SearcharxivSearch

arXiv subjects

Michael Bloesch

Publications and source records attributed to Michael Bloesch.

At least 19 recordsLinked to original sources

EXIMO: VLM Guided Exploration of VLA Policies

How to efficiently finetune robot policies to learn new tasks on the fly? State of the art robotic manipulation policies are based on behaviour cloning of large vision-language-action (VLA) models with billions of parameters on huge teleoperation datasets. While this simple approach has enabled significant advances for robotic manipulation, finetuning of VLA policies for learning new tasks still remains an open problem. In particular, collecting teleoperation datasets requires hundreds of hours of expensive human labour and the alternative, reinforcement learning (RL), can be notoriously sample-inefficient especially for long-horizon tasks. In addition, RL with VLAs imposes several challenges due to the model's size and architectural design. In this work, we propose EXIMO, an efficient algorithm for finetuning of VLA policies. EXIMO operates in three stages: explore, imitate, and optimize. During the explore phase, EXIMO equips the VLA with a vision language model (VLM) that acts as a planner. The VLM thinks and breaks down challenging long-horizon problems into shorter ones for the VLA. The VLM, together with the VLA, is used to collect an orchestrated dataset on new tasks. During the imitate phase, the VLA is finetuned with the orchestrated data. Finally, during the optimize stage, we use residual off-policy RL to further finetune the policy. In our experiments, we ablate all three stages of EXIMO and show that it outperforms existing approaches significantly in terms of sample-efficiency and final performance.

cs.AI

Gemini Robotics 1.5: Pushing the Frontier of Generalist Robots with Advanced Embodied Reasoning, Thinking, and Motion Transfer

General-purpose robots need a deep understanding of the physical world, advanced reasoning, and general and dexterous control. This report introduces the latest generation of the Gemini Robotics model family: Gemini Robotics 1.5, a multi-embodiment Vision-Language-Action (VLA) model, and Gemini Robotics-ER 1.5, a state-of-the-art Embodied Reasoning (ER) model. We are bringing together three major innovations. First, Gemini Robotics 1.5 features a novel architecture and a Motion Transfer (MT) mechanism, which enables it to learn from heterogeneous, multi-embodiment robot data and makes the VLA more general. Second, Gemini Robotics 1.5 interleaves actions with a multi-level internal reasoning process in natural language. This enables the robot to "think before acting" and notably improves its ability to decompose and execute complex, multi-step tasks, and also makes the robot's behavior more interpretable to the user. Third, Gemini Robotics-ER 1.5 establishes a new state-of-the-art for embodied reasoning, i.e., for reasoning capabilities that are critical for robots, such as visual and spatial understanding, task planning, and progress estimation. Together, this family of models takes us a step towards an era of physical agents-enabling robots to perceive, think and then act so they can solve complex multi-step tasks.

cs.RO

Value from Observations: Towards Large-Scale Imitation Learning via Self-Improvement

Imitation Learning from Observation (IfO) offers a powerful way to learn behaviors at large-scale: Unlike behavior cloning or offline reinforcement learning, IfO can leverage action-free demonstrations and thus circumvents the need for costly action-labeled demonstrations or reward functions. However, current IfO research focuses on idealized scenarios with mostly bimodal-quality data distributions, restricting the meaningfulness of the results. In contrast, this paper investigates more nuanced distributions and introduces a method to learn from such data, moving closer to a paradigm in which imitation learning can be performed iteratively via self-improvement. Our method adapts RL-based imitation learning to action-free demonstrations, using a value function to transfer information between expert and non-expert data. Through comprehensive evaluation, we delineate the relation between different data distributions and the applicability of algorithms and highlight the limitations of established methods. Our findings provide valuable insights for developing more robust and practical IfO techniques on a path to scalable behaviour learning.

cs.LG

Imitating Language via Scalable Inverse Reinforcement Learning

The majority of language model training builds on imitation learning. It covers pretraining, supervised fine-tuning, and affects the starting conditions for reinforcement learning from human feedback (RLHF). The simplicity and scalability of maximum likelihood estimation (MLE) for next token prediction led to its role as predominant paradigm. However, the broader field of imitation learning can more effectively utilize the sequential structure underlying autoregressive generation. We focus on investigating the inverse reinforcement learning (IRL) perspective to imitation, extracting rewards and directly optimizing sequences instead of individual token likelihoods and evaluate its benefits for fine-tuning large language models. We provide a new angle, reformulating inverse soft-Q-learning as a temporal difference regularized extension of MLE. This creates a principled connection between MLE and IRL and allows trading off added complexity with increased performance and diversity of generations in the supervised fine-tuning (SFT) setting. We find clear advantages for IRL-based imitation, in particular for retaining diversity while maximizing task performance, rendering IRL a strong alternative on fixed SFT datasets even without online data generation. Our analysis of IRL-extracted reward functions further indicates benefits for more robust reward functions via tighter integration of supervised and preference-based LLM post-training.

cs.LG

Learning from negative feedback, or positive feedback or both

Existing preference optimization methods often assume scenarios where paired preference feedback (preferred/positive vs. dis-preferred/negative examples) is available. This requirement limits their applicability in scenarios where only unpaired feedback--for example, either positive or negative--is available. To address this, we introduce a novel approach that decouples learning from positive and negative feedback. This decoupling enables control over the influence of each feedback type and, importantly, allows learning even when only one feedback type is present. A key contribution is demonstrating stable learning from negative feedback alone, a capability not well-addressed by current methods. Our approach builds upon the probabilistic framework introduced in (Dayan and Hinton, 1997), which uses expectation-maximization (EM) to directly optimize the probability of positive outcomes (as opposed to classic expected reward maximization). We address a key limitation in current EM-based methods: they solely maximize the likelihood of positive examples, while neglecting negative ones. We show how to extend EM algorithms to explicitly incorporate negative examples, leading to a theoretically grounded algorithm that offers an intuitive and versatile way to learn from both positive and negative feedback. We evaluate our approach for training language models based on human feedback as well as training policies for sequential decision-making problems, where learned value functions are available.

cs.LG

Learning Agile Soccer Skills for a Bipedal Robot with Deep Reinforcement Learning

We investigate whether Deep Reinforcement Learning (Deep RL) is able to synthesize sophisticated and safe movement skills for a low-cost, miniature humanoid robot that can be composed into complex behavioral strategies in dynamic environments. We used Deep RL to train a humanoid robot with 20 actuated joints to play a simplified one-versus-one (1v1) soccer game. The resulting agent exhibits robust and dynamic movement skills such as rapid fall recovery, walking, turning, kicking and more; and it transitions between them in a smooth, stable, and efficient manner. The agent's locomotion and tactical behavior adapts to specific game contexts in a way that would be impractical to manually design. The agent also developed a basic strategic understanding of the game, and learned, for instance, to anticipate ball movements and to block opponent shots. Our agent was trained in simulation and transferred to real robots zero-shot. We found that a combination of sufficiently high-frequency control, targeted dynamics randomization, and perturbations during training in simulation enabled good-quality transfer. Although the robots are inherently fragile, basic regularization of the behavior during training led the robots to learn safe and effective movements while still performing in a dynamic and agile way -- well beyond what is intuitively expected from the robot. Indeed, in experiments, they walked 181% faster, turned 302% faster, took 63% less time to get up, and kicked a ball 34% faster than a scripted baseline, while efficiently combining the skills to achieve the longer term objectives.

cs.RO

Offline Actor-Critic Reinforcement Learning Scales to Large Models

We show that offline actor-critic reinforcement learning can scale to large models - such as transformers - and follows similar scaling laws as supervised learning. We find that offline actor-critic algorithms can outperform strong, supervised, behavioral cloning baselines for multi-task training on a large dataset containing both sub-optimal and expert behavior on 132 continuous control tasks. We introduce a Perceiver-based actor-critic model and elucidate the key model features needed to make offline RL work with self- and cross-attention modules. Overall, we find that: i) simple offline actor critic algorithms are a natural choice for gradually moving away from the currently predominant paradigm of behavioral cloning, and ii) via offline RL it is possible to learn multi-task policies that master many domains simultaneously, including real robotics tasks, from sub-optimal demonstrations or self-generated data.

cs.LG

Mastering Stacking of Diverse Shapes with Large-Scale Iterative Reinforcement Learning on Real Robots

Reinforcement learning solely from an agent's self-generated data is often believed to be infeasible for learning on real robots, due to the amount of data needed. However, if done right, agents learning from real data can be surprisingly efficient through re-using previously collected sub-optimal data. In this paper we demonstrate how the increased understanding of off-policy learning methods and their embedding in an iterative online/offline scheme (``collect and infer'') can drastically improve data-efficiency by using all the collected experience, which empowers learning from real robot experience only. Moreover, the resulting policy improves significantly over the state of the art on a recently proposed real robot manipulation benchmark. Our approach learns end-to-end, directly from pixels, and does not rely on additional human domain knowledge such as a simulator or demonstrations.

cs.RO

Dense RGB-D-Inertial SLAM with Map Deformations

While dense visual SLAM methods are capable of estimating dense reconstructions of the environment, they suffer from a lack of robustness in their tracking step, especially when the optimisation is poorly initialised. Sparse visual SLAM systems have attained high levels of accuracy and robustness through the inclusion of inertial measurements in a tightly-coupled fusion. Inspired by this performance, we propose the first tightly-coupled dense RGB-D-inertial SLAM system. Our system has real-time capability while running on a GPU. It jointly optimises for the camera pose, velocity, IMU biases and gravity direction while building up a globally consistent, fully dense surfel-based 3D reconstruction of the environment. Through a series of experiments on both synthetic and real world datasets, we show that our dense visual-inertial SLAM system is more robust to fast motions and periods of low texture and low geometric variation than a related RGB-D-only SLAM system.

cs.RO

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.

cs.LG

Decoupled Exploration and Exploitation Policies for Sample-Efficient Reinforcement Learning

Despite the close connection between exploration and sample efficiency, most state of the art reinforcement learning algorithms include no considerations for exploration beyond maximizing the entropy of the policy. In this work we address this seeming missed opportunity. We observe that the most common formulation of directed exploration in deep RL, known as bonus-based exploration (BBE), suffers from bias and slow coverage in the few-sample regime. This causes BBE to be actively detrimental to policy learning in many control tasks. We show that by decoupling the task policy from the exploration policy, directed exploration can be highly effective for sample-efficient continuous control. Our method, Decoupled Exploration and Exploitation Policies (DEEP), can be combined with any off-policy RL algorithm without modification. When used in conjunction with soft actor-critic, DEEP incurs no performance penalty in densely-rewarding environments. On sparse environments, DEEP gives a several-fold improvement in data efficiency due to better exploration.

cs.LG

Towards General and Autonomous Learning of Core Skills: A Case Study in Locomotion

Modern Reinforcement Learning (RL) algorithms promise to solve difficult motor control problems directly from raw sensory inputs. Their attraction is due in part to the fact that they can represent a general class of methods that allow to learn a solution with a reasonably set reward and minimal prior knowledge, even in situations where it is difficult or expensive for a human expert. For RL to truly make good on this promise, however, we need algorithms and learning setups that can work across a broad range of problems with minimal problem specific adjustments or engineering. In this paper, we study this idea of generality in the locomotion domain. We develop a learning framework that can learn sophisticated locomotion behavior for a wide spectrum of legged robots, such as bipeds, tripeds, quadrupeds and hexapods, including wheeled variants. Our learning framework relies on a data-efficient, off-policy multi-task RL algorithm and a small set of reward functions that are semantically identical across robots. To underline the general applicability of the method, we keep the hyper-parameter settings and reward definitions constant across experiments and rely exclusively on on-board sensing. For nine different types of robots, including a real-world quadruped robot, we demonstrate that the same algorithm can rapidly learn diverse and reusable locomotion skills without any platform specific adjustments or additional instrumentation of the learning setup.

cs.RO

Simple Sensor Intentions for Exploration

Modern reinforcement learning algorithms can learn solutions to increasingly difficult control problems while at the same time reduce the amount of prior knowledge needed for their application. One of the remaining challenges is the definition of reward schemes that appropriately facilitate exploration without biasing the solution in undesirable ways, and that can be implemented on real robotic systems without expensive instrumentation. In this paper we focus on a setting in which goal tasks are defined via simple sparse rewards, and exploration is facilitated via agent-internal auxiliary tasks. We introduce the idea of simple sensor intentions (SSIs) as a generic way to define auxiliary tasks. SSIs reduce the amount of prior knowledge that is required to define suitable rewards. They can further be computed directly from raw sensor streams and thus do not require expensive and possibly brittle state estimation on real systems. We demonstrate that a learning system based on these rewards can solve complex robotic tasks in simulation and in real world settings. In particular, we show that a real robotic arm can learn to grasp and lift and solve a Ball-in-a-Cup task from scratch, when only raw sensor streams are used for both controller input and in the auxiliary reward definition.

cs.LG

Comparing View-Based and Map-Based Semantic Labelling in Real-Time SLAM

Generally capable Spatial AI systems must build persistent scene representations where geometric models are combined with meaningful semantic labels. The many approaches to labelling scenes can be divided into two clear groups: view-based which estimate labels from the input view-wise data and then incrementally fuse them into the scene model as it is built; and map-based which label the generated scene model. However, there has so far been no attempt to quantitatively compare view-based and map-based labelling. Here, we present an experimental framework and comparison which uses real-time height map fusion as an accessible platform for a fair comparison, opening up the route to further systematic research in this area.

cs.CV

Matching Features without Descriptors: Implicitly Matched Interest Points

The extraction and matching of interest points is a prerequisite for many geometric computer vision problems. Traditionally, matching has been achieved by assigning descriptors to interest points and matching points that have similar descriptors. In this paper, we propose a method by which interest points are instead already implicitly matched at detection time. With this, descriptors do not need to be calculated, stored, communicated, or matched any more. This is achieved by a convolutional neural network with multiple output channels and can be thought of as a collection of a variety of detectors, each specialized to specific visual features. This paper describes how to design and train such a network in a way that results in successful relative pose estimation performance despite the limitation on interest point count. While the overall matching score is slightly lower than with traditional methods, the approach is descriptor free and thus enables localization systems with a significantly smaller memory footprint and multi-agent localization systems with lower bandwidth requirements. The network also outputs the confidence for a specific interest point resulting in a valid match. We evaluate performance relative to state-of-the-art alternatives.

cs.CV

CodeSLAM - Learning a Compact, Optimisable Representation for Dense Visual SLAM

The representation of geometry in real-time 3D perception systems continues to be a critical research issue. Dense maps capture complete surface shape and can be augmented with semantic labels, but their high dimensionality makes them computationally costly to store and process, and unsuitable for rigorous probabilistic inference. Sparse feature-based representations avoid these problems, but capture only partial scene information and are mainly useful for localisation only. We present a new compact but dense representation of scene geometry which is conditioned on the intensity data from a single image and generated from a code consisting of a small number of parameters. We are inspired by work both on learned depth from images, and auto-encoders. Our approach is suitable for use in a keyframe-based monocular dense SLAM system: While each keyframe with a code can produce a depth map, the code can be optimised efficiently jointly with pose variables and together with the codes of overlapping keyframes to attain global consistency. Conditioning the depth map on the image allows the code to only represent aspects of the local geometry which cannot directly be predicted from the image. We explain how to learn our code representation, and demonstrate its advantageous properties in monocular SLAM.

cs.CV

MID-Fusion: Octree-based Object-Level Multi-Instance Dynamic SLAM

We propose a new multi-instance dynamic RGB-D SLAM system using an object-level octree-based volumetric representation. It can provide robust camera tracking in dynamic environments and at the same time, continuously estimate geometric, semantic, and motion properties for arbitrary objects in the scene. For each incoming frame, we perform instance segmentation to detect objects and refine mask boundaries using geometric and motion information. Meanwhile, we estimate the pose of each existing moving object using an object-oriented tracking method and robustly track the camera pose against the static scene. Based on the estimated camera pose and object poses, we associate segmented masks with existing models and incrementally fuse corresponding colour, depth, semantic, and foreground object probabilities into each object model. In contrast to existing approaches, our system is the first system to generate an object-level dynamic volumetric map from a single RGB-D camera, which can be used directly for robotic tasks. Our method can run at 2-3 Hz on a CPU, excluding the instance segmentation part. We demonstrate its effectiveness by quantitatively and qualitatively testing it on both synthetic and real-world sequences.

cs.RO

SceneCode: Monocular Dense Semantic Reconstruction using Learned Encoded Scene Representations

Systems which incrementally create 3D semantic maps from image sequences must store and update representations of both geometry and semantic entities. However, while there has been much work on the correct formulation for geometrical estimation, state-of-the-art systems usually rely on simple semantic representations which store and update independent label estimates for each surface element (depth pixels, surfels, or voxels). Spatial correlation is discarded, and fused label maps are incoherent and noisy. We introduce a new compact and optimisable semantic representation by training a variational auto-encoder that is conditioned on a colour image. Using this learned latent space, we can tackle semantic label fusion by jointly optimising the low-dimenional codes associated with each of a set of overlapping images, producing consistent fused label maps which preserve spatial correlation. We also show how this approach can be used within a monocular keyframe based semantic mapping system where a similar code approach is used for geometry. The probabilistic formulation allows a flexible formulation where we can jointly estimate motion, geometry and semantics in a unified optimisation.

cs.CV