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Markus Wulfmeier

Publications and source records attributed to Markus Wulfmeier.

At least 37 records · Page 2Linked to original sources

Foundations for Transfer in Reinforcement Learning: A Taxonomy of Knowledge Modalities

Contemporary artificial intelligence systems exhibit rapidly growing abilities accompanied by the growth of required resources, expansive datasets and corresponding investments into computing infrastructure. Although earlier successes predominantly focus on constrained settings, recent strides in fundamental research and applications aspire to create increasingly general systems. This evolving landscape presents a dual panorama of opportunities and challenges in refining the generalisation and transfer of knowledge - the extraction from existing sources and adaptation as a comprehensive foundation for tackling new problems. Within the domain of reinforcement learning (RL), the representation of knowledge manifests through various modalities, including dynamics and reward models, value functions, policies, and the original data. This taxonomy systematically targets these modalities and frames its discussion based on their inherent properties and alignment with different objectives and mechanisms for transfer. Where possible, we aim to provide coarse guidance delineating approaches which address requirements such as limiting environment interactions, maximising computational efficiency, and enhancing generalisation across varying axes of change. Finally, we analyse reasons contributing to the prevalence or scarcity of specific forms of transfer, the inherent potential behind pushing these frontiers, and underscore the significance of transitioning from designed to learned transfer.

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Replay across Experiments: A Natural Extension of Off-Policy RL

Replaying data is a principal mechanism underlying the stability and data efficiency of off-policy reinforcement learning (RL). We present an effective yet simple framework to extend the use of replays across multiple experiments, minimally adapting the RL workflow for sizeable improvements in controller performance and research iteration times. At its core, Replay Across Experiments (RaE) involves reusing experience from previous experiments to improve exploration and bootstrap learning while reducing required changes to a minimum in comparison to prior work. We empirically show benefits across a number of RL algorithms and challenging control domains spanning both locomotion and manipulation, including hard exploration tasks from egocentric vision. Through comprehensive ablations, we demonstrate robustness to the quality and amount of data available and various hyperparameter choices. Finally, we discuss how our approach can be applied more broadly across research life cycles and can increase resilience by reloading data across random seeds or hyperparameter variations.

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Real Robot Challenge 2022: Learning Dexterous Manipulation from Offline Data in the Real World

Experimentation on real robots is demanding in terms of time and costs. For this reason, a large part of the reinforcement learning (RL) community uses simulators to develop and benchmark algorithms. However, insights gained in simulation do not necessarily translate to real robots, in particular for tasks involving complex interactions with the environment. The Real Robot Challenge 2022 therefore served as a bridge between the RL and robotics communities by allowing participants to experiment remotely with a real robot - as easily as in simulation. In the last years, offline reinforcement learning has matured into a promising paradigm for learning from pre-collected datasets, alleviating the reliance on expensive online interactions. We therefore asked the participants to learn two dexterous manipulation tasks involving pushing, grasping, and in-hand orientation from provided real-robot datasets. An extensive software documentation and an initial stage based on a simulation of the real set-up made the competition particularly accessible. By giving each team plenty of access budget to evaluate their offline-learned policies on a cluster of seven identical real TriFinger platforms, we organized an exciting competition for machine learners and roboticists alike. In this work we state the rules of the competition, present the methods used by the winning teams and compare their results with a benchmark of state-of-the-art offline RL algorithms on the challenge datasets.

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Solving Continuous Control via Q-learning

While there has been substantial success for solving continuous control with actor-critic methods, simpler critic-only methods such as Q-learning find limited application in the associated high-dimensional action spaces. However, most actor-critic methods come at the cost of added complexity: heuristics for stabilisation, compute requirements and wider hyperparameter search spaces. We show that a simple modification of deep Q-learning largely alleviates these issues. By combining bang-bang action discretization with value decomposition, framing single-agent control as cooperative multi-agent reinforcement learning (MARL), this simple critic-only approach matches performance of state-of-the-art continuous actor-critic methods when learning from features or pixels. We extend classical bandit examples from cooperative MARL to provide intuition for how decoupled critics leverage state information to coordinate joint optimization, and demonstrate surprisingly strong performance across a variety of continuous control tasks.

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Equivariant Data Augmentation for Generalization in Offline Reinforcement Learning

We present a novel approach to address the challenge of generalization in offline reinforcement learning (RL), where the agent learns from a fixed dataset without any additional interaction with the environment. Specifically, we aim to improve the agent's ability to generalize to out-of-distribution goals. To achieve this, we propose to learn a dynamics model and check if it is equivariant with respect to a fixed type of transformation, namely translations in the state space. We then use an entropy regularizer to increase the equivariant set and augment the dataset with the resulting transformed samples. Finally, we learn a new policy offline based on the augmented dataset, with an off-the-shelf offline RL algorithm. Our experimental results demonstrate that our approach can greatly improve the test performance of the policy on the considered environments.

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Towards A Unified Agent with Foundation Models

Language Models and Vision Language Models have recently demonstrated unprecedented capabilities in terms of understanding human intentions, reasoning, scene understanding, and planning-like behaviour, in text form, among many others. In this work, we investigate how to embed and leverage such abilities in Reinforcement Learning (RL) agents. We design a framework that uses language as the core reasoning tool, exploring how this enables an agent to tackle a series of fundamental RL challenges, such as efficient exploration, reusing experience data, scheduling skills, and learning from observations, which traditionally require separate, vertically designed algorithms. We test our method on a sparse-reward simulated robotic manipulation environment, where a robot needs to stack a set of objects. We demonstrate substantial performance improvements over baselines in exploration efficiency and ability to reuse data from offline datasets, and illustrate how to reuse learned skills to solve novel tasks or imitate videos of human experts.

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SkillS: Adaptive Skill Sequencing for Efficient Temporally-Extended Exploration

The ability to effectively reuse prior knowledge is a key requirement when building general and flexible Reinforcement Learning (RL) agents. Skill reuse is one of the most common approaches, but current methods have considerable limitations.For example, fine-tuning an existing policy frequently fails, as the policy can degrade rapidly early in training. In a similar vein, distillation of expert behavior can lead to poor results when given sub-optimal experts. We compare several common approaches for skill transfer on multiple domains including changes in task and system dynamics. We identify how existing methods can fail and introduce an alternative approach to mitigate these problems. Our approach learns to sequence existing temporally-extended skills for exploration but learns the final policy directly from the raw experience. This conceptual split enables rapid adaptation and thus efficient data collection but without constraining the final solution.It significantly outperforms many classical methods across a suite of evaluation tasks and we use a broad set of ablations to highlight the importance of differentc omponents of our method.

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MO2: Model-Based Offline Options

The ability to discover useful behaviours from past experience and transfer them to new tasks is considered a core component of natural embodied intelligence. Inspired by neuroscience, discovering behaviours that switch at bottleneck states have been long sought after for inducing plans of minimum description length across tasks. Prior approaches have either only supported online, on-policy, bottleneck state discovery, limiting sample-efficiency, or discrete state-action domains, restricting applicability. To address this, we introduce Model-Based Offline Options (MO2), an offline hindsight framework supporting sample-efficient bottleneck option discovery over continuous state-action spaces. Once bottleneck options are learnt offline over source domains, they are transferred online to improve exploration and value estimation on the transfer domain. Our experiments show that on complex long-horizon continuous control tasks with sparse, delayed rewards, MO2's properties are essential and lead to performance exceeding recent option learning methods. Additional ablations further demonstrate the impact on option predictability and credit assignment.

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Forgetting and Imbalance in Robot Lifelong Learning with Off-policy Data

Robots will experience non-stationary environment dynamics throughout their lifetime: the robot dynamics can change due to wear and tear, or its surroundings may change over time. Eventually, the robots should perform well in all of the environment variations it has encountered. At the same time, it should still be able to learn fast in a new environment. We identify two challenges in Reinforcement Learning (RL) under such a lifelong learning setting with off-policy data: first, existing off-policy algorithms struggle with the trade-off between being conservative to maintain good performance in the old environment and learning efficiently in the new environment, despite keeping all the data in the replay buffer. We propose the Offline Distillation Pipeline to break this trade-off by separating the training procedure into an online interaction phase and an offline distillation phase.Second, we find that training with the imbalanced off-policy data from multiple environments across the lifetime creates a significant performance drop. We identify that this performance drop is caused by the combination of the imbalanced quality and size among the datasets which exacerbate the extrapolation error of the Q-function. During the distillation phase, we apply a simple fix to the issue by keeping the policy closer to the behavior policy that generated the data. In the experiments, we demonstrate these two challenges and the proposed solutions with a simulated bipedal robot walk-ing task across various environment changes. We show that the Offline Distillation Pipeline achieves better performance across all the encountered environments without affecting data collection. We also provide a comprehensive empirical study to support our hypothesis on the data imbalance issue.

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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.

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Wish you were here: Hindsight Goal Selection for long-horizon dexterous manipulation

Complex sequential tasks in continuous-control settings often require agents to successfully traverse a set of "narrow passages" in their state space. Solving such tasks with a sparse reward in a sample-efficient manner poses a challenge to modern reinforcement learning (RL) due to the associated long-horizon nature of the problem and the lack of sufficient positive signal during learning. Various tools have been applied to address this challenge. When available, large sets of demonstrations can guide agent exploration. Hindsight relabelling on the other hand does not require additional sources of information. However, existing strategies explore based on task-agnostic goal distributions, which can render the solution of long-horizon tasks impractical. In this work, we extend hindsight relabelling mechanisms to guide exploration along task-specific distributions implied by a small set of successful demonstrations. We evaluate the approach on four complex, single and dual arm, robotics manipulation tasks against strong suitable baselines. The method requires far fewer demonstrations to solve all tasks and achieves a significantly higher overall performance as task complexity increases. Finally, we investigate the robustness of the proposed solution with respect to the quality of input representations and the number of demonstrations.

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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.

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The Challenges of Exploration for Offline Reinforcement Learning

Offline Reinforcement Learning (ORL) enablesus to separately study the two interlinked processes of reinforcement learning: collecting informative experience and inferring optimal behaviour. The second step has been widely studied in the offline setting, but just as critical to data-efficient RL is the collection of informative data. The task-agnostic setting for data collection, where the task is not known a priori, is of particular interest due to the possibility of collecting a single dataset and using it to solve several downstream tasks as they arise. We investigate this setting via curiosity-based intrinsic motivation, a family of exploration methods which encourage the agent to explore those states or transitions it has not yet learned to model. With Explore2Offline, we propose to evaluate the quality of collected data by transferring the collected data and inferring policies with reward relabelling and standard offline RL algorithms. We evaluate a wide variety of data collection strategies, including a new exploration agent, Intrinsic Model Predictive Control (IMPC), using this scheme and demonstrate their performance on various tasks. We use this decoupled framework to strengthen intuitions about exploration and the data prerequisites for effective offline RL.

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Is Bang-Bang Control All You Need? Solving Continuous Control with Bernoulli Policies

Reinforcement learning (RL) for continuous control typically employs distributions whose support covers the entire action space. In this work, we investigate the colloquially known phenomenon that trained agents often prefer actions at the boundaries of that space. We draw theoretical connections to the emergence of bang-bang behavior in optimal control, and provide extensive empirical evaluation across a variety of recent RL algorithms. We replace the normal Gaussian by a Bernoulli distribution that solely considers the extremes along each action dimension - a bang-bang controller. Surprisingly, this achieves state-of-the-art performance on several continuous control benchmarks - in contrast to robotic hardware, where energy and maintenance cost affect controller choices. Since exploration, learning,and the final solution are entangled in RL, we provide additional imitation learning experiments to reduce the impact of exploration on our analysis. Finally, we show that our observations generalize to environments that aim to model real-world challenges and evaluate factors to mitigate the emergence of bang-bang solutions. Our findings emphasize challenges for benchmarking continuous control algorithms, particularly in light of potential real-world applications.

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Is Curiosity All You Need? On the Utility of Emergent Behaviours from Curious Exploration

Curiosity-based reward schemes can present powerful exploration mechanisms which facilitate the discovery of solutions for complex, sparse or long-horizon tasks. However, as the agent learns to reach previously unexplored spaces and the objective adapts to reward new areas, many behaviours emerge only to disappear due to being overwritten by the constantly shifting objective. We argue that merely using curiosity for fast environment exploration or as a bonus reward for a specific task does not harness the full potential of this technique and misses useful skills. Instead, we propose to shift the focus towards retaining the behaviours which emerge during curiosity-based learning. We posit that these self-discovered behaviours serve as valuable skills in an agent's repertoire to solve related tasks. Our experiments demonstrate the continuous shift in behaviour throughout training and the benefits of a simple policy snapshot method to reuse discovered behaviour for transfer tasks.

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Data-efficient Hindsight Off-policy Option Learning

We introduce Hindsight Off-policy Options (HO2), a data-efficient option learning algorithm. Given any trajectory, HO2 infers likely option choices and backpropagates through the dynamic programming inference procedure to robustly train all policy components off-policy and end-to-end. The approach outperforms existing option learning methods on common benchmarks. To better understand the option framework and disentangle benefits from both temporal and action abstraction, we evaluate ablations with flat policies and mixture policies with comparable optimization. The results highlight the importance of both types of abstraction as well as off-policy training and trust-region constraints, particularly in challenging, simulated 3D robot manipulation tasks from raw pixel inputs. Finally, we intuitively adapt the inference step to investigate the effect of increased temporal abstraction on training with pre-trained options and from scratch.

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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.

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Representation Matters: Improving Perception and Exploration for Robotics

Projecting high-dimensional environment observations into lower-dimensional structured representations can considerably improve data-efficiency for reinforcement learning in domains with limited data such as robotics. Can a single generally useful representation be found? In order to answer this question, it is important to understand how the representation will be used by the agent and what properties such a 'good' representation should have. In this paper we systematically evaluate a number of common learnt and hand-engineered representations in the context of three robotics tasks: lifting, stacking and pushing of 3D blocks. The representations are evaluated in two use-cases: as input to the agent, or as a source of auxiliary tasks. Furthermore, the value of each representation is evaluated in terms of three properties: dimensionality, observability and disentanglement. We can significantly improve performance in both use-cases and demonstrate that some representations can perform commensurate to simulator states as agent inputs. Finally, our results challenge common intuitions by demonstrating that: 1) dimensionality strongly matters for task generation, but is negligible for inputs, 2) observability of task-relevant aspects mostly affects the input representation use-case, and 3) disentanglement leads to better auxiliary tasks, but has only limited benefits for input representations. This work serves as a step towards a more systematic understanding of what makes a 'good' representation for control in robotics, enabling practitioners to make more informed choices for developing new learned or hand-engineered representations.

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