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Andrey Kurenkov

Possible papers associated with this exact author name in Arrow. This page groups case-insensitive exact name matches and is not a full identity disambiguation profile.

7 papers
2 author rows

Possible papers

7

AAMAS Conference 2023 Conference Paper

Modeling Dynamic Environments with Scene Graph Memory

  • Andrey Kurenkov
  • Michael Lingelbach
  • Tanmay Agarwal
  • Chengshu Li
  • Emily Jin
  • Ruohan Zhang
  • Li Fei-Fei
  • Jiajun Wu

Embodied AI agents operating in dynamic environments often need to predict object locations to make informed decisions. We propose a method for doing this via link prediction on partially observable dynamic graphs. We represent the agent’s accumulated set of observations in a data structure called a Scene Graph Memory (SGM), combine this data structure with a neural net architecture we call Node Edge Predictor (NEP), and show that it can be trained to predict the locations of objects in a variety of environments with diverse object movement dynamics. To evaluate our method, we implement the Dynamic Household Simulator, a novel benchmark which enables sampling of diverse dynamic scene graphs that follow the semantic patterns typically seen at peoples’ homes. We demonstrate that our method outperforms baselines both in terms of quickly adapting to the dynamics of a new scene and in terms of its overall accuracy.

ICML Conference 2023 Conference Paper

Modeling Dynamic Environments with Scene Graph Memory

  • Andrey Kurenkov
  • Michael Lingelbach
  • Tanmay Agarwal
  • Emily Jin
  • Chengshu Li 0002
  • Ruohan Zhang
  • Li Fei-Fei 0001
  • Jiajun Wu 0001

Embodied AI agents that search for objects in large environments such as households often need to make efficient decisions by predicting object locations based on partial information. We pose this as a new type of link prediction problem: link prediction on partially observable dynamic graphs Our graph is a representation of a scene in which rooms and objects are nodes, and their relationships are encoded in the edges; only parts of the changing graph are known to the agent at each timestep. This partial observability poses a challenge to existing link prediction approaches, which we address. We propose a novel state representation – Scene Graph Memory (SGM) – with captures the agent’s accumulated set of observations, as well as a neural net architecture called a Node Edge Predictor (NEP) that extracts information from the SGM to search efficiently. We evaluate our method in the Dynamic House Simulator, a new benchmark that creates diverse dynamic graphs following the semantic patterns typically seen at homes, and show that NEP can be trained to predict the locations of objects in a variety of environments with diverse object movement dynamics, outperforming baselines both in terms of new scene adaptability and overall accuracy. The codebase and more can be found www. scenegraphmemory. com.

ICRA Conference 2023 Conference Paper

Task-Driven Graph Attention for Hierarchical Relational Object Navigation

  • Michael Lingelbach
  • Chengshu Li 0002
  • Minjune Hwang
  • Andrey Kurenkov
  • Alan Lou
  • Roberto Martín-Martín
  • Ruohan Zhang
  • Li Fei-Fei 0001

Embodied AI agents in large scenes often need to navigate to find objects. In this work, we study a naturally emerging variant of the object navigation task, hierarchical relational object navigation (HRON), where the goal is to find objects specified by logical predicates organized in a hierarchical structure-objects related to furniture and then to rooms-such as finding an apple on top of a table in the kitchen. Solving such a task requires an efficient representation to reason about object relations and correlate the relations in the environment and in the task goal. HRON in large scenes (e. g. homes) is particularly challenging due to its partial observability and long horizon, which invites solutions that can compactly store the past information while effectively exploring the scene. We demonstrate experimentally that scene graphs are the best-suited representation compared to conventional representations such as images or 2D maps. We propose a solution that uses scene graphs as part of its input and integrates graph neural networks as its backbone, with an integrated task-driven attention mechanism, and demonstrate its better scalability and learning efficiency than state-of-the-art baselines.

ICRA Conference 2021 Conference Paper

Semantic and Geometric Modeling with Neural Message Passing in 3D Scene Graphs for Hierarchical Mechanical Search

  • Andrey Kurenkov
  • Roberto Martín-Martín
  • Jeffrey Ichnowski
  • Ken Goldberg
  • Silvio Savarese

Searching for objects in indoor organized environments such as homes or offices is part of our everyday activities. When looking for a desired object, we reason about the rooms and containers the object is likely to be in; the same type of container will have a different probability of containing the target depending on which room it is in. We also combine geometric and semantic information to infer what container is best to search, or what other objects are best to move, if the target object is hidden from view. We use a 3D scene graph representation to capture the hierarchical, semantic, and geometric aspects of this problem. To exploit this representation in a search process, we introduce Hierarchical Mechanical Search (HMS), a method that guides an agent’s actions towards finding a target object specified with a natural language description. HMS is based on a novel neural network architecture that uses neural message passing of vectors with visual, geometric, and linguistic information to allow HMS to process data across layers of the graph while combining semantic and geometric cues. HMS is trained on 1000 3D scene graphs and evaluated on a novel dataset of 500 3D scene graphs with dense placements of semantically related objects in storage locations, and is shown to be significantly better than several baselines at finding objects. It is also close to the oracle policy in terms of the median number of actions required. Additional qualitative results can be found at https://ai.stanford.edu/mech-search/hms

IROS Conference 2020 Conference Paper

Visuomotor Mechanical Search: Learning to Retrieve Target Objects in Clutter

  • Andrey Kurenkov
  • Joseph Taglic
  • Rohun Kulkarni
  • Marcus Dominguez-Kuhne
  • Animesh Garg
  • Roberto Martín-Martín
  • Silvio Savarese

When searching for objects in cluttered environments, it is often necessary to perform complex interactions in order to move occluding objects out of the way and fully reveal the object of interest and make it graspable. Due to the complexity of the physics involved and the lack of accurate models of the clutter, planning and controlling precise predefined interactions with accurate outcome is extremely hard, when not impossible. In problems where accurate (forward) models are lacking, Deep Reinforcement Learning (RL) has shown to be a viable solution to map observations (e. g. images) to good interactions in the form of close-loop visuomotor policies. However, Deep RL is sample inefficient and fails when applied directly to the problem of unoccluding objects based on images. In this work we present a novel Deep RL procedure that combines i) teacher-aided exploration, ii) a critic with privileged information, and iii) mid-level representations, resulting in sample efficient and effective learning for the problem of uncovering a target object occluded by a heap of unknown objects. Our experiments show that our approach trains faster and converges to more efficient uncovering solutions than baselines and ablations, and that our uncovering policies lead to an average improvement in the graspability of the target object, facilitating downstream retrieval applications.

ICRA Conference 2019 Conference Paper

Mechanical Search: Multi-Step Retrieval of a Target Object Occluded by Clutter

  • Michael Danielczuk
  • Andrey Kurenkov
  • Ashwin Balakrishna
  • Matthew Matl
  • David Wang
  • Roberto Martín-Martín
  • Animesh Garg
  • Silvio Savarese

When operating in unstructured environments such as warehouses, homes, and retail centers, robots are frequently required to interactively search for and retrieve specific objects from cluttered bins, shelves, or tables. Mechanical Search describes the class of tasks where the goal is to locate and extract a known target object. In this paper, we formalize Mechanical Search and study a version where distractor objects are heaped over the target object in a bin. The robot uses an RGBD perception system and control policies to iteratively select, parameterize, and perform one of 3 actions - push, suction, grasp - until the target object is extracted, or either a time limit is exceeded, or no high confidence push or grasp is available. We present a study of 5 algorithmic policies for mechanical search, with 15, 000 simulated trials and 300 physical trials for heaps ranging from 10 to 20 objects. Results suggest that success can be achieved in this long-horizon task with algorithmic policies in over 95% of instances and that the number of actions required scales approximately linearly with the size of the heap. Code and supplementary material can be found at http://ai.stanford.edu/mech-search.

IROS Conference 2015 Conference Paper

An evaluation of GUI and kinesthetic teaching methods for constrained-keyframe skills

  • Andrey Kurenkov
  • Baris Akgün
  • Andrea Thomaz

Keyframe-based Learning from Demonstration has been shown to be an effective method for allowing end-users to teach robots skills. We propose a method for using multiple keyframe demonstrations to learn skills as sequences of positional constraints (c-keyframes) which can be planned between for skill execution. We also introduce an interactive GUI which can be used for displaying the learned c-keyframes to the teacher, for altering aspects of the skill after it has been taught, or for specifying a skill directly without providing kinesthetic demonstrations. We compare 3 methods of teaching c-keyframe skills: kinesthetic teaching, GUI teaching, and kinesthetic teaching followed by GUI editing of the learned skill (K-GUI teaching). Based on user evaluation, the K-GUI method of teaching is found to be the most preferred, and the GUI to be the least preferred. Kinesthetic teaching is also shown to result in more robust constraints than GUI teaching, and several use cases of K-GUI teaching are discussed to show how the GUI can be used to improve the results of kinesthetic teaching.

v2026.09.13