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Sergey Levine

Publications and source records attributed to Sergey Levine.

At least 451 records · Page 25Linked to original sources

Sim-to-Real via Sim-to-Sim: Data-efficient Robotic Grasping via Randomized-to-Canonical Adaptation Networks

Real world data, especially in the domain of robotics, is notoriously costly to collect. One way to circumvent this can be to leverage the power of simulation to produce large amounts of labelled data. However, training models on simulated images does not readily transfer to real-world ones. Using domain adaptation methods to cross this "reality gap" requires a large amount of unlabelled real-world data, whilst domain randomization alone can waste modeling power. In this paper, we present Randomized-to-Canonical Adaptation Networks (RCANs), a novel approach to crossing the visual reality gap that uses no real-world data. Our method learns to translate randomized rendered images into their equivalent non-randomized, canonical versions. This in turn allows for real images to also be translated into canonical sim images. We demonstrate the effectiveness of this sim-to-real approach by training a vision-based closed-loop grasping reinforcement learning agent in simulation, and then transferring it to the real world to attain 70% zero-shot grasp success on unseen objects, a result that almost doubles the success of learning the same task directly on domain randomization alone. Additionally, by joint finetuning in the real-world with only 5,000 real-world grasps, our method achieves 91%, attaining comparable performance to a state-of-the-art system trained with 580,000 real-world grasps, resulting in a reduction of real-world data by more than 99%.

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Low Level Control of a Quadrotor with Deep Model-Based Reinforcement Learning

Designing effective low-level robot controllers often entail platform-specific implementations that require manual heuristic parameter tuning, significant system knowledge, or long design times. With the rising number of robotic and mechatronic systems deployed across areas ranging from industrial automation to intelligent toys, the need for a general approach to generating low-level controllers is increasing. To address the challenge of rapidly generating low-level controllers, we argue for using model-based reinforcement learning (MBRL) trained on relatively small amounts of automatically generated (i.e., without system simulation) data. In this paper, we explore the capabilities of MBRL on a Crazyflie centimeter-scale quadrotor with rapid dynamics to predict and control at <50Hz. To our knowledge, this is the first use of MBRL for controlled hover of a quadrotor using only on-board sensors, direct motor input signals, and no initial dynamics knowledge. Our controller leverages rapid simulation of a neural network forward dynamics model on a GPU-enabled base station, which then transmits the best current action to the quadrotor firmware via radio. In our experiments, the quadrotor achieved hovering capability of up to 6 seconds with 3 minutes of experimental training data.

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Online Meta-Learning

A central capability of intelligent systems is the ability to continuously build upon previous experiences to speed up and enhance learning of new tasks. Two distinct research paradigms have studied this question. Meta-learning views this problem as learning a prior over model parameters that is amenable for fast adaptation on a new task, but typically assumes the set of tasks are available together as a batch. In contrast, online (regret based) learning considers a sequential setting in which problems are revealed one after the other, but conventionally train only a single model without any task-specific adaptation. This work introduces an online meta-learning setting, which merges ideas from both the aforementioned paradigms to better capture the spirit and practice of continual lifelong learning. We propose the follow the meta leader algorithm which extends the MAML algorithm to this setting. Theoretically, this work provides an $\mathcal{O}(\log T)$ regret guarantee with only one additional higher order smoothness assumption in comparison to the standard online setting. Our experimental evaluation on three different large-scale tasks suggest that the proposed algorithm significantly outperforms alternatives based on traditional online learning approaches.

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Reinforcement Learning with Competitive Ensembles of Information-Constrained Primitives

Reinforcement learning agents that operate in diverse and complex environments can benefit from the structured decomposition of their behavior. Often, this is addressed in the context of hierarchical reinforcement learning, where the aim is to decompose a policy into lower-level primitives or options, and a higher-level meta-policy that triggers the appropriate behaviors for a given situation. However, the meta-policy must still produce appropriate decisions in all states. In this work, we propose a policy design that decomposes into primitives, similarly to hierarchical reinforcement learning, but without a high-level meta-policy. Instead, each primitive can decide for themselves whether they wish to act in the current state. We use an information-theoretic mechanism for enabling this decentralized decision: each primitive chooses how much information it needs about the current state to make a decision and the primitive that requests the most information about the current state acts in the world. The primitives are regularized to use as little information as possible, which leads to natural competition and specialization. We experimentally demonstrate that this policy architecture improves over both flat and hierarchical policies in terms of generalization.

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SOLAR: Deep Structured Representations for Model-Based Reinforcement Learning

Model-based reinforcement learning (RL) has proven to be a data efficient approach for learning control tasks but is difficult to utilize in domains with complex observations such as images. In this paper, we present a method for learning representations that are suitable for iterative model-based policy improvement, even when the underlying dynamical system has complex dynamics and image observations, in that these representations are optimized for inferring simple dynamics and cost models given data from the current policy. This enables a model-based RL method based on the linear-quadratic regulator (LQR) to be used for systems with image observations. We evaluate our approach on a range of robotics tasks, including manipulation with a real-world robotic arm directly from images. We find that our method produces substantially better final performance than other model-based RL methods while being significantly more efficient than model-free RL.

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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.

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EMI: Exploration with Mutual Information

Reinforcement learning algorithms struggle when the reward signal is very sparse. In these cases, naive random exploration methods essentially rely on a random walk to stumble onto a rewarding state. Recent works utilize intrinsic motivation to guide the exploration via generative models, predictive forward models, or discriminative modeling of novelty. We propose EMI, which is an exploration method that constructs embedding representation of states and actions that does not rely on generative decoding of the full observation but extracts predictive signals that can be used to guide exploration based on forward prediction in the representation space. Our experiments show competitive results on challenging locomotion tasks with continuous control and on image-based exploration tasks with discrete actions on Atari. The source code is available at https://github.com/snu-mllab/EMI .

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Search on the Replay Buffer: Bridging Planning and Reinforcement Learning

The history of learning for control has been an exciting back and forth between two broad classes of algorithms: planning and reinforcement learning. Planning algorithms effectively reason over long horizons, but assume access to a local policy and distance metric over collision-free paths. Reinforcement learning excels at learning policies and the relative values of states, but fails to plan over long horizons. Despite the successes of each method in various domains, tasks that require reasoning over long horizons with limited feedback and high-dimensional observations remain exceedingly challenging for both planning and reinforcement learning algorithms. Frustratingly, these sorts of tasks are potentially the most useful, as they are simple to design (a human only need to provide an example goal state) and avoid reward shaping, which can bias the agent towards finding a sub-optimal solution. We introduce a general control algorithm that combines the strengths of planning and reinforcement learning to effectively solve these tasks. Our aim is to decompose the task of reaching a distant goal state into a sequence of easier tasks, each of which corresponds to reaching a subgoal. Planning algorithms can automatically find these waypoints, but only if provided with suitable abstractions of the environment -- namely, a graph consisting of nodes and edges. Our main insight is that this graph can be constructed via reinforcement learning, where a goal-conditioned value function provides edge weights, and nodes are taken to be previously seen observations in a replay buffer. Using graph search over our replay buffer, we can automatically generate this sequence of subgoals, even in image-based environments. Our algorithm, search on the replay buffer (SoRB), enables agents to solve sparse reward tasks over one hundred steps, and generalizes substantially better than standard RL algorithms.

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Learning Powerful Policies by Using Consistent Dynamics Model

Model-based Reinforcement Learning approaches have the promise of being sample efficient. Much of the progress in learning dynamics models in RL has been made by learning models via supervised learning. But traditional model-based approaches lead to `compounding errors' when the model is unrolled step by step. Essentially, the state transitions that the learner predicts (by unrolling the model for multiple steps) and the state transitions that the learner experiences (by acting in the environment) may not be consistent. There is enough evidence that humans build a model of the environment, not only by observing the environment but also by interacting with the environment. Interaction with the environment allows humans to carry out experiments: taking actions that help uncover true causal relationships which can be used for building better dynamics models. Analogously, we would expect such interactions to be helpful for a learning agent while learning to model the environment dynamics. In this paper, we build upon this intuition by using an auxiliary cost function to ensure consistency between what the agent observes (by acting in the real world) and what it imagines (by acting in the `learned' world). We consider several tasks - Mujoco based control tasks and Atari games - and show that the proposed approach helps to train powerful policies and better dynamics models.

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Reinforcement Learning from Imperfect Demonstrations

Robust real-world learning should benefit from both demonstrations and interactions with the environment. Current approaches to learning from demonstration and reward perform supervised learning on expert demonstration data and use reinforcement learning to further improve performance based on the reward received from the environment. These tasks have divergent losses which are difficult to jointly optimize and such methods can be very sensitive to noisy demonstrations. We propose a unified reinforcement learning algorithm, Normalized Actor-Critic (NAC), that effectively normalizes the Q-function, reducing the Q-values of actions unseen in the demonstration data. NAC learns an initial policy network from demonstrations and refines the policy in the environment, surpassing the demonstrator's performance. Crucially, both learning from demonstration and interactive refinement use the same objective, unlike prior approaches that combine distinct supervised and reinforcement losses. This makes NAC robust to suboptimal demonstration data since the method is not forced to mimic all of the examples in the dataset. We show that our unified reinforcement learning algorithm can learn robustly and outperform existing baselines when evaluated on several realistic driving games.

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MCP: Learning Composable Hierarchical Control with Multiplicative Compositional Policies

Humans are able to perform a myriad of sophisticated tasks by drawing upon skills acquired through prior experience. For autonomous agents to have this capability, they must be able to extract reusable skills from past experience that can be recombined in new ways for subsequent tasks. Furthermore, when controlling complex high-dimensional morphologies, such as humanoid bodies, tasks often require coordination of multiple skills simultaneously. Learning discrete primitives for every combination of skills quickly becomes prohibitive. Composable primitives that can be recombined to create a large variety of behaviors can be more suitable for modeling this combinatorial explosion. In this work, we propose multiplicative compositional policies (MCP), a method for learning reusable motor skills that can be composed to produce a range of complex behaviors. Our method factorizes an agent's skills into a collection of primitives, where multiple primitives can be activated simultaneously via multiplicative composition. This flexibility allows the primitives to be transferred and recombined to elicit new behaviors as necessary for novel tasks. We demonstrate that MCP is able to extract composable skills for highly complex simulated characters from pre-training tasks, such as motion imitation, and then reuse these skills to solve challenging continuous control tasks, such as dribbling a soccer ball to a goal, and picking up an object and transporting it to a target location.

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REPLAB: A Reproducible Low-Cost Arm Benchmark Platform for Robotic Learning

Standardized evaluation measures have aided in the progress of machine learning approaches in disciplines such as computer vision and machine translation. In this paper, we make the case that robotic learning would also benefit from benchmarking, and present the "REPLAB" platform for benchmarking vision-based manipulation tasks. REPLAB is a reproducible and self-contained hardware stack (robot arm, camera, and workspace) that costs about 2000 USD, occupies a cuboid of size 70x40x60 cm, and permits full assembly within a few hours. Through this low-cost, compact design, REPLAB aims to drive wide participation by lowering the barrier to entry into robotics and to enable easy scaling to many robots. We envision REPLAB as a framework for reproducible research across manipulation tasks, and as a step in this direction, we define a template for a grasping benchmark consisting of a task definition, evaluation protocol, performance measures, and a dataset of 92k grasp attempts. We implement, evaluate, and analyze several previously proposed grasping approaches to establish baselines for this benchmark. Finally, we also implement and evaluate a deep reinforcement learning approach for 3D reaching tasks on our REPLAB platform. Project page with assembly instructions, code, and videos: https://goo.gl/5F9dP4.

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End-to-End Robotic Reinforcement Learning without Reward Engineering

The combination of deep neural network models and reinforcement learning algorithms can make it possible to learn policies for robotic behaviors that directly read in raw sensory inputs, such as camera images, effectively subsuming both estimation and control into one model. However, real-world applications of reinforcement learning must specify the goal of the task by means of a manually programmed reward function, which in practice requires either designing the very same perception pipeline that end-to-end reinforcement learning promises to avoid, or else instrumenting the environment with additional sensors to determine if the task has been performed successfully. In this paper, we propose an approach for removing the need for manual engineering of reward specifications by enabling a robot to learn from a modest number of examples of successful outcomes, followed by actively solicited queries, where the robot shows the user a state and asks for a label to determine whether that state represents successful completion of the task. While requesting labels for every single state would amount to asking the user to manually provide the reward signal, our method requires labels for only a tiny fraction of the states seen during training, making it an efficient and practical approach for learning skills without manually engineered rewards. We evaluate our method on real-world robotic manipulation tasks where the observations consist of images viewed by the robot's camera. In our experiments, our method effectively learns to arrange objects, place books, and drape cloth, directly from images and without any manually specified reward functions, and with only 1-4 hours of interaction with the real world.

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Automatically Composing Representation Transformations as a Means for Generalization

A generally intelligent learner should generalize to more complex tasks than it has previously encountered, but the two common paradigms in machine learning -- either training a separate learner per task or training a single learner for all tasks -- both have difficulty with such generalization because they do not leverage the compositional structure of the task distribution. This paper introduces the compositional problem graph as a broadly applicable formalism to relate tasks of different complexity in terms of problems with shared subproblems. We propose the compositional generalization problem for measuring how readily old knowledge can be reused and hence built upon. As a first step for tackling compositional generalization, we introduce the compositional recursive learner, a domain-general framework for learning algorithmic procedures for composing representation transformations, producing a learner that reasons about what computation to execute by making analogies to previously seen problems. We show on a symbolic and a high-dimensional domain that our compositional approach can generalize to more complex problems than the learner has previously encountered, whereas baselines that are not explicitly compositional do not.

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Data-efficient Learning of Morphology and Controller for a Microrobot

Robot design is often a slow and difficult process requiring the iterative construction and testing of prototypes, with the goal of sequentially optimizing the design. For most robots, this process is further complicated by the need, when validating the capabilities of the hardware to solve the desired task, to already have an appropriate controller, which is in turn designed and tuned for the specific hardware. In this paper, we propose a novel approach, HPC-BBO, to efficiently and automatically design hardware configurations, and evaluate them by also automatically tuning the corresponding controller. HPC-BBO is based on a hierarchical Bayesian optimization process which iteratively optimizes morphology configurations (based on the performance of the previous designs during the controller learning process) and subsequently learns the corresponding controllers (exploiting the knowledge collected from optimizing for previous morphologies). Moreover, HPC-BBO can select a "batch" of multiple morphology designs at once, thus parallelizing hardware validation and reducing the number of time-consuming production cycles. We validate HPC-BBO on the design of the morphology and controller for a simulated 6-legged microrobot. Experimental results show that HPC-BBO outperforms multiple competitive baselines, and yields a $360\%$ reduction in production cycles over standard Bayesian optimization, thus reducing the hypothetical manufacturing time of our microrobot from 21 to 4 months.

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Improvisation through Physical Understanding: Using Novel Objects as Tools with Visual Foresight

Machine learning techniques have enabled robots to learn narrow, yet complex tasks and also perform broad, yet simple skills with a wide variety of objects. However, learning a model that can both perform complex tasks and generalize to previously unseen objects and goals remains a significant challenge. We study this challenge in the context of "improvisational" tool use: a robot is presented with novel objects and a user-specified goal (e.g., sweep some clutter into the dustpan), and must figure out, using only raw image observations, how to accomplish the goal using the available objects as tools. We approach this problem by training a model with both a visual and physical understanding of multi-object interactions, and develop a sampling-based optimizer that can leverage these interactions to accomplish tasks. We do so by combining diverse demonstration data with self-supervised interaction data, aiming to leverage the interaction data to build generalizable models and the demonstration data to guide the model-based RL planner to solve complex tasks. Our experiments show that our approach can solve a variety of complex tool use tasks from raw pixel inputs, outperforming both imitation learning and self-supervised learning individually. Furthermore, we show that the robot can perceive and use novel objects as tools, including objects that are not conventional tools, while also choosing dynamically to use or not use tools depending on whether or not they are required.

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Wasserstein Dependency Measure for Representation Learning

Mutual information maximization has emerged as a powerful learning objective for unsupervised representation learning obtaining state-of-the-art performance in applications such as object recognition, speech recognition, and reinforcement learning. However, such approaches are fundamentally limited since a tight lower bound of mutual information requires sample size exponential in the mutual information. This limits the applicability of these approaches for prediction tasks with high mutual information, such as in video understanding or reinforcement learning. In these settings, such techniques are prone to overfit, both in theory and in practice, and capture only a few of the relevant factors of variation. This leads to incomplete representations that are not optimal for downstream tasks. In this work, we empirically demonstrate that mutual information-based representation learning approaches do fail to learn complete representations on a number of designed and real-world tasks. To mitigate these problems we introduce the Wasserstein dependency measure, which learns more complete representations by using the Wasserstein distance instead of the KL divergence in the mutual information estimator. We show that a practical approximation to this theoretically motivated solution, constructed using Lipschitz constraint techniques from the GAN literature, achieves substantially improved results on tasks where incomplete representations are a major challenge.

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Unsupervised Learning via Meta-Learning

A central goal of unsupervised learning is to acquire representations from unlabeled data or experience that can be used for more effective learning of downstream tasks from modest amounts of labeled data. Many prior unsupervised learning works aim to do so by developing proxy objectives based on reconstruction, disentanglement, prediction, and other metrics. Instead, we develop an unsupervised meta-learning method that explicitly optimizes for the ability to learn a variety of tasks from small amounts of data. To do so, we construct tasks from unlabeled data in an automatic way and run meta-learning over the constructed tasks. Surprisingly, we find that, when integrated with meta-learning, relatively simple task construction mechanisms, such as clustering embeddings, lead to good performance on a variety of downstream, human-specified tasks. Our experiments across four image datasets indicate that our unsupervised meta-learning approach acquires a learning algorithm without any labeled data that is applicable to a wide range of downstream classification tasks, improving upon the embedding learned by four prior unsupervised learning methods.

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