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Karol Hausman

Publications and source records attributed to Karol Hausman.

At least 55 records · Page 3Linked to original sources

Actionable Models: Unsupervised Offline Reinforcement Learning of Robotic Skills

We consider the problem of learning useful robotic skills from previously collected offline data without access to manually specified rewards or additional online exploration, a setting that is becoming increasingly important for scaling robot learning by reusing past robotic data. In particular, we propose the objective of learning a functional understanding of the environment by learning to reach any goal state in a given dataset. We employ goal-conditioned Q-learning with hindsight relabeling and develop several techniques that enable training in a particularly challenging offline setting. We find that our method can operate on high-dimensional camera images and learn a variety of skills on real robots that generalize to previously unseen scenes and objects. We also show that our method can learn to reach long-horizon goals across multiple episodes through goal chaining, and learn rich representations that can help with downstream tasks through pre-training or auxiliary objectives. The videos of our experiments can be found at https://actionable-models.github.io

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MT-Opt: Continuous Multi-Task Robotic Reinforcement Learning at Scale

General-purpose robotic systems must master a large repertoire of diverse skills to be useful in a range of daily tasks. While reinforcement learning provides a powerful framework for acquiring individual behaviors, the time needed to acquire each skill makes the prospect of a generalist robot trained with RL daunting. In this paper, we study how a large-scale collective robotic learning system can acquire a repertoire of behaviors simultaneously, sharing exploration, experience, and representations across tasks. In this framework new tasks can be continuously instantiated from previously learned tasks improving overall performance and capabilities of the system. To instantiate this system, we develop a scalable and intuitive framework for specifying new tasks through user-provided examples of desired outcomes, devise a multi-robot collective learning system for data collection that simultaneously collects experience for multiple tasks, and develop a scalable and generalizable multi-task deep reinforcement learning method, which we call MT-Opt. We demonstrate how MT-Opt can learn a wide range of skills, including semantic picking (i.e., picking an object from a particular category), placing into various fixtures (e.g., placing a food item onto a plate), covering, aligning, and rearranging. We train and evaluate our system on a set of 12 real-world tasks with data collected from 7 robots, and demonstrate the performance of our system both in terms of its ability to generalize to structurally similar new tasks, and acquire distinct new tasks more quickly by leveraging past experience. We recommend viewing the videos at https://karolhausman.github.io/mt-opt/

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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.

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Gradient Surgery for Multi-Task Learning

While deep learning and deep reinforcement learning (RL) systems have demonstrated impressive results in domains such as image classification, game playing, and robotic control, data efficiency remains a major challenge. Multi-task learning has emerged as a promising approach for sharing structure across multiple tasks to enable more efficient learning. However, the multi-task setting presents a number of optimization challenges, making it difficult to realize large efficiency gains compared to learning tasks independently. The reasons why multi-task learning is so challenging compared to single-task learning are not fully understood. In this work, we identify a set of three conditions of the multi-task optimization landscape that cause detrimental gradient interference, and develop a simple yet general approach for avoiding such interference between task gradients. We propose a form of gradient surgery that projects a task's gradient onto the normal plane of the gradient of any other task that has a conflicting gradient. On a series of challenging multi-task supervised and multi-task RL problems, this approach leads to substantial gains in efficiency and performance. Further, it is model-agnostic and can be combined with previously-proposed multi-task architectures for enhanced performance.

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A Geometric Perspective on Self-Supervised Policy Adaptation

One of the most challenging aspects of real-world reinforcement learning (RL) is the multitude of unpredictable and ever-changing distractions that could divert an agent from what was tasked to do in its training environment. While an agent could learn from reward signals to ignore them, the complexity of the real-world can make rewards hard to acquire, or, at best, extremely sparse. A recent class of self-supervised methods have shown promise that reward-free adaptation under challenging distractions is possible. However, previous work focused on a short one-episode adaptation setting. In this paper, we consider a long-term adaptation setup that is more akin to the specifics of the real-world and propose a geometric perspective on self-supervised adaptation. We empirically describe the processes that take place in the embedding space during this adaptation process, reveal some of its undesirable effects on performance and show how they can be eliminated. Moreover, we theoretically study how actor-based and actor-free agents can further generalise to the target environment by manipulating the geometry of the manifolds described by the actor and critic functions.

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Modeling Long-horizon Tasks as Sequential Interaction Landscapes

Complex object manipulation tasks often span over long sequences of operations. Task planning over long-time horizons is a challenging and open problem in robotics, and its complexity grows exponentially with an increasing number of subtasks. In this paper we present a deep learning network that learns dependencies and transitions across subtasks solely from a set of demonstration videos. We represent each subtask as an action symbol (e.g. move cup), and show that these symbols can be learned and predicted directly from image observations. Learning from demonstrations and visual observations are two main pillars of our approach. The former makes the learning tractable as it provides the network with information about the most frequent transitions and relevant dependency between subtasks (instead of exploring all possible combination), while the latter allows the network to continuously monitor the task progress and thus to interactively adapt to changes in the environment. We evaluate our framework on two long horizon tasks: (1) block stacking of puzzle pieces being executed by humans, and (2) a robot manipulation task involving pick and place of objects and sliding a cabinet door with a 7-DoF robot arm. We show that complex plans can be carried out when executing the robotic task and the robot can interactively adapt to changes in the environment and recover from failure cases.

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Never Stop Learning: The Effectiveness of Fine-Tuning in Robotic Reinforcement Learning

One of the great promises of robot learning systems is that they will be able to learn from their mistakes and continuously adapt to ever-changing environments. Despite this potential, most of the robot learning systems today are deployed as a fixed policy and they are not being adapted after their deployment. Can we efficiently adapt previously learned behaviors to new environments, objects and percepts in the real world? In this paper, we present a method and empirical evidence towards a robot learning framework that facilitates continuous adaption. In particular, we demonstrate how to adapt vision-based robotic manipulation policies to new variations by fine-tuning via off-policy reinforcement learning, including changes in background, object shape and appearance, lighting conditions, and robot morphology. Further, this adaptation uses less than 0.2% of the data necessary to learn the task from scratch. We find that our approach of adapting pre-trained policies leads to substantial performance gains over the course of fine-tuning, and that pre-training via RL is essential: training from scratch or adapting from supervised ImageNet features are both unsuccessful with such small amounts of data. We also find that these positive results hold in a limited continual learning setting, in which we repeatedly fine-tune a single lineage of policies using data from a succession of new tasks. Our empirical conclusions are consistently supported by experiments on simulated manipulation tasks, and by 52 unique fine-tuning experiments on a real robotic grasping system pre-trained on 580,000 grasps.

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Confidence-rich grid mapping

Representing the environment is a fundamental task in enabling robots to act autonomously in unknown environments. In this work, we present confidence-rich mapping (CRM), a new algorithm for spatial grid-based mapping of the 3D environment. CRM augments the occupancy level at each voxel by its confidence value. By explicitly storing and evolving confidence values using the CRM filter, CRM extends traditional grid mapping in three ways: first, it partially maintains the probabilistic dependence among voxels. Second, it relaxes the need for hand-engineering an inverse sensor model and proposes the concept of sensor cause model that can be derived in a principled manner from the forward sensor model. Third, and most importantly, it provides consistent confidence values over the occupancy estimation that can be reliably used in collision risk evaluation and motion planning. CRM runs online and enables mapping environments where voxels might be partially occupied. We demonstrate the performance of the method on various datasets and environments in simulation and on physical systems. We show in real-world experiments that, in addition to achieving maps that are more accurate than traditional methods, the proposed filtering scheme demonstrates a much higher level of consistency between its error and the reported confidence, hence, enabling a more reliable collision risk evaluation for motion planning.

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Quantile QT-Opt for Risk-Aware Vision-Based Robotic Grasping

The distributional perspective on reinforcement learning (RL) has given rise to a series of successful Q-learning algorithms, resulting in state-of-the-art performance in arcade game environments. However, it has not yet been analyzed how these findings from a discrete setting translate to complex practical applications characterized by noisy, high dimensional and continuous state-action spaces. In this work, we propose Quantile QT-Opt (Q2-Opt), a distributional variant of the recently introduced distributed Q-learning algorithm for continuous domains, and examine its behaviour in a series of simulated and real vision-based robotic grasping tasks. The absence of an actor in Q2-Opt allows us to directly draw a parallel to the previous discrete experiments in the literature without the additional complexities induced by an actor-critic architecture. We demonstrate that Q2-Opt achieves a superior vision-based object grasping success rate, while also being more sample efficient. The distributional formulation also allows us to experiment with various risk distortion metrics that give us an indication of how robots can concretely manage risk in practice using a Deep RL control policy. As an additional contribution, we perform batch RL experiments in our virtual environment and compare them with the latest findings from discrete settings. Surprisingly, we find that the previous batch RL findings from the literature obtained on arcade game environments do not generalise to our setup.

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Emergent Real-World Robotic Skills via Unsupervised Off-Policy Reinforcement Learning

Reinforcement learning provides a general framework for learning robotic skills while minimizing engineering effort. However, most reinforcement learning algorithms assume that a well-designed reward function is provided, and learn a single behavior for that single reward function. Such reward functions can be difficult to design in practice. Can we instead develop efficient reinforcement learning methods that acquire diverse skills without any reward function, and then repurpose these skills for downstream tasks? In this paper, we demonstrate that a recently proposed unsupervised skill discovery algorithm can be extended into an efficient off-policy method, making it suitable for performing unsupervised reinforcement learning in the real world. Firstly, we show that our proposed algorithm provides substantial improvement in learning efficiency, making reward-free real-world training feasible. Secondly, we move beyond the simulation environments and evaluate the algorithm on real physical hardware. On quadrupeds, we observe that locomotion skills with diverse gaits and different orientations emerge without any rewards or demonstrations. We also demonstrate that the learned skills can be composed using model predictive control for goal-oriented navigation, without any additional training.

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Thinking While Moving: Deep Reinforcement Learning with Concurrent Control

We study reinforcement learning in settings where sampling an action from the policy must be done concurrently with the time evolution of the controlled system, such as when a robot must decide on the next action while still performing the previous action. Much like a person or an animal, the robot must think and move at the same time, deciding on its next action before the previous one has completed. In order to develop an algorithmic framework for such concurrent control problems, we start with a continuous-time formulation of the Bellman equations, and then discretize them in a way that is aware of system delays. We instantiate this new class of approximate dynamic programming methods via a simple architectural extension to existing value-based deep reinforcement learning algorithms. We evaluate our methods on simulated benchmark tasks and a large-scale robotic grasping task where the robot must "think while moving".

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Dynamics-Aware Unsupervised Discovery of Skills

Conventionally, model-based reinforcement learning (MBRL) aims to learn a global model for the dynamics of the environment. A good model can potentially enable planning algorithms to generate a large variety of behaviors and solve diverse tasks. However, learning an accurate model for complex dynamical systems is difficult, and even then, the model might not generalize well outside the distribution of states on which it was trained. In this work, we combine model-based learning with model-free learning of primitives that make model-based planning easy. To that end, we aim to answer the question: how can we discover skills whose outcomes are easy to predict? We propose an unsupervised learning algorithm, Dynamics-Aware Discovery of Skills (DADS), which simultaneously discovers predictable behaviors and learns their dynamics. Our method can leverage continuous skill spaces, theoretically, allowing us to learn infinitely many behaviors even for high-dimensional state-spaces. We demonstrate that zero-shot planning in the learned latent space significantly outperforms standard MBRL and model-free goal-conditioned RL, can handle sparse-reward tasks, and substantially improves over prior hierarchical RL methods for unsupervised skill discovery.

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Learning to Interactively Learn and Assist

When deploying autonomous agents in the real world, we need effective ways of communicating objectives to them. Traditional skill learning has revolved around reinforcement and imitation learning, each with rigid constraints on the format of information exchanged between the human and the agent. While scalar rewards carry little information, demonstrations require significant effort to provide and may carry more information than is necessary. Furthermore, rewards and demonstrations are often defined and collected before training begins, when the human is most uncertain about what information would help the agent. In contrast, when humans communicate objectives with each other, they make use of a large vocabulary of informative behaviors, including non-verbal communication, and often communicate throughout learning, responding to observed behavior. In this way, humans communicate intent with minimal effort. In this paper, we propose such interactive learning as an alternative to reward or demonstration-driven learning. To accomplish this, we introduce a multi-agent training framework that enables an agent to learn from another agent who knows the current task. Through a series of experiments, we demonstrate the emergence of a variety of interactive learning behaviors, including information-sharing, information-seeking, and question-answering. Most importantly, we find that our approach produces an agent that is capable of learning interactively from a human user, without a set of explicit demonstrations or a reward function, and achieving significantly better performance cooperatively with a human than a human performing the task alone.

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Relay Policy Learning: Solving Long-Horizon Tasks via Imitation and Reinforcement Learning

We present relay policy learning, a method for imitation and reinforcement learning that can solve multi-stage, long-horizon robotic tasks. This general and universally-applicable, two-phase approach consists of an imitation learning stage that produces goal-conditioned hierarchical policies, and a reinforcement learning phase that finetunes these policies for task performance. Our method, while not necessarily perfect at imitation learning, is very amenable to further improvement via environment interaction, allowing it to scale to challenging long-horizon tasks. We simplify the long-horizon policy learning problem by using a novel data-relabeling algorithm for learning goal-conditioned hierarchical policies, where the low-level only acts for a fixed number of steps, regardless of the goal achieved. While we rely on demonstration data to bootstrap policy learning, we do not assume access to demonstrations of every specific tasks that is being solved, and instead leverage unstructured and unsegmented demonstrations of semantically meaningful behaviors that are not only less burdensome to provide, but also can greatly facilitate further improvement using reinforcement learning. We demonstrate the effectiveness of our method on a number of multi-stage, long-horizon manipulation tasks in a challenging kitchen simulation environment. Videos are available at https://relay-policy-learning.github.io/

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Training an Interactive Helper

Developing agents that can quickly adapt their behavior to new tasks remains a challenge. Meta-learning has been applied to this problem, but previous methods require either specifying a reward function which can be tedious or providing demonstrations which can be inefficient. In this paper, we investigate if, and how, a "helper" agent can be trained to interactively adapt their behavior to maximize the reward of another agent, whom we call the "prime" agent, without observing their reward or receiving explicit demonstrations. To this end, we propose to meta-learn a helper agent along with a prime agent, who, during training, observes the reward function and serves as a surrogate for a human prime. We introduce a distribution of multi-agent cooperative foraging tasks, in which only the prime agent knows the objects that should be collected. We demonstrate that, from the emerged physical communication, the trained helper rapidly infers and collects the correct objects.

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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.

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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.

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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.

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