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Animesh Garg

Publications and source records attributed to Animesh Garg.

At least 73 records · Page 4Linked to original sources

SMPL: Simulated Industrial Manufacturing and Process Control Learning Environments

Traditional biological and pharmaceutical manufacturing plants are controlled by human workers or pre-defined thresholds. Modernized factories have advanced process control algorithms such as model predictive control (MPC). However, there is little exploration of applying deep reinforcement learning to control manufacturing plants. One of the reasons is the lack of high fidelity simulations and standard APIs for benchmarking. To bridge this gap, we develop an easy-to-use library that includes five high-fidelity simulation environments: BeerFMTEnv, ReactorEnv, AtropineEnv, PenSimEnv and mAbEnv, which cover a wide range of manufacturing processes. We build these environments on published dynamics models. Furthermore, we benchmark online and offline, model-based and model-free reinforcement learning algorithms for comparisons of follow-up research.

cs.LG↗

Offline Policy Optimization in RL with Variance Regularizaton

Learning policies from fixed offline datasets is a key challenge to scale up reinforcement learning (RL) algorithms towards practical applications. This is often because off-policy RL algorithms suffer from distributional shift, due to mismatch between dataset and the target policy, leading to high variance and over-estimation of value functions. In this work, we propose variance regularization for offline RL algorithms, using stationary distribution corrections. We show that by using Fenchel duality, we can avoid double sampling issues for computing the gradient of the variance regularizer. The proposed algorithm for offline variance regularization (OVAR) can be used to augment any existing offline policy optimization algorithms. We show that the regularizer leads to a lower bound to the offline policy optimization objective, which can help avoid over-estimation errors, and explains the benefits of our approach across a range of continuous control domains when compared to existing state-of-the-art algorithms.

cs.LG↗

NeurIPS 2022 Competition: Driving SMARTS

Driving SMARTS is a regular competition designed to tackle problems caused by the distribution shift in dynamic interaction contexts that are prevalent in real-world autonomous driving (AD). The proposed competition supports methodologically diverse solutions, such as reinforcement learning (RL) and offline learning methods, trained on a combination of naturalistic AD data and open-source simulation platform SMARTS. The two-track structure allows focusing on different aspects of the distribution shift. Track 1 is open to any method and will give ML researchers with different backgrounds an opportunity to solve a real-world autonomous driving challenge. Track 2 is designed for strictly offline learning methods. Therefore, direct comparisons can be made between different methods with the aim to identify new promising research directions. The proposed setup consists of 1) realistic traffic generated using real-world data and micro simulators to ensure fidelity of the scenarios, 2) framework accommodating diverse methods for solving the problem, and 3) baseline method. As such it provides a unique opportunity for the principled investigation into various aspects of autonomous vehicle deployment.

cs.RO↗

nerf2nerf: Pairwise Registration of Neural Radiance Fields

We introduce a technique for pairwise registration of neural fields that extends classical optimization-based local registration (i.e. ICP) to operate on Neural Radiance Fields (NeRF) -- neural 3D scene representations trained from collections of calibrated images. NeRF does not decompose illumination and color, so to make registration invariant to illumination, we introduce the concept of a ''surface field'' -- a field distilled from a pre-trained NeRF model that measures the likelihood of a point being on the surface of an object. We then cast nerf2nerf registration as a robust optimization that iteratively seeks a rigid transformation that aligns the surface fields of the two scenes. We evaluate the effectiveness of our technique by introducing a dataset of pre-trained NeRF scenes -- our synthetic scenes enable quantitative evaluations and comparisons to classical registration techniques, while our real scenes demonstrate the validity of our technique in real-world scenarios. Additional results available at: https://nerf2nerf.github.io

cs.CV↗

MoCoDA: Model-based Counterfactual Data Augmentation

The number of states in a dynamic process is exponential in the number of objects, making reinforcement learning (RL) difficult in complex, multi-object domains. For agents to scale to the real world, they will need to react to and reason about unseen combinations of objects. We argue that the ability to recognize and use local factorization in transition dynamics is a key element in unlocking the power of multi-object reasoning. To this end, we show that (1) known local structure in the environment transitions is sufficient for an exponential reduction in the sample complexity of training a dynamics model, and (2) a locally factored dynamics model provably generalizes out-of-distribution to unseen states and actions. Knowing the local structure also allows us to predict which unseen states and actions this dynamics model will generalize to. We propose to leverage these observations in a novel Model-based Counterfactual Data Augmentation (MoCoDA) framework. MoCoDA applies a learned locally factored dynamics model to an augmented distribution of states and actions to generate counterfactual transitions for RL. MoCoDA works with a broader set of local structures than prior work and allows for direct control over the augmented training distribution. We show that MoCoDA enables RL agents to learn policies that generalize to unseen states and actions. We use MoCoDA to train an offline RL agent to solve an out-of-distribution robotics manipulation task on which standard offline RL algorithms fail.

cs.LG↗

Breaking Bad: A Dataset for Geometric Fracture and Reassembly

We introduce Breaking Bad, a large-scale dataset of fractured objects. Our dataset consists of over one million fractured objects simulated from ten thousand base models. The fracture simulation is powered by a recent physically based algorithm that efficiently generates a variety of fracture modes of an object. Existing shape assembly datasets decompose objects according to semantically meaningful parts, effectively modeling the construction process. In contrast, Breaking Bad models the destruction process of how a geometric object naturally breaks into fragments. Our dataset serves as a benchmark that enables the study of fractured object reassembly and presents new challenges for geometric shape understanding. We analyze our dataset with several geometry measurements and benchmark three state-of-the-art shape assembly deep learning methods under various settings. Extensive experimental results demonstrate the difficulty of our dataset, calling on future research in model designs specifically for the geometric shape assembly task. We host our dataset at https://breaking-bad-dataset.github.io/.

cs.CV↗

Transferring Dexterous Manipulation from GPU Simulation to a Remote Real-World TriFinger

We present a system for learning a challenging dexterous manipulation task involving moving a cube to an arbitrary 6-DoF pose with only 3-fingers trained with NVIDIA's IsaacGym simulator. We show empirical benefits, both in simulation and sim-to-real transfer, of using keypoints as opposed to position+quaternion representations for the object pose in 6-DoF for policy observations and in reward calculation to train a model-free reinforcement learning agent. By utilizing domain randomization strategies along with the keypoint representation of the pose of the manipulated object, we achieve a high success rate of 83% on a remote TriFinger system maintained by the organizers of the Real Robot Challenge. With the aim of assisting further research in learning in-hand manipulation, we make the codebase of our system, along with trained checkpoints that come with billions of steps of experience available, at https://s2r2-ig.github.io

cs.RO↗

See, Plan, Predict: Language-guided Cognitive Planning with Video Prediction

Cognitive planning is the structural decomposition of complex tasks into a sequence of future behaviors. In the computational setting, performing cognitive planning entails grounding plans and concepts in one or more modalities in order to leverage them for low level control. Since real-world tasks are often described in natural language, we devise a cognitive planning algorithm via language-guided video prediction. Current video prediction models do not support conditioning on natural language instructions. Therefore, we propose a new video prediction architecture which leverages the power of pre-trained transformers.The network is endowed with the ability to ground concepts based on natural language input with generalization to unseen objects. We demonstrate the effectiveness of this approach on a new simulation dataset, where each task is defined by a high-level action described in natural language. Our experiments compare our method again stone video generation baseline without planning or action grounding and showcase significant improvements. Our ablation studies highlight an improved generalization to unseen objects that natural language embeddings offer to concept grounding ability, as well as the importance of planning towards visual "imagination" of a task.

cs.AI↗

ProgPrompt: Generating Situated Robot Task Plans using Large Language Models

Task planning can require defining myriad domain knowledge about the world in which a robot needs to act. To ameliorate that effort, large language models (LLMs) can be used to score potential next actions during task planning, and even generate action sequences directly, given an instruction in natural language with no additional domain information. However, such methods either require enumerating all possible next steps for scoring, or generate free-form text that may contain actions not possible on a given robot in its current context. We present a programmatic LLM prompt structure that enables plan generation functional across situated environments, robot capabilities, and tasks. Our key insight is to prompt the LLM with program-like specifications of the available actions and objects in an environment, as well as with example programs that can be executed. We make concrete recommendations about prompt structure and generation constraints through ablation experiments, demonstrate state of the art success rates in VirtualHome household tasks, and deploy our method on a physical robot arm for tabletop tasks. Website at progprompt.github.io

cs.RO↗

Grasp'D: Differentiable Contact-rich Grasp Synthesis for Multi-fingered Hands

The study of hand-object interaction requires generating viable grasp poses for high-dimensional multi-finger models, often relying on analytic grasp synthesis which tends to produce brittle and unnatural results. This paper presents Grasp'D, an approach for grasp synthesis with a differentiable contact simulation from both known models as well as visual inputs. We use gradient-based methods as an alternative to sampling-based grasp synthesis, which fails without simplifying assumptions, such as pre-specified contact locations and eigengrasps. Such assumptions limit grasp discovery and, in particular, exclude high-contact power grasps. In contrast, our simulation-based approach allows for stable, efficient, physically realistic, high-contact grasp synthesis, even for gripper morphologies with high-degrees of freedom. We identify and address challenges in making grasp simulation amenable to gradient-based optimization, such as non-smooth object surface geometry, contact sparsity, and a rugged optimization landscape. Grasp'D compares favorably to analytic grasp synthesis on human and robotic hand models, and resultant grasps achieve over 4x denser contact, leading to significantly higher grasp stability. Video and code available at https://graspd-eccv22.github.io/.

cs.RO↗

Neural Motion Fields: Encoding Grasp Trajectories as Implicit Value Functions

The pipeline of current robotic pick-and-place methods typically consists of several stages: grasp pose detection, finding inverse kinematic solutions for the detected poses, planning a collision-free trajectory, and then executing the open-loop trajectory to the grasp pose with a low-level tracking controller. While these grasping methods have shown good performance on grasping static objects on a table-top, the problem of grasping dynamic objects in constrained environments remains an open problem. We present Neural Motion Fields, a novel object representation which encodes both object point clouds and the relative task trajectories as an implicit value function parameterized by a neural network. This object-centric representation models a continuous distribution over the SE(3) space and allows us to perform grasping reactively by leveraging sampling-based MPC to optimize this value function.

cs.RO↗

Koopman Q-learning: Offline Reinforcement Learning via Symmetries of Dynamics

Offline reinforcement learning leverages large datasets to train policies without interactions with the environment. The learned policies may then be deployed in real-world settings where interactions are costly or dangerous. Current algorithms over-fit to the training dataset and as a consequence perform poorly when deployed to out-of-distribution generalizations of the environment. We aim to address these limitations by learning a Koopman latent representation which allows us to infer symmetries of the system's underlying dynamic. The latter is then utilized to extend the otherwise static offline dataset during training; this constitutes a novel data augmentation framework which reflects the system's dynamic and is thus to be interpreted as an exploration of the environments phase space. To obtain the symmetries we employ Koopman theory in which nonlinear dynamics are represented in terms of a linear operator acting on the space of measurement functions of the system and thus symmetries of the dynamics may be inferred directly. We provide novel theoretical results on the existence and nature of symmetries relevant for control systems such as reinforcement learning settings. Moreover, we empirically evaluate our method on several benchmark offline reinforcement learning tasks and datasets including D4RL, Metaworld and Robosuite and find that by using our framework we consistently improve the state-of-the-art of model-free Q-learning methods.

cs.LG↗

Real Robot Challenge: A Robotics Competition in the Cloud

Dexterous manipulation remains an open problem in robotics. To coordinate efforts of the research community towards tackling this problem, we propose a shared benchmark. We designed and built robotic platforms that are hosted at MPI for Intelligent Systems and can be accessed remotely. Each platform consists of three robotic fingers that are capable of dexterous object manipulation. Users are able to control the platforms remotely by submitting code that is executed automatically, akin to a computational cluster. Using this setup, i) we host robotics competitions, where teams from anywhere in the world access our platforms to tackle challenging tasks ii) we publish the datasets collected during these competitions (consisting of hundreds of robot hours), and iii) we give researchers access to these platforms for their own projects.

cs.RO↗

Neural Shape Mating: Self-Supervised Object Assembly with Adversarial Shape Priors

Learning to autonomously assemble shapes is a crucial skill for many robotic applications. While the majority of existing part assembly methods focus on correctly posing semantic parts to recreate a whole object, we interpret assembly more literally: as mating geometric parts together to achieve a snug fit. By focusing on shape alignment rather than semantic cues, we can achieve across-category generalization. In this paper, we introduce a novel task, pairwise 3D geometric shape mating, and propose Neural Shape Mating (NSM) to tackle this problem. Given the point clouds of two object parts of an unknown category, NSM learns to reason about the fit of the two parts and predict a pair of 3D poses that tightly mate them together. We couple the training of NSM with an implicit shape reconstruction task to make NSM more robust to imperfect point cloud observations. To train NSM, we present a self-supervised data collection pipeline that generates pairwise shape mating data with ground truth by randomly cutting an object mesh into two parts, resulting in a dataset that consists of 200K shape mating pairs from numerous object meshes with diverse cut types. We train NSM on the collected dataset and compare it with several point cloud registration methods and one part assembly baseline. Extensive experimental results and ablation studies under various settings demonstrate the effectiveness of the proposed algorithm. Additional material is available at: https://neural-shape-mating.github.io/

cs.CV↗

Modular Action Concept Grounding in Semantic Video Prediction

Recent works in video prediction have mainly focused on passive forecasting and low-level action-conditional prediction, which sidesteps the learning of interaction between agents and objects. We introduce the task of semantic action-conditional video prediction, which uses semantic action labels to describe those interactions and can be regarded as an inverse problem of action recognition. The challenge of this new task primarily lies in how to effectively inform the model of semantic action information. Inspired by the idea of Mixture of Experts, we embody each abstract label by a structured combination of various visual concept learners and propose a novel video prediction model, Modular Action Concept Network (MAC). Our method is evaluated on two newly designed synthetic datasets, CLEVR-Building-Blocks and Sapien-Kitchen, and one real-world dataset called Tower-Creation. Extensive experiments demonstrate that MAC can correctly condition on given instructions and generate corresponding future frames without need of bounding boxes. We further show that the trained model can make out-of-distribution generalization, be quickly adapted to new object categories and exploit its learnt features for object detection, showing the progression towards higher-level cognitive abilities. More visualizations can be found at http://www.pair.toronto.edu/mac/.

cs.CV↗

Accelerated Policy Learning with Parallel Differentiable Simulation

Deep reinforcement learning can generate complex control policies, but requires large amounts of training data to work effectively. Recent work has attempted to address this issue by leveraging differentiable simulators. However, inherent problems such as local minima and exploding/vanishing numerical gradients prevent these methods from being generally applied to control tasks with complex contact-rich dynamics, such as humanoid locomotion in classical RL benchmarks. In this work we present a high-performance differentiable simulator and a new policy learning algorithm (SHAC) that can effectively leverage simulation gradients, even in the presence of non-smoothness. Our learning algorithm alleviates problems with local minima through a smooth critic function, avoids vanishing/exploding gradients through a truncated learning window, and allows many physical environments to be run in parallel. We evaluate our method on classical RL control tasks, and show substantial improvements in sample efficiency and wall-clock time over state-of-the-art RL and differentiable simulation-based algorithms. In addition, we demonstrate the scalability of our method by applying it to the challenging high-dimensional problem of muscle-actuated locomotion with a large action space, achieving a greater than 17x reduction in training time over the best-performing established RL algorithm.

cs.LG↗

Convergence and Optimality of Policy Gradient Methods in Weakly Smooth Settings

Policy gradient methods have been frequently applied to problems in control and reinforcement learning with great success, yet existing convergence analysis still relies on non-intuitive, impractical and often opaque conditions. In particular, existing rates are achieved in limited settings, under strict regularity conditions. In this work, we establish explicit convergence rates of policy gradient methods, extending the convergence regime to weakly smooth policy classes with $L_2$ integrable gradient. We provide intuitive examples to illustrate the insight behind these new conditions. Notably, our analysis also shows that convergence rates are achievable for both the standard policy gradient and the natural policy gradient algorithms under these assumptions. Lastly we provide performance guarantees for the converged policies.

cs.LG↗

X-Pool: Cross-Modal Language-Video Attention for Text-Video Retrieval

In text-video retrieval, the objective is to learn a cross-modal similarity function between a text and a video that ranks relevant text-video pairs higher than irrelevant pairs. However, videos inherently express a much wider gamut of information than texts. Instead, texts often capture sub-regions of entire videos and are most semantically similar to certain frames within videos. Therefore, for a given text, a retrieval model should focus on the text's most semantically similar video sub-regions to make a more relevant comparison. Yet, most existing works aggregate entire videos without directly considering text. Common text-agnostic aggregations schemes include mean-pooling or self-attention over the frames, but these are likely to encode misleading visual information not described in the given text. To address this, we propose a cross-modal attention model called X-Pool that reasons between a text and the frames of a video. Our core mechanism is a scaled dot product attention for a text to attend to its most semantically similar frames. We then generate an aggregated video representation conditioned on the text's attention weights over the frames. We evaluate our method on three benchmark datasets of MSR-VTT, MSVD and LSMDC, achieving new state-of-the-art results by up to 12% in relative improvement in Recall@1. Our findings thereby highlight the importance of joint text-video reasoning to extract important visual cues according to text. Full code and demo can be found at: https://layer6ai-labs.github.io/xpool/

cs.CV↗