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Saran Tunyasuvunakool

Publications and source records attributed to Saran Tunyasuvunakool.

At least 19 recordsLinked to original sources

Learning Agile Soccer Skills for a Bipedal Robot with Deep Reinforcement Learning

We investigate whether Deep Reinforcement Learning (Deep RL) is able to synthesize sophisticated and safe movement skills for a low-cost, miniature humanoid robot that can be composed into complex behavioral strategies in dynamic environments. We used Deep RL to train a humanoid robot with 20 actuated joints to play a simplified one-versus-one (1v1) soccer game. The resulting agent exhibits robust and dynamic movement skills such as rapid fall recovery, walking, turning, kicking and more; and it transitions between them in a smooth, stable, and efficient manner. The agent's locomotion and tactical behavior adapts to specific game contexts in a way that would be impractical to manually design. The agent also developed a basic strategic understanding of the game, and learned, for instance, to anticipate ball movements and to block opponent shots. Our agent was trained in simulation and transferred to real robots zero-shot. We found that a combination of sufficiently high-frequency control, targeted dynamics randomization, and perturbations during training in simulation enabled good-quality transfer. Although the robots are inherently fragile, basic regularization of the behavior during training led the robots to learn safe and effective movements while still performing in a dynamic and agile way -- well beyond what is intuitively expected from the robot. Indeed, in experiments, they walked 181% faster, turned 302% faster, took 63% less time to get up, and kicked a ball 34% faster than a scripted baseline, while efficiently combining the skills to achieve the longer term objectives.

cs.RO

Predictive Sampling: Real-time Behaviour Synthesis with MuJoCo

We introduce MuJoCo MPC (MJPC), an open-source, interactive application and software framework for real-time predictive control, based on MuJoCo physics. MJPC allows the user to easily author and solve complex robotics tasks, and currently supports three shooting-based planners: derivative-based iLQG and Gradient Descent, and a simple derivative-free method we call Predictive Sampling. Predictive Sampling was designed as an elementary baseline, mostly for its pedagogical value, but turned out to be surprisingly competitive with the more established algorithms. This work does not present algorithmic advances, and instead, prioritises performant algorithms, simple code, and accessibility of model-based methods via intuitive and interactive software. MJPC is available at: github.com/deepmind/mujoco_mpc, a video summary can be viewed at: dpmd.ai/mjpc.

cs.RO

Imitate and Repurpose: Learning Reusable Robot Movement Skills From Human and Animal Behaviors

We investigate the use of prior knowledge of human and animal movement to learn reusable locomotion skills for real legged robots. Our approach builds upon previous work on imitating human or dog Motion Capture (MoCap) data to learn a movement skill module. Once learned, this skill module can be reused for complex downstream tasks. Importantly, due to the prior imposed by the MoCap data, our approach does not require extensive reward engineering to produce sensible and natural looking behavior at the time of reuse. This makes it easy to create well-regularized, task-oriented controllers that are suitable for deployment on real robots. We demonstrate how our skill module can be used for imitation, and train controllable walking and ball dribbling policies for both the ANYmal quadruped and OP3 humanoid. These policies are then deployed on hardware via zero-shot simulation-to-reality transfer. Accompanying videos are available at https://bit.ly/robot-npmp.

cs.RO

GRChombo: An adaptable numerical relativity code for fundamental physics

GRChombo is an open-source code for performing Numerical Relativity time evolutions, built on top of the publicly available Chombo software for the solution of PDEs. Whilst GRChombo uses standard techniques in NR, it focusses on applications in theoretical physics where adaptability, both in terms of grid structure, and in terms of code modification, are key drivers.

gr-qc

From Motor Control to Team Play in Simulated Humanoid Football

Intelligent behaviour in the physical world exhibits structure at multiple spatial and temporal scales. Although movements are ultimately executed at the level of instantaneous muscle tensions or joint torques, they must be selected to serve goals defined on much longer timescales, and in terms of relations that extend far beyond the body itself, ultimately involving coordination with other agents. Recent research in artificial intelligence has shown the promise of learning-based approaches to the respective problems of complex movement, longer-term planning and multi-agent coordination. However, there is limited research aimed at their integration. We study this problem by training teams of physically simulated humanoid avatars to play football in a realistic virtual environment. We develop a method that combines imitation learning, single- and multi-agent reinforcement learning and population-based training, and makes use of transferable representations of behaviour for decision making at different levels of abstraction. In a sequence of stages, players first learn to control a fully articulated body to perform realistic, human-like movements such as running and turning; they then acquire mid-level football skills such as dribbling and shooting; finally, they develop awareness of others and play as a team, bridging the gap between low-level motor control at a timescale of milliseconds, and coordinated goal-directed behaviour as a team at the timescale of tens of seconds. We investigate the emergence of behaviours at different levels of abstraction, as well as the representations that underlie these behaviours using several analysis techniques, including statistics from real-world sports analytics. Our work constitutes a complete demonstration of integrated decision-making at multiple scales in a physically embodied multi-agent setting. See project video at https://youtu.be/KHMwq9pv7mg.

cs.AI

Physically Embedded Planning Problems: New Challenges for Reinforcement Learning

Recent work in deep reinforcement learning (RL) has produced algorithms capable of mastering challenging games such as Go, chess, or shogi. In these works the RL agent directly observes the natural state of the game and controls that state directly with its actions. However, when humans play such games, they do not just reason about the moves but also interact with their physical environment. They understand the state of the game by looking at the physical board in front of them and modify it by manipulating pieces using touch and fine-grained motor control. Mastering complicated physical systems with abstract goals is a central challenge for artificial intelligence, but it remains out of reach for existing RL algorithms. To encourage progress towards this goal we introduce a set of physically embedded planning problems and make them publicly available. We embed challenging symbolic tasks (Sokoban, tic-tac-toe, and Go) in a physics engine to produce a set of tasks that require perception, reasoning, and motor control over long time horizons. Although existing RL algorithms can tackle the symbolic versions of these tasks, we find that they struggle to master even the simplest of their physically embedded counterparts. As a first step towards characterizing the space of solution to these tasks, we introduce a strong baseline that uses a pre-trained expert game player to provide hints in the abstract space to an RL agent's policy while training it on the full sensorimotor control task. The resulting agent solves many of the tasks, underlining the need for methods that bridge the gap between abstract planning and embodied control. See illustrating video at https://youtu.be/RwHiHlym_1k.

cs.AI

dm_control: Software and Tasks for Continuous Control

The dm_control software package is a collection of Python libraries and task suites for reinforcement learning agents in an articulated-body simulation. A MuJoCo wrapper provides convenient bindings to functions and data structures. The PyMJCF and Composer libraries enable procedural model manipulation and task authoring. The Control Suite is a fixed set of tasks with standardised structure, intended to serve as performance benchmarks. The Locomotion framework provides high-level abstractions and examples of locomotion tasks. A set of configurable manipulation tasks with a robot arm and snap-together bricks is also included. dm_control is publicly available at https://www.github.com/deepmind/dm_control

cs.RO

Towards General and Autonomous Learning of Core Skills: A Case Study in Locomotion

Modern Reinforcement Learning (RL) algorithms promise to solve difficult motor control problems directly from raw sensory inputs. Their attraction is due in part to the fact that they can represent a general class of methods that allow to learn a solution with a reasonably set reward and minimal prior knowledge, even in situations where it is difficult or expensive for a human expert. For RL to truly make good on this promise, however, we need algorithms and learning setups that can work across a broad range of problems with minimal problem specific adjustments or engineering. In this paper, we study this idea of generality in the locomotion domain. We develop a learning framework that can learn sophisticated locomotion behavior for a wide spectrum of legged robots, such as bipeds, tripeds, quadrupeds and hexapods, including wheeled variants. Our learning framework relies on a data-efficient, off-policy multi-task RL algorithm and a small set of reward functions that are semantically identical across robots. To underline the general applicability of the method, we keep the hyper-parameter settings and reward definitions constant across experiments and rely exclusively on on-board sensing. For nine different types of robots, including a real-world quadruped robot, we demonstrate that the same algorithm can rapidly learn diverse and reusable locomotion skills without any platform specific adjustments or additional instrumentation of the learning setup.

cs.RO

Catch & Carry: Reusable Neural Controllers for Vision-Guided Whole-Body Tasks

We address the longstanding challenge of producing flexible, realistic humanoid character controllers that can perform diverse whole-body tasks involving object interactions. This challenge is central to a variety of fields, from graphics and animation to robotics and motor neuroscience. Our physics-based environment uses realistic actuation and first-person perception -- including touch sensors and egocentric vision -- with a view to producing active-sensing behaviors (e.g. gaze direction), transferability to real robots, and comparisons to the biology. We develop an integrated neural-network based approach consisting of a motor primitive module, human demonstrations, and an instructed reinforcement learning regime with curricula and task variations. We demonstrate the utility of our approach for several tasks, including goal-conditioned box carrying and ball catching, and we characterize its behavioral robustness. The resulting controllers can be deployed in real-time on a standard PC. See overview video, https://youtu.be/2rQAW-8gQQk .

cs.AI

Emergent Coordination Through Competition

We study the emergence of cooperative behaviors in reinforcement learning agents by introducing a challenging competitive multi-agent soccer environment with continuous simulated physics. We demonstrate that decentralized, population-based training with co-play can lead to a progression in agents' behaviors: from random, to simple ball chasing, and finally showing evidence of cooperation. Our study highlights several of the challenges encountered in large scale multi-agent training in continuous control. In particular, we demonstrate that the automatic optimization of simple shaping rewards, not themselves conducive to co-operative behavior, can lead to long-horizon team behavior. We further apply an evaluation scheme, grounded by game theoretic principals, that can assess agent performance in the absence of pre-defined evaluation tasks or human baselines.

cs.AI

Hierarchical visuomotor control of humanoids

We aim to build complex humanoid agents that integrate perception, motor control, and memory. In this work, we partly factor this problem into low-level motor control from proprioception and high-level coordination of the low-level skills informed by vision. We develop an architecture capable of surprisingly flexible, task-directed motor control of a relatively high-DoF humanoid body by combining pre-training of low-level motor controllers with a high-level, task-focused controller that switches among low-level sub-policies. The resulting system is able to control a physically-simulated humanoid body to solve tasks that require coupling visual perception from an unstabilized egocentric RGB camera during locomotion in the environment. For a supplementary video link, see https://youtu.be/7GISvfbykLE .

cs.AI

Reinforcement and Imitation Learning for Diverse Visuomotor Skills

We propose a model-free deep reinforcement learning method that leverages a small amount of demonstration data to assist a reinforcement learning agent. We apply this approach to robotic manipulation tasks and train end-to-end visuomotor policies that map directly from RGB camera inputs to joint velocities. We demonstrate that our approach can solve a wide variety of visuomotor tasks, for which engineering a scripted controller would be laborious. In experiments, our reinforcement and imitation agent achieves significantly better performances than agents trained with reinforcement learning or imitation learning alone. We also illustrate that these policies, trained with large visual and dynamics variations, can achieve preliminary successes in zero-shot sim2real transfer. A brief visual description of this work can be viewed in https://youtu.be/EDl8SQUNjj0

cs.RO

End Point of the Ultraspinning Instability and Violation of Cosmic Censorship

We determine the end point of the axisymmetric ultraspinning instability of asymptotically flat Myers-Perry black holes in D = 6 spacetime dimensions. In the non-linear regime, this instability gives rise to a sequence of concentric rings connected by segments of black membrane on the rotation plane. The latter become thinner over time, resulting in the formation of a naked singularity in finite asymptotic time and hence a violation of the weak cosmic censorship conjecture in asymptotically flat higher-dimensional spaces.

hep-th

Dimensional reduction in numerical relativity: Modified cartoon formalism and regularization

We present in detail the Einstein equations in the Baumgarte-Shapiro-Shibata-Nakamura formulation for the case of $D$ dimensional spacetimes with $SO(D-d)$ isometry based on a method originally introduced in Ref.1. Regularized expressions are given for a numerical implementation of this method on a vertex centered grid including the origin of the quasi-radial coordinate that covers the extra dimensions with rotational symmetry. Axisymmetry, corresponding to the value $d=D-2$, represents a special case with fewer constraints on the vanishing of tensor components and is conveniently implemented in a variation of the general method. The robustness of the scheme is demonstrated for the case of a black-hole head-on collision in $D=7$ spacetime dimensions with $SO(4)$ symmetry.

gr-qc

End Point of Black Ring Instabilities and the Weak Cosmic Censorship Conjecture

We produce the first concrete evidence that violation of the weak cosmic censorship conjecture can occur in asymptotically flat spaces of five dimensions by numerically evolving perturbed black rings. For certain thin rings, we identify a new, elastic-type instability dominating the evolution, causing the system to settle to a spherical black hole. However, for sufficiently thin rings the Gregory-Laflamme mode is dominant, and the instability unfolds similarly to that of black strings, where the horizon develops a structure of bulges connected by necks which become ever thinner over time.

hep-th

GRChombo : Numerical Relativity with Adaptive Mesh Refinement

In this work, we introduce GRChombo: a new numerical relativity code which incorporates full adaptive mesh refinement (AMR) using block structured Berger-Rigoutsos grid generation. The code supports non-trivial "many-boxes-in-many-boxes" mesh hierarchies and massive parallelism through the Message Passing Interface (MPI). GRChombo evolves the Einstein equation using the standard BSSN formalism, with an option to turn on CCZ4 constraint damping if required. The AMR capability permits the study of a range of new physics which has previously been computationally infeasible in a full 3+1 setting, whilst also significantly simplifying the process of setting up the mesh for these problems. We show that GRChombo can stably and accurately evolve standard spacetimes such as binary black hole mergers and scalar collapses into black holes, demonstrate the performance characteristics of our code, and discuss various physics problems which stand to benefit from the AMR technique.

gr-qc

Black rings in global anti-de Sitter space

We construct five dimensional black rings in global anti-de Sitter space using numerical methods. These rings satisfy the BPS bound $| J | < M \ell$, but the angular velocity always violates the Hawking-Reall bound $| Ω_H \ell | \leq 1$, indicating that they should be unstable under superradiance. At high temperatures, the limit $| Ω_H \ell | \searrow 1$ is attained by thin rings with an arbitrarily large radius. However, at sufficiently low temperatures, this limit is saturated by a new kind of rings, whose outer circle can still be arbitrarily long while the hole in the middle does not grow proportionally. This gives rise to a membrane-like horizon geometry, which does not have an asymptotically flat counterpart. We find no evidence for thin AdS black rings whose transverse $S^2$ is much larger than the radius of AdS, $\ell$, and thus these solutions never fall into the hydrodynamic regime of the dual CFT. Thermodynamically, we find that AdS black rings never dominate the grand canonical ensemble. The behaviour of our solutions in the microcanonical ensemble approaches known perturbative results in the thin-ring limit.

hep-th

Localized Plasma Balls

In this paper we numerically construct localised black hole solutions at the IR bottom of the confining geometry of the AdS soliton. These black holes should be thought as the finite size analogues of the domain wall solutions that have appeared previously in the literature. From the dual CFT point of view, these black holes correspond to finite size balls of deconfined plasma surrounded by the confining vacuum. The plasma ball solutions are parametrised by the temperature. For temperatures well above the deconfinement transition, the dual black holes are small and round and they are well-described by the asymptotically flat Schwarzschild solution. On the other hand, as the temperature approaches the deconfinement temperature, the black holes look like pancakes which are extended along the IR bottom of the space-time. On top of these backgrounds, we compute various probes of confinement/deconfinement such as temporal Wilson loops and entanglement entropy.

hep-th