on the learned model in simulation. The iterative approach allows us to collect wider range of data for model refinement while improving the policy.
Sehoon Ha, Katsu Yamane
ICRA1
2015 Multiple contact planning for minimizing damage of humanoid falls
abstract
This paper introduces a new planning algorithm to minimize the damage of humanoid falls by utilizing multiple contact points. Given an unstable initial state of the robot, our approach plans for the optimal sequence of contact points such that the initial momentum is dissipated with minimal impacts on the robot. Instead of switching among a collection of individual control strategies, we propose a general algorithm which plans for appropriate responses to a wide variety of falls, from a single step to recover a gentle nudge, to a rolling motion to break a high-speed fall. Our algorithm transforms the falling problem into a sequence of inverted pendulum problems and use dynamic programming to solve the optimization efficiently. The planning algorithm is validated in physics simulation and experimentally tested on a BioloidGP humanoid.
Sehoon Ha, C. Karen Liu
IROS1
2014 Iterative Training of Dynamic Skills Inspired by Human Coaching Techniques
abstract
Inspired by how humans learn dynamic motor skills through a progressive process of coaching and practices, we introduce an intuitive and interactive framework for developing dynamic controllers. The user only needs to provide a primitive initial controller and high-level, human-readable instructions as if s/he is coaching a human trainee, while the character has the ability to interpret the abstract instructions, accumulate the knowledge from the coach, and improve its skill iteratively. We introduce “control rigs” as an intermediate layer of control module to facilitate the mapping between high-level instructions and low-level control variables. Control rigs also utilize the human coach's knowledge to reduce the search space for control optimization. In addition, we develop a new sampling-based optimization method, Covariance Matrix Adaptation with Classification (CMA-C), to efficiently compute-control rig parameters. Based on the observation of human ability to “learn from failure”, CMA-C utilizes the failed simulation trials to approximate an infeasible region in the space of control rig parameters, resulting a faster convergence for the CMA optimization. We demonstrate the design process of complex dynamic controllers using our framework, including precision jumps, turnaround jumps, monkey vaults, drop-and-rolls, and wall-backflips.
Sehoon Ha, C. Karen Liu
ACM Trans. Graph.1
2013 Physics Storyboards
abstract
Abstract Physical simulation and other procedural methods are increasingly popular tools in interactive applications because they generate complex and reactive behaviors given only a few parameter settings. This automation accelerates initial implementation, but also introduces a need to tune the available parameters until the desired behaviors emerge. These adjustments are typically performed iteratively, with the designer repeatedly running—and interacting with—the procedural animation with different parameter settings. Such a process is inaccurate, time consuming, and requires deep understanding and intuition, as parameters often have complex, nonlinear effects. Instead, we propose that designers construct physics storyboards to accelerate the process of tuning interactive, procedural animations. Physics storyboards are collections of space‐time snapshots that highlight critical events and outcomes. They can be used to summarize the effects of parameter changes (without requiring the designer to perform extensive play‐testing); and—when augmented with designer‐provided evaluation functions—allow automatic parameter selection. We describe our implementation of this method, including how we use sampling to ensure that our automatically‐selected parameters generalize, and how we time‐warp user input to adapt it to changing parameters. We validate our implementation by using it to perform various design tasks in three example games.
Sehoon Ha, James McCann, C. Karen Liu, Jovan Popovic
Comput. Graph. Forum1
2012 Falling and landing motion control for character animation
abstract
We introduce a new method to generate agile and natural human landing motions in real-time via physical simulation without using any mocap or pre-scripted sequences. We develop a general controller that allows the character to fall from a wide range of heights and initial speeds, continuously roll on the ground, and get back on its feet, without inducing large stress on joints at any moment. The character's motion is generated through a forward simulator and a control algorithm that consists of an airborne phase and a landing phase. During the airborne phase, the character optimizes its moment of inertia to meet the ideal relation between the landing velocity and the angle of attack, under the laws of conservation of momentum. The landing phase can be divided into three stages: impact, rolling, and getting-up. To reduce joint stress at landing, the character leverages contact forces to control linear momentum and angular momentum, resulting in a rolling motion which distributes impact over multiple body parts. We demonstrate that our control algorithm can be applied to a variety of initial conditions with different falling heights, orientations, and linear and angular velocities. Simulated results show that our algorithm can effectively create realistic action sequences comparable to real world footage of experienced freerunners.
Sehoon Ha, Yuting Ye, C. Karen Liu
ACM Trans. Graph.1