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Lerrel Pinto

Publications and source records attributed to Lerrel Pinto.

At least 55 records · Page 3Linked to original sources

NetHack is Hard to Hack

Neural policy learning methods have achieved remarkable results in various control problems, ranging from Atari games to simulated locomotion. However, these methods struggle in long-horizon tasks, especially in open-ended environments with multi-modal observations, such as the popular dungeon-crawler game, NetHack. Intriguingly, the NeurIPS 2021 NetHack Challenge revealed that symbolic agents outperformed neural approaches by over four times in median game score. In this paper, we delve into the reasons behind this performance gap and present an extensive study on neural policy learning for NetHack. To conduct this study, we analyze the winning symbolic agent, extending its codebase to track internal strategy selection in order to generate one of the largest available demonstration datasets. Utilizing this dataset, we examine (i) the advantages of an action hierarchy; (ii) enhancements in neural architecture; and (iii) the integration of reinforcement learning with imitation learning. Our investigations produce a state-of-the-art neural agent that surpasses previous fully neural policies by 127% in offline settings and 25% in online settings on median game score. However, we also demonstrate that mere scaling is insufficient to bridge the performance gap with the best symbolic models or even the top human players.

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PolyTask: Learning Unified Policies through Behavior Distillation

Unified models capable of solving a wide variety of tasks have gained traction in vision and NLP due to their ability to share regularities and structures across tasks, which improves individual task performance and reduces computational footprint. However, the impact of such models remains limited in embodied learning problems, which present unique challenges due to interactivity, sample inefficiency, and sequential task presentation. In this work, we present PolyTask, a novel method for learning a single unified model that can solve various embodied tasks through a 'learn then distill' mechanism. In the 'learn' step, PolyTask leverages a few demonstrations for each task to train task-specific policies. Then, in the 'distill' step, task-specific policies are distilled into a single policy using a new distillation method called Behavior Distillation. Given a unified policy, individual task behavior can be extracted through conditioning variables. PolyTask is designed to be conceptually simple while being able to leverage well-established algorithms in RL to enable interactivity, a handful of expert demonstrations to allow for sample efficiency, and preventing interactive access to tasks during distillation to enable lifelong learning. Experiments across three simulated environment suites and a real-robot suite show that PolyTask outperforms prior state-of-the-art approaches in multi-task and lifelong learning settings by significant margins.

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See to Touch: Learning Tactile Dexterity through Visual Incentives

Equipping multi-fingered robots with tactile sensing is crucial for achieving the precise, contact-rich, and dexterous manipulation that humans excel at. However, relying solely on tactile sensing fails to provide adequate cues for reasoning about objects' spatial configurations, limiting the ability to correct errors and adapt to changing situations. In this paper, we present Tactile Adaptation from Visual Incentives (TAVI), a new framework that enhances tactile-based dexterity by optimizing dexterous policies using vision-based rewards. First, we use a contrastive-based objective to learn visual representations. Next, we construct a reward function using these visual representations through optimal-transport based matching on one human demonstration. Finally, we use online reinforcement learning on our robot to optimize tactile-based policies that maximize the visual reward. On six challenging tasks, such as peg pick-and-place, unstacking bowls, and flipping slender objects, TAVI achieves a success rate of 73% using our four-fingered Allegro robot hand. The increase in performance is 108% higher than policies using tactile and vision-based rewards and 135% higher than policies without tactile observational input. Robot videos are best viewed on our project website: https://see-to-touch.github.io/.

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Train Offline, Test Online: A Real Robot Learning Benchmark

Three challenges limit the progress of robot learning research: robots are expensive (few labs can participate), everyone uses different robots (findings do not generalize across labs), and we lack internet-scale robotics data. We take on these challenges via a new benchmark: Train Offline, Test Online (TOTO). TOTO provides remote users with access to shared robotic hardware for evaluating methods on common tasks and an open-source dataset of these tasks for offline training. Its manipulation task suite requires challenging generalization to unseen objects, positions, and lighting. We present initial results on TOTO comparing five pretrained visual representations and four offline policy learning baselines, remotely contributed by five institutions. The real promise of TOTO, however, lies in the future: we release the benchmark for additional submissions from any user, enabling easy, direct comparison to several methods without the need to obtain hardware or collect data.

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Improving Long-Horizon Imitation Through Instruction Prediction

Complex, long-horizon planning and its combinatorial nature pose steep challenges for learning-based agents. Difficulties in such settings are exacerbated in low data regimes where over-fitting stifles generalization and compounding errors hurt accuracy. In this work, we explore the use of an often unused source of auxiliary supervision: language. Inspired by recent advances in transformer-based models, we train agents with an instruction prediction loss that encourages learning temporally extended representations that operate at a high level of abstraction. Concretely, we demonstrate that instruction modeling significantly improves performance in planning environments when training with a limited number of demonstrations on the BabyAI and Crafter benchmarks. In further analysis we find that instruction modeling is most important for tasks that require complex reasoning, while understandably offering smaller gains in environments that require simple plans. More details and code can be found at https://github.com/jhejna/instruction-prediction.

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CLIP-Fields: Weakly Supervised Semantic Fields for Robotic Memory

We propose CLIP-Fields, an implicit scene model that can be used for a variety of tasks, such as segmentation, instance identification, semantic search over space, and view localization. CLIP-Fields learns a mapping from spatial locations to semantic embedding vectors. Importantly, we show that this mapping can be trained with supervision coming only from web-image and web-text trained models such as CLIP, Detic, and Sentence-BERT; and thus uses no direct human supervision. When compared to baselines like Mask-RCNN, our method outperforms on few-shot instance identification or semantic segmentation on the HM3D dataset with only a fraction of the examples. Finally, we show that using CLIP-Fields as a scene memory, robots can perform semantic navigation in real-world environments. Our code and demonstration videos are available here: https://mahis.life/clip-fields

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Dexterity from Touch: Self-Supervised Pre-Training of Tactile Representations with Robotic Play

Teaching dexterity to multi-fingered robots has been a longstanding challenge in robotics. Most prominent work in this area focuses on learning controllers or policies that either operate on visual observations or state estimates derived from vision. However, such methods perform poorly on fine-grained manipulation tasks that require reasoning about contact forces or about objects occluded by the hand itself. In this work, we present T-Dex, a new approach for tactile-based dexterity, that operates in two phases. In the first phase, we collect 2.5 hours of play data, which is used to train self-supervised tactile encoders. This is necessary to bring high-dimensional tactile readings to a lower-dimensional embedding. In the second phase, given a handful of demonstrations for a dexterous task, we learn non-parametric policies that combine the tactile observations with visual ones. Across five challenging dexterous tasks, we show that our tactile-based dexterity models outperform purely vision and torque-based models by an average of 1.7X. Finally, we provide a detailed analysis on factors critical to T-Dex including the importance of play data, architectures, and representation learning.

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Teach a Robot to FISH: Versatile Imitation from One Minute of Demonstrations

While imitation learning provides us with an efficient toolkit to train robots, learning skills that are robust to environment variations remains a significant challenge. Current approaches address this challenge by relying either on large amounts of demonstrations that span environment variations or on handcrafted reward functions that require state estimates. Both directions are not scalable to fast imitation. In this work, we present Fast Imitation of Skills from Humans (FISH), a new imitation learning approach that can learn robust visual skills with less than a minute of human demonstrations. Given a weak base-policy trained by offline imitation of demonstrations, FISH computes rewards that correspond to the "match" between the robot's behavior and the demonstrations. These rewards are then used to adaptively update a residual policy that adds on to the base-policy. Across all tasks, FISH requires at most twenty minutes of interactive learning to imitate demonstrations on object configurations that were not seen in the demonstrations. Importantly, FISH is constructed to be versatile, which allows it to be used across robot morphologies (e.g. xArm, Allegro, Stretch) and camera configurations (e.g. third-person, eye-in-hand). Our experimental evaluations on 9 different tasks show that FISH achieves an average success rate of 93%, which is around 3.8x higher than prior state-of-the-art methods.

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Watch and Match: Supercharging Imitation with Regularized Optimal Transport

Imitation learning holds tremendous promise in learning policies efficiently for complex decision making problems. Current state-of-the-art algorithms often use inverse reinforcement learning (IRL), where given a set of expert demonstrations, an agent alternatively infers a reward function and the associated optimal policy. However, such IRL approaches often require substantial online interactions for complex control problems. In this work, we present Regularized Optimal Transport (ROT), a new imitation learning algorithm that builds on recent advances in optimal transport based trajectory-matching. Our key technical insight is that adaptively combining trajectory-matching rewards with behavior cloning can significantly accelerate imitation even with only a few demonstrations. Our experiments on 20 visual control tasks across the DeepMind Control Suite, the OpenAI Robotics Suite, and the Meta-World Benchmark demonstrate an average of 7.8X faster imitation to reach 90% of expert performance compared to prior state-of-the-art methods. On real-world robotic manipulation, with just one demonstration and an hour of online training, ROT achieves an average success rate of 90.1% across 14 tasks.

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From Play to Policy: Conditional Behavior Generation from Uncurated Robot Data

While large-scale sequence modeling from offline data has led to impressive performance gains in natural language and image generation, directly translating such ideas to robotics has been challenging. One critical reason for this is that uncurated robot demonstration data, i.e. play data, collected from non-expert human demonstrators are often noisy, diverse, and distributionally multi-modal. This makes extracting useful, task-centric behaviors from such data a difficult generative modeling problem. In this work, we present Conditional Behavior Transformers (C-BeT), a method that combines the multi-modal generation ability of Behavior Transformer with future-conditioned goal specification. On a suite of simulated benchmark tasks, we find that C-BeT improves upon prior state-of-the-art work in learning from play data by an average of 45.7%. Further, we demonstrate for the first time that useful task-centric behaviors can be learned on a real-world robot purely from play data without any task labels or reward information. Robot videos are best viewed on our project website: https://play-to-policy.github.io

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RB2: Robotic Manipulation Benchmarking with a Twist

Benchmarks offer a scientific way to compare algorithms using objective performance metrics. Good benchmarks have two features: (a) they should be widely useful for many research groups; (b) and they should produce reproducible findings. In robotic manipulation research, there is a trade-off between reproducibility and broad accessibility. If the benchmark is kept restrictive (fixed hardware, objects), the numbers are reproducible but the setup becomes less general. On the other hand, a benchmark could be a loose set of protocols (e.g. object sets) but the underlying variation in setups make the results non-reproducible. In this paper, we re-imagine benchmarking for robotic manipulation as state-of-the-art algorithmic implementations, alongside the usual set of tasks and experimental protocols. The added baseline implementations will provide a way to easily recreate SOTA numbers in a new local robotic setup, thus providing credible relative rankings between existing approaches and new work. However, these local rankings could vary between different setups. To resolve this issue, we build a mechanism for pooling experimental data between labs, and thus we establish a single global ranking for existing (and proposed) SOTA algorithms. Our benchmark, called Ranking-Based Robotics Benchmark (RB2), is evaluated on tasks that are inspired from clinically validated Southampton Hand Assessment Procedures. Our benchmark was run across two different labs and reveals several surprising findings. For example, extremely simple baselines like open-loop behavior cloning, outperform more complicated models (e.g. closed loop, RNN, Offline-RL, etc.) that are preferred by the field. We hope our fellow researchers will use RB2 to improve their research's quality and rigor.

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Learning Visual Robotic Control Efficiently with Contrastive Pre-training and Data Augmentation

Recent advances in unsupervised representation learning significantly improved the sample efficiency of training Reinforcement Learning policies in simulated environments. However, similar gains have not yet been seen for real-robot reinforcement learning. In this work, we focus on enabling data-efficient real-robot learning from pixels. We present Contrastive Pre-training and Data Augmentation for Efficient Robotic Learning (CoDER), a method that utilizes data augmentation and unsupervised learning to achieve sample-efficient training of real-robot arm policies from sparse rewards. While contrastive pre-training, data augmentation, demonstrations, and reinforcement learning are alone insufficient for efficient learning, our main contribution is showing that the combination of these disparate techniques results in a simple yet data-efficient method. We show that, given only 10 demonstrations, a single robotic arm can learn sparse-reward manipulation policies from pixels, such as reaching, picking, moving, pulling a large object, flipping a switch, and opening a drawer in just 30 minutes of mean real-world training time. We include videos and code on the project website: https://sites.google.com/view/efficient-robotic-manipulation/home

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Holo-Dex: Teaching Dexterity with Immersive Mixed Reality

A fundamental challenge in teaching robots is to provide an effective interface for human teachers to demonstrate useful skills to a robot. This challenge is exacerbated in dexterous manipulation, where teaching high-dimensional, contact-rich behaviors often require esoteric teleoperation tools. In this work, we present Holo-Dex, a framework for dexterous manipulation that places a teacher in an immersive mixed reality through commodity VR headsets. The high-fidelity hand pose estimator onboard the headset is used to teleoperate the robot and collect demonstrations for a variety of general-purpose dexterous tasks. Given these demonstrations, we use powerful feature learning combined with non-parametric imitation to train dexterous skills. Our experiments on six common dexterous tasks, including in-hand rotation, spinning, and bottle opening, indicate that Holo-Dex can both collect high-quality demonstration data and train skills in a matter of hours. Finally, we find that our trained skills can exhibit generalization on objects not seen in training. Videos of Holo-Dex are available at https://holo-dex.github.io.

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Behavior Transformers: Cloning $k$ modes with one stone

While behavior learning has made impressive progress in recent times, it lags behind computer vision and natural language processing due to its inability to leverage large, human-generated datasets. Human behaviors have wide variance, multiple modes, and human demonstrations typically do not come with reward labels. These properties limit the applicability of current methods in Offline RL and Behavioral Cloning to learn from large, pre-collected datasets. In this work, we present Behavior Transformer (BeT), a new technique to model unlabeled demonstration data with multiple modes. BeT retrofits standard transformer architectures with action discretization coupled with a multi-task action correction inspired by offset prediction in object detection. This allows us to leverage the multi-modal modeling ability of modern transformers to predict multi-modal continuous actions. We experimentally evaluate BeT on a variety of robotic manipulation and self-driving behavior datasets. We show that BeT significantly improves over prior state-of-the-art work on solving demonstrated tasks while capturing the major modes present in the pre-collected datasets. Finally, through an extensive ablation study, we analyze the importance of every crucial component in BeT. Videos of behavior generated by BeT are available at https://notmahi.github.io/bet

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That Sounds Right: Auditory Self-Supervision for Dynamic Robot Manipulation

Learning to produce contact-rich, dynamic behaviors from raw sensory data has been a longstanding challenge in robotics. Prominent approaches primarily focus on using visual or tactile sensing, where unfortunately one fails to capture high-frequency interaction, while the other can be too delicate for large-scale data collection. In this work, we propose a data-centric approach to dynamic manipulation that uses an often ignored source of information: sound. We first collect a dataset of 25k interaction-sound pairs across five dynamic tasks using commodity contact microphones. Then, given this data, we leverage self-supervised learning to accelerate behavior prediction from sound. Our experiments indicate that this self-supervised 'pretraining' is crucial to achieving high performance, with a 34.5% lower MSE than plain supervised learning and a 54.3% lower MSE over visual training. Importantly, we find that when asked to generate desired sound profiles, online rollouts of our models on a UR10 robot can produce dynamic behavior that achieves an average of 11.5% improvement over supervised learning on audio similarity metrics.

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Human Decision Makings on Curriculum Reinforcement Learning with Difficulty Adjustment

Human-centered AI considers human experiences with AI performance. While abundant research has been helping AI achieve superhuman performance either by fully automatic or weak supervision learning, fewer endeavors are experimenting with how AI can tailor to humans' preferred skill level given fine-grained input. In this work, we guide the curriculum reinforcement learning results towards a preferred performance level that is neither too hard nor too easy via learning from the human decision process. To achieve this, we developed a portable, interactive platform that enables the user to interact with agents online via manipulating the task difficulty, observing performance, and providing curriculum feedback. Our system is highly parallelizable, making it possible for a human to train large-scale reinforcement learning applications that require millions of samples without a server. The result demonstrates the effectiveness of an interactive curriculum for reinforcement learning involving human-in-the-loop. It shows reinforcement learning performance can successfully adjust in sync with the human desired difficulty level. We believe this research will open new doors for achieving flow and personalized adaptive difficulties.

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Don't Change the Algorithm, Change the Data: Exploratory Data for Offline Reinforcement Learning

Recent progress in deep learning has relied on access to large and diverse datasets. Such data-driven progress has been less evident in offline reinforcement learning (RL), because offline RL data is usually collected to optimize specific target tasks limiting the data's diversity. In this work, we propose Exploratory data for Offline RL (ExORL), a data-centric approach to offline RL. ExORL first generates data with unsupervised reward-free exploration, then relabels this data with a downstream reward before training a policy with offline RL. We find that exploratory data allows vanilla off-policy RL algorithms, without any offline-specific modifications, to outperform or match state-of-the-art offline RL algorithms on downstream tasks. Our findings suggest that data generation is as important as algorithmic advances for offline RL and hence requires careful consideration from the community. Code and data can be found at https://github.com/denisyarats/exorl .

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Dexterous Imitation Made Easy: A Learning-Based Framework for Efficient Dexterous Manipulation

Optimizing behaviors for dexterous manipulation has been a longstanding challenge in robotics, with a variety of methods from model-based control to model-free reinforcement learning having been previously explored in literature. Perhaps one of the most powerful techniques to learn complex manipulation strategies is imitation learning. However, collecting and learning from demonstrations in dexterous manipulation is quite challenging. The complex, high-dimensional action-space involved with multi-finger control often leads to poor sample efficiency of learning-based methods. In this work, we propose 'Dexterous Imitation Made Easy' (DIME) a new imitation learning framework for dexterous manipulation. DIME only requires a single RGB camera to observe a human operator and teleoperate our robotic hand. Once demonstrations are collected, DIME employs standard imitation learning methods to train dexterous manipulation policies. On both simulation and real robot benchmarks we demonstrate that DIME can be used to solve complex, in-hand manipulation tasks such as 'flipping', 'spinning', and 'rotating' objects with the Allegro hand. Our framework along with pre-collected demonstrations is publicly available at https://nyu-robot-learning.github.io/dime.

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