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Gabriel Dulac-Arnold

Publications and source records attributed to Gabriel Dulac-Arnold.

At least 19 recordsLinked to original sources

RoboVQA: Multimodal Long-Horizon Reasoning for Robotics

We present a scalable, bottom-up and intrinsically diverse data collection scheme that can be used for high-level reasoning with long and medium horizons and that has 2.2x higher throughput compared to traditional narrow top-down step-by-step collection. We collect realistic data by performing any user requests within the entirety of 3 office buildings and using multiple robot and human embodiments. With this data, we show that models trained on all embodiments perform better than ones trained on the robot data only, even when evaluated solely on robot episodes. We find that for a fixed collection budget it is beneficial to take advantage of cheaper human collection along with robot collection. We release a large and highly diverse (29,520 unique instructions) dataset dubbed RoboVQA containing 829,502 (video, text) pairs for robotics-focused visual question answering. We also demonstrate how evaluating real robot experiments with an intervention mechanism enables performing tasks to completion, making it deployable with human oversight even if imperfect while also providing a single performance metric. We demonstrate a single video-conditioned model named RoboVQA-VideoCoCa trained on our dataset that is capable of performing a variety of grounded high-level reasoning tasks in broad realistic settings with a cognitive intervention rate 46% lower than the zero-shot state of the art visual language model (VLM) baseline and is able to guide real robots through long-horizon tasks. The performance gap with zero-shot state-of-the-art models indicates that a lot of grounded data remains to be collected for real-world deployment, emphasizing the critical need for scalable data collection approaches. Finally, we show that video VLMs significantly outperform single-image VLMs with an average error rate reduction of 19% across all VQA tasks. Data and videos available at https://robovqa.github.io

cs.RO

Barkour: Benchmarking Animal-level Agility with Quadruped Robots

Animals have evolved various agile locomotion strategies, such as sprinting, leaping, and jumping. There is a growing interest in developing legged robots that move like their biological counterparts and show various agile skills to navigate complex environments quickly. Despite the interest, the field lacks systematic benchmarks to measure the performance of control policies and hardware in agility. We introduce the Barkour benchmark, an obstacle course to quantify agility for legged robots. Inspired by dog agility competitions, it consists of diverse obstacles and a time based scoring mechanism. This encourages researchers to develop controllers that not only move fast, but do so in a controllable and versatile way. To set strong baselines, we present two methods for tackling the benchmark. In the first approach, we train specialist locomotion skills using on-policy reinforcement learning methods and combine them with a high-level navigation controller. In the second approach, we distill the specialist skills into a Transformer-based generalist locomotion policy, named Locomotion-Transformer, that can handle various terrains and adjust the robot's gait based on the perceived environment and robot states. Using a custom-built quadruped robot, we demonstrate that our method can complete the course at half the speed of a dog. We hope that our work represents a step towards creating controllers that enable robots to reach animal-level agility.

cs.RO

Get Back Here: Robust Imitation by Return-to-Distribution Planning

We consider the Imitation Learning (IL) setup where expert data are not collected on the actual deployment environment but on a different version. To address the resulting distribution shift, we combine behavior cloning (BC) with a planner that is tasked to bring the agent back to states visited by the expert whenever the agent deviates from the demonstration distribution. The resulting algorithm, POIR, can be trained offline, and leverages online interactions to efficiently fine-tune its planner to improve performance over time. We test POIR on a variety of human-generated manipulation demonstrations in a realistic robotic manipulation simulator and show robustness of the learned policy to different initial state distributions and noisy dynamics.

cs.RO

Learning Reward Functions for Robotic Manipulation by Observing Humans

Observing a human demonstrator manipulate objects provides a rich, scalable and inexpensive source of data for learning robotic policies. However, transferring skills from human videos to a robotic manipulator poses several challenges, not least a difference in action and observation spaces. In this work, we use unlabeled videos of humans solving a wide range of manipulation tasks to learn a task-agnostic reward function for robotic manipulation policies. Thanks to the diversity of this training data, the learned reward function sufficiently generalizes to image observations from a previously unseen robot embodiment and environment to provide a meaningful prior for directed exploration in reinforcement learning. We propose two methods for scoring states relative to a goal image: through direct temporal regression, and through distances in an embedding space obtained with time-contrastive learning. By conditioning the function on a goal image, we are able to reuse one model across a variety of tasks. Unlike prior work on leveraging human videos to teach robots, our method, Human Offline Learned Distances (HOLD) requires neither a priori data from the robot environment, nor a set of task-specific human demonstrations, nor a predefined notion of correspondence across morphologies, yet it is able to accelerate training of several manipulation tasks on a simulated robot arm compared to using only a sparse reward obtained from task completion.

cs.RO

On the importance of data collection for training general goal-reaching policies

Recent advances in ML suggest that the quantity of data available to a model is one of the primary bottlenecks to high performance. Although for language-based tasks there exist almost unlimited amounts of reasonably coherent data to train from, this is generally not the case for Reinforcement Learning, especially when dealing with a novel environment. In effect, even a relatively trivial continuous environment has an almost limitless number of states, but simply sampling random states and actions will likely not provide transitions that are interesting or useful for any potential downstream task. How should one generate massive amounts of useful data given only an MDP with no indication of downstream tasks? Are the quantity and quality of data truly transformative to the performance of a general controller? We propose to answer both of these questions. First, we introduce a principled unsupervised exploration method, ChronoGEM, which aims to achieve uniform coverage over the manifold of achievable states, which we believe is the most reasonable goal given no prior task information. Secondly, we investigate the effects of both data quantity and data quality on the training of a downstream goal-achievement policy, and show that both large quantities and high-quality of data are essential to train a general controller: a high-precision pose-achievement policy capable of attaining a large number of poses over numerous continuous control embodiments including humanoid.

cs.AI

Investigating the role of model-based learning in exploration and transfer

State of the art reinforcement learning has enabled training agents on tasks of ever increasing complexity. However, the current paradigm tends to favor training agents from scratch on every new task or on collections of tasks with a view towards generalizing to novel task configurations. The former suffers from poor data efficiency while the latter is difficult when test tasks are out-of-distribution. Agents that can effectively transfer their knowledge about the world pose a potential solution to these issues. In this paper, we investigate transfer learning in the context of model-based agents. Specifically, we aim to understand when exactly environment models have an advantage and why. We find that a model-based approach outperforms controlled model-free baselines for transfer learning. Through ablations, we show that both the policy and dynamics model learnt through exploration matter for successful transfer. We demonstrate our results across three domains which vary in their requirements for transfer: in-distribution procedural (Crafter), in-distribution identical (RoboDesk), and out-of-distribution (Meta-World). Our results show that intrinsic exploration combined with environment models present a viable direction towards agents that are self-supervised and able to generalize to novel reward functions.

cs.LG

Acme: A Research Framework for Distributed Reinforcement Learning

Deep reinforcement learning (RL) has led to many recent and groundbreaking advances. However, these advances have often come at the cost of both increased scale in the underlying architectures being trained as well as increased complexity of the RL algorithms used to train them. These increases have in turn made it more difficult for researchers to rapidly prototype new ideas or reproduce published RL algorithms. To address these concerns this work describes Acme, a framework for constructing novel RL algorithms that is specifically designed to enable agents that are built using simple, modular components that can be used at various scales of execution. While the primary goal of Acme is to provide a framework for algorithm development, a secondary goal is to provide simple reference implementations of important or state-of-the-art algorithms. These implementations serve both as a validation of our design decisions as well as an important contribution to reproducibility in RL research. In this work we describe the major design decisions made within Acme and give further details as to how its components can be used to implement various algorithms. Our experiments provide baselines for a number of common and state-of-the-art algorithms as well as showing how these algorithms can be scaled up for much larger and more complex environments. This highlights one of the primary advantages of Acme, namely that it can be used to implement large, distributed RL algorithms that can run at massive scales while still maintaining the inherent readability of that implementation. This work presents a second version of the paper which coincides with an increase in modularity, additional emphasis on offline, imitation and learning from demonstrations algorithms, as well as various new agents implemented as part of Acme.

cs.LG

Learning to run a Power Network Challenge: a Retrospective Analysis

Power networks, responsible for transporting electricity across large geographical regions, are complex infrastructures on which modern life critically depend. Variations in demand and production profiles, with increasing renewable energy integration, as well as the high voltage network technology, constitute a real challenge for human operators when optimizing electricity transportation while avoiding blackouts. Motivated to investigate the potential of AI methods in enabling adaptability in power network operation, we have designed a L2RPN challenge to encourage the development of reinforcement learning solutions to key problems present in the next-generation power networks. The NeurIPS 2020 competition was well received by the international community attracting over 300 participants worldwide. The main contribution of this challenge is our proposed comprehensive 'Grid2Op' framework, and associated benchmark, which plays realistic sequential network operations scenarios. The Grid2Op framework, which is open-source and easily re-usable, allows users to define new environments with its companion GridAlive ecosystem. Grid2Op relies on existing non-linear physical power network simulators and let users create a series of perturbations and challenges that are representative of two important problems: a) the uncertainty resulting from the increased use of unpredictable renewable energy sources, and b) the robustness required with contingent line disconnections. In this paper, we give the competition highlights. We present the benchmark suite and analyse the winning solutions, including one super-human performance demonstration. We propose our organizational insights for a successful competition and conclude on open research avenues. Given the challenge success, we expect our work will foster research to create more sustainable solutions for power network operations.

cs.LG

Learning Dynamics Models for Model Predictive Agents

Model-Based Reinforcement Learning involves learning a \textit{dynamics model} from data, and then using this model to optimise behaviour, most often with an online \textit{planner}. Much of the recent research along these lines presents a particular set of design choices, involving problem definition, model learning and planning. Given the multiple contributions, it is difficult to evaluate the effects of each. This paper sets out to disambiguate the role of different design choices for learning dynamics models, by comparing their performance to planning with a ground-truth model -- the simulator. First, we collect a rich dataset from the training sequence of a model-free agent on 5 domains of the DeepMind Control Suite. Second, we train feed-forward dynamics models in a supervised fashion, and evaluate planner performance while varying and analysing different model design choices, including ensembling, stochasticity, multi-step training and timestep size. Besides the quantitative analysis, we describe a set of qualitative findings, rules of thumb, and future research directions for planning with learned dynamics models. Videos of the results are available at https://sites.google.com/view/learning-better-models.

cs.LG

Residual Reinforcement Learning from Demonstrations

Residual reinforcement learning (RL) has been proposed as a way to solve challenging robotic tasks by adapting control actions from a conventional feedback controller to maximize a reward signal. We extend the residual formulation to learn from visual inputs and sparse rewards using demonstrations. Learning from images, proprioceptive inputs and a sparse task-completion reward relaxes the requirement of accessing full state features, such as object and target positions. In addition, replacing the base controller with a policy learned from demonstrations removes the dependency on a hand-engineered controller in favour of a dataset of demonstrations, which can be provided by non-experts. Our experimental evaluation on simulated manipulation tasks on a 6-DoF UR5 arm and a 28-DoF dexterous hand demonstrates that residual RL from demonstrations is able to generalize to unseen environment conditions more flexibly than either behavioral cloning or RL fine-tuning, and is capable of solving high-dimensional, sparse-reward tasks out of reach for RL from scratch.

cs.LG

Model-Based Offline Planning

Offline learning is a key part of making reinforcement learning (RL) useable in real systems. Offline RL looks at scenarios where there is data from a system's operation, but no direct access to the system when learning a policy. Recent work on training RL policies from offline data has shown results both with model-free policies learned directly from the data, or with planning on top of learnt models of the data. Model-free policies tend to be more performant, but are more opaque, harder to command externally, and less easy to integrate into larger systems. We propose an offline learner that generates a model that can be used to control the system directly through planning. This allows us to have easily controllable policies directly from data, without ever interacting with the system. We show the performance of our algorithm, Model-Based Offline Planning (MBOP) on a series of robotics-inspired tasks, and demonstrate its ability leverage planning to respect environmental constraints. We are able to find near-optimal polices for certain simulated systems from as little as 50 seconds of real-time system interaction, and create zero-shot goal-conditioned policies on a series of environments. An accompanying video can be found here: https://youtu.be/nxGGHdZOFts

cs.LG

An empirical investigation of the challenges of real-world reinforcement learning

Reinforcement learning (RL) has proven its worth in a series of artificial domains, and is beginning to show some successes in real-world scenarios. However, much of the research advances in RL are hard to leverage in real-world systems due to a series of assumptions that are rarely satisfied in practice. In this work, we identify and formalize a series of independent challenges that embody the difficulties that must be addressed for RL to be commonly deployed in real-world systems. For each challenge, we define it formally in the context of a Markov Decision Process, analyze the effects of the challenge on state-of-the-art learning algorithms, and present some existing attempts at tackling it. We believe that an approach that addresses our set of proposed challenges would be readily deployable in a large number of real world problems. Our proposed challenges are implemented in a suite of continuous control environments called the realworldrl-suite which we propose an as an open-source benchmark.

cs.LG

RL Unplugged: A Suite of Benchmarks for Offline Reinforcement Learning

Offline methods for reinforcement learning have a potential to help bridge the gap between reinforcement learning research and real-world applications. They make it possible to learn policies from offline datasets, thus overcoming concerns associated with online data collection in the real-world, including cost, safety, or ethical concerns. In this paper, we propose a benchmark called RL Unplugged to evaluate and compare offline RL methods. RL Unplugged includes data from a diverse range of domains including games (e.g., Atari benchmark) and simulated motor control problems (e.g., DM Control Suite). The datasets include domains that are partially or fully observable, use continuous or discrete actions, and have stochastic vs. deterministic dynamics. We propose detailed evaluation protocols for each domain in RL Unplugged and provide an extensive analysis of supervised learning and offline RL methods using these protocols. We will release data for all our tasks and open-source all algorithms presented in this paper. We hope that our suite of benchmarks will increase the reproducibility of experiments and make it possible to study challenging tasks with a limited computational budget, thus making RL research both more systematic and more accessible across the community. Moving forward, we view RL Unplugged as a living benchmark suite that will evolve and grow with datasets contributed by the research community and ourselves. Our project page is available on https://git.io/JJUhd.

cs.LG

A Geometric Perspective on Self-Supervised Policy Adaptation

One of the most challenging aspects of real-world reinforcement learning (RL) is the multitude of unpredictable and ever-changing distractions that could divert an agent from what was tasked to do in its training environment. While an agent could learn from reward signals to ignore them, the complexity of the real-world can make rewards hard to acquire, or, at best, extremely sparse. A recent class of self-supervised methods have shown promise that reward-free adaptation under challenging distractions is possible. However, previous work focused on a short one-episode adaptation setting. In this paper, we consider a long-term adaptation setup that is more akin to the specifics of the real-world and propose a geometric perspective on self-supervised adaptation. We empirically describe the processes that take place in the embedding space during this adaptation process, reveal some of its undesirable effects on performance and show how they can be eliminated. Moreover, we theoretically study how actor-based and actor-free agents can further generalise to the target environment by manipulating the geometry of the manifolds described by the actor and critic functions.

cs.LG

Differentiable Deep Clustering with Cluster Size Constraints

Clustering is a fundamental unsupervised learning approach. Many clustering algorithms -- such as $k$-means -- rely on the euclidean distance as a similarity measure, which is often not the most relevant metric for high dimensional data such as images. Learning a lower-dimensional embedding that can better reflect the geometry of the dataset is therefore instrumental for performance. We propose a new approach for this task where the embedding is performed by a differentiable model such as a deep neural network. By rewriting the $k$-means clustering algorithm as an optimal transport task, and adding an entropic regularization, we derive a fully differentiable loss function that can be minimized with respect to both the embedding parameters and the cluster parameters via stochastic gradient descent. We show that this new formulation generalizes a recently proposed state-of-the-art method based on soft-$k$-means by adding constraints on the cluster sizes. Empirical evaluations on image classification benchmarks suggest that compared to state-of-the-art methods, our optimal transport-based approach provide better unsupervised accuracy and does not require a pre-training phase.

cs.LG

Deep multi-class learning from label proportions

We propose a learning algorithm capable of learning from label proportions instead of direct data labels. In this scenario, our data are arranged into various bags of a certain size, and only the proportions of each label within a given bag are known. This is a common situation in cases where per-data labeling is lengthy, but a more general label is easily accessible. Several approaches have been proposed to learn in this setting with linear models in the multiclass setting, or with nonlinear models in the binary classification setting. Here we investigate the more general nonlinear multiclass setting, and compare two differentiable loss functions to train end-to-end deep neural networks from bags with label proportions. We illustrate the relevance of our methods on an image classification benchmark, and demonstrate the possibility to learn accurate image classifiers from bags of images.

cs.LG

Challenges of Real-World Reinforcement Learning

Reinforcement learning (RL) has proven its worth in a series of artificial domains, and is beginning to show some successes in real-world scenarios. However, much of the research advances in RL are often hard to leverage in real-world systems due to a series of assumptions that are rarely satisfied in practice. We present a set of nine unique challenges that must be addressed to productionize RL to real world problems. For each of these challenges, we specify the exact meaning of the challenge, present some approaches from the literature, and specify some metrics for evaluating that challenge. An approach that addresses all nine challenges would be applicable to a large number of real world problems. We also present an example domain that has been modified to present these challenges as a testbed for practical RL research.

cs.LG

Deep Q-learning from Demonstrations

Deep reinforcement learning (RL) has achieved several high profile successes in difficult decision-making problems. However, these algorithms typically require a huge amount of data before they reach reasonable performance. In fact, their performance during learning can be extremely poor. This may be acceptable for a simulator, but it severely limits the applicability of deep RL to many real-world tasks, where the agent must learn in the real environment. In this paper we study a setting where the agent may access data from previous control of the system. We present an algorithm, Deep Q-learning from Demonstrations (DQfD), that leverages small sets of demonstration data to massively accelerate the learning process even from relatively small amounts of demonstration data and is able to automatically assess the necessary ratio of demonstration data while learning thanks to a prioritized replay mechanism. DQfD works by combining temporal difference updates with supervised classification of the demonstrator's actions. We show that DQfD has better initial performance than Prioritized Dueling Double Deep Q-Networks (PDD DQN) as it starts with better scores on the first million steps on 41 of 42 games and on average it takes PDD DQN 83 million steps to catch up to DQfD's performance. DQfD learns to out-perform the best demonstration given in 14 of 42 games. In addition, DQfD leverages human demonstrations to achieve state-of-the-art results for 11 games. Finally, we show that DQfD performs better than three related algorithms for incorporating demonstration data into DQN.

cs.AI