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Pieter Abbeel

Publications and source records attributed to Pieter Abbeel.

At least 91 records · Page 5Linked to original sources

Diffusion Guidance Is a Controllable Policy Improvement Operator

At the core of reinforcement learning is the idea of learning beyond the performance in the data. However, scaling such systems has proven notoriously tricky. In contrast, techniques from generative modeling have proven remarkably scalable and are simple to train. In this work, we combine these strengths, by deriving a direct relation between policy improvement and guidance of diffusion models. The resulting framework, CFGRL, is trained with the simplicity of supervised learning, yet can further improve on the policies in the data. On offline RL tasks, we observe a reliable trend -- increased guidance weighting leads to increased performance. Of particular importance, CFGRL can operate without explicitly learning a value function, allowing us to generalize simple supervised methods (e.g., goal-conditioned behavioral cloning) to further prioritize optimality, gaining performance for "free" across the board.

cs.LG↗

Intrinsically-Motivated Humans and Agents in Open-World Exploration

What drives exploration? Understanding intrinsic motivation is a long-standing challenge in both cognitive science and artificial intelligence; numerous objectives have been proposed and used to train agents, yet there remains a gap between human and agent exploration. We directly compare adults, children, and AI agents in a complex open-ended environment, Crafter, and study how common intrinsic objectives: Entropy, Information Gain, and Empowerment, relate to their behavior. We find that only Entropy and Empowerment are consistently positively correlated with human exploration progress, indicating that these objectives may better inform intrinsic reward design for agents. Furthermore, across agents and humans we observe that Entropy initially increases rapidly, then plateaus, while Empowerment increases continuously, suggesting that state diversity may provide more signal in early exploration, while advanced exploration should prioritize control. Finally, we find preliminary evidence that private speech utterances, and particularly goal verbalizations, may aid exploration in children. Our data is available at https://github.com/alyd/humans_in_crafter_data.

cs.AI↗

Prioritized Generative Replay

Sample-efficient online reinforcement learning often uses replay buffers to store experience for reuse when updating the value function. However, uniform replay is inefficient, since certain classes of transitions can be more relevant to learning. While prioritization of more useful samples is helpful, this strategy can also lead to overfitting, as useful samples are likely to be more rare. In this work, we instead propose a prioritized, parametric version of an agent's memory, using generative models to capture online experience. This paradigm enables (1) densification of past experience, with new generations that benefit from the generative model's generalization capacity and (2) guidance via a family of "relevance functions" that push these generations towards more useful parts of an agent's acquired history. We show this recipe can be instantiated using conditional diffusion models and simple relevance functions such as curiosity- or value-based metrics. Our approach consistently improves performance and sample efficiency in both state- and pixel-based domains. We expose the mechanisms underlying these gains, showing how guidance promotes diversity in our generated transitions and reduces overfitting. We also showcase how our approach can train policies with even higher update-to-data ratios than before, opening up avenues to better scale online RL agents.

cs.LG↗

RoboVerse: Towards a Unified Platform, Dataset and Benchmark for Scalable and Generalizable Robot Learning

Data scaling and standardized evaluation benchmarks have driven significant advances in natural language processing and computer vision. However, robotics faces unique challenges in scaling data and establishing evaluation protocols. Collecting real-world data is resource-intensive and inefficient, while benchmarking in real-world scenarios remains highly complex. Synthetic data and simulation offer promising alternatives, yet existing efforts often fall short in data quality, diversity, and benchmark standardization. To address these challenges, we introduce RoboVerse, a comprehensive framework comprising a simulation platform, a synthetic dataset, and unified benchmarks. Our simulation platform supports multiple simulators and robotic embodiments, enabling seamless transitions between different environments. The synthetic dataset, featuring high-fidelity physics and photorealistic rendering, is constructed through multiple approaches. Additionally, we propose unified benchmarks for imitation learning and reinforcement learning, enabling evaluation across different levels of generalization. At the core of the simulation platform is MetaSim, an infrastructure that abstracts diverse simulation environments into a universal interface. It restructures existing simulation environments into a simulator-agnostic configuration system, as well as an API aligning different simulator functionalities, such as launching simulation environments, loading assets with initial states, stepping the physics engine, etc. This abstraction ensures interoperability and extensibility. Comprehensive experiments demonstrate that RoboVerse enhances the performance of imitation learning, reinforcement learning, world model learning, and sim-to-real transfer. These results validate the reliability of our dataset and benchmarks, establishing RoboVerse as a robust solution for advancing robot learning.

cs.RO↗

Efficient Long Video Tokenization via Coordinate-based Patch Reconstruction

Efficient tokenization of videos remains a challenge in training vision models that can process long videos. One promising direction is to develop a tokenizer that can encode long video clips, as it would enable the tokenizer to leverage the temporal coherence of videos better for tokenization. However, training existing tokenizers on long videos often incurs a huge training cost as they are trained to reconstruct all the frames at once. In this paper, we introduce CoordTok, a video tokenizer that learns a mapping from coordinate-based representations to the corresponding patches of input videos, inspired by recent advances in 3D generative models. In particular, CoordTok encodes a video into factorized triplane representations and reconstructs patches that correspond to randomly sampled $(x,y,t)$ coordinates. This allows for training large tokenizer models directly on long videos without requiring excessive training resources. Our experiments show that CoordTok can drastically reduce the number of tokens for encoding long video clips. For instance, CoordTok can encode a 128-frame video with 128$\times$128 resolution into 1280 tokens, while baselines need 6144 or 8192 tokens to achieve similar reconstruction quality. We further show that this efficient video tokenization enables memory-efficient training of a diffusion transformer that can generate 128 frames at once.

cs.CV↗

Geometric Retargeting: A Principled, Ultrafast Neural Hand Retargeting Algorithm

We introduce Geometric Retargeting (GeoRT), an ultrafast, and principled neural hand retargeting algorithm for teleoperation, developed as part of our recent Dexterity Gen (DexGen) system. GeoRT converts human finger keypoints to robot hand keypoints at 1KHz, achieving state-of-the-art speed and accuracy with significantly fewer hyperparameters. This high-speed capability enables flexible postprocessing, such as leveraging a foundational controller for action correction like DexGen. GeoRT is trained in an unsupervised manner, eliminating the need for manual annotation of hand pairs. The core of GeoRT lies in novel geometric objective functions that capture the essence of retargeting: preserving motion fidelity, ensuring configuration space (C-space) coverage, maintaining uniform response through high flatness, pinch correspondence and preventing self-collisions. This approach is free from intensive test-time optimization, offering a more scalable and practical solution for real-time hand retargeting.

cs.RO↗

RoboCopilot: Human-in-the-loop Interactive Imitation Learning for Robot Manipulation

Learning from human demonstration is an effective approach for learning complex manipulation skills. However, existing approaches heavily focus on learning from passive human demonstration data for its simplicity in data collection. Interactive human teaching has appealing theoretical and practical properties, but they are not well supported by existing human-robot interfaces. This paper proposes a novel system that enables seamless control switching between human and an autonomous policy for bi-manual manipulation tasks, enabling more efficient learning of new tasks. This is achieved through a compliant, bilateral teleoperation system. Through simulation and hardware experiments, we demonstrate the value of our system in an interactive human teaching for learning complex bi-manual manipulation skills.

cs.RO↗

Video2Policy: Scaling up Manipulation Tasks in Simulation through Internet Videos

Simulation offers a promising approach for cheaply scaling training data for generalist policies. To scalably generate data from diverse and realistic tasks, existing algorithms either rely on large language models (LLMs) that may hallucinate tasks not interesting for robotics; or digital twins, which require careful real-to-sim alignment and are hard to scale. To address these challenges, we introduce Video2Policy, a novel framework that leverages internet RGB videos to reconstruct tasks based on everyday human behavior. Our approach comprises two phases: (1) task generation in simulation from videos; and (2) reinforcement learning utilizing in-context LLM-generated reward functions iteratively. We demonstrate the efficacy of Video2Policy by reconstructing over 100 videos from the Something-Something-v2 (SSv2) dataset, which depicts diverse and complex human behaviors on 9 different tasks. Our method can successfully train RL policies on such tasks, including complex and challenging tasks such as throwing. Finally, we show that the generated simulation data can be scaled up for training a general policy, and it can be transferred back to the real robot in a Real2Sim2Real way.

cs.RO↗

Learning a Diffusion Model Policy from Rewards via Q-Score Matching

Diffusion models have become a popular choice for representing actor policies in behavior cloning and offline reinforcement learning. This is due to their natural ability to optimize an expressive class of distributions over a continuous space. However, previous works fail to exploit the score-based structure of diffusion models, and instead utilize a simple behavior cloning term to train the actor, limiting their ability in the actor-critic setting. In this paper, we present a theoretical framework linking the structure of diffusion model policies to a learned Q-function, by linking the structure between the score of the policy to the action gradient of the Q-function. We focus on off-policy reinforcement learning and propose a new policy update method from this theory, which we denote Q-score matching. Notably, this algorithm only needs to differentiate through the denoising model rather than the entire diffusion model evaluation, and converged policies through Q-score matching are implicitly multi-modal and explorative in continuous domains. We conduct experiments in simulated environments to demonstrate the viability of our proposed method and compare to popular baselines. Source code is available from the project website: https://michaelpsenka.io/qsm.

cs.LG↗

MuJoCo Playground

We introduce MuJoCo Playground, a fully open-source framework for robot learning built with MJX, with the express goal of streamlining simulation, training, and sim-to-real transfer onto robots. With a simple "pip install playground", researchers can train policies in minutes on a single GPU. Playground supports diverse robotic platforms, including quadrupeds, humanoids, dexterous hands, and robotic arms, enabling zero-shot sim-to-real transfer from both state and pixel inputs. This is achieved through an integrated stack comprising a physics engine, batch renderer, and training environments. Along with video results, the entire framework is freely available at playground.mujoco.org

cs.RO↗

Interactive Task Planning with Language Models

An interactive robot framework accomplishes long-horizon task planning and can easily generalize to new goals and distinct tasks, even during execution. However, most traditional methods require predefined module design, making it hard to generalize to different goals. Recent large language model based approaches can allow for more open-ended planning but often require heavy prompt engineering or domain specific pretrained models. To tackle this, we propose a simple framework that achieves interactive task planning with language models by incorporating both high-level planning and low-level skill execution through function calling, leveraging pretrained vision models to ground the scene in language. We verify the robustness of our system on the real world task of making milk tea drinks. Our system is able to generate novel high-level instructions for unseen objectives and successfully accomplishes user tasks. Furthermore, when the user sends a new request, our system is able to replan accordingly with precision based on the new request, task guidelines and previously executed steps. Our approach is easy to adapt to different tasks by simply substituting the task guidelines, without the need for additional complex prompt engineering. Please check more details on our https://wuphilipp.github.io/itp_site and https://youtu.be/TrKLuyv26_g.

cs.RO↗

DexterityGen: Foundation Controller for Unprecedented Dexterity

Teaching robots dexterous manipulation skills, such as tool use, presents a significant challenge. Current approaches can be broadly categorized into two strategies: human teleoperation (for imitation learning) and sim-to-real reinforcement learning. The first approach is difficult as it is hard for humans to produce safe and dexterous motions on a different embodiment without touch feedback. The second RL-based approach struggles with the domain gap and involves highly task-specific reward engineering on complex tasks. Our key insight is that RL is effective at learning low-level motion primitives, while humans excel at providing coarse motion commands for complex, long-horizon tasks. Therefore, the optimal solution might be a combination of both approaches. In this paper, we introduce DexterityGen (DexGen), which uses RL to pretrain large-scale dexterous motion primitives, such as in-hand rotation or translation. We then leverage this learned dataset to train a dexterous foundational controller. In the real world, we use human teleoperation as a prompt to the controller to produce highly dexterous behavior. We evaluate the effectiveness of DexGen in both simulation and real world, demonstrating that it is a general-purpose controller that can realize input dexterous manipulation commands and significantly improves stability by 10-100x measured as duration of holding objects across diverse tasks. Notably, with DexGen we demonstrate unprecedented dexterous skills including diverse object reorientation and dexterous tool use such as pen, syringe, and screwdriver for the first time.

cs.RO↗

World Model on Million-Length Video And Language With Blockwise RingAttention

Enabling long-context understanding remains a key challenge in scaling existing sequence models -- a crucial component in developing generally intelligent models that can process and operate over long temporal horizons that potentially consist of millions of tokens. In this paper, we aim to address these challenges by providing a comprehensive exploration of the full development process for producing 1M context language models and video-language models, setting new benchmarks in language retrieval and new capabilities in long video understanding. We detail our long context data curation process, progressive context extension from 4K to 1M tokens, and present an efficient open-source implementation for scalable training on long sequences. Additionally, we open-source a family of 7B parameter models capable of processing long text documents and videos exceeding 1M tokens.

cs.LG↗

ElasticTok: Adaptive Tokenization for Image and Video

Efficient video tokenization remains a key bottleneck in learning general purpose vision models that are capable of processing long video sequences. Prevailing approaches are restricted to encoding videos to a fixed number of tokens, where too few tokens will result in overly lossy encodings, and too many tokens will result in prohibitively long sequence lengths. In this work, we introduce ElasticTok, a method that conditions on prior frames to adaptively encode a frame into a variable number of tokens. To enable this in a computationally scalable way, we propose a masking technique that drops a random number of tokens at the end of each frames's token encoding. During inference, ElasticTok can dynamically allocate tokens when needed -- more complex data can leverage more tokens, while simpler data only needs a few tokens. Our empirical evaluations on images and video demonstrate the effectiveness of our approach in efficient token usage, paving the way for future development of more powerful multimodal models, world models, and agents.

cs.LG↗

Beyond Sight: Finetuning Generalist Robot Policies with Heterogeneous Sensors via Language Grounding

Interacting with the world is a multi-sensory experience: achieving effective general-purpose interaction requires making use of all available modalities -- including vision, touch, and audio -- to fill in gaps from partial observation. For example, when vision is occluded reaching into a bag, a robot should rely on its senses of touch and sound. However, state-of-the-art generalist robot policies are typically trained on large datasets to predict robot actions solely from visual and proprioceptive observations. In this work, we propose FuSe, a novel approach that enables finetuning visuomotor generalist policies on heterogeneous sensor modalities for which large datasets are not readily available by leveraging natural language as a common cross-modal grounding. We combine a multimodal contrastive loss with a sensory-grounded language generation loss to encode high-level semantics. In the context of robot manipulation, we show that FuSe enables performing challenging tasks that require reasoning jointly over modalities such as vision, touch, and sound in a zero-shot setting, such as multimodal prompting, compositional cross-modal prompting, and descriptions of objects it interacts with. We show that the same recipe is applicable to widely different generalist policies, including both diffusion-based generalist policies and large vision-language-action (VLA) models. Extensive experiments in the real world show that FuSeis able to increase success rates by over 20% compared to all considered baselines.

cs.RO↗

Functional Graphical Models: Structure Enables Offline Data-Driven Optimization

While machine learning models are typically trained to solve prediction problems, we might often want to use them for optimization problems. For example, given a dataset of proteins and their corresponding fluorescence levels, we might want to optimize for a new protein with the highest possible fluorescence. This kind of data-driven optimization (DDO) presents a range of challenges beyond those in standard prediction problems, since we need models that successfully predict the performance of new designs that are better than the best designs seen in the training set. It is not clear theoretically when existing approaches can even perform better than the naive approach that simply selects the best design in the dataset. In this paper, we study how structure can enable sample-efficient data-driven optimization. To formalize the notion of structure, we introduce functional graphical models (FGMs) and show theoretically how they can provide for principled data-driven optimization by decomposing the original high-dimensional optimization problem into smaller sub-problems. This allows us to derive much more practical regret bounds for DDO, and the result implies that DDO with FGMs can achieve nearly optimal designs in situations where naive approaches fail due to insufficient coverage of the offline data. We further present a data-driven optimization algorithm that inferes the FGM structure itself, either over the original input variables or a latent variable representation of the inputs.

cs.LG↗

Twisting Lids Off with Two Hands

Manipulating objects with two multi-fingered hands has been a long-standing challenge in robotics, due to the contact-rich nature of many manipulation tasks and the complexity inherent in coordinating a high-dimensional bimanual system. In this work, we share novel insights into physical modeling, real-time perception, and reward design that enable policies trained in simulation using deep reinforcement learning (RL) to be effectively and efficiently transferred to the real world. Specifically, we consider the problem of twisting lids of various bottle-like objects with two hands, demonstrating policies with generalization capabilities across a diverse set of unseen objects as well as dynamic and dexterous behaviors. To the best of our knowledge, this is the first sim-to-real RL system that enables such capabilities on bimanual multi-fingered hands.

cs.RO↗

Learning Interactive Real-World Simulators

Generative models trained on internet data have revolutionized how text, image, and video content can be created. Perhaps the next milestone for generative models is to simulate realistic experience in response to actions taken by humans, robots, and other interactive agents. Applications of a real-world simulator range from controllable content creation in games and movies, to training embodied agents purely in simulation that can be directly deployed in the real world. We explore the possibility of learning a universal simulator (UniSim) of real-world interaction through generative modeling. We first make the important observation that natural datasets available for learning a real-world simulator are often rich along different dimensions (e.g., abundant objects in image data, densely sampled actions in robotics data, and diverse movements in navigation data). With careful orchestration of diverse datasets, each providing a different aspect of the overall experience, we can simulate the visual outcome of both high-level instructions such as "open the drawer" and low-level controls from otherwise static scenes and objects. We use the simulator to train both high-level vision-language policies and low-level reinforcement learning policies, each of which can be deployed in the real world in zero shot after training purely in simulation. We also show that other types of intelligence such as video captioning models can benefit from training with simulated experience, opening up even wider applications. Video demos can be found at https://universal-simulator.github.io.

cs.AI↗