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George Konidaris

Publications and source records attributed to George Konidaris.

At least 37 records · Page 2Linked to original sources

Hierarchical Entity-centric Reinforcement Learning with Factored Subgoal Diffusion

We propose a hierarchical entity-centric framework for offline Goal-Conditioned Reinforcement Learning (GCRL) that combines subgoal decomposition with factored structure to solve long-horizon tasks in domains with multiple entities. Achieving long-horizon goals in complex environments remains a core challenge in Reinforcement Learning (RL). Domains with multiple entities are particularly difficult due to their combinatorial complexity. GCRL facilitates generalization across goals and the use of subgoal structure, but struggles with high-dimensional observations and combinatorial state-spaces, especially under sparse reward. We employ a two-level hierarchy composed of a value-based GCRL agent and a factored subgoal-generating conditional diffusion model. The RL agent and subgoal generator are trained independently and composed post hoc through selective subgoal generation based on the value function, making the approach modular and compatible with existing GCRL algorithms. We introduce new variations to benchmark tasks that highlight the challenges of multi-entity domains, and show that our method consistently boosts performance of the underlying RL agent on image-based long-horizon tasks with sparse rewards, achieving over 150% higher success rates on the hardest task in our suite and generalizing to increasing horizons and numbers of entities. Rollout videos are provided at: https://sites.google.com/view/hecrl

cs.LG↗

Learning Parameterized Skills from Demonstrations

We present DEPS, an end-to-end algorithm for discovering parameterized skills from expert demonstrations. Our method learns parameterized skill policies jointly with a meta-policy that selects the appropriate discrete skill and continuous parameters at each timestep. Using a combination of temporal variational inference and information-theoretic regularization methods, we address the challenge of degeneracy common in latent variable models, ensuring that the learned skills are temporally extended, semantically meaningful, and adaptable. We empirically show that learning parameterized skills from multitask expert demonstrations significantly improves generalization to unseen tasks. Our method outperforms multitask as well as skill learning baselines on both LIBERO and MetaWorld benchmarks. We also demonstrate that DEPS discovers interpretable parameterized skills, such as an object grasping skill whose continuous arguments define the grasp location.

cs.LG↗

NovaFlow: Zero-Shot Manipulation via Actionable Flow from Generated Videos

Enabling robots to execute novel manipulation tasks zero-shot is a central goal in robotics. Most existing methods assume in-distribution tasks or rely on fine-tuning with embodiment-matched data, limiting transfer across platforms. We present NovaFlow, an autonomous manipulation framework that converts a task description into an actionable plan for a target robot without any demonstrations. Given a task description, NovaFlow synthesizes a video using a video generation model and distills it into 3D actionable object flow using off-the-shelf perception modules. From the object flow, it computes relative poses for rigid objects and realizes them as robot actions via grasp proposals and trajectory optimization. For deformable objects, this flow serves as a tracking objective for model-based planning with a particle-based dynamics model. By decoupling task understanding from low-level control, NovaFlow naturally transfers across embodiments. We validate on rigid, articulated, and deformable object manipulation tasks using a table-top Franka arm and a Spot quadrupedal mobile robot, and achieve effective zero-shot execution without demonstrations or embodiment-specific training. Project website: https://novaflow.lhy.xyz/.

cs.RO↗

From Pixels to Factors: Learning Independently Controllable State Variables for Reinforcement Learning

Algorithms that exploit factored Markov decision processes are far more sample-efficient than factor-agnostic methods, yet they assume a factored representation is known a priori -- a requirement that breaks down when the agent sees only high-dimensional observations. Conversely, deep reinforcement learning handles such inputs but cannot benefit from factored structure. We address this representation problem with Action-Controllable Factorization (ACF), a contrastive learning approach that uncovers independently controllable latent variables -- state components each action can influence separately. ACF leverages sparsity: actions typically affect only a subset of variables, while the rest evolve under the environment's dynamics, yielding informative data for contrastive training. ACF recovers the ground truth controllable factors directly from pixel observations on three benchmarks with known factored structure -- Taxi, FourRooms, and MiniGrid-DoorKey -- consistently outperforming baseline disentanglement algorithms.

cs.LG↗

V-HOP: Visuo-Haptic 6D Object Pose Tracking

Humans naturally integrate vision and haptics for robust object perception during manipulation. The loss of either modality significantly degrades performance. Inspired by this multisensory integration, prior object pose estimation research has attempted to combine visual and haptic/tactile feedback. Although these works demonstrate improvements in controlled environments or synthetic datasets, they often underperform vision-only approaches in real-world settings due to poor generalization across diverse grippers, sensor layouts, or sim-to-real environments. Furthermore, they typically estimate the object pose for each frame independently, resulting in less coherent tracking over sequences in real-world deployments. To address these limitations, we introduce a novel unified haptic representation that effectively handles multiple gripper embodiments. Building on this representation, we introduce a new visuo-haptic transformer-based object pose tracker that seamlessly integrates visual and haptic input. We validate our framework in our dataset and the Feelsight dataset, demonstrating significant performance improvement on challenging sequences. Notably, our method achieves superior generalization and robustness across novel embodiments, objects, and sensor types (both taxel-based and vision-based tactile sensors). In real-world experiments, we demonstrate that our approach outperforms state-of-the-art visual trackers by a large margin. We further show that we can achieve precise manipulation tasks by incorporating our real-time object tracking result into motion plans, underscoring the advantages of visuo-haptic perception. Project website: https://ivl.cs.brown.edu/research/v-hop

cs.RO↗

Benchmarking Partial Observability in Reinforcement Learning with a Suite of Memory-Improvable Domains

Mitigating partial observability is a necessary but challenging task for general reinforcement learning algorithms. To improve an algorithm's ability to mitigate partial observability, researchers need comprehensive benchmarks to gauge progress. Most algorithms tackling partial observability are only evaluated on benchmarks with simple forms of state aliasing, such as feature masking and Gaussian noise. Such benchmarks do not represent the many forms of partial observability seen in real domains, like visual occlusion or unknown opponent intent. We argue that a partially observable benchmark should have two key properties. The first is coverage in its forms of partial observability, to ensure an algorithm's generalizability. The second is a large gap between the performance of a agents with more or less state information, all other factors roughly equal. This gap implies that an environment is memory improvable: where performance gains in a domain are from an algorithm's ability to cope with partial observability as opposed to other factors. We introduce best-practice guidelines for empirically benchmarking reinforcement learning under partial observability, as well as the open-source library POBAX: Partially Observable Benchmarks in JAX. We characterize the types of partial observability present in various environments and select representative environments for our benchmark. These environments include localization and mapping, visual control, games, and more. Additionally, we show that these tasks are all memory improvable and require hard-to-learn memory functions, providing a concrete signal for partial observability research. This framework includes recommended hyperparameters as well as algorithm implementations for fast, out-of-the-box evaluation, as well as highly performant environments implemented in JAX for GPU-scalable experimentation.

cs.LG↗

Geometry of Neural Reinforcement Learning in Continuous State and Action Spaces

Advances in reinforcement learning (RL) have led to its successful application in complex tasks with continuous state and action spaces. Despite these advances in practice, most theoretical work pertains to finite state and action spaces. We propose building a theoretical understanding of continuous state and action spaces by employing a geometric lens to understand the locally attained set of states. The set of all parametrised policies learnt through a semi-gradient based approach induces a set of attainable states in RL. We show that the training dynamics of a two-layer neural policy induce a low dimensional manifold of attainable states embedded in the high-dimensional nominal state space trained using an actor-critic algorithm. We prove that, under certain conditions, the dimensionality of this manifold is of the order of the dimensionality of the action space. This is the first result of its kind, linking the geometry of the state space to the dimensionality of the action space. We empirically corroborate this upper bound for four MuJoCo environments and also demonstrate the results in a toy environment with varying dimensionality. We also show the applicability of this theoretical result by introducing a local manifold learning layer to the policy and value function networks to improve the performance in control environments with very high degrees of freedom by changing one layer of the neural network to learn sparse representations.

cs.LG↗

Knowledge Retention for Continual Model-Based Reinforcement Learning

We propose DRAGO, a novel approach for continual model-based reinforcement learning aimed at improving the incremental development of world models across a sequence of tasks that differ in their reward functions but not the state space or dynamics. DRAGO comprises two key components: Synthetic Experience Rehearsal, which leverages generative models to create synthetic experiences from past tasks, allowing the agent to reinforce previously learned dynamics without storing data, and Regaining Memories Through Exploration, which introduces an intrinsic reward mechanism to guide the agent toward revisiting relevant states from prior tasks. Together, these components enable the agent to maintain a comprehensive and continually developing world model, facilitating more effective learning and adaptation across diverse environments. Empirical evaluations demonstrate that DRAGO is able to preserve knowledge across tasks, achieving superior performance in various continual learning scenarios.

cs.LG↗

Visual Theory of Mind Enables the Invention of Proto-Writing

Symbolic writing systems are graphical semiotic codes that are ubiquitous in modern society but are otherwise absent in the animal kingdom. Anthropological evidence suggests that the earliest forms of some writing systems originally consisted of iconic pictographs, which signify their referent via visual resemblance. While previous studies have examined the emergence and, separately, the evolution of pictographic systems through a computational lens, most employ non-naturalistic methodologies that make it difficult to draw clear analogies to human and animal cognition. We develop a multi-agent reinforcement learning testbed for emergent communication called a Signification Game, and formulate a model of inferential communication that enables agents to leverage visual theory of mind to communicate actions using pictographs. Our model, which is situated within a broader formalism for animal communication, sheds light on the cognitive and cultural processes underlying the emergence of proto-writing.

cs.CL↗

Optimal Interactive Learning on the Job via Facility Location Planning

Collaborative robots must continually adapt to novel tasks and user preferences without overburdening the user. While prior interactive robot learning methods aim to reduce human effort, they are typically limited to single-task scenarios and are not well-suited for sustained, multi-task collaboration. We propose COIL (Cost-Optimal Interactive Learning) -- a multi-task interaction planner that minimizes human effort across a sequence of tasks by strategically selecting among three query types (skill, preference, and help). When user preferences are known, we formulate COIL as an uncapacitated facility location (UFL) problem, which enables bounded-suboptimal planning in polynomial time using off-the-shelf approximation algorithms. We extend our formulation to handle uncertainty in user preferences by incorporating one-step belief space planning, which uses these approximation algorithms as subroutines to maintain polynomial-time performance. Simulated and physical experiments on manipulation tasks show that our framework significantly reduces the amount of work allocated to the human while maintaining successful task completion.

cs.RO↗

Verifiably Following Complex Robot Instructions with Foundation Models

When instructing robots, users want to flexibly express constraints, refer to arbitrary landmarks, and verify robot behavior, while robots must disambiguate instructions into specifications and ground instruction referents in the real world. To address this problem, we propose Language Instruction grounding for Motion Planning (LIMP), an approach that enables robots to verifiably follow complex, open-ended instructions in real-world environments without prebuilt semantic maps. LIMP constructs a symbolic instruction representation that reveals the robot's alignment with an instructor's intended motives and affords the synthesis of correct-by-construction robot behaviors. We conduct a large-scale evaluation of LIMP on 150 instructions across five real-world environments, demonstrating its versatility and ease of deployment in diverse, unstructured domains. LIMP performs comparably to state-of-the-art baselines on standard open-vocabulary tasks and additionally achieves a 79\% success rate on complex spatiotemporal instructions, significantly outperforming baselines that only reach 38\%. See supplementary materials and demo videos at https://robotlimp.github.io

cs.RO↗

Bootstrapping Object-level Planning with Large Language Models

We introduce a new method that extracts knowledge from a large language model (LLM) to produce object-level plans, which describe high-level changes to object state, and uses them to bootstrap task and motion planning (TAMP). Existing work uses LLMs to directly output task plans or generate goals in representations like PDDL. However, these methods fall short because they rely on the LLM to do the actual planning or output a hard-to-satisfy goal. Our approach instead extracts knowledge from an LLM in the form of plan schemas as an object-level representation called functional object-oriented networks (FOON), from which we automatically generate PDDL subgoals. Our method markedly outperforms alternative planning strategies in completing several pick-and-place tasks in simulation.

cs.RO↗

Automating Curriculum Learning for Reinforcement Learning using a Skill-Based Bayesian Network

A major challenge for reinforcement learning is automatically generating curricula to reduce training time or improve performance in some target task. We introduce SEBNs (Skill-Environment Bayesian Networks) which model a probabilistic relationship between a set of skills, a set of goals that relate to the reward structure, and a set of environment features to predict policy performance on (possibly unseen) tasks. We develop an algorithm that uses the inferred estimates of agent success from SEBN to weigh the possible next tasks by expected improvement. We evaluate the benefit of the resulting curriculum on three environments: a discrete gridworld, continuous control, and simulated robotics. The results show that curricula constructed using SEBN frequently outperform other baselines.

cs.AI↗

Mitigating Partial Observability in Sequential Decision Processes via the Lambda Discrepancy

Reinforcement learning algorithms typically rely on the assumption that the environment dynamics and value function can be expressed in terms of a Markovian state representation. However, when state information is only partially observable, how can an agent learn such a state representation, and how can it detect when it has found one? We introduce a metric that can accomplish both objectives, without requiring access to -- or knowledge of -- an underlying, unobservable state space. Our metric, the $λ$-discrepancy, is the difference between two distinct temporal difference (TD) value estimates, each computed using TD($λ$) with a different value of $λ$. Since TD($λ{=}0$) makes an implicit Markov assumption and TD($λ{=}1$) does not, a discrepancy between these estimates is a potential indicator of a non-Markovian state representation. Indeed, we prove that the $λ$-discrepancy is exactly zero for all Markov decision processes and almost always non-zero for a broad class of partially observable environments. We also demonstrate empirically that, once detected, minimizing the $λ$-discrepancy can help with learning a memory function to mitigate the corresponding partial observability. We then train a reinforcement learning agent that simultaneously constructs two recurrent value networks with different $λ$ parameters and minimizes the difference between them as an auxiliary loss. The approach scales to challenging partially observable domains, where the resulting agent frequently performs significantly better (and never performs worse) than a baseline recurrent agent with only a single value network.

cs.LG↗

Skill Generalization with Verbs

It is imperative that robots can understand natural language commands issued by humans. Such commands typically contain verbs that signify what action should be performed on a given object and that are applicable to many objects. We propose a method for generalizing manipulation skills to novel objects using verbs. Our method learns a probabilistic classifier that determines whether a given object trajectory can be described by a specific verb. We show that this classifier accurately generalizes to novel object categories with an average accuracy of 76.69% across 13 object categories and 14 verbs. We then perform policy search over the object kinematics to find an object trajectory that maximizes classifier prediction for a given verb. Our method allows a robot to generate a trajectory for a novel object based on a verb, which can then be used as input to a motion planner. We show that our model can generate trajectories that are usable for executing five verb commands applied to novel instances of two different object categories on a real robot.

cs.RO↗

Latent-Predictive Empowerment: Measuring Empowerment without a Simulator

Empowerment has the potential to help agents learn large skillsets, but is not yet a scalable solution for training general-purpose agents. Recent empowerment methods learn diverse skillsets by maximizing the mutual information between skills and states; however, these approaches require a model of the transition dynamics, which can be challenging to learn in realistic settings with high-dimensional and stochastic observations. We present Latent-Predictive Empowerment (LPE), an algorithm that can compute empowerment in a more practical manner. LPE learns large skillsets by maximizing an objective that is a principled replacement for the mutual information between skills and states and that only requires a simpler latent-predictive model rather than a full simulator of the environment. We show empirically in a variety of settings--including ones with high-dimensional observations and highly stochastic transition dynamics--that our empowerment objective (i) learns similar-sized skillsets as the leading empowerment algorithm that assumes access to a model of the transition dynamics and (ii) outperforms other model-based approaches to empowerment.

cs.AI↗

EPO: Hierarchical LLM Agents with Environment Preference Optimization

Long-horizon decision-making tasks present significant challenges for LLM-based agents due to the need for extensive planning over multiple steps. In this paper, we propose a hierarchical framework that decomposes complex tasks into manageable subgoals, utilizing separate LLMs for subgoal prediction and low-level action generation. To address the challenge of creating training signals for unannotated datasets, we develop a reward model that leverages multimodal environment feedback to automatically generate reward signals. We introduce Environment Preference Optimization (EPO), a novel method that generates preference signals from the environment's feedback and uses them to train LLM-based agents. Extensive experiments on ALFRED demonstrate the state-of-the-art performance of our framework, achieving first place on the ALFRED public leaderboard and showcasing its potential to improve long-horizon decision-making in diverse environments.

cs.LG↗

LTL-Transfer: Skill Transfer for Temporal Task Specification

Deploying robots in real-world environments, such as households and manufacturing lines, requires generalization across novel task specifications without violating safety constraints. Linear temporal logic (LTL) is a widely used task specification language with a compositional grammar that naturally induces commonalities among tasks while preserving safety guarantees. However, most prior work on reinforcement learning with LTL specifications treats every new task independently, thus requiring large amounts of training data to generalize. We propose LTL-Transfer, a zero-shot transfer algorithm that composes task-agnostic skills learned during training to safely satisfy a wide variety of novel LTL task specifications. Experiments in Minecraft-inspired domains show that after training on only 50 tasks, LTL-Transfer can solve over 90% of 100 challenging unseen tasks and 100% of 300 commonly used novel tasks without violating any safety constraints. We deployed LTL-Transfer at the task-planning level of a quadruped mobile manipulator to demonstrate its zero-shot transfer ability for fetch-and-deliver and navigation tasks.

cs.RO↗