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Gaurav Sukhatme

Publications and source records attributed to Gaurav Sukhatme.

At least 37 records · Page 2Linked to original sources

Learning to Act with Affordance-Aware Multimodal Neural SLAM

Recent years have witnessed an emerging paradigm shift toward embodied artificial intelligence, in which an agent must learn to solve challenging tasks by interacting with its environment. There are several challenges in solving embodied multimodal tasks, including long-horizon planning, vision-and-language grounding, and efficient exploration. We focus on a critical bottleneck, namely the performance of planning and navigation. To tackle this challenge, we propose a Neural SLAM approach that, for the first time, utilizes several modalities for exploration, predicts an affordance-aware semantic map, and plans over it at the same time. This significantly improves exploration efficiency, leads to robust long-horizon planning, and enables effective vision-and-language grounding. With the proposed Affordance-aware Multimodal Neural SLAM (AMSLAM) approach, we obtain more than 40% improvement over prior published work on the ALFRED benchmark and set a new state-of-the-art generalization performance at a success rate of 23.48% on the test unseen scenes.

cs.RO↗

Embodied BERT: A Transformer Model for Embodied, Language-guided Visual Task Completion

Language-guided robots performing home and office tasks must navigate in and interact with the world. Grounding language instructions against visual observations and actions to take in an environment is an open challenge. We present Embodied BERT (EmBERT), a transformer-based model which can attend to high-dimensional, multi-modal inputs across long temporal horizons for language-conditioned task completion. Additionally, we bridge the gap between successful object-centric navigation models used for non-interactive agents and the language-guided visual task completion benchmark, ALFRED, by introducing object navigation targets for EmBERT training. We achieve competitive performance on the ALFRED benchmark, and EmBERT marks the first transformer-based model to successfully handle the long-horizon, dense, multi-modal histories of ALFRED, and the first ALFRED model to utilize object-centric navigation targets.

cs.CV↗

From Machine Learning to Robotics: Challenges and Opportunities for Embodied Intelligence

Machine learning has long since become a keystone technology, accelerating science and applications in a broad range of domains. Consequently, the notion of applying learning methods to a particular problem set has become an established and valuable modus operandi to advance a particular field. In this article we argue that such an approach does not straightforwardly extended to robotics -- or to embodied intelligence more generally: systems which engage in a purposeful exchange of energy and information with a physical environment. In particular, the purview of embodied intelligent agents extends significantly beyond the typical considerations of main-stream machine learning approaches, which typically (i) do not consider operation under conditions significantly different from those encountered during training; (ii) do not consider the often substantial, long-lasting and potentially safety-critical nature of interactions during learning and deployment; (iii) do not require ready adaptation to novel tasks while at the same time (iv) effectively and efficiently curating and extending their models of the world through targeted and deliberate actions. In reality, therefore, these limitations result in learning-based systems which suffer from many of the same operational shortcomings as more traditional, engineering-based approaches when deployed on a robot outside a well defined, and often narrow operating envelope. Contrary to viewing embodied intelligence as another application domain for machine learning, here we argue that it is in fact a key driver for the advancement of machine learning technology. In this article our goal is to highlight challenges and opportunities that are specific to embodied intelligence and to propose research directions which may significantly advance the state-of-the-art in robot learning.

cs.RO↗

Towards Exploiting Geometry and Time for Fast Off-Distribution Adaptation in Multi-Task Robot Learning

We explore possible methods for multi-task transfer learning which seek to exploit the shared physical structure of robotics tasks. Specifically, we train policies for a base set of pre-training tasks, then experiment with adapting to new off-distribution tasks, using simple architectural approaches for re-using these policies as black-box priors. These approaches include learning an alignment of either the observation space or action space from a base to a target task to exploit rigid body structure, and methods for learning a time-domain switching policy across base tasks which solves the target task, to exploit temporal coherence. We find that combining low-complexity target policy classes, base policies as black-box priors, and simple optimization algorithms allows us to acquire new tasks outside the base task distribution, using small amounts of offline training data.

cs.RO↗

Simulator Predictive Control: Using Learned Task Representations and MPC for Zero-Shot Generalization and Sequencing

Simulation-to-real transfer is an important strategy for making reinforcement learning practical with real robots. Successful sim-to-real transfer systems have difficulty producing policies which generalize across tasks, despite training for thousands of hours equivalent real robot time. To address this shortcoming, we present a novel approach to efficiently learning new robotic skills directly on a real robot, based on model-predictive control (MPC) and an algorithm for learning task representations. In short, we show how to reuse the simulation from the pre-training step of sim-to-real methods as a tool for foresight, allowing the sim-to-real policy adapt to unseen tasks. Rather than end-to-end learning policies for single tasks and attempting to transfer them, we first use simulation to simultaneously learn (1) a continuous parameterization (i.e. a skill embedding or latent) of task-appropriate primitive skills, and (2) a single policy for these skills which is conditioned on this representation. We then directly transfer our multi-skill policy to a real robot, and actuate the robot by choosing sequences of skill latents which actuate the policy, with each latent corresponding to a pre-learned primitive skill controller. We complete unseen tasks by choosing new sequences of skill latents to control the robot using MPC, where our MPC model is composed of the pre-trained skill policy executed in the simulation environment, run in parallel with the real robot. We discuss the background and principles of our method, detail its practical implementation, and evaluate its performance by using our method to train a real Sawyer Robot to achieve motion tasks such as drawing and block pushing.

cs.RO↗

Meta-Learning via Learned Loss

Typically, loss functions, regularization mechanisms and other important aspects of training parametric models are chosen heuristically from a limited set of options. In this paper, we take the first step towards automating this process, with the view of producing models which train faster and more robustly. Concretely, we present a meta-learning method for learning parametric loss functions that can generalize across different tasks and model architectures. We develop a pipeline for meta-training such loss functions, targeted at maximizing the performance of the model trained under them. The loss landscape produced by our learned losses significantly improves upon the original task-specific losses in both supervised and reinforcement learning tasks. Furthermore, we show that our meta-learning framework is flexible enough to incorporate additional information at meta-train time. This information shapes the learned loss function such that the environment does not need to provide this information during meta-test time. We make our code available at https://sites.google.com/view/mlthree.

cs.LG↗

Sample Factory: Egocentric 3D Control from Pixels at 100000 FPS with Asynchronous Reinforcement Learning

Increasing the scale of reinforcement learning experiments has allowed researchers to achieve unprecedented results in both training sophisticated agents for video games, and in sim-to-real transfer for robotics. Typically such experiments rely on large distributed systems and require expensive hardware setups, limiting wider access to this exciting area of research. In this work we aim to solve this problem by optimizing the efficiency and resource utilization of reinforcement learning algorithms instead of relying on distributed computation. We present the "Sample Factory", a high-throughput training system optimized for a single-machine setting. Our architecture combines a highly efficient, asynchronous, GPU-based sampler with off-policy correction techniques, allowing us to achieve throughput higher than $10^5$ environment frames/second on non-trivial control problems in 3D without sacrificing sample efficiency. We extend Sample Factory to support self-play and population-based training and apply these techniques to train highly capable agents for a multiplayer first-person shooter game. The source code is available at https://github.com/alex-petrenko/sample-factory

cs.LG↗

Rapid Top-Down Synthesis of Large-Scale IoT Networks

Advances in optimization and constraint satisfaction techniques, together with the availability of elastic computing resources, have spurred interest in large-scale network verification and synthesis. Motivated by this, we consider the top-down synthesis of ad-hoc IoT networks for disaster response and search and rescue operations. This synthesis problem must satisfy complex and competing constraints: sensor coverage, line-of-sight visibility, and network connectivity. The central challenge in our synthesis problem is quickly scaling to large regions while producing cost-effective solutions. We explore two qualitatively different representations of the synthesis problems satisfiability modulo convex optimization (SMC), and mixed-integer linear programming (MILP). The former is more expressive, for our problem, than the latter, but is less well-suited for solving optimization problems like ours. We show how to express our network synthesis in these frameworks, and, to scale to problem sizes beyond what these frameworks are capable of, develop a hierarchical synthesis technique that independently synthesizes networks in sub-regions of the deployment area, then combines these. We find that, while MILP outperforms SMC in some settings for smaller problem sizes, the fact that SMC's expressivity matches our problem ensures that it uniformly generates better quality solutions at larger problem sizes.

cs.NI↗

Solving Markov Decision Processes with Reachability Characterization from Mean First Passage Times

A new mechanism for efficiently solving the Markov decision processes (MDPs) is proposed in this paper. We introduce the notion of reachability landscape where we use the Mean First Passage Time (MFPT) as a means to characterize the reachability of every state in the state space. We show that such reachability characterization very well assesses the importance of states and thus provides a natural basis for effectively prioritizing states and approximating policies. Built on such a novel observation, we design two new algorithms -- Mean First Passage Time based Value Iteration (MFPT-VI) and Mean First Passage Time based Policy Iteration (MFPT-PI) -- that have been modified from the state-of-the-art solution methods. To validate our design, we have performed numerical evaluations in robotic decision-making scenarios, by comparing the proposed new methods with corresponding classic baseline mechanisms. The evaluation results showed that MFPT-VI and MFPT-PI have outperformed the state-of-the-art solutions in terms of both practical runtime and number of iterations. Aside from the advantage of fast convergence, this new solution method is intuitively easy to understand and practically simple to implement.

cs.AI↗

Accelerating Goal-Directed Reinforcement Learning by Model Characterization

We propose a hybrid approach aimed at improving the sample efficiency in goal-directed reinforcement learning. We do this via a two-step mechanism where firstly, we approximate a model from Model-Free reinforcement learning. Then, we leverage this approximate model along with a notion of reachability using Mean First Passage Times to perform Model-Based reinforcement learning. Built on such a novel observation, we design two new algorithms - Mean First Passage Time based Q-Learning (MFPT-Q) and Mean First Passage Time based DYNA (MFPT-DYNA), that have been fundamentally modified from the state-of-the-art reinforcement learning techniques. Preliminary results have shown that our hybrid approaches converge with much fewer iterations than their corresponding state-of-the-art counterparts and therefore requiring much fewer samples and much fewer training trials to converge.

cs.LG↗

Reachability and Differential based Heuristics for Solving Markov Decision Processes

The solution convergence of Markov Decision Processes (MDPs) can be accelerated by prioritized sweeping of states ranked by their potential impacts to other states. In this paper, we present new heuristics to speed up the solution convergence of MDPs. First, we quantify the level of reachability of every state using the Mean First Passage Time (MFPT) and show that such reachability characterization very well assesses the importance of states which is used for effective state prioritization. Then, we introduce the notion of backup differentials as an extension to the prioritized sweeping mechanism, in order to evaluate the impacts of states at an even finer scale. Finally, we extend the state prioritization to the temporal process, where only partial sweeping can be performed during certain intermediate value iteration stages. To validate our design, we have performed numerical evaluations by comparing the proposed new heuristics with corresponding classic baseline mechanisms. The evaluation results showed that our reachability based framework and its differential variants have outperformed the state-of-the-art solutions in terms of both practical runtime and number of iterations.

cs.AI↗

Scaling simulation-to-real transfer by learning composable robot skills

We present a novel solution to the problem of simulation-to-real transfer, which builds on recent advances in robot skill decomposition. Rather than focusing on minimizing the simulation-reality gap, we learn a set of diverse policies that are parameterized in a way that makes them easily reusable. This diversity and parameterization of low-level skills allows us to find a transferable policy that is able to use combinations and variations of different skills to solve more complex, high-level tasks. In particular, we first use simulation to jointly learn a policy for a set of low-level skills, and a "skill embedding" parameterization which can be used to compose them. Later, we learn high-level policies which actuate the low-level policies via this skill embedding parameterization. The high-level policies encode how and when to reuse the low-level skills together to achieve specific high-level tasks. Importantly, our method learns to control a real robot in joint-space to achieve these high-level tasks with little or no on-robot time, despite the fact that the low-level policies may not be perfectly transferable from simulation to real, and that the low-level skills were not trained on any examples of high-level tasks. We illustrate the principles of our method using informative simulation experiments. We then verify its usefulness for real robotics problems by learning, transferring, and composing free-space and contact motion skills on a Sawyer robot using only joint-space control. We experiment with several techniques for composing pre-learned skills, and find that our method allows us to use both learning-based approaches and efficient search-based planning to achieve high-level tasks using only pre-learned skills.

cs.LG↗

Region Growing Curriculum Generation for Reinforcement Learning

Learning a policy capable of moving an agent between any two states in the environment is important for many robotics problems involving navigation and manipulation. Due to the sparsity of rewards in such tasks, applying reinforcement learning in these scenarios can be challenging. Common approaches for tackling this problem include reward engineering with auxiliary rewards, requiring domain-specific knowledge or changing the objective. In this work, we introduce a method based on region-growing that allows learning in an environment with any pair of initial and goal states. Our algorithm first learns how to move between nearby states and then increases the difficulty of the start-goal transitions as the agent's performance improves. This approach creates an efficient curriculum for learning the objective behavior of reaching any goal from any initial state. In addition, we describe a method to adaptively adjust expansion of the growing region that allows automatic adjustment of the key exploration hyperparameter to environments with different requirements. We evaluate our approach on a set of simulated navigation and manipulation tasks, where we demonstrate that our algorithm can efficiently learn a policy in the presence of sparse rewards.

cs.AI↗

Interactive Perception: Leveraging Action in Perception and Perception in Action

Recent approaches in robotics follow the insight that perception is facilitated by interaction with the environment. These approaches are subsumed under the term of Interactive Perception (IP). It provides the following benefits: (i) interaction with the environment creates a rich sensory signal that would otherwise not be present and (ii) knowledge of the regularity in the combined space of sensory data and action parameters facilitate the prediction and interpretation of the signal. In this survey we postulate this as a principle and collect evidence in support by analyzing and categorizing existing work in this area. We also provide an overview of the most important applications of Interactive Perception. We close this survey by discussing remaining open questions. Thereby, we hope to define a field and inspire future work.

cs.RO↗

Multi-Modal Imitation Learning from Unstructured Demonstrations using Generative Adversarial Nets

Imitation learning has traditionally been applied to learn a single task from demonstrations thereof. The requirement of structured and isolated demonstrations limits the scalability of imitation learning approaches as they are difficult to apply to real-world scenarios, where robots have to be able to execute a multitude of tasks. In this paper, we propose a multi-modal imitation learning framework that is able to segment and imitate skills from unlabelled and unstructured demonstrations by learning skill segmentation and imitation learning jointly. The extensive simulation results indicate that our method can efficiently separate the demonstrations into individual skills and learn to imitate them using a single multi-modal policy. The video of our experiments is available at http://sites.google.com/view/nips17intentiongan

cs.RO↗

Combining Model-Based and Model-Free Updates for Trajectory-Centric Reinforcement Learning

Reinforcement learning (RL) algorithms for real-world robotic applications need a data-efficient learning process and the ability to handle complex, unknown dynamical systems. These requirements are handled well by model-based and model-free RL approaches, respectively. In this work, we aim to combine the advantages of these two types of methods in a principled manner. By focusing on time-varying linear-Gaussian policies, we enable a model-based algorithm based on the linear quadratic regulator (LQR) that can be integrated into the model-free framework of path integral policy improvement (PI2). We can further combine our method with guided policy search (GPS) to train arbitrary parameterized policies such as deep neural networks. Our simulation and real-world experiments demonstrate that this method can solve challenging manipulation tasks with comparable or better performance than model-free methods while maintaining the sample efficiency of model-based methods. A video presenting our results is available at https://sites.google.com/site/icml17pilqr

cs.RO↗

Toward a Science of Autonomy for Physical Systems: Aerial Earth Science

Unmanned Aerial Vehicles (UAVs) equipped with LiDAR, electro-optical and infrared cameras, SAR and atmospheric sensors have transformed the way we acquire high spatio-temporal resolution data. For example, UAVs equipped with these sensors have been able to obtain topography at resolutions of less than one meter, revolutionizing earth sciences. Surface processes act at spatial scales on the order of a meter to produce intricate landforms and UAVs equipped with these sensors are able to measure the three dimensional spatio-temporal geometry of the earths surface and overlying anthropogenic features and vegetation at resolutions appropriate to document these processes. In addition, surface changes due to erosion, transport and sedimentation, as well as earthquakes, landslides, volcanoes can be quantified with this data.

cs.CY↗

Observability-Aware Trajectory Optimization for Self-Calibration with Application to UAVs

We study the nonlinear observability of a systems states in view of how well they are observable and what control inputs would improve the convergence of their estimates. We use these insights to develop an observability-aware trajectory-optimization framework for nonlinear systems that produces trajectories well suited for self-calibration. Common trajectory-planning algorithms tend to generate motions that lead to an unobservable subspace of the system state, causing suboptimal state estimation. We address this problem with a method that reasons about the quality of observability while respecting system dynamics and motion constraints to yield the optimal trajectory for rapid convergence of the self-calibration states (or other user-chosen states). Experiments performed on a simulated quadrotor system with a GPS-IMU sensor suite demonstrate the benefits of the optimized observability-aware trajectories when compared to a covariance-based approach and multiple heuristic approaches. Our method is approx. 80x faster than the covariance-based approach and achieves better results than any other approach in the self-calibration task. We applied our method to a waypoint navigation task and achieved a approx. 2x improvement in the integrated RMSE of the global position estimates and approx. 4x improvement in the integrated RMSE of the GPS-IMU transformation estimates compared to a minimal-energy trajectory planner.

cs.RO↗