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Dec 11

Physics-based Motion Retargeting from Sparse Inputs

Avatars are important to create interactive and immersive experiences in virtual worlds. One challenge in animating these characters to mimic a user's motion is that commercial AR/VR products consist only of a headset and controllers, providing very limited sensor data of the user's pose. Another challenge is that an avatar might have a different skeleton structure than a human and the mapping between them is unclear. In this work we address both of these challenges. We introduce a method to retarget motions in real-time from sparse human sensor data to characters of various morphologies. Our method uses reinforcement learning to train a policy to control characters in a physics simulator. We only require human motion capture data for training, without relying on artist-generated animations for each avatar. This allows us to use large motion capture datasets to train general policies that can track unseen users from real and sparse data in real-time. We demonstrate the feasibility of our approach on three characters with different skeleton structure: a dinosaur, a mouse-like creature and a human. We show that the avatar poses often match the user surprisingly well, despite having no sensor information of the lower body available. We discuss and ablate the important components in our framework, specifically the kinematic retargeting step, the imitation, contact and action reward as well as our asymmetric actor-critic observations. We further explore the robustness of our method in a variety of settings including unbalancing, dancing and sports motions.

  • 5 authors
·
Jul 4, 2023

Motion Tracks: A Unified Representation for Human-Robot Transfer in Few-Shot Imitation Learning

Teaching robots to autonomously complete everyday tasks remains a challenge. Imitation Learning (IL) is a powerful approach that imbues robots with skills via demonstrations, but is limited by the labor-intensive process of collecting teleoperated robot data. Human videos offer a scalable alternative, but it remains difficult to directly train IL policies from them due to the lack of robot action labels. To address this, we propose to represent actions as short-horizon 2D trajectories on an image. These actions, or motion tracks, capture the predicted direction of motion for either human hands or robot end-effectors. We instantiate an IL policy called Motion Track Policy (MT-pi) which receives image observations and outputs motion tracks as actions. By leveraging this unified, cross-embodiment action space, MT-pi completes tasks with high success given just minutes of human video and limited additional robot demonstrations. At test time, we predict motion tracks from two camera views, recovering 6DoF trajectories via multi-view synthesis. MT-pi achieves an average success rate of 86.5% across 4 real-world tasks, outperforming state-of-the-art IL baselines which do not leverage human data or our action space by 40%, and generalizes to scenarios seen only in human videos. Code and videos are available on our website https://portal-cornell.github.io/motion_track_policy/.

  • 5 authors
·
Jan 12

InterMimic: Towards Universal Whole-Body Control for Physics-Based Human-Object Interactions

Achieving realistic simulations of humans interacting with a wide range of objects has long been a fundamental goal. Extending physics-based motion imitation to complex human-object interactions (HOIs) is challenging due to intricate human-object coupling, variability in object geometries, and artifacts in motion capture data, such as inaccurate contacts and limited hand detail. We introduce InterMimic, a framework that enables a single policy to robustly learn from hours of imperfect MoCap data covering diverse full-body interactions with dynamic and varied objects. Our key insight is to employ a curriculum strategy -- perfect first, then scale up. We first train subject-specific teacher policies to mimic, retarget, and refine motion capture data. Next, we distill these teachers into a student policy, with the teachers acting as online experts providing direct supervision, as well as high-quality references. Notably, we incorporate RL fine-tuning on the student policy to surpass mere demonstration replication and achieve higher-quality solutions. Our experiments demonstrate that InterMimic produces realistic and diverse interactions across multiple HOI datasets. The learned policy generalizes in a zero-shot manner and seamlessly integrates with kinematic generators, elevating the framework from mere imitation to generative modeling of complex human-object interactions.

  • 4 authors
·
Feb 27

Learning to Generate Object Interactions with Physics-Guided Video Diffusion

Recent models for video generation have achieved remarkable progress and are now deployed in film, social media production, and advertising. Beyond their creative potential, such models also hold promise as world simulators for robotics and embodied decision making. Despite strong advances, however, current approaches still struggle to generate physically plausible object interactions and lack physics-grounded control mechanisms. To address this limitation, we introduce KineMask, an approach for physics-guided video generation that enables realistic rigid body control, interactions, and effects. Given a single image and a specified object velocity, our method generates videos with inferred motions and future object interactions. We propose a two-stage training strategy that gradually removes future motion supervision via object masks. Using this strategy we train video diffusion models (VDMs) on synthetic scenes of simple interactions and demonstrate significant improvements of object interactions in real scenes. Furthermore, KineMask integrates low-level motion control with high-level textual conditioning via predictive scene descriptions, leading to effective support for synthesis of complex dynamical phenomena. Extensive experiments show that KineMask achieves strong improvements over recent models of comparable size. Ablation studies further highlight the complementary roles of low- and high-level conditioning in VDMs. Our code, model, and data will be made publicly available.

  • 5 authors
·
Oct 2

You Only Teach Once: Learn One-Shot Bimanual Robotic Manipulation from Video Demonstrations

Bimanual robotic manipulation is a long-standing challenge of embodied intelligence due to its characteristics of dual-arm spatial-temporal coordination and high-dimensional action spaces. Previous studies rely on pre-defined action taxonomies or direct teleoperation to alleviate or circumvent these issues, often making them lack simplicity, versatility and scalability. Differently, we believe that the most effective and efficient way for teaching bimanual manipulation is learning from human demonstrated videos, where rich features such as spatial-temporal positions, dynamic postures, interaction states and dexterous transitions are available almost for free. In this work, we propose the YOTO (You Only Teach Once), which can extract and then inject patterns of bimanual actions from as few as a single binocular observation of hand movements, and teach dual robot arms various complex tasks. Furthermore, based on keyframes-based motion trajectories, we devise a subtle solution for rapidly generating training demonstrations with diverse variations of manipulated objects and their locations. These data can then be used to learn a customized bimanual diffusion policy (BiDP) across diverse scenes. In experiments, YOTO achieves impressive performance in mimicking 5 intricate long-horizon bimanual tasks, possesses strong generalization under different visual and spatial conditions, and outperforms existing visuomotor imitation learning methods in accuracy and efficiency. Our project link is https://hnuzhy.github.io/projects/YOTO.

  • 6 authors
·
Jan 23

MOVE: A Simple Motion-Based Data Collection Paradigm for Spatial Generalization in Robotic Manipulation

Imitation learning method has shown immense promise for robotic manipulation, yet its practical deployment is fundamentally constrained by the data scarcity. Despite prior work on collecting large-scale datasets, there still remains a significant gap to robust spatial generalization. We identify a key limitation: individual trajectories, regardless of their length, are typically collected from a single, static spatial configuration of the environment. This includes fixed object and target spatial positions as well as unchanging camera viewpoints, which significantly restricts the diversity of spatial information available for learning. To address this critical bottleneck in data efficiency, we propose MOtion-Based Variability Enhancement (MOVE), a simple yet effective data collection paradigm that enables the acquisition of richer spatial information from dynamic demonstrations. Our core contribution is an augmentation strategy that injects motion into any movable objects within the environment for each demonstration. This process implicitly generates a dense and diverse set of spatial configurations within a single trajectory. We conduct extensive experiments in both simulation and real-world environments to validate our approach. For example, in simulation tasks requiring strong spatial generalization, MOVE achieves an average success rate of 39.1\%, a 76.1\% relative improvement over the static data collection paradigm (22.2\%), and yields up to 2--5times gains in data efficiency on certain tasks. Our code is available at https://github.com/lucywang720/MOVE.

  • 10 authors
·
Dec 4

Kinematic-aware Prompting for Generalizable Articulated Object Manipulation with LLMs

Generalizable articulated object manipulation is essential for home-assistant robots. Recent efforts focus on imitation learning from demonstrations or reinforcement learning in simulation, however, due to the prohibitive costs of real-world data collection and precise object simulation, it still remains challenging for these works to achieve broad adaptability across diverse articulated objects. Recently, many works have tried to utilize the strong in-context learning ability of Large Language Models (LLMs) to achieve generalizable robotic manipulation, but most of these researches focus on high-level task planning, sidelining low-level robotic control. In this work, building on the idea that the kinematic structure of the object determines how we can manipulate it, we propose a kinematic-aware prompting framework that prompts LLMs with kinematic knowledge of objects to generate low-level motion trajectory waypoints, supporting various object manipulation. To effectively prompt LLMs with the kinematic structure of different objects, we design a unified kinematic knowledge parser, which represents various articulated objects as a unified textual description containing kinematic joints and contact location. Building upon this unified description, a kinematic-aware planner model is proposed to generate precise 3D manipulation waypoints via a designed kinematic-aware chain-of-thoughts prompting method. Our evaluation spanned 48 instances across 16 distinct categories, revealing that our framework not only outperforms traditional methods on 8 seen categories but also shows a powerful zero-shot capability for 8 unseen articulated object categories. Moreover, the real-world experiments on 7 different object categories prove our framework's adaptability in practical scenarios. Code is released at https://github.com/GeWu-Lab/LLM_articulated_object_manipulation/tree/main.

  • 7 authors
·
Nov 5, 2023

InterControl: Zero-shot Human Interaction Generation by Controlling Every Joint

Text-conditioned motion synthesis has made remarkable progress with the emergence of diffusion models. However, the majority of these motion diffusion models are primarily designed for a single character and overlook multi-human interactions. In our approach, we strive to explore this problem by synthesizing human motion with interactions for a group of characters of any size in a zero-shot manner. The key aspect of our approach is the adaptation of human-wise interactions as pairs of human joints that can be either in contact or separated by a desired distance. In contrast to existing methods that necessitate training motion generation models on multi-human motion datasets with a fixed number of characters, our approach inherently possesses the flexibility to model human interactions involving an arbitrary number of individuals, thereby transcending the limitations imposed by the training data. We introduce a novel controllable motion generation method, InterControl, to encourage the synthesized motions maintaining the desired distance between joint pairs. It consists of a motion controller and an inverse kinematics guidance module that realistically and accurately aligns the joints of synthesized characters to the desired location. Furthermore, we demonstrate that the distance between joint pairs for human-wise interactions can be generated using an off-the-shelf Large Language Model (LLM). Experimental results highlight the capability of our framework to generate interactions with multiple human characters and its potential to work with off-the-shelf physics-based character simulators.

  • 5 authors
·
Nov 27, 2023

Universal Humanoid Motion Representations for Physics-Based Control

We present a universal motion representation that encompasses a comprehensive range of motor skills for physics-based humanoid control. Due to the high-dimensionality of humanoid control as well as the inherent difficulties in reinforcement learning, prior methods have focused on learning skill embeddings for a narrow range of movement styles (e.g. locomotion, game characters) from specialized motion datasets. This limited scope hampers its applicability in complex tasks. Our work closes this gap, significantly increasing the coverage of motion representation space. To achieve this, we first learn a motion imitator that can imitate all of human motion from a large, unstructured motion dataset. We then create our motion representation by distilling skills directly from the imitator. This is achieved using an encoder-decoder structure with a variational information bottleneck. Additionally, we jointly learn a prior conditioned on proprioception (humanoid's own pose and velocities) to improve model expressiveness and sampling efficiency for downstream tasks. Sampling from the prior, we can generate long, stable, and diverse human motions. Using this latent space for hierarchical RL, we show that our policies solve tasks using natural and realistic human behavior. We demonstrate the effectiveness of our motion representation by solving generative tasks (e.g. strike, terrain traversal) and motion tracking using VR controllers.

  • 7 authors
·
Oct 6, 2023

BioMoDiffuse: Physics-Guided Biomechanical Diffusion for Controllable and Authentic Human Motion Synthesis

Human motion generation holds significant promise in fields such as animation, film production, and robotics. However, existing methods often fail to produce physically plausible movements that adhere to biomechanical principles. While recent autoregressive and diffusion models have improved visual quality, they frequently overlook essential biodynamic features, such as muscle activation patterns and joint coordination, leading to motions that either violate physical laws or lack controllability. This paper introduces BioMoDiffuse, a novel biomechanics-aware diffusion framework that addresses these limitations. It features three key innovations: (1) A lightweight biodynamic network that integrates muscle electromyography (EMG) signals and kinematic features with acceleration constraints, (2) A physics-guided diffusion process that incorporates real-time biomechanical verification via modified Euler-Lagrange equations, and (3) A decoupled control mechanism that allows independent regulation of motion speed and semantic context. We also propose a set of comprehensive evaluation protocols that combines traditional metrics (FID, R-precision, etc.) with new biomechanical criteria (smoothness, foot sliding, floating, etc.). Our approach bridges the gap between data-driven motion synthesis and biomechanical authenticity, establishing new benchmarks for physically accurate motion generation.

  • 3 authors
·
Mar 8

Chain of Thought Imitation with Procedure Cloning

Imitation learning aims to extract high-performance policies from logged demonstrations of expert behavior. It is common to frame imitation learning as a supervised learning problem in which one fits a function approximator to the input-output mapping exhibited by the logged demonstrations (input observations to output actions). While the framing of imitation learning as a supervised input-output learning problem allows for applicability in a wide variety of settings, it is also an overly simplistic view of the problem in situations where the expert demonstrations provide much richer insight into expert behavior. For example, applications such as path navigation, robot manipulation, and strategy games acquire expert demonstrations via planning, search, or some other multi-step algorithm, revealing not just the output action to be imitated but also the procedure for how to determine this action. While these intermediate computations may use tools not available to the agent during inference (e.g., environment simulators), they are nevertheless informative as a way to explain an expert's mapping of state to actions. To properly leverage expert procedure information without relying on the privileged tools the expert may have used to perform the procedure, we propose procedure cloning, which applies supervised sequence prediction to imitate the series of expert computations. This way, procedure cloning learns not only what to do (i.e., the output action), but how and why to do it (i.e., the procedure). Through empirical analysis on navigation, simulated robotic manipulation, and game-playing environments, we show that imitating the intermediate computations of an expert's behavior enables procedure cloning to learn policies exhibiting significant generalization to unseen environment configurations, including those configurations for which running the expert's procedure directly is infeasible.

  • 4 authors
·
May 22, 2022

Robot See Robot Do: Imitating Articulated Object Manipulation with Monocular 4D Reconstruction

Humans can learn to manipulate new objects by simply watching others; providing robots with the ability to learn from such demonstrations would enable a natural interface specifying new behaviors. This work develops Robot See Robot Do (RSRD), a method for imitating articulated object manipulation from a single monocular RGB human demonstration given a single static multi-view object scan. We first propose 4D Differentiable Part Models (4D-DPM), a method for recovering 3D part motion from a monocular video with differentiable rendering. This analysis-by-synthesis approach uses part-centric feature fields in an iterative optimization which enables the use of geometric regularizers to recover 3D motions from only a single video. Given this 4D reconstruction, the robot replicates object trajectories by planning bimanual arm motions that induce the demonstrated object part motion. By representing demonstrations as part-centric trajectories, RSRD focuses on replicating the demonstration's intended behavior while considering the robot's own morphological limits, rather than attempting to reproduce the hand's motion. We evaluate 4D-DPM's 3D tracking accuracy on ground truth annotated 3D part trajectories and RSRD's physical execution performance on 9 objects across 10 trials each on a bimanual YuMi robot. Each phase of RSRD achieves an average of 87% success rate, for a total end-to-end success rate of 60% across 90 trials. Notably, this is accomplished using only feature fields distilled from large pretrained vision models -- without any task-specific training, fine-tuning, dataset collection, or annotation. Project page: https://robot-see-robot-do.github.io

  • 7 authors
·
Sep 26, 2024 2

HannesImitation: Grasping with the Hannes Prosthetic Hand via Imitation Learning

Recent advancements in control of prosthetic hands have focused on increasing autonomy through the use of cameras and other sensory inputs. These systems aim to reduce the cognitive load on the user by automatically controlling certain degrees of freedom. In robotics, imitation learning has emerged as a promising approach for learning grasping and complex manipulation tasks while simplifying data collection. Its application to the control of prosthetic hands remains, however, largely unexplored. Bridging this gap could enhance dexterity restoration and enable prosthetic devices to operate in more unconstrained scenarios, where tasks are learned from demonstrations rather than relying on manually annotated sequences. To this end, we present HannesImitationPolicy, an imitation learning-based method to control the Hannes prosthetic hand, enabling object grasping in unstructured environments. Moreover, we introduce the HannesImitationDataset comprising grasping demonstrations in table, shelf, and human-to-prosthesis handover scenarios. We leverage such data to train a single diffusion policy and deploy it on the prosthetic hand to predict the wrist orientation and hand closure for grasping. Experimental evaluation demonstrates successful grasps across diverse objects and conditions. Finally, we show that the policy outperforms a segmentation-based visual servo controller in unstructured scenarios. Additional material is provided on our project page: https://hsp-iit.github.io/HannesImitation

  • 6 authors
·
Aug 1

From Watch to Imagine: Steering Long-horizon Manipulation via Human Demonstration and Future Envisionment

Generalizing to long-horizon manipulation tasks in a zero-shot setting remains a central challenge in robotics. Current multimodal foundation based approaches, despite their capabilities, typically fail to decompose high-level commands into executable action sequences from static visual input alone. To address this challenge, we introduce Super-Mimic, a hierarchical framework that enables zero-shot robotic imitation by directly inferring procedural intent from unscripted human demonstration videos. Our framework is composed of two sequential modules. First, a Human Intent Translator (HIT) parses the input video using multimodal reasoning to produce a sequence of language-grounded subtasks. These subtasks then condition a Future Dynamics Predictor (FDP), which employs a generative model that synthesizes a physically plausible video rollout for each step. The resulting visual trajectories are dynamics-aware, explicitly modeling crucial object interactions and contact points to guide the low-level controller. We validate this approach through extensive experiments on a suite of long-horizon manipulation tasks, where Super-Mimic significantly outperforms state-of-the-art zero-shot methods by over 20%. These results establish that coupling video-driven intent parsing with prospective dynamics modeling is a highly effective strategy for developing general-purpose robotic systems.

  • 7 authors
·
Sep 26

DeformPAM: Data-Efficient Learning for Long-horizon Deformable Object Manipulation via Preference-based Action Alignment

In recent years, imitation learning has made progress in the field of robotic manipulation. However, it still faces challenges when dealing with complex long-horizon deformable object tasks, such as high-dimensional state spaces, complex dynamics, and multimodal action distributions. Traditional imitation learning methods often require a large amount of data and encounter distributional shifts and accumulative errors in these tasks. To address these issues, we propose a data-efficient general learning framework (DeformPAM) based on preference learning and reward-guided action selection. DeformPAM decomposes long-horizon tasks into multiple action primitives, utilizes 3D point cloud inputs and diffusion models to model action distributions, and trains an implicit reward model using human preference data. During the inference phase, the reward model scores multiple candidate actions, selecting the optimal action for execution, thereby reducing the occurrence of anomalous actions and improving task completion quality. Experiments conducted on three challenging real-world long-horizon deformable object manipulation tasks demonstrate the effectiveness of this method. Results show that DeformPAM improves both task completion quality and efficiency compared to baseline methods even with limited data. Code and data will be available at https://deform-pam.robotflow.ai.

  • 5 authors
·
Oct 15, 2024

Real-Time Inverse Kinematics for Generating Multi-Constrained Movements of Virtual Human Characters

Generating accurate and realistic virtual human movements in real-time is of high importance for a variety of applications in computer graphics, interactive virtual environments, robotics, and biomechanics. This paper introduces a novel real-time inverse kinematics (IK) solver specifically designed for realistic human-like movement generation. Leveraging the automatic differentiation and just-in-time compilation of TensorFlow, the proposed solver efficiently handles complex articulated human skeletons with high degrees of freedom. By treating forward and inverse kinematics as differentiable operations, our method effectively addresses common challenges such as error accumulation and complicated joint limits in multi-constrained problems, which are critical for realistic human motion modeling. We demonstrate the solver's effectiveness on the SMPLX human skeleton model, evaluating its performance against widely used iterative-based IK algorithms, like Cyclic Coordinate Descent (CCD), FABRIK, and the nonlinear optimization algorithm IPOPT. Our experiments cover both simple end-effector tasks and sophisticated, multi-constrained problems with realistic joint limits. Results indicate that our IK solver achieves real-time performance, exhibiting rapid convergence, minimal computational overhead per iteration, and improved success rates compared to existing methods. The project code is available at https://github.com/hvoss-techfak/TF-JAX-IK

  • 2 authors
·
Jul 1

What Matters in Learning from Offline Human Demonstrations for Robot Manipulation

Imitating human demonstrations is a promising approach to endow robots with various manipulation capabilities. While recent advances have been made in imitation learning and batch (offline) reinforcement learning, a lack of open-source human datasets and reproducible learning methods make assessing the state of the field difficult. In this paper, we conduct an extensive study of six offline learning algorithms for robot manipulation on five simulated and three real-world multi-stage manipulation tasks of varying complexity, and with datasets of varying quality. Our study analyzes the most critical challenges when learning from offline human data for manipulation. Based on the study, we derive a series of lessons including the sensitivity to different algorithmic design choices, the dependence on the quality of the demonstrations, and the variability based on the stopping criteria due to the different objectives in training and evaluation. We also highlight opportunities for learning from human datasets, such as the ability to learn proficient policies on challenging, multi-stage tasks beyond the scope of current reinforcement learning methods, and the ability to easily scale to natural, real-world manipulation scenarios where only raw sensory signals are available. We have open-sourced our datasets and all algorithm implementations to facilitate future research and fair comparisons in learning from human demonstration data. Codebase, datasets, trained models, and more available at https://arise-initiative.github.io/robomimic-web/

  • 10 authors
·
Aug 6, 2021

H-RDT: Human Manipulation Enhanced Bimanual Robotic Manipulation

Imitation learning for robotic manipulation faces a fundamental challenge: the scarcity of large-scale, high-quality robot demonstration data. Recent robotic foundation models often pre-train on cross-embodiment robot datasets to increase data scale, while they face significant limitations as the diverse morphologies and action spaces across different robot embodiments make unified training challenging. In this paper, we present H-RDT (Human to Robotics Diffusion Transformer), a novel approach that leverages human manipulation data to enhance robot manipulation capabilities. Our key insight is that large-scale egocentric human manipulation videos with paired 3D hand pose annotations provide rich behavioral priors that capture natural manipulation strategies and can benefit robotic policy learning. We introduce a two-stage training paradigm: (1) pre-training on large-scale egocentric human manipulation data, and (2) cross-embodiment fine-tuning on robot-specific data with modular action encoders and decoders. Built on a diffusion transformer architecture with 2B parameters, H-RDT uses flow matching to model complex action distributions. Extensive evaluations encompassing both simulation and real-world experiments, single-task and multitask scenarios, as well as few-shot learning and robustness assessments, demonstrate that H-RDT outperforms training from scratch and existing state-of-the-art methods, including Pi0 and RDT, achieving significant improvements of 13.9% and 40.5% over training from scratch in simulation and real-world experiments, respectively. The results validate our core hypothesis that human manipulation data can serve as a powerful foundation for learning bimanual robotic manipulation policies.

  • 7 authors
·
Jul 31

Active Vision Might Be All You Need: Exploring Active Vision in Bimanual Robotic Manipulation

Imitation learning has demonstrated significant potential in performing high-precision manipulation tasks using visual feedback. However, it is common practice in imitation learning for cameras to be fixed in place, resulting in issues like occlusion and limited field of view. Furthermore, cameras are often placed in broad, general locations, without an effective viewpoint specific to the robot's task. In this work, we investigate the utility of active vision (AV) for imitation learning and manipulation, in which, in addition to the manipulation policy, the robot learns an AV policy from human demonstrations to dynamically change the robot's camera viewpoint to obtain better information about its environment and the given task. We introduce AV-ALOHA, a new bimanual teleoperation robot system with AV, an extension of the ALOHA 2 robot system, incorporating an additional 7-DoF robot arm that only carries a stereo camera and is solely tasked with finding the best viewpoint. This camera streams stereo video to an operator wearing a virtual reality (VR) headset, allowing the operator to control the camera pose using head and body movements. The system provides an immersive teleoperation experience, with bimanual first-person control, enabling the operator to dynamically explore and search the scene and simultaneously interact with the environment. We conduct imitation learning experiments of our system both in real-world and in simulation, across a variety of tasks that emphasize viewpoint planning. Our results demonstrate the effectiveness of human-guided AV for imitation learning, showing significant improvements over fixed cameras in tasks with limited visibility. Project website: https://soltanilara.github.io/av-aloha/

  • 5 authors
·
Sep 25, 2024

Learning a Thousand Tasks in a Day

Humans are remarkably efficient at learning tasks from demonstrations, but today's imitation learning methods for robot manipulation often require hundreds or thousands of demonstrations per task. We investigate two fundamental priors for improving learning efficiency: decomposing manipulation trajectories into sequential alignment and interaction phases, and retrieval-based generalisation. Through 3,450 real-world rollouts, we systematically study this decomposition. We compare different design choices for the alignment and interaction phases, and examine generalisation and scaling trends relative to today's dominant paradigm of behavioural cloning with a single-phase monolithic policy. In the few-demonstrations-per-task regime (<10 demonstrations), decomposition achieves an order of magnitude improvement in data efficiency over single-phase learning, with retrieval consistently outperforming behavioural cloning for both alignment and interaction. Building on these insights, we develop Multi-Task Trajectory Transfer (MT3), an imitation learning method based on decomposition and retrieval. MT3 learns everyday manipulation tasks from as little as a single demonstration each, whilst also generalising to novel object instances. This efficiency enables us to teach a robot 1,000 distinct everyday tasks in under 24 hours of human demonstrator time. Through 2,200 additional real-world rollouts, we reveal MT3's capabilities and limitations across different task families. Videos of our experiments can be found on at https://www.robot-learning.uk/learning-1000-tasks.

  • 4 authors
·
Nov 13

Inverse Dynamics Pretraining Learns Good Representations for Multitask Imitation

In recent years, domains such as natural language processing and image recognition have popularized the paradigm of using large datasets to pretrain representations that can be effectively transferred to downstream tasks. In this work we evaluate how such a paradigm should be done in imitation learning, where both pretraining and finetuning data are trajectories collected by experts interacting with an unknown environment. Namely, we consider a setting where the pretraining corpus consists of multitask demonstrations and the task for each demonstration is set by an unobserved latent context variable. The goal is to use the pretraining corpus to learn a low dimensional representation of the high dimensional (e.g., visual) observation space which can be transferred to a novel context for finetuning on a limited dataset of demonstrations. Among a variety of possible pretraining objectives, we argue that inverse dynamics modeling -- i.e., predicting an action given the observations appearing before and after it in the demonstration -- is well-suited to this setting. We provide empirical evidence of this claim through evaluations on a variety of simulated visuomotor manipulation problems. While previous work has attempted various theoretical explanations regarding the benefit of inverse dynamics modeling, we find that these arguments are insufficient to explain the empirical advantages often observed in our settings, and so we derive a novel analysis using a simple but general environment model.

  • 3 authors
·
May 26, 2023

MimicDroid: In-Context Learning for Humanoid Robot Manipulation from Human Play Videos

We aim to enable humanoid robots to efficiently solve new manipulation tasks from a few video examples. In-context learning (ICL) is a promising framework for achieving this goal due to its test-time data efficiency and rapid adaptability. However, current ICL methods rely on labor-intensive teleoperated data for training, which restricts scalability. We propose using human play videos -- continuous, unlabeled videos of people interacting freely with their environment -- as a scalable and diverse training data source. We introduce MimicDroid, which enables humanoids to perform ICL using human play videos as the only training data. MimicDroid extracts trajectory pairs with similar manipulation behaviors and trains the policy to predict the actions of one trajectory conditioned on the other. Through this process, the model acquired ICL capabilities for adapting to novel objects and environments at test time. To bridge the embodiment gap, MimicDroid first retargets human wrist poses estimated from RGB videos to the humanoid, leveraging kinematic similarity. It also applies random patch masking during training to reduce overfitting to human-specific cues and improve robustness to visual differences. To evaluate few-shot learning for humanoids, we introduce an open-source simulation benchmark with increasing levels of generalization difficulty. MimicDroid outperformed state-of-the-art methods and achieved nearly twofold higher success rates in the real world. Additional materials can be found on: ut-austin-rpl.github.io/MimicDroid

  • 8 authors
·
Sep 11

Multi-Stage Cable Routing through Hierarchical Imitation Learning

We study the problem of learning to perform multi-stage robotic manipulation tasks, with applications to cable routing, where the robot must route a cable through a series of clips. This setting presents challenges representative of complex multi-stage robotic manipulation scenarios: handling deformable objects, closing the loop on visual perception, and handling extended behaviors consisting of multiple steps that must be executed successfully to complete the entire task. In such settings, learning individual primitives for each stage that succeed with a high enough rate to perform a complete temporally extended task is impractical: if each stage must be completed successfully and has a non-negligible probability of failure, the likelihood of successful completion of the entire task becomes negligible. Therefore, successful controllers for such multi-stage tasks must be able to recover from failure and compensate for imperfections in low-level controllers by smartly choosing which controllers to trigger at any given time, retrying, or taking corrective action as needed. To this end, we describe an imitation learning system that uses vision-based policies trained from demonstrations at both the lower (motor control) and the upper (sequencing) level, present a system for instantiating this method to learn the cable routing task, and perform evaluations showing great performance in generalizing to very challenging clip placement variations. Supplementary videos, datasets, and code can be found at https://sites.google.com/view/cablerouting.

  • 8 authors
·
Jul 17, 2023

Programmable Motion Generation for Open-Set Motion Control Tasks

Character animation in real-world scenarios necessitates a variety of constraints, such as trajectories, key-frames, interactions, etc. Existing methodologies typically treat single or a finite set of these constraint(s) as separate control tasks. They are often specialized, and the tasks they address are rarely extendable or customizable. We categorize these as solutions to the close-set motion control problem. In response to the complexity of practical motion control, we propose and attempt to solve the open-set motion control problem. This problem is characterized by an open and fully customizable set of motion control tasks. To address this, we introduce a new paradigm, programmable motion generation. In this paradigm, any given motion control task is broken down into a combination of atomic constraints. These constraints are then programmed into an error function that quantifies the degree to which a motion sequence adheres to them. We utilize a pre-trained motion generation model and optimize its latent code to minimize the error function of the generated motion. Consequently, the generated motion not only inherits the prior of the generative model but also satisfies the required constraints. Experiments show that we can generate high-quality motions when addressing a wide range of unseen tasks. These tasks encompass motion control by motion dynamics, geometric constraints, physical laws, interactions with scenes, objects or the character own body parts, etc. All of these are achieved in a unified approach, without the need for ad-hoc paired training data collection or specialized network designs. During the programming of novel tasks, we observed the emergence of new skills beyond those of the prior model. With the assistance of large language models, we also achieved automatic programming. We hope that this work will pave the way for the motion control of general AI agents.

  • 5 authors
·
May 29, 2024

FinePhys: Fine-grained Human Action Generation by Explicitly Incorporating Physical Laws for Effective Skeletal Guidance

Despite significant advances in video generation, synthesizing physically plausible human actions remains a persistent challenge, particularly in modeling fine-grained semantics and complex temporal dynamics. For instance, generating gymnastics routines such as "switch leap with 0.5 turn" poses substantial difficulties for current methods, often yielding unsatisfactory results. To bridge this gap, we propose FinePhys, a Fine-grained human action generation framework that incorporates Physics to obtain effective skeletal guidance. Specifically, FinePhys first estimates 2D poses in an online manner and then performs 2D-to-3D dimension lifting via in-context learning. To mitigate the instability and limited interpretability of purely data-driven 3D poses, we further introduce a physics-based motion re-estimation module governed by Euler-Lagrange equations, calculating joint accelerations via bidirectional temporal updating. The physically predicted 3D poses are then fused with data-driven ones, offering multi-scale 2D heatmap guidance for the diffusion process. Evaluated on three fine-grained action subsets from FineGym (FX-JUMP, FX-TURN, and FX-SALTO), FinePhys significantly outperforms competitive baselines. Comprehensive qualitative results further demonstrate FinePhys's ability to generate more natural and plausible fine-grained human actions.

  • 6 authors
·
May 19 1

MoCapAct: A Multi-Task Dataset for Simulated Humanoid Control

Simulated humanoids are an appealing research domain due to their physical capabilities. Nonetheless, they are also challenging to control, as a policy must drive an unstable, discontinuous, and high-dimensional physical system. One widely studied approach is to utilize motion capture (MoCap) data to teach the humanoid agent low-level skills (e.g., standing, walking, and running) that can then be re-used to synthesize high-level behaviors. However, even with MoCap data, controlling simulated humanoids remains very hard, as MoCap data offers only kinematic information. Finding physical control inputs to realize the demonstrated motions requires computationally intensive methods like reinforcement learning. Thus, despite the publicly available MoCap data, its utility has been limited to institutions with large-scale compute. In this work, we dramatically lower the barrier for productive research on this topic by training and releasing high-quality agents that can track over three hours of MoCap data for a simulated humanoid in the dm_control physics-based environment. We release MoCapAct (Motion Capture with Actions), a dataset of these expert agents and their rollouts, which contain proprioceptive observations and actions. We demonstrate the utility of MoCapAct by using it to train a single hierarchical policy capable of tracking the entire MoCap dataset within dm_control and show the learned low-level component can be re-used to efficiently learn downstream high-level tasks. Finally, we use MoCapAct to train an autoregressive GPT model and show that it can control a simulated humanoid to perform natural motion completion given a motion prompt. Videos of the results and links to the code and dataset are available at https://microsoft.github.io/MoCapAct.

  • 6 authors
·
Aug 15, 2022

ImDy: Human Inverse Dynamics from Imitated Observations

Inverse dynamics (ID), which aims at reproducing the driven torques from human kinematic observations, has been a critical tool for gait analysis. However, it is hindered from wider application to general motion due to its limited scalability. Conventional optimization-based ID requires expensive laboratory setups, restricting its availability. To alleviate this problem, we propose to exploit the recently progressive human motion imitation algorithms to learn human inverse dynamics in a data-driven manner. The key insight is that the human ID knowledge is implicitly possessed by motion imitators, though not directly applicable. In light of this, we devise an efficient data collection pipeline with state-of-the-art motion imitation algorithms and physics simulators, resulting in a large-scale human inverse dynamics benchmark as Imitated Dynamics (ImDy). ImDy contains over 150 hours of motion with joint torque and full-body ground reaction force data. With ImDy, we train a data-driven human inverse dynamics solver ImDyS(olver) in a fully supervised manner, which conducts ID and ground reaction force estimation simultaneously. Experiments on ImDy and real-world data demonstrate the impressive competency of ImDyS in human inverse dynamics and ground reaction force estimation. Moreover, the potential of ImDy(-S) as a fundamental motion analysis tool is exhibited with downstream applications. The project page is https://foruck.github.io/ImDy/.

  • 6 authors
·
Oct 23, 2024

MotionTrans: Human VR Data Enable Motion-Level Learning for Robotic Manipulation Policies

Scaling real robot data is a key bottleneck in imitation learning, leading to the use of auxiliary data for policy training. While other aspects of robotic manipulation such as image or language understanding may be learned from internet-based datasets, acquiring motion knowledge remains challenging. Human data, with its rich diversity of manipulation behaviors, offers a valuable resource for this purpose. While previous works show that using human data can bring benefits, such as improving robustness and training efficiency, it remains unclear whether it can realize its greatest advantage: enabling robot policies to directly learn new motions for task completion. In this paper, we systematically explore this potential through multi-task human-robot cotraining. We introduce MotionTrans, a framework that includes a data collection system, a human data transformation pipeline, and a weighted cotraining strategy. By cotraining 30 human-robot tasks simultaneously, we direcly transfer motions of 13 tasks from human data to deployable end-to-end robot policies. Notably, 9 tasks achieve non-trivial success rates in zero-shot manner. MotionTrans also significantly enhances pretraining-finetuning performance (+40% success rate). Through ablation study, we also identify key factors for successful motion learning: cotraining with robot data and broad task-related motion coverage. These findings unlock the potential of motion-level learning from human data, offering insights into its effective use for training robotic manipulation policies. All data, code, and model weights are open-sourced https://motiontrans.github.io/.

  • 9 authors
·
Sep 22

Out-of-Dynamics Imitation Learning from Multimodal Demonstrations

Existing imitation learning works mainly assume that the demonstrator who collects demonstrations shares the same dynamics as the imitator. However, the assumption limits the usage of imitation learning, especially when collecting demonstrations for the imitator is difficult. In this paper, we study out-of-dynamics imitation learning (OOD-IL), which relaxes the assumption to that the demonstrator and the imitator have the same state spaces but could have different action spaces and dynamics. OOD-IL enables imitation learning to utilize demonstrations from a wide range of demonstrators but introduces a new challenge: some demonstrations cannot be achieved by the imitator due to the different dynamics. Prior works try to filter out such demonstrations by feasibility measurements, but ignore the fact that the demonstrations exhibit a multimodal distribution since the different demonstrators may take different policies in different dynamics. We develop a better transferability measurement to tackle this newly-emerged challenge. We firstly design a novel sequence-based contrastive clustering algorithm to cluster demonstrations from the same mode to avoid the mutual interference of demonstrations from different modes, and then learn the transferability of each demonstration with an adversarial-learning based algorithm in each cluster. Experiment results on several MuJoCo environments, a driving environment, and a simulated robot environment show that the proposed transferability measurement more accurately finds and down-weights non-transferable demonstrations and outperforms prior works on the final imitation learning performance. We show the videos of our experiment results on our website.

  • 4 authors
·
Nov 13, 2022

DeepMimic: Example-Guided Deep Reinforcement Learning of Physics-Based Character Skills

A longstanding goal in character animation is to combine data-driven specification of behavior with a system that can execute a similar behavior in a physical simulation, thus enabling realistic responses to perturbations and environmental variation. We show that well-known reinforcement learning (RL) methods can be adapted to learn robust control policies capable of imitating a broad range of example motion clips, while also learning complex recoveries, adapting to changes in morphology, and accomplishing user-specified goals. Our method handles keyframed motions, highly-dynamic actions such as motion-captured flips and spins, and retargeted motions. By combining a motion-imitation objective with a task objective, we can train characters that react intelligently in interactive settings, e.g., by walking in a desired direction or throwing a ball at a user-specified target. This approach thus combines the convenience and motion quality of using motion clips to define the desired style and appearance, with the flexibility and generality afforded by RL methods and physics-based animation. We further explore a number of methods for integrating multiple clips into the learning process to develop multi-skilled agents capable of performing a rich repertoire of diverse skills. We demonstrate results using multiple characters (human, Atlas robot, bipedal dinosaur, dragon) and a large variety of skills, including locomotion, acrobatics, and martial arts.

  • 4 authors
·
Apr 8, 2018

CrossLoco: Human Motion Driven Control of Legged Robots via Guided Unsupervised Reinforcement Learning

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.

  • 5 authors
·
Sep 29, 2023

Unified World Models: Coupling Video and Action Diffusion for Pretraining on Large Robotic Datasets

Imitation learning has emerged as a promising approach towards building generalist robots. However, scaling imitation learning for large robot foundation models remains challenging due to its reliance on high-quality expert demonstrations. Meanwhile, large amounts of video data depicting a wide range of environments and diverse behaviors are readily available. This data provides a rich source of information about real-world dynamics and agent-environment interactions. Leveraging this data directly for imitation learning, however, has proven difficult due to the lack of action annotation required for most contemporary methods. In this work, we present Unified World Models (UWM), a framework that allows for leveraging both video and action data for policy learning. Specifically, a UWM integrates an action diffusion process and a video diffusion process within a unified transformer architecture, where independent diffusion timesteps govern each modality. We show that by simply controlling each diffusion timestep, UWM can flexibly represent a policy, a forward dynamics, an inverse dynamics, and a video generator. Through simulated and real-world experiments, we show that: (1) UWM enables effective pretraining on large-scale multitask robot datasets with both dynamics and action predictions, resulting in more generalizable and robust policies than imitation learning, (2) UWM naturally facilitates learning from action-free video data through independent control of modality-specific diffusion timesteps, further improving the performance of finetuned policies. Our results suggest that UWM offers a promising step toward harnessing large, heterogeneous datasets for scalable robot learning, and provides a simple unification between the often disparate paradigms of imitation learning and world modeling. Videos and code are available at https://weirdlabuw.github.io/uwm/.

Imitation Learning via Differentiable Physics

Existing imitation learning (IL) methods such as inverse reinforcement learning (IRL) usually have a double-loop training process, alternating between learning a reward function and a policy and tend to suffer long training time and high variance. In this work, we identify the benefits of differentiable physics simulators and propose a new IL method, i.e., Imitation Learning via Differentiable Physics (ILD), which gets rid of the double-loop design and achieves significant improvements in final performance, convergence speed, and stability. The proposed ILD incorporates the differentiable physics simulator as a physics prior into its computational graph for policy learning. It unrolls the dynamics by sampling actions from a parameterized policy, simply minimizing the distance between the expert trajectory and the agent trajectory, and back-propagating the gradient into the policy via temporal physics operators. With the physics prior, ILD policies can not only be transferable to unseen environment specifications but also yield higher final performance on a variety of tasks. In addition, ILD naturally forms a single-loop structure, which significantly improves the stability and training speed. To simplify the complex optimization landscape induced by temporal physics operations, ILD dynamically selects the learning objectives for each state during optimization. In our experiments, we show that ILD outperforms state-of-the-art methods in a variety of continuous control tasks with Brax, requiring only one expert demonstration. In addition, ILD can be applied to challenging deformable object manipulation tasks and can be generalized to unseen configurations.

  • 3 authors
·
Jun 10, 2022

SAM-E: Leveraging Visual Foundation Model with Sequence Imitation for Embodied Manipulation

Acquiring a multi-task imitation policy in 3D manipulation poses challenges in terms of scene understanding and action prediction. Current methods employ both 3D representation and multi-view 2D representation to predict the poses of the robot's end-effector. However, they still require a considerable amount of high-quality robot trajectories, and suffer from limited generalization in unseen tasks and inefficient execution in long-horizon reasoning. In this paper, we propose SAM-E, a novel architecture for robot manipulation by leveraging a vision-foundation model for generalizable scene understanding and sequence imitation for long-term action reasoning. Specifically, we adopt Segment Anything (SAM) pre-trained on a huge number of images and promptable masks as the foundation model for extracting task-relevant features, and employ parameter-efficient fine-tuning on robot data for a better understanding of embodied scenarios. To address long-horizon reasoning, we develop a novel multi-channel heatmap that enables the prediction of the action sequence in a single pass, notably enhancing execution efficiency. Experimental results from various instruction-following tasks demonstrate that SAM-E achieves superior performance with higher execution efficiency compared to the baselines, and also significantly improves generalization in few-shot adaptation to new tasks.

  • 8 authors
·
May 29, 2024

Eliciting Compatible Demonstrations for Multi-Human Imitation Learning

Imitation learning from human-provided demonstrations is a strong approach for learning policies for robot manipulation. While the ideal dataset for imitation learning is homogenous and low-variance -- reflecting a single, optimal method for performing a task -- natural human behavior has a great deal of heterogeneity, with several optimal ways to demonstrate a task. This multimodality is inconsequential to human users, with task variations manifesting as subconscious choices; for example, reaching down, then across to grasp an object, versus reaching across, then down. Yet, this mismatch presents a problem for interactive imitation learning, where sequences of users improve on a policy by iteratively collecting new, possibly conflicting demonstrations. To combat this problem of demonstrator incompatibility, this work designs an approach for 1) measuring the compatibility of a new demonstration given a base policy, and 2) actively eliciting more compatible demonstrations from new users. Across two simulation tasks requiring long-horizon, dexterous manipulation and a real-world "food plating" task with a Franka Emika Panda arm, we show that we can both identify incompatible demonstrations via post-hoc filtering, and apply our compatibility measure to actively elicit compatible demonstrations from new users, leading to improved task success rates across simulated and real environments.

  • 4 authors
·
Oct 14, 2022

ZeroMimic: Distilling Robotic Manipulation Skills from Web Videos

Many recent advances in robotic manipulation have come through imitation learning, yet these rely largely on mimicking a particularly hard-to-acquire form of demonstrations: those collected on the same robot in the same room with the same objects as the trained policy must handle at test time. In contrast, large pre-recorded human video datasets demonstrating manipulation skills in-the-wild already exist, which contain valuable information for robots. Is it possible to distill a repository of useful robotic skill policies out of such data without any additional requirements on robot-specific demonstrations or exploration? We present the first such system ZeroMimic, that generates immediately deployable image goal-conditioned skill policies for several common categories of manipulation tasks (opening, closing, pouring, pick&place, cutting, and stirring) each capable of acting upon diverse objects and across diverse unseen task setups. ZeroMimic is carefully designed to exploit recent advances in semantic and geometric visual understanding of human videos, together with modern grasp affordance detectors and imitation policy classes. After training ZeroMimic on the popular EpicKitchens dataset of ego-centric human videos, we evaluate its out-of-the-box performance in varied real-world and simulated kitchen settings with two different robot embodiments, demonstrating its impressive abilities to handle these varied tasks. To enable plug-and-play reuse of ZeroMimic policies on other task setups and robots, we release software and policy checkpoints of our skill policies.

  • 8 authors
·
Mar 31

KMM: Key Frame Mask Mamba for Extended Motion Generation

Human motion generation is a cut-edge area of research in generative computer vision, with promising applications in video creation, game development, and robotic manipulation. The recent Mamba architecture shows promising results in efficiently modeling long and complex sequences, yet two significant challenges remain: Firstly, directly applying Mamba to extended motion generation is ineffective, as the limited capacity of the implicit memory leads to memory decay. Secondly, Mamba struggles with multimodal fusion compared to Transformers, and lack alignment with textual queries, often confusing directions (left or right) or omitting parts of longer text queries. To address these challenges, our paper presents three key contributions: Firstly, we introduce KMM, a novel architecture featuring Key frame Masking Modeling, designed to enhance Mamba's focus on key actions in motion segments. This approach addresses the memory decay problem and represents a pioneering method in customizing strategic frame-level masking in SSMs. Additionally, we designed a contrastive learning paradigm for addressing the multimodal fusion problem in Mamba and improving the motion-text alignment. Finally, we conducted extensive experiments on the go-to dataset, BABEL, achieving state-of-the-art performance with a reduction of more than 57% in FID and 70% parameters compared to previous state-of-the-art methods. See project website: https://steve-zeyu-zhang.github.io/KMM

  • 8 authors
·
Nov 10, 2024 2

TIMotion: Temporal and Interactive Framework for Efficient Human-Human Motion Generation

Human-human motion generation is essential for understanding humans as social beings. Current methods fall into two main categories: single-person-based methods and separate modeling-based methods. To delve into this field, we abstract the overall generation process into a general framework MetaMotion, which consists of two phases: temporal modeling and interaction mixing. For temporal modeling, the single-person-based methods concatenate two people into a single one directly, while the separate modeling-based methods skip the modeling of interaction sequences. The inadequate modeling described above resulted in sub-optimal performance and redundant model parameters. In this paper, we introduce TIMotion (Temporal and Interactive Modeling), an efficient and effective framework for human-human motion generation. Specifically, we first propose Causal Interactive Injection to model two separate sequences as a causal sequence leveraging the temporal and causal properties. Then we present Role-Evolving Scanning to adjust to the change in the active and passive roles throughout the interaction. Finally, to generate smoother and more rational motion, we design Localized Pattern Amplification to capture short-term motion patterns. Extensive experiments on InterHuman and InterX demonstrate that our method achieves superior performance. Project page: https://aigc-explorer.github.io/TIMotion-page/

  • 7 authors
·
Aug 30, 2024

ASID: Active Exploration for System Identification in Robotic Manipulation

Model-free control strategies such as reinforcement learning have shown the ability to learn control strategies without requiring an accurate model or simulator of the world. While this is appealing due to the lack of modeling requirements, such methods can be sample inefficient, making them impractical in many real-world domains. On the other hand, model-based control techniques leveraging accurate simulators can circumvent these challenges and use a large amount of cheap simulation data to learn controllers that can effectively transfer to the real world. The challenge with such model-based techniques is the requirement for an extremely accurate simulation, requiring both the specification of appropriate simulation assets and physical parameters. This requires considerable human effort to design for every environment being considered. In this work, we propose a learning system that can leverage a small amount of real-world data to autonomously refine a simulation model and then plan an accurate control strategy that can be deployed in the real world. Our approach critically relies on utilizing an initial (possibly inaccurate) simulator to design effective exploration policies that, when deployed in the real world, collect high-quality data. We demonstrate the efficacy of this paradigm in identifying articulation, mass, and other physical parameters in several challenging robotic manipulation tasks, and illustrate that only a small amount of real-world data can allow for effective sim-to-real transfer. Project website at https://weirdlabuw.github.io/asid

  • 6 authors
·
Apr 18, 2024

Visual IRL for Human-Like Robotic Manipulation

We present a novel method for collaborative robots (cobots) to learn manipulation tasks and perform them in a human-like manner. Our method falls under the learn-from-observation (LfO) paradigm, where robots learn to perform tasks by observing human actions, which facilitates quicker integration into industrial settings compared to programming from scratch. We introduce Visual IRL that uses the RGB-D keypoints in each frame of the observed human task performance directly as state features, which are input to inverse reinforcement learning (IRL). The inversely learned reward function, which maps keypoints to reward values, is transferred from the human to the cobot using a novel neuro-symbolic dynamics model, which maps human kinematics to the cobot arm. This model allows similar end-effector positioning while minimizing joint adjustments, aiming to preserve the natural dynamics of human motion in robotic manipulation. In contrast with previous techniques that focus on end-effector placement only, our method maps multiple joint angles of the human arm to the corresponding cobot joints. Moreover, it uses an inverse kinematics model to then minimally adjust the joint angles, for accurate end-effector positioning. We evaluate the performance of this approach on two different realistic manipulation tasks. The first task is produce processing, which involves picking, inspecting, and placing onions based on whether they are blemished. The second task is liquid pouring, where the robot picks up bottles, pours the contents into designated containers, and disposes of the empty bottles. Our results demonstrate advances in human-like robotic manipulation, leading to more human-robot compatibility in manufacturing applications.

  • 2 authors
·
Dec 15, 2024

Motion Mamba: Efficient and Long Sequence Motion Generation with Hierarchical and Bidirectional Selective SSM

Human motion generation stands as a significant pursuit in generative computer vision, while achieving long-sequence and efficient motion generation remains challenging. Recent advancements in state space models (SSMs), notably Mamba, have showcased considerable promise in long sequence modeling with an efficient hardware-aware design, which appears to be a promising direction to build motion generation model upon it. Nevertheless, adapting SSMs to motion generation faces hurdles since the lack of a specialized design architecture to model motion sequence. To address these challenges, we propose Motion Mamba, a simple and efficient approach that presents the pioneering motion generation model utilized SSMs. Specifically, we design a Hierarchical Temporal Mamba (HTM) block to process temporal data by ensemble varying numbers of isolated SSM modules across a symmetric U-Net architecture aimed at preserving motion consistency between frames. We also design a Bidirectional Spatial Mamba (BSM) block to bidirectionally process latent poses, to enhance accurate motion generation within a temporal frame. Our proposed method achieves up to 50% FID improvement and up to 4 times faster on the HumanML3D and KIT-ML datasets compared to the previous best diffusion-based method, which demonstrates strong capabilities of high-quality long sequence motion modeling and real-time human motion generation. See project website https://steve-zeyu-zhang.github.io/MotionMamba/

  • 6 authors
·
Mar 12, 2024 4

FürElise: Capturing and Physically Synthesizing Hand Motions of Piano Performance

Piano playing requires agile, precise, and coordinated hand control that stretches the limits of dexterity. Hand motion models with the sophistication to accurately recreate piano playing have a wide range of applications in character animation, embodied AI, biomechanics, and VR/AR. In this paper, we construct a first-of-its-kind large-scale dataset that contains approximately 10 hours of 3D hand motion and audio from 15 elite-level pianists playing 153 pieces of classical music. To capture natural performances, we designed a markerless setup in which motions are reconstructed from multi-view videos using state-of-the-art pose estimation models. The motion data is further refined via inverse kinematics using the high-resolution MIDI key-pressing data obtained from sensors in a specialized Yamaha Disklavier piano. Leveraging the collected dataset, we developed a pipeline that can synthesize physically-plausible hand motions for musical scores outside of the dataset. Our approach employs a combination of imitation learning and reinforcement learning to obtain policies for physics-based bimanual control involving the interaction between hands and piano keys. To solve the sampling efficiency problem with the large motion dataset, we use a diffusion model to generate natural reference motions, which provide high-level trajectory and fingering (finger order and placement) information. However, the generated reference motion alone does not provide sufficient accuracy for piano performance modeling. We then further augmented the data by using musical similarity to retrieve similar motions from the captured dataset to boost the precision of the RL policy. With the proposed method, our model generates natural, dexterous motions that generalize to music from outside the training dataset.

  • 5 authors
·
Oct 8, 2024 4

DartControl: A Diffusion-Based Autoregressive Motion Model for Real-Time Text-Driven Motion Control

Text-conditioned human motion generation, which allows for user interaction through natural language, has become increasingly popular. Existing methods typically generate short, isolated motions based on a single input sentence. However, human motions are continuous and can extend over long periods, carrying rich semantics. Creating long, complex motions that precisely respond to streams of text descriptions, particularly in an online and real-time setting, remains a significant challenge. Furthermore, incorporating spatial constraints into text-conditioned motion generation presents additional challenges, as it requires aligning the motion semantics specified by text descriptions with geometric information, such as goal locations and 3D scene geometry. To address these limitations, we propose DartControl, in short DART, a Diffusion-based Autoregressive motion primitive model for Real-time Text-driven motion control. Our model effectively learns a compact motion primitive space jointly conditioned on motion history and text inputs using latent diffusion models. By autoregressively generating motion primitives based on the preceding history and current text input, DART enables real-time, sequential motion generation driven by natural language descriptions. Additionally, the learned motion primitive space allows for precise spatial motion control, which we formulate either as a latent noise optimization problem or as a Markov decision process addressed through reinforcement learning. We present effective algorithms for both approaches, demonstrating our model's versatility and superior performance in various motion synthesis tasks. Experiments show our method outperforms existing baselines in motion realism, efficiency, and controllability. Video results are available on the project page: https://zkf1997.github.io/DART/.

  • 3 authors
·
Oct 7, 2024

Extraneousness-Aware Imitation Learning

Visual imitation learning provides an effective framework to learn skills from demonstrations. However, the quality of the provided demonstrations usually significantly affects the ability of an agent to acquire desired skills. Therefore, the standard visual imitation learning assumes near-optimal demonstrations, which are expensive or sometimes prohibitive to collect. Previous works propose to learn from noisy demonstrations; however, the noise is usually assumed to follow a context-independent distribution such as a uniform or gaussian distribution. In this paper, we consider another crucial yet underexplored setting -- imitation learning with task-irrelevant yet locally consistent segments in the demonstrations (e.g., wiping sweat while cutting potatoes in a cooking tutorial). We argue that such noise is common in real world data and term them "extraneous" segments. To tackle this problem, we introduce Extraneousness-Aware Imitation Learning (EIL), a self-supervised approach that learns visuomotor policies from third-person demonstrations with extraneous subsequences. EIL learns action-conditioned observation embeddings in a self-supervised manner and retrieves task-relevant observations across visual demonstrations while excluding the extraneous ones. Experimental results show that EIL outperforms strong baselines and achieves comparable policies to those trained with perfect demonstration on both simulated and real-world robot control tasks. The project page can be found at https://sites.google.com/view/eil-website.

  • 5 authors
·
Oct 4, 2022

Streaming Diffusion Policy: Fast Policy Synthesis with Variable Noise Diffusion Models

Diffusion models have seen rapid adoption in robotic imitation learning, enabling autonomous execution of complex dexterous tasks. However, action synthesis is often slow, requiring many steps of iterative denoising, limiting the extent to which models can be used in tasks that require fast reactive policies. To sidestep this, recent works have explored how the distillation of the diffusion process can be used to accelerate policy synthesis. However, distillation is computationally expensive and can hurt both the accuracy and diversity of synthesized actions. We propose SDP (Streaming Diffusion Policy), an alternative method to accelerate policy synthesis, leveraging the insight that generating a partially denoised action trajectory is substantially faster than a full output action trajectory. At each observation, our approach outputs a partially denoised action trajectory with variable levels of noise corruption, where the immediate action to execute is noise-free, with subsequent actions having increasing levels of noise and uncertainty. The partially denoised action trajectory for a new observation can then be quickly generated by applying a few steps of denoising to the previously predicted noisy action trajectory (rolled over by one timestep). We illustrate the efficacy of this approach, dramatically speeding up policy synthesis while preserving performance across both simulated and real-world settings.

  • 3 authors
·
Jun 7, 2024 1

OmniRetarget: Interaction-Preserving Data Generation for Humanoid Whole-Body Loco-Manipulation and Scene Interaction

A dominant paradigm for teaching humanoid robots complex skills is to retarget human motions as kinematic references to train reinforcement learning (RL) policies. However, existing retargeting pipelines often struggle with the significant embodiment gap between humans and robots, producing physically implausible artifacts like foot-skating and penetration. More importantly, common retargeting methods neglect the rich human-object and human-environment interactions essential for expressive locomotion and loco-manipulation. To address this, we introduce OmniRetarget, an interaction-preserving data generation engine based on an interaction mesh that explicitly models and preserves the crucial spatial and contact relationships between an agent, the terrain, and manipulated objects. By minimizing the Laplacian deformation between the human and robot meshes while enforcing kinematic constraints, OmniRetarget generates kinematically feasible trajectories. Moreover, preserving task-relevant interactions enables efficient data augmentation, from a single demonstration to different robot embodiments, terrains, and object configurations. We comprehensively evaluate OmniRetarget by retargeting motions from OMOMO, LAFAN1, and our in-house MoCap datasets, generating over 8-hour trajectories that achieve better kinematic constraint satisfaction and contact preservation than widely used baselines. Such high-quality data enables proprioceptive RL policies to successfully execute long-horizon (up to 30 seconds) parkour and loco-manipulation skills on a Unitree G1 humanoid, trained with only 5 reward terms and simple domain randomization shared by all tasks, without any learning curriculum.

  • 9 authors
·
Sep 30 2

PhysHMR: Learning Humanoid Control Policies from Vision for Physically Plausible Human Motion Reconstruction

Reconstructing physically plausible human motion from monocular videos remains a challenging problem in computer vision and graphics. Existing methods primarily focus on kinematics-based pose estimation, often leading to unrealistic results due to the lack of physical constraints. To address such artifacts, prior methods have typically relied on physics-based post-processing following the initial kinematics-based motion estimation. However, this two-stage design introduces error accumulation, ultimately limiting the overall reconstruction quality. In this paper, we present PhysHMR, a unified framework that directly learns a visual-to-action policy for humanoid control in a physics-based simulator, enabling motion reconstruction that is both physically grounded and visually aligned with the input video. A key component of our approach is the pixel-as-ray strategy, which lifts 2D keypoints into 3D spatial rays and transforms them into global space. These rays are incorporated as policy inputs, providing robust global pose guidance without depending on noisy 3D root predictions. This soft global grounding, combined with local visual features from a pretrained encoder, allows the policy to reason over both detailed pose and global positioning. To overcome the sample inefficiency of reinforcement learning, we further introduce a distillation scheme that transfers motion knowledge from a mocap-trained expert to the vision-conditioned policy, which is then refined using physically motivated reinforcement learning rewards. Extensive experiments demonstrate that PhysHMR produces high-fidelity, physically plausible motion across diverse scenarios, outperforming prior approaches in both visual accuracy and physical realism.

  • 5 authors
·
Oct 2

Reactive Diffusion Policy: Slow-Fast Visual-Tactile Policy Learning for Contact-Rich Manipulation

Humans can accomplish complex contact-rich tasks using vision and touch, with highly reactive capabilities such as quick adjustments to environmental changes and adaptive control of contact forces; however, this remains challenging for robots. Existing visual imitation learning (IL) approaches rely on action chunking to model complex behaviors, which lacks the ability to respond instantly to real-time tactile feedback during the chunk execution. Furthermore, most teleoperation systems struggle to provide fine-grained tactile / force feedback, which limits the range of tasks that can be performed. To address these challenges, we introduce TactAR, a low-cost teleoperation system that provides real-time tactile feedback through Augmented Reality (AR), along with Reactive Diffusion Policy (RDP), a novel slow-fast visual-tactile imitation learning algorithm for learning contact-rich manipulation skills. RDP employs a two-level hierarchy: (1) a slow latent diffusion policy for predicting high-level action chunks in latent space at low frequency, (2) a fast asymmetric tokenizer for closed-loop tactile feedback control at high frequency. This design enables both complex trajectory modeling and quick reactive behavior within a unified framework. Through extensive evaluation across three challenging contact-rich tasks, RDP significantly improves performance compared to state-of-the-art visual IL baselines through rapid response to tactile / force feedback. Furthermore, experiments show that RDP is applicable across different tactile / force sensors. Code and videos are available on https://reactive-diffusion-policy.github.io.

  • 8 authors
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Mar 4