Robotic Manipulation › Task Planning with Learned Affordances

Michael BrenndoerferJuly 26, 20263 min read
World Models HandbookAll chapters
Part 10 of 12Application Domains
Chapter 56Robotic Manipulation › Task Planning with Learned Affordances
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The preceding sections mainly examined predictions of action effects, although grasp selection can also depend on later task outcomes. A manipulation task may also need to choose which object to interact with, where to reach, and in what order. Affordance estimates can help propose actions; when a world model is available, it can predict their consequences.

Affordance

An affordance describes an action possibility relative to an agent, object, and task. A model may encode it as a success probability, action value, feasible contact region, or predicted effect; these quantities are not interchangeable.

Learned affordance models can condition on a scene, action, and sometimes a goal. In a rightward-push task, a contact point on one side of an object might be useful, but the outcome depends on geometry, friction, and the action direction. The toy map below instead shows a predictor's one-step displacement for a fixed rightward command; it is not a goal-conditioned success map.

Structure of a learned affordance model

One possible affordance architecture has three components:

  • Feature extractor. Encodes an image or structured scene state.
  • Optional goal conditioning. Specifies a target pose, instruction, or image when the output is task-specific.
  • Prediction head. Estimates an explicitly defined quantity, such as success probability, action value, or displacement.

Interaction logs or simulated outcomes can supervise such a head. For a probabilistic goal-conditioned formulation, m(x∣o,g,a)m(x\mid o,g,a) might estimate whether action aa at location xx helps achieve goal gg from observation oo. Other heads predict an effect vector instead. Language-conditioned variants connect to Part IX, but their calibration and transfer require evaluation.

How affordances plug into planning

One possible architecture is a two-level loop:

  1. High-level selector. Uses estimated action effects or feasibility to propose a sub-task or contact region.
  2. Low-level controller. Executes a candidate action and uses feedback; it may use model-predictive control, but need not.

This decomposition can help diagnose errors, but a failed push may involve perception, effect prediction, planning, or control together. Component tests and interventions, rather than the architecture alone, help assign causes (Part XI).

Task-and-motion planning can also search over symbolic predicates and call geometric or learned feasibility checks (Part VII). A PDDL-style planner is one option; the affordance predictor above does not require one.

Relating affordances to a world model

An affordance predictor can be learned directly from outcomes without an explicit world model. Where both are present, comparing predicted effects can expose disagreement: a proposed rightward push is suspect if the dynamics model instead predicts a tip. Joint training may encourage agreement but does not guarantee physical or task-level consistency. Testing the proposed action in the real system remains decisive.