Searcharxiv⌕ Search

arXiv subjects

Yifeng Zhu

Publications and source records attributed to Yifeng Zhu.

29 records · Page 2Linked to original sources

Learning Generalizable Manipulation Policies with Object-Centric 3D Representations

We introduce GROOT, an imitation learning method for learning robust policies with object-centric and 3D priors. GROOT builds policies that generalize beyond their initial training conditions for vision-based manipulation. It constructs object-centric 3D representations that are robust toward background changes and camera views and reason over these representations using a transformer-based policy. Furthermore, we introduce a segmentation correspondence model that allows policies to generalize to new objects at test time. Through comprehensive experiments, we validate the robustness of GROOT policies against perceptual variations in simulated and real-world environments. GROOT's performance excels in generalization over background changes, camera viewpoint shifts, and the presence of new object instances, whereas both state-of-the-art end-to-end learning methods and object proposal-based approaches fall short. We also extensively evaluate GROOT policies on real robots, where we demonstrate the efficacy under very wild changes in setup. More videos and model details can be found in the appendix and the project website: https://ut-austin-rpl.github.io/GROOT .

cs.RO↗

LIBERO: Benchmarking Knowledge Transfer for Lifelong Robot Learning

Lifelong learning offers a promising paradigm of building a generalist agent that learns and adapts over its lifespan. Unlike traditional lifelong learning problems in image and text domains, which primarily involve the transfer of declarative knowledge of entities and concepts, lifelong learning in decision-making (LLDM) also necessitates the transfer of procedural knowledge, such as actions and behaviors. To advance research in LLDM, we introduce LIBERO, a novel benchmark of lifelong learning for robot manipulation. Specifically, LIBERO highlights five key research topics in LLDM: 1) how to efficiently transfer declarative knowledge, procedural knowledge, or the mixture of both; 2) how to design effective policy architectures and 3) effective algorithms for LLDM; 4) the robustness of a lifelong learner with respect to task ordering; and 5) the effect of model pretraining for LLDM. We develop an extendible procedural generation pipeline that can in principle generate infinitely many tasks. For benchmarking purpose, we create four task suites (130 tasks in total) that we use to investigate the above-mentioned research topics. To support sample-efficient learning, we provide high-quality human-teleoperated demonstration data for all tasks. Our extensive experiments present several insightful or even unexpected discoveries: sequential finetuning outperforms existing lifelong learning methods in forward transfer, no single visual encoder architecture excels at all types of knowledge transfer, and naive supervised pretraining can hinder agents' performance in the subsequent LLDM. Check the website at https://libero-project.github.io for the code and the datasets.

cs.AI↗

Symbolic State Space Optimization for Long Horizon Mobile Manipulation Planning

In existing task and motion planning (TAMP) research, it is a common assumption that experts manually specify the state space for task-level planning. A well-developed state space enables the desirable distribution of limited computational resources between task planning and motion planning. However, developing such task-level state spaces can be non-trivial in practice. In this paper, we consider a long horizon mobile manipulation domain including repeated navigation and manipulation. We propose Symbolic State Space Optimization (S3O) for computing a set of abstracted locations and their 2D geometric groundings for generating task-motion plans in such domains. Our approach has been extensively evaluated in simulation and demonstrated on a real mobile manipulator working on clearing up dining tables. Results show the superiority of the proposed method over TAMP baselines in task completion rate and execution time.

cs.RO↗

VIOLA: Imitation Learning for Vision-Based Manipulation with Object Proposal Priors

We introduce VIOLA, an object-centric imitation learning approach to learning closed-loop visuomotor policies for robot manipulation. Our approach constructs object-centric representations based on general object proposals from a pre-trained vision model. VIOLA uses a transformer-based policy to reason over these representations and attend to the task-relevant visual factors for action prediction. Such object-based structural priors improve deep imitation learning algorithm's robustness against object variations and environmental perturbations. We quantitatively evaluate VIOLA in simulation and on real robots. VIOLA outperforms the state-of-the-art imitation learning methods by $45.8\%$ in success rate. It has also been deployed successfully on a physical robot to solve challenging long-horizon tasks, such as dining table arrangement and coffee making. More videos and model details can be found in supplementary material and the project website: https://ut-austin-rpl.github.io/VIOLA .

cs.RO↗

Learning to Walk by Steering: Perceptive Quadrupedal Locomotion in Dynamic Environments

We tackle the problem of perceptive locomotion in dynamic environments. In this problem, a quadrupedal robot must exhibit robust and agile walking behaviors in response to environmental clutter and moving obstacles. We present a hierarchical learning framework, named PRELUDE, which decomposes the problem of perceptive locomotion into high-level decision-making to predict navigation commands and low-level gait generation to realize the target commands. In this framework, we train the high-level navigation controller with imitation learning on human demonstrations collected on a steerable cart and the low-level gait controller with reinforcement learning (RL). Therefore, our method can acquire complex navigation behaviors from human supervision and discover versatile gaits from trial and error. We demonstrate the effectiveness of our approach in simulation and with hardware experiments. Videos and code can be found at the project page: https://ut-austin-rpl.github.io/PRELUDE.

cs.RO↗

Visually Grounded Task and Motion Planning for Mobile Manipulation

Task and motion planning (TAMP) algorithms aim to help robots achieve task-level goals, while maintaining motion-level feasibility. This paper focuses on TAMP domains that involve robot behaviors that take extended periods of time (e.g., long-distance navigation). In this paper, we develop a visual grounding approach to help robots probabilistically evaluate action feasibility, and introduce a TAMP algorithm, called GROP, that optimizes both feasibility and efficiency. We have collected a dataset that includes 96,000 simulated trials of a robot conducting mobile manipulation tasks, and then used the dataset to learn to ground symbolic spatial relationships for action feasibility evaluation. Compared with competitive TAMP baselines, GROP exhibited a higher task-completion rate while maintaining lower or comparable action costs. In addition to these extensive experiments in simulation, GROP is fully implemented and tested on a real robot system.

cs.RO↗

Bottom-Up Skill Discovery from Unsegmented Demonstrations for Long-Horizon Robot Manipulation

We tackle real-world long-horizon robot manipulation tasks through skill discovery. We present a bottom-up approach to learning a library of reusable skills from unsegmented demonstrations and use these skills to synthesize prolonged robot behaviors. Our method starts with constructing a hierarchical task structure from each demonstration through agglomerative clustering. From the task structures of multi-task demonstrations, we identify skills based on the recurring patterns and train goal-conditioned sensorimotor policies with hierarchical imitation learning. Finally, we train a meta controller to compose these skills to solve long-horizon manipulation tasks. The entire model can be trained on a small set of human demonstrations collected within 30 minutes without further annotations, making it amendable to real-world deployment. We systematically evaluated our method in simulation environments and on a real robot. Our method has shown superior performance over state-of-the-art imitation learning methods in multi-stage manipulation tasks. Furthermore, skills discovered from multi-task demonstrations boost the average task success by $8\%$ compared to those discovered from individual tasks.

cs.RO↗

Machine versus Human Attention in Deep Reinforcement Learning Tasks

Deep reinforcement learning (RL) algorithms are powerful tools for solving visuomotor decision tasks. However, the trained models are often difficult to interpret, because they are represented as end-to-end deep neural networks. In this paper, we shed light on the inner workings of such trained models by analyzing the pixels that they attend to during task execution, and comparing them with the pixels attended to by humans executing the same tasks. To this end, we investigate the following two questions that, to the best of our knowledge, have not been previously studied. 1) How similar are the visual representations learned by RL agents and humans when performing the same task? and, 2) How do similarities and differences in these learned representations explain RL agents' performance on these tasks? Specifically, we compare the saliency maps of RL agents against visual attention models of human experts when learning to play Atari games. Further, we analyze how hyperparameters of the deep RL algorithm affect the learned representations and saliency maps of the trained agents. The insights provided have the potential to inform novel algorithms for closing the performance gap between human experts and RL agents.

cs.LG↗

Synergies Between Affordance and Geometry: 6-DoF Grasp Detection via Implicit Representations

Grasp detection in clutter requires the robot to reason about the 3D scene from incomplete and noisy perception. In this work, we draw insight that 3D reconstruction and grasp learning are two intimately connected tasks, both of which require a fine-grained understanding of local geometry details. We thus propose to utilize the synergies between grasp affordance and 3D reconstruction through multi-task learning of a shared representation. Our model takes advantage of deep implicit functions, a continuous and memory-efficient representation, to enable differentiable training of both tasks. We train the model on self-supervised grasp trials data in simulation. Evaluation is conducted on a clutter removal task, where the robot clears cluttered objects by grasping them one at a time. The experimental results in simulation and on the real robot have demonstrated that the use of implicit neural representations and joint learning of grasp affordance and 3D reconstruction have led to state-of-the-art grasping results. Our method outperforms baselines by over 10% in terms of grasp success rate. Additional results and videos can be found at https://sites.google.com/view/rpl-giga2021

cs.RO↗

Hierarchical Planning for Long-Horizon Manipulation with Geometric and Symbolic Scene Graphs

We present a visually grounded hierarchical planning algorithm for long-horizon manipulation tasks. Our algorithm offers a joint framework of neuro-symbolic task planning and low-level motion generation conditioned on the specified goal. At the core of our approach is a two-level scene graph representation, namely geometric scene graph and symbolic scene graph. This hierarchical representation serves as a structured, object-centric abstraction of manipulation scenes. Our model uses graph neural networks to process these scene graphs for predicting high-level task plans and low-level motions. We demonstrate that our method scales to long-horizon tasks and generalizes well to novel task goals. We validate our method in a kitchen storage task in both physical simulation and the real world. Our experiments show that our method achieved over 70% success rate and nearly 90% of subgoal completion rate on the real robot while being four orders of magnitude faster in computation time compared to standard search-based task-and-motion planner.

cs.RO↗

Fast Uncertainty Quantification for Deep Object Pose Estimation

Deep learning-based object pose estimators are often unreliable and overconfident especially when the input image is outside the training domain, for instance, with sim2real transfer. Efficient and robust uncertainty quantification (UQ) in pose estimators is critically needed in many robotic tasks. In this work, we propose a simple, efficient, and plug-and-play UQ method for 6-DoF object pose estimation. We ensemble 2-3 pre-trained models with different neural network architectures and/or training data sources, and compute their average pairwise disagreement against one another to obtain the uncertainty quantification. We propose four disagreement metrics, including a learned metric, and show that the average distance (ADD) is the best learning-free metric and it is only slightly worse than the learned metric, which requires labeled target data. Our method has several advantages compared to the prior art: 1) our method does not require any modification of the training process or the model inputs; and 2) it needs only one forward pass for each model. We evaluate the proposed UQ method on three tasks where our uncertainty quantification yields much stronger correlations with pose estimation errors than the baselines. Moreover, in a real robot grasping task, our method increases the grasping success rate from 35% to 90%.

cs.RO↗