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Stéphane Doncieux

Publications and source records attributed to Stéphane Doncieux.

At least 19 recordsLinked to original sources

Acceptable Misalignment

There is a specific challenge designers face in developing autonomous robots capable of open-ended learning. This challenge is how one can develop such systems in an ethically sound way when there are many unknowns during design time about their manner of deployment, what they can and will learn, and how these systems will act on the basis of what they have learned. One response to this challenge is to align, as far as possible, the activities and goals of autonomous robots with human values, raising the question of how to make this alignment possible, a question known as the value alignment problem. We argue that the value alignment problem faces a number of challenges that show that full alignment is both theoretically and practically impossible, meaning that misalignment incidents will keep occurring. This undermines current alignment approaches, as the attempt to maximize alignment cannot properly deal with the possibility that the risk of misalignment that remains after alignment methods have been implemented might still be unacceptable to society. To overcome this difficulty, we argue that a shift in perspective is required from a focus on the maximization of alignment to the conditions under which misalignment incidents become acceptable. In this paper, we explore what this shift in perspective entails. We introduce the concept of acceptable misalignment, formulate normative requirements for alignment mechanisms aimed at bringing misalignment incidents to an acceptable level, and we conclude by presenting a new methodological framework that consists of alignment mechanisms that can meet these requirements.

cs.AI↗

Towards Robust Prehensile Manipulation in Open-Ended Environments

We propose to use Quality-Diversity (QD) algorithms to solve robotic prehensile manipulation tasks in open-ended environments. Our approach enables the efficient discovery of a wide range robust grasp configurations, which serve as reliable starting points for generating diverse prehensile manipulation trajectories on articulated objects. The resulting diversity in manipulation behaviors enhances generalization and adaptability, enabling effective deployment continuously evolving open-world settings.

cs.RO↗

A Sim-to-Real Integration Pipeline for Training and Deployment of Chunk-Based VLA Manipulation Policies

Vision-Language-Action (VLA) models have become a prominent paradigm for mapping multimodal inputs, including semantic instructions, visual observations of the scene, and proprioceptive observations, to robot actions. Most state-of-the-art models predict actions in the end-effector pose space as sequences of action chunks. Training and evaluating these models requires large-scale collections of real-world demonstrations, pairing robot actions with the corresponding visual and proprioceptive observations. Collecting such data on real hardware typically relies on human teleoperation, making the process costly, time-consuming, and difficult to scale. We present an open-source sim-to-real experimental protocol that addresses this bottleneck: expert trajectories generated in simulation are replayed open-loop on a real Franka FR3 setup, where the corresponding real visual and proprioceptive observations are recorded and converted into a format compatible with VLA training. The same deployment stack is then reused, in closed-loop, to evaluate a trained policy on that setup, so that data collection and evaluation share an identical hardware configuration. Because each real recording is paired with the simulated trajectory that produced it, the protocol also yields a direct measurement of the sim-to-real gap. We release the collected datasets on Hugging Face together with the pipeline source code https://gitlab.isir.upmc.fr/kappel/sim2real_public_chunk_control.

cs.RO↗

QDTraj: Exploration of Diverse Trajectory Primitives for Articulated Objects Robotic Manipulation

Thanks to the latest advances in learning and robotics, domestic robots are beginning to enter homes, aiming to execute household chores autonomously. However, robots still struggle to perform autonomous manipulation tasks in open-ended environments. In this context, this paper presents a method that enables a robot to manipulate a wide spectrum of articulated objects. In this paper, we automatically generate different robot low-level trajectory primitives to manipulate given object articulations. A very important point when it comes to generating expert trajectories is to consider the diversity of solutions to achieve the same goal. Indeed, knowing diverse low-level primitives to accomplish the same task enables the robot to choose the optimal solution in its real-world environment, with live constraints and unexpected changes. To do so, we propose a method based on Quality-Diversity algorithms that leverages sparse reward exploration in order to generate a set of diverse and high-performing trajectory primitives for a given manipulation task. We validated our method, QDTraj, by generating diverse trajectories in simulation and deploying them in the real world. QDTraj generates at least 5 times more diverse trajectories for both hinge and slider activation tasks, outperforming the other methods we compared against. We assessed the generalization of our method over 30 articulations of the PartNetMobility articulated object dataset, with an average of 704 different trajectories by task. Code is publicly available at: https://kappel.web.isir.upmc.fr/trajectory_primitive_website

cs.RO↗

Locally-Guided Actor-Critic: Training a Goal-conditioned Actor with a Subgoal-aware Critic

Goal-conditioned reinforcement learning struggles with long horizons when rewards are sparse. While a planner can provide subgoals to guide a low-level policy, its use at test time may introduce practical subgoal management difficulties. An alternative paradigm utilizes a high-level planner to assist learning, while the policy remains conditioned only on the final goal, enabling planner-free deployment. Among these methods, Reinforcement Learning with Imagined Subgoals (RIS) introduces a regularization term that encourages the policy to take the same actions for the final goal as it does for an intermediate goal. This regularization, however, may lead to goal-chaining issues when intermediate goals are low-dimensional. Potential-based reward shaping (PBRS) translates plans into an additional reward while ensuring that the optimal policy remains unchanged. Yet, it can generate deceptive rewards in terminal states. We study these failure cases and first propose an alternative reward shaping method (RS) that removes these deceptive rewards at the expense of theoretical guarantees of PBRS. Similar to this RS variant, we then propose another method named Locally-Guided Actor Critic (LG-AC) that rewards the agent for reaching intermediate goals. Unlike RS, where intermediate rewards are implicit in the shaping signal, we explicitly condition a value estimator on the full sequence of intermediate goals but represent the value function as a sum of subgoal-conditioned value functions, enabling dense hindsight relabeling. We evaluate all these methods in tasks with challenging goal-chaining requirements and empirically highlight specific cases in which either action regularization or reward shaping yield low performance, while LG-AC achieves the best overall performance across tasks.

cs.LG↗

Autonomously Acquiring Robot Manipulation Skills with Language-Driven Quality-Diversity

Quality-diversity (QD) algorithms have been gaining traction in robot learning, where diverse motion primitive libraries allow robots to adapt zero-shot to constraints at deployment time. However, such methods typically require expert designers to write the success condition, fitness and diversity metrics, and this strongly limits the robot's autonomy. On the other hand, existing LLM-based reward-shaping techniques allow robots to learn autonomously but only output single high-performing solutions, limiting the robot's adaptability. In this paper, we propose an approach designed to output diverse motion primitive archives by autonomously leveraging quality-diversity algorithms, only requiring a free-form description of the task in common language. To address the difficulty of designing relevant fitness and diversity metrics, we propose an autonomous exploration mechanism able to reliably output sets of functionals covering the fitness and behavior descriptor (BD) space. First, we pose policy exploration as a functional design problem, where the functional spaces are lower-dimensional than the full BD and fitness spaces, and propose an LLM-based exploration scheme to sample from these low-dimensional spaces without any task-specific prompts, fine-tuning or expert intervention. We adapt a multi-BD variant of the MAP-Elites success (MES) algorithm, designed to leverage the heterogeneous BD samples. Finally, through experiments based on the genesis simulator, we show that our method effectively generates archives of diverse motion primitives, outperforming classical QD algorithms with inferred and hand-written parametrizations on a set of $4$ robotic manipulation tasks.

cs.RO↗

Placeit! A Framework for Learning Robot Object Placement Skills

Robotics research has made significant strides in learning, yet mastering basic skills like object placement remains a fundamental challenge. A key bottleneck is the acquisition of large-scale, high-quality data, which is often a manual and laborious process. Inspired by Graspit!, a foundational work that used simulation to automatically generate dexterous grasp poses, we introduce Placeit!, an evolutionary-computation framework for generating valid placement positions for rigid objects. Placeit! is highly versatile, supporting tasks from placing objects on tables to stacking and inserting them. Our experiments show that by leveraging quality-diversity optimization, Placeit! significantly outperforms state-of-the-art methods across all scenarios for generating diverse valid poses. A pick&place pipeline built on our framework achieved a 90% success rate over 120 real-world deployments. This work positions Placeit! as a powerful tool for open-environment pick-and-place tasks and as a valuable engine for generating the data needed to train simulation-based foundation models in robotics.

cs.RO↗

Enhancing Robustness in Language-Driven Robotics: A Modular Approach to Failure Reduction

Recent advances in large language models (LLMs) have led to significant progress in robotics, enabling embodied agents to better understand and execute open-ended tasks. However, existing approaches using LLMs face limitations in grounding their outputs within the physical environment and aligning with the capabilities of the robot. This challenge becomes even more pronounced with smaller language models, which are more computationally efficient but less robust in task planning and execution. In this paper, we present a novel modular architecture designed to enhance the robustness of LLM-driven robotics by addressing these grounding and alignment issues. We formalize the task planning problem within a goal-conditioned POMDP framework, identify key failure modes in LLM-driven planning, and propose targeted design principles to mitigate these issues. Our architecture introduces an ``expected outcomes'' module to prevent mischaracterization of subgoals and a feedback mechanism to enable real-time error recovery. Experimental results, both in simulation and on physical robots, demonstrate that our approach significantly improves task success rates for pick-and-place and manipulation tasks compared to both larger LLMs and standard baselines. Through hardware experiments, we also demonstrate how our architecture can be run efficiently and locally. This work highlights the potential of smaller, locally-executable LLMs in robotics and provides a scalable, efficient solution for robust task execution.

cs.RO↗

A tale of two goals: leveraging sequentiality in multi-goal scenarios

Several hierarchical reinforcement learning methods leverage planning to create a graph or sequences of intermediate goals, guiding a lower-level goal-conditioned (GC) policy to reach some final goals. The low-level policy is typically conditioned on the current goal, with the aim of reaching it as quickly as possible. However, this approach can fail when an intermediate goal can be reached in multiple ways, some of which may make it impossible to continue toward subsequent goals. To address this issue, we introduce two instances of Markov Decision Process (MDP) where the optimization objective favors policies that not only reach the current goal but also subsequent ones. In the first, the agent is conditioned on both the current and final goals, while in the second, it is conditioned on the next two goals in the sequence. We conduct a series of experiments on navigation and pole-balancing tasks in which sequences of intermediate goals are given. By evaluating policies trained with TD3+HER on both the standard GC-MDP and our proposed MDPs, we show that, in most cases, conditioning on the next two goals improves stability and sample efficiency over other approaches.

cs.LG↗

Learning to explore when mistakes are not allowed

Goal-Conditioned Reinforcement Learning (GCRL) provides a versatile framework for developing unified controllers capable of handling wide ranges of tasks, exploring environments, and adapting behaviors. However, its reliance on trial-and-error poses challenges for real-world applications, as errors can result in costly and potentially damaging consequences. To address the need for safer learning, we propose a method that enables agents to learn goal-conditioned behaviors that explore without the risk of making harmful mistakes. Exploration without risks can seem paradoxical, but environment dynamics are often uniform in space, therefore a policy trained for safety without exploration purposes can still be exploited globally. Our proposed approach involves two distinct phases. First, during a pretraining phase, we employ safe reinforcement learning and distributional techniques to train a safety policy that actively tries to avoid failures in various situations. In the subsequent safe exploration phase, a goal-conditioned (GC) policy is learned while ensuring safety. To achieve this, we implement an action-selection mechanism leveraging the previously learned distributional safety critics to arbitrate between the safety policy and the GC policy, ensuring safe exploration by switching to the safety policy when needed. We evaluate our method in simulated environments and demonstrate that it not only provides substantial coverage of the goal space but also reduces the occurrence of mistakes to a minimum, in stark contrast to traditional GCRL approaches. Additionally, we conduct an ablation study and analyze failure modes, offering insights for future research directions.

cs.LG↗

QDGset: A Large Scale Grasping Dataset Generated with Quality-Diversity

Recent advances in AI have led to significant results in robotic learning, but skills like grasping remain partially solved. Many recent works exploit synthetic grasping datasets to learn to grasp unknown objects. However, those datasets were generated using simple grasp sampling methods using priors. Recently, Quality-Diversity (QD) algorithms have been proven to make grasp sampling significantly more efficient. In this work, we extend QDG-6DoF, a QD framework for generating object-centric grasps, to scale up the production of synthetic grasping datasets. We propose a data augmentation method that combines the transformation of object meshes with transfer learning from previous grasping repertoires. The conducted experiments show that this approach reduces the number of required evaluations per discovered robust grasp by up to 20%. We used this approach to generate QDGset, a dataset of 6DoF grasp poses that contains about 3.5 and 4.5 times more grasps and objects, respectively, than the previous state-of-the-art. Our method allows anyone to easily generate data, eventually contributing to a large-scale collaborative dataset of synthetic grasps.

cs.RO↗

Toward a Plug-and-Play Vision-Based Grasping Module for Robotics

Despite recent advancements in AI for robotics, grasping remains a partially solved challenge, hindered by the lack of benchmarks and reproducibility constraints. This paper introduces a vision-based grasping framework that can easily be transferred across multiple manipulators. Leveraging Quality-Diversity (QD) algorithms, the framework generates diverse repertoires of open-loop grasping trajectories, enhancing adaptability while maintaining a diversity of grasps. This framework addresses two main issues: the lack of an off-the-shelf vision module for detecting object pose and the generalization of QD trajectories to the whole robot operational space. The proposed solution combines multiple vision modules for 6DoF object detection and tracking while rigidly transforming QD-generated trajectories into the object frame. Experiments on a Franka Research 3 arm and a UR5 arm with a SIH Schunk hand demonstrate comparable performance when the real scene aligns with the simulation used for grasp generation. This work represents a significant stride toward building a reliable vision-based grasping module transferable to new platforms, while being adaptable to diverse scenarios without further training iterations.

cs.RO↗

Speeding up 6-DoF Grasp Sampling with Quality-Diversity

Recent advances in AI have led to significant results in robotic learning, including natural language-conditioned planning and efficient optimization of controllers using generative models. However, the interaction data remains the bottleneck for generalization. Getting data for grasping is a critical challenge, as this skill is required to complete many manipulation tasks. Quality-Diversity (QD) algorithms optimize a set of solutions to get diverse, high-performing solutions to a given problem. This paper investigates how QD can be combined with priors to speed up the generation of diverse grasps poses in simulation compared to standard 6-DoF grasp sampling schemes. Experiments conducted on 4 grippers with 2-to-5 fingers on standard objects show that QD outperforms commonly used methods by a large margin. Further experiments show that QD optimization automatically finds some efficient priors that are usually hard coded. The deployment of generated grasps on a 2-finger gripper and an Allegro hand shows that the diversity produced maintains sim-to-real transferability. We believe these results to be a significant step toward the generation of large datasets that can lead to robust and generalizing robotic grasping policies.

cs.RO↗

Domain Randomization for Sim2real Transfer of Automatically Generated Grasping Datasets

Robotic grasping refers to making a robotic system pick an object by applying forces and torques on its surface. Many recent studies use data-driven approaches to address grasping, but the sparse reward nature of this task made the learning process challenging to bootstrap. To avoid constraining the operational space, an increasing number of works propose grasping datasets to learn from. But most of them are limited to simulations. The present paper investigates how automatically generated grasps can be exploited in the real world. More than 7000 reach-and-grasp trajectories have been generated with Quality-Diversity (QD) methods on 3 different arms and grippers, including parallel fingers and a dexterous hand, and tested in the real world. Conducted analysis on the collected measure shows correlations between several Domain Randomization-based quality criteria and sim-to-real transferability. Key challenges regarding the reality gap for grasping have been identified, stressing matters on which researchers on grasping should focus in the future. A QD approach has finally been proposed for making grasps more robust to domain randomization, resulting in a transfer ratio of 84% on the Franka Research 3 arm.

cs.RO↗

Random Actions vs Random Policies: Bootstrapping Model-Based Direct Policy Search

This paper studies the impact of the initial data gathering method on the subsequent learning of a dynamics model. Dynamics models approximate the true transition function of a given task, in order to perform policy search directly on the model rather than on the costly real system. This study aims to determine how to bootstrap a model as efficiently as possible, by comparing initialization methods employed in two different policy search frameworks in the literature. The study focuses on the model performance under the episode-based framework of Evolutionary methods using probabilistic ensembles. Experimental results show that various task-dependant factors can be detrimental to each method, suggesting to explore hybrid approaches.

cs.LG↗

Automatic Acquisition of a Repertoire of Diverse Grasping Trajectories through Behavior Shaping and Novelty Search

Grasping a particular object may require a dedicated grasping movement that may also be specific to the robot end-effector. No generic and autonomous method does exist to generate these movements without making hypotheses on the robot or on the object. Learning methods could help to autonomously discover relevant grasping movements, but they face an important issue: grasping movements are so rare that a learning method based on exploration has little chance to ever observe an interesting movement, thus creating a bootstrap issue. We introduce an approach to generate diverse grasping movements in order to solve this problem. The movements are generated in simulation, for particular object positions. We test it on several simulated robots: Baxter, Pepper and a Kuka Iiwa arm. Although we show that generated movements actually work on a real Baxter robot, the aim is to use this method to create a large dataset to bootstrap deep learning methods.

cs.RO↗

Exploratory State Representation Learning

Not having access to compact and meaningful representations is known to significantly increase the complexity of reinforcement learning (RL). For this reason, it can be useful to perform state representation learning (SRL) before tackling RL tasks. However, obtaining a good state representation can only be done if a large diversity of transitions is observed, which can require a difficult exploration, especially if the environment is initially reward-free. To solve the problems of exploration and SRL in parallel, we propose a new approach called XSRL (eXploratory State Representation Learning). On one hand, it jointly learns compact state representations and a state transition estimator which is used to remove unexploitable information from the representations. On the other hand, it continuously trains an inverse model, and adds to the prediction error of this model a $k$-step learning progress bonus to form the maximization objective of a discovery policy. This results in a policy that seeks complex transitions from which the trained models can effectively learn. Our experimental results show that the approach leads to efficient exploration in challenging environments with image observations, and to state representations that significantly accelerate learning in RL tasks.

cs.LG↗

State Representation Learning from Demonstration

Robots could learn their own state and world representation from perception and experience without supervision. This desirable goal is the main focus of our field of interest, state representation learning (SRL). Indeed, a compact representation of such a state is beneficial to help robots grasp onto their environment for interacting. The properties of this representation have a strong impact on the adaptive capability of the agent. In this article we present an approach based on imitation learning. The idea is to train several policies that share the same representation to reproduce various demonstrations. To do so, we use a multi-head neural network with a shared state representation feeding a task-specific agent. If the demonstrations are diverse, the trained representation will eventually contain the information necessary for all tasks, while discarding irrelevant information. As such, it will potentially become a compact state representation useful for new tasks. We call this approach SRLfD (State Representation Learning from Demonstration). Our experiments confirm that when a controller takes SRLfD-based representations as input, it can achieve better performance than with other representation strategies and promote more efficient reinforcement learning (RL) than with an end-to-end RL strategy.

cs.LG↗