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Silvio Savarese

Publications and source records attributed to Silvio Savarese.

At least 199 records · Page 11Linked to original sources

AC-Teach: A Bayesian Actor-Critic Method for Policy Learning with an Ensemble of Suboptimal Teachers

The exploration mechanism used by a Deep Reinforcement Learning (RL) agent plays a key role in determining its sample efficiency. Thus, improving over random exploration is crucial to solve long-horizon tasks with sparse rewards. We propose to leverage an ensemble of partial solutions as teachers that guide the agent's exploration with action suggestions throughout training. While the setup of learning with teachers has been previously studied, our proposed approach - Actor-Critic with Teacher Ensembles (AC-Teach) - is the first to work with an ensemble of suboptimal teachers that may solve only part of the problem or contradict other each other, forming a unified algorithmic solution that is compatible with a broad range of teacher ensembles. AC-Teach leverages a probabilistic representation of the expected outcome of the teachers' and student's actions to direct exploration, reduce dithering, and adapt to the dynamically changing quality of the learner. We evaluate a variant of AC-Teach that guides the learning of a Bayesian DDPG agent on three tasks - path following, robotic pick and place, and robotic cube sweeping using a hook - and show that it improves largely on sampling efficiency over a set of baselines, both for our target scenario of unconstrained suboptimal teachers and for easier setups with optimal or single teachers. Additional results and videos at https://sites.google.com/view/acteach/home.

cs.LG↗

Scaling Robot Supervision to Hundreds of Hours with RoboTurk: Robotic Manipulation Dataset through Human Reasoning and Dexterity

Large, richly annotated datasets have accelerated progress in fields such as computer vision and natural language processing, but replicating these successes in robotics has been challenging. While prior data collection methodologies such as self-supervision have resulted in large datasets, the data can have poor signal-to-noise ratio. By contrast, previous efforts to collect task demonstrations with humans provide better quality data, but they cannot reach the same data magnitude. Furthermore, neither approach places guarantees on the diversity of the data collected, in terms of solution strategies. In this work, we leverage and extend the RoboTurk platform to scale up data collection for robotic manipulation using remote teleoperation. The primary motivation for our platform is two-fold: (1) to address the shortcomings of prior work and increase the total quantity of manipulation data collected through human supervision by an order of magnitude without sacrificing the quality of the data and (2) to collect data on challenging manipulation tasks across several operators and observe a diverse set of emergent behaviors and solutions. We collected over 111 hours of robot manipulation data across 54 users and 3 challenging manipulation tasks in 1 week, resulting in the largest robot dataset collected via remote teleoperation. We evaluate the quality of our platform, the diversity of demonstrations in our dataset, and the utility of our dataset via quantitative and qualitative analysis. For additional results, supplementary videos, and to download our dataset, visit http://roboturk.stanford.edu/realrobotdataset .

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Continuous Relaxation of Symbolic Planner for One-Shot Imitation Learning

We address one-shot imitation learning, where the goal is to execute a previously unseen task based on a single demonstration. While there has been exciting progress in this direction, most of the approaches still require a few hundred tasks for meta-training, which limits the scalability of the approaches. Our main contribution is to formulate one-shot imitation learning as a symbolic planning problem along with the symbol grounding problem. This formulation disentangles the policy execution from the inter-task generalization and leads to better data efficiency. The key technical challenge is that the symbol grounding is prone to error with limited training data and leads to subsequent symbolic planning failures. We address this challenge by proposing a continuous relaxation of the discrete symbolic planner that directly plans on the probabilistic outputs of the symbol grounding model. Our continuous relaxation of the planner can still leverage the information contained in the probabilistic symbol grounding and significantly improve over the baseline planner for the one-shot imitation learning tasks without using large training data.

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KETO: Learning Keypoint Representations for Tool Manipulation

We aim to develop an algorithm for robots to manipulate novel objects as tools for completing different task goals. An efficient and informative representation would facilitate the effectiveness and generalization of such algorithms. For this purpose, we present KETO, a framework of learning keypoint representations of tool-based manipulation. For each task, a set of task-specific keypoints is jointly predicted from 3D point clouds of the tool object by a deep neural network. These keypoints offer a concise and informative description of the object to determine grasps and subsequent manipulation actions. The model is learned from self-supervised robot interactions in the task environment without the need for explicit human annotations. We evaluate our framework in three manipulation tasks with tool use. Our model consistently outperforms state-of-the-art methods in terms of task success rates. Qualitative results of keypoint prediction and tool generation are shown to visualize the learned representations.

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HRL4IN: Hierarchical Reinforcement Learning for Interactive Navigation with Mobile Manipulators

Most common navigation tasks in human environments require auxiliary arm interactions, e.g. opening doors, pressing buttons and pushing obstacles away. This type of navigation tasks, which we call Interactive Navigation, requires the use of mobile manipulators: mobile bases with manipulation capabilities. Interactive Navigation tasks are usually long-horizon and composed of heterogeneous phases of pure navigation, pure manipulation, and their combination. Using the wrong part of the embodiment is inefficient and hinders progress. We propose HRL4IN, a novel Hierarchical RL architecture for Interactive Navigation tasks. HRL4IN exploits the exploration benefits of HRL over flat RL for long-horizon tasks thanks to temporally extended commitments towards subgoals. Different from other HRL solutions, HRL4IN handles the heterogeneous nature of the Interactive Navigation task by creating subgoals in different spaces in different phases of the task. Moreover, HRL4IN selects different parts of the embodiment to use for each phase, improving energy efficiency. We evaluate HRL4IN against flat PPO and HAC, a state-of-the-art HRL algorithm, on Interactive Navigation in two environments - a 2D grid-world environment and a 3D environment with physics simulation. We show that HRL4IN significantly outperforms its baselines in terms of task performance and energy efficiency. More information is available at https://sites.google.com/view/hrl4in.

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6-PACK: Category-level 6D Pose Tracker with Anchor-Based Keypoints

We present 6-PACK, a deep learning approach to category-level 6D object pose tracking on RGB-D data. Our method tracks in real-time novel object instances of known object categories such as bowls, laptops, and mugs. 6-PACK learns to compactly represent an object by a handful of 3D keypoints, based on which the interframe motion of an object instance can be estimated through keypoint matching. These keypoints are learned end-to-end without manual supervision in order to be most effective for tracking. Our experiments show that our method substantially outperforms existing methods on the NOCS category-level 6D pose estimation benchmark and supports a physical robot to perform simple vision-based closed-loop manipulation tasks. Our code and video are available at https://sites.google.com/view/6packtracking.

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SURREAL-System: Fully-Integrated Stack for Distributed Deep Reinforcement Learning

We present an overview of SURREAL-System, a reproducible, flexible, and scalable framework for distributed reinforcement learning (RL). The framework consists of a stack of four layers: Provisioner, Orchestrator, Protocol, and Algorithms. The Provisioner abstracts away the machine hardware and node pools across different cloud providers. The Orchestrator provides a unified interface for scheduling and deploying distributed algorithms by high-level description, which is capable of deploying to a wide range of hardware from a personal laptop to full-fledged cloud clusters. The Protocol provides network communication primitives optimized for RL. Finally, the SURREAL algorithms, such as Proximal Policy Optimization (PPO) and Evolution Strategies (ES), can easily scale to 1000s of CPU cores and 100s of GPUs. The learning performances of our distributed algorithms establish new state-of-the-art on OpenAI Gym and Robotics Suites tasks.

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3D Scene Graph: A Structure for Unified Semantics, 3D Space, and Camera

A comprehensive semantic understanding of a scene is important for many applications - but in what space should diverse semantic information (e.g., objects, scene categories, material types, texture, etc.) be grounded and what should be its structure? Aspiring to have one unified structure that hosts diverse types of semantics, we follow the Scene Graph paradigm in 3D, generating a 3D Scene Graph. Given a 3D mesh and registered panoramic images, we construct a graph that spans the entire building and includes semantics on objects (e.g., class, material, and other attributes), rooms (e.g., scene category, volume, etc.) and cameras (e.g., location, etc.), as well as the relationships among these entities. However, this process is prohibitively labor heavy if done manually. To alleviate this we devise a semi-automatic framework that employs existing detection methods and enhances them using two main constraints: I. framing of query images sampled on panoramas to maximize the performance of 2D detectors, and II. multi-view consistency enforcement across 2D detections that originate in different camera locations.

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Causal Induction from Visual Observations for Goal Directed Tasks

Causal reasoning has been an indispensable capability for humans and other intelligent animals to interact with the physical world. In this work, we propose to endow an artificial agent with the capability of causal reasoning for completing goal-directed tasks. We develop learning-based approaches to inducing causal knowledge in the form of directed acyclic graphs, which can be used to contextualize a learned goal-conditional policy to perform tasks in novel environments with latent causal structures. We leverage attention mechanisms in our causal induction model and goal-conditional policy, enabling us to incrementally generate the causal graph from the agent's visual observations and to selectively use the induced graph for determining actions. Our experiments show that our method effectively generalizes towards completing new tasks in novel environments with previously unseen causal structures.

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Regression Planning Networks

Recent learning-to-plan methods have shown promising results on planning directly from observation space. Yet, their ability to plan for long-horizon tasks is limited by the accuracy of the prediction model. On the other hand, classical symbolic planners show remarkable capabilities in solving long-horizon tasks, but they require predefined symbolic rules and symbolic states, restricting their real-world applicability. In this work, we combine the benefits of these two paradigms and propose a learning-to-plan method that can directly generate a long-term symbolic plan conditioned on high-dimensional observations. We borrow the idea of regression (backward) planning from classical planning literature and introduce Regression Planning Networks (RPN), a neural network architecture that plans backward starting at a task goal and generates a sequence of intermediate goals that reaches the current observation. We show that our model not only inherits many favorable traits from symbolic planning, e.g., the ability to solve previously unseen tasks but also can learn from visual inputs in an end-to-end manner. We evaluate the capabilities of RPN in a grid world environment and a simulated 3D kitchen environment featuring complex visual scenes and long task horizons, and show that it achieves near-optimal performance in completely new task instances.

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Variable Impedance Control in End-Effector Space: An Action Space for Reinforcement Learning in Contact-Rich Tasks

Reinforcement Learning (RL) of contact-rich manipulation tasks has yielded impressive results in recent years. While many studies in RL focus on varying the observation space or reward model, few efforts focused on the choice of action space (e.g. joint or end-effector space, position, velocity, etc.). However, studies in robot motion control indicate that choosing an action space that conforms to the characteristics of the task can simplify exploration and improve robustness to disturbances. This paper studies the effect of different action spaces in deep RL and advocates for Variable Impedance Control in End-effector Space (VICES) as an advantageous action space for constrained and contact-rich tasks. We evaluate multiple action spaces on three prototypical manipulation tasks: Path Following (task with no contact), Door Opening (task with kinematic constraints), and Surface Wiping (task with continuous contact). We show that VICES improves sample efficiency, maintains low energy consumption, and ensures safety across all three experimental setups. Further, RL policies learned with VICES can transfer across different robot models in simulation, and from simulation to real for the same robot. Further information is available at https://stanfordvl.github.io/vices.

cs.RO↗

Making Sense of Vision and Touch: Learning Multimodal Representations for Contact-Rich Tasks

Contact-rich manipulation tasks in unstructured environments often require both haptic and visual feedback. It is non-trivial to manually design a robot controller that combines these modalities which have very different characteristics. While deep reinforcement learning has shown success in learning control policies for high-dimensional inputs, these algorithms are generally intractable to deploy on real robots due to sample complexity. In this work, we use self-supervision to learn a compact and multimodal representation of our sensory inputs, which can then be used to improve the sample efficiency of our policy learning. Evaluating our method on a peg insertion task, we show that it generalizes over varying geometries, configurations, and clearances, while being robust to external perturbations. We also systematically study different self-supervised learning objectives and representation learning architectures. Results are presented in simulation and on a physical robot.

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Social-BiGAT: Multimodal Trajectory Forecasting using Bicycle-GAN and Graph Attention Networks

Predicting the future trajectories of multiple interacting agents in a scene has become an increasingly important problem for many different applications ranging from control of autonomous vehicles and social robots to security and surveillance. This problem is compounded by the presence of social interactions between humans and their physical interactions with the scene. While the existing literature has explored some of these cues, they mainly ignored the multimodal nature of each human's future trajectory. In this paper, we present Social-BiGAT, a graph-based generative adversarial network that generates realistic, multimodal trajectory predictions by better modelling the social interactions of pedestrians in a scene. Our method is based on a graph attention network (GAT) that learns reliable feature representations that encode the social interactions between humans in the scene, and a recurrent encoder-decoder architecture that is trained adversarially to predict, based on the features, the humans' paths. We explicitly account for the multimodal nature of the prediction problem by forming a reversible transformation between each scene and its latent noise vector, as in Bicycle-GAN. We show that our framework achieves state-of-the-art performance comparing it to several baselines on existing trajectory forecasting benchmarks.

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Time-Varying Interaction Estimation Using Ensemble Methods

Directed information (DI) is a useful tool to explore time-directed interactions in multivariate data. However, as originally formulated DI is not well suited to interactions that change over time. In previous work, adaptive directed information was introduced to accommodate non-stationarity, while still preserving the utility of DI to discover complex dependencies between entities. There are many design decisions and parameters that are crucial to the effectiveness of ADI. Here, we apply ideas from ensemble learning in order to alleviate this issue, allowing for a more robust estimator for exploratory data analysis. We apply these techniques to interaction estimation in a crowded scene, utilizing the Stanford drone dataset as an example.

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4D Spatio-Temporal ConvNets: Minkowski Convolutional Neural Networks

In many robotics and VR/AR applications, 3D-videos are readily-available sources of input (a continuous sequence of depth images, or LIDAR scans). However, those 3D-videos are processed frame-by-frame either through 2D convnets or 3D perception algorithms. In this work, we propose 4-dimensional convolutional neural networks for spatio-temporal perception that can directly process such 3D-videos using high-dimensional convolutions. For this, we adopt sparse tensors and propose the generalized sparse convolution that encompasses all discrete convolutions. To implement the generalized sparse convolution, we create an open-source auto-differentiation library for sparse tensors that provides extensive functions for high-dimensional convolutional neural networks. We create 4D spatio-temporal convolutional neural networks using the library and validate them on various 3D semantic segmentation benchmarks and proposed 4D datasets for 3D-video perception. To overcome challenges in the 4D space, we propose the hybrid kernel, a special case of the generalized sparse convolution, and the trilateral-stationary conditional random field that enforces spatio-temporal consistency in the 7D space-time-chroma space. Experimentally, we show that convolutional neural networks with only generalized 3D sparse convolutions can outperform 2D or 2D-3D hybrid methods by a large margin. Also, we show that on 3D-videos, 4D spatio-temporal convolutional neural networks are robust to noise, outperform 3D convolutional neural networks and are faster than the 3D counterpart in some cases.

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Deep Visual MPC-Policy Learning for Navigation

Humans can routinely follow a trajectory defined by a list of images/landmarks. However, traditional robot navigation methods require accurate mapping of the environment, localization, and planning. Moreover, these methods are sensitive to subtle changes in the environment. In this paper, we propose a Deep Visual MPC-policy learning method that can perform visual navigation while avoiding collisions with unseen objects on the navigation path. Our model PoliNet takes in as input a visual trajectory and the image of the robot's current view and outputs velocity commands for a planning horizon of $N$ steps that optimally balance between trajectory following and obstacle avoidance. PoliNet is trained using a strong image predictive model and traversability estimation model in a MPC setup, with minimal human supervision. Different from prior work, PoliNet can be applied to new scenes without retraining. We show experimentally that the robot can follow a visual trajectory when varying start position and in the presence of previously unseen obstacles. We validated our algorithm with tests both in a realistic simulation environment and in the real world. We also show that we can generate visual trajectories in simulation and execute the corresponding path in the real environment. Our approach outperforms classical approaches as well as previous learning-based baselines in success rate of goal reaching, sub-goal coverage rate, and computational load.

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Deep Local Trajectory Replanning and Control for Robot Navigation

We present a navigation system that combines ideas from hierarchical planning and machine learning. The system uses a traditional global planner to compute optimal paths towards a goal, and a deep local trajectory planner and velocity controller to compute motion commands. The latter components of the system adjust the behavior of the robot through attention mechanisms such that it moves towards the goal, avoids obstacles, and respects the space of nearby pedestrians. Both the structure of the proposed deep models and the use of attention mechanisms make the system's execution interpretable. Our simulation experiments suggest that the proposed architecture outperforms baselines that try to map global plan information and sensor data directly to velocity commands. In comparison to a hand-designed traditional navigation system, the proposed approach showed more consistent performance.

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Mid-Level Visual Representations Improve Generalization and Sample Efficiency for Learning Visuomotor Policies

How much does having visual priors about the world (e.g. the fact that the world is 3D) assist in learning to perform downstream motor tasks (e.g. delivering a package)? We study this question by integrating a generic perceptual skill set (e.g. a distance estimator, an edge detector, etc.) within a reinforcement learning framework--see Figure 1. This skill set (hereafter mid-level perception) provides the policy with a more processed state of the world compared to raw images. We find that using a mid-level perception confers significant advantages over training end-to-end from scratch (i.e. not leveraging priors) in navigation-oriented tasks. Agents are able to generalize to situations where the from-scratch approach fails and training becomes significantly more sample efficient. However, we show that realizing these gains requires careful selection of the mid-level perceptual skills. Therefore, we refine our findings into an efficient max-coverage feature set that can be adopted in lieu of raw images. We perform our study in completely separate buildings for training and testing and compare against visually blind baseline policies and state-of-the-art feature learning methods.

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