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Glen Berseth

Publications and source records attributed to Glen Berseth.

68 records · Page 4Linked to original sources

Fully Autonomous Real-World Reinforcement Learning with Applications to Mobile Manipulation

We study how robots can autonomously learn skills that require a combination of navigation and grasping. While reinforcement learning in principle provides for automated robotic skill learning, in practice reinforcement learning in the real world is challenging and often requires extensive instrumentation and supervision. Our aim is to devise a robotic reinforcement learning system for learning navigation and manipulation together, in an autonomous way without human intervention, enabling continual learning under realistic assumptions. Our proposed system, ReLMM, can learn continuously on a real-world platform without any environment instrumentation, without human intervention, and without access to privileged information, such as maps, objects positions, or a global view of the environment. Our method employs a modularized policy with components for manipulation and navigation, where manipulation policy uncertainty drives exploration for the navigation controller, and the manipulation module provides rewards for navigation. We evaluate our method on a room cleanup task, where the robot must navigate to and pick up items scattered on the floor. After a grasp curriculum training phase, ReLMM can learn navigation and grasping together fully automatically, in around 40 hours of autonomous real-world training.

cs.LG↗

Information is Power: Intrinsic Control via Information Capture

Humans and animals explore their environment and acquire useful skills even in the absence of clear goals, exhibiting intrinsic motivation. The study of intrinsic motivation in artificial agents is concerned with the following question: what is a good general-purpose objective for an agent? We study this question in dynamic partially-observed environments, and argue that a compact and general learning objective is to minimize the entropy of the agent's state visitation estimated using a latent state-space model. This objective induces an agent to both gather information about its environment, corresponding to reducing uncertainty, and to gain control over its environment, corresponding to reducing the unpredictability of future world states. We instantiate this approach as a deep reinforcement learning agent equipped with a deep variational Bayes filter. We find that our agent learns to discover, represent, and exercise control of dynamic objects in a variety of partially-observed environments sensed with visual observations without extrinsic reward.

cs.LG↗

Inter-Level Cooperation in Hierarchical Reinforcement Learning

Hierarchies of temporally decoupled policies present a promising approach for enabling structured exploration in complex long-term planning problems. To fully achieve this approach an end-to-end training paradigm is needed. However, training these multi-level policies has had limited success due to challenges arising from interactions between the goal-assigning and goal-achieving levels within a hierarchy. In this article, we consider the policy optimization process as a multi-agent process. This allows us to draw on connections between communication and cooperation in multi-agent RL, and demonstrate the benefits of increased cooperation between sub-policies on the training performance of the overall policy. We introduce a simple yet effective technique for inducing inter-level cooperation by modifying the objective function and subsequent gradients of higher-level policies. Experimental results on a wide variety of simulated robotics and traffic control tasks demonstrate that inducing cooperation results in stronger performing policies and increased sample efficiency on a set of difficult long time horizon tasks. We also find that goal-conditioned policies trained using our method display better transfer to new tasks, highlighting the benefits of our method in learning task-agnostic lower-level behaviors. Videos and code are available at: https://sites.google.com/berkeley.edu/cooperative-hrl.

cs.LG↗

DisCo RL: Distribution-Conditioned Reinforcement Learning for General-Purpose Policies

Can we use reinforcement learning to learn general-purpose policies that can perform a wide range of different tasks, resulting in flexible and reusable skills? Contextual policies provide this capability in principle, but the representation of the context determines the degree of generalization and expressivity. Categorical contexts preclude generalization to entirely new tasks. Goal-conditioned policies may enable some generalization, but cannot capture all tasks that might be desired. In this paper, we propose goal distributions as a general and broadly applicable task representation suitable for contextual policies. Goal distributions are general in the sense that they can represent any state-based reward function when equipped with an appropriate distribution class, while the particular choice of distribution class allows us to trade off expressivity and learnability. We develop an off-policy algorithm called distribution-conditioned reinforcement learning (DisCo RL) to efficiently learn these policies. We evaluate DisCo RL on a variety of robot manipulation tasks and find that it significantly outperforms prior methods on tasks that require generalization to new goal distributions.

cs.LG↗

Reinforcement Learning for Robust Parameterized Locomotion Control of Bipedal Robots

Developing robust walking controllers for bipedal robots is a challenging endeavor. Traditional model-based locomotion controllers require simplifying assumptions and careful modelling; any small errors can result in unstable control. To address these challenges for bipedal locomotion, we present a model-free reinforcement learning framework for training robust locomotion policies in simulation, which can then be transferred to a real bipedal Cassie robot. To facilitate sim-to-real transfer, domain randomization is used to encourage the policies to learn behaviors that are robust across variations in system dynamics. The learned policies enable Cassie to perform a set of diverse and dynamic behaviors, while also being more robust than traditional controllers and prior learning-based methods that use residual control. We demonstrate this on versatile walking behaviors such as tracking a target walking velocity, walking height, and turning yaw.

cs.RO↗

SMiRL: Surprise Minimizing Reinforcement Learning in Unstable Environments

Every living organism struggles against disruptive environmental forces to carve out and maintain an orderly niche. We propose that such a struggle to achieve and preserve order might offer a principle for the emergence of useful behaviors in artificial agents. We formalize this idea into an unsupervised reinforcement learning method called surprise minimizing reinforcement learning (SMiRL). SMiRL alternates between learning a density model to evaluate the surprise of a stimulus, and improving the policy to seek more predictable stimuli. The policy seeks out stable and repeatable situations that counteract the environment's prevailing sources of entropy. This might include avoiding other hostile agents, or finding a stable, balanced pose for a bipedal robot in the face of disturbance forces. We demonstrate that our surprise minimizing agents can successfully play Tetris, Doom, control a humanoid to avoid falls, and navigate to escape enemies in a maze without any task-specific reward supervision. We further show that SMiRL can be used together with standard task rewards to accelerate reward-driven learning.

cs.LG↗

Ecological Reinforcement Learning

Much of the current work on reinforcement learning studies episodic settings, where the agent is reset between trials to an initial state distribution, often with well-shaped reward functions. Non-episodic settings, where the agent must learn through continuous interaction with the world without resets, and where the agent receives only delayed and sparse reward signals, is substantially more difficult, but arguably more realistic considering real-world environments do not present the learner with a convenient "reset mechanism" and easy reward shaping. In this paper, instead of studying algorithmic improvements that can address such non-episodic and sparse reward settings, we instead study the kinds of environment properties that can make learning under such conditions easier. Understanding how properties of the environment impact the performance of reinforcement learning agents can help us to structure our tasks in ways that make learning tractable. We first discuss what we term "environment shaping" -- modifications to the environment that provide an alternative to reward shaping, and may be easier to implement. We then discuss an even simpler property that we refer to as "dynamism," which describes the degree to which the environment changes independent of the agent's actions and can be measured by environment transition entropy. Surprisingly, we find that even this property can substantially alleviate the challenges associated with non-episodic RL in sparse reward settings. We provide an empirical evaluation on a set of new tasks focused on non-episodic learning with sparse rewards. Through this study, we hope to shift the focus of the community towards analyzing how properties of the environment can affect learning and the ultimate type of behavior that is learned via RL.

cs.LG↗

Morphology-Agnostic Visual Robotic Control

Existing approaches for visuomotor robotic control typically require characterizing the robot in advance by calibrating the camera or performing system identification. We propose MAVRIC, an approach that works with minimal prior knowledge of the robot's morphology, and requires only a camera view containing the robot and its environment and an unknown control interface. MAVRIC revolves around a mutual information-based method for self-recognition, which discovers visual "control points" on the robot body within a few seconds of exploratory interaction, and these control points in turn are then used for visual servoing. MAVRIC can control robots with imprecise actuation, no proprioceptive feedback, unknown morphologies including novel tools, unknown camera poses, and even unsteady handheld cameras. We demonstrate our method on visually-guided 3D point reaching, trajectory following, and robot-to-robot imitation.

cs.RO↗

Contextual Imagined Goals for Self-Supervised Robotic Learning

While reinforcement learning provides an appealing formalism for learning individual skills, a general-purpose robotic system must be able to master an extensive repertoire of behaviors. Instead of learning a large collection of skills individually, can we instead enable a robot to propose and practice its own behaviors automatically, learning about the affordances and behaviors that it can perform in its environment, such that it can then repurpose this knowledge once a new task is commanded by the user? In this paper, we study this question in the context of self-supervised goal-conditioned reinforcement learning. A central challenge in this learning regime is the problem of goal setting: in order to practice useful skills, the robot must be able to autonomously set goals that are feasible but diverse. When the robot's environment and available objects vary, as they do in most open-world settings, the robot must propose to itself only those goals that it can accomplish in its present setting with the objects that are at hand. Previous work only studies self-supervised goal-conditioned RL in a single-environment setting, where goal proposals come from the robot's past experience or a generative model are sufficient. In more diverse settings, this frequently leads to impossible goals and, as we show experimentally, prevents effective learning. We propose a conditional goal-setting model that aims to propose goals that are feasible from the robot's current state. We demonstrate that this enables self-supervised goal-conditioned off-policy learning with raw image observations in the real world, enabling a robot to manipulate a variety of objects and generalize to new objects that were not seen during training.

cs.RO↗

Feedback Control For Cassie With Deep Reinforcement Learning

Bipedal locomotion skills are challenging to develop. Control strategies often use local linearization of the dynamics in conjunction with reduced-order abstractions to yield tractable solutions. In these model-based control strategies, the controller is often not fully aware of many details, including torque limits, joint limits, and other non-linearities that are necessarily excluded from the control computations for simplicity. Deep reinforcement learning (DRL) offers a promising model-free approach for controlling bipedal locomotion which can more fully exploit the dynamics. However, current results in the machine learning literature are often based on ad-hoc simulation models that are not based on corresponding hardware. Thus it remains unclear how well DRL will succeed on realizable bipedal robots. In this paper, we demonstrate the effectiveness of DRL using a realistic model of Cassie, a bipedal robot. By formulating a feedback control problem as finding the optimal policy for a Markov Decision Process, we are able to learn robust walking controllers that imitate a reference motion with DRL. Controllers for different walking speeds are learned by imitating simple time-scaled versions of the original reference motion. Controller robustness is demonstrated through several challenging tests, including sensory delay, walking blindly on irregular terrain and unexpected pushes at the pelvis. We also show we can interpolate between individual policies and that robustness can be improved with an interpolated policy.

cs.RO↗

Terrain RL Simulator

We provide $89$ challenging simulation environments that range in difficulty. The difficulty of solving a task is linked not only to the number of dimensions in the action space but also to the size and shape of the distribution of configurations the agent experiences. Therefore, we are releasing a number of simulation environments that include randomly generated terrain. The library also provides simple mechanisms to create new environments with different agent morphologies and the option to modify the distribution of generated terrain. We believe using these and other more complex simulations will help push the field closer to creating human-level intelligence.

cs.AI↗

Model-Based Action Exploration for Learning Dynamic Motion Skills

Deep reinforcement learning has achieved great strides in solving challenging motion control tasks. Recently, there has been significant work on methods for exploiting the data gathered during training, but there has been less work on how to best generate the data to learn from. For continuous action domains, the most common method for generating exploratory actions involves sampling from a Gaussian distribution centred around the mean action output by a policy. Although these methods can be quite capable, they do not scale well with the dimensionality of the action space, and can be dangerous to apply on hardware. We consider learning a forward dynamics model to predict the result, ($x_{t+1}$), of taking a particular action, ($u$), given a specific observation of the state, ($x_{t}$). With this model we perform internal look-ahead predictions of outcomes and seek actions we believe have a reasonable chance of success. This method alters the exploratory action space, thereby increasing learning speed and enables higher quality solutions to difficult problems, such as robotic locomotion and juggling.

cs.AI↗

Progressive Reinforcement Learning with Distillation for Multi-Skilled Motion Control

Deep reinforcement learning has demonstrated increasing capabilities for continuous control problems, including agents that can move with skill and agility through their environment. An open problem in this setting is that of developing good strategies for integrating or merging policies for multiple skills, where each individual skill is a specialist in a specific skill and its associated state distribution. We extend policy distillation methods to the continuous action setting and leverage this technique to combine expert policies, as evaluated in the domain of simulated bipedal locomotion across different classes of terrain. We also introduce an input injection method for augmenting an existing policy network to exploit new input features. Lastly, our method uses transfer learning to assist in the efficient acquisition of new skills. The combination of these methods allows a policy to be incrementally augmented with new skills. We compare our progressive learning and integration via distillation (PLAID) method against three alternative baselines.

cs.LG↗

Interactive Diversity Optimization of Environments

The design of a building requires an architect to balance a wide range of constraints: aesthetic, geometric, usability, lighting, safety, etc. At the same time, there are often a multiplicity of diverse designs that can meet these constraints equally well. Architects must use their skills and artistic vision to explore these rich but highly constrained design spaces. A number of computer-aided design tools use automation to provide useful analytical data and optimal designs with respect to certain fitness criteria. However, this automation can come at the expense of a designer's creative control. We propose uDOME, a user-in-the-loop system for computer-aided design exploration that balances automation and control by efficiently exploring, analyzing, and filtering the space of environment layouts to better inform an architect's decision-making. At each design iteration, uDOME provides a set of diverse designs which satisfy user-defined constraints and optimality criteria within a user defined parameterization of the design space. The user then selects a design and performs a similar optimization with the same or different parameters and objectives. This exploration process can be repeated as many times as the designer wishes. Our user studies indicates that \DOME, with its diversity-based approach, improves the efficiency and effectiveness of even novice users with minimal training, without compromising the quality of their designs.

cs.HC↗