Progress has been achieved recently in object detection given advancements in deep learning. Nevertheless, such tools typically require a large amount of training data and significant manual effort to label objects. This limits their applicability in robotics, where solutions must scale to a large number of objects and variety of conditions. This work proposes an autonomous process for training a Convolutional Neural Network (CNN) for object detection and pose estimation in robotic setups. The focus is on detecting objects placed in cluttered, tight environments, such as a shelf with multiple objects. In particular, given access to 3D object models, several aspects of the environment are physically simulated. The models are placed in physically realistic poses with respect to their environment to generate a labeled synthetic dataset. To further improve object detection, the network self-trains over real images that are labeled using a robust multi-view pose estimation process. The proposed training process is evaluated on several existing datasets and on a dataset collected for this paper with a Motoman robotic arm. Results show that the proposed approach outperforms popular training processes relying on synthetic -but not physically realistic -data and manual annotation. The key contributions are the incorporation of physical reasoning in the synthetic data generation process and the automation of the annotation process over real images.
This work proposes a process for efficiently searching over combinations of individual object 6D pose hypotheses in cluttered scenes, especially in cases involving occlusions and objects resting on each other. The initial set of candidate object poses is generated from state-of-the-art object detection and global point cloud registration techniques. The best scored pose per object by using these techniques may not be accurate due to overlaps and occlusions. Nevertheless, experimental indications provided in this work show that object poses with lower ranks may be closer to the real poses than ones with high ranks according to registration techniques. This motivates a global optimization process for improving these poses by taking into account scene-level physical interactions between objects. It also implies that the Cartesian product of candidate poses for interacting objects must be searched so as to identify the best scene-level hypothesis. To perform the search efficiently, the candidate poses for each object are clustered so as to reduce their number but still keep a sufficient diversity. Then, searching over the combinations of candidate object poses is performed through a Monte Carlo Tree Search (MCTS) process that uses the similarity between the observed depth image of the scene and a rendering of the scene given the hypothesized pose as a score that guides the search procedure. MCTS handles in a principled way the tradeoff between fine-tuning the most promising poses and exploring new ones, by using the Upper Confidence Bound (UCB) technique. Experimental results indicate that this process is able to quickly identify in cluttered scenes physically-consistent object poses that are significantly closer to ground truth compared to poses found by point cloud registration methods.
Learning a complex task such as table tennis is a challenging problem for both robots and humans. Even after acquiring the necessary motor skills, a strategy is needed to choose where and how to return the ball to the opponent's court in order to win the game. The data-driven identification of basic strategies in interactive tasks, such as table tennis, is a largely unexplored problem. In this paper, we suggest a computational model for representing and inferring strategies, based on a Markov decision problem, where the reward function models the goal of the task as well as the strategic information. We show how this reward function can be discovered from demonstrations of table tennis matches using model-free inverse reinforcement learning. The resulting framework allows to identify basic elements on which the selection of striking movements is based. We tested our approach on data collected from players with different playing styles and under different playing conditions. The estimated reward function was able to capture expert-specific strategic information that sufficed to distinguish the expert among players with different skill levels as well as different playing styles.
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