FurnitureBench 将家具组装作为长时域复杂机器人操作的下一个里程碑基准。它提供了 3D 可打印家具模型、超过 219.6 小时的遥操作演示数据(5000+ 条演示)、一键复现的机器人控制软件以及基于 Isaac Gym 的 FurnitureSim 模拟器,使任何实验室都能以标准化方式评估强化学习与模仿学习算法在真实世界中的表现。FurnitureBench establishes furniture assembly as the next milestone benchmark for long-horizon complex robotic manipulation. It provides 3D-printable furniture models, over 219.6 hours of teleoperated demonstration data (5000+ demonstrations), one-click reproducible robot control software and the Isaac Gym-based FurnitureSim simulator, so that any laboratory can evaluate reinforcement learning and imitation learning algorithms in the real world in a standardized way.
现有真实世界机器人操作基准仅能评估推物、拾放等简单短时域任务。要让机器人真正胜任日常任务(整理房间、烹饪、组装家具),需要更具挑战性、可复现的长时域复杂操作基准。Existing real-world robotic manipulation benchmarks can only evaluate simple short-horizon tasks such as pushing and pick-and-place. For robots to truly handle everyday tasks (tidying a room, cooking, assembling furniture), a more challenging and reproducible benchmark for long-horizon complex manipulation is needed.
"these approaches have been limited to learning simple behaviors in current real-world manipulation benchmarks, such as pushing or pick-and-place."
家具组装之所以是理想的基准任务,在于它同时要求:Furniture assembly is an ideal benchmark task because it simultaneously demands:
FurnitureBench 围绕"可复现(reproducible)"与"易用(easy-to-use)"两大核心目标设计,涵盖真实世界机器人系统、标准化家具模型、演示数据集与模拟器四大模块。FurnitureBench is designed around two core goals, reproducible and easy-to-use, and covers four modules: the real-world robot system, standardized furniture models, the demonstration dataset and the simulator.
机器人系统使用学术界广泛采用的硬件(Franka Panda + RealSense D435),家具零件全部经由 3D 打印制作——研究者只需下载模型文件即可在自己实验室复现完全相同的家具零件。绿色摄影背景与受控照明(色温 4600K–6000K,亮度 ≤4000 lm)进一步降低环境变量。任务初始化 GUI 工具引导用户将零件摆放至从预定分布采样的目标位姿,确保不同实验室的评测结果可比较。The robot system uses hardware widely adopted in academia (Franka Panda + RealSense D435), and all furniture parts are 3D printed — researchers only need to download the model files to reproduce exactly the same parts in their own lab. A green photographic backdrop and controlled lighting (color temperature 4600K–6000K, brightness ≤4000 lm) further reduce environmental variation. A task-initialization GUI tool guides the user to place the parts at target poses sampled from a predefined distribution, making evaluation results comparable across laboratories.
作者使用 Oculus Quest 2 VR 控制器与键盘共同完成了 219.6 小时的成功演示采集,覆盖所有 8 种家具与 3 个随机化等级(low / medium / high)。单条演示约 300–3000 步,属于典型的长时域轨迹。Using an Oculus Quest 2 VR controller together with a keyboard, the authors collected 219.6 hours of successful demonstrations, covering all 8 furniture models and 3 randomness levels (low / medium / high). A single demonstration spans roughly 300–3000 steps, a typical long-horizon trajectory.
FurnitureSim 基于 Isaac Gym 与 Factory 构建,支持快速在线渲染与离线光线追踪渲染,与真实世界共享相同的 3D 家具模型与机器人控制器。模拟实验结果与真实世界结果呈正相关,可作为算法快速迭代的代理指标;但仍存在 sim-to-real domain gap,策略不能直接迁移。FurnitureSim is built on Isaac Gym and Factory, supports both fast online rendering and offline ray-traced rendering, and shares the same 3D furniture models and robot controllers with the real world. Simulation results are positively correlated with real-world results and can serve as a proxy metric for fast algorithm iteration; a sim-to-real domain gap nevertheless remains, so policies cannot be transferred directly.
基准评测分三部分:单技能基准(Single-Skill)、全装配基准(Full-Assembly)和模拟器基准(Simulation)。整体结论是:现有 IL 与离线 RL 算法在该基准上尚无法取得实质进展,特别是在"插接"和"螺旋固定"技能上。The benchmark evaluation has three parts: Single-Skill, Full-Assembly and Simulation. The overall conclusion is that existing IL and offline RL algorithms make no substantial progress on this benchmark, especially on the inserting and screwing skills.
| 技能Skill | BC (low) | IQL (low) | BC (med) | IQL (med) |
|---|---|---|---|---|
| Grasping 1 | 0% | 70% | 0% | 40% |
| Placing | 40% | 90% | 30% | 20% |
| Grasping 2 | 30% | 0% | 20% | 20% |
| Inserting | 0% | 20% | 0% | 0% |
| Screwing | 10% | 10% | 0% | 0% |
IQL 在 square_table 的 Screwing 技能(low randomness)达到 90% 成功率,而 Inserting 技能在所有家具上普遍为 0–20%,证明"精准对齐插接"是当前算法的主要瓶颈。IQL reaches a 90% success rate on the Screwing skill of square_table (low randomness), whereas the Inserting skill generally stays at 0–20% across all furniture, showing that precisely aligned insertion is the main bottleneck of current algorithms.
| 实验设置Setting | low randomness | medium randomness |
|---|---|---|
| Original(低随机化数据)Original (low-randomness data) | 3.8 | — |
| Original(中随机化数据)Original (medium-randomness data) | 3.0 | 3.0 |
| Mixed data(混合数据)Mixed data | 4.6 | 3.7 |
| Front camera only(无腕部摄像头)Front camera only (no wrist camera) | 2.0 | 1.3 |
| No AprilTag | 3.1 | 2.4 |
| Random AprilTag | 3.4 | 2.7 |
"the 3D furniture models are still tailored to common robotic arms for research, e.g., all pieces have widths larger than 2 cm for easy grasping, which is larger than the tiny screws used in real-world IKEA furniture. Furthermore, our furniture models are much smaller in scale compared to the real-world furniture."尽管如此,作者认为基准仍涵盖大多数长时域操作挑战(temporal credit assignment、exploration、perception、dexterous manipulation)。"the 3D furniture models are still tailored to common robotic arms for research, e.g., all pieces have widths larger than 2 cm for easy grasping, which is larger than the tiny screws used in real-world IKEA furniture. Furthermore, our furniture models are much smaller in scale compared to the real-world furniture." Even so, the authors argue that the benchmark still covers most long-horizon manipulation challenges (temporal credit assignment, exploration, perception, dexterous manipulation).
当前基准主要以单任务标准、单 Franka Panda 手臂评测。未来方向包括:多任务强化学习(利用不同家具类别的共享信息)、多臂/移动机器人协作,以提升操作灵巧性。The current benchmark evaluates mainly under a single-task protocol with a single Franka Panda arm. Future directions include multi-task reinforcement learning (exploiting information shared across furniture categories) and multi-arm / mobile-robot collaboration, so as to improve manipulation dexterity.
"system identification is very challenging. For example, the same torque command does not lead to the same robot trajectories in simulation and the real world due to inaccurate robot modeling (e.g., mass of each robot part, friction of joints)."视觉域与物理域均存在差异,直接 sim-to-real 策略迁移困难。作者将弥合该差距列为未来工作。"system identification is very challenging. For example, the same torque command does not lead to the same robot trajectories in simulation and the real world due to inaccurate robot modeling (e.g., mass of each robot part, friction of joints)." Both the visual and the physical domain differ, so directly transferring a sim-to-real policy is hard. The authors list closing this gap as future work.