Learning Prehensile Dexterity by Imitating and Emulating State-Only Observations

When human acquire physical skills (e.g., tool use) from experts, we tend to first learn from merely observing the expert. But this is often insufficient. We then engage in practice, where we try to emulate the expert and ensure that our actions produce similar effects on our environment. Inspired by this observation, we introduce <bold xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">C</b><italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">ombining</i> <bold xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">IM</b><italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">itation and</i> <bold xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">E</b><italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">mulation for Motion</i> <bold xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">R</b><italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">efinement</i> (CIMER) – a two-stage framework to learn dexterous prehensile manipulation skills from <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">state-only</i> observations. CIMER's first stage involves <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">imitation:</i> simultaneously encode the complex interdependent motions of the robot hand and the object in a structured dynamical system. This results in a reactive <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">motion generation</i> policy that provides a reasonable <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">motion prior</i>, but lacks the ability to reason about contact effects due to the lack of action labels. The second stage involves <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">emulation:</i> learn a <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">motion refinement</i> policy via reinforcement that adjusts the robot hand's motion prior such that the learned <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">object</i> motion is reenacted. CIMER is both <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">task-agnostic</i> (no task-specific reward design or shaping) and <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">intervention-free</i> (no additional teleoperated or labeled demonstrations). Detailed experiments with prehensile dexterity reveal that i) imitation alone is insufficient, but adding emulation drastically improves performance, ii) CIMER outperforms existing methods in terms of sample efficiency and the ability to generate realistic and stable motions, iii) CIMER can either zero-shot generalize or learn to adapt to novel objects from the YCB dataset, even outperforming expert policies trained with action labels in most cases.

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Publication Details

Journal
IEEE Robotics and Automation Letters
Published
2024-08-16
DOI
https://doi.org/10.1109/lra.2024.3443595
Citations
5
Primary Topic
Robot Manipulation and Learning
Type
article
Field-Weighted Citation Impact
1.64
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article

Learning Prehensile Dexterity by Imitating and Emulating State-Only Observations

Harish Ravichandar, Yunhai Han, Zhenyang Chen, Kyle A. Williams
5 citations
IEEE Robotics and Automation Letters
Robot Manipulation and Learning
1.64
article

Learning Prehensile Dexterity by Imitating and Emulating State-Only Observations

Harish Ravichandar, Yunhai Han, Zhenyang Chen, Kyle A. Williams
article en
5 citations

Abstract

When human acquire physical skills (e.g., tool use) from experts, we tend to first learn from merely observing the expert. But this is often insufficient. We then engage in practice, where we try to emulate the expert and ensure that our actions produce similar effects on our environment. Inspired by this observation, we introduce <bold xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">C</b><italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">ombining</i> <bold xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">IM</b><italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">itation and</i> <bold xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">E</b><italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">mulation for Motion</i> <bold xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">R</b><italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">efinement</i> (CIMER) – a two-stage framework to learn dexterous prehensile manipulation skills from <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">state-only</i> observations. CIMER's first stage involves <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">imitation:</i> simultaneously encode the complex interdependent motions of the robot hand and the object in a structured dynamical system. This results in a reactive <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">motion generation</i> policy that provides a reasonable <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">motion prior</i>, but lacks the ability to reason about contact effects due to the lack of action labels. The second stage involves <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">emulation:</i> learn a <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">motion refinement</i> policy via reinforcement that adjusts the robot hand's motion prior such that the learned <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">object</i> motion is reenacted. CIMER is both <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">task-agnostic</i> (no task-specific reward design or shaping) and <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">intervention-free</i> (no additional teleoperated or labeled demonstrations). Detailed experiments with prehensile dexterity reveal that i) imitation alone is insufficient, but adding emulation drastically improves performance, ii) CIMER outperforms existing methods in terms of sample efficiency and the ability to generate realistic and stable motions, iii) CIMER can either zero-shot generalize or learn to adapt to novel objects from the YCB dataset, even outperforming expert policies trained with action labels in most cases.

IEEE Robotics and Automation LettersVol. 9(10)
Georgia Institute of Technology (US)
Openalex Percentile: Top 16%
Robot Manipulation and Learning
1.64
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