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Gerhard Neumann

Publications and source records attributed to Gerhard Neumann.

At least 55 records · Page 3Linked to original sources

DIME:Diffusion-Based Maximum Entropy Reinforcement Learning

Maximum entropy reinforcement learning (MaxEnt-RL) has become the standard approach to RL due to its beneficial exploration properties. Traditionally, policies are parameterized using Gaussian distributions, which significantly limits their representational capacity. Diffusion-based policies offer a more expressive alternative, yet integrating them into MaxEnt-RL poses challenges-primarily due to the intractability of computing their marginal entropy. To overcome this, we propose Diffusion-Based Maximum Entropy RL (DIME). \emph{DIME} leverages recent advances in approximate inference with diffusion models to derive a lower bound on the maximum entropy objective. Additionally, we propose a policy iteration scheme that provably converges to the optimal diffusion policy. Our method enables the use of expressive diffusion-based policies while retaining the principled exploration benefits of MaxEnt-RL, significantly outperforming other diffusion-based methods on challenging high-dimensional control benchmarks. It is also competitive with state-of-the-art non-diffusion based RL methods while requiring fewer algorithmic design choices and smaller update-to-data ratios, reducing computational complexity.

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Beyond Task Performance: Human Experience in Human-Robot Collaboration

Human interaction experience plays a crucial role in the effectiveness of human-machine collaboration, especially as interactions in future systems progress towards tighter physical and functional integration. While automation design has been shown to impact task performance, its influence on human experience metrics such as flow, sense of agency (SoA), and embodiment remains underexplored. This study investigates how variations in automation design affect these psychological experience measures and examines correlations between subjective experience and physiological indicators. A user study was conducted in a simulated wood workshop, where participants collaborated with a lightweight robot under four automation levels. The results of the study indicate that medium automation levels enhance flow, SoA and embodiment, striking a balance between support and user autonomy. In contrast, higher automation, despite optimizing task performance, diminishes perceived flow and agency. Furthermore, we observed that grip force might be considered as a real-time proxy of SoA, while correlations with heart rate variability were inconclusive. The findings underscore the necessity for automation strategies that integrate human- centric metrics, aiming to optimize both performance and user experience in collaborative robotic systems

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Enhancing Exploration with Diffusion Policies in Hybrid Off-Policy RL: Application to Non-Prehensile Manipulation

Learning diverse policies for non-prehensile manipulation is essential for improving skill transfer and generalization to out-of-distribution scenarios. In this work, we enhance exploration through a two-fold approach within a hybrid framework that tackles both discrete and continuous action spaces. First, we model the continuous motion parameter policy as a diffusion model, and second, we incorporate this into a maximum entropy reinforcement learning framework that unifies both the discrete and continuous components. The discrete action space, such as contact point selection, is optimized through Q-value function maximization, while the continuous part is guided by a diffusion-based policy. This hybrid approach leads to a principled objective, where the maximum entropy term is derived as a lower bound using structured variational inference. We propose the Hybrid Diffusion Policy algorithm (HyDo) and evaluate its performance on both simulation and zero-shot sim2real tasks. Our results show that HyDo encourages more diverse behavior policies, leading to significantly improved success rates across tasks - for example, increasing from 53% to 72% on a real-world 6D pose alignment task. Project page: https://leh2rng.github.io/hydo

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Geometry-aware RL for Manipulation of Varying Shapes and Deformable Objects

Manipulating objects with varying geometries and deformable objects is a major challenge in robotics. Tasks such as insertion with different objects or cloth hanging require precise control and effective modelling of complex dynamics. In this work, we frame this problem through the lens of a heterogeneous graph that comprises smaller sub-graphs, such as actuators and objects, accompanied by different edge types describing their interactions. This graph representation serves as a unified structure for both rigid and deformable objects tasks, and can be extended further to tasks comprising multiple actuators. To evaluate this setup, we present a novel and challenging reinforcement learning benchmark, including rigid insertion of diverse objects, as well as rope and cloth manipulation with multiple end-effectors. These tasks present a large search space, as both the initial and target configurations are uniformly sampled in 3D space. To address this issue, we propose a novel graph-based policy model, dubbed Heterogeneous Equivariant Policy (HEPi), utilizing $SE(3)$ equivariant message passing networks as the main backbone to exploit the geometric symmetry. In addition, by modeling explicit heterogeneity, HEPi can outperform Transformer-based and non-heterogeneous equivariant policies in terms of average returns, sample efficiency, and generalization to unseen objects. Our project page is available at https://thobotics.github.io/hepi.

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Beyond Visuals: Investigating Force Feedback in Extended Reality for Robot Data Collection

This work explores how force feedback affects various aspects of robot data collection within the Extended Reality (XR) setting. Force feedback has been proved to enhance the user experience in Extended Reality (XR) by providing contact-rich information. However, its impact on robot data collection has not received much attention in the robotics community. This paper addresses this shortcoming by conducting an extensive user study on the effects of force feedback during data collection in XR. We extended two XR-based robot control interfaces, Kinesthetic Teaching and Motion Controllers, with haptic feedback features. The user study is conducted using manipulation tasks ranging from simple pick-place to complex peg assemble, requiring precise operations. The evaluations show that force feedback enhances task performance and user experience, particularly in tasks requiring high-precision manipulation. These improvements vary depending on the robot control interface and task complexity. This paper provides new insights into how different factors influence the impact of force feedback.

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TOP-ERL: Transformer-based Off-Policy Episodic Reinforcement Learning

This work introduces Transformer-based Off-Policy Episodic Reinforcement Learning (TOP-ERL), a novel algorithm that enables off-policy updates in the ERL framework. In ERL, policies predict entire action trajectories over multiple time steps instead of single actions at every time step. These trajectories are typically parameterized by trajectory generators such as Movement Primitives (MP), allowing for smooth and efficient exploration over long horizons while capturing high-level temporal correlations. However, ERL methods are often constrained to on-policy frameworks due to the difficulty of evaluating state-action values for entire action sequences, limiting their sample efficiency and preventing the use of more efficient off-policy architectures. TOP-ERL addresses this shortcoming by segmenting long action sequences and estimating the state-action values for each segment using a transformer-based critic architecture alongside an n-step return estimation. These contributions result in efficient and stable training that is reflected in the empirical results conducted on sophisticated robot learning environments. TOP-ERL significantly outperforms state-of-the-art RL methods. Thorough ablation studies additionally show the impact of key design choices on the model performance.

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End-To-End Learning of Gaussian Mixture Priors for Diffusion Sampler

Diffusion models optimized via variational inference (VI) have emerged as a promising tool for generating samples from unnormalized target densities. These models create samples by simulating a stochastic differential equation, starting from a simple, tractable prior, typically a Gaussian distribution. However, when the support of this prior differs greatly from that of the target distribution, diffusion models often struggle to explore effectively or suffer from large discretization errors. Moreover, learning the prior distribution can lead to mode-collapse, exacerbated by the mode-seeking nature of reverse Kullback-Leibler divergence commonly used in VI. To address these challenges, we propose end-to-end learnable Gaussian mixture priors (GMPs). GMPs offer improved control over exploration, adaptability to target support, and increased expressiveness to counteract mode collapse. We further leverage the structure of mixture models by proposing a strategy to iteratively refine the model by adding mixture components during training. Our experimental results demonstrate significant performance improvements across a diverse range of real-world and synthetic benchmark problems when using GMPs without requiring additional target evaluations.

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Towards Fusing Point Cloud and Visual Representations for Imitation Learning

Learning for manipulation requires using policies that have access to rich sensory information such as point clouds or RGB images. Point clouds efficiently capture geometric structures, making them essential for manipulation tasks in imitation learning. In contrast, RGB images provide rich texture and semantic information that can be crucial for certain tasks. Existing approaches for fusing both modalities assign 2D image features to point clouds. However, such approaches often lose global contextual information from the original images. In this work, we propose FPV-Net, a novel imitation learning method that effectively combines the strengths of both point cloud and RGB modalities. Our method conditions the point-cloud encoder on global and local image tokens using adaptive layer norm conditioning, leveraging the beneficial properties of both modalities. Through extensive experiments on the challenging RoboCasa benchmark, we demonstrate the limitations of relying on either modality alone and show that our method achieves state-of-the-art performance across all tasks.

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X-IL: Exploring the Design Space of Imitation Learning Policies

Designing modern imitation learning (IL) policies requires making numerous decisions, including the selection of feature encoding, architecture, policy representation, and more. As the field rapidly advances, the range of available options continues to grow, creating a vast and largely unexplored design space for IL policies. In this work, we present X-IL, an accessible open-source framework designed to systematically explore this design space. The framework's modular design enables seamless swapping of policy components, such as backbones (e.g., Transformer, Mamba, xLSTM) and policy optimization techniques (e.g., Score-matching, Flow-matching). This flexibility facilitates comprehensive experimentation and has led to the discovery of novel policy configurations that outperform existing methods on recent robot learning benchmarks. Our experiments demonstrate not only significant performance gains but also provide valuable insights into the strengths and weaknesses of various design choices. This study serves as both a practical reference for practitioners and a foundation for guiding future research in imitation learning.

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Efficient Off-Policy Learning for High-Dimensional Action Spaces

Existing off-policy reinforcement learning algorithms often rely on an explicit state-action-value function representation, which can be problematic in high-dimensional action spaces due to the curse of dimensionality. This reliance results in data inefficiency as maintaining a state-action-value function in such spaces is challenging. We present an efficient approach that utilizes only a state-value function as the critic for off-policy deep reinforcement learning. This approach, which we refer to as Vlearn, effectively circumvents the limitations of existing methods by eliminating the necessity for an explicit state-action-value function. To this end, we leverage a weighted importance sampling loss for learning deep value functions from off-policy data. While this is common for linear methods, it has not been combined with deep value function networks. This transfer to deep methods is not straightforward and requires novel design choices such as robust policy updates, twin value function networks to avoid an optimization bias, and importance weight clipping. We also present a novel analysis of the variance of our estimate compared to commonly used importance sampling estimators such as V-trace. Our approach improves sample complexity as well as final performance and ensures consistent and robust performance across various benchmark tasks. Eliminating the state-action-value function in Vlearn facilitates a streamlined learning process, yielding high-return agents.

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BMP: Bridging the Gap between B-Spline and Movement Primitives

This work introduces B-spline Movement Primitives (BMPs), a new Movement Primitive (MP) variant that leverages B-splines for motion representation. B-splines are a well-known concept in motion planning due to their ability to generate complex, smooth trajectories with only a few control points while satisfying boundary conditions, i.e., passing through a specified desired position with desired velocity. However, current usages of B-splines tend to ignore the higher-order statistics in trajectory distributions, which limits their usage in imitation learning (IL) and reinforcement learning (RL), where modeling trajectory distribution is essential. In contrast, MPs are commonly used in IL and RL for their capacity to capture trajectory likelihoods and correlations. However, MPs are constrained by their abilities to satisfy boundary conditions and usually need extra terms in learning objectives to satisfy velocity constraints. By reformulating B-splines as MPs, represented through basis functions and weight parameters, BMPs combine the strengths of both approaches, allowing B-splines to capture higher-order statistics while retaining their ability to satisfy boundary conditions. Empirical results in IL and RL demonstrate that BMPs broaden the applicability of B-splines in robot learning and offer greater expressiveness compared to existing MP variants.

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MaIL: Improving Imitation Learning with Mamba

This work presents Mamba Imitation Learning (MaIL), a novel imitation learning (IL) architecture that provides an alternative to state-of-the-art (SoTA) Transformer-based policies. MaIL leverages Mamba, a state-space model designed to selectively focus on key features of the data. While Transformers are highly effective in data-rich environments due to their dense attention mechanisms, they can struggle with smaller datasets, often leading to overfitting or suboptimal representation learning. In contrast, Mamba's architecture enhances representation learning efficiency by focusing on key features and reducing model complexity. This approach mitigates overfitting and enhances generalization, even when working with limited data. Extensive evaluations on the LIBERO benchmark demonstrate that MaIL consistently outperforms Transformers on all LIBERO tasks with limited data and matches their performance when the full dataset is available. Additionally, MaIL's effectiveness is validated through its superior performance in three real robot experiments. Our code is available at https://github.com/ALRhub/MaIL.

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A Retrospective on the Robot Air Hockey Challenge: Benchmarking Robust, Reliable, and Safe Learning Techniques for Real-world Robotics

Machine learning methods have a groundbreaking impact in many application domains, but their application on real robotic platforms is still limited. Despite the many challenges associated with combining machine learning technology with robotics, robot learning remains one of the most promising directions for enhancing the capabilities of robots. When deploying learning-based approaches on real robots, extra effort is required to address the challenges posed by various real-world factors. To investigate the key factors influencing real-world deployment and to encourage original solutions from different researchers, we organized the Robot Air Hockey Challenge at the NeurIPS 2023 conference. We selected the air hockey task as a benchmark, encompassing low-level robotics problems and high-level tactics. Different from other machine learning-centric benchmarks, participants need to tackle practical challenges in robotics, such as the sim-to-real gap, low-level control issues, safety problems, real-time requirements, and the limited availability of real-world data. Furthermore, we focus on a dynamic environment, removing the typical assumption of quasi-static motions of other real-world benchmarks. The competition's results show that solutions combining learning-based approaches with prior knowledge outperform those relying solely on data when real-world deployment is challenging. Our ablation study reveals which real-world factors may be overlooked when building a learning-based solution. The successful real-world air hockey deployment of best-performing agents sets the foundation for future competitions and follow-up research directions.

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Adaptive World Models: Learning Behaviors by Latent Imagination Under Non-Stationarity

Developing foundational world models is a key research direction for embodied intelligence, with the ability to adapt to non-stationary environments being a crucial criterion. In this work, we introduce a new formalism, Hidden Parameter-POMDP, designed for control with adaptive world models. We demonstrate that this approach enables learning robust behaviors across a variety of non-stationary RL benchmarks. Additionally, this formalism effectively learns task abstractions in an unsupervised manner, resulting in structured, task-aware latent spaces.

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PointPatchRL -- Masked Reconstruction Improves Reinforcement Learning on Point Clouds

Perceiving the environment via cameras is crucial for Reinforcement Learning (RL) in robotics. While images are a convenient form of representation, they often complicate extracting important geometric details, especially with varying geometries or deformable objects. In contrast, point clouds naturally represent this geometry and easily integrate color and positional data from multiple camera views. However, while deep learning on point clouds has seen many recent successes, RL on point clouds is under-researched, with only the simplest encoder architecture considered in the literature. We introduce PointPatchRL (PPRL), a method for RL on point clouds that builds on the common paradigm of dividing point clouds into overlapping patches, tokenizing them, and processing the tokens with transformers. PPRL provides significant improvements compared with other point-cloud processing architectures previously used for RL. We then complement PPRL with masked reconstruction for representation learning and show that our method outperforms strong model-free and model-based baselines on image observations in complex manipulation tasks containing deformable objects and variations in target object geometry. Videos and code are available at https://alrhub.github.io/pprl-website

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Diffusion for Multi-Embodiment Grasping

Grasping is a fundamental skill in robotics with diverse applications across medical, industrial, and domestic domains. However, current approaches for predicting valid grasps are often tailored to specific grippers, limiting their applicability when gripper designs change. To address this limitation, we explore the transfer of grasping strategies between various gripper designs, enabling the use of data from diverse sources. In this work, we present an approach based on equivariant diffusion that facilitates gripper-agnostic encoding of scenes containing graspable objects and gripper-aware decoding of grasp poses by integrating gripper geometry into the model. We also develop a dataset generation framework that produces cluttered scenes with variable-sized object heaps, improving the training of grasp synthesis methods. Experimental evaluation on diverse object datasets demonstrates the generalizability of our approach across gripper architectures, ranging from simple parallel-jaw grippers to humanoid hands, outperforming both single-gripper and multi-gripper state-of-the-art methods.

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Variational Distillation of Diffusion Policies into Mixture of Experts

This work introduces Variational Diffusion Distillation (VDD), a novel method that distills denoising diffusion policies into Mixtures of Experts (MoE) through variational inference. Diffusion Models are the current state-of-the-art in generative modeling due to their exceptional ability to accurately learn and represent complex, multi-modal distributions. This ability allows Diffusion Models to replicate the inherent diversity in human behavior, making them the preferred models in behavior learning such as Learning from Human Demonstrations (LfD). However, diffusion models come with some drawbacks, including the intractability of likelihoods and long inference times due to their iterative sampling process. The inference times, in particular, pose a significant challenge to real-time applications such as robot control. In contrast, MoEs effectively address the aforementioned issues while retaining the ability to represent complex distributions but are notoriously difficult to train. VDD is the first method that distills pre-trained diffusion models into MoE models, and hence, combines the expressiveness of Diffusion Models with the benefits of Mixture Models. Specifically, VDD leverages a decompositional upper bound of the variational objective that allows the training of each expert separately, resulting in a robust optimization scheme for MoEs. VDD demonstrates across nine complex behavior learning tasks, that it is able to: i) accurately distill complex distributions learned by the diffusion model, ii) outperform existing state-of-the-art distillation methods, and iii) surpass conventional methods for training MoE.

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Learning Sub-Second Routing Optimization in Computer Networks requires Packet-Level Dynamics

Finding efficient routes for data packets is an essential task in computer networking. The optimal routes depend greatly on the current network topology, state and traffic demand, and they can change within milliseconds. Reinforcement Learning can help to learn network representations that provide routing decisions for possibly novel situations. So far, this has commonly been done using fluid network models. We investigate their suitability for millisecond-scale adaptations with a range of traffic mixes and find that packet-level network models are necessary to capture true dynamics, in particular in the presence of TCP traffic. To this end, we present $\textit{PackeRL}$, the first packet-level Reinforcement Learning environment for routing in generic network topologies. Our experiments confirm that learning-based strategies that have been trained in fluid environments do not generalize well to this more realistic, but more challenging setup. Hence, we also introduce two new algorithms for learning sub-second Routing Optimization. We present $\textit{M-Slim}$, a dynamic shortest-path algorithm that excels at high traffic volumes but is computationally hard to scale to large network topologies, and $\textit{FieldLines}$, a novel next-hop policy design that re-optimizes routing for any network topology within milliseconds without requiring any re-training. Both algorithms outperform current learning-based approaches as well as commonly used static baseline protocols in scenarios with high-traffic volumes. All findings are backed by extensive experiments in realistic network conditions in our fast and versatile training and evaluation framework.

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