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Grasp2Vec: Learning Object Representations from Self-Supervised Grasping
Eric Jang, Coline Devin, Vincent Vanhoucke, Sergey Levine
TL;DR
Robots need object-centric visual representations that can learn from autonomous experience without human annotations. Grasp2Vec learns object and scene embeddings from grasping, using changes in scene features to represent removed objects and embedding similarity to guide goal-conditioned grasping. It outperforms alternative unsupervised methods in a simulated goal-conditioned grasping benchmark, with embedding similarity matching or exceeding oracle performance in the reported seen- and new-object settings.
Problem
The paper studies how robots can acquire structured object-centric representations from autonomous interactions while retaining self-supervision and using experience without human annotations.
Source: §1 · pp. 1–2Method
Results
Grasp2Vec outperforms alternative unsupervised methods in simulated goal-conditioned grasping; its similarity is on par with the oracle on seen objects and outperforms it on new objects the policy was trained on.
Source: §1 · p. 2, §5.2 · p. 7Takeaways & Limitations
The same grasping system can collect representation-learning data and use the learned representation to localize and recognize objects and grasp user-commanded objects.
Source: §6 · p. 8The grasping system is assumed to detect automatically whether it grasped an object, but not which object it grasped.
Source: §4 · p. 5
Abstract
from arXiv · showhide
Well structured visual representations can make robot learning faster and can improve generalization. In this paper, we study how we can acquire effective object-centric representations for robotic manipulation tasks without human labeling by using autonomous robot interaction with the environment. Such representation learning methods can benefit from continuous refinement of the representation as the robot collects more experience, allowing them to scale effectively without human intervention. Our representation learning approach is based on object persistence: when a robot removes an object from a scene, the representation of that scene should change according to the features of the object that was removed. We formulate an arithmetic relationship between feature vectors from this observation, and use it to learn a representation of scenes and objects that can then be used to identify object instances, localize them in the scene, and perform goal-directed grasping tasks where the robot must retrieve commanded objects from a bin. The same grasping procedure can also be used to automatically collect training data for our method, by recording images of scenes, grasping and removing an object, and recording the outcome. Our experiments demonstrate that this self-supervised approach for tasked grasping substantially outperforms direct reinforcement learning from images and prior representation learning methods.
1 Introduction
The paper seeks object-centric visual representations that retain self-supervision while supporting generalization and continuous improvement from autonomous robot experience. It learns from object persistence during grasping and uses the resulting embeddings for object recognition and goal-conditioned grasping.
1 Introduction
- Structured representations may disentangle persistent objects and their identities, while self-supervision lets robots use experience collected autonomously.The introduction contrasts this goal with end-to-end perception tailored to individual control tasks.Source: §1 · pp. 1–2
- Grasping supplies paired observations: the robot removes an object, then observes both the changed scene and the object in its gripper.Figure 1 depicts scene-embedding differences matching object embeddings, with object-embedding similarity then used as a grasp reward.Source: §1 · p. 1, Figure 1 · p. 2
- The method uses object persistence: removing an object should change the scene embedding by the feature value of that object.It trains a convolutional feature extractor to capture object identity and represent sets of objects without human supervision.Source: §1 · p. 2
- Embedding similarity provides a grasping reward signal that is reported to be as good as manually labeling whether the correct object was grasped.The policy is conditioned on an object feature vector or image.Source: §1 · p. 2
- Grasp2Vec outperforms alternative unsupervised methods in a simulated goal-conditioned grasping benchmark and supports object localization, instance detection, and user-commanded grasping.The same grasping experience can be relabeled with representation-based goals to train a policy.Source: §1 · p. 2
2 Related Work
Prior work explores self-supervised perception and grasping, but instance grasping still requires determining whether the commanded object was retrieved. Grasp2Vec uses learned representations to avoid object-identity labels and reports quantitative performance across object identification, localization, and grasping.
2 Related Work
- Prior interactive-learning work uses egomotion or poking [6] [7] [8] [9], while Grasp2Vec preserves object identity and scene object-set structure in one feature vector.The paper also distinguishes its arithmetic consistency objective and policy-learning application from action-recognition work.Source: §2 · p. 2
- Prior grasping systems detect successful grasps without human supervision [14] [4] [16], but target-object grasping has used class labels [17] or human labels and simulation transfer [18] [19].The real and simulated setups are illustrated in Figure 2.Source: §2 · p. 3, Figure 2 · p. 3
- Grasp2Vec avoids labeling whether the desired goal was achieved, a challenge that prior unintentional-reward methods [20] [21] do not address outside simulation.The authors describe their instance-grasping approach as completely label-free.Source: §2 · p. 3
- Compared with concurrent depth-image descriptor work [22], Grasp2Vec reports high accuracy for identifying, localizing, and grasping objects across viewpoint changes, heavy occlusion, and deformation.The comparison is stated by the authors in relation to their quantitative results.Source: §2 · p. 3
3 Grasp2Vec: Representation Learning from Grasping
Grasp2Vec learns scene and object embeddings from grasping episodes, requiring scene-feature differences to match the representation of the removed object. Its architecture produces pooled image vectors and uses metric learning to bring matched pairs together while separating unmatched examples.
3 Grasp2Vec: Representation Learning from Grasping
- Each grasping episode records a pre-grasp scene, post-grasp scene, and image of the grasped object; their embeddings are trained so the scene-feature difference matches the object feature.The difference is also required to be far from embeddings of objects that were not grasped.Source: §3 · p. 3
- The scene and outcome encoders use ResNet features and global average pooling to produce single vectors from spatial feature maps.The figure describes tied scene-encoder weights for pre- and post-grasp images and applies an n-pairs loss.Source: §3 · p. 3, Figure 3 · p. 4
- The ReLU-constrained spatial features are non-negative, so adding objects can grow a scene representation without one object being the inverse of another.Spatial feature maps can encode object position through the receptive fields that produce each feature.Source: §3 · p. 4
- The n-pairs objective pulls each scene-difference/object pair together while pushing unpaired minibatch examples apart.Other positives in the minibatch act as negatives for each anchor-positive pair.Source: §3 · p. 4
- Because the loss is asymmetric for anchors and positives, the method evaluates the embeddings in both orders.The experiments use λ = 0.0005 and batch size B = 16.Source: §3 · p. 4
4 Self-Supervised Goal-Conditioned Grasping
The paper trains a goal-conditioned grasping policy using automatically relabeled grasp episodes, addressing sparse target rewards without requiring object-identity labels. It combines posthoc labels, embedding-similarity rewards, and auxiliary goals to augment Q-learning data.
4 Self-Supervised Goal-Conditioned Grasping
- The policy receives the current image and goal as state, uses Cartesian gripper motions, and earns a terminal reward of 1 only for grasping the specified object.All other time steps receive reward 0.Source: §4 · p. 4
- Training must handle early episodes that rarely grasp the target and infer rewards without object labels, assuming the system can detect a grasp but not identify the object.A successful grasp of any object supplies the indiscriminate reward used to form Q-learning tuples.Source: §4 · pp. 4–5
- Embedding similarity labels a successful grasp with the similarity between the commanded goal and the grasped-object embedding.The reward is the dot product of their normalized embeddings.Source: §4 · pp. 5–6
- Posthoc labeling adds a successful episode as a positive example for the object actually grasped, even when it was not the commanded goal.This supplies a learning signal when the policy has not yet grasped the desired object.Source: §4 · p. 6
- Auxiliary goal augmentation relabels a successful transition with a second sampled goal and rewards it by that goal’s embedding similarity to the grasped object.For baselines without embeddings, the relabeled reward is set to 0.Source: §4 · p. 6
5 Experiments
The experiments evaluate grasp2vec on object recall, localization, and instance grasping in real and simulated environments. They test whether scene-feature differences identify removed objects, whether spatial features localize objects, and whether embedding similarity can reward goal-directed grasping.
5.1 Grasp2Vec embedding analysis.
- Scene-feature differences retrieve the grasped object, with high retrieval accuracy on training simulated objects and all real objects.The evaluation counts retrieval as correct when the nearest-neighbor outcome image contains the grasped object; real-image-trained embeddings generalized better than simulated-image-trained embeddings.Source: Table 1 · p. 6, §5.1 · p. 7
- Grasp2vec localizes unseen objects at almost 80% accuracy without position labels, versus 15% for the ImageNet baseline.Localization uses the object embedding against each pixel's spatial scene feature; a prediction counts only when the maximum activation falls on the correct object.Source: Table 1 · p. 6, §5.1 · p. 7
5.2 Simulated instance grasping
- All grasp2vec-similarity reward models achieve at least 78% instance-grasping success on seen simulated objects.Table 2 averages 700 trials and evaluates test objects at the same checkpoint used for training-object results.Source: §5.2 · p. 7, Table 2 · p. 8
- Grasp2vec similarity performs on par with oracle labels on seen objects and outperforms the oracle on new objects, without object-identity labels.Posthoc labeling exceeds indiscriminate grasping but remains below the true-label upper bound; adding auxiliary goal supervision worsens performance, while an autoencoder reward performs no better than indiscriminate grasping.Source: §5.2 · p. 7
- Policies trained on single goals grasp one of two averaged goal embeddings with 51.9% seen-object and 42.9% unseen-object success.The authors attribute generalization to composite goals to grasp2vec's additive semantics.Source: §5.2 · pp. 7–8
5.3 Real-world instance grasping.
- Without additional on-policy training, real-world localization-guided grasping succeeds on 80.8% of training objects and 62.9% of test objects.The method localizes the goal, executes an indiscriminate grasp, and drops and re-localizes if wrist-camera similarity falls below 0.7.Source: §5.3 · p. 8
6 Discussion
Grasp2vec represents scenes as sets of objects, with adding and removing objects reflected as arithmetic operations in embedding space. The representation is autonomously self-supervised and supports localization, instance recognition, and goal-conditioned grasping; the same grasping system can collect training data and use the representation to fulfill grasping goals.
6 Discussion
- The discussion presents grasp2vec as a scene-as-object-sets representation where adding or removing objects corresponds to arithmetic operations in embedding space.The authors identify semantic information, spatial object-centric relational reasoning, and planning compound skills as future directions.Source: §6 · p. 8
A Qualitative Detection Results
The qualitative examples show both successful object localization and failure cases, with errors involving similar shapes, failed-grasp labels, and inconsistent features.
- Figure 6 illustrates object recall by showing the pregrasp scene, grasped object, embedding-difference outcome, and postgrasp scene, with successes and failures marked.Source: Figure 6 · p. 11
- Figures 7–9 show localization of a deformable bag in clutter, recognition from a different pose, and recognition by parts when the goal is occluded by the gripper.Source: A Qualitative Detection Results · p. 11, Figure 7 · p. 11, Figure 8 · p. 12
- Figure 10 shows training objects localized with the correct colors but a similar, incorrect shape.Source: Figure 10 · p. 13
- Figure 11 shows a failed grasp incorrectly labeled successful, producing an empty and meaningless localization goal.Source: Figure 11 · p. 13
- Figure 12 reports that an untrained model lacks the detection property, while ImageNet features fail localization, likely because scene and outcome images differ in resolution and pose.Source: Figure 12 · p. 13
B Simulation Experiment Details
Simulation experiments used a Kuka arm and object sets with separate training and evaluation instances, then collected grasping data through a staged policy procedure.
- The Bullet simulation used a 7-DoF Kuka arm, with 44 unique training objects and 15 mutually exclusive evaluation objects, all scanned mugs, bottles, cups, or bowls.Source: B Simulation Experiment Details · p. 14
- Scenes contained up to six distinct objects sampled without replacement and dropped at random poses, where objects could bounce against one another.Source: B Simulation Experiment Details · p. 14
- Each episode first collected ten objects with indiscriminate grasping, then switched to on-policy instance grasping using those images as goals; data collection ran across 1,000 simulated robots per experiment.Source: B Simulation Experiment Details · p. 14
C Real-World Experiment Details
Real-world evaluation used a broad, category-unrestricted object set and parallel robots operating on randomly arranged bin contents.
- The real-world setup used roughly 500 training objects and 42 unseen evaluation objects, without restricting object categories.Source: C Real-World Experiment Details · p. 14
- Six objects were placed randomly in each bin; after a grasp, the object was returned, bins were refreshed about twice daily, and six to seven robots ran in parallel.Source: C Real-World Experiment Details · p. 14
- Figure 13 depicts the objects used to evaluate performance on unseen test objects.Source: Figure 13 · p. 15
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This paper cites
- Microsoft COCO: Common Objects in Context2014
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- QT-Opt: Scalable Deep Reinforcement Learning for Vision-Based Robotic Manipulation2018
- Self-Supervised Visual Planning with Temporal Skip Connections2017
- Learning Monocular Reactive UAV Control in Cluttered Natural Environments2012