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Davide Tateo

Publications and source records attributed to Davide Tateo.

36 records · Page 2Linked to original sources

LocoMuJoCo: A Comprehensive Imitation Learning Benchmark for Locomotion

Imitation Learning (IL) holds great promise for enabling agile locomotion in embodied agents. However, many existing locomotion benchmarks primarily focus on simplified toy tasks, often failing to capture the complexity of real-world scenarios and steering research toward unrealistic domains. To advance research in IL for locomotion, we present a novel benchmark designed to facilitate rigorous evaluation and comparison of IL algorithms. This benchmark encompasses a diverse set of environments, including quadrupeds, bipeds, and musculoskeletal human models, each accompanied by comprehensive datasets, such as real noisy motion capture data, ground truth expert data, and ground truth sub-optimal data, enabling evaluation across a spectrum of difficulty levels. To increase the robustness of learned agents, we provide an easy interface for dynamics randomization and offer a wide range of partially observable tasks to train agents across different embodiments. Finally, we provide handcrafted metrics for each task and ship our benchmark with state-of-the-art baseline algorithms to ease evaluation and enable fast benchmarking.

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Towards Transferring Tactile-based Continuous Force Control Policies from Simulation to Robot

The advent of tactile sensors in robotics has sparked many ideas on how robots can leverage direct contact measurements of their environment interactions to improve manipulation tasks. An important line of research in this regard is that of grasp force control, which aims to manipulate objects safely by limiting the amount of force exerted on the object. While prior works have either hand-modeled their force controllers, employed model-based approaches, or have not shown sim-to-real transfer, we propose a model-free deep reinforcement learning approach trained in simulation and then transferred to the robot without further fine-tuning. We therefore present a simulation environment that produces realistic normal forces, which we use to train continuous force control policies. An evaluation in which we compare against a baseline and perform an ablation study shows that our approach outperforms the hand-modeled baseline and that our proposed inductive bias and domain randomization facilitate sim-to-real transfer. Code, models, and supplementary videos are available on https://sites.google.com/view/rl-force-ctrl

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Time-Efficient Reinforcement Learning with Stochastic Stateful Policies

Stateful policies play an important role in reinforcement learning, such as handling partially observable environments, enhancing robustness, or imposing an inductive bias directly into the policy structure. The conventional method for training stateful policies is Backpropagation Through Time (BPTT), which comes with significant drawbacks, such as slow training due to sequential gradient propagation and the occurrence of vanishing or exploding gradients. The gradient is often truncated to address these issues, resulting in a biased policy update. We present a novel approach for training stateful policies by decomposing the latter into a stochastic internal state kernel and a stateless policy, jointly optimized by following the stateful policy gradient. We introduce different versions of the stateful policy gradient theorem, enabling us to easily instantiate stateful variants of popular reinforcement learning and imitation learning algorithms. Furthermore, we provide a theoretical analysis of our new gradient estimator and compare it with BPTT. We evaluate our approach on complex continuous control tasks, e.g., humanoid locomotion, and demonstrate that our gradient estimator scales effectively with task complexity while offering a faster and simpler alternative to BPTT.

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Safe Reinforcement Learning of Dynamic High-Dimensional Robotic Tasks: Navigation, Manipulation, Interaction

Safety is a crucial property of every robotic platform: any control policy should always comply with actuator limits and avoid collisions with the environment and humans. In reinforcement learning, safety is even more fundamental for exploring an environment without causing any damage. While there are many proposed solutions to the safe exploration problem, only a few of them can deal with the complexity of the real world. This paper introduces a new formulation of safe exploration for reinforcement learning of various robotic tasks. Our approach applies to a wide class of robotic platforms and enforces safety even under complex collision constraints learned from data by exploring the tangent space of the constraint manifold. Our proposed approach achieves state-of-the-art performance in simulated high-dimensional and dynamic tasks while avoiding collisions with the environment. We show safe real-world deployment of our learned controller on a TIAGo++ robot, achieving remarkable performance in manipulation and human-robot interaction tasks.

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LS-IQ: Implicit Reward Regularization for Inverse Reinforcement Learning

Recent methods for imitation learning directly learn a $Q$-function using an implicit reward formulation rather than an explicit reward function. However, these methods generally require implicit reward regularization to improve stability and often mistreat absorbing states. Previous works show that a squared norm regularization on the implicit reward function is effective, but do not provide a theoretical analysis of the resulting properties of the algorithms. In this work, we show that using this regularizer under a mixture distribution of the policy and the expert provides a particularly illuminating perspective: the original objective can be understood as squared Bellman error minimization, and the corresponding optimization problem minimizes a bounded $χ^2$-Divergence between the expert and the mixture distribution. This perspective allows us to address instabilities and properly treat absorbing states. We show that our method, Least Squares Inverse Q-Learning (LS-IQ), outperforms state-of-the-art algorithms, particularly in environments with absorbing states. Finally, we propose to use an inverse dynamics model to learn from observations only. Using this approach, we retain performance in settings where no expert actions are available.

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Fast Kinodynamic Planning on the Constraint Manifold with Deep Neural Networks

Motion planning is a mature area of research in robotics with many well-established methods based on optimization or sampling the state space, suitable for solving kinematic motion planning. However, when dynamic motions under constraints are needed and computation time is limited, fast kinodynamic planning on the constraint manifold is indispensable. In recent years, learning-based solutions have become alternatives to classical approaches, but they still lack comprehensive handling of complex constraints, such as planning on a lower-dimensional manifold of the task space while considering the robot's dynamics. This paper introduces a novel learning-to-plan framework that exploits the concept of constraint manifold, including dynamics, and neural planning methods. Our approach generates plans satisfying an arbitrary set of constraints and computes them in a short constant time, namely the inference time of a neural network. This allows the robot to plan and replan reactively, making our approach suitable for dynamic environments. We validate our approach on two simulated tasks and in a demanding real-world scenario, where we use a Kuka LBR Iiwa 14 robotic arm to perform the hitting movement in robotic Air Hockey.

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Learning-based Design and Control for Quadrupedal Robots with Parallel-Elastic Actuators

Parallel-elastic joints can improve the efficiency and strength of robots by assisting the actuators with additional torques. For these benefits to be realized, a spring needs to be carefully designed. However, designing robots is an iterative and tedious process, often relying on intuition and heuristics. We introduce a design optimization framework that allows us to co-optimize a parallel elastic knee joint and locomotion controller for quadrupedal robots with minimal human intuition. We design a parallel elastic joint and optimize its parameters with respect to the efficiency in a model-free fashion. In the first step, we train a design-conditioned policy using model-free Reinforcement Learning, capable of controlling the quadruped in the predefined range of design parameters. Afterwards, we use Bayesian Optimization to find the best design using the policy. We use this framework to optimize the parallel-elastic spring parameters for the knee of our quadrupedal robot ANYmal together with the optimal controller. We evaluate the optimized design and controller in real-world experiments over various terrains. Our results show that the new system improves the torque-square efficiency of the robot by 33% compared to the baseline and reduces maximum joint torque by 30% without compromising tracking performance. The improved design resulted in 11% longer operation time on flat terrain.

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Learning Stable Vector Fields on Lie Groups

Learning robot motions from demonstration requires models able to specify vector fields for the full robot pose when the task is defined in operational space. Recent advances in reactive motion generation have shown that learning adaptive, reactive, smooth, and stable vector fields is possible. However, these approaches define vector fields on a flat Euclidean manifold, while representing vector fields for orientations requires modeling the dynamics in non-Euclidean manifolds, such as Lie Groups. In this paper, we present a novel vector field model that can guarantee most of the properties of previous approaches i.e., stability, smoothness, and reactivity beyond the Euclidean space. In the experimental evaluation, we show the performance of our proposed vector field model to learn stable vector fields for full robot poses as SE(2) and SE(3) in both simulated and real robotics tasks.

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Regularized Deep Signed Distance Fields for Reactive Motion Generation

Autonomous robots should operate in real-world dynamic environments and collaborate with humans in tight spaces. A key component for allowing robots to leave structured lab and manufacturing settings is their ability to evaluate online and real-time collisions with the world around them. Distance-based constraints are fundamental for enabling robots to plan their actions and act safely, protecting both humans and their hardware. However, different applications require different distance resolutions, leading to various heuristic approaches for measuring distance fields w.r.t. obstacles, which are computationally expensive and hinder their application in dynamic obstacle avoidance use-cases. We propose Regularized Deep Signed Distance Fields (ReDSDF), a single neural implicit function that can compute smooth distance fields at any scale, with fine-grained resolution over high-dimensional manifolds and articulated bodies like humans, thanks to our effective data generation and a simple inductive bias during training. We demonstrate the effectiveness of our approach in representative simulated tasks for whole-body control (WBC) and safe Human-Robot Interaction (HRI) in shared workspaces. Finally, we provide proof of concept of a real-world application in a HRI handover task with a mobile manipulator robot.

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Object Structural Points Representation for Graph-based Semantic Monocular Localization and Mapping

Efficient object level representation for monocular semantic simultaneous localization and mapping (SLAM) still lacks a widely accepted solution. In this paper, we propose the use of an efficient representation, based on structural points, for the geometry of objects to be used as landmarks in a monocular semantic SLAM system based on the pose-graph formulation. In particular, an inverse depth parametrization is proposed for the landmark nodes in the pose-graph to store object position, orientation and size/scale. The proposed formulation is general and it can be applied to different geometries; in this paper we focus on indoor environments where human-made artifacts commonly share a planar rectangular shape, e.g., windows, doors, cabinets, etc. The approach can be easily extended to urban scenarios where similar shapes exists as well. Experiments in simulation show good performance, particularly in object geometry reconstruction.

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Dimensionality Reduction and Prioritized Exploration for Policy Search

Black-box policy optimization is a class of reinforcement learning algorithms that explores and updates the policies at the parameter level. This class of algorithms is widely applied in robotics with movement primitives or non-differentiable policies. Furthermore, these approaches are particularly relevant where exploration at the action level could cause actuator damage or other safety issues. However, Black-box optimization does not scale well with the increasing dimensionality of the policy, leading to high demand for samples, which are expensive to obtain in real-world systems. In many practical applications, policy parameters do not contribute equally to the return. Identifying the most relevant parameters allows to narrow down the exploration and speed up the learning. Furthermore, updating only the effective parameters requires fewer samples, improving the scalability of the method. We present a novel method to prioritize the exploration of effective parameters and cope with full covariance matrix updates. Our algorithm learns faster than recent approaches and requires fewer samples to achieve state-of-the-art results. To select the effective parameters, we consider both the Pearson correlation coefficient and the Mutual Information. We showcase the capabilities of our approach on the Relative Entropy Policy Search algorithm in several simulated environments, including robotics simulations. Code is available at https://git.ias.informatik.tu-darmstadt.de/ias\_code/aistats2022/dr-creps}{git.ias.informatik.tu-darmstadt.de/ias\_code/aistats2022/dr-creps.

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Long-Term Visitation Value for Deep Exploration in Sparse Reward Reinforcement Learning

Reinforcement learning with sparse rewards is still an open challenge. Classic methods rely on getting feedback via extrinsic rewards to train the agent, and in situations where this occurs very rarely the agent learns slowly or cannot learn at all. Similarly, if the agent receives also rewards that create suboptimal modes of the objective function, it will likely prematurely stop exploring. More recent methods add auxiliary intrinsic rewards to encourage exploration. However, auxiliary rewards lead to a non-stationary target for the Q-function. In this paper, we present a novel approach that (1) plans exploration actions far into the future by using a long-term visitation count, and (2) decouples exploration and exploitation by learning a separate function assessing the exploration value of the actions. Contrary to existing methods which use models of reward and dynamics, our approach is off-policy and model-free. We further propose new tabular environments for benchmarking exploration in reinforcement learning. Empirical results on classic and novel benchmarks show that the proposed approach outperforms existing methods in environments with sparse rewards, especially in the presence of rewards that create suboptimal modes of the objective function. Results also suggest that our approach scales gracefully with the size of the environment. Source code is available at https://github.com/sparisi/visit-value-explore

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Continuous Action Reinforcement Learning from a Mixture of Interpretable Experts

Reinforcement learning (RL) has demonstrated its ability to solve high dimensional tasks by leveraging non-linear function approximators. However, these successes are mostly achieved by 'black-box' policies in simulated domains. When deploying RL to the real world, several concerns regarding the use of a 'black-box' policy might be raised. In order to make the learned policies more transparent, we propose in this paper a policy iteration scheme that retains a complex function approximator for its internal value predictions but constrains the policy to have a concise, hierarchical, and human-readable structure, based on a mixture of interpretable experts. Each expert selects a primitive action according to a distance to a prototypical state. A key design decision to keep such experts interpretable is to select the prototypical states from trajectory data. The main technical contribution of the paper is to address the challenges introduced by this non-differentiable prototypical state selection procedure. Experimentally, we show that our proposed algorithm can learn compelling policies on continuous action deep RL benchmarks, matching the performance of neural network based policies, but returning policies that are more amenable to human inspection than neural network or linear-in-feature policies.

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An Empirical Analysis of Measure-Valued Derivatives for Policy Gradients

Reinforcement learning methods for robotics are increasingly successful due to the constant development of better policy gradient techniques. A precise (low variance) and accurate (low bias) gradient estimator is crucial to face increasingly complex tasks. Traditional policy gradient algorithms use the likelihood-ratio trick, which is known to produce unbiased but high variance estimates. More modern approaches exploit the reparametrization trick, which gives lower variance gradient estimates but requires differentiable value function approximators. In this work, we study a different type of stochastic gradient estimator: the Measure-Valued Derivative. This estimator is unbiased, has low variance, and can be used with differentiable and non-differentiable function approximators. We empirically evaluate this estimator in the actor-critic policy gradient setting and show that it can reach comparable performance with methods based on the likelihood-ratio or reparametrization tricks, both in low and high-dimensional action spaces.

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Efficient and Reactive Planning for High Speed Robot Air Hockey

Highly dynamic robotic tasks require high-speed and reactive robots. These tasks are particularly challenging due to the physical constraints, hardware limitations, and the high uncertainty of dynamics and sensor measures. To face these issues, it's crucial to design robotics agents that generate precise and fast trajectories and react immediately to environmental changes. Air hockey is an example of this kind of task. Due to the environment's characteristics, it is possible to formalize the problem and derive clean mathematical solutions. For these reasons, this environment is perfect for pushing to the limit the performance of currently available general-purpose robotic manipulators. Using two Kuka Iiwa 14, we show how to design a policy for general-purpose robotic manipulators for the air hockey game. We demonstrate that a real robot arm can perform fast-hitting movements and that the two robots can play against each other on a medium-size air hockey table in simulation.

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Structured Policy Representation: Imposing Stability in arbitrarily conditioned dynamic systems

We present a new family of deep neural network-based dynamic systems. The presented dynamics are globally stable and can be conditioned with an arbitrary context state. We show how these dynamics can be used as structured robot policies. Global stability is one of the most important and straightforward inductive biases as it allows us to impose reasonable behaviors outside the region of the demonstrations.

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ImitationFlow: Learning Deep Stable Stochastic Dynamic Systems by Normalizing Flows

We introduce ImitationFlow, a novel Deep generative model that allows learning complex globally stable, stochastic, nonlinear dynamics. Our approach extends the Normalizing Flows framework to learn stable Stochastic Differential Equations. We prove the Lyapunov stability for a class of Stochastic Differential Equations and we propose a learning algorithm to learn them from a set of demonstrated trajectories. Our model extends the set of stable dynamical systems that can be represented by state-of-the-art approaches, eliminates the Gaussian assumption on the demonstrations, and outperforms the previous algorithms in terms of representation accuracy. We show the effectiveness of our method with both standard datasets and a real robot experiment.

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MushroomRL: Simplifying Reinforcement Learning Research

MushroomRL is an open-source Python library developed to simplify the process of implementing and running Reinforcement Learning (RL) experiments. Compared to other available libraries, MushroomRL has been created with the purpose of providing a comprehensive and flexible framework to minimize the effort in implementing and testing novel RL methodologies. Indeed, the architecture of MushroomRL is built in such a way that every component of an RL problem is already provided, and most of the time users can only focus on the implementation of their own algorithms and experiments. The result is a library from which RL researchers can significantly benefit in the critical phase of the empirical analysis of their works. MushroomRL stable code, tutorials and documentation can be found at https://github.com/MushroomRL/mushroom-rl.

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