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Lukas Krauch

dblp:278/2349 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2021
—ORCID · none

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

Artificial intelligence and machine learning · 1 · 1 since 2021Systems, architecture and hardware · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
1 paper
Reinforcement learning · 77% Robot manipulation · 23%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning › sample efficiency
sample-efficient reinforcement learning
0.512021
Sample-efficient Reinforcement Learning in Robotic Table Tennis · ICRA 2021
Robotics › Robot manipulation › nonprehensile manipulation › dynamic manipulation
table tennis robot
0.112021
Sample-efficient Reinforcement Learning in Robotic Table Tennis · ICRA 2021

Methods — techniques the papers use, named apart from their topics

deterministic policy gradient · 0.5actor-critic · 0.5
YearPublicationVenuePosition
2021 Sample-efficient Reinforcement Learning in Robotic Table Tennis
abstract
Reinforcement learning (RL) has achieved some impressive recent successes in various computer games and simulations. Most of these successes are based on having large numbers of episodes from which the agent can learn. In typical robotic applications, however, the number of feasible attempts is very limited. In this paper we present a sample-efficient RL algorithm applied to the example of a table tennis robot. In table tennis every stroke is different, with varying placement, speed and spin. An accurate return therefore has to be found depending on a high-dimensional continuous state space. To make learning in few trials possible the method is embedded into our robot system. In this way we can use a one-step environment. The state space depends on the ball at hitting time (position, velocity, spin) and the action is the racket state (orientation, velocity) at hitting. An actor-critic based deterministic policy gradient algorithm was developed for accelerated learning. Our approach performs competitively both in a simulation and on the real robot in a number of challenging scenarios. Accurate results are obtained without pre-training in under 200 episodes of training. The video presenting our experiments is available at https://youtu.be/uRAtdoL6Wpw.
Jonas Tebbe, Lukas Krauch, Yapeng Gao, Andreas Zell
ICRA2