Searcharxiv⌕ Search

arXiv subjects

Xue Bin Peng

Publications and source records attributed to Xue Bin Peng.

64 records · Page 4Linked to original sources

Learning Agile Robotic Locomotion Skills by Imitating Animals

Reproducing the diverse and agile locomotion skills of animals has been a longstanding challenge in robotics. While manually-designed controllers have been able to emulate many complex behaviors, building such controllers involves a time-consuming and difficult development process, often requiring substantial expertise of the nuances of each skill. Reinforcement learning provides an appealing alternative for automating the manual effort involved in the development of controllers. However, designing learning objectives that elicit the desired behaviors from an agent can also require a great deal of skill-specific expertise. In this work, we present an imitation learning system that enables legged robots to learn agile locomotion skills by imitating real-world animals. We show that by leveraging reference motion data, a single learning-based approach is able to automatically synthesize controllers for a diverse repertoire behaviors for legged robots. By incorporating sample efficient domain adaptation techniques into the training process, our system is able to learn adaptive policies in simulation that can then be quickly adapted for real-world deployment. To demonstrate the effectiveness of our system, we train an 18-DoF quadruped robot to perform a variety of agile behaviors ranging from different locomotion gaits to dynamic hops and turns.

cs.RO↗

Reward-Conditioned Policies

Reinforcement learning offers the promise of automating the acquisition of complex behavioral skills. However, compared to commonly used and well-understood supervised learning methods, reinforcement learning algorithms can be brittle, difficult to use and tune, and sensitive to seemingly innocuous implementation decisions. In contrast, imitation learning utilizes standard and well-understood supervised learning methods, but requires near-optimal expert data. Can we learn effective policies via supervised learning without demonstrations? The main idea that we explore in this work is that non-expert trajectories collected from sub-optimal policies can be viewed as optimal supervision, not for maximizing the reward, but for matching the reward of the given trajectory. By then conditioning the policy on the numerical value of the reward, we can obtain a policy that generalizes to larger returns. We show how such an approach can be derived as a principled method for policy search, discuss several variants, and compare the method experimentally to a variety of current reinforcement learning methods on standard benchmarks.

cs.LG↗

Advantage-Weighted Regression: Simple and Scalable Off-Policy Reinforcement Learning

In this paper, we aim to develop a simple and scalable reinforcement learning algorithm that uses standard supervised learning methods as subroutines. Our goal is an algorithm that utilizes only simple and convergent maximum likelihood loss functions, while also being able to leverage off-policy data. Our proposed approach, which we refer to as advantage-weighted regression (AWR), consists of two standard supervised learning steps: one to regress onto target values for a value function, and another to regress onto weighted target actions for the policy. The method is simple and general, can accommodate continuous and discrete actions, and can be implemented in just a few lines of code on top of standard supervised learning methods. We provide a theoretical motivation for AWR and analyze its properties when incorporating off-policy data from experience replay. We evaluate AWR on a suite of standard OpenAI Gym benchmark tasks, and show that it achieves competitive performance compared to a number of well-established state-of-the-art RL algorithms. AWR is also able to acquire more effective policies than most off-policy algorithms when learning from purely static datasets with no additional environmental interactions. Furthermore, we demonstrate our algorithm on challenging continuous control tasks with highly complex simulated characters.

cs.LG↗

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.

cs.LG↗

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.

cs.LG↗

SFV: Reinforcement Learning of Physical Skills from Videos

Data-driven character animation based on motion capture can produce highly naturalistic behaviors and, when combined with physics simulation, can provide for natural procedural responses to physical perturbations, environmental changes, and morphological discrepancies. Motion capture remains the most popular source of motion data, but collecting mocap data typically requires heavily instrumented environments and actors. In this paper, we propose a method that enables physically simulated characters to learn skills from videos (SFV). Our approach, based on deep pose estimation and deep reinforcement learning, allows data-driven animation to leverage the abundance of publicly available video clips from the web, such as those from YouTube. This has the potential to enable fast and easy design of character controllers simply by querying for video recordings of the desired behavior. The resulting controllers are robust to perturbations, can be adapted to new settings, can perform basic object interactions, and can be retargeted to new morphologies via reinforcement learning. We further demonstrate that our method can predict potential human motions from still images, by forward simulation of learned controllers initialized from the observed pose. Our framework is able to learn a broad range of dynamic skills, including locomotion, acrobatics, and martial arts.

cs.GR↗

DeepMimic: Example-Guided Deep Reinforcement Learning of Physics-Based Character Skills

A longstanding goal in character animation is to combine data-driven specification of behavior with a system that can execute a similar behavior in a physical simulation, thus enabling realistic responses to perturbations and environmental variation. We show that well-known reinforcement learning (RL) methods can be adapted to learn robust control policies capable of imitating a broad range of example motion clips, while also learning complex recoveries, adapting to changes in morphology, and accomplishing user-specified goals. Our method handles keyframed motions, highly-dynamic actions such as motion-captured flips and spins, and retargeted motions. By combining a motion-imitation objective with a task objective, we can train characters that react intelligently in interactive settings, e.g., by walking in a desired direction or throwing a ball at a user-specified target. This approach thus combines the convenience and motion quality of using motion clips to define the desired style and appearance, with the flexibility and generality afforded by RL methods and physics-based animation. We further explore a number of methods for integrating multiple clips into the learning process to develop multi-skilled agents capable of performing a rich repertoire of diverse skills. We demonstrate results using multiple characters (human, Atlas robot, bipedal dinosaur, dragon) and a large variety of skills, including locomotion, acrobatics, and martial arts.

cs.GR↗

Terrain RL Simulator

We provide $89$ challenging simulation environments that range in difficulty. The difficulty of solving a task is linked not only to the number of dimensions in the action space but also to the size and shape of the distribution of configurations the agent experiences. Therefore, we are releasing a number of simulation environments that include randomly generated terrain. The library also provides simple mechanisms to create new environments with different agent morphologies and the option to modify the distribution of generated terrain. We believe using these and other more complex simulations will help push the field closer to creating human-level intelligence.

cs.AI↗

Sim-to-Real Transfer of Robotic Control with Dynamics Randomization

Simulations are attractive environments for training agents as they provide an abundant source of data and alleviate certain safety concerns during the training process. But the behaviours developed by agents in simulation are often specific to the characteristics of the simulator. Due to modeling error, strategies that are successful in simulation may not transfer to their real world counterparts. In this paper, we demonstrate a simple method to bridge this "reality gap". By randomizing the dynamics of the simulator during training, we are able to develop policies that are capable of adapting to very different dynamics, including ones that differ significantly from the dynamics on which the policies were trained. This adaptivity enables the policies to generalize to the dynamics of the real world without any training on the physical system. Our approach is demonstrated on an object pushing task using a robotic arm. Despite being trained exclusively in simulation, our policies are able to maintain a similar level of performance when deployed on a real robot, reliably moving an object to a desired location from random initial configurations. We explore the impact of various design decisions and show that the resulting policies are robust to significant calibration error.

cs.RO↗

Learning Locomotion Skills Using DeepRL: Does the Choice of Action Space Matter?

The use of deep reinforcement learning allows for high-dimensional state descriptors, but little is known about how the choice of action representation impacts the learning difficulty and the resulting performance. We compare the impact of four different action parameterizations (torques, muscle-activations, target joint angles, and target joint-angle velocities) in terms of learning time, policy robustness, motion quality, and policy query rates. Our results are evaluated on a gait-cycle imitation task for multiple planar articulated figures and multiple gaits. We demonstrate that the local feedback provided by higher-level action parameterizations can significantly impact the learning, robustness, and quality of the resulting policies.

cs.LG↗