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Sehoon Ha

Publications and source records attributed to Sehoon Ha.

83 records · Page 5Linked to original sources

Estimating Mass Distribution of Articulated Objects using Non-prehensile Manipulation

We explore the problem of estimating the mass distribution of an articulated object by an interactive robotic agent. Our method predicts the mass distribution of an object by using the limited sensing and actuating capabilities of a robotic agent that is interacting with the object. We are inspired by the role of exploratory play in human infants. We take the combined approach of supervised and reinforcement learning to train an agent that learns to strategically interact with the object to estimate the object's mass distribution. Our method consists of two neural networks: (i) the policy network which decides how to interact with the object, and (ii) the predictor network that estimates the mass distribution given a history of observations and interactions. Using our method, we train a robotic arm to estimate the mass distribution of an object with moving parts (e.g. an articulated rigid body system) by pushing it on a surface with unknown friction properties. We also demonstrate how our training from simulations can be transferred to real hardware using a small amount of real-world data for fine-tuning. We use a UR10 robot to interact with 3D printed articulated chains with varying mass distributions and show that our method significantly outperforms the baseline system that uses random pushes to interact with the object.

cs.RO↗

Learning to Walk in the Real World with Minimal Human Effort

Reliable and stable locomotion has been one of the most fundamental challenges for legged robots. Deep reinforcement learning (deep RL) has emerged as a promising method for developing such control policies autonomously. In this paper, we develop a system for learning legged locomotion policies with deep RL in the real world with minimal human effort. The key difficulties for on-robot learning systems are automatic data collection and safety. We overcome these two challenges by developing a multi-task learning procedure and a safety-constrained RL framework. We tested our system on the task of learning to walk on three different terrains: flat ground, a soft mattress, and a doormat with crevices. Our system can automatically and efficiently learn locomotion skills on a Minitaur robot with little human intervention. The supplemental video can be found at: \url{https://youtu.be/cwyiq6dCgOc}.

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Observation Space Matters: Benchmark and Optimization Algorithm

Recent advances in deep reinforcement learning (deep RL) enable researchers to solve challenging control problems, from simulated environments to real-world robotic tasks. However, deep RL algorithms are known to be sensitive to the problem formulation, including observation spaces, action spaces, and reward functions. There exist numerous choices for observation spaces but they are often designed solely based on prior knowledge due to the lack of established principles. In this work, we conduct benchmark experiments to verify common design choices for observation spaces, such as Cartesian transformation, binary contact flags, a short history, or global positions. Then we propose a search algorithm to find the optimal observation spaces, which examines various candidate observation spaces and removes unnecessary observation channels with a Dropout-Permutation test. We demonstrate that our algorithm significantly improves learning speed compared to manually designed observation spaces. We also analyze the proposed algorithm by evaluating different hyperparameters.

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Learning to be Safe: Deep RL with a Safety Critic

Safety is an essential component for deploying reinforcement learning (RL) algorithms in real-world scenarios, and is critical during the learning process itself. A natural first approach toward safe RL is to manually specify constraints on the policy's behavior. However, just as learning has enabled progress in large-scale development of AI systems, learning safety specifications may also be necessary to ensure safety in messy open-world environments where manual safety specifications cannot scale. Akin to how humans learn incrementally starting in child-safe environments, we propose to learn how to be safe in one set of tasks and environments, and then use that learned intuition to constrain future behaviors when learning new, modified tasks. We empirically study this form of safety-constrained transfer learning in three challenging domains: simulated navigation, quadruped locomotion, and dexterous in-hand manipulation. In comparison to standard deep RL techniques and prior approaches to safe RL, we find that our method enables the learning of new tasks and in new environments with both substantially fewer safety incidents, such as falling or dropping an object, and faster, more stable learning. This suggests a path forward not only for safer RL systems, but also for more effective RL systems.

cs.LG↗

Zero-shot Imitation Learning from Demonstrations for Legged Robot Visual Navigation

Imitation learning is a popular approach for training visual navigation policies. However, collecting expert demonstrations for legged robots is challenging as these robots can be hard to control, move slowly, and cannot operate continuously for a long time. Here, we propose a zero-shot imitation learning approach for training a visual navigation policy on legged robots from human (third-person perspective) demonstrations, enabling high-quality navigation and cost-effective data collection. However, imitation learning from third-person demonstrations raises unique challenges. First, these demonstrations are captured from different camera perspectives, which we address via a feature disentanglement network (FDN) that extracts perspective-invariant state features. Second, as transition dynamics vary across systems, we label missing actions by either building an inverse model of the robot's dynamics in the feature space and applying it to the human demonstrations or developing a Graphic User Interface(GUI) to label human demonstrations. To train a navigation policy we use a model-based imitation learning approach with FDN and labeled human demonstrations. We show that our framework can learn an effective policy for a legged robot, Laikago, from human demonstrations in both simulated and real-world environments. Our approach is zero-shot as the robot never navigates the same paths during training as those at testing time. We justify our framework by performing a comparative study.

cs.AI↗

Learning Fast Adaptation with Meta Strategy Optimization

The ability to walk in new scenarios is a key milestone on the path toward real-world applications of legged robots. In this work, we introduce Meta Strategy Optimization, a meta-learning algorithm for training policies with latent variable inputs that can quickly adapt to new scenarios with a handful of trials in the target environment. The key idea behind MSO is to expose the same adaptation process, Strategy Optimization (SO), to both the training and testing phases. This allows MSO to effectively learn locomotion skills as well as a latent space that is suitable for fast adaptation. We evaluate our method on a real quadruped robot and demonstrate successful adaptation in various scenarios, including sim-to-real transfer, walking with a weakened motor, or climbing up a slope. Furthermore, we quantitatively analyze the generalization capability of the trained policy in simulated environments. Both real and simulated experiments show that our method outperforms previous methods in adaptation to novel tasks.

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Learning a Control Policy for Fall Prevention on an Assistive Walking Device

Fall prevention is one of the most important components in senior care. We present a technique to augment an assistive walking device with the ability to prevent falls. Given an existing walking device, our method develops a fall predictor and a recovery policy by utilizing the onboard sensors and actuators. The key component of our method is a robust human walking policy that models realistic human gait under a moderate level of perturbations. We use this human walking policy to provide training data for the fall predictor, as well as to teach the recovery policy how to best modify the person's gait when a fall is imminent. Our evaluation shows that the human walking policy generates walking sequences similar to those reported in biomechanics literature. Our experiments in simulation show that the augmented assistive device can indeed help recover balance from a variety of external perturbations. We also provide a quantitative method to evaluate the design choices for an assistive device.

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Learning to Walk via Deep Reinforcement Learning

Deep reinforcement learning (deep RL) holds the promise of automating the acquisition of complex controllers that can map sensory inputs directly to low-level actions. In the domain of robotic locomotion, deep RL could enable learning locomotion skills with minimal engineering and without an explicit model of the robot dynamics. Unfortunately, applying deep RL to real-world robotic tasks is exceptionally difficult, primarily due to poor sample complexity and sensitivity to hyperparameters. While hyperparameters can be easily tuned in simulated domains, tuning may be prohibitively expensive on physical systems, such as legged robots, that can be damaged through extensive trial-and-error learning. In this paper, we propose a sample-efficient deep RL algorithm based on maximum entropy RL that requires minimal per-task tuning and only a modest number of trials to learn neural network policies. We apply this method to learning walking gaits on a real-world Minitaur robot. Our method can acquire a stable gait from scratch directly in the real world in about two hours, without relying on any model or simulation, and the resulting policy is robust to moderate variations in the environment. We further show that our algorithm achieves state-of-the-art performance on simulated benchmarks with a single set of hyperparameters. Videos of training and the learned policy can be found on the project website.

cs.LG↗

Soft Actor-Critic Algorithms and Applications

Model-free deep reinforcement learning (RL) algorithms have been successfully applied to a range of challenging sequential decision making and control tasks. However, these methods typically suffer from two major challenges: high sample complexity and brittleness to hyperparameters. Both of these challenges limit the applicability of such methods to real-world domains. In this paper, we describe Soft Actor-Critic (SAC), our recently introduced off-policy actor-critic algorithm based on the maximum entropy RL framework. In this framework, the actor aims to simultaneously maximize expected return and entropy. That is, to succeed at the task while acting as randomly as possible. We extend SAC to incorporate a number of modifications that accelerate training and improve stability with respect to the hyperparameters, including a constrained formulation that automatically tunes the temperature hyperparameter. We systematically evaluate SAC on a range of benchmark tasks, as well as real-world challenging tasks such as locomotion for a quadrupedal robot and robotic manipulation with a dexterous hand. With these improvements, SAC achieves state-of-the-art performance, outperforming prior on-policy and off-policy methods in sample-efficiency and asymptotic performance. Furthermore, we demonstrate that, in contrast to other off-policy algorithms, our approach is very stable, achieving similar performance across different random seeds. These results suggest that SAC is a promising candidate for learning in real-world robotics tasks.

cs.LG↗

Expanding Motor Skills through Relay Neural Networks

While the recent advances in deep reinforcement learning have achieved impressive results in learning motor skills, many of the trained policies are only capable within a limited set of initial states. We propose a technique to break down a complex robotic task to simpler subtasks and train them sequentially such that the robot can expand its existing skill set gradually. Our key idea is to build a tree of local control policies represented by neural networks, which we refer as Relay Neural Networks. Starting from the root policy that attempts to achieve the task from a small set of initial states, each subsequent policy expands the set of successful initial states by driving the new states to existing "good" states. Our algorithm utilizes the value function of the policy to determine whether a state is "good" under each policy. We take advantage of many existing policy search algorithms that learn the value function simultaneously with the policy, such as those that use actor-critic representations or those that use the advantage function to reduce variance. We demonstrate that the relay networks can solve complex continuous control problems for underactuated dynamic systems.

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Learning a Unified Control Policy for Safe Falling

Being able to fall safely is a necessary motor skill for humanoids performing highly dynamic tasks, such as running and jumping. We propose a new method to learn a policy that minimizes the maximal impulse during the fall. The optimization solves for both a discrete contact planning problem and a continuous optimal control problem. Once trained, the policy can compute the optimal next contacting body part (e.g. left foot, right foot, or hands), contact location and timing, and the required joint actuation. We represent the policy as a mixture of actor-critic neural network, which consists of n control policies and the corresponding value functions. Each pair of actor-critic is associated with one of the n possible contacting body parts. During execution, the policy corresponding to the highest value function will be executed while the associated body part will be the next contact with the ground. With this mixture of actor-critic architecture, the discrete contact sequence planning is solved through the selection of the best critics while the continuous control problem is solved by the optimization of actors. We show that our policy can achieve comparable, sometimes even higher, rewards than a recursive search of the action space using dynamic programming, while enjoying 50 to 400 times of speed gain during online execution.

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