Searcharxiv⌕ Search

arXiv subjects

Sammy Christen

Publications and source records attributed to Sammy Christen.

24 records · Page 2Linked to original sources

SFP: State-free Priors for Exploration in Off-Policy Reinforcement Learning

Efficient exploration is a crucial challenge in deep reinforcement learning. Several methods, such as behavioral priors, are able to leverage offline data in order to efficiently accelerate reinforcement learning on complex tasks. However, if the task at hand deviates excessively from the demonstrated task, the effectiveness of such methods is limited. In our work, we propose to learn features from offline data that are shared by a more diverse range of tasks, such as correlation between actions and directedness. Therefore, we introduce state-free priors, which directly model temporal consistency in demonstrated trajectories, and are capable of driving exploration in complex tasks, even when trained on data collected on simpler tasks. Furthermore, we introduce a novel integration scheme for action priors in off-policy reinforcement learning by dynamically sampling actions from a probabilistic mixture of policy and action prior. We compare our approach against strong baselines and provide empirical evidence that it can accelerate reinforcement learning in long-horizon continuous control tasks under sparse reward settings.

cs.LG↗

D-Grasp: Physically Plausible Dynamic Grasp Synthesis for Hand-Object Interactions

We introduce the dynamic grasp synthesis task: given an object with a known 6D pose and a grasp reference, our goal is to generate motions that move the object to a target 6D pose. This is challenging, because it requires reasoning about the complex articulation of the human hand and the intricate physical interaction with the object. We propose a novel method that frames this problem in the reinforcement learning framework and leverages a physics simulation, both to learn and to evaluate such dynamic interactions. A hierarchical approach decomposes the task into low-level grasping and high-level motion synthesis. It can be used to generate novel hand sequences that approach, grasp, and move an object to a desired location, while retaining human-likeness. We show that our approach leads to stable grasps and generates a wide range of motions. Furthermore, even imperfect labels can be corrected by our method to generate dynamic interaction sequences.

cs.CV↗

Learning Functionally Decomposed Hierarchies for Continuous Control Tasks with Path Planning

We present HiDe, a novel hierarchical reinforcement learning architecture that successfully solves long horizon control tasks and generalizes to unseen test scenarios. Functional decomposition between planning and low-level control is achieved by explicitly separating the state-action spaces across the hierarchy, which allows the integration of task-relevant knowledge per layer. We propose an RL-based planner to efficiently leverage the information in the planning layer of the hierarchy, while the control layer learns a goal-conditioned control policy. The hierarchy is trained jointly but allows for the modular transfer of policy layers across hierarchies of different agents. We experimentally show that our method generalizes across unseen test environments and can scale to 3x horizon length compared to both learning and non-learning based methods. We evaluate on complex continuous control tasks with sparse rewards, including navigation and robot manipulation.

cs.LG↗

Improved Learning of Robot Manipulation Tasks via Tactile Intrinsic Motivation

In this paper we address the challenge of exploration in deep reinforcement learning for robotic manipulation tasks. In sparse goal settings, an agent does not receive any positive feedback until randomly achieving the goal, which becomes infeasible for longer control sequences. Inspired by touch-based exploration observed in children, we formulate an intrinsic reward based on the sum of forces between a robot's force sensors and manipulation objects that encourages physical interaction. Furthermore, we introduce contact-prioritized experience replay, a sampling scheme that prioritizes contact rich episodes and transitions. We show that our solution accelerates the exploration and outperforms state-of-the-art methods on three fundamental robot manipulation benchmarks.

cs.RO↗

The Six Hug Commandments: Design and Evaluation of a Human-Sized Hugging Robot with Visual and Haptic Perception

Receiving a hug is one of the best ways to feel socially supported, and the lack of social touch can have severe negative effects on an individual's well-being. Based on previous research both within and outside of HRI, we propose six tenets ("commandments") of natural and enjoyable robotic hugging: a hugging robot should be soft, be warm, be human sized, visually perceive its user, adjust its embrace to the user's size and position, and reliably release when the user wants to end the hug. Prior work validated the first two tenets, and the final four are new. We followed all six tenets to create a new robotic platform, HuggieBot 2.0, that has a soft, warm, inflated body (HuggieChest) and uses visual and haptic sensing to deliver closed-loop hugging. We first verified the outward appeal of this platform in comparison to the previous PR2-based HuggieBot 1.0 via an online video-watching study involving 117 users. We then conducted an in-person experiment in which 32 users each exchanged eight hugs with HuggieBot 2.0, experiencing all combinations of visual hug initiation, haptic sizing, and haptic releasing. The results show that adding haptic reactivity definitively improves user perception a hugging robot, largely verifying our four new tenets and illuminating several interesting opportunities for further improvement.

cs.RO↗

Demonstration-Guided Deep Reinforcement Learning of Control Policies for Dexterous Human-Robot Interaction

In this paper, we propose a method for training control policies for human-robot interactions such as handshakes or hand claps via Deep Reinforcement Learning. The policy controls a humanoid Shadow Dexterous Hand, attached to a robot arm. We propose a parameterizable multi-objective reward function that allows learning of a variety of interactions without changing the reward structure. The parameters of the reward function are estimated directly from motion capture data of human-human interactions in order to produce policies that are perceived as being natural and human-like by observers. We evaluate our method on three significantly different hand interactions: handshake, hand clap and finger touch. We provide detailed analysis of the proposed reward function and the resulting policies and conduct a large-scale user study, indicating that our policy produces natural looking motions.

cs.RO↗