SearcharxivSearch

arXiv subjects

Josh Merel

Publications and source records attributed to Josh Merel.

At least 19 recordsLinked to original sources

Fauna Sprout: A lightweight, approachable, developer-ready humanoid robot

Recent advances in learned control, large-scale simulation, and generative models have accelerated progress toward general-purpose robotic controllers, yet the field still lacks platforms suitable for safe, expressive, long-term deployment in human environments. Most existing humanoids are either closed industrial systems or academic prototypes that are difficult to deploy and operate around people, limiting progress in robotics. We introduce Sprout, a developer platform designed to address these limitations through an emphasis on safety, expressivity, and developer accessibility. Sprout adopts a lightweight form factor with compliant control, limited joint torques, and soft exteriors to support safe operation in shared human spaces. The platform integrates whole-body control, manipulation with integrated grippers, and virtual-reality-based teleoperation within a unified hardware-software stack. An expressive head further enables social interaction -- a domain that remains underexplored on most utilitarian humanoids. By lowering physical and technical barriers to deployment, Sprout expands access to capable humanoid platforms and provides a practical basis for developing embodied intelligence in real human environments.

cs.RO

emg2pose: A Large and Diverse Benchmark for Surface Electromyographic Hand Pose Estimation

Hands are the primary means through which humans interact with the world. Reliable and always-available hand pose inference could yield new and intuitive control schemes for human-computer interactions, particularly in virtual and augmented reality. Computer vision is effective but requires one or multiple cameras and can struggle with occlusions, limited field of view, and poor lighting. Wearable wrist-based surface electromyography (sEMG) presents a promising alternative as an always-available modality sensing muscle activities that drive hand motion. However, sEMG signals are strongly dependent on user anatomy and sensor placement, and existing sEMG models have required hundreds of users and device placements to effectively generalize. To facilitate progress on sEMG pose inference, we introduce the emg2pose benchmark, the largest publicly available dataset of high-quality hand pose labels and wrist sEMG recordings. emg2pose contains 2kHz, 16 channel sEMG and pose labels from a 26-camera motion capture rig for 193 users, 370 hours, and 29 stages with diverse gestures - a scale comparable to vision-based hand pose datasets. We provide competitive baselines and challenging tasks evaluating real-world generalization scenarios: held-out users, sensor placements, and stages. emg2pose provides the machine learning community a platform for exploring complex generalization problems, holding potential to significantly enhance the development of sEMG-based human-computer interactions.

cs.CV

Deep Dive into Model-free Reinforcement Learning for Biological and Robotic Systems: Theory and Practice

Animals and robots exist in a physical world and must coordinate their bodies to achieve behavioral objectives. With recent developments in deep reinforcement learning, it is now possible for scientists and engineers to obtain sensorimotor strategies (policies) for specific tasks using physically simulated bodies and environments. However, the utility of these methods goes beyond the constraints of a specific task; they offer an exciting framework for understanding the organization of an animal sensorimotor system in connection to its morphology and physical interaction with the environment, as well as for deriving general design rules for sensing and actuation in robotic systems. Algorithms and code implementing both learning agents and environments are increasingly available, but the basic assumptions and choices that go into the formulation of an embodied feedback control problem using deep reinforcement learning may not be immediately apparent. Here, we present a concise exposition of the mathematical and algorithmic aspects of model-free reinforcement learning, specifically through the use of \textit{actor-critic} methods, as a tool for investigating the feedback control underlying animal and robotic behavior.

cs.RO

Universal Humanoid Motion Representations for Physics-Based Control

We present a universal motion representation that encompasses a comprehensive range of motor skills for physics-based humanoid control. Due to the high dimensionality of humanoids and the inherent difficulties in reinforcement learning, prior methods have focused on learning skill embeddings for a narrow range of movement styles (e.g. locomotion, game characters) from specialized motion datasets. This limited scope hampers their applicability in complex tasks. We close this gap by significantly increasing the coverage of our motion representation space. To achieve this, we first learn a motion imitator that can imitate all of human motion from a large, unstructured motion dataset. We then create our motion representation by distilling skills directly from the imitator. This is achieved by using an encoder-decoder structure with a variational information bottleneck. Additionally, we jointly learn a prior conditioned on proprioception (humanoid's own pose and velocities) to improve model expressiveness and sampling efficiency for downstream tasks. By sampling from the prior, we can generate long, stable, and diverse human motions. Using this latent space for hierarchical RL, we show that our policies solve tasks using human-like behavior. We demonstrate the effectiveness of our motion representation by solving generative tasks (e.g. strike, terrain traversal) and motion tracking using VR controllers.

cs.CV

Data augmentation for efficient learning from parametric experts

We present a simple, yet powerful data-augmentation technique to enable data-efficient learning from parametric experts for reinforcement and imitation learning. We focus on what we call the policy cloning setting, in which we use online or offline queries of an expert or expert policy to inform the behavior of a student policy. This setting arises naturally in a number of problems, for instance as variants of behavior cloning, or as a component of other algorithms such as DAGGER, policy distillation or KL-regularized RL. Our approach, augmented policy cloning (APC), uses synthetic states to induce feedback-sensitivity in a region around sampled trajectories, thus dramatically reducing the environment interactions required for successful cloning of the expert. We achieve highly data-efficient transfer of behavior from an expert to a student policy for high-degrees-of-freedom control problems. We demonstrate the benefit of our method in the context of several existing and widely used algorithms that include policy cloning as a constituent part. Moreover, we highlight the benefits of our approach in two practically relevant settings (a) expert compression, i.e. transfer to a student with fewer parameters; and (b) transfer from privileged experts, i.e. where the expert has a different observation space than the student, usually including access to privileged information.

cs.LG

Imitate and Repurpose: Learning Reusable Robot Movement Skills From Human and Animal Behaviors

We investigate the use of prior knowledge of human and animal movement to learn reusable locomotion skills for real legged robots. Our approach builds upon previous work on imitating human or dog Motion Capture (MoCap) data to learn a movement skill module. Once learned, this skill module can be reused for complex downstream tasks. Importantly, due to the prior imposed by the MoCap data, our approach does not require extensive reward engineering to produce sensible and natural looking behavior at the time of reuse. This makes it easy to create well-regularized, task-oriented controllers that are suitable for deployment on real robots. We demonstrate how our skill module can be used for imitation, and train controllable walking and ball dribbling policies for both the ANYmal quadruped and OP3 humanoid. These policies are then deployed on hardware via zero-shot simulation-to-reality transfer. Accompanying videos are available at https://bit.ly/robot-npmp.

cs.RO

Learning Transferable Motor Skills with Hierarchical Latent Mixture Policies

For robots operating in the real world, it is desirable to learn reusable behaviours that can effectively be transferred and adapted to numerous tasks and scenarios. We propose an approach to learn abstract motor skills from data using a hierarchical mixture latent variable model. In contrast to existing work, our method exploits a three-level hierarchy of both discrete and continuous latent variables, to capture a set of high-level behaviours while allowing for variance in how they are executed. We demonstrate in manipulation domains that the method can effectively cluster offline data into distinct, executable behaviours, while retaining the flexibility of a continuous latent variable model. The resulting skills can be transferred and fine-tuned on new tasks, unseen objects, and from state to vision-based policies, yielding better sample efficiency and asymptotic performance compared to existing skill- and imitation-based methods. We further analyse how and when the skills are most beneficial: they encourage directed exploration to cover large regions of the state space relevant to the task, making them most effective in challenging sparse-reward settings.

cs.LG

NeuPL: Neural Population Learning

Learning in strategy games (e.g. StarCraft, poker) requires the discovery of diverse policies. This is often achieved by iteratively training new policies against existing ones, growing a policy population that is robust to exploit. This iterative approach suffers from two issues in real-world games: a) under finite budget, approximate best-response operators at each iteration needs truncating, resulting in under-trained good-responses populating the population; b) repeated learning of basic skills at each iteration is wasteful and becomes intractable in the presence of increasingly strong opponents. In this work, we propose Neural Population Learning (NeuPL) as a solution to both issues. NeuPL offers convergence guarantees to a population of best-responses under mild assumptions. By representing a population of policies within a single conditional model, NeuPL enables transfer learning across policies. Empirically, we show the generality, improved performance and efficiency of NeuPL across several test domains. Most interestingly, we show that novel strategies become more accessible, not less, as the neural population expands.

cs.AI

Divergent representations of ethological visual inputs emerge from supervised, unsupervised, and reinforcement learning

Artificial neural systems trained using reinforcement, supervised, and unsupervised learning all acquire internal representations of high dimensional input. To what extent these representations depend on the different learning objectives is largely unknown. Here we compare the representations learned by eight different convolutional neural networks, each with identical ResNet architectures and trained on the same family of egocentric images, but embedded within different learning systems. Specifically, the representations are trained to guide action in a compound reinforcement learning task; to predict one or a combination of three task-related targets with supervision; or using one of three different unsupervised objectives. Using representational similarity analysis, we find that the network trained with reinforcement learning differs most from the other networks. Using metrics inspired by the neuroscience literature, we find that the model trained with reinforcement learning has a sparse and high-dimensional representation wherein individual images are represented with very different patterns of neural activity. Further analysis suggests these representations may arise in order to guide long-term behavior and goal-seeking in the RL agent. Finally, we compare the representations learned by the RL agent to neural activity from mouse visual cortex and find it to perform as well or better than other models. Our results provide insights into how the properties of neural representations are influenced by objective functions and can inform transfer learning approaches.

q-bio.NC

Evaluating model-based planning and planner amortization for continuous control

There is a widespread intuition that model-based control methods should be able to surpass the data efficiency of model-free approaches. In this paper we attempt to evaluate this intuition on various challenging locomotion tasks. We take a hybrid approach, combining model predictive control (MPC) with a learned model and model-free policy learning; the learned policy serves as a proposal for MPC. We find that well-tuned model-free agents are strong baselines even for high DoF control problems but MPC with learned proposals and models (trained on the fly or transferred from related tasks) can significantly improve performance and data efficiency in hard multi-task/multi-goal settings. Finally, we show that it is possible to distil a model-based planner into a policy that amortizes the planning computation without any loss of performance. Videos of agents performing different tasks can be seen at https://sites.google.com/view/mbrl-amortization/home.

cs.RO

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

Critic Regularized Regression

Offline reinforcement learning (RL), also known as batch RL, offers the prospect of policy optimization from large pre-recorded datasets without online environment interaction. It addresses challenges with regard to the cost of data collection and safety, both of which are particularly pertinent to real-world applications of RL. Unfortunately, most off-policy algorithms perform poorly when learning from a fixed dataset. In this paper, we propose a novel offline RL algorithm to learn policies from data using a form of critic-regularized regression (CRR). We find that CRR performs surprisingly well and scales to tasks with high-dimensional state and action spaces -- outperforming several state-of-the-art offline RL algorithms by a significant margin on a wide range of benchmark tasks.

cs.LG

From Motor Control to Team Play in Simulated Humanoid Football

Intelligent behaviour in the physical world exhibits structure at multiple spatial and temporal scales. Although movements are ultimately executed at the level of instantaneous muscle tensions or joint torques, they must be selected to serve goals defined on much longer timescales, and in terms of relations that extend far beyond the body itself, ultimately involving coordination with other agents. Recent research in artificial intelligence has shown the promise of learning-based approaches to the respective problems of complex movement, longer-term planning and multi-agent coordination. However, there is limited research aimed at their integration. We study this problem by training teams of physically simulated humanoid avatars to play football in a realistic virtual environment. We develop a method that combines imitation learning, single- and multi-agent reinforcement learning and population-based training, and makes use of transferable representations of behaviour for decision making at different levels of abstraction. In a sequence of stages, players first learn to control a fully articulated body to perform realistic, human-like movements such as running and turning; they then acquire mid-level football skills such as dribbling and shooting; finally, they develop awareness of others and play as a team, bridging the gap between low-level motor control at a timescale of milliseconds, and coordinated goal-directed behaviour as a team at the timescale of tens of seconds. We investigate the emergence of behaviours at different levels of abstraction, as well as the representations that underlie these behaviours using several analysis techniques, including statistics from real-world sports analytics. Our work constitutes a complete demonstration of integrated decision-making at multiple scales in a physically embodied multi-agent setting. See project video at https://youtu.be/KHMwq9pv7mg.

cs.AI

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

Learning to swim in potential flow

Fish swim by undulating their bodies. These propulsive motions require coordinated shape changes of a body that interacts with its fluid environment, but the specific shape coordination that leads to robust turning and swimming motions remains unclear. To address the problem of underwater motion planning, we propose a simple model of a three-link fish swimming in a potential flow environment and we use model-free reinforcement learning for shape control. We arrive at optimal shape changes for two swimming tasks: swimming in a desired direction and swimming towards a known target. This fish model belongs to a class of problems in geometric mechanics, known as driftless dynamical systems, which allow us to analyze the swimming behavior in terms of geometric phases over the shape space of the fish. These geometric methods are less intuitive in the presence of drift. Here, we use the shape space analysis as a tool for assessing, visualizing, and interpreting the control policies obtained via reinforcement learning in the absence of drift. We then examine the robustness of these policies to drift-related perturbations. Although the fish has no direct control over the drift itself, it learns to take advantage of the presence of moderate drift to reach its target.

q-bio.QM

Local Search for Policy Iteration in Continuous Control

We present an algorithm for local, regularized, policy improvement in reinforcement learning (RL) that allows us to formulate model-based and model-free variants in a single framework. Our algorithm can be interpreted as a natural extension of work on KL-regularized RL and introduces a form of tree search for continuous action spaces. We demonstrate that additional computation spent on model-based policy improvement during learning can improve data efficiency, and confirm that model-based policy improvement during action selection can also be beneficial. Quantitatively, our algorithm improves data efficiency on several continuous control benchmarks (when a model is learned in parallel), and it provides significant improvements in wall-clock time in high-dimensional domains (when a ground truth model is available). The unified framework also helps us to better understand the space of model-based and model-free algorithms. In particular, we demonstrate that some benefits attributed to model-based RL can be obtained without a model, simply by utilizing more computation.

cs.LG

dm_control: Software and Tasks for Continuous Control

The dm_control software package is a collection of Python libraries and task suites for reinforcement learning agents in an articulated-body simulation. A MuJoCo wrapper provides convenient bindings to functions and data structures. The PyMJCF and Composer libraries enable procedural model manipulation and task authoring. The Control Suite is a fixed set of tasks with standardised structure, intended to serve as performance benchmarks. The Locomotion framework provides high-level abstractions and examples of locomotion tasks. A set of configurable manipulation tasks with a robot arm and snap-together bricks is also included. dm_control is publicly available at https://www.github.com/deepmind/dm_control

cs.RO

Catch & Carry: Reusable Neural Controllers for Vision-Guided Whole-Body Tasks

We address the longstanding challenge of producing flexible, realistic humanoid character controllers that can perform diverse whole-body tasks involving object interactions. This challenge is central to a variety of fields, from graphics and animation to robotics and motor neuroscience. Our physics-based environment uses realistic actuation and first-person perception -- including touch sensors and egocentric vision -- with a view to producing active-sensing behaviors (e.g. gaze direction), transferability to real robots, and comparisons to the biology. We develop an integrated neural-network based approach consisting of a motor primitive module, human demonstrations, and an instructed reinforcement learning regime with curricula and task variations. We demonstrate the utility of our approach for several tasks, including goal-conditioned box carrying and ball catching, and we characterize its behavioral robustness. The resulting controllers can be deployed in real-time on a standard PC. See overview video, https://youtu.be/2rQAW-8gQQk .

cs.AI