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Lawson L. S. Wong

Publications and source records attributed to Lawson L. S. Wong.

35 records · Page 2Linked to original sources

Integrating Symmetry into Differentiable Planning with Steerable Convolutions

We study how group symmetry helps improve data efficiency and generalization for end-to-end differentiable planning algorithms when symmetry appears in decision-making tasks. Motivated by equivariant convolution networks, we treat the path planning problem as \textit{signals} over grids. We show that value iteration in this case is a linear equivariant operator, which is a (steerable) convolution. This extends Value Iteration Networks (VINs) on using convolutional networks for path planning with additional rotation and reflection symmetry. Our implementation is based on VINs and uses steerable convolution networks to incorporate symmetry. The experiments are performed on four tasks: 2D navigation, visual navigation, and 2 degrees of freedom (2DOFs) configuration space and workspace manipulation. Our symmetric planning algorithms improve training efficiency and generalization by large margins compared to non-equivariant counterparts, VIN and GPPN.

cs.LG↗

Scaling up and Stabilizing Differentiable Planning with Implicit Differentiation

Differentiable planning promises end-to-end differentiability and adaptivity. However, an issue prevents it from scaling up to larger-scale problems: they need to differentiate through forward iteration layers to compute gradients, which couples forward computation and backpropagation, and needs to balance forward planner performance and computational cost of the backward pass. To alleviate this issue, we propose to differentiate through the Bellman fixed-point equation to decouple forward and backward passes for Value Iteration Network and its variants, which enables constant backward cost (in planning horizon) and flexible forward budget and helps scale up to large tasks. We study the convergence stability, scalability, and efficiency of the proposed implicit version of VIN and its variants and demonstrate their superiorities on a range of planning tasks: 2D navigation, visual navigation, and 2-DOF manipulation in configuration space and workspace.

cs.LG↗

The Surprising Effectiveness of Equivariant Models in Domains with Latent Symmetry

Extensive work has demonstrated that equivariant neural networks can significantly improve sample efficiency and generalization by enforcing an inductive bias in the network architecture. These applications typically assume that the domain symmetry is fully described by explicit transformations of the model inputs and outputs. However, many real-life applications contain only latent or partial symmetries which cannot be easily described by simple transformations of the input. In these cases, it is necessary to learn symmetry in the environment instead of imposing it mathematically on the network architecture. We discover, surprisingly, that imposing equivariance constraints that do not exactly match the domain symmetry is very helpful in learning the true symmetry in the environment. We differentiate between extrinsic and incorrect symmetry constraints and show that while imposing incorrect symmetry can impede the model's performance, imposing extrinsic symmetry can actually improve performance. We demonstrate that an equivariant model can significantly outperform non-equivariant methods on domains with latent symmetries both in supervised learning and in reinforcement learning for robotic manipulation and control problems.

cs.LG↗

Robust Imitation of a Few Demonstrations with a Backwards Model

Behavior cloning of expert demonstrations can speed up learning optimal policies in a more sample-efficient way over reinforcement learning. However, the policy cannot extrapolate well to unseen states outside of the demonstration data, creating covariate shift (agent drifting away from demonstrations) and compounding errors. In this work, we tackle this issue by extending the region of attraction around the demonstrations so that the agent can learn how to get back onto the demonstrated trajectories if it veers off-course. We train a generative backwards dynamics model and generate short imagined trajectories from states in the demonstrations. By imitating both demonstrations and these model rollouts, the agent learns the demonstrated paths and how to get back onto these paths. With optimal or near-optimal demonstrations, the learned policy will be both optimal and robust to deviations, with a wider region of attraction. On continuous control domains, we evaluate the robustness when starting from different initial states unseen in the demonstration data. While both our method and other imitation learning baselines can successfully solve the tasks for initial states in the training distribution, our method exhibits considerably more robustness to different initial states.

cs.LG↗

Toward Compositional Generalization in Object-Oriented World Modeling

Compositional generalization is a critical ability in learning and decision-making. We focus on the setting of reinforcement learning in object-oriented environments to study compositional generalization in world modeling. We (1) formalize the compositional generalization problem with an algebraic approach and (2) study how a world model can achieve that. We introduce a conceptual environment, Object Library, and two instances, and deploy a principled pipeline to measure the generalization ability. Motivated by the formulation, we analyze several methods with exact or no compositional generalization ability using our framework, and design a differentiable approach, Homomorphic Object-oriented World Model (HOWM), that achieves soft but more efficient compositional generalization.

cs.LG↗

Binding Actions to Objects in World Models

We study the problem of binding actions to objects in object-factored world models using action-attention mechanisms. We propose two attention mechanisms for binding actions to objects, soft attention and hard attention, which we evaluate in the context of structured world models for five environments. Our experiments show that hard attention helps contrastively-trained structured world models to learn to separate individual objects in an object-based grid-world environment. Further, we show that soft attention increases performance of factored world models trained on a robotic manipulation task. The learned action attention weights can be used to interpret the factored world model as the attention focuses on the manipulated object in the environment.

cs.LG↗

Factored World Models for Zero-Shot Generalization in Robotic Manipulation

World models for environments with many objects face a combinatorial explosion of states: as the number of objects increases, the number of possible arrangements grows exponentially. In this paper, we learn to generalize over robotic pick-and-place tasks using object-factored world models, which combat the combinatorial explosion by ensuring that predictions are equivariant to permutations of objects. Previous object-factored models were limited either by their inability to model actions, or by their inability to plan for complex manipulation tasks. We build on recent contrastive methods for training object-factored world models, which we extend to model continuous robot actions and to accurately predict the physics of robotic pick-and-place. To do so, we use a residual stack of graph neural networks that receive action information at multiple levels in both their node and edge neural networks. Crucially, our learned model can make predictions about tasks not represented in the training data. That is, we demonstrate successful zero-shot generalization to novel tasks, with only a minor decrease in model performance. Moreover, we show that an ensemble of our models can be used to plan for tasks involving up to 12 pick and place actions using heuristic search. We also demonstrate transfer to a physical robot.

cs.RO↗

Natural Language for Human-Robot Collaboration: Problems Beyond Language Grounding

To enable robots to instruct humans in collaborations, we identify several aspects of language processing that are not commonly studied in this context. These include location, planning, and generation. We suggest evaluations for each task, offer baselines for simple methods, and close by discussing challenges and opportunities in studying language for collaboration.

cs.AI↗

Bad-Policy Density: A Measure of Reinforcement Learning Hardness

Reinforcement learning is hard in general. Yet, in many specific environments, learning is easy. What makes learning easy in one environment, but difficult in another? We address this question by proposing a simple measure of reinforcement-learning hardness called the bad-policy density. This quantity measures the fraction of the deterministic stationary policy space that is below a desired threshold in value. We prove that this simple quantity has many properties one would expect of a measure of learning hardness. Further, we prove it is NP-hard to compute the measure in general, but there are paths to polynomial-time approximation. We conclude by summarizing potential directions and uses for this measure.

cs.LG↗

Hierarchical Robot Navigation in Novel Environments using Rough 2-D Maps

In robot navigation, generalizing quickly to unseen environments is essential. Hierarchical methods inspired by human navigation have been proposed, typically consisting of a high-level landmark proposer and a low-level controller. However, these methods either require precise high-level information to be given in advance or need to construct such guidance from extensive interaction with the environment. In this work, we propose an approach that leverages a rough 2-D map of the environment to navigate in novel environments without requiring further learning. In particular, we introduce a dynamic topological map that can be initialized from the rough 2-D map along with a high-level planning approach for proposing reachable 2-D map patches of the intermediate landmarks between the start and goal locations. To use proposed 2-D patches, we train a deep generative model to generate intermediate landmarks in observation space which are used as subgoals by low-level goal-conditioned reinforcement learning. Importantly, because the low-level controller is only trained with local behaviors (e.g. go across the intersection, turn left at a corner) on existing environments, this framework allows us to generalize to novel environments given only a rough 2-D map, without requiring further learning. Experimental results demonstrate the effectiveness of the proposed framework in both seen and novel environments.

cs.RO↗

Action Priors for Large Action Spaces in Robotics

In robotics, it is often not possible to learn useful policies using pure model-free reinforcement learning without significant reward shaping or curriculum learning. As a consequence, many researchers rely on expert demonstrations to guide learning. However, acquiring expert demonstrations can be expensive. This paper proposes an alternative approach where the solutions of previously solved tasks are used to produce an action prior that can facilitate exploration in future tasks. The action prior is a probability distribution over actions that summarizes the set of policies found solving previous tasks. Our results indicate that this approach can be used to solve robotic manipulation problems that would otherwise be infeasible without expert demonstrations. Source code is available at \url{https://github.com/ondrejba/action_priors}.

cs.RO↗

Learning Discrete State Abstractions With Deep Variational Inference

Abstraction is crucial for effective sequential decision making in domains with large state spaces. In this work, we propose an information bottleneck method for learning approximate bisimulations, a type of state abstraction. We use a deep neural encoder to map states onto continuous embeddings. We map these embeddings onto a discrete representation using an action-conditioned hidden Markov model, which is trained end-to-end with the neural network. Our method is suited for environments with high-dimensional states and learns from a stream of experience collected by an agent acting in a Markov decision process. Through this learned discrete abstract model, we can efficiently plan for unseen goals in a multi-goal Reinforcement Learning setting. We test our method in simplified robotic manipulation domains with image states. We also compare it against previous model-based approaches to finding bisimulations in discrete grid-world-like environments. Source code is available at https://github.com/ondrejba/discrete_abstractions.

cs.LG↗

Deep Imitation Learning for Bimanual Robotic Manipulation

We present a deep imitation learning framework for robotic bimanual manipulation in a continuous state-action space. A core challenge is to generalize the manipulation skills to objects in different locations. We hypothesize that modeling the relational information in the environment can significantly improve generalization. To achieve this, we propose to (i) decompose the multi-modal dynamics into elemental movement primitives, (ii) parameterize each primitive using a recurrent graph neural network to capture interactions, and (iii) integrate a high-level planner that composes primitives sequentially and a low-level controller to combine primitive dynamics and inverse kinematics control. Our model is a deep, hierarchical, modular architecture. Compared to baselines, our model generalizes better and achieves higher success rates on several simulated bimanual robotic manipulation tasks. We open source the code for simulation, data, and models at: https://github.com/Rose-STL-Lab/HDR-IL.

cs.RO↗

Accurately and Efficiently Interpreting Human-Robot Instructions of Varying Granularities

Humans can ground natural language commands to tasks at both abstract and fine-grained levels of specificity. For instance, a human forklift operator can be instructed to perform a high-level action, like "grab a pallet" or a low-level action like "tilt back a little bit." While robots are also capable of grounding language commands to tasks, previous methods implicitly assume that all commands and tasks reside at a single, fixed level of abstraction. Additionally, methods that do not use multiple levels of abstraction encounter inefficient planning and execution times as they solve tasks at a single level of abstraction with large, intractable state-action spaces closely resembling real world complexity. In this work, by grounding commands to all the tasks or subtasks available in a hierarchical planning framework, we arrive at a model capable of interpreting language at multiple levels of specificity ranging from coarse to more granular. We show that the accuracy of the grounding procedure is improved when simultaneously inferring the degree of abstraction in language used to communicate the task. Leveraging hierarchy also improves efficiency: our proposed approach enables a robot to respond to a command within one second on 90% of our tasks, while baselines take over twenty seconds on half the tasks. Finally, we demonstrate that a real, physical robot can ground commands at multiple levels of abstraction allowing it to efficiently plan different subtasks within the same planning hierarchy.

cs.AI↗

Modeling Latent Attention Within Neural Networks

Deep neural networks are able to solve tasks across a variety of domains and modalities of data. Despite many empirical successes, we lack the ability to clearly understand and interpret the learned internal mechanisms that contribute to such effective behaviors or, more critically, failure modes. In this work, we present a general method for visualizing an arbitrary neural network's inner mechanisms and their power and limitations. Our dataset-centric method produces visualizations of how a trained network attends to components of its inputs. The computed "attention masks" support improved interpretability by highlighting which input attributes are critical in determining output. We demonstrate the effectiveness of our framework on a variety of deep neural network architectures in domains from computer vision, natural language processing, and reinforcement learning. The primary contribution of our approach is an interpretable visualization of attention that provides unique insights into the network's underlying decision-making process irrespective of the data modality.

cs.AI↗

A Tale of Two DRAGGNs: A Hybrid Approach for Interpreting Action-Oriented and Goal-Oriented Instructions

Robots operating alongside humans in diverse, stochastic environments must be able to accurately interpret natural language commands. These instructions often fall into one of two categories: those that specify a goal condition or target state, and those that specify explicit actions, or how to perform a given task. Recent approaches have used reward functions as a semantic representation of goal-based commands, which allows for the use of a state-of-the-art planner to find a policy for the given task. However, these reward functions cannot be directly used to represent action-oriented commands. We introduce a new hybrid approach, the Deep Recurrent Action-Goal Grounding Network (DRAGGN), for task grounding and execution that handles natural language from either category as input, and generalizes to unseen environments. Our robot-simulation results demonstrate that a system successfully interpreting both goal-oriented and action-oriented task specifications brings us closer to robust natural language understanding for human-robot interaction.

cs.AI↗

Object-based World Modeling in Semi-Static Environments with Dependent Dirichlet-Process Mixtures

To accomplish tasks in human-centric indoor environments, robots need to represent and understand the world in terms of objects and their attributes. We refer to this attribute-based representation as a world model, and consider how to acquire it via noisy perception and maintain it over time, as objects are added, changed, and removed in the world. Previous work has framed this as multiple-target tracking problem, where objects are potentially in motion at all times. Although this approach is general, it is computationally expensive. We argue that such generality is not needed in typical world modeling tasks, where objects only change state occasionally. More efficient approaches are enabled by restricting ourselves to such semi-static environments. We consider a previously-proposed clustering-based world modeling approach that assumed static environments, and extend it to semi-static domains by applying a dependent Dirichlet-process (DDP) mixture model. We derive a novel MAP inference algorithm under this model, subject to data association constraints. We demonstrate our approach improves computational performance in semi-static environments.

cs.AI↗