Source-linked AI summary

Learning to Jump from Pixels

Gabriel B. Margolis, Tao Chen, Kartik Paigwar, Xiang Fu, Donghyun Kim, Sangbae Kim, Pulkit Agrawal

arXiv:2110.15344v1cs.ROcs.AI

TL;DR

Discontinuous terrain requires visual planning and agile behaviors such as jumping, which complement robust walking on continuous rough ground. DIC combines depth-based hierarchical control with whole-body impulse control. It crosses sequences of wide gaps in real time and outperforms prior work [23].

  • Problem

    Blind locomotion cannot anticipate gaps, while prior agile systems often rely on restrictive assumptions that limit jumping across diverse discontinuous terrain.

    Source: §1 · pp. 1–2
  • Method

    DIC trains a depth-image high-level controller to predict body trajectories and uses a blind whole-body impulse controller to track them.

    Source: §1 · p. 2
  • Results

    DIC crosses sequences of wide gaps in real time using body-mounted depth and outperforms prior work [23].

    Source: §1 · p. 2
  • Takeaways & Limitations

    Combining model-free high-level trajectory prediction with model-based low-level tracking yields high performance and robustness on discontinuous terrain with gaps.

    Source: §6 · pp. 8–9

    Policies jump gaps up to 66 centimeters in simulation but transfer only to 26 centimeters in the real world; force optimization can yield infeasible or overly conservative impulses.

    Source: §6 · p. 9

Abstract

from arXiv · show

Today's robotic quadruped systems can robustly walk over a diverse range of rough but continuous terrains, where the terrain elevation varies gradually. Locomotion on discontinuous terrains, such as those with gaps or obstacles, presents a complementary set of challenges. In discontinuous settings, it becomes necessary to plan ahead using visual inputs and to execute agile behaviors beyond robust walking, such as jumps. Such dynamic motion results in significant motion of onboard sensors, which introduces a new set of challenges for real-time visual processing. The requirement for agility and terrain awareness in this setting reinforces the need for robust control. We present Depth-based Impulse Control (DIC), a method for synthesizing highly agile visually-guided locomotion behaviors. DIC affords the flexibility of model-free learning but regularizes behavior through explicit model-based optimization of ground reaction forces. We evaluate the proposed method both in simulation and in the real world.

1 Introduction

Blind locomotion is limited on discontinuous terrain because it cannot anticipate gaps, while existing agile vision-based systems often rely on restrictive assumptions. DIC combines depth-based planning with impulse control to cross varied gaps without a fixed gait.

1 Introduction

  • Blind walkers cannot anticipate the terrain ahead, limiting their ability to plan jumps across gaps and encouraging conservative behavior.A jump requires knowing where a gap is and how wide it is.Source: §1 · p. 1
  • Prior jumping systems can be highly engineered around a single obstacle, with fixed gait, straight-line motion, specialized vision, and manually segmented jump phases.These constraints make extension to diverse terrain require substantial engineering effort.Source: §1 · p. 2
  • The gap-world test environment uses flat regions and randomly placed variable-width gaps, simplifying the wild while retaining core vision-guided agility challenges.The authors use it to study how a system can generate diverse agile behaviors from visual observations.Source: §1 · p. 2
  • DIC uses a hierarchical controller: a depth-image policy predicts body trajectories, while a blind low-level controller tracks them with whole-body impulse control.The high-level policy is trained with model-free deep reinforcement learning, and the impulse controller is suited to dynamic motion such as jumps.Source: §1 · p. 2
  • DIC crosses sequences of wide gaps in real time using body-mounted depth, needs no dynamics randomization for sim-to-real transfer, and outperforms prior work [23].The system also produces different gaits as velocity and task complexity change, achieving wider jumps with variable than fixed gaits.Source: §1 · p. 2

2 Method

DIC combines visual high-level gait and velocity planning with model-based whole-body impulse tracking. Its depth policy imitates a privileged heightmap expert, while the low-level controller regulates foot forces to track dynamic trajectories.

2 Method

  • Adaptive gait schedules and commanded body velocities let DIC vary contact timing and broaden feasible contact locations and forces.Forward velocity supports running, while vertical-to-forward velocity ratios control jump height and span.Source: §2 · p. 2

2.2 Low-Level Controller

  • MPC and WBIC track whole-body trajectories by regulating ground reaction forces and foot contact timing, avoiding CoM tracking during under-actuated flight.MPC computes target ground forces from the desired trajectory and current state; WBIC uses them to compute joint targets and feedforward torques.Source: §2 · pp. 2–3, §2.2 · p. 4

2.1 High-Level Policy

  • The high-level policy uses proprioception and an elevation map or body-mounted depth image to select body-velocity commands and gait patterns.Its action includes target linear and yaw velocity; gait may be fixed, variable, or unconstrained.Source: §2.1 · pp. 3–4

2.3 Neural Network Training

  • A recurrent policy network combines CNN terrain features with proprioception, the previous action, and cyclic timing to predict actions.The recurrent architecture addresses partial terrain observations and pose-dependent variance in depth images.Source: §2.3 · pp. 4–5
  • A two-stage training procedure first learns an expert with privileged ground-truth heightmaps, then trains a depth-input student with DAgger to match the expert’s action distribution.Depth-image learning is less sample- and wall-clock-efficient than heightmap learning.Source: §2.3 · p. 5

3 Experimental Setup

The setup combines a simulated gap-world benchmark and a Mini Cheetah hardware platform with comparisons against model-free and model-based baselines.

Hardware

  • The Mini Cheetah uses a front-mounted RealSense D435 for real-time stereo depth, while depth processing runs offboard and trajectory tracking runs onboard.The robot is a 9 kg electrically actuated quadruped; the high-level policy communicates over Ethernet.Source: §3 · p. 5

Simulator

  • The PyBullet simulator uses a robot CAD model and known camera intrinsics to generate mounted-camera observations.Source: §3 · p. 5

Gap World Environment

  • The gap-world benchmark varies gap widths and flat-segment distances; test terrains are novel samples from the training distribution.Training gaps span 4 cm to maximum widths of 10, 20, or 30 cm, with flat segments randomized from 0.5 to 2.0 m.Source: §3 · pp. 5–6

Figures

  • Figure 4 compares visually guided fixed-gait policies with blind policies and an ideal limit, and contrasts fixed with unconstrained gaits.Figure 5 depicts terrain observations alongside policy-modulated body velocity and contact duration for crossing 30 cm gaps.Source: Figure 4 · p. 6, Figure 5 · p. 6

Baselines

  • The comparisons include a model-free Policies Modulating Trajectory Generators baseline and a model-based Local Foothold Adaptation baseline.Source: §3 · p. 6

4 Results

In simulation, DIC crosses gaps with fixed and adaptive gaits, while real-robot deployments and vision-policy studies test transfer and perception choices. The results also identify hardware-transfer challenges and advantages of behavioral cloning and recurrent policies.

4.1 Simulation Performance

  • Above 90% of fixed-gait gap-crossing attempts succeed up to theoretical limits, and unconstrained gait policies cross wider gaps, reaching 66 cm in simulation.Fixed-gait DIC also outperforms blind locomotion and Local Foothold Adaptation, particularly on large gaps.Source: §4.1 · p. 6, Figure 6 · p. 7
  • DIC handles different gap widths and gaits with one reward function and trajectory-generator structure, whereas PMTG required gait- and environment-specific tuning.Flat-ground-tuned PMTG parameters were too conservative to learn gap crossing; retuning produced irregular behaviors that overrode the trajectory generator.Source: §4.1 · p. 7

4.2 Real World Performance

  • Real-time depth-based deployment on the Mini Cheetah crossed gaps up to 16 cm; using motion capture and terrain heightmaps, it crossed up to 26 cm.Across trials, foot placements varied, but DIC adapted to avoid stepping in gaps.Source: §4.2 · p. 7
  • Wider-gap transfer is constrained by state-estimation drift from sensor noise and imprecise contact timing, plus foot-slip violations during aggressive motion.Source: §4.2 · p. 7

4.3 Vision and Behavioral Cloning

  • Behavioral cloning from heightmaps to depth images improves performance over direct depth-image learning in most cases, and cloned Variable Pronk performs best for wide gaps.Cropping heightmaps is faster than rendering depth images, adding a wall-clock-time benefit to cloning.Source: §4.3 · p. 7
  • Recurrent student policies achieve higher final performance than nonrecurrent policies, particularly in larger-gap environments requiring more dynamic motion.The authors suggest hidden state helps represent unobserved terrain from observation history.Source: §4.3 · p. 7

5 Related Work

Prior work includes blind model-free locomotion, model-based dynamic control, and learned perception or planning combined with controllers. The cited work spans terrain navigation and jumping, with distinctions in sensing, gait flexibility, and deployment scope.

Model-free locomotion

  • Blind locomotion methods use proprioception and robust control for challenging terrain, while simulation RL has studied discontinuous-terrain traversal without realistic perception or sim-to-real measures.Stepping-stone traversal with simulated characters is one example of the latter.Source: §5 · pp. 7–8

Figure 7

  • Figure 7 presents motion-capture deployments in which contact sequences vary across trials while adapting to avoid the illustrated gaps.Source: Figure 7 · p. 8

Table 1

  • Table 1 covers gap-crossing success rates across gait types, training widths, height-map or depth inputs, and behavioral-cloning policies with or without recurrence.For a model trained at maximum gap width Wmax, evaluation uses gap width Wmax − 5.Source: Table 1 · p. 8

Model-based control

  • Model-based control has demonstrated dynamic blind walking, running, and obstacle jumping, as well as terrain-aware navigation with complete terrain information.The passage contrasts model-based strengths when state and model are sufficiently accurate with model-free use of unstructured or partially observed state.Source: §5 · p. 8

Interfacing Model-based and Model-Free Methods

  • Hybrid approaches combine learned perception or planning with control, but cited systems are limited to conservative fixed walking or trotting and do not demonstrate flight phases planned from realistic terrain observations.RLOC uses a complete terrain heightmap and targets footholds; another framework uses a model-free high-level controller with centroidal dynamics.Source: §5 · p. 8

6 Conclusion and Discussion

The framework combines model-free high-level trajectory prediction with model-based low-level tracking to traverse gaps. The discussion notes a simulation-to-real gap, a limitation in impulse optimization, and onboard-computing constraints.

6 Conclusion and Discussion

  • Model-free high-level trajectory prediction combined with model-based low-level trajectory tracking achieves high performance and robustness.Source: §6 · pp. 8–9
  • Policies jump gaps up to 66 centimeters in simulation, but transfer reaches only 26 centimeters in the real world.Source: §6 · p. 9
  • The contact-force optimizer omits robot kinematic configuration, sometimes producing infeasible or overly conservative target impulses.Source: §6 · p. 9
  • The Mini Cheetah’s onboard computer cannot run the neural network alongside the low-level controller.Source: §6 · p. 9

A Details of Low-Level Controller

B Derivation of Theoretical Gap-Crossing Limits

The Raibert heuristic sets foot placements based on robot velocity and the duration of the next contact. Its placement rule matches each leg’s ground incidence angle to its departure angle.

  • The Raibert heuristic selects foot placements so each leg’s ground incidence angle matches its departure angle.Source: §B.1 · p. 13
  • Foot placement depends on the base velocity and the duration of the next foot contact.Source: §B.1 · p. 13
  • Here, d is the next placement duration, v is estimated body velocity, vcmd is commanded velocity, and k is a tunable gain.Source: §B.1 · p. 13

B.2 Theoretical Limit on Fixed-Gait Gap Crossing

With fixed gait and cycle frequency, the distance between nominal foot placements depends on velocity and gait timing. The resulting theoretical limits differ between pronking and trotting.

  • A quadruped at velocity v and cycle frequency f travels v/f per gait cycle, advancing nominal foot placements by that distance.Source: §B.2 · p. 13
  • The theoretical gap-crossing limit is v/f for pronking and v/(2f) for trotting.Source: §B.2 · p. 13
  • At 1 m/s and 3 Hz, the Mini Cheetah’s theoretical maximum gap crossings are 33 cm for pronking and 17 cm for trotting.Source: §B.2 · p. 13
  • Table B.1 lists theoretical longitudinal foot-placement limits for trotting, pronking, and bounding gaits.Source: Table B.1 · p. 14

B.3 Upper Bound on Gap Crossing Probability for Fixed Gait

For fixed gait, the analysis bounds gap crossing as a function of foot-placement spacing and gap width. It also derives a bound when footholds can be locally adapted within a maximum displacement.

B.3 Upper Bound on Gap Crossing Probability for Fixed Gait

  • At constant velocity, foot-placement spacing d is v/(2f) for trotting and v/f for pronking.Source: §B.3 · p. 14
  • For a randomly positioned gap of width h, the blind pronking gap-avoidance upper bound decreases linearly from 1 at zero width to 0 at d.Source: §B.3 · p. 14

B.4 Upper Bound on Gap Crossing Probability with Local Foothold Adaptation

  • With foothold adaptation capped at Δ, a foot can fail when it lands at least Δ inside the gap edge.Source: §B.4 · p. 14
  • With maximum displacement Δ, the gap-avoidance upper bound declines from 1 at width 2Δ to 0 at d + 2Δ.Source: §B.4 · p. 14

C Local Foothold Adaptation Baseline

The baseline uses privileged terrain-height information to adjust nominal footholds locally, while DIC adapts velocity and contact schedules. DIC outperforms the theoretical FPA limits across tested foothold-displacement ranges, especially for wide gaps.

C Local Foothold Adaptation Baseline

  • The FPA baseline commands constant velocity and contact patterns, then locally adjusts footholds using a heightmap, a safety heuristic, and nearest-safe-location search.The evaluation assumes FPA has privileged access to the true terrain heightmap.Source: C Local Foothold Adaptation Baseline · p. 14
  • DIC outperforms theoretical FPA limits across tested maximum foot displacements of 2, 4, and 6 cm, with larger improvement on wide gaps.The authors note that FPA is complementary to DIC's velocity and contact-schedule adaptation and expect combining them to combine their performance improvements.Source: C Local Foothold Adaptation Baseline · p. 14

D PMTG Baseline

The PMTG baseline augments model-free reinforcement learning with a cyclic trajectory generator and learned residual commands. Its gap-crossing performance depends on reward shaping, while its conservative trajectory settings restrict crossing capability.

D PMTG Baseline

  • PMTG augments model-free RL with cyclic leg trajectories and residual commands, with target joint positions computed from target foot positions by inverse kinematics.The policy regulates trajectory-generator frequency and predicts foot-position residuals at each 0.025-second step.Source: D PMTG Baseline · pp. 14–15
  • The baseline reward combines forward-distance and velocity-threshold terms with orientation stability, gap-crossing reward, and a gap-avoidance penalty.The gap-crossing reward is binary (0/500), while the avoidance penalty terminates the environment if no gaps are crossed after 180 time steps.Source: D PMTG Baseline · pp. 15–16
  • Without shaped rewards, PMTG trots in place instead of crossing 10 cm gaps, whereas whole-body trajectory modulation learns crossing faster and achieves higher performance.Gap-crossing reward and gap-avoidance penalty are critical for the baseline but not for the proposed controller.Source: D PMTG Baseline · p. 16, Figure D.3 · p. 16
  • A conservative trajectory generator inhibits gap crossing, especially for pronking; relaxed ranges improve success but tend to exploit the simulator.The relaxed-range behavior is associated with large residual commands and motions unsuitable for sim-to-real transfer.Source: Figure D.4 · p. 16

E PMTG Sim-to-Real Results

PMTG's relaxed trajectory-generator ranges improve simulated gap crossing but produce unrealistic motions, while its flat-ground walking policy is also deployed on the robot. The section also describes preprocessing steps for depth images before controller input.

E PMTG Sim-to-Real Results

  • A forward-walking policy using the PMTG architecture was trained and deployed on flat ground to verify the baseline implementation.Figure E.6 illustrates the deployment.Source: E PMTG Sim-to-Real Results · p. 16, Figure E.6 · p. 18
  • The PMTG gap-crossing experiments train trotting and pronking policies with different ranges for trajectory-generator frequency and foot-position residuals.The tested relaxed, conservative, and flat-trained conservative configurations use different parameter ranges.Source: E PMTG Sim-to-Real Results · pp. 16–17
  • Relaxed PMTG parameter ranges improve gap crossing, particularly for pronking, but produce foot dragging, high foot swings, unrealistic velocity changes, and large residual commands unsuitable for sim-to-real.The comparison uses relaxed and conservative trajectory-generator parameter ranges.Source: E PMTG Sim-to-Real Results · p. 17, Figure D.5 · p. 17

F Depth Image Preprocessing

  • Depth preprocessing downsamples images from 480 × 360 to 160 × 120, crops 20 pixels from the left, clips depth to 0.1–1.0 m, and applies hole filling.The crop removes the variable invalid band from the stereo sensor while retaining sufficient terrain information; Figure F.7 shows before-and-after examples.Source: F Depth Image Preprocessing · pp. 17–18, Figure F.7 · p. 19
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