We present a novel motion planning algorithm for transferring a liquid body from a source to a target container. Our approach uses a receding-horizon optimization strategy that takes into account fluid constraints and avoids collisions. In order to efficiently handle the high-dimensional configuration space of a liquid body, we use system identification to learn its dynamics characteristics using a neural network. We generate the training dataset using stochastic optimization in a transfer-problem-specific search space. The runtime feedback motion planner is used for real-time planning and we observe high success rate in our simulated 2D and 3D fluid transfer benchmarks.
Reinforcement and imitation learning have been shown to be effective in terms of controlling high dimensional dynamic systems, e.g., a humanoid robot @cite_19 @cite_15 . Recently, imitation learning has been used to perform liquid manipulation using example container trajectories from a human demonstrator @cite_33 @cite_31 @cite_26 . However, the learning framework in this work does not take fluid dynamics constraints into account. Moreover, trajectories of liquid body shapes from real-life experiments have to be captured and digitized to construct the dataset, which is challenging in and of itself (see @cite_20 @cite_13 ). More recently, reinforcement learning has also been used to learn pouring of granular materials in @cite_5 @cite_9 . Our methods differ from these methods in that we only use supervised learning, but we combine it with trajectory optimization to enhance the robustness of our motion planner.
@cite_31 @cite_26 @cite_33 @cite_9 @cite_19 @cite_5 @cite_15 @cite_13 @cite_20
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Robot learning from demonstration faces new challenges when applied to tasks in which forces play a key role. Pouring liquid from a bottle into a glass is one such task, where not just a motion with a certain force profile needs to be learned, but the motion is subtly conditioned by the amount of liquid in the bottle. In this paper, the pouring skill is taught to a robot as follows. In a training phase, the human teleoperates the robot using a haptic device, and data from the demonstrations are statistically encoded by a parametric hidden Markov model, which compactly encapsulates the relation between the task parameter (dependent on the bottle weight) and the force-torque traces. Gaussian mixture regression is then used at the reproduction stage for retrieving the suitable robot actions based on the force perceptions. Computational and experimental results show that the robot is able to learn to pour drinks using the proposed framework, outperforming other approaches such as the classical hidden Markov models in that it requires less training, yields more compact encodings and shows better generalization capabilities. Rapid progress in deep reinforcement learning has made it increasingly feasible to train controllers for high-dimensional humanoid bodies. However, methods that use pure reinforcement learning with simple reward functions tend to produce non-humanlike and overly stereotyped movement behaviors. In this work, we extend generative adversarial imitation learning to enable training of generic neural network policies to produce humanlike movement patterns from limited demonstrations consisting only of partially observed state features, without access to actions, even when the demonstrations come from a body with different and unknown physical parameters. We leverage this approach to build sub-skill policies from motion capture data and show that they can be reused to solve tasks when controlled by a higher level controller. Deep generative models have recently shown great promise in imitation learning for motor control. Given enough data, even supervised approaches can do one-shot imitation learning; however, they are vulnerable to cascading failures when the agent trajectory diverges from the demonstrations. Compared to purely supervised methods, Generative Adversarial Imitation Learning (GAIL) can learn more robust controllers from fewer demonstrations, but is inherently mode-seeking and more difficult to train. In this paper, we show how to combine the favourable aspects of these two approaches. The base of our model is a new type of variational autoencoder on demonstration trajectories that learns semantic policy embeddings. We show that these embeddings can be learned on a 9 DoF Jaco robot arm in reaching tasks, and then smoothly interpolated with a resulting smooth interpolation of reaching behavior. Leveraging these policy representations, we develop a new version of GAIL that (1) is much more robust than the purely-supervised controller, especially with few demonstrations, and (2) avoids mode collapse, capturing many diverse behaviors when GAIL on its own does not. We demonstrate our approach on learning diverse gaits from demonstration on a 2D biped and a 62 DoF 3D humanoid in the MuJoCo physics environment. Deep learning techniques have shown success in learning from raw high-dimensional data in various applications. While deep reinforcement learning is recently gaining popularity as a method to train intelligent agents, utilizing deep learning in imitation learning has been scarcely explored. Imitation learning can be an efficient method to teach intelligent agents by providing a set of demonstrations to learn from. However, generalizing to situations that are not represented in the demonstrations can be challenging, especially in 3D environments. In this paper, we propose a deep imitation learning method to learn navigation tasks from demonstrations in a 3D environment. The supervised policy is refined using active learning in order to generalize to unseen situations. This approach is compared to two popular deep reinforcement learning techniques: deep-Q-networks and Asynchronous actor-critic (A3C). The proposed method as well as the reinforcement learning methods employ deep convolutional neural networks and learn directly from raw visual input. Methods for combining learning from demonstrations and experience are also investigated. This combination aims to join the generalization ability of learning by experience with the efficiency of learning by imitation. The proposed methods are evaluated on 4 navigation tasks in a 3D simulated environment. Navigation tasks are a typical problem that is relevant to many real applications. They pose the challenge of requiring demonstrations of long trajectories to reach the target and only providing delayed rewards (usually terminal) to the agent. The experiments show that the proposed method can successfully learn navigation tasks from raw visual input while learning from experience methods fail to learn an effective policy. Moreover, it is shown that active learning can significantly improve the performance of the initially learned policy using a small number of active samples.