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Siddhartha Srinivasa

Publications and source records attributed to Siddhartha Srinivasa.

At least 37 records · Page 2Linked to original sources

Cherry-Picking with Reinforcement Learning : Robust Dynamic Grasping in Unstable Conditions

Grasping small objects surrounded by unstable or non-rigid material plays a crucial role in applications such as surgery, harvesting, construction, disaster recovery, and assisted feeding. This task is especially difficult when fine manipulation is required in the presence of sensor noise and perception errors; errors inevitably trigger dynamic motion, which is challenging to model precisely. Circumventing the difficulty to build accurate models for contacts and dynamics, data-driven methods like reinforcement learning (RL) can optimize task performance via trial and error, reducing the need for accurate models of contacts and dynamics. Applying RL methods to real robots, however, has been hindered by factors such as prohibitively high sample complexity or the high training infrastructure cost for providing resets on hardware. This work presents CherryBot, an RL system that uses chopsticks for fine manipulation that surpasses human reactiveness for some dynamic grasping tasks. By integrating imprecise simulators, suboptimal demonstrations and external state estimation, we study how to make a real-world robot learning system sample efficient and general while reducing the human effort required for supervision. Our system shows continual improvement through 30 minutes of real-world interaction: through reactive retry, it achieves an almost 100% success rate on the demanding task of using chopsticks to grasp small objects swinging in the air. We demonstrate the reactiveness, robustness and generalizability of CherryBot to varying object shapes and dynamics (e.g., external disturbances like wind and human perturbations). Videos are available at https://goodcherrybot.github.io/.

cs.RO↗

Git Re-Basin: Merging Models modulo Permutation Symmetries

The success of deep learning is due in large part to our ability to solve certain massive non-convex optimization problems with relative ease. Though non-convex optimization is NP-hard, simple algorithms -- often variants of stochastic gradient descent -- exhibit surprising effectiveness in fitting large neural networks in practice. We argue that neural network loss landscapes often contain (nearly) a single basin after accounting for all possible permutation symmetries of hidden units a la Entezari et al. 2021. We introduce three algorithms to permute the units of one model to bring them into alignment with a reference model in order to merge the two models in weight space. This transformation produces a functionally equivalent set of weights that lie in an approximately convex basin near the reference model. Experimentally, we demonstrate the single basin phenomenon across a variety of model architectures and datasets, including the first (to our knowledge) demonstration of zero-barrier linear mode connectivity between independently trained ResNet models on CIFAR-10. Additionally, we identify intriguing phenomena relating model width and training time to mode connectivity. Finally, we discuss shortcomings of the linear mode connectivity hypothesis, including a counterexample to the single basin theory.

cs.LG↗

Lazy Incremental Search for Efficient Replanning with Bounded Suboptimality Guarantees

We present a lazy incremental search algorithm, Lifelong-GLS (L-GLS), along with its bounded suboptimal version, Bounded L-GLS (B-LGLS) that combine the search efficiency of incremental search algorithms with the evaluation efficiency of lazy search algorithms for fast replanning in problem domains where edge-evaluations are more expensive than vertex-expansions. The proposed algorithms generalize Lifelong Planning A* (LPA*) and its bounded suboptimal version, Truncated LPA* (TLPA*), within the Generalized Lazy Search (GLS) framework, so as to restrict expensive edge evaluations only to the current shortest subpath when the cost-to-come inconsistencies are propagated during repair. We also present dynamic versions of the L-GLS and B-LGLS algorithms, called Generalized D* (GD*) and Bounded Generalized D* (B-GD*), respectively, for efficient replanning with non-stationary queries, designed specifically for navigation of mobile robots. We prove that the proposed algorithms are complete and correct in finding a solution that is guaranteed not to exceed the optimal solution cost by a user-chosen factor. Our numerical and experimental results support the claim that the proposed integration of the incremental and lazy search frameworks can help find solutions faster compared to the regular incremental or regular lazy search algorithms when the underlying graph representation changes often.

cs.RO↗

Real World Offline Reinforcement Learning with Realistic Data Source

Offline reinforcement learning (ORL) holds great promise for robot learning due to its ability to learn from arbitrary pre-generated experience. However, current ORL benchmarks are almost entirely in simulation and utilize contrived datasets like replay buffers of online RL agents or sub-optimal trajectories, and thus hold limited relevance for real-world robotics. In this work (Real-ORL), we posit that data collected from safe operations of closely related tasks are more practical data sources for real-world robot learning. Under these settings, we perform an extensive (6500+ trajectories collected over 800+ robot hours and 270+ human labor hour) empirical study evaluating generalization and transfer capabilities of representative ORL methods on four real-world tabletop manipulation tasks. Our study finds that ORL and imitation learning prefer different action spaces, and that ORL algorithms can generalize from leveraging offline heterogeneous data sources and outperform imitation learning. We release our dataset and implementations at URL: https://sites.google.com/view/real-orl

cs.RO↗

Balancing Efficiency and Comfort in Robot-Assisted Bite Transfer

Robot-assisted feeding in household environments is challenging because it requires robots to generate trajectories that effectively bring food items of varying shapes and sizes into the mouth while making sure the user is comfortable. Our key insight is that in order to solve this challenge, robots must balance the efficiency of feeding a food item with the comfort of each individual bite. We formalize comfort and efficiency as heuristics to incorporate in motion planning. We present an approach based on heuristics-guided bi-directional Rapidly-exploring Random Trees (h-BiRRT) that selects bite transfer trajectories of arbitrary food item geometries and shapes using our developed bite efficiency and comfort heuristics and a learned constraint model. Real-robot evaluations show that optimizing both comfort and efficiency significantly outperforms a fixed-pose based method, and users preferred our method significantly more than that of a method that maximizes only user comfort. Videos and Appendices are found on our website: https://sites.google.com/view/comfortbitetransfer-icra22/home.

cs.RO↗

Leveraging Experience in Lazy Search

Lazy graph search algorithms are efficient at solving motion planning problems where edge evaluation is the computational bottleneck. These algorithms work by lazily computing the shortest potentially feasible path, evaluating edges along that path, and repeating until a feasible path is found. The order in which edges are selected is critical to minimizing the total number of edge evaluations: a good edge selector chooses edges that are not only likely to be invalid, but also eliminates future paths from consideration. We wish to learn such a selector by leveraging prior experience. We formulate this problem as a Markov Decision Process (MDP) on the state of the search problem. While solving this large MDP is generally intractable, we show that we can compute oracular selectors that can solve the MDP during training. With access to such oracles, we use imitation learning to find effective policies. If new search problems are sufficiently similar to problems solved during training, the learned policy will choose a good edge evaluation ordering and solve the motion planning problem quickly. We evaluate our algorithms on a wide range of 2D and 7D problems and show that the learned selector outperforms baseline commonly used heuristics. We further provide a novel theoretical analysis of lazy search in a Bayesian framework as well as regret guarantees on our imitation learning based approach to motion planning.

cs.RO↗

Faster Policy Learning with Continuous-Time Gradients

We study the estimation of policy gradients for continuous-time systems with known dynamics. By reframing policy learning in continuous-time, we show that it is possible construct a more efficient and accurate gradient estimator. The standard back-propagation through time estimator (BPTT) computes exact gradients for a crude discretization of the continuous-time system. In contrast, we approximate continuous-time gradients in the original system. With the explicit goal of estimating continuous-time gradients, we are able to discretize adaptively and construct a more efficient policy gradient estimator which we call the Continuous-Time Policy Gradient (CTPG). We show that replacing BPTT policy gradients with more efficient CTPG estimates results in faster and more robust learning in a variety of control tasks and simulators.

cs.LG↗

Lazy Lifelong Planning for Efficient Replanning in Graphs with Expensive Edge Evaluation

We present an incremental search algorithm, called Lifelong-GLS, which combines the vertex efficiency of Lifelong Planning A* (LPA*) and the edge efficiency of Generalized Lazy Search (GLS) for efficient replanning on dynamic graphs where edge evaluation is expensive. We use a lazily evaluated LPA* to repair the cost-to-come inconsistencies of the relevant region of the current search tree based on the previous search results, and then we restrict the expensive edge evaluations only to the current shortest subpath as in the GLS framework. The proposed algorithm is complete and correct in finding the optimal solution in the current graph, if one exists. We also show that the search returns a bounded suboptimal solution, if an inflated heuristic edge weight is used and the tree repairing propagation is truncated early for faster search. Finally, we show the efficiency of the proposed algorithm compared to the standard LPA* and the GLS algorithms over consecutive search episodes in a dynamic environment. For each search, the proposed algorithm reduces the edge evaluations by a significant amount compared to the LPA*. Both the number of vertex expansions and the number of edge evaluations are reduced substantially compared to GLS, as the proposed algorithm utilizes previous search results to facilitate the new search.

cs.RO↗

Grasping with Chopsticks: Combating Covariate Shift in Model-free Imitation Learning for Fine Manipulation

Billions of people use chopsticks, a simple yet versatile tool, for fine manipulation of everyday objects. The small, curved, and slippery tips of chopsticks pose a challenge for picking up small objects, making them a suitably complex test case. This paper leverages human demonstrations to develop an autonomous chopsticks-equipped robotic manipulator. Due to the lack of accurate models for fine manipulation, we explore model-free imitation learning, which traditionally suffers from the covariate shift phenomenon that causes poor generalization. We propose two approaches to reduce covariate shift, neither of which requires access to an interactive expert or a model, unlike previous approaches. First, we alleviate single-step prediction errors by applying an invariant operator to increase the data support at critical steps for grasping. Second, we generate synthetic corrective labels by adding bounded noise and combining parametric and non-parametric methods to prevent error accumulation. We demonstrate our methods on a real chopstick-equipped robot that we built, and observe the agent's success rate increase from 37.3% to 80%, which is comparable to the human expert performance of 82.6%.

cs.RO↗

Amodal 3D Reconstruction for Robotic Manipulation via Stability and Connectivity

Learning-based 3D object reconstruction enables single- or few-shot estimation of 3D object models. For robotics, this holds the potential to allow model-based methods to rapidly adapt to novel objects and scenes. Existing 3D reconstruction techniques optimize for visual reconstruction fidelity, typically measured by chamfer distance or voxel IOU. We find that when applied to realistic, cluttered robotics environments, these systems produce reconstructions with low physical realism, resulting in poor task performance when used for model-based control. We propose ARM, an amodal 3D reconstruction system that introduces (1) a stability prior over object shapes, (2) a connectivity prior, and (3) a multi-channel input representation that allows for reasoning over relationships between groups of objects. By using these priors over the physical properties of objects, our system improves reconstruction quality not just by standard visual metrics, but also performance of model-based control on a variety of robotics manipulation tasks in challenging, cluttered environments. Code is available at github.com/wagnew3/ARM.

cs.RO↗

Imitation Learning as $f$-Divergence Minimization

We address the problem of imitation learning with multi-modal demonstrations. Instead of attempting to learn all modes, we argue that in many tasks it is sufficient to imitate any one of them. We show that the state-of-the-art methods such as GAIL and behavior cloning, due to their choice of loss function, often incorrectly interpolate between such modes. Our key insight is to minimize the right divergence between the learner and the expert state-action distributions, namely the reverse KL divergence or I-projection. We propose a general imitation learning framework for estimating and minimizing any f-Divergence. By plugging in different divergences, we are able to recover existing algorithms such as Behavior Cloning (Kullback-Leibler), GAIL (Jensen Shannon) and Dagger (Total Variation). Empirical results show that our approximate I-projection technique is able to imitate multi-modal behaviors more reliably than GAIL and behavior cloning.

cs.LG↗

Lyceum: An efficient and scalable ecosystem for robot learning

We introduce Lyceum, a high-performance computational ecosystem for robot learning. Lyceum is built on top of the Julia programming language and the MuJoCo physics simulator, combining the ease-of-use of a high-level programming language with the performance of native C. In addition, Lyceum has a straightforward API to support parallel computation across multiple cores and machines. Overall, depending on the complexity of the environment, Lyceum is 5-30x faster compared to other popular abstractions like OpenAI's Gym and DeepMind's dm-control. This substantially reduces training time for various reinforcement learning algorithms; and is also fast enough to support real-time model predictive control through MuJoCo. The code, tutorials, and demonstration videos can be found at: www.lyceum.ml.

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Mo' States Mo' Problems: Emergency Stop Mechanisms from Observation

In many environments, only a relatively small subset of the complete state space is necessary in order to accomplish a given task. We develop a simple technique using emergency stops (e-stops) to exploit this phenomenon. Using e-stops significantly improves sample complexity by reducing the amount of required exploration, while retaining a performance bound that efficiently trades off the rate of convergence with a small asymptotic sub-optimality gap. We analyze the regret behavior of e-stops and present empirical results in discrete and continuous settings demonstrating that our reset mechanism can provide order-of-magnitude speedups on top of existing reinforcement learning methods.

cs.LG↗

Iterative Linearized Control: Stable Algorithms and Complexity Guarantees

We examine popular gradient-based algorithms for nonlinear control in the light of the modern complexity analysis of first-order optimization algorithms. The examination reveals that the complexity bounds can be clearly stated in terms of calls to a computational oracle related to dynamic programming and implementable by gradient back-propagation using machine learning software libraries such as PyTorch or TensorFlow. Finally, we propose a regularized Gauss-Newton algorithm enjoying worst-case complexity bounds and improved convergence behavior in practice. The software library based on PyTorch is publicly available.

math.OC↗

Improving Robot Success Detection using Static Object Data

We use static object data to improve success detection for stacking objects on and nesting objects in one another. Such actions are necessary for certain robotics tasks, e.g., clearing a dining table or packing a warehouse bin. However, using an RGB-D camera to detect success can be insufficient: same-colored objects can be difficult to differentiate, and reflective silverware cause noisy depth camera perception. We show that adding static data about the objects themselves improves the performance of an end-to-end pipeline for classifying action outcomes. Images of the objects, and language expressions describing them, encode prior geometry, shape, and size information that refine classification accuracy. We collect over 13 hours of egocentric manipulation data for training a model to reason about whether a robot successfully placed unseen objects in or on one another. The model achieves up to a 57% absolute gain over the task baseline on pairs of previously unseen objects.

cs.RO↗

Generalized Lazy Search for Robot Motion Planning: Interleaving Search and Edge Evaluation via Event-based Toggles

Lazy search algorithms can efficiently solve problems where edge evaluation is the bottleneck in computation, as is the case for robotic motion planning. The optimal algorithm in this class, LazySP, lazily restricts edge evaluation to only the shortest path. Doing so comes at the expense of search effort, i.e., LazySP must recompute the search tree every time an edge is found to be invalid. This becomes prohibitively expensive when dealing with large graphs or highly cluttered environments. Our key insight is the need to balance both edge evaluation and search effort to minimize the total planning time. Our contribution is two-fold. First, we propose a framework, Generalized Lazy Search (GLS), that seamlessly toggles between search and evaluation to prevent wasted efforts. We show that for a choice of toggle, GLS is provably more efficient than LazySP. Second, we leverage prior experience of edge probabilities to derive GLS policies that minimize expected planning time. We show that GLS equipped with such priors significantly outperforms competitive baselines for many simulated environments in R2, SE(2) and 7-DoF manipulation.

cs.RO↗

Leveraging Experience in Lazy Search

Lazy graph search algorithms are efficient at solving motion planning problems where edge evaluation is the computational bottleneck. These algorithms work by lazily computing the shortest potentially feasible path, evaluating edges along that path, and repeating until a feasible path is found. The order in which edges are selected is critical to minimizing the total number of edge evaluations: a good edge selector chooses edges that are not only likely to be invalid, but also eliminates future paths from consideration. We wish to learn such a selector by leveraging prior experience. We formulate this problem as a Markov Decision Process (MDP) on the state of the search problem. While solving this large MDP is generally intractable, we show that we can compute oracular selectors that can solve the MDP during training. With access to such oracles, we use imitation learning to find effective policies. If new search problems are sufficiently similar to problems solved during training, the learned policy will choose a good edge evaluation ordering and solve the motion planning problem quickly. We evaluate our algorithms on a wide range of 2D and 7D problems and show that the learned selector outperforms baseline commonly used heuristics.

cs.RO↗