ゲームプレイから方策へ:ゲーム化されたロボット不要のインタラクションによるスケーラブルなロボットデータ収集
From Gameplay to Policy: Towards Scalable Robot Data Collection via Gamified Robot-Free Interaction
VRゲームで人間の操作データを収集し、ロボットに転移する枠組みを提案。ゲームから実機へのギャップを埋めるGame2Policyにより、少数の実機デモで成功率が向上することを示した。
詳しい要約
1. どんなもの?
2. 先行研究と比べてどこがすごい?
3. 技術・手法の肝は?
4. どうやって有効だと検証した?
5. 議論はある?
6. 次に読むべき論文は?
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著者: Zheng Li, Liang Zhu, Junzhe Wang, Huayuan Chen, Ziyun Liu, Jiahang Cao, Xinyu Sheng, Pei Qu, Yufei Jia, Ximeng Zhang, Jiarui Xie, Zizhao Yuan, Haoang Li, Yi Cai, Jinni Zhou, Jun Ma
分類: cs.RO
原文アブストラクト
Learning generalizable robot manipulation policies requires large-scale and diverse interaction data, yet collecting real-world demonstrations remains costly and difficult to scale. Existing approaches to data collection are either dependent on specific robot hardware that limits crowdsourcing and transferability, or suffer from incomplete annotation and limited behavioral diversity. Inspired by how games sustain long-term human engagement, we explore an alternative paradigm that turns data collection into an engaging gameplay experience and transfers the resulting human manipulation experience to real robots. We present Project Kitchen, a VR-based gamified egocentric data collection platform that elicits diverse, goal-directed manipulation while remaining independent of specific robot embodiments and hardware, making it applicable to broader and potentially large-scale deployment. To bridge the game-to-real gap, we further introduce Game2Policy, which extracts embodiment-invariant affordance cues, including contact points and sub-goal states, from gameplay trajectories. An affordance model is pre-trained on game-collected data and then jointly fine-tuned with downstream policies using only a handful of real-robot demonstrations. Experiments show that Game2Policy improves average success rates by 10.0 points in simulation and 18.3 points on real robots in the few-shot setting. User studies and quantitative analyses further show that Project Kitchen promotes diverse manipulation behaviors and provides an engaging data collection experience. These results demonstrate the potential of gamified virtual environments as a scalable source of manipulation knowledge. The platform and code will be released upon acceptance.