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David Hsu

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Published work

20 published item(s)

preprint2026arXiv

CANINE: Coaching Visually Impaired Users for Interactive Navigation with a Robot Guide Dog

Robot guide dogs offer navigation assistance that greatly expands the independent mobility of the visually impaired, but their effective use requires subtle human-robot coordination that is difficult for users to learn from generic verbal instructions. To tackle this challenge, we present CANINE, an automated coaching system that trains users for interactive navigation with a robot guide dog, through personalized, adaptive verbal feedback. CANINE decomposes a complex coordination task into sub-skills and operates at two levels. At the high level, it decides what to train by tracking the learner's proficiency across sub-skills using knowledge tracing and prioritizing training on the weakest areas. At the low level, CANINE decides how to train each sub-skill by observing each human practice episode, using foundation models to infer the underlying causes of errors, and generating targeted verbal corrections adaptively. A controlled study with blindfolded participants, treated as a proxy population for quantitative evaluation, demonstrates that CANINE significantly improves both learning efficiency and final navigation performance compared to generic verbal instructions. We further validate CANINE through a retention study and an exploratory case study. The retention study shows lasting skill improvement after two weeks. The case study confirms CANINE's effectiveness in training a visually impaired user, while revealing additional design considerations for real-world deployment. Both are well aligned with the findings of the controlled study. Project page: https://cunjunyu.github.io/project/canine/

preprint2024arXiv

INVIGORATE: Interactive Visual Grounding and Grasping in Clutter

This paper presents INVIGORATE, a robot system that interacts with human through natural language and grasps a specified object in clutter. The objects may occlude, obstruct, or even stack on top of one another. INVIGORATE embodies several challenges: (i) infer the target object among other occluding objects, from input language expressions and RGB images, (ii) infer object blocking relationships (OBRs) from the images, and (iii) synthesize a multi-step plan to ask questions that disambiguate the target object and to grasp it successfully. We train separate neural networks for object detection, for visual grounding, for question generation, and for OBR detection and grasping. They allow for unrestricted object categories and language expressions, subject to the training datasets. However, errors in visual perception and ambiguity in human languages are inevitable and negatively impact the robot's performance. To overcome these uncertainties, we build a partially observable Markov decision process (POMDP) that integrates the learned neural network modules. Through approximate POMDP planning, the robot tracks the history of observations and asks disambiguation questions in order to achieve a near-optimal sequence of actions that identify and grasp the target object. INVIGORATE combines the benefits of model-based POMDP planning and data-driven deep learning. Preliminary experiments with INVIGORATE on a Fetch robot show significant benefits of this integrated approach to object grasping in clutter with natural language interactions. A demonstration video is available at https://youtu.be/zYakh80SGcU.

preprint2024arXiv

LLMs for Robotic Object Disambiguation

The advantages of pre-trained large language models (LLMs) are apparent in a variety of language processing tasks. But can a language model's knowledge be further harnessed to effectively disambiguate objects and navigate decision-making challenges within the realm of robotics? Our study reveals the LLM's aptitude for solving complex decision making challenges that are often previously modeled by Partially Observable Markov Decision Processes (POMDPs). A pivotal focus of our research is the object disambiguation capability of LLMs. We detail the integration of an LLM into a tabletop environment disambiguation task, a decision making problem where the robot's task is to discern and retrieve a user's desired object from an arbitrarily large and complex cluster of objects. Despite multiple query attempts with zero-shot prompt engineering (details can be found in the Appendix), the LLM struggled to inquire about features not explicitly provided in the scene description. In response, we have developed a few-shot prompt engineering system to improve the LLM's ability to pose disambiguating queries. The result is a model capable of both using given features when they are available and inferring new relevant features when necessary, to successfully generate and navigate down a precise decision tree to the correct object--even when faced with identical options.

preprint2022arXiv

Closing the Planning-Learning Loop with Application to Autonomous Driving

Real-time planning under uncertainty is critical for robots operating in complex dynamic environments. Consider, for example, an autonomous robot vehicle driving in dense, unregulated urban traffic of cars, motorcycles, buses, etc. The robot vehicle has to plan in both short and long terms, in order to interact with many traffic participants with uncertain intentions and drive effectively. Planning explicitly over a long time horizon, however, incurs prohibitive computational costs and is impractical under real-time constraints. To achieve real-time performance for large-scale planning, this work introduces a new algorithm Learning from Tree Search for Driving (LeTS-Drive), which integrates planning and learning in a closed loop, and applies it to autonomous driving in crowded urban traffic in simulation. Specifically, LeTS-Drive learns a policy and its value function from data provided by an online planner, which searches a sparsely-sampled belief tree; the online planner in turn uses the learned policy and value functions as heuristics to scale up its run-time performance for real-time robot control. These two steps are repeated to form a closed loop so that the planner and the learner inform each other and improve in synchrony. The algorithm learns on its own in a self-supervised manner, without human effort on explicit data labeling. Experimental results demonstrate that LeTS-Drive outperforms either planning or learning alone, as well as open-loop integration of planning and learning.

preprint2022arXiv

Context-Hierarchy Inverse Reinforcement Learning

An inverse reinforcement learning (IRL) agent learns to act intelligently by observing expert demonstrations and learning the expert's underlying reward function. Although learning the reward functions from demonstrations has achieved great success in various tasks, several other challenges are mostly ignored. Firstly, existing IRL methods try to learn the reward function from scratch without relying on any prior knowledge. Secondly, traditional IRL methods assume the reward functions are homogeneous across all the demonstrations. Some existing IRL methods managed to extend to the heterogeneous demonstrations. However, they still assume one hidden variable that affects the behavior and learn the underlying hidden variable together with the reward from demonstrations. To solve these issues, we present Context Hierarchy IRL(CHIRL), a new IRL algorithm that exploits the context to scale up IRL and learn reward functions of complex behaviors. CHIRL models the context hierarchically as a directed acyclic graph; it represents the reward function as a corresponding modular deep neural network that associates each network module with a node of the context hierarchy. The context hierarchy and the modular reward representation enable data sharing across multiple contexts and state abstraction, significantly improving the learning performance. CHIRL has a natural connection with hierarchical task planning when the context hierarchy represents subtask decomposition. It enables to incorporate the prior knowledge of causal dependencies of subtasks and make it capable of solving large complex tasks by decoupling it into several subtasks and conquering each subtask to solve the original task. Experiments on benchmark tasks, including a large scale autonomous driving task in the CARLA simulator, show promising results in scaling up IRL for tasks with complex reward functions.

preprint2022arXiv

Deep Visual Navigation under Partial Observability

How can a robot navigate successfully in rich and diverse environments, indoors or outdoors, along office corridors or trails on the grassland, on the flat ground or the staircase? To this end, this work aims to address three challenges: (i) complex visual observations, (ii) partial observability of local visual sensing, and (iii) multimodal robot behaviors conditioned on both the local environment and the global navigation objective. We propose to train a neural network (NN) controller for local navigation via imitation learning. To tackle complex visual observations, we extract multi-scale spatial representations through CNNs. To tackle partial observability, we aggregate multi-scale spatial information over time and encode it in LSTMs. To learn multimodal behaviors, we use a separate memory module for each behavior mode. Importantly, we integrate the multiple neural network modules into a unified controller that achieves robust performance for visual navigation in complex, partially observable environments. We implemented the controller on the quadrupedal Spot robot and evaluated it on three challenging tasks: adversarial pedestrian avoidance, blind-spot obstacle avoidance, and elevator riding. The experiments show that the proposed NN architecture significantly improves navigation performance.

preprint2022arXiv

GAMMA: A General Agent Motion Model for Autonomous Driving

This paper presents GAMMA, a general motion prediction model that enables large-scale real-time simulation and planning for autonomous driving. GAMMA models heterogeneous, interactive traffic agents. They operate under diverse road conditions, with various geometric and kinematic constraints. GAMMA treats the prediction task as constrained optimization in traffic agents' velocity space. The objective is to optimize an agent's driving performance, while obeying all the constraints resulting from the agent's kinematics, collision avoidance with other agents, and the environmental context. Further, GAMMA explicitly conditions the prediction on human behavioral states as parameters of the optimization model, in order to account for versatile human behaviors. We evaluated GAMMA on a set of real-world benchmark datasets. The results show that GAMMA achieves high prediction accuracy on both homogeneous and heterogeneous traffic datasets, with sub-millisecond execution time. Further, the computational efficiency and the flexibility of GAMMA enable (i) simulation of mixed urban traffic at many locations worldwide and (ii) planning for autonomous driving in dense traffic with uncertain driver behaviors, both in real-time. The open-source code of GAMMA is available online.

preprint2022arXiv

Learning Latent Graph Dynamics for Visual Manipulation of Deformable Objects

Manipulating deformable objects, such as ropes and clothing, is a long-standing challenge in robotics, because of their large degrees of freedom, complex non-linear dynamics, and self-occlusion in visual perception. The key difficulty is a suitable representation, rich enough to capture the object shape, dynamics for manipulation and yet simple enough to be estimated reliably from visual observations. This work aims to learn latent Graph dynamics for DefOrmable Object Manipulation (G-DOOM). G-DOOM approximates a deformable object as a sparse set of interacting keypoints, which are extracted automatically from images via unsupervised learning. It learns a graph neural network that captures abstractly the geometry and the interaction dynamics of the keypoints. To handle object self-occlusion, G-DOOM uses a recurrent neural network to track the keypoints over time and condition their interactions on the history. We then train the resulting recurrent graph dynamics model through contrastive learning in a high-fidelity simulator. For manipulation planning, G-DOOM reasons explicitly about the learned dynamics model through model-predictive control applied at each keypoint. Preliminary experiments of G-DOOM on a set of challenging rope and cloth manipulation tasks indicate strong performance, compared with state-of-the-art methods. Although trained in a simulator, G-DOOM transfers directly to a real robot for both rope and cloth manipulation.

preprint2021arXiv

Ab Initio Particle-based Object Manipulation

This paper presents Particle-based Object Manipulation (Prompt), a new approach to robot manipulation of novel objects ab initio, without prior object models or pre-training on a large object data set. The key element of Prompt is a particle-based object representation, in which each particle represents a point in the object, the local geometric, physical, and other features of the point, and also its relation with other particles. Like the model-based analytic approaches to manipulation, the particle representation enables the robot to reason about the object's geometry and dynamics in order to choose suitable manipulation actions. Like the data-driven approaches, the particle representation is learned online in real-time from visual sensor input, specifically, multi-view RGB images. The particle representation thus connects visual perception with robot control. Prompt combines the benefits of both model-based reasoning and data-driven learning. We show empirically that Prompt successfully handles a variety of everyday objects, some of which are transparent. It handles various manipulation tasks, including grasping, pushing, etc,. Our experiments also show that Prompt outperforms a state-of-the-art data-driven grasping method on the daily objects, even though it does not use any offline training data.

preprint2020arXiv

DinerDash Gym: A Benchmark for Policy Learning in High-Dimensional Action Space

It has been arduous to assess the progress of a policy learning algorithm in the domain of hierarchical task with high dimensional action space due to the lack of a commonly accepted benchmark. In this work, we propose a new light-weight benchmark task called Diner Dash for evaluating the performance in a complicated task with high dimensional action space. In contrast to the traditional Atari games that only have a flat structure of goals and very few actions, the proposed benchmark task has a hierarchical task structure and size of 57 for the action space and hence can facilitate the development of policy learning in complicated tasks. On top of that, we introduce Decomposed Policy Graph Modelling (DPGM), an algorithm that combines both graph modelling and deep learning to allow explicit domain knowledge embedding and achieves significant improvement comparing to the baseline. In the experiments, we have shown the effectiveness of the domain knowledge injection via a specially designed imitation algorithm as well as results of other popular algorithms.

preprint2020arXiv

Discriminative Particle Filter Reinforcement Learning for Complex Partial Observations

Deep reinforcement learning is successful in decision making for sophisticated games, such as Atari, Go, etc. However, real-world decision making often requires reasoning with partial information extracted from complex visual observations. This paper presents Discriminative Particle Filter Reinforcement Learning (DPFRL), a new reinforcement learning framework for complex partial observations. DPFRL encodes a differentiable particle filter in the neural network policy for explicit reasoning with partial observations over time. The particle filter maintains a belief using learned discriminative update, which is trained end-to-end for decision making. We show that using the discriminative update instead of standard generative models results in significantly improved performance, especially for tasks with complex visual observations, because they circumvent the difficulty of modeling complex observations that are irrelevant to decision making. In addition, to extract features from the particle belief, we propose a new type of belief feature based on the moment generating function. DPFRL outperforms state-of-the-art POMDP RL models in Flickering Atari Games, an existing POMDP RL benchmark, and in Natural Flickering Atari Games, a new, more challenging POMDP RL benchmark introduced in this paper. Further, DPFRL performs well for visual navigation with real-world data in the Habitat environment.

preprint2020arXiv

SUMMIT: A Simulator for Urban Driving in Massive Mixed Traffic

Autonomous driving in an unregulated urban crowd is an outstanding challenge, especially, in the presence of many aggressive, high-speed traffic participants. This paper presents SUMMIT, a high-fidelity simulator that facilitates the development and testing of crowd-driving algorithms. By leveraging the open-source OpenStreetMap map database and a heterogeneous multi-agent motion prediction model developed in our earlier work, SUMMIT simulates dense, unregulated urban traffic for heterogeneous agents at any worldwide locations that OpenStreetMap supports. SUMMIT is built as an extension of CARLA and inherits from it the physics and visual realism for autonomous driving simulation. SUMMIT supports a wide range of applications, including perception, vehicle control and planning, and end-to-end learning. We provide a context-aware planner together with benchmark scenarios and show that SUMMIT generates complex, realistic traffic behaviors in challenging crowd-driving settings.

preprint2016arXiv

Configuration Lattices for Planar Contact Manipulation Under Uncertainty

This work addresses the challenge of a robot using real-time feedback from contact sensors to reliably manipulate a movable object on a cluttered tabletop. We formulate contact manipulation as a partially observable Markov decision process (POMDP) in the joint space of robot configurations and object poses. The POMDP formulation enables the robot to actively gather information and reduce the uncertainty on the object pose. Further, it incorporates all major constraints for robot manipulation: kinematic reachability, self-collision, and collision with obstacles. To solve the POMDP, we apply DESPOT, a state-of-the-art online POMDP algorithm. Our approach leverages two key ideas for computational efficiency. First, it performs lazy construction of a configuration-space lattice by interleaving construction of the lattice and online POMDP planning. Second, it combines online and offline POMDP planning by solving relaxed POMDP offline and using the solution to guide the online search algorithm. We evaluated the proposed approach on a seven degree-of-freedom robot arm in simulation environments. It significantly outperforms several existing algorithms, including some commonly used heuristics for contact manipulation under uncertainty.

preprint2016arXiv

Learning Dynamic Robot-to-Human Object Handover from Human Feedback

Object handover is a basic, but essential capability for robots interacting with humans in many applications, e.g., caring for the elderly and assisting workers in manufacturing workshops. It appears deceptively simple, as humans perform object handover almost flawlessly. The success of humans, however, belies the complexity of object handover as collaborative physical interaction between two agents with limited communication. This paper presents a learning algorithm for dynamic object handover, for example, when a robot hands over water bottles to marathon runners passing by the water station. We formulate the problem as contextual policy search, in which the robot learns object handover by interacting with the human. A key challenge here is to learn the latent reward of the handover task under noisy human feedback. Preliminary experiments show that the robot learns to hand over a water bottle naturally and that it adapts to the dynamics of human motion. One challenge for the future is to combine the model-free learning algorithm with a model-based planning approach and enable the robot to adapt over human preferences and object characteristics, such as shape, weight, and surface texture.

preprint2016arXiv

POMDP-lite for Robust Robot Planning under Uncertainty

The partially observable Markov decision process (POMDP) provides a principled general model for planning under uncertainty. However, solving a general POMDP is computationally intractable in the worst case. This paper introduces POMDP-lite, a subclass of POMDPs in which the hidden state variables are constant or only change deterministically. We show that a POMDP-lite is equivalent to a set of fully observable Markov decision processes indexed by a hidden parameter and is useful for modeling a variety of interesting robotic tasks. We develop a simple model-based Bayesian reinforcement learning algorithm to solve POMDP-lite models. The algorithm performs well on large-scale POMDP-lite models with up to $10^{20}$ states and outperforms the state-of-the-art general-purpose POMDP algorithms. We further show that the algorithm is near-Bayesian-optimal under suitable conditions.

preprint2013arXiv

Characterization of high frequency oscillations and EEG frequency spectra using the damped-oscillator oscillator detector (DOOD)

Objective: The surgical resection of brain areas with high rates of visually identified high frequency oscillations (HFOs) on EEG has been correlated with improved seizure control. However, it can be difficult to distinguish normal from pathological HFOs, and the visual detection of HFOs is very time-intensive. An automated algorithm for detecting HFOs and for wide-band spectral analysis is desirable. Methods: The damped-oscillator oscillator detector (DOOD) is adapted for HFO detection, and tested on recordings from one rat and one human. The rat data consist of recordings from the hippocampus just prior to induction of status epilepticus, and again 6 weeks after induction, after the rat is epileptic. The human data are temporal lobe depth electrode recordings from a patient who underwent pre-surgical evaluation. Results: Sensitivities and positive predictive values are presented which depend on specifying a threshold value for HFO detection. Wide-band time-frequency and HFO-associated frequency spectra are also presented. In the rat data, four high frequency bands are identified at 80-250 Hz, 250-500 Hz, 600-900 Hz and 1000-3000 Hz. The human data was low-passed filtered at 1000 Hz and showed HFO-associated bands at 15 Hz, 85 Hz, 400 Hz and 700 Hz. Conclusion: The DOOD algorithm is capable of high resolution time-frequency spectra, and it can be adapted to detect HFOs with high positive predictive value. HFO-associated wide-band data show intricate low-frequency structure. Significance: DOOD may ease the labor intensity of HFO detection. DOOD wide-band analysis may in future help distinguish normal from pathological HFOs.

preprint2013arXiv

Exploration in Interactive Personalized Music Recommendation: A Reinforcement Learning Approach

Current music recommender systems typically act in a greedy fashion by recommending songs with the highest user ratings. Greedy recommendation, however, is suboptimal over the long term: it does not actively gather information on user preferences and fails to recommend novel songs that are potentially interesting. A successful recommender system must balance the needs to explore user preferences and to exploit this information for recommendation. This paper presents a new approach to music recommendation by formulating this exploration-exploitation trade-off as a reinforcement learning task called the multi-armed bandit. To learn user preferences, it uses a Bayesian model, which accounts for both audio content and the novelty of recommendations. A piecewise-linear approximation to the model and a variational inference algorithm are employed to speed up Bayesian inference. One additional benefit of our approach is a single unified model for both music recommendation and playlist generation. Both simulation results and a user study indicate strong potential for the new approach.

preprint2012arXiv

CAPIR: Collaborative Action Planning with Intention Recognition

We apply decision theoretic techniques to construct non-player characters that are able to assist a human player in collaborative games. The method is based on solving Markov decision processes, which can be difficult when the game state is described by many variables. To scale to more complex games, the method allows decomposition of a game task into subtasks, each of which can be modelled by a Markov decision process. Intention recognition is used to infer the subtask that the human is currently performing, allowing the helper to assist the human in performing the correct task. Experiments show that the method can be effective, giving near-human level performance in helping a human in a collaborative game.

preprint2012arXiv

Monte Carlo Bayesian Reinforcement Learning

Bayesian reinforcement learning (BRL) encodes prior knowledge of the world in a model and represents uncertainty in model parameters by maintaining a probability distribution over them. This paper presents Monte Carlo BRL (MC-BRL), a simple and general approach to BRL. MC-BRL samples a priori a finite set of hypotheses for the model parameter values and forms a discrete partially observable Markov decision process (POMDP) whose state space is a cross product of the state space for the reinforcement learning task and the sampled model parameter space. The POMDP does not require conjugate distributions for belief representation, as earlier works do, and can be solved relatively easily with point-based approximation algorithms. MC-BRL naturally handles both fully and partially observable worlds. Theoretical and experimental results show that the discrete POMDP approximates the underlying BRL task well with guaranteed performance.

preprint2007arXiv

An algorithm for detecting oscillatory behavior in discretized data: the damped-oscillator oscillator detector

We present a simple algorithm for detecting oscillatory behavior in discrete data. The data is used as an input driving force acting on a set of simulated damped oscillators. By monitoring the energy of the simulated oscillators, we can detect oscillatory behavior in data. In application to in vivo deep brain basal ganglia recordings, we found sharp peaks in the spectrum at 20 and 70 Hz. The algorithm is also compared to the conventional fast Fourier transform and circular statistics techniques using computer generated model data, and is found to be comparable to or better than fast Fourier transform in test cases. Circular statistics performed poorly in our tests.