TossingBot, a new paper by Google Robotics (Andy Zeng, Shuran Song, Johnny Lee, Alberto Rodriguez, Thomas Funkhouser
) using PyBullet.
We investigate whether a robot arm can learn to pick and throw arbitrary objects into selected boxes quickly and accurately. Throwing has the potential to increase the physical reachability and picking speed of a robot arm. However, precisely throwing arbitrary objects in unstructured settings presents many challenges: from acquiring reliable pre-throw conditions (e.g. initial pose of object in manipulator) to handling varying object-centric properties (e.g. mass distribution, friction, shape) and dynamics (e.g. aerodynamics). In this work, we propose an end-to-end formulation that jointly learns to infer control parameters for grasping and throwing motion primitives from visual observations (images of arbitrary objects in a bin) through trial and error. Within this formulation, we investigate the synergies between grasping and throwing (i.e., learning grasps that enable more accurate throws) and between simulation and deep learning (i.e., using deep networks to predict residuals on top of control parameters predicted by a physics simulator). The resulting system, TossingBot, is able to grasp and throw arbitrary objects into boxes located outside its maximum reach range at 500+ mean picks per hour (600+ grasps per hour with 85% throwing accuracy); and generalizes to new objects and target locations.
See https://arxiv.org/abs/1903.11239 and a video here: https://www.youtube.com/watch?v=f5Zn2Up2RjQ&feature=youtu.be
A new ICRA 2019 paper by INRIA/CNRS (Eloïse Dalin, Pierre Desreumaux, Jean-Baptiste Mouret) using PyBullet:
See a preprint here https://hal.inria.fr/hal-02084619
A new paper by Google Robotics using PyBullet.
Interest in derivative-free optimization (DFO) and “evolutionary strategies” (ES) has recently surged in the Reinforcement Learning (RL) community, with growing evidence that they match state of the art methods for policy optimization tasks. However, blackbox DFO methods suffer from high sampling complexity since they require a substantial number of policy rollouts for reliable updates. They can also be very sensitive to noise in the rewards, actuators or the dynamics of the environment. In this paper we propose to replace the standard ES derivative-free paradigm for RL based on simple reward-weighted averaged random perturbations for policy updates, that has recently become a subject of voluminous research, by an algorithm where gradients of blackbox RL functions are estimated via regularized regression methods. In particular, we propose to use L1/L2 regularized regression-based gradient estimation to exploit sparsity and smoothness, as well as LP decoding techniques for handling adversarial stochastic and deterministic noise. Our methods can be naturally aligned with sliding trust region techniques for efficient samples reuse to further reduce sampling complexity. This is not the case for standard ES methods requiring independent sampling in each epoch. We show that our algorithms can be applied in locomotion tasks, where training is conducted in the presence of substantial noise, e.g. for learning in sim transferable stable walking behaviors for quadruped robots or training quadrupeds how to follow a path. We further demonstrate our methods on several OpenAI Gym Mujoco RL tasks. We manage to train effective policies even if up to 25% of all measurements are arbitrarily corrupted, where standard ES methods produce sub-optimal policies or do not manage to learn at all. Our empirical results are backed by theoretical guarantees.
See also https://arxiv.org/abs/1903.02993
A new ICRA 2019 paper using PyBullet:
Abhik Singla, Shounak Bhattacharya and Dhaivat Dholakiya are with the Robert Bosch Centre for Cyber-Physical Systems, IISc, Bangalore, India.
Humans and animals are believed to use a very minimal set of trajectories to perform a wide variety of tasks including walking. Our main objective in this paper is two fold 1) Obtain an effective tool to realize these basic motion patterns for quadrupedal walking, called the kinematic motion primitives (kMPs), via trajectories learned from deep reinforcement learning (D-RL) and 2) Realize a set of behaviors, namely trot, walk, gallop and bound from these kinematic motion primitives in our custom four legged robot, called the `Stoch’. D-RL is a data driven approach, which has been shown to be very effective for realizing all kinds of robust locomotion behaviors, both in simulation and in experiment. On the other hand, kMPs are known to capture the underlying structure of walking and yield a set of derived behaviors. We first generate walking gaits from D-RL, which uses policy gradient based approaches. We then analyze the resulting walking by using principal component analysis. We observe that the kMPs extracted from PCA followed a similar pattern irrespective of the type of gaits generated. Leveraging on this underlying structure, we then realize walking in Stoch by a straightforward reconstruction of joint trajectories from kMPs. This type of methodology improves the transferability of these gaits to real hardware, lowers the computational overhead on-board, and also avoids multiple training iterations by generating a set of derived behaviors from a single learned gait.
See also https://arxiv.org/abs/1810.03842 and a video here: https://www.youtube.com/watch?v=kiLKSqI4KhE&feature=youtu.be
A new ICLR 2019 paper using PyBullet:
Michael Lutter, Christian Ritter & Jan Peters, Department of Computer Science Technische Universität Darmstadt
Deep learning has achieved astonishing results on many tasks with large amounts of data and generalization within the proximity of training data. For many important real-world applications, these requirements are unfeasible and additional prior knowledge on the task domain is required to overcome the resulting problems. In particular, learning physics models for model-based control requires robust extrapolation from fewer samples – often collected online in real-time – and model errors may lead to drastic damages of the system.
Directly incorporating physical insight has enabled us to obtain a novel deep model learning approach that extrapolates well while requiring fewer samples. As a first example, we propose Deep Lagrangian Networks (DeLaN) as a deep network structure upon which Lagrangian Mechanics have been imposed. DeLaN can learn the equations of motion of a mechanical system (i.e., system dynamics) with a deep network efficiently while ensuring physical plausibility.
The resulting DeLaN network performs very well at robot tracking control. The proposed method did not only outperform previous model learning approaches at learning speed but exhibits substantially improved and more robust extrapolation to novel trajectories and learns online in real-time.
See also https://openreview.net/forum?id=BklHpjCqKm
A new paper using PyBullet from ETH Zurich (Michel Breyer, Fadri Furrer, Tonci Novkovic, Roland Siegwart, and Juan Nieto)
Enabling autonomous robots to interact in unstructured environments with dynamic objects requires manipulation capabilities that can deal with clutter, changes, and objects’ variability. This paper presents a comparison of different reinforcement learning-based approaches for object picking with a robotic manipulator. We learn closed-loop policies mapping depth camera inputs to motion commands and compare different approaches to keep the problem tractable, including reward shaping, curriculum learning and using a policy pre-trained on a task with a reduced action set to warm-start the full problem. For efficient and more flexible data collection, we train in simulation and transfer the policies to a real robot. We show that using curriculum learning, policies learned with a sparse reward formulation can be trained at similar rates as with a shaped reward. These policies result in success rates comparable to the policy initialized on the simplified task. We could successfully transfer these policies to the real robot with only minor modifications of the depth image filtering. We found that using a heuristic to warm-start the training was useful to enforce desired behavior, while the policies trained from scratch using a curriculum learned better to cope with unseen scenarios where objects are removed.
See also https://arxiv.org/abs/1803.04996 and a video here: https://www.youtube.com/watch?v=ii16Zejmf-E&feature=youtu.be
PyBullet is receiving regular updates, you can see the latest version here: https://pypi.org/project/pybullet
Installation and update is simple:
pip install -U pybullet
Check out the PyBullet Quickstart Guide and clone the github repository for more PyBullet examples and OpenAI Gym environments.
A while ago, Our RSS 2018 paper “Sim-to-Real: Learning Agile Locomotion For Quadruped Robots” is accepted! (with Jie Tan, Tingnan Zhang, Erwin Coumans, Atil Iscen, Yunfei Bai, Danijar Hafner, Steven Bohez, Vincent Vanhoucke).
See also the video and paper on Arxiv.
Erwin @ twitter
An excellent SIGGRAPH 2018 paper using Bullet Physics to simulate physics based character locomotion, by Xue Bin Peng, Pieter Abbeel, Sergey Levine, Michiel van de Panne.
Update: there is also an implementation using PyBullet
pip3 install pybullet
python3 -m pybullet_envs.deep_mimic.testrl --arg_file run_humanoid3d_backflip_args.txt
The Gibson project, by Stanford University AI Lab uses PyBullet:
Perception and being active (i.e. having a certain level of motion freedom) are closely tied. Learning active perception and sensorimotor control in the physical world is cumbersome as existing algorithms are too slow to efficiently learn in real-time and robots are fragile and costly. This has given rise to learning in simulation which consequently casts a question on transferring to real-world. In this paper, we study learning perception for active agents in real-world, propose a virtual environment for this purpose, and demonstrate complex learned locomotion abilities. The primary characteristics of the learning environments, which transfer into the trained agents, are I) being from the real-world and reflecting its semantic complexity, II) having a mechanism to ensure no need to further domain adaptation prior to deployment of results in real-world, III) embodiment of the agent and making it subject to constraints of space and physics.
See also http://gibsonenv.stanford.edu/method/
Rocket League integrated Bullet Physics in the Unreal engine for deterministic networked physics simulation.
‘Rocket League’ owes a large part of its success to how fun it is to play for people of all ages. But why does the game feel so good? One of Psyonix’s main programmers, Jared Cone, will take session attendees through an inside look at the specific game design decisions and implementation details that made ‘Rocket League’ and its networked physics the success that it is today!
See the GDC slides here: https://www.gdcvault.com/play/1024972/It-IS-Rocket-Science-The