Marco Hutter

Prof. Marco Hutter


Research Focus & Metrics

Academic Career Length

13Years (2014-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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30 January 2019 in Science Robotics
Verified
Journal Article
Closed access
PDF file
JHJemin Hwangbo
Jemin Hwangbo
JLJoonho Lee
Joonho Lee
ADAlexey Dosovitskiy
Alexey Dosovitskiy
DBDario Bellicoso
Dario Bellicoso
VTVassilios Tsounis
Vassilios Tsounis
MHMarco Hutter
Marco Hutter
A method for learning agile control policies uses simulated data to enable precise, efficient movements in a complex physical robot.

21 October 2020 in Science Robotics
Verified
Journal Article
Closed access
PDF file
JLJoonho Lee
Joonho Lee
JHJemin Hwangbo
Jemin Hwangbo
LWLorenz Wellhausen
Lorenz Wellhausen
VKVladlen Koltun
Vladlen Koltun
MHMarco Hutter
Marco Hutter
A learning-based locomotion controller enables a quadrupedal ANYmal robot to traverse challenging natural environments.

26 January 2022 in Science Robotics
Verified
Journal Article
Closed access
TMTakahiro Miki
Takahiro Miki
JLJoonho Lee
Joonho Lee
JHJemin Hwangbo
Jemin Hwangbo
LWLorenz Wellhausen
Lorenz Wellhausen
VKVladlen Koltun
Vladlen Koltun
MHMarco Hutter
Marco Hutter
Legged robots that can operate autonomously in remote and hazardous environments will greatly increase opportunities for exploration into underexplored areas. Exteroceptive perception is crucial for fast and energy-efficient locomotion: Perceiving the terrain before making contact with it enables planning and adaptation of the gait ahead of time to maintain speed and stability. However, using exteroceptive perception robustly for locomotion has remained a grand challenge in robotics. Snow, vegetation, and water visually appear as obstacles on which the robot cannot step or are missing altogether due to high reflectance. In addition, depth perception can degrade due to difficult lighting, dust, fog, reflective or transparent surfaces, sensor occlusion, and more. For this reason, the most robust and general solutions to legged locomotion to date rely solely on proprioception. This severely limits locomotion speed because the robot has to physically feel out the terrain before adapting its gait accordingly. Here, we present a robust and general solution to integrating exteroceptive and proprioceptive perception for legged locomotion. We leverage an attention-based recurrent encoder that integrates proprioceptive and exteroceptive input. The encoder is trained end to end and learns to seamlessly combine the different perception modalities without resorting to heuristics. The result is a legged locomotion controller with high robustness and speed. The controller was tested in a variety of challenging natural and urban environments over multiple seasons and completed an hour-long hike in the Alps in the time recommended for human hikers.

6 February 2018 in IEEE Robotics and Automation Letters
Verified
Journal Article
Closed access
AWAlexander W. Winkler
Alexander W. Winkler
CBC. Dario Bellicoso
C. Dario Bellicoso
MHMarco Hutter
Marco Hutter
JBJonas Buchli
Jonas Buchli
We present a single trajectory optimization formulation for legged locomotion that automatically determines the gait sequence, step timings, footholds, swing-leg motions, and six-dimensional body motion over nonflat terrain, without any additional modules. Our phase-based parameterization of feet motion and forces allows to optimize over the discrete gait sequence using only continuous decision variables. The system is represented using a simplified centroidal dynamics model that is influenced by the feet's location and forces. We explicitly enforce friction cone constraints, depending on the shape of the terrain. The nonlinear programming problem solver generates highly dynamic motion plans with full flight phases for a variety of legged systems with arbitrary morphologies in an efficient manner. We validate the feasibility of the generated plans in simulation and on the real quadruped robot ANYmal. Additionally, the entire solver software TOWR, which used to generate these motions is made freely available.

25 April 2023 in IEEE Robotics and Automation Letters
Verified
Journal Article
Closed access
MMMayank Mittal
Mayank Mittal
CYCalvin Yu
Calvin Yu
QYQinxi Yu
Qinxi Yu
JLJingzhou Liu
Jingzhou Liu
NRNikita Rudin
Nikita Rudin
AGAnimesh Garg
Animesh Garg
We present Orbit , a unified and modular framework for robot learning powered by Nvidia Isaac Sim. It offers a modular design to easily and efficiently create robotic environments with photo-realistic scenes and high-fidelity rigid and deformable body simulation. With Orbit , we provide a suite of benchmark tasks of varying difficulty– from single-stage cabinet opening and cloth folding to multi-stage tasks such as room reorganization. To support working with diverse observations and action spaces, we include fixed-arm and mobile manipulators with different physically-based sensors and motion generators. Orbit allows training reinforcement learning policies and collecting large demonstration datasets from hand-crafted or expert solutions in a matter of minutes by leveraging GPU-based parallelization. In summary, we offer an open-sourced framework that readily comes with 16 robotic platforms, 4 sensor modalities, 10 motion generators, more than 20 benchmark tasks, and wrappers to 4 learning libraries. With this framework, we aim to support various research areas, including representation learning, reinforcement learning, imitation learning, and task and motion planning. We hope it helps establish interdisciplinary collaborations in these communities, and its modularity makes it easily extensible for more tasks and applications in the future. For videos, documentation, and code: https://isaac-orbit.github.io/ .

13 March 2024 in Science Robotics
Verified
Journal Article
Closed access
DHDavid Hoeller
David Hoeller
NRNikita Rudin
Nikita Rudin
DSDhionis Sako
Dhionis Sako
MHMarco Hutter
Marco Hutter
Performing agile navigation with four-legged robots is a challenging task because of the highly dynamic motions, contacts with various parts of the robot, and the limited field of view of the perception sensors. Here, we propose a fully learned approach to training such robots and conquer scenarios that are reminiscent of parkour challenges. The method involves training advanced locomotion skills for several types of obstacles, such as walking, jumping, climbing, and crouching, and then using a high-level policy to select and control those skills across the terrain. Thanks to our hierarchical formulation, the navigation policy is aware of the capabilities of each skill, and it will adapt its behavior depending on the scenario at hand. In addition, a perception module was trained to reconstruct obstacles from highly occluded and noisy sensory data and endows the pipeline with scene understanding. Compared with previous attempts, our method can plan a path for challenging scenarios without expert demonstration, offline computation, a priori knowledge of the environment, or taking contacts explicitly into account. Although these modules were trained from simulated data only, our real-world experiments demonstrate successful transfer on hardware, where the robot navigated and crossed consecutive challenging obstacles with speeds of up to 2 meters per second.