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Sergey Levine

Publications and source records attributed to Sergey Levine.

At least 253 records · Page 14Linked to original sources

Offline Reinforcement Learning for Visual Navigation

Reinforcement learning can enable robots to navigate to distant goals while optimizing user-specified reward functions, including preferences for following lanes, staying on paved paths, or avoiding freshly mowed grass. However, online learning from trial-and-error for real-world robots is logistically challenging, and methods that instead can utilize existing datasets of robotic navigation data could be significantly more scalable and enable broader generalization. In this paper, we present ReViND, the first offline RL system for robotic navigation that can leverage previously collected data to optimize user-specified reward functions in the real-world. We evaluate our system for off-road navigation without any additional data collection or fine-tuning, and show that it can navigate to distant goals using only offline training from this dataset, and exhibit behaviors that qualitatively differ based on the user-specified reward function.

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Learning Robotic Navigation from Experience: Principles, Methods, and Recent Results

Navigation is one of the most heavily studied problems in robotics, and is conventionally approached as a geometric mapping and planning problem. However, real-world navigation presents a complex set of physical challenges that defies simple geometric abstractions. Machine learning offers a promising way to go beyond geometry and conventional planning, allowing for navigational systems that make decisions based on actual prior experience. Such systems can reason about traversability in ways that go beyond geometry, accounting for the physical outcomes of their actions and exploiting patterns in real-world environments. They can also improve as more data is collected, potentially providing a powerful network effect. In this article, we present a general toolkit for experiential learning of robotic navigation skills that unifies several recent approaches, describe the underlying design principles, summarize experimental results from several of our recent papers, and discuss open problems and directions for future work.

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Data-Driven Offline Decision-Making via Invariant Representation Learning

The goal in offline data-driven decision-making is synthesize decisions that optimize a black-box utility function, using a previously-collected static dataset, with no active interaction. These problems appear in many forms: offline reinforcement learning (RL), where we must produce actions that optimize the long-term reward, bandits from logged data, where the goal is to determine the correct arm, and offline model-based optimization (MBO) problems, where we must find the optimal design provided access to only a static dataset. A key challenge in all these settings is distributional shift: when we optimize with respect to the input into a model trained from offline data, it is easy to produce an out-of-distribution (OOD) input that appears erroneously good. In contrast to prior approaches that utilize pessimism or conservatism to tackle this problem, in this paper, we formulate offline data-driven decision-making as domain adaptation, where the goal is to make accurate predictions for the value of optimized decisions ("target domain"), when training only on the dataset ("source domain"). This perspective leads to invariant objective models (IOM), our approach for addressing distributional shift by enforcing invariance between the learned representations of the training dataset and optimized decisions. In IOM, if the optimized decisions are too different from the training dataset, the representation will be forced to lose much of the information that distinguishes good designs from bad ones, making all choices seem mediocre. Critically, when the optimizer is aware of this representational tradeoff, it should choose not to stray too far from the training distribution, leading to a natural trade-off between distributional shift and learning performance.

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Offline RL With Realistic Datasets: Heteroskedasticity and Support Constraints

Offline reinforcement learning (RL) learns policies entirely from static datasets, thereby avoiding the challenges associated with online data collection. Practical applications of offline RL will inevitably require learning from datasets where the variability of demonstrated behaviors changes non-uniformly across the state space. For example, at a red light, nearly all human drivers behave similarly by stopping, but when merging onto a highway, some drivers merge quickly, efficiently, and safely, while many hesitate or merge dangerously. Both theoretically and empirically, we show that typical offline RL methods, which are based on distribution constraints fail to learn from data with such non-uniform variability, due to the requirement to stay close to the behavior policy to the same extent across the state space. Ideally, the learned policy should be free to choose per state how closely to follow the behavior policy to maximize long-term return, as long as the learned policy stays within the support of the behavior policy. To instantiate this principle, we reweight the data distribution in conservative Q-learning (CQL) to obtain an approximate support constraint formulation. The reweighted distribution is a mixture of the current policy and an additional policy trained to mine poor actions that are likely under the behavior policy. Our method, CQL (ReDS), is simple, theoretically motivated, and improves performance across a wide range of offline RL problems in Atari games, navigation, and pixel-based manipulation.

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Evolving Reinforcement Learning Algorithms

We propose a method for meta-learning reinforcement learning algorithms by searching over the space of computational graphs which compute the loss function for a value-based model-free RL agent to optimize. The learned algorithms are domain-agnostic and can generalize to new environments not seen during training. Our method can both learn from scratch and bootstrap off known existing algorithms, like DQN, enabling interpretable modifications which improve performance. Learning from scratch on simple classical control and gridworld tasks, our method rediscovers the temporal-difference (TD) algorithm. Bootstrapped from DQN, we highlight two learned algorithms which obtain good generalization performance over other classical control tasks, gridworld type tasks, and Atari games. The analysis of the learned algorithm behavior shows resemblance to recently proposed RL algorithms that address overestimation in value-based methods.

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Dual Generator Offline Reinforcement Learning

In offline RL, constraining the learned policy to remain close to the data is essential to prevent the policy from outputting out-of-distribution (OOD) actions with erroneously overestimated values. In principle, generative adversarial networks (GAN) can provide an elegant solution to do so, with the discriminator directly providing a probability that quantifies distributional shift. However, in practice, GAN-based offline RL methods have not performed as well as alternative approaches, perhaps because the generator is trained to both fool the discriminator and maximize return -- two objectives that can be at odds with each other. In this paper, we show that the issue of conflicting objectives can be resolved by training two generators: one that maximizes return, with the other capturing the ``remainder'' of the data distribution in the offline dataset, such that the mixture of the two is close to the behavior policy. We show that not only does having two generators enable an effective GAN-based offline RL method, but also approximates a support constraint, where the policy does not need to match the entire data distribution, but only the slice of the data that leads to high long term performance. We name our method DASCO, for Dual-Generator Adversarial Support Constrained Offline RL. On benchmark tasks that require learning from sub-optimal data, DASCO significantly outperforms prior methods that enforce distribution constraint.

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Multimodal Masked Autoencoders Learn Transferable Representations

Building scalable models to learn from diverse, multimodal data remains an open challenge. For vision-language data, the dominant approaches are based on contrastive learning objectives that train a separate encoder for each modality. While effective, contrastive learning approaches introduce sampling bias depending on the data augmentations used, which can degrade performance on downstream tasks. Moreover, these methods are limited to paired image-text data, and cannot leverage widely-available unpaired data. In this paper, we investigate whether a large multimodal model trained purely via masked token prediction, without using modality-specific encoders or contrastive learning, can learn transferable representations for downstream tasks. We propose a simple and scalable network architecture, the Multimodal Masked Autoencoder (M3AE), which learns a unified encoder for both vision and language data via masked token prediction. We provide an empirical study of M3AE trained on a large-scale image-text dataset, and find that M3AE is able to learn generalizable representations that transfer well to downstream tasks. Surprisingly, we find that M3AE benefits from a higher text mask ratio (50-90%), in contrast to BERT whose standard masking ratio is 15%, due to the joint training of two data modalities. We also provide qualitative analysis showing that the learned representation incorporates meaningful information from both image and language. Lastly, we demonstrate the scalability of M3AE with larger model size and training time, and its flexibility to train on both paired image-text data as well as unpaired data.

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Unpacking Reward Shaping: Understanding the Benefits of Reward Engineering on Sample Complexity

Reinforcement learning provides an automated framework for learning behaviors from high-level reward specifications, but in practice the choice of reward function can be crucial for good results -- while in principle the reward only needs to specify what the task is, in reality practitioners often need to design more detailed rewards that provide the agent with some hints about how the task should be completed. The idea of this type of ``reward-shaping'' has been often discussed in the literature, and is often a critical part of practical applications, but there is relatively little formal characterization of how the choice of reward shaping can yield benefits in sample complexity. In this work, we build on the framework of novelty-based exploration to provide a simple scheme for incorporating shaped rewards into RL along with an analysis tool to show that particular choices of reward shaping provably improve sample efficiency. We characterize the class of problems where these gains are expected to be significant and show how this can be connected to practical algorithms in the literature. We confirm that these results hold in practice in an experimental evaluation, providing an insight into the mechanisms through which reward shaping can significantly improve the complexity of reinforcement learning while retaining asymptotic performance.

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You Only Live Once: Single-Life Reinforcement Learning

Reinforcement learning algorithms are typically designed to learn a performant policy that can repeatedly and autonomously complete a task, usually starting from scratch. However, in many real-world situations, the goal might not be to learn a policy that can do the task repeatedly, but simply to perform a new task successfully once in a single trial. For example, imagine a disaster relief robot tasked with retrieving an item from a fallen building, where it cannot get direct supervision from humans. It must retrieve this object within one test-time trial, and must do so while tackling unknown obstacles, though it may leverage knowledge it has of the building before the disaster. We formalize this problem setting, which we call single-life reinforcement learning (SLRL), where an agent must complete a task within a single episode without interventions, utilizing its prior experience while contending with some form of novelty. SLRL provides a natural setting to study the challenge of autonomously adapting to unfamiliar situations, and we find that algorithms designed for standard episodic reinforcement learning often struggle to recover from out-of-distribution states in this setting. Motivated by this observation, we propose an algorithm, $Q$-weighted adversarial learning (QWALE), which employs a distribution matching strategy that leverages the agent's prior experience as guidance in novel situations. Our experiments on several single-life continuous control problems indicate that methods based on our distribution matching formulation are 20-60% more successful because they can more quickly recover from novel states.

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ExAug: Robot-Conditioned Navigation Policies via Geometric Experience Augmentation

Machine learning techniques rely on large and diverse datasets for generalization. Computer vision, natural language processing, and other applications can often reuse public datasets to train many different models. However, due to differences in physical configurations, it is challenging to leverage public datasets for training robotic control policies on new robot platforms or for new tasks. In this work, we propose a novel framework, ExAug to augment the experiences of different robot platforms from multiple datasets in diverse environments. ExAug leverages a simple principle: by extracting 3D information in the form of a point cloud, we can create much more complex and structured augmentations, utilizing both generating synthetic images and geometric-aware penalization that would have been suitable in the same situation for a different robot, with different size, turning radius, and camera placement. The trained policy is evaluated on two new robot platforms with three different cameras in indoor and outdoor environments with obstacles.

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MEMO: Test Time Robustness via Adaptation and Augmentation

While deep neural networks can attain good accuracy on in-distribution test points, many applications require robustness even in the face of unexpected perturbations in the input, changes in the domain, or other sources of distribution shift. We study the problem of test time robustification, i.e., using the test input to improve model robustness. Recent prior works have proposed methods for test time adaptation, however, they each introduce additional assumptions, such as access to multiple test points, that prevent widespread adoption. In this work, we aim to study and devise methods that make no assumptions about the model training process and are broadly applicable at test time. We propose a simple approach that can be used in any test setting where the model is probabilistic and adaptable: when presented with a test example, perform different data augmentations on the data point, and then adapt (all of) the model parameters by minimizing the entropy of the model's average, or marginal, output distribution across the augmentations. Intuitively, this objective encourages the model to make the same prediction across different augmentations, thus enforcing the invariances encoded in these augmentations, while also maintaining confidence in its predictions. In our experiments, we evaluate two baseline ResNet models, two robust ResNet-50 models, and a robust vision transformer model, and we demonstrate that this approach achieves accuracy gains of 1-8\% over standard model evaluation and also generally outperforms prior augmentation and adaptation strategies. For the setting in which only one test point is available, we achieve state-of-the-art results on the ImageNet-C, ImageNet-R, and, among ResNet-50 models, ImageNet-A distribution shift benchmarks.

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First Contact: Unsupervised Human-Machine Co-Adaptation via Mutual Information Maximization

How can we train an assistive human-machine interface (e.g., an electromyography-based limb prosthesis) to translate a user's raw command signals into the actions of a robot or computer when there is no prior mapping, we cannot ask the user for supervision in the form of action labels or reward feedback, and we do not have prior knowledge of the tasks the user is trying to accomplish? The key idea in this paper is that, regardless of the task, when an interface is more intuitive, the user's commands are less noisy. We formalize this idea as a completely unsupervised objective for optimizing interfaces: the mutual information between the user's command signals and the induced state transitions in the environment. To evaluate whether this mutual information score can distinguish between effective and ineffective interfaces, we conduct an observational study on 540K examples of users operating various keyboard and eye gaze interfaces for typing, controlling simulated robots, and playing video games. The results show that our mutual information scores are predictive of the ground-truth task completion metrics in a variety of domains, with an average Spearman's rank correlation of 0.43. In addition to offline evaluation of existing interfaces, we use our unsupervised objective to learn an interface from scratch: we randomly initialize the interface, have the user attempt to perform their desired tasks using the interface, measure the mutual information score, and update the interface to maximize mutual information through reinforcement learning. We evaluate our method through a user study with 12 participants who perform a 2D cursor control task using a perturbed mouse, and an experiment with one user playing the Lunar Lander game using hand gestures. The results show that we can learn an interface from scratch, without any user supervision or prior knowledge of tasks, in under 30 minutes.

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GenLoco: Generalized Locomotion Controllers for Quadrupedal Robots

Recent years have seen a surge in commercially-available and affordable quadrupedal robots, with many of these platforms being actively used in research and industry. As the availability of legged robots grows, so does the need for controllers that enable these robots to perform useful skills. However, most learning-based frameworks for controller development focus on training robot-specific controllers, a process that needs to be repeated for every new robot. In this work, we introduce a framework for training generalized locomotion (GenLoco) controllers for quadrupedal robots. Our framework synthesizes general-purpose locomotion controllers that can be deployed on a large variety of quadrupedal robots with similar morphologies. We present a simple but effective morphology randomization method that procedurally generates a diverse set of simulated robots for training. We show that by training a controller on this large set of simulated robots, our models acquire more general control strategies that can be directly transferred to novel simulated and real-world robots with diverse morphologies, which were not observed during training.

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Offline Meta-Reinforcement Learning for Industrial Insertion

Reinforcement learning (RL) can in principle let robots automatically adapt to new tasks, but current RL methods require a large number of trials to accomplish this. In this paper, we tackle rapid adaptation to new tasks through the framework of meta-learning, which utilizes past tasks to learn to adapt with a specific focus on industrial insertion tasks. Fast adaptation is crucial because prohibitively large number of on-robot trials will potentially damage hardware pieces. Additionally, effective adaptation is also feasible in that experience among different insertion applications can be largely leveraged by each other. In this setting, we address two specific challenges when applying meta-learning. First, conventional meta-RL algorithms require lengthy online meta-training. We show that this can be replaced with appropriately chosen offline data, resulting in an offline meta-RL method that only requires demonstrations and trials from each of the prior tasks, without the need to run costly meta-RL procedures online. Second, meta-RL methods can fail to generalize to new tasks that are too different from those seen at meta-training time, which poses a particular challenge in industrial applications, where high success rates are critical. We address this by combining contextual meta-learning with direct online finetuning: if the new task is similar to those seen in the prior data, then the contextual meta-learner adapts immediately, and if it is too different, it gradually adapts through finetuning. We show that our approach is able to quickly adapt to a variety of different insertion tasks, with a success rate of 100% using only a fraction of the samples needed for learning the tasks from scratch. Experiment videos and details are available at https://sites.google.com/view/offline-metarl-insertion.

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Do As I Can, Not As I Say: Grounding Language in Robotic Affordances

Large language models can encode a wealth of semantic knowledge about the world. Such knowledge could be extremely useful to robots aiming to act upon high-level, temporally extended instructions expressed in natural language. However, a significant weakness of language models is that they lack real-world experience, which makes it difficult to leverage them for decision making within a given embodiment. For example, asking a language model to describe how to clean a spill might result in a reasonable narrative, but it may not be applicable to a particular agent, such as a robot, that needs to perform this task in a particular environment. We propose to provide real-world grounding by means of pretrained skills, which are used to constrain the model to propose natural language actions that are both feasible and contextually appropriate. The robot can act as the language model's "hands and eyes," while the language model supplies high-level semantic knowledge about the task. We show how low-level skills can be combined with large language models so that the language model provides high-level knowledge about the procedures for performing complex and temporally-extended instructions, while value functions associated with these skills provide the grounding necessary to connect this knowledge to a particular physical environment. We evaluate our method on a number of real-world robotic tasks, where we show the need for real-world grounding and that this approach is capable of completing long-horizon, abstract, natural language instructions on a mobile manipulator. The project's website and the video can be found at https://say-can.github.io/.

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A Walk in the Park: Learning to Walk in 20 Minutes With Model-Free Reinforcement Learning

Deep reinforcement learning is a promising approach to learning policies in uncontrolled environments that do not require domain knowledge. Unfortunately, due to sample inefficiency, deep RL applications have primarily focused on simulated environments. In this work, we demonstrate that the recent advancements in machine learning algorithms and libraries combined with a carefully tuned robot controller lead to learning quadruped locomotion in only 20 minutes in the real world. We evaluate our approach on several indoor and outdoor terrains which are known to be challenging for classical model-based controllers. We observe the robot to be able to learn walking gait consistently on all of these terrains. Finally, we evaluate our design decisions in a simulated environment.

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Basis for Intentions: Efficient Inverse Reinforcement Learning using Past Experience

This paper addresses the problem of inverse reinforcement learning (IRL) -- inferring the reward function of an agent from observing its behavior. IRL can provide a generalizable and compact representation for apprenticeship learning, and enable accurately inferring the preferences of a human in order to assist them. %and provide for more accurate prediction. However, effective IRL is challenging, because many reward functions can be compatible with an observed behavior. We focus on how prior reinforcement learning (RL) experience can be leveraged to make learning these preferences faster and more efficient. We propose the IRL algorithm BASIS (Behavior Acquisition through Successor-feature Intention inference from Samples), which leverages multi-task RL pre-training and successor features to allow an agent to build a strong basis for intentions that spans the space of possible goals in a given domain. When exposed to just a few expert demonstrations optimizing a novel goal, the agent uses its basis to quickly and effectively infer the reward function. Our experiments reveal that our method is highly effective at inferring and optimizing demonstrated reward functions, accurately inferring reward functions from less than 100 trajectories.

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Autonomous Reinforcement Learning: Formalism and Benchmarking

Reinforcement learning (RL) provides a naturalistic framing for learning through trial and error, which is appealing both because of its simplicity and effectiveness and because of its resemblance to how humans and animals acquire skills through experience. However, real-world embodied learning, such as that performed by humans and animals, is situated in a continual, non-episodic world, whereas common benchmark tasks in RL are episodic, with the environment resetting between trials to provide the agent with multiple attempts. This discrepancy presents a major challenge when attempting to take RL algorithms developed for episodic simulated environments and run them on real-world platforms, such as robots. In this paper, we aim to address this discrepancy by laying out a framework for Autonomous Reinforcement Learning (ARL): reinforcement learning where the agent not only learns through its own experience, but also contends with lack of human supervision to reset between trials. We introduce a simulated benchmark EARL around this framework, containing a set of diverse and challenging simulated tasks reflective of the hurdles introduced to learning when only a minimal reliance on extrinsic intervention can be assumed. We show that standard approaches to episodic RL and existing approaches struggle as interventions are minimized, underscoring the need for developing new algorithms for reinforcement learning with a greater focus on autonomy.

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