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Sergey Levine

Publications and source records attributed to Sergey Levine.

At least 343 records · Page 19Linked to original sources

Actionable Models: Unsupervised Offline Reinforcement Learning of Robotic Skills

We consider the problem of learning useful robotic skills from previously collected offline data without access to manually specified rewards or additional online exploration, a setting that is becoming increasingly important for scaling robot learning by reusing past robotic data. In particular, we propose the objective of learning a functional understanding of the environment by learning to reach any goal state in a given dataset. We employ goal-conditioned Q-learning with hindsight relabeling and develop several techniques that enable training in a particularly challenging offline setting. We find that our method can operate on high-dimensional camera images and learn a variety of skills on real robots that generalize to previously unseen scenes and objects. We also show that our method can learn to reach long-horizon goals across multiple episodes through goal chaining, and learn rich representations that can help with downstream tasks through pre-training or auxiliary objectives. The videos of our experiments can be found at https://actionable-models.github.io

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Variational Empowerment as Representation Learning for Goal-Based Reinforcement Learning

Learning to reach goal states and learning diverse skills through mutual information (MI) maximization have been proposed as principled frameworks for self-supervised reinforcement learning, allowing agents to acquire broadly applicable multitask policies with minimal reward engineering. Starting from a simple observation that the standard goal-conditioned RL (GCRL) is encapsulated by the optimization objective of variational empowerment, we discuss how GCRL and MI-based RL can be generalized into a single family of methods, which we name variational GCRL (VGCRL), interpreting variational MI maximization, or variational empowerment, as representation learning methods that acquire functionally-aware state representations for goal reaching. This novel perspective allows us to: (1) derive simple but unexplored variants of GCRL to study how adding small representation capacity can already expand its capabilities; (2) investigate how discriminator function capacity and smoothness determine the quality of discovered skills, or latent goals, through modifying latent dimensionality and applying spectral normalization; (3) adapt techniques such as hindsight experience replay (HER) from GCRL to MI-based RL; and lastly, (4) propose a novel evaluation metric, named latent goal reaching (LGR), for comparing empowerment algorithms with different choices of latent dimensionality and discriminator parameterization. Through principled mathematical derivations and careful experimental studies, our work lays a novel foundation from which to evaluate, analyze, and develop representation learning techniques in goal-based RL.

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SimGAN: Hybrid Simulator Identification for Domain Adaptation via Adversarial Reinforcement Learning

As learning-based approaches progress towards automating robot controllers design, transferring learned policies to new domains with different dynamics (e.g. sim-to-real transfer) still demands manual effort. This paper introduces SimGAN, a framework to tackle domain adaptation by identifying a hybrid physics simulator to match the simulated trajectories to the ones from the target domain, using a learned discriminative loss to address the limitations associated with manual loss design. Our hybrid simulator combines neural networks and traditional physics simulation to balance expressiveness and generalizability, and alleviates the need for a carefully selected parameter set in System ID. Once the hybrid simulator is identified via adversarial reinforcement learning, it can be used to refine policies for the target domain, without the need to interleave data collection and policy refinement. We show that our approach outperforms multiple strong baselines on six robotic locomotion tasks for domain adaptation.

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Policy Information Capacity: Information-Theoretic Measure for Task Complexity in Deep Reinforcement Learning

Progress in deep reinforcement learning (RL) research is largely enabled by benchmark task environments. However, analyzing the nature of those environments is often overlooked. In particular, we still do not have agreeable ways to measure the difficulty or solvability of a task, given that each has fundamentally different actions, observations, dynamics, rewards, and can be tackled with diverse RL algorithms. In this work, we propose policy information capacity (PIC) -- the mutual information between policy parameters and episodic return -- and policy-optimal information capacity (POIC) -- between policy parameters and episodic optimality -- as two environment-agnostic, algorithm-agnostic quantitative metrics for task difficulty. Evaluating our metrics across toy environments as well as continuous control benchmark tasks from OpenAI Gym and DeepMind Control Suite, we empirically demonstrate that these information-theoretic metrics have higher correlations with normalized task solvability scores than a variety of alternatives. Lastly, we show that these metrics can also be used for fast and compute-efficient optimizations of key design parameters such as reward shaping, policy architectures, and MDP properties for better solvability by RL algorithms without ever running full RL experiments.

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OPAL: Offline Primitive Discovery for Accelerating Offline Reinforcement Learning

Reinforcement learning (RL) has achieved impressive performance in a variety of online settings in which an agent's ability to query the environment for transitions and rewards is effectively unlimited. However, in many practical applications, the situation is reversed: an agent may have access to large amounts of undirected offline experience data, while access to the online environment is severely limited. In this work, we focus on this offline setting. Our main insight is that, when presented with offline data composed of a variety of behaviors, an effective way to leverage this data is to extract a continuous space of recurring and temporally extended primitive behaviors before using these primitives for downstream task learning. Primitives extracted in this way serve two purposes: they delineate the behaviors that are supported by the data from those that are not, making them useful for avoiding distributional shift in offline RL; and they provide a degree of temporal abstraction, which reduces the effective horizon yielding better learning in theory, and improved offline RL in practice. In addition to benefiting offline policy optimization, we show that performing offline primitive learning in this way can also be leveraged for improving few-shot imitation learning as well as exploration and transfer in online RL on a variety of benchmark domains. Visualizations are available at https://sites.google.com/view/opal-iclr

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MT-Opt: Continuous Multi-Task Robotic Reinforcement Learning at Scale

General-purpose robotic systems must master a large repertoire of diverse skills to be useful in a range of daily tasks. While reinforcement learning provides a powerful framework for acquiring individual behaviors, the time needed to acquire each skill makes the prospect of a generalist robot trained with RL daunting. In this paper, we study how a large-scale collective robotic learning system can acquire a repertoire of behaviors simultaneously, sharing exploration, experience, and representations across tasks. In this framework new tasks can be continuously instantiated from previously learned tasks improving overall performance and capabilities of the system. To instantiate this system, we develop a scalable and intuitive framework for specifying new tasks through user-provided examples of desired outcomes, devise a multi-robot collective learning system for data collection that simultaneously collects experience for multiple tasks, and develop a scalable and generalizable multi-task deep reinforcement learning method, which we call MT-Opt. We demonstrate how MT-Opt can learn a wide range of skills, including semantic picking (i.e., picking an object from a particular category), placing into various fixtures (e.g., placing a food item onto a plate), covering, aligning, and rearranging. We train and evaluate our system on a set of 12 real-world tasks with data collected from 7 robots, and demonstrate the performance of our system both in terms of its ability to generalize to structurally similar new tasks, and acquire distinct new tasks more quickly by leveraging past experience. We recommend viewing the videos at https://karolhausman.github.io/mt-opt/

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Conservative Safety Critics for Exploration

Safe exploration presents a major challenge in reinforcement learning (RL): when active data collection requires deploying partially trained policies, we must ensure that these policies avoid catastrophically unsafe regions, while still enabling trial and error learning. In this paper, we target the problem of safe exploration in RL by learning a conservative safety estimate of environment states through a critic, and provably upper bound the likelihood of catastrophic failures at every training iteration. We theoretically characterize the tradeoff between safety and policy improvement, show that the safety constraints are likely to be satisfied with high probability during training, derive provable convergence guarantees for our approach, which is no worse asymptotically than standard RL, and demonstrate the efficacy of the proposed approach on a suite of challenging navigation, manipulation, and locomotion tasks. Empirically, we show that the proposed approach can achieve competitive task performance while incurring significantly lower catastrophic failure rates during training than prior methods. Videos are at this url https://sites.google.com/view/conservative-safety-critics/home

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AWAC: Accelerating Online Reinforcement Learning with Offline Datasets

Reinforcement learning (RL) provides an appealing formalism for learning control policies from experience. However, the classic active formulation of RL necessitates a lengthy active exploration process for each behavior, making it difficult to apply in real-world settings such as robotic control. If we can instead allow RL algorithms to effectively use previously collected data to aid the online learning process, such applications could be made substantially more practical: the prior data would provide a starting point that mitigates challenges due to exploration and sample complexity, while the online training enables the agent to perfect the desired skill. Such prior data could either constitute expert demonstrations or sub-optimal prior data that illustrates potentially useful transitions. While a number of prior methods have either used optimal demonstrations to bootstrap RL, or have used sub-optimal data to train purely offline, it remains exceptionally difficult to train a policy with offline data and actually continue to improve it further with online RL. In this paper we analyze why this problem is so challenging, and propose an algorithm that combines sample efficient dynamic programming with maximum likelihood policy updates, providing a simple and effective framework that is able to leverage large amounts of offline data and then quickly perform online fine-tuning of RL policies. We show that our method, advantage weighted actor critic (AWAC), enables rapid learning of skills with a combination of prior demonstration data and online experience. We demonstrate these benefits on simulated and real-world robotics domains, including dexterous manipulation with a real multi-fingered hand, drawer opening with a robotic arm, and rotating a valve. Our results show that incorporating prior data can reduce the time required to learn a range of robotic skills to practical time-scales.

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DisCo RL: Distribution-Conditioned Reinforcement Learning for General-Purpose Policies

Can we use reinforcement learning to learn general-purpose policies that can perform a wide range of different tasks, resulting in flexible and reusable skills? Contextual policies provide this capability in principle, but the representation of the context determines the degree of generalization and expressivity. Categorical contexts preclude generalization to entirely new tasks. Goal-conditioned policies may enable some generalization, but cannot capture all tasks that might be desired. In this paper, we propose goal distributions as a general and broadly applicable task representation suitable for contextual policies. Goal distributions are general in the sense that they can represent any state-based reward function when equipped with an appropriate distribution class, while the particular choice of distribution class allows us to trade off expressivity and learnability. We develop an off-policy algorithm called distribution-conditioned reinforcement learning (DisCo RL) to efficiently learn these policies. We evaluate DisCo RL on a variety of robot manipulation tasks and find that it significantly outperforms prior methods on tasks that require generalization to new goal distributions.

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Reset-Free Reinforcement Learning via Multi-Task Learning: Learning Dexterous Manipulation Behaviors without Human Intervention

Reinforcement Learning (RL) algorithms can in principle acquire complex robotic skills by learning from large amounts of data in the real world, collected via trial and error. However, most RL algorithms use a carefully engineered setup in order to collect data, requiring human supervision and intervention to provide episodic resets. This is particularly evident in challenging robotics problems, such as dexterous manipulation. To make data collection scalable, such applications require reset-free algorithms that are able to learn autonomously, without explicit instrumentation or human intervention. Most prior work in this area handles single-task learning. However, we might also want robots that can perform large repertoires of skills. At first, this would appear to only make the problem harder. However, the key observation we make in this work is that an appropriately chosen multi-task RL setting actually alleviates the reset-free learning challenge, with minimal additional machinery required. In effect, solving a multi-task problem can directly solve the reset-free problem since different combinations of tasks can serve to perform resets for other tasks. By learning multiple tasks together and appropriately sequencing them, we can effectively learn all of the tasks together reset-free. This type of multi-task learning can effectively scale reset-free learning schemes to much more complex problems, as we demonstrate in our experiments. We propose a simple scheme for multi-task learning that tackles the reset-free learning problem, and show its effectiveness at learning to solve complex dexterous manipulation tasks in both hardware and simulation without any explicit resets. This work shows the ability to learn dexterous manipulation behaviors in the real world with RL without any human intervention.

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Contingencies from Observations: Tractable Contingency Planning with Learned Behavior Models

Humans have a remarkable ability to make decisions by accurately reasoning about future events, including the future behaviors and states of mind of other agents. Consider driving a car through a busy intersection: it is necessary to reason about the physics of the vehicle, the intentions of other drivers, and their beliefs about your own intentions. If you signal a turn, another driver might yield to you, or if you enter the passing lane, another driver might decelerate to give you room to merge in front. Competent drivers must plan how they can safely react to a variety of potential future behaviors of other agents before they make their next move. This requires contingency planning: explicitly planning a set of conditional actions that depend on the stochastic outcome of future events. In this work, we develop a general-purpose contingency planner that is learned end-to-end using high-dimensional scene observations and low-dimensional behavioral observations. We use a conditional autoregressive flow model to create a compact contingency planning space, and show how this model can tractably learn contingencies from behavioral observations. We developed a closed-loop control benchmark of realistic multi-agent scenarios in a driving simulator (CARLA), on which we compare our method to various noncontingent methods that reason about multi-agent future behavior, including several state-of-the-art deep learning-based planning approaches. We illustrate that these noncontingent planning methods fundamentally fail on this benchmark, and find that our deep contingency planning method achieves significantly superior performance. Code to run our benchmark and reproduce our results is available at https://sites.google.com/view/contingency-planning

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C-Learning: Learning to Achieve Goals via Recursive Classification

We study the problem of predicting and controlling the future state distribution of an autonomous agent. This problem, which can be viewed as a reframing of goal-conditioned reinforcement learning (RL), is centered around learning a conditional probability density function over future states. Instead of directly estimating this density function, we indirectly estimate this density function by training a classifier to predict whether an observation comes from the future. Via Bayes' rule, predictions from our classifier can be transformed into predictions over future states. Importantly, an off-policy variant of our algorithm allows us to predict the future state distribution of a new policy, without collecting new experience. This variant allows us to optimize functionals of a policy's future state distribution, such as the density of reaching a particular goal state. While conceptually similar to Q-learning, our work lays a principled foundation for goal-conditioned RL as density estimation, providing justification for goal-conditioned methods used in prior work. This foundation makes hypotheses about Q-learning, including the optimal goal-sampling ratio, which we confirm experimentally. Moreover, our proposed method is competitive with prior goal-conditioned RL methods.

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Off-Dynamics Reinforcement Learning: Training for Transfer with Domain Classifiers

We propose a simple, practical, and intuitive approach for domain adaptation in reinforcement learning. Our approach stems from the idea that the agent's experience in the source domain should look similar to its experience in the target domain. Building off of a probabilistic view of RL, we formally show that we can achieve this goal by compensating for the difference in dynamics by modifying the reward function. This modified reward function is simple to estimate by learning auxiliary classifiers that distinguish source-domain transitions from target-domain transitions. Intuitively, the modified reward function penalizes the agent for visiting states and taking actions in the source domain which are not possible in the target domain. Said another way, the agent is penalized for transitions that would indicate that the agent is interacting with the source domain, rather than the target domain. Our approach is applicable to domains with continuous states and actions and does not require learning an explicit model of the dynamics. On discrete and continuous control tasks, we illustrate the mechanics of our approach and demonstrate its scalability to high-dimensional tasks.

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Learning Invariant Representations for Reinforcement Learning without Reconstruction

We study how representation learning can accelerate reinforcement learning from rich observations, such as images, without relying either on domain knowledge or pixel-reconstruction. Our goal is to learn representations that both provide for effective downstream control and invariance to task-irrelevant details. Bisimulation metrics quantify behavioral similarity between states in continuous MDPs, which we propose using to learn robust latent representations which encode only the task-relevant information from observations. Our method trains encoders such that distances in latent space equal bisimulation distances in state space. We demonstrate the effectiveness of our method at disregarding task-irrelevant information using modified visual MuJoCo tasks, where the background is replaced with moving distractors and natural videos, while achieving SOTA performance. We also test a first-person highway driving task where our method learns invariance to clouds, weather, and time of day. Finally, we provide generalization results drawn from properties of bisimulation metrics, and links to causal inference.

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Benchmarks for Deep Off-Policy Evaluation

Off-policy evaluation (OPE) holds the promise of being able to leverage large, offline datasets for both evaluating and selecting complex policies for decision making. The ability to learn offline is particularly important in many real-world domains, such as in healthcare, recommender systems, or robotics, where online data collection is an expensive and potentially dangerous process. Being able to accurately evaluate and select high-performing policies without requiring online interaction could yield significant benefits in safety, time, and cost for these applications. While many OPE methods have been proposed in recent years, comparing results between papers is difficult because currently there is a lack of a comprehensive and unified benchmark, and measuring algorithmic progress has been challenging due to the lack of difficult evaluation tasks. In order to address this gap, we present a collection of policies that in conjunction with existing offline datasets can be used for benchmarking off-policy evaluation. Our tasks include a range of challenging high-dimensional continuous control problems, with wide selections of datasets and policies for performing policy selection. The goal of our benchmark is to provide a standardized measure of progress that is motivated from a set of principles designed to challenge and test the limits of existing OPE methods. We perform an evaluation of state-of-the-art algorithms and provide open-source access to our data and code to foster future research in this area.

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Reinforcement Learning for Robust Parameterized Locomotion Control of Bipedal Robots

Developing robust walking controllers for bipedal robots is a challenging endeavor. Traditional model-based locomotion controllers require simplifying assumptions and careful modelling; any small errors can result in unstable control. To address these challenges for bipedal locomotion, we present a model-free reinforcement learning framework for training robust locomotion policies in simulation, which can then be transferred to a real bipedal Cassie robot. To facilitate sim-to-real transfer, domain randomization is used to encourage the policies to learn behaviors that are robust across variations in system dynamics. The learned policies enable Cassie to perform a set of diverse and dynamic behaviors, while also being more robust than traditional controllers and prior learning-based methods that use residual control. We demonstrate this on versatile walking behaviors such as tracking a target walking velocity, walking height, and turning yaw.

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ViNG: Learning Open-World Navigation with Visual Goals

We propose a learning-based navigation system for reaching visually indicated goals and demonstrate this system on a real mobile robot platform. Learning provides an appealing alternative to conventional methods for robotic navigation: instead of reasoning about environments in terms of geometry and maps, learning can enable a robot to learn about navigational affordances, understand what types of obstacles are traversable (e.g., tall grass) or not (e.g., walls), and generalize over patterns in the environment. However, unlike conventional planning algorithms, it is harder to change the goal for a learned policy during deployment. We propose a method for learning to navigate towards a goal image of the desired destination. By combining a learned policy with a topological graph constructed out of previously observed data, our system can determine how to reach this visually indicated goal even in the presence of variable appearance and lighting. Three key insights, waypoint proposal, graph pruning and negative mining, enable our method to learn to navigate in real-world environments using only offline data, a setting where prior methods struggle. We instantiate our method on a real outdoor ground robot and show that our system, which we call ViNG, outperforms previously-proposed methods for goal-conditioned reinforcement learning, including other methods that incorporate reinforcement learning and search. We also study how \sysName generalizes to unseen environments and evaluate its ability to adapt to such an environment with growing experience. Finally, we demonstrate ViNG on a number of real-world applications, such as last-mile delivery and warehouse inspection. We encourage the reader to visit the project website for videos of our experiments and demonstrations sites.google.com/view/ving-robot.

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Learning Human Objectives by Evaluating Hypothetical Behavior

We seek to align agent behavior with a user's objectives in a reinforcement learning setting with unknown dynamics, an unknown reward function, and unknown unsafe states. The user knows the rewards and unsafe states, but querying the user is expensive. To address this challenge, we propose an algorithm that safely and interactively learns a model of the user's reward function. We start with a generative model of initial states and a forward dynamics model trained on off-policy data. Our method uses these models to synthesize hypothetical behaviors, asks the user to label the behaviors with rewards, and trains a neural network to predict the rewards. The key idea is to actively synthesize the hypothetical behaviors from scratch by maximizing tractable proxies for the value of information, without interacting with the environment. We call this method reward query synthesis via trajectory optimization (ReQueST). We evaluate ReQueST with simulated users on a state-based 2D navigation task and the image-based Car Racing video game. The results show that ReQueST significantly outperforms prior methods in learning reward models that transfer to new environments with different initial state distributions. Moreover, ReQueST safely trains the reward model to detect unsafe states, and corrects reward hacking before deploying the agent.

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