Main Real World Results (featured by high-speed, fine-grained movements, sophisiticated gaiting, and realiability)
Diverse “Pen” Spinning Skills
Pass-v0
01 Reliable one-episode success
02 Sustained rotation (averaged 4.025 episodes across 20 evaluations)
01 Sustained rotation (all in the original 1x speed)
01 Sustained rotation (all in the original 1x speed)
Pass-v1
01 Reliable one-episode success (48 in 50)
02 Sustained rotation (4 rotation episodes)
Pass-v2
01 Reliable one-episode success (45 in 50)
02 Sustained rotation (2 rotation episodes)
Pass-v3
01 Reliable one-episode success (48 in 50)
02 Sustained rotation (3 rotation episodes)
Thumb-Around
01 Reliable one-episode success (49 in 50)
04 Diverse Thumb-Around Spinning
Sonic (down)
01 Reliable one-peisode successes (50 in 50)
04 Sonic Spinning
Triangle Pass (palm-up)
01 Reliable one-episode successes (50 in 50)
02 Sustained Rotation (avg. 39.9 episodes across 5 trails)
01 Reliable one-episode successes (50 in 50)
02 Sustained Rotation (25+ mins, 91 episodes x 2pi)
01 Reliable one-episode successes (100 in 100)
02 Sustained Rotation (6 mins)
Triangle Pass (palm-down)
01 Reliable one-episode successes (50 in 50)
02 Sustained Rotation (avg. 40.1 episodes across 5 trails)
Triangle Pass (palm-down, reversed)
01 Reliable one-episode successes (50 in 50)
02 Sustained Rotation (avg. 10.7 episodes across 5 trails)
Four-Finger-Pass (palm-down)
01 Reliable one-episode successes (100 in 100) and Sustained Rotation (30+ mins, 134 x 2pi in total)
02 Sustained Rotation (15+ mins)
Four-Finger-Pass (palm-down, LEAP)
01 Reliable one-episode successes (50 in 50)
02 Reliable one-episode successes (48 in 50)
03 Sustained Rotation
04 Sustained Rotation (2 episodes)
Zero-shot Adaptation to 1) different object materials, 2) changed dynamics, 3) various object shapes.
Zero-shot Adaptation
01 Adapation to new geometry (cylinder -> hexagonal prism, octagonal prism; continuous rotation & multiple successes)
02 Adapation to unseen materials (rigid -> soft; continuous rotation & multiple successe)
03 Adaptation to diverse shapes (T shape, L shape, ellipse, c-ellipse)
04 Remove the tape wrapped around the fingers (success rate: ~60%)
05 Adaptation to new object shapes (T shape, L shape, long board)
06 Adaptation to OOD object mass
06 Pass-v1 (cylinder -> octagonal prism)
05 Adaptation to new object material (rigid -> soft)
05 Adaptation to new object geometry (T shape, L shape)
06 Adaptation to new object geometry (cylinder -> hexagonal prism)
09 Adaptation to new object geometry (cylinder -> octagonal prism)
10 Adaptation to new object material (rigid -> soft)
09 Adaptation to new object geometry (cylinder -> hexagonal prism and octagonal prism) and new object material (rigid -> soft)
01 A low-friction object (from lees than 50% success rate to 94% success rate (47/50))
Some interesting results from our experiments.
Few-shot Adaptation
06 Adaptation to new object geometry (15cm x 2cm x 5cm, 16mins, from around 45% success rate to 100% success rate and sustained rotation; 15cm x 2cm x 10cm; 15cm x 2cm x 7cm )
02 A thinner ``pen''' (2.0 cm -> 1.4 cm, from less than 10% success rate to ~100% success rate)
03 Cuboid -> Octagonal Prism
04 Thumb-around (unssen materials, rigid -> soft; from less than 10% success rate to 96% success rate (48/50))
05 New object geometry (from around 40% to 100% success rate)
06 Object with a larger diamerter (1.4 cm -> 1.6 cm, from around 50% success rate to 100% success rate)
05 New object geometry (cubodi -> cylinder, from around 30% to 100% success rate)
05 Adaptation to new object shapes (cuboid -> octagonal prism, from around 50% to 100% success rate)
Robustness to Human Disturbances
Robustness to Human Disturbances
01 1) Push the object out of the balanced pose, 2) Drag the object to an extreme initial position
02 Consecutive successes with disturbances (three-finger-pass, palm-up)
03 1) Push the object, 2) Drag the object out of the balancing pose
04 Consecutive successes with disturbances (pass-v0)
05 Push the object off the balance x 3
06 Consecutive successes with disturbances (three-finger-pass, palm-down)
Full takeover and partial online takeover
Trails on Human Takeover for Failure Recovery
01 Pass-v1, full takeover
02 Pass-v1, partial online takeover
01 Pass-v2, full takeover
02 Pass-v2, partial online takeover
01 Triangle pass (palm-up), full takeover
02 Triangle pass (palm-up), partial online takeover
Initial position distribution, rollout distribution
Analysis on Cross-Rollout Variations
Three-finger-pass (palm up)
01 Consecutive success one-episode rollout (59/59)
02Rollout distribution
03Initial position distribution
Pass-v0
01 Successful one episode rollouts (the video is play in 10x speed)
02Rollout distribution
03Initial position & orientation
Three-finger-pass (palm-down, reversed)
01 Successful one episode rollouts (the video is play in 10x speed)
02Rollout distribution
03Initial position & orientation
Three-finger-pass (palm-down)
01 Successful one episode rollouts (the video is play in 10x speed)
02Rollout distribution
03Initial position & orientation
Pass-v1
01 Successful one episode rollouts (the video is play in 10x speed)
02Rollout distribution
03Initial position & orientation
Pass-v3
01 Successful one episode rollouts (the video is play in 10x speed)
02Rollout distribution
03Initial position & orientation
Fun Results
Fun Results
01 Fun Result (1) - Pass-v2
02 Fun Result (2) - Policy resulting from an intermediate reward searched by GPT
The idea
TODO
The method