The Amazon Robotics Challenge enlisted sixteen teams to each design a pick-and-place robot for autonomous warehousing of everyday household items. Herein we present the design of our custom-built, Cartesian robot Cartman, which won the first place in the competition finals. We highlight our integrated, experience-centred design methodology and the key aspects of our system that contributed to our competitiveness.
The Amazon Robotics Challenge enlisted sixteen teams to each design a pick-and-place robot for autonomous warehousing, addressing development in robotic vision and manipulation. This paper presents the design of our custom-built, cost-effective, Cartesian robot system Cartman, which won first place in the competition finals by stowing 14 (out of 16) and picking all 9 items in 27 minutes, scoring a total of 272 points. We highlight our experience-centred design methodology and key aspects of our system that contributed to our competitiveness. We believe these aspects are crucial to building robust and effective robotic systems.
We present our approach for robotic perception in cluttered scenes that led to winning the recent Amazon Robotics Challenge (ARC) 2017. Next to small objects with shiny and transparent surfaces, the biggest challenge of the 2017 competition was the introduction of unseen categories. In contrast to traditional approaches which require large collections of annotated data and many hours of training, the task here was to obtain a robust perception pipeline with only few minutes of data acquisition and training time. To that end, we present two strategies that we explored. One is a deep metric learning approach that works in three separate steps: semantic-agnostic boundary detection, patch classification and pixel-wise voting. The other is a fully-supervised semantic segmentation approach with efficient dataset collection. We conduct an extensive analysis of the two methods on our ARC 2017 dataset. Interestingly, only few examples of each class are sufficient to fine-tune even very deep convolutional neural networks for this specific task.
Robotic challenges like the Amazon Picking Challenge (APC) or the DARPA Challenges are an established and important way to drive scientific progress. They make research comparable on a well-defined benchmark with equal test conditions for all participants. However, such challenge events occur only occasionally, are limited to a small number of contestants, and the test conditions are very difficult to replicate after the main event. We present a new physical benchmark challenge for robotic picking: the ACRV Picking Benchmark. Designed to be reproducible, it consists of a set of 42 common objects, a widely available shelf, and exact guidelines for object arrangement using stencils. A well-defined evaluation protocol enables the comparison of complete robotic systems - including perception and manipulation - instead of sub-systems only. Our paper also describes and reports results achieved by an open baseline system based on a Baxter robot.
In this letter, we present a new robotic harvester (Harvey) that can autonomously harvest sweet pepper in protected cropping environments. Our approach combines effective vision algorithms with a novel end-effector design to enable successful harvesting of sweet peppers. Initial field trials in protected cropping environments, with two cultivar, demonstrate the efficacy of this approach achieving a 46% success rate for unmodified crop, and 58% for modified crop. Furthermore, for the more favourable cultivar we were also able to detach 90% of sweet peppers, indicating that improvements in the grasping success rate would result in greatly improved harvesting performance.
We propose to learn tasks directly from visual demonstrations by learning to predict the outcome of human and robot actions on an environment. We enable a robot to physically perform a human demonstrated task without knowledge of the thought processes or actions of the human, only their visually observable state transitions. We evaluate our approach on two table-top, object manipulation tasks and demonstrate generalisation to previously unseen states. Our approach reduces the priors required to implement a robot task learning system compared with the existing approaches of Learning from Demonstration, Reinforcement Learning and Inverse Reinforcement Learning.
Robotic manipulation and grasping in cluttered and unstructured environments is a current challenge for robotics. Enabling robots to operate in these challenging environments have direct applications from automating warehouses to harvesting fruit in agriculture. One of the main challenges associated with these difficult robotic manipulation tasks is the motion planning and control problem for multi-DoF (Degree of Freedom) manipulators. This paper presents the design and performance evaluation of a low-cost Cartesian manipulator, Cartman who took first place in the Amazon Robotics Challenge 2017. It can perform pick and place tasks of household items in a cluttered environment. The robot is capable of linear speeds of 1 m/s and angular speeds of 1.5 rad/s, capable of sub-millimetre static accuracy and safe payload capacity of 2kg. Cartman can be produced for under 10 000 AUD. The complete design is open sourced and can be found at this http URL.
We present the grasping system and design approach behind Cartman, the winning entrant in the 2017 Amazon Robotics Challenge. We investigate the design processes leading up to the final iteration of the system and describe the emergent solution by comparing it with key robotics design aspects. Following our experience, we propose a new design aspect, precision vs. redundancy, that should be considered alongside the previously proposed design aspects of modularity vs. integration, generality vs. assumptions, computation vs. embodiment and planning vs. feedback. We present the grasping system behind Cartman, the winning robot in the 2017 Amazon Robotics Challenge. The system makes strong use of redundancy in design by implementing complimentary tools, a suction gripper and a parallel gripper. This multi-modal end-effector is combined with three grasp synthesis algorithms to accommodate the range of objects provided by Amazon during the challenge. We provide a detailed system description and an evaluation of its performance before discussing the broader nature of the system with respect to the key aspects of robotic design as initially proposed by the winners of the first Amazon Picking Challenge. To address the principal nature of our grasping system and the reason for its success, we propose an additional robotic design aspect `precision vs. redundancy'. The full design of our robotic system, including the end-effector, is open sourced and available at this http URL
Robotic manipulation and grasping in cluttered and unstructured environments is a current challenge for robotics. Enabling robots to operate in these challenging environments have direct applications from automating warehouses to harvesting fruit in agriculture. One of the main challenges associated with these difficult robotic manipulation tasks is the motion planning and control problem for multi-DoF (Degree of Freedom) manipulators. This paper presents the design and performance evaluation of a low-cost Cartesian manipulator, Cartman who took first place in the Amazon Robotics Challenge 2017. It can perform pick and place tasks of household items in a cluttered environment. The robot is capable of linear speeds of 1 m/s and angular speeds of 1.5 rad/s, capable of sub-millimetre static accuracy and safe payload capacity of 2kg. Cartman can be produced for under 10 000 AUD. The complete design is open sourced and can be found at http://juxi.net/projects/AmazonRoboticsChallenge.
Deep Q Networks are a type of deep reinforcement learning algorithm that have been shown to be particularly adept at learning a variety of tasks with minimal priors. Specifically, DQN agents have been shown to learn a variety of Atari 2600 video games using only raw images of the game screen and the game score. To leverage DQNs in real world robotics applications, we must first understand how robust these networks are to the perceptual noise common to all robotics domains. In this pa- per, we present an analysis of the robustness of Deep Q Networks to various types of perceptual noise (changing brightness, Gaussian blur, salt and pepper, distractors). We present a benchmark example that involves playing the game Breakout though a webcam and screen environment, like humans do. We present a simple training approach to improve the performance maintained when transferring a DQN agent trained in simulation to the real world (36% vs. 1% maintained performance - see Table 1). We also evaluate DQN agents trained under a variety of simulation environments to report for the first time how DQNs cope with perceptual noise, common to real world robotic applications.
We describe our entry into the 2016 Amazon Picking Challenge (APC) and the lessons learned from deploying a complex, robotic system outside of the lab. To help future developments decided to create a new physical benchmark challenge for robotic picking to drive scientific progress and make research into (end-to-end) picking comparable. It consists of a set of 42 common objects, a widely available shelf, and exact guidelines for object arrangement using stencils.