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Pieter Abbeel

Publications and source records attributed to Pieter Abbeel.

At least 289 records · Page 16Linked to original sources

Model-Augmented Actor-Critic: Backpropagating through Paths

Current model-based reinforcement learning approaches use the model simply as a learned black-box simulator to augment the data for policy optimization or value function learning. In this paper, we show how to make more effective use of the model by exploiting its differentiability. We construct a policy optimization algorithm that uses the pathwise derivative of the learned model and policy across future timesteps. Instabilities of learning across many timesteps are prevented by using a terminal value function, learning the policy in an actor-critic fashion. Furthermore, we present a derivation on the monotonic improvement of our objective in terms of the gradient error in the model and value function. We show that our approach (i) is consistently more sample efficient than existing state-of-the-art model-based algorithms, (ii) matches the asymptotic performance of model-free algorithms, and (iii) scales to long horizons, a regime where typically past model-based approaches have struggled.

cs.LG↗

Mutual Information Maximization for Robust Plannable Representations

Extending the capabilities of robotics to real-world complex, unstructured environments requires the need of developing better perception systems while maintaining low sample complexity. When dealing with high-dimensional state spaces, current methods are either model-free or model-based based on reconstruction objectives. The sample inefficiency of the former constitutes a major barrier for applying them to the real-world. The later, while they present low sample complexity, they learn latent spaces that need to reconstruct every single detail of the scene. In real environments, the task typically just represents a small fraction of the scene. Reconstruction objectives suffer in such scenarios as they capture all the unnecessary components. In this work, we present MIRO, an information theoretic representational learning algorithm for model-based reinforcement learning. We design a latent space that maximizes the mutual information with the future information while being able to capture all the information needed for planning. We show that our approach is more robust than reconstruction objectives in the presence of distractors and cluttered scenes

cs.CV↗

Checkmate: Breaking the Memory Wall with Optimal Tensor Rematerialization

We formalize the problem of trading-off DNN training time and memory requirements as the tensor rematerialization optimization problem, a generalization of prior checkpointing strategies. We introduce Checkmate, a system that solves for optimal rematerialization schedules in reasonable times (under an hour) using off-the-shelf MILP solvers or near-optimal schedules with an approximation algorithm, then uses these schedules to accelerate millions of training iterations. Our method scales to complex, realistic architectures and is hardware-aware through the use of accelerator-specific, profile-based cost models. In addition to reducing training cost, Checkmate enables real-world networks to be trained with up to 5.1x larger input sizes. Checkmate is an open-source project, available at https://github.com/parasj/checkmate.

cs.LG↗

Sub-policy Adaptation for Hierarchical Reinforcement Learning

Hierarchical reinforcement learning is a promising approach to tackle long-horizon decision-making problems with sparse rewards. Unfortunately, most methods still decouple the lower-level skill acquisition process and the training of a higher level that controls the skills in a new task. Leaving the skills fixed can lead to significant sub-optimality in the transfer setting. In this work, we propose a novel algorithm to discover a set of skills, and continuously adapt them along with the higher level even when training on a new task. Our main contributions are two-fold. First, we derive a new hierarchical policy gradient with an unbiased latent-dependent baseline, and we introduce Hierarchical Proximal Policy Optimization (HiPPO), an on-policy method to efficiently train all levels of the hierarchy jointly. Second, we propose a method for training time-abstractions that improves the robustness of the obtained skills to environment changes. Code and results are available at sites.google.com/view/hippo-rl

cs.LG↗

Natural Image Manipulation for Autoregressive Models Using Fisher Scores

Deep autoregressive models are one of the most powerful models that exist today which achieve state-of-the-art bits per dim. However, they lie at a strict disadvantage when it comes to controlled sample generation compared to latent variable models. Latent variable models such as VAEs and normalizing flows allow meaningful semantic manipulations in latent space, which autoregressive models do not have. In this paper, we propose using Fisher scores as a method to extract embeddings from an autoregressive model to use for interpolation and show that our method provides more meaningful sample manipulation compared to alternate embeddings such as network activations.

cs.CV↗

Plan2Vec: Unsupervised Representation Learning by Latent Plans

In this paper we introduce plan2vec, an unsupervised representation learning approach that is inspired by reinforcement learning. Plan2vec constructs a weighted graph on an image dataset using near-neighbor distances, and then extrapolates this local metric to a global embedding by distilling path-integral over planned path. When applied to control, plan2vec offers a way to learn goal-conditioned value estimates that are accurate over long horizons that is both compute and sample efficient. We demonstrate the effectiveness of plan2vec on one simulated and two challenging real-world image datasets. Experimental results show that plan2vec successfully amortizes the planning cost, enabling reactive planning that is linear in memory and computation complexity rather than exhaustive over the entire state space.

cs.LG↗

BADGR: An Autonomous Self-Supervised Learning-Based Navigation System

Mobile robot navigation is typically regarded as a geometric problem, in which the robot's objective is to perceive the geometry of the environment in order to plan collision-free paths towards a desired goal. However, a purely geometric view of the world can can be insufficient for many navigation problems. For example, a robot navigating based on geometry may avoid a field of tall grass because it believes it is untraversable, and will therefore fail to reach its desired goal. In this work, we investigate how to move beyond these purely geometric-based approaches using a method that learns about physical navigational affordances from experience. Our approach, which we call BADGR, is an end-to-end learning-based mobile robot navigation system that can be trained with self-supervised off-policy data gathered in real-world environments, without any simulation or human supervision. BADGR can navigate in real-world urban and off-road environments with geometrically distracting obstacles. It can also incorporate terrain preferences, generalize to novel environments, and continue to improve autonomously by gathering more data. Videos, code, and other supplemental material are available on our website https://sites.google.com/view/badgr

cs.RO↗

Multi-Agent Actor-Critic for Mixed Cooperative-Competitive Environments

We explore deep reinforcement learning methods for multi-agent domains. We begin by analyzing the difficulty of traditional algorithms in the multi-agent case: Q-learning is challenged by an inherent non-stationarity of the environment, while policy gradient suffers from a variance that increases as the number of agents grows. We then present an adaptation of actor-critic methods that considers action policies of other agents and is able to successfully learn policies that require complex multi-agent coordination. Additionally, we introduce a training regimen utilizing an ensemble of policies for each agent that leads to more robust multi-agent policies. We show the strength of our approach compared to existing methods in cooperative as well as competitive scenarios, where agent populations are able to discover various physical and informational coordination strategies.

cs.LG↗

Learning Predictive Representations for Deformable Objects Using Contrastive Estimation

Using visual model-based learning for deformable object manipulation is challenging due to difficulties in learning plannable visual representations along with complex dynamic models. In this work, we propose a new learning framework that jointly optimizes both the visual representation model and the dynamics model using contrastive estimation. Using simulation data collected by randomly perturbing deformable objects on a table, we learn latent dynamics models for these objects in an offline fashion. Then, using the learned models, we use simple model-based planning to solve challenging deformable object manipulation tasks such as spreading ropes and cloths. Experimentally, we show substantial improvements in performance over standard model-based learning techniques across our rope and cloth manipulation suite. Finally, we transfer our visual manipulation policies trained on data purely collected in simulation to a real PR2 robot through domain randomization.

cs.LG↗

Learning to Manipulate Deformable Objects without Demonstrations

In this paper we tackle the problem of deformable object manipulation through model-free visual reinforcement learning (RL). In order to circumvent the sample inefficiency of RL, we propose two key ideas that accelerate learning. First, we propose an iterative pick-place action space that encodes the conditional relationship between picking and placing on deformable objects. The explicit structural encoding enables faster learning under complex object dynamics. Second, instead of jointly learning both the pick and the place locations, we only explicitly learn the placing policy conditioned on random pick points. Then, by selecting the pick point that has Maximal Value under Placing (MVP), we obtain our picking policy. This provides us with an informed picking policy during testing, while using only random pick points during training. Experimentally, this learning framework obtains an order of magnitude faster learning compared to independent action-spaces on our suite of deformable object manipulation tasks with visual RGB observations. Finally, using domain randomization, we transfer our policies to a real PR2 robot for challenging cloth and rope coverage tasks, and demonstrate significant improvements over standard RL techniques on average coverage.

cs.RO↗

Hallucinative Topological Memory for Zero-Shot Visual Planning

In visual planning (VP), an agent learns to plan goal-directed behavior from observations of a dynamical system obtained offline, e.g., images obtained from self-supervised robot interaction. Most previous works on VP approached the problem by planning in a learned latent space, resulting in low-quality visual plans, and difficult training algorithms. Here, instead, we propose a simple VP method that plans directly in image space and displays competitive performance. We build on the semi-parametric topological memory (SPTM) method: image samples are treated as nodes in a graph, the graph connectivity is learned from image sequence data, and planning can be performed using conventional graph search methods. We propose two modifications on SPTM. First, we train an energy-based graph connectivity function using contrastive predictive coding that admits stable training. Second, to allow zero-shot planning in new domains, we learn a conditional VAE model that generates images given a context of the domain, and use these hallucinated samples for building the connectivity graph and planning. We show that this simple approach significantly outperform the state-of-the-art VP methods, in terms of both plan interpretability and success rate when using the plan to guide a trajectory-following controller. Interestingly, our method can pick up non-trivial visual properties of objects, such as their geometry, and account for it in the plans.

cs.AI↗

Generalized Hindsight for Reinforcement Learning

One of the key reasons for the high sample complexity in reinforcement learning (RL) is the inability to transfer knowledge from one task to another. In standard multi-task RL settings, low-reward data collected while trying to solve one task provides little to no signal for solving that particular task and is hence effectively wasted. However, we argue that this data, which is uninformative for one task, is likely a rich source of information for other tasks. To leverage this insight and efficiently reuse data, we present Generalized Hindsight: an approximate inverse reinforcement learning technique for relabeling behaviors with the right tasks. Intuitively, given a behavior generated under one task, Generalized Hindsight returns a different task that the behavior is better suited for. Then, the behavior is relabeled with this new task before being used by an off-policy RL optimizer. Compared to standard relabeling techniques, Generalized Hindsight provides a substantially more efficient reuse of samples, which we empirically demonstrate on a suite of multi-task navigation and manipulation tasks. Videos and code can be accessed here: https://sites.google.com/view/generalized-hindsight.

cs.LG↗

GACEM: Generalized Autoregressive Cross Entropy Method for Multi-Modal Black Box Constraint Satisfaction

In this work we present a new method of black-box optimization and constraint satisfaction. Existing algorithms that have attempted to solve this problem are unable to consider multiple modes, and are not able to adapt to changes in environment dynamics. To address these issues, we developed a modified Cross-Entropy Method (CEM) that uses a masked auto-regressive neural network for modeling uniform distributions over the solution space. We train the model using maximum entropy policy gradient methods from Reinforcement Learning. Our algorithm is able to express complicated solution spaces, thus allowing it to track a variety of different solution regions. We empirically compare our algorithm with variations of CEM, including one with a Gaussian prior with fixed variance, and demonstrate better performance in terms of: number of diverse solutions, better mode discovery in multi-modal problems, and better sample efficiency in certain cases.

cs.LG↗

On the Utility of Learning about Humans for Human-AI Coordination

While we would like agents that can coordinate with humans, current algorithms such as self-play and population-based training create agents that can coordinate with themselves. Agents that assume their partner to be optimal or similar to them can converge to coordination protocols that fail to understand and be understood by humans. To demonstrate this, we introduce a simple environment that requires challenging coordination, based on the popular game Overcooked, and learn a simple model that mimics human play. We evaluate the performance of agents trained via self-play and population-based training. These agents perform very well when paired with themselves, but when paired with our human model, they are significantly worse than agents designed to play with the human model. An experiment with a planning algorithm yields the same conclusion, though only when the human-aware planner is given the exact human model that it is playing with. A user study with real humans shows this pattern as well, though less strongly. Qualitatively, we find that the gains come from having the agent adapt to the human's gameplay. Given this result, we suggest several approaches for designing agents that learn about humans in order to better coordinate with them. Code is available at https://github.com/HumanCompatibleAI/overcooked_ai.

cs.LG↗

Compression with Flows via Local Bits-Back Coding

Likelihood-based generative models are the backbones of lossless compression due to the guaranteed existence of codes with lengths close to negative log likelihood. However, there is no guaranteed existence of computationally efficient codes that achieve these lengths, and coding algorithms must be hand-tailored to specific types of generative models to ensure computational efficiency. Such coding algorithms are known for autoregressive models and variational autoencoders, but not for general types of flow models. To fill in this gap, we introduce local bits-back coding, a new compression technique for flow models. We present efficient algorithms that instantiate our technique for many popular types of flows, and we demonstrate that our algorithms closely achieve theoretical codelengths for state-of-the-art flow models on high-dimensional data.

cs.LG↗

Hierarchical Variational Imitation Learning of Control Programs

Autonomous agents can learn by imitating teacher demonstrations of the intended behavior. Hierarchical control policies are ubiquitously useful for such learning, having the potential to break down structured tasks into simpler sub-tasks, thereby improving data efficiency and generalization. In this paper, we propose a variational inference method for imitation learning of a control policy represented by parametrized hierarchical procedures (PHP), a program-like structure in which procedures can invoke sub-procedures to perform sub-tasks. Our method discovers the hierarchical structure in a dataset of observation-action traces of teacher demonstrations, by learning an approximate posterior distribution over the latent sequence of procedure calls and terminations. Samples from this learned distribution then guide the training of the hierarchical control policy. We identify and demonstrate a novel benefit of variational inference in the context of hierarchical imitation learning: in decomposing the policy into simpler procedures, inference can leverage acausal information that is unused by other methods. Training PHP with variational inference outperforms LSTM baselines in terms of data efficiency and generalization, requiring less than half as much data to achieve a 24% error rate in executing the bubble sort algorithm, and to achieve no error in executing Karel programs.

cs.LG↗

Deep Unsupervised Cardinality Estimation

Cardinality estimation has long been grounded in statistical tools for density estimation. To capture the rich multivariate distributions of relational tables, we propose the use of a new type of high-capacity statistical model: deep autoregressive models. However, direct application of these models leads to a limited estimator that is prohibitively expensive to evaluate for range or wildcard predicates. To produce a truly usable estimator, we develop a Monte Carlo integration scheme on top of autoregressive models that can efficiently handle range queries with dozens of dimensions or more. Like classical synopses, our estimator summarizes the data without supervision. Unlike previous solutions, we approximate the joint data distribution without any independence assumptions. Evaluated on real-world datasets and compared against real systems and dominant families of techniques, our estimator achieves single-digit multiplicative error at tail, an up to 90$\times$ accuracy improvement over the second best method, and is space- and runtime-efficient.

cs.DB↗

Addressing Sample Complexity in Visual Tasks Using HER and Hallucinatory GANs

Reinforcement Learning (RL) algorithms typically require millions of environment interactions to learn successful policies in sparse reward settings. Hindsight Experience Replay (HER) was introduced as a technique to increase sample efficiency by reimagining unsuccessful trajectories as successful ones by altering the originally intended goals. However, it cannot be directly applied to visual environments where goal states are often characterized by the presence of distinct visual features. In this work, we show how visual trajectories can be hallucinated to appear successful by altering agent observations using a generative model trained on relatively few snapshots of the goal. We then use this model in combination with HER to train RL agents in visual settings. We validate our approach on 3D navigation tasks and a simulated robotics application and show marked improvement over baselines derived from previous work.

cs.AI↗