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Robert Platt

Publications and source records attributed to Robert Platt.

At least 73 records · Page 4Linked to original sources

Action Priors for Large Action Spaces in Robotics

In robotics, it is often not possible to learn useful policies using pure model-free reinforcement learning without significant reward shaping or curriculum learning. As a consequence, many researchers rely on expert demonstrations to guide learning. However, acquiring expert demonstrations can be expensive. This paper proposes an alternative approach where the solutions of previously solved tasks are used to produce an action prior that can facilitate exploration in future tasks. The action prior is a probability distribution over actions that summarizes the set of policies found solving previous tasks. Our results indicate that this approach can be used to solve robotic manipulation problems that would otherwise be infeasible without expert demonstrations. Source code is available at \url{https://github.com/ondrejba/action_priors}.

cs.RO↗

Learning Discrete State Abstractions With Deep Variational Inference

Abstraction is crucial for effective sequential decision making in domains with large state spaces. In this work, we propose an information bottleneck method for learning approximate bisimulations, a type of state abstraction. We use a deep neural encoder to map states onto continuous embeddings. We map these embeddings onto a discrete representation using an action-conditioned hidden Markov model, which is trained end-to-end with the neural network. Our method is suited for environments with high-dimensional states and learns from a stream of experience collected by an agent acting in a Markov decision process. Through this learned discrete abstract model, we can efficiently plan for unseen goals in a multi-goal Reinforcement Learning setting. We test our method in simplified robotic manipulation domains with image states. We also compare it against previous model-based approaches to finding bisimulations in discrete grid-world-like environments. Source code is available at https://github.com/ondrejba/discrete_abstractions.

cs.LG↗

Learning Bayes Filter Models for Tactile Localization

Localizing and tracking the pose of robotic grippers are necessary skills for manipulation tasks. However, the manipulators with imprecise kinematic models (e.g. low-cost arms) or manipulators with unknown world coordinates (e.g. poor camera-arm calibration) cannot locate the gripper with respect to the world. In these circumstances, we can leverage tactile feedback between the gripper and the environment. In this paper, we present learnable Bayes filter models that can localize robotic grippers using tactile feedback. We propose a novel observation model that conditions the tactile feedback on visual maps of the environment along with a motion model to recursively estimate the gripper's location. Our models are trained in simulation with self-supervision and transferred to the real world. Our method is evaluated on a tabletop localization task in which the gripper interacts with objects. We report results in simulation and on a real robot, generalizing over different sizes, shapes, and configurations of the objects.

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Policy learning in SE(3) action spaces

In the spatial action representation, the action space spans the space of target poses for robot motion commands, i.e. SE(2) or SE(3). This approach has been used to solve challenging robotic manipulation problems and shows promise. However, the method is often limited to a three dimensional action space and short horizon tasks. This paper proposes ASRSE3, a new method for handling higher dimensional spatial action spaces that transforms an original MDP with high dimensional action space into a new MDP with reduced action space and augmented state space. We also propose SDQfD, a variation of DQfD designed for large action spaces. ASRSE3 and SDQfD are evaluated in the context of a set of challenging block construction tasks. We show that both methods outperform standard baselines and can be used in practice on real robotics systems.

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Learning visual servo policies via planner cloning

Learning control policies for visual servoing in novel environments is an important problem. However, standard model-free policy learning methods are slow. This paper explores planner cloning: using behavior cloning to learn policies that mimic the behavior of a full-state motion planner in simulation. We propose Penalized Q Cloning (PQC), a new behavior cloning algorithm. We show that it outperforms several baselines and ablations on some challenging problems involving visual servoing in novel environments while avoiding obstacles. Finally, we demonstrate that these policies can be transferred effectively onto a real robotic platform, achieving approximately an 87% success rate both in simulation and on a real robot.

cs.RO↗

Learning Manipulation Skills Via Hierarchical Spatial Attention

Learning generalizable skills in robotic manipulation has long been challenging due to real-world sized observation and action spaces. One method for addressing this problem is attention focus -- the robot learns where to attend its sensors and irrelevant details are ignored. However, these methods have largely not caught on due to the difficulty of learning a good attention policy and the added partial observability induced by a narrowed window of focus. This article addresses the first issue by constraining gazes to a spatial hierarchy. For the second issue, we identify a case where the partial observability induced by attention does not prevent Q-learning from finding an optimal policy. We conclude with real-robot experiments on challenging pick-place tasks demonstrating the applicability of the approach.

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Learning Multi-Level Hierarchies with Hindsight

Hierarchical agents have the potential to solve sequential decision making tasks with greater sample efficiency than their non-hierarchical counterparts because hierarchical agents can break down tasks into sets of subtasks that only require short sequences of decisions. In order to realize this potential of faster learning, hierarchical agents need to be able to learn their multiple levels of policies in parallel so these simpler subproblems can be solved simultaneously. Yet, learning multiple levels of policies in parallel is hard because it is inherently unstable: changes in a policy at one level of the hierarchy may cause changes in the transition and reward functions at higher levels in the hierarchy, making it difficult to jointly learn multiple levels of policies. In this paper, we introduce a new Hierarchical Reinforcement Learning (HRL) framework, Hierarchical Actor-Critic (HAC), that can overcome the instability issues that arise when agents try to jointly learn multiple levels of policies. The main idea behind HAC is to train each level of the hierarchy independently of the lower levels by training each level as if the lower level policies are already optimal. We demonstrate experimentally in both grid world and simulated robotics domains that our approach can significantly accelerate learning relative to other non-hierarchical and hierarchical methods. Indeed, our framework is the first to successfully learn 3-level hierarchies in parallel in tasks with continuous state and action spaces.

cs.AI↗

Towards Assistive Robotic Pick and Place in Open World Environments

Assistive robot manipulators must be able to autonomously pick and place a wide range of novel objects to be truly useful. However, current assistive robots lack this capability. Additionally, assistive systems need to have an interface that is easy to learn, to use, and to understand. This paper takes a step forward in this direction. We present a robot system comprised of a robotic arm and a mobility scooter that provides both pick-and-drop and pick-and-place functionality for open world environments without modeling the objects or environment. The system uses a laser pointer to directly select an object in the world, with feedback to the user via projecting an interface into the world. Our evaluation over several experimental scenarios shows a significant improvement in both runtime and grasp success rate relative to a baseline from the literature [5], and furthermore demonstrates accurate pick and place capabilities for tabletop scenarios.

cs.RO↗

Online Abstraction with MDP Homomorphisms for Deep Learning

Abstraction of Markov Decision Processes is a useful tool for solving complex problems, as it can ignore unimportant aspects of an environment, simplifying the process of learning an optimal policy. In this paper, we propose a new algorithm for finding abstract MDPs in environments with continuous state spaces. It is based on MDP homomorphisms, a structure-preserving mapping between MDPs. We demonstrate our algorithm's ability to learn abstractions from collected experience and show how to reuse the abstractions to guide exploration in new tasks the agent encounters. Our novel task transfer method outperforms baselines based on a deep Q-network in the majority of our experiments. The source code is at https://github.com/ondrejba/aamas_19.

cs.LG↗

Hierarchical Reinforcement Learning with Hindsight

Reinforcement Learning (RL) algorithms can suffer from poor sample efficiency when rewards are delayed and sparse. We introduce a solution that enables agents to learn temporally extended actions at multiple levels of abstraction in a sample efficient and automated fashion. Our approach combines universal value functions and hindsight learning, allowing agents to learn policies belonging to different time scales in parallel. We show that our method significantly accelerates learning in a variety of discrete and continuous tasks.

cs.LG↗

Adapting control policies from simulation to reality using a pairwise loss

This paper proposes an approach to domain transfer based on a pairwise loss function that helps transfer control policies learned in simulation onto a real robot. We explore the idea in the context of a 'category level' manipulation task where a control policy is learned that enables a robot to perform a mating task involving novel objects. We explore the case where depth images are used as the main form of sensor input. Our experimental results demonstrate that proposed method consistently outperforms baseline methods that train only in simulation or that combine real and simulated data in a naive way.

cs.RO↗

AutOTranS: an Autonomous Open World Transportation System

Tasks in outdoor open world environments are now ripe for automation with mobile manipulators. The dynamic, unstructured and unknown environments associated with such tasks -- a prime example would be collecting roadside trash -- makes them particularly challenging. In this paper we present an approach to solving the problem of picking up, transporting, and dropping off novel objects outdoors. Our solution integrates a navigation system, a grasp detection and planning system, and a custom task planner. We perform experiments that demonstrate that the system can be used to transport a wide class of novel objects (trash bags, general garbage, gardening tools and fruits) in unstructured settings outdoors with a relatively high end-to-end success rate of 85%. See it at work at: https://youtu.be/93nWXhaGEWA

cs.RO↗

Learning 6-DoF Grasping and Pick-Place Using Attention Focus

We address a class of manipulation problems where the robot perceives the scene with a depth sensor and can move its end effector in a space with six degrees of freedom -- 3D position and orientation. Our approach is to formulate the problem as a Markov decision process (MDP) with abstract yet generally applicable state and action representations. Finding a good solution to the MDP requires adding constraints on the allowed actions. We develop a specific set of constraints called hierarchical $\text{SE}(3)$ sampling (HSE3S) which causes the robot to learn a sequence of gazes to focus attention on the task-relevant parts of the scene. We demonstrate the effectiveness of our approach on three challenging pick-place tasks (with novel objects in clutter and nontrivial places) both in simulation and on a real robot, even though all training is done in simulation.

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Deictic Image Maps: An Abstraction For Learning Pose Invariant Manipulation Policies

In applications of deep reinforcement learning to robotics, it is often the case that we want to learn pose invariant policies: policies that are invariant to changes in the position and orientation of objects in the world. For example, consider a peg-in-hole insertion task. If the agent learns to insert a peg into one hole, we would like that policy to generalize to holes presented in different poses. Unfortunately, this is a challenge using conventional methods. This paper proposes a novel state and action abstraction that is invariant to pose shifts called \textit{deictic image maps} that can be used with deep reinforcement learning. We provide broad conditions under which optimal abstract policies are optimal for the underlying system. Finally, we show that the method can help solve challenging robotic manipulation problems.

cs.RO↗

Pick and Place Without Geometric Object Models

We propose a novel formulation of robotic pick and place as a deep reinforcement learning (RL) problem. Whereas most deep RL approaches to robotic manipulation frame the problem in terms of low level states and actions, we propose a more abstract formulation. In this formulation, actions are target reach poses for the hand and states are a history of such reaches. We show this approach can solve a challenging class of pick-place and regrasping problems where the exact geometry of the objects to be handled is unknown. The only information our method requires is: 1) the sensor perception available to the robot at test time; 2) prior knowledge of the general class of objects for which the system was trained. We evaluate our method using objects belonging to two different categories, mugs and bottles, both in simulation and on real hardware. Results show a major improvement relative to a shape primitives baseline.

cs.RO↗

Learning a visuomotor controller for real world robotic grasping using simulated depth images

We want to build robots that are useful in unstructured real world applications, such as doing work in the household. Grasping in particular is an important skill in this domain, yet it remains a challenge. One of the key hurdles is handling unexpected changes or motion in the objects being grasped and kinematic noise or other errors in the robot. This paper proposes an approach to learning a closed-loop controller for robotic grasping that dynamically guides the gripper to the object. We use a wrist-mounted sensor to acquire depth images in front of the gripper and train a convolutional neural network to learn a distance function to true grasps for grasp configurations over an image. The training sensor data is generated in simulation, a major advantage over previous work that uses real robot experience, which is costly to obtain. Despite being trained in simulation, our approach works well on real noisy sensor images. We compare our controller in simulated and real robot experiments to a strong baseline for grasp pose detection, and find that our approach significantly outperforms the baseline in the presence of kinematic noise, perceptual errors and disturbances of the object during grasping.

cs.RO↗

Viewpoint Selection for Grasp Detection

In grasp detection, the robot estimates the position and orientation of potential grasp configurations directly from sensor data. This paper explores the relationship between viewpoint and grasp detection performance. Specifically, we consider the scenario where the approximate position and orientation of a desired grasp is known in advance and we want to select a viewpoint that will enable a grasp detection algorithm to localize it more precisely and with higher confidence. Our main findings are that the right viewpoint can dramatically increase the number of detected grasps and the classification accuracy of the top-n detections. We use this insight to create a viewpoint selection algorithm and compare it against a random viewpoint selection strategy and a strategy that views the desired grasp head-on. We find that the head-on strategy and our proposed viewpoint selection strategy can improve grasp success rates on a real robot by 8% and 4%, respectively. Moreover, we find that the combination of the two methods can improve grasp success rates by as much as 12%.

cs.RO↗

Grasp Pose Detection in Point Clouds

Recently, a number of grasp detection methods have been proposed that can be used to localize robotic grasp configurations directly from sensor data without estimating object pose. The underlying idea is to treat grasp perception analogously to object detection in computer vision. These methods take as input a noisy and partially occluded RGBD image or point cloud and produce as output pose estimates of viable grasps, without assuming a known CAD model of the object. Although these methods generalize grasp knowledge to new objects well, they have not yet been demonstrated to be reliable enough for wide use. Many grasp detection methods achieve grasp success rates (grasp successes as a fraction of the total number of grasp attempts) between 75% and 95% for novel objects presented in isolation or in light clutter. Not only are these success rates too low for practical grasping applications, but the light clutter scenarios that are evaluated often do not reflect the realities of real world grasping. This paper proposes a number of innovations that together result in a significant improvement in grasp detection performance. The specific improvement in performance due to each of our contributions is quantitatively measured either in simulation or on robotic hardware. Ultimately, we report a series of robotic experiments that average a 93% end-to-end grasp success rate for novel objects presented in dense clutter.

cs.RO↗