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Pieter Abbeel

Publications and source records attributed to Pieter Abbeel.

At least 127 records · Page 7Linked to original sources

Unsupervised Zero-Shot Reinforcement Learning via Functional Reward Encodings

Can we pre-train a generalist agent from a large amount of unlabeled offline trajectories such that it can be immediately adapted to any new downstream tasks in a zero-shot manner? In this work, we present a functional reward encoding (FRE) as a general, scalable solution to this zero-shot RL problem. Our main idea is to learn functional representations of any arbitrary tasks by encoding their state-reward samples using a transformer-based variational auto-encoder. This functional encoding not only enables the pre-training of an agent from a wide diversity of general unsupervised reward functions, but also provides a way to solve any new downstream tasks in a zero-shot manner, given a small number of reward-annotated samples. We empirically show that FRE agents trained on diverse random unsupervised reward functions can generalize to solve novel tasks in a range of simulated robotic benchmarks, often outperforming previous zero-shot RL and offline RL methods. Code for this project is provided at: https://github.com/kvfrans/fre

cs.LG↗

Video as the New Language for Real-World Decision Making

Both text and video data are abundant on the internet and support large-scale self-supervised learning through next token or frame prediction. However, they have not been equally leveraged: language models have had significant real-world impact, whereas video generation has remained largely limited to media entertainment. Yet video data captures important information about the physical world that is difficult to express in language. To address this gap, we discuss an under-appreciated opportunity to extend video generation to solve tasks in the real world. We observe how, akin to language, video can serve as a unified interface that can absorb internet knowledge and represent diverse tasks. Moreover, we demonstrate how, like language models, video generation can serve as planners, agents, compute engines, and environment simulators through techniques such as in-context learning, planning and reinforcement learning. We identify major impact opportunities in domains such as robotics, self-driving, and science, supported by recent work that demonstrates how such advanced capabilities in video generation are plausibly within reach. Lastly, we identify key challenges in video generation that mitigate progress. Addressing these challenges will enable video generation models to demonstrate unique value alongside language models in a wider array of AI applications.

cs.CV↗

DreamSmooth: Improving Model-based Reinforcement Learning via Reward Smoothing

Model-based reinforcement learning (MBRL) has gained much attention for its ability to learn complex behaviors in a sample-efficient way: planning actions by generating imaginary trajectories with predicted rewards. Despite its success, we found that surprisingly, reward prediction is often a bottleneck of MBRL, especially for sparse rewards that are challenging (or even ambiguous) to predict. Motivated by the intuition that humans can learn from rough reward estimates, we propose a simple yet effective reward smoothing approach, DreamSmooth, which learns to predict a temporally-smoothed reward, instead of the exact reward at the given timestep. We empirically show that DreamSmooth achieves state-of-the-art performance on long-horizon sparse-reward tasks both in sample efficiency and final performance without losing performance on common benchmarks, such as Deepmind Control Suite and Atari benchmarks.

cs.LG↗

Cooperative Inverse Reinforcement Learning

For an autonomous system to be helpful to humans and to pose no unwarranted risks, it needs to align its values with those of the humans in its environment in such a way that its actions contribute to the maximization of value for the humans. We propose a formal definition of the value alignment problem as cooperative inverse reinforcement learning (CIRL). A CIRL problem is a cooperative, partial-information game with two agents, human and robot; both are rewarded according to the human's reward function, but the robot does not initially know what this is. In contrast to classical IRL, where the human is assumed to act optimally in isolation, optimal CIRL solutions produce behaviors such as active teaching, active learning, and communicative actions that are more effective in achieving value alignment. We show that computing optimal joint policies in CIRL games can be reduced to solving a POMDP, prove that optimality in isolation is suboptimal in CIRL, and derive an approximate CIRL algorithm.

cs.AI↗

Where are we in the search for an Artificial Visual Cortex for Embodied Intelligence?

We present the largest and most comprehensive empirical study of pre-trained visual representations (PVRs) or visual 'foundation models' for Embodied AI. First, we curate CortexBench, consisting of 17 different tasks spanning locomotion, navigation, dexterous, and mobile manipulation. Next, we systematically evaluate existing PVRs and find that none are universally dominant. To study the effect of pre-training data size and diversity, we combine over 4,000 hours of egocentric videos from 7 different sources (over 4.3M images) and ImageNet to train different-sized vision transformers using Masked Auto-Encoding (MAE) on slices of this data. Contrary to inferences from prior work, we find that scaling dataset size and diversity does not improve performance universally (but does so on average). Our largest model, named VC-1, outperforms all prior PVRs on average but does not universally dominate either. Next, we show that task- or domain-specific adaptation of VC-1 leads to substantial gains, with VC-1 (adapted) achieving competitive or superior performance than the best known results on all of the benchmarks in CortexBench. Finally, we present real-world hardware experiments, in which VC-1 and VC-1 (adapted) outperform the strongest pre-existing PVR. Overall, this paper presents no new techniques but a rigorous systematic evaluation, a broad set of findings about PVRs (that in some cases, refute those made in narrow domains in prior work), and open-sourced code and models (that required over 10,000 GPU-hours to train) for the benefit of the research community.

cs.CV↗

RoboPianist: Dexterous Piano Playing with Deep Reinforcement Learning

Replicating human-like dexterity in robot hands represents one of the largest open problems in robotics. Reinforcement learning is a promising approach that has achieved impressive progress in the last few years; however, the class of problems it has typically addressed corresponds to a rather narrow definition of dexterity as compared to human capabilities. To address this gap, we investigate piano-playing, a skill that challenges even the human limits of dexterity, as a means to test high-dimensional control, and which requires high spatial and temporal precision, and complex finger coordination and planning. We introduce RoboPianist, a system that enables simulated anthropomorphic hands to learn an extensive repertoire of 150 piano pieces where traditional model-based optimization struggles. We additionally introduce an open-sourced environment, benchmark of tasks, interpretable evaluation metrics, and open challenges for future study. Our website featuring videos, code, and datasets is available at https://kzakka.com/robopianist/

cs.RO↗

Motion-Conditioned Image Animation for Video Editing

We introduce MoCA, a Motion-Conditioned Image Animation approach for video editing. It leverages a simple decomposition of the video editing problem into image editing followed by motion-conditioned image animation. Furthermore, given the lack of robust evaluation datasets for video editing, we introduce a new benchmark that measures edit capability across a wide variety of tasks, such as object replacement, background changes, style changes, and motion edits. We present a comprehensive human evaluation of the latest video editing methods along with MoCA, on our proposed benchmark. MoCA establishes a new state-of-the-art, demonstrating greater human preference win-rate, and outperforming notable recent approaches including Dreamix (63%), MasaCtrl (75%), and Tune-A-Video (72%), with especially significant improvements for motion edits.

cs.GR↗

Ring Attention with Blockwise Transformers for Near-Infinite Context

Transformers have emerged as the architecture of choice for many state-of-the-art AI models, showcasing exceptional performance across a wide range of AI applications. However, the memory demands imposed by Transformers limit their ability to handle long sequences, thereby posing challenges in utilizing videos, actions, and other long-form sequences and modalities in complex environments. We present a novel approach, Ring Attention with Blockwise Transformers (Ring Attention), which leverages blockwise computation of self-attention and feedforward to distribute long sequences across multiple devices while fully overlapping the communication of key-value blocks with the computation of blockwise attention. Our approach enables training and inference of sequences that are up to device count times longer than those achievable by prior memory-efficient Transformers, without resorting to approximations or incurring additional communication and computation overheads. Extensive experiments on language modeling and reinforcement learning tasks demonstrate the effectiveness of our approach in allowing millions of tokens context size and improving performance.

cs.CL↗

Exploration with Principles for Diverse AI Supervision

Training large transformers using next-token prediction has given rise to groundbreaking advancements in AI. While this generative AI approach has produced impressive results, it heavily leans on human supervision. Even state-of-the-art AI models like ChatGPT depend on fine-tuning through human demonstrations, demanding extensive human input and domain expertise. This strong reliance on human oversight poses a significant hurdle to the advancement of AI innovation. To address this limitation, we propose a novel paradigm termed Exploratory AI (EAI) aimed at autonomously generating high-quality training data. Drawing inspiration from unsupervised reinforcement learning (RL) pretraining, EAI achieves exploration within the natural language space. We accomplish this by harnessing large language models to assess the novelty of generated content. Our approach employs two key components: an actor that generates novel content following exploration principles and a critic that evaluates the generated content, offering critiques to guide the actor. Empirical evaluations demonstrate that EAI significantly boosts model performance on complex reasoning tasks, addressing the limitations of human-intensive supervision.

cs.CL↗

Learning Universal Policies via Text-Guided Video Generation

A goal of artificial intelligence is to construct an agent that can solve a wide variety of tasks. Recent progress in text-guided image synthesis has yielded models with an impressive ability to generate complex novel images, exhibiting combinatorial generalization across domains. Motivated by this success, we investigate whether such tools can be used to construct more general-purpose agents. Specifically, we cast the sequential decision making problem as a text-conditioned video generation problem, where, given a text-encoded specification of a desired goal, a planner synthesizes a set of future frames depicting its planned actions in the future, after which control actions are extracted from the generated video. By leveraging text as the underlying goal specification, we are able to naturally and combinatorially generalize to novel goals. The proposed policy-as-video formulation can further represent environments with different state and action spaces in a unified space of images, which, for example, enables learning and generalization across a variety of robot manipulation tasks. Finally, by leveraging pretrained language embeddings and widely available videos from the internet, the approach enables knowledge transfer through predicting highly realistic video plans for real robots.

cs.AI↗

AlberDICE: Addressing Out-Of-Distribution Joint Actions in Offline Multi-Agent RL via Alternating Stationary Distribution Correction Estimation

One of the main challenges in offline Reinforcement Learning (RL) is the distribution shift that arises from the learned policy deviating from the data collection policy. This is often addressed by avoiding out-of-distribution (OOD) actions during policy improvement as their presence can lead to substantial performance degradation. This challenge is amplified in the offline Multi-Agent RL (MARL) setting since the joint action space grows exponentially with the number of agents. To avoid this curse of dimensionality, existing MARL methods adopt either value decomposition methods or fully decentralized training of individual agents. However, even when combined with standard conservatism principles, these methods can still result in the selection of OOD joint actions in offline MARL. To this end, we introduce AlberDICE, an offline MARL algorithm that alternatively performs centralized training of individual agents based on stationary distribution optimization. AlberDICE circumvents the exponential complexity of MARL by computing the best response of one agent at a time while effectively avoiding OOD joint action selection. Theoretically, we show that the alternating optimization procedure converges to Nash policies. In the experiments, we demonstrate that AlberDICE significantly outperforms baseline algorithms on a standard suite of MARL benchmarks.

cs.LG↗

The Power of the Senses: Generalizable Manipulation from Vision and Touch through Masked Multimodal Learning

Humans rely on the synergy of their senses for most essential tasks. For tasks requiring object manipulation, we seamlessly and effectively exploit the complementarity of our senses of vision and touch. This paper draws inspiration from such capabilities and aims to find a systematic approach to fuse visual and tactile information in a reinforcement learning setting. We propose Masked Multimodal Learning (M3L), which jointly learns a policy and visual-tactile representations based on masked autoencoding. The representations jointly learned from vision and touch improve sample efficiency, and unlock generalization capabilities beyond those achievable through each of the senses separately. Remarkably, representations learned in a multimodal setting also benefit vision-only policies at test time. We evaluate M3L on three simulated environments with both visual and tactile observations: robotic insertion, door opening, and dexterous in-hand manipulation, demonstrating the benefits of learning a multimodal policy. Code and videos of the experiments are available at https://sferrazza.cc/m3l_site.

cs.RO↗

Tensor Trust: Interpretable Prompt Injection Attacks from an Online Game

While Large Language Models (LLMs) are increasingly being used in real-world applications, they remain vulnerable to prompt injection attacks: malicious third party prompts that subvert the intent of the system designer. To help researchers study this problem, we present a dataset of over 126,000 prompt injection attacks and 46,000 prompt-based "defenses" against prompt injection, all created by players of an online game called Tensor Trust. To the best of our knowledge, this is currently the largest dataset of human-generated adversarial examples for instruction-following LLMs. The attacks in our dataset have a lot of easily interpretable stucture, and shed light on the weaknesses of LLMs. We also use the dataset to create a benchmark for resistance to two types of prompt injection, which we refer to as prompt extraction and prompt hijacking. Our benchmark results show that many models are vulnerable to the attack strategies in the Tensor Trust dataset. Furthermore, we show that some attack strategies from the dataset generalize to deployed LLM-based applications, even though they have a very different set of constraints to the game. We release all data and source code at https://tensortrust.ai/paper

cs.LG↗

DPOK: Reinforcement Learning for Fine-tuning Text-to-Image Diffusion Models

Learning from human feedback has been shown to improve text-to-image models. These techniques first learn a reward function that captures what humans care about in the task and then improve the models based on the learned reward function. Even though relatively simple approaches (e.g., rejection sampling based on reward scores) have been investigated, fine-tuning text-to-image models with the reward function remains challenging. In this work, we propose using online reinforcement learning (RL) to fine-tune text-to-image models. We focus on diffusion models, defining the fine-tuning task as an RL problem, and updating the pre-trained text-to-image diffusion models using policy gradient to maximize the feedback-trained reward. Our approach, coined DPOK, integrates policy optimization with KL regularization. We conduct an analysis of KL regularization for both RL fine-tuning and supervised fine-tuning. In our experiments, we show that DPOK is generally superior to supervised fine-tuning with respect to both image-text alignment and image quality. Our code is available at https://github.com/google-research/google-research/tree/master/dpok.

cs.LG↗

SpawnNet: Learning Generalizable Visuomotor Skills from Pre-trained Networks

The existing internet-scale image and video datasets cover a wide range of everyday objects and tasks, bringing the potential of learning policies that generalize in diverse scenarios. Prior works have explored visual pre-training with different self-supervised objectives. Still, the generalization capabilities of the learned policies and the advantages over well-tuned baselines remain unclear from prior studies. In this work, we present a focused study of the generalization capabilities of the pre-trained visual representations at the categorical level. We identify the key bottleneck in using a frozen pre-trained visual backbone for policy learning and then propose SpawnNet, a novel two-stream architecture that learns to fuse pre-trained multi-layer representations into a separate network to learn a robust policy. Through extensive simulated and real experiments, we show significantly better categorical generalization compared to prior approaches in imitation learning settings. Open-sourced code and videos can be found on our website: https://xingyu-lin.github.io/spawnnet.

cs.RO↗

Chain of Hindsight Aligns Language Models with Feedback

Learning from human preferences is important for language models to match human needs and to align with human and social values. Prior works have achieved remarkable successes by learning from human feedback to understand and follow instructions. Nonetheless, these methods are either founded on hand-picked model generations that are favored by human annotators, rendering them inefficient in terms of data utilization and challenging to apply in general, or they depend on reinforcement learning, which often suffers from imperfect reward functions and relies on extremely challenging optimizations. In this work, we propose a novel technique, Chain of Hindsight, that is easy to optimize and can learn from any form of feedback, regardless of its polarity. Our idea is inspired by how humans learn from extensive feedback presented in the form of languages. We convert all types of feedback into sequences of sentences, which are then used to fine-tune the model, allowing us to take advantage of the language comprehension capabilities of language models. We condition the model on a sequence of model generations paired with feedback. By doing so, the model is trained to generate outputs based on feedback, while learning to identify and correct negative attributes or errors. Applying our method to large language models, we observed that Chain of Hindsight significantly surpasses previous methods in aligning language models with human preferences. We report significant improvements on summarization and dialogue benchmarks, with our approach markedly preferred in human evaluations.

cs.LG↗

ALP: Action-Aware Embodied Learning for Perception

Current methods in training and benchmarking vision models exhibit an over-reliance on passive, curated datasets. Although models trained on these datasets have shown strong performance in a wide variety of tasks such as classification, detection, and segmentation, they fundamentally are unable to generalize to an ever-evolving world due to constant out-of-distribution shifts of input data. Therefore, instead of training on fixed datasets, can we approach learning in a more human-centric and adaptive manner? In this paper, we introduce Action-Aware Embodied Learning for Perception (ALP), an embodied learning framework that incorporates action information into representation learning through a combination of optimizing a reinforcement learning policy and an inverse dynamics prediction objective. Our method actively explores in complex 3D environments to both learn generalizable task-agnostic visual representations as well as collect downstream training data. We show that ALP outperforms existing baselines in several downstream perception tasks. In addition, we show that by training on actively collected data more relevant to the environment and task, our method generalizes more robustly to downstream tasks compared to models pre-trained on fixed datasets such as ImageNet.

cs.CV↗

Video Language Planning

We are interested in enabling visual planning for complex long-horizon tasks in the space of generated videos and language, leveraging recent advances in large generative models pretrained on Internet-scale data. To this end, we present video language planning (VLP), an algorithm that consists of a tree search procedure, where we train (i) vision-language models to serve as both policies and value functions, and (ii) text-to-video models as dynamics models. VLP takes as input a long-horizon task instruction and current image observation, and outputs a long video plan that provides detailed multimodal (video and language) specifications that describe how to complete the final task. VLP scales with increasing computation budget where more computation time results in improved video plans, and is able to synthesize long-horizon video plans across different robotics domains: from multi-object rearrangement, to multi-camera bi-arm dexterous manipulation. Generated video plans can be translated into real robot actions via goal-conditioned policies, conditioned on each intermediate frame of the generated video. Experiments show that VLP substantially improves long-horizon task success rates compared to prior methods on both simulated and real robots (across 3 hardware platforms).

cs.CV↗