A quadruped robot is a promising system that can offer assistance comparable to that of guide dogs due to its similar form factor. However, various challenges remain in making these robots a reliable option for blind and low-vision (BLV) individuals. Among these challenges, noise and jerky motion during walking are critical drawbacks of existing quadruped robots. While these issues have largely been overlooked in guide dog robot research, our interviews with guide dog handlers and trainers revealed that acoustic and physical disturbances can be particularly disruptive for BLV individuals, who rely heavily on environmental sounds for navigation. To address these issues, we developed a novel walking controller for slow stepping and smooth foot swing/contact while maintaining human walking speed, as well as robust and stable balance control. The controller integrates with a perception system to facilitate locomotion over non-flat terrains, such as stairs. Our controller was extensively tested on the Unitree Go1 robot and, when compared with other control methods, demonstrated significant noise reduction -- half of the default locomotion controller. To evaluate the usability, workload, and perceived noise of the developed system from a users perspective, we conducted indoor walking experiments. In these tests, participants compared our controller with the robots default controller. The results demonstrated higher user acceptance of our controller, highlighting its potential to improve the overall user experience of robotic guide dogs.
Opening heavy, self closing doors, especially those that require pulling remains a long standing challenge in robotics. Humans naturally employ both arms in a dexterous manner, rotating the handle, widening the gap, holding the door, switching arms when needed, and moving through while maintaining clearance. To replicate such behaviors, a robot must perform a long sequence of motions spanning multiple stages and interactions with different parts of the door. Traditional approaches rely on state machines that transition between manually defined stages (e.g., pulling after the knob is rotated, passing after the gap is sufficiently wide). While intuitive, these methods lack robustness, as hand crafted trajectories fail to generalize to the diversity of real world conditions without extensive engineering effort. Recent advances in imitation learning offer a scalable alternative, yet no existing visual action model has demonstrated simultaneous coordination of a nonholonomic base and dual arms for the complete door opening and passing task. In this paper, we tackle this complex, highly constrained problem using a diffusion based visuomotor control policy. Our results demonstrate that a single end to end policy can be learned to execute long horizon tasks requiring tight coordination between manipulation and locomotion. The resulting policy not only achieves a high success rate in opening and traversing damped pull doors but also demonstrates strong robustness to external disturbances capabilities that are difficult to realize with traditional methods.
Replicating the remarkable athleticism seen in animals has long been a challenge in robotics control. Although Reinforcement Learning (RL) has demonstrated significant progress in dynamic legged locomotion control, the substantial sim-to-real gap often hinders the real-world demonstration of truly dynamic movements. We propose a new framework to mitigate this gap through frequency-domain analysis-based impedance matching between simulated and real robots. Our framework offers a structured guideline for parameter selection and the range for dynamics randomization in simulation, thus facilitating a safe sim-to-real transfer. The learned policy using our framework enabled jumps across distances of 55 cm and heights of 38 cm. The results are, to the best of our knowledge, one of the highest and longest running jumps demonstrated by an RL-based control policy in a real quadruped robot. Note that the achieved jumping height is approximately 85% of that obtained from a state-of-the-art trajectory optimization method, which can be seen as the physical limit for the given robot hardware. In addition, our control policy accomplished stable walking at speeds up to 2 m/s in the forward and backward directions, and 1 m/s in the sideway direction.
This paper addresses the challenge of terrainadaptive dynamic locomotion in humanoid robots, traditionally tackled by optimization-based methods or reinforcement learning (RL). Optimization-based methods, such as model-predictive control, excel in finding optimal reaction forces and achieving agile locomotion, but struggle with the nonlinear hybrid dynamics of legged systems and the real-time computation of step location, timing, and reaction forces. Conversely, RL-based methods show promise in navigating dynamic and rough terrains but are limited by their extensive data requirements. We introduce a novel locomotion architecture that integrates a neural network policy, trained through RL in simplified environments, with a state-of-the-art motion controller combining model-predictive control (MPC) and whole-body impulse control (WBIC). The policy efficiently learns high-level locomotion strategies, such as gait selection and step positioning, without the need for full dynamics simulations. This control architecture enables humanoid robots to dynamically navigate discrete terrains, making strategic locomotion decisions (e.g., walking, jumping, and leaping) based on ground height maps. Our results demonstrate that this integrated control architecture achieves dynamic locomotion with significantly fewer training samples than conventional RL-based methods and can be transferred to different humanoid platforms without additional training. The control architecture has been extensively tested in dynamic simulations, accomplishing terrain height-based dynamic locomotion for three different robots.
Soccer kicking is a complex whole-body motion that requires intricate coordination of various motor actions. To accomplish such dynamic motion in a humanoid robot, the robot needs to simultaneously: 1) transfer high kinetic energy to the kicking leg, 2) maintain balance and stability of the entire body, and 3) manage the impact disturbance from the ball during the kicking moment. Prior studies on robotic soccer kicking often prioritized stability, leading to overly conservative quasi-static motions. In this work, we present a biomechanics-inspired control framework that leverages trajectory optimization and imitation learning to facilitate highly dynamic soccer kicks in humanoid robots. We conducted an in-depth analysis of human soccer kick biomechanics to identify key motion constraints. Based on this understanding, we designed kinodynamically feasible trajectories that are then used as a reference in imitation learning to develop a robust feedback control policy. We demonstrate the effectiveness of our approach through a simulation of an anthropomorphic 25 DoF bipedal humanoid robot, named PresToe, which is equipped with 7 DoF legs, including a unique actuated toe. Using our framework, PresToe can execute dynamic instep kicks, propelling the ball at speeds exceeding 11 m/s in full dynamics simulation.
We introduce StaccaToe, a human-scale, electric motor-powered single-leg robot designed to rival the agility of human locomotion through two distinctive attributes: an actuated toe and a co-actuation configuration inspired by the human leg. Leveraging the foundational design of HyperLeg's lower leg mechanism, we develop a stand-alone robot by incorporating new link designs, custom-designed power electronics, and a refined control system. Unlike previous jumping robots that rely on either special mechanisms (e.g., springs and clutches) or hydraulic/pneumatic actuators, StaccaToe employs electric motors without energy storage mechanisms. This choice underscores our ultimate goal of developing a practical, high-performance humanoid robot capable of human-like, stable walking as well as explosive dynamic movements. In this paper, we aim to empirically evaluate the balance capability and the exertion of explosive ground reaction forces of our toe and co-actuation mechanisms. Throughout extensive hardware and controller development, StaccaToe showcases its control fidelity by demonstrating a balanced tip-toe stance and dynamic jump. This study is significant for three key reasons: 1) StaccaToe represents the first human-scale, electric motor-driven single-leg robot to execute dynamic maneuvers without relying on specialized mechanisms; 2) our research provides empirical evidence of the benefits of replicating critical human leg attributes in robotic design; and 3) we explain the design process for creating agile legged robots, the details that have been scantily covered in academic literature.
We present Q-functionals, an alternative architecture for continuous control deep reinforcement learning. Instead of returning a single value for a state-action pair, our network transforms a state into a function that can be rapidly evaluated in parallel for many actions, allowing us to efficiently choose high-value actions through sampling. This contrasts with the typical architecture of off-policy continuous control, where a policy network is trained for the sole purpose of selecting actions from the Q-function. We represent our action-dependent Q-function as a weighted sum of basis functions (Fourier, Polynomial, etc) over the action space, where the weights are state-dependent and output by the Q-functional network. Fast sampling makes practical a variety of techniques that require Monte-Carlo integration over Q-functions, and enables action-selection strategies besides simple value-maximization. We characterize our framework, describe various implementations of Q-functionals, and demonstrate strong performance on a suite of continuous control tasks.
We propose a novel parameterized skill-learning algorithm that aims to learn transferable parameterized skills and synthesize them into a new action space that supports efficient learning in long-horizon tasks. We propose to leverage off-policy Meta-RL combined with a trajectory-centric smoothness term to learn a set of parameterized skills. Our agent can use these learned skills to construct a three-level hierarchical framework that models a Temporally-extended Parameterized Action Markov Decision Process. We empirically demonstrate that the proposed algorithms enable an agent to solve a set of difficult long-horizon (obstacle-course and robot manipulation) tasks.
In this paper, we present a Riemannian Motion Policy (RMP)flow-based whole-body control framework for improved dynamic legged locomotion. RMPflow is a differential geometry-inspired algorithm for fusing multiple task-space policies (RMPs) into a configuration space policy in a geometrically consistent manner. RMP-based approaches are especially suited for designing simultaneous tracking and collision avoidance behaviors and have been successfully deployed on serial manipulators. However, one caveat of RMPflow is that it is designed with fully actuated systems in mind. In this work, we, for the first time, extend it to the domain of dynamic-legged systems, which have unforgiving under-actuation and limited control input. Thorough push recovery experiments are conducted in simulation to validate the overall framework. We show that expanding the valid stepping region with an RMP-based collision-avoidance swing leg controller improves balance robustness against external disturbances by up to 53% compared to a baseline approach using a restricted stepping region. Furthermore, a point-foot biped robot is purpose-built for experimental studies of dynamic biped locomotion. A preliminary unassisted in-place stepping experiment is conducted to show the viability of the control framework and hardware.
Despite the advancement of machine learning techniques in recent years, state-of-the-art systems lack robustness to "real world" events, where the input distributions and tasks encountered by the deployed systems will not be limited to the original training context, and systems will instead need to adapt to novel distributions and tasks while deployed. This critical gap may be addressed through the development of "Lifelong Learning" systems that are capable of 1) Continuous Learning, 2) Transfer and Adaptation, and 3) Scalability. Unfortunately, efforts to improve these capabilities are typically treated as distinct areas of research that are assessed independently, without regard to the impact of each separate capability on other aspects of the system. We instead propose a holistic approach, using a suite of metrics and an evaluation framework to assess Lifelong Learning in a principled way that is agnostic to specific domains or system techniques. Through five case studies, we show that this suite of metrics can inform the development of varied and complex Lifelong Learning systems. We highlight how the proposed suite of metrics quantifies performance trade-offs present during Lifelong Learning system development - both the widely discussed Stability-Plasticity dilemma and the newly proposed relationship between Sample Efficient and Robust Learning. Further, we make recommendations for the formulation and use of metrics to guide the continuing development of Lifelong Learning systems and assess their progress in the future.
In this paper, we present a Riemannian Motion Policy (RMP)flow-based whole-body control framework for improved dynamic legged locomotion. RMPflow is a differential geometry-inspired algorithm for fusing multiple task-space policies (RMPs) into a configuration space policy in a geometrically consistent manner. RMP-based approaches are especially suited for designing simultaneous tracking and collision avoidance behaviors and have been successfully deployed on serial manipulators. However, one caveat of RMPflow is that it is designed with fully actuated systems in mind. In this work, we, for the first time, extend it to the domain of dynamic-legged systems, which have unforgiving under-actuation and limited control input. Thorough push recovery experiments are conducted in simulation to validate the overall framework. We show that expanding the valid stepping region with an RMP-based collision-avoidance swing leg controller improves balance robustness against external disturbances by up to 53\% compared to a baseline approach using a restricted stepping region. Furthermore, a point-foot biped robot is purpose-built for experimental studies of dynamic biped locomotion. A preliminary unassisted in-place stepping experiment is conducted to show the viability of the control framework and hardware.
We propose a model-based lifelong reinforcement-learning approach that estimates a hierarchical Bayesian posterior distilling the common structure shared across different tasks. The learned posterior combined with a sample-based Bayesian exploration procedure increases the sample efficiency of learning across a family of related tasks. We first derive an analysis of the relationship between the sample complexity and the initialization quality of the posterior in the finite MDP setting. We next scale the approach to continuous-state domains by introducing a Variational Bayesian Lifelong Reinforcement Learning algorithm that can be combined with recent model-based deep RL methods, and that exhibits backward transfer. Experimental results on several challenging domains show that our algorithms achieve both better forward and backward transfer performance than state-of-the-art lifelong RL methods.
A central question in reinforcement learning (RL) is how to leverage prior knowledge to accelerate learning in new tasks. We propose a Bayesian exploration method for lifelong reinforcement learning (BLRL) that aims to learn a Bayesian posterior that distills the common structure shared across different tasks. We further derive a sample complexity analysis of BLRL in the finite MDP setting. To scale our approach, we propose a variational Bayesian Lifelong Learning (VBLRL) algorithm that is based on Bayesian neural networks, can be combined with recent model-based RL methods, and exhibits backward transfer. Experimental results on three challenging domains show that our algorithms adapt to new tasks faster than state-of-the-art lifelong RL methods.
Animals such as rabbits and birds can instantly generate locomotion behavior in reaction to a dynamic, approaching object, such as a person or a rock, despite having possibly never seen the object before and having limited perception of the object's properties. Recently, deep reinforcement learning has enabled complex kinematic systems such as humanoid robots to successfully move from point A to point B. Inspired by the observation of the innate reactive behavior of animals in nature, we hope to extend this progress in robot locomotion to settings where external, dynamic objects are involved whose properties are partially observable to the robot. As a first step toward this goal, we build a simulation environment in MuJoCo where a legged robot must avoid getting hit by a ball moving toward it. We explore whether prior locomotion experiences that animals typically possess benefit the learning of a reactive control policy under a proposed hierarchical reinforcement learning framework. Preliminary results support the claim that the learning becomes more efficient using this hierarchical reinforcement learning method, even when partial observability (radius-based object visibility) is taken into account.
We propose a novel parameterized skill-learning algorithm that aims to learn transferable parameterized skills and synthesize them into a new action space that supports efficient learning in long-horizon tasks. We first propose novel learning objectives—trajectory-centric diversity and smoothness—that allow an agent to meta-learn reusable parameterized skills. Our agent can use these learned skills to construct a temporally-extended parameterized-action Markov decision process, for which we propose a hierarchical actor-critic algorithm that aims to efficiently learn a high-level control policy with the learned skills. We empirically demonstrate that the proposed algorithms enable an agent to solve a complicated long-horizon obstacle-course environment 1 .
—In this paper, we present a novel Riemannian Motion Policy (RMP)flow-based whole-body control framework for improved dynamic legged locomotion. RMPflow is a differential geometry-inspired algorithm for fusing multiple task-space policies (RMPs) into a configuration space policy in a geometrically consistent manner. RMP-based approaches are especially suited for designing simultaneous tracking and collision avoidance behaviors and have been successfully deployed on serial manipulators. However, one caveat of RMPflow is that it is designed with fully actuated systems in mind. In this work, we, for the first time, extend it to the domain of dynamic-legged systems, which have unforgiving under-actuation and limited control input. Thorough push recovery experiments are conducted in simulation to validate the overall framework. We show that expanding the valid stepping region with an RMP-based collision-avoidance swing leg controller improves balance robustness against external disturbances by up to 53% compared to a baseline approach using a restricted stepping region. Furthermore, a point-foot biped robot is purpose-built for experimental studies of dynamic biped locomotion. A pre-liminary unassisted in-place stepping experiment is conducted to show the viability of the control framework and hardware.
Though deep reinforcement learning agents have achieved unprecedented success in recent years, their learned policies can be brittle, failing to generalize to even slight modifications of their environments or unfamiliar situations. The black-box nature of the neural network learning dynamics makes it impossible to audit trained deep agents and recover from such failures. In this paper, we propose a novel representation and learning approach to capture environment dynamics without using neural networks. It originates from the observation that, in games designed for people, the effect of an action can often be perceived in the form of local changes in consecutive visual observations. Our algorithm is designed to extract such vision-based changes and condense them into a set of action-dependent descriptive rules, which we call ''visual rewrite rules'' (VRRs). We also present preliminary results from a VRR agent that can explore, expand its rule set, and solve a game via planning with its learned VRR world model. In several classical games, our non-deep agent demonstrates superior performance, extreme sample efficiency, and robust generalization ability compared with several mainstream deep agents.
Learning continuous control in high-dimensional sparse reward settings, such as robotic manipulation, is a challenging problem due to the number of samples often required to obtain accurate optimal value and policy estimates. While many deep reinforcement learning methods have aimed at improving sample efficiency through replay or improved exploration techniques, state of the art actor-critic and policy gradient methods still suffer from the hard exploration problem in sparse reward settings. Motivated by recent successes of valuebased methods for approximating state-action values, like RBFDQN, we explore the potential of value-based reinforcement learning for learning continuous robotic manipulation tasks in multi-task sparse reward settings. On robotic manipulation tasks, we empirically show RBF-DQN converges faster than current state of the art algorithms such as TD3, SAC, and PPO. We also perform ablation studies with RBF-DQN and have shown that some enhancement techniques for vanilla Deep Q learning such as Hindsight Experience Replay (HER) and Prioritized Experience Replay (PER) can also be applied to RBF-DQN. Our experimental analysis suggests that value-based approaches may be more sensitive to data augmentation and replay buffer sample techniques than policy-gradient methods, and that the benefits of these methods for robot manipulation are heavily dependent on the transition dynamics of generated subgoal states.