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Zihan Ding

Publications and source records attributed to Zihan Ding.

At least 55 records · Page 3Linked to original sources

Learning a Universal Human Prior for Dexterous Manipulation from Human Preference

Generating human-like behavior on robots is a great challenge especially in dexterous manipulation tasks with robotic hands. Scripting policies from scratch is intractable due to the high-dimensional control space, and training policies with reinforcement learning (RL) and manual reward engineering can also be hard and lead to unnatural motions. Leveraging the recent progress on RL from Human Feedback, we propose a framework that learns a universal human prior using direct human preference feedback over videos, for efficiently tuning the RL policies on 20 dual-hand robot manipulation tasks in simulation, without a single human demonstration. A task-agnostic reward model is trained through iteratively generating diverse polices and collecting human preference over the trajectories; it is then applied for regularizing the behavior of polices in the fine-tuning stage. Our method empirically demonstrates more human-like behaviors on robot hands in diverse tasks including even unseen tasks, indicating its generalization capability.

cs.RO↗

Object-Aware Distillation Pyramid for Open-Vocabulary Object Detection

Open-vocabulary object detection aims to provide object detectors trained on a fixed set of object categories with the generalizability to detect objects described by arbitrary text queries. Previous methods adopt knowledge distillation to extract knowledge from Pretrained Vision-and-Language Models (PVLMs) and transfer it to detectors. However, due to the non-adaptive proposal cropping and single-level feature mimicking processes, they suffer from information destruction during knowledge extraction and inefficient knowledge transfer. To remedy these limitations, we propose an Object-Aware Distillation Pyramid (OADP) framework, including an Object-Aware Knowledge Extraction (OAKE) module and a Distillation Pyramid (DP) mechanism. When extracting object knowledge from PVLMs, the former adaptively transforms object proposals and adopts object-aware mask attention to obtain precise and complete knowledge of objects. The latter introduces global and block distillation for more comprehensive knowledge transfer to compensate for the missing relation information in object distillation. Extensive experiments show that our method achieves significant improvement compared to current methods. Especially on the MS-COCO dataset, our OADP framework reaches $35.6$ mAP$^{\text{N}}_{50}$, surpassing the current state-of-the-art method by $3.3$ mAP$^{\text{N}}_{50}$. Code is released at https://github.com/LutingWang/OADP.

cs.CV↗

A Deep Reinforcement Learning Approach for Finding Non-Exploitable Strategies in Two-Player Atari Games

This paper proposes new, end-to-end deep reinforcement learning algorithms for learning two-player zero-sum Markov games. Different from prior efforts on training agents to beat a fixed set of opponents, our objective is to find the Nash equilibrium policies that are free from exploitation by even the adversarial opponents. We propose (a) Nash-DQN algorithm, which integrates the deep learning techniques from single DQN into the classic Nash Q-learning algorithm for solving tabular Markov games; (b) Nash-DQN-Exploiter algorithm, which additionally adopts an exploiter to guide the exploration of the main agent. We conduct experimental evaluation on tabular examples as well as various two-player Atari games. Our empirical results demonstrate that (i) the policies found by many existing methods including Neural Fictitious Self Play and Policy Space Response Oracle can be prone to exploitation by adversarial opponents; (ii) the output policies of our algorithms are robust to exploitation, and thus outperform existing methods.

cs.LG↗

Learning Distributed and Fair Policies for Network Load Balancing as Markov Potential Game

This paper investigates the network load balancing problem in data centers (DCs) where multiple load balancers (LBs) are deployed, using the multi-agent reinforcement learning (MARL) framework. The challenges of this problem consist of the heterogeneous processing architecture and dynamic environments, as well as limited and partial observability of each LB agent in distributed networking systems, which can largely degrade the performance of in-production load balancing algorithms in real-world setups. Centralised-training-decentralised-execution (CTDE) RL scheme has been proposed to improve MARL performance, yet it incurs -- especially in distributed networking systems, which prefer distributed and plug-and-play design scheme -- additional communication and management overhead among agents. We formulate the multi-agent load balancing problem as a Markov potential game, with a carefully and properly designed workload distribution fairness as the potential function. A fully distributed MARL algorithm is proposed to approximate the Nash equilibrium of the game. Experimental evaluations involve both an event-driven simulator and real-world system, where the proposed MARL load balancing algorithm shows close-to-optimal performance in simulations, and superior results over in-production LBs in the real-world system.

cs.AI↗

Multi-Agent Reinforcement Learning for Network Load Balancing in Data Center

This paper presents the network load balancing problem, a challenging real-world task for multi-agent reinforcement learning (MARL) methods. Traditional heuristic solutions like Weighted-Cost Multi-Path (WCMP) and Local Shortest Queue (LSQ) are less flexible to the changing workload distributions and arrival rates, with a poor balance among multiple load balancers. The cooperative network load balancing task is formulated as a Dec-POMDP problem, which naturally induces the MARL methods. To bridge the reality gap for applying learning-based methods, all methods are directly trained and evaluated on an emulation system from moderate-to large-scale. Experiments on realistic testbeds show that the independent and "selfish" load balancing strategies are not necessarily the globally optimal ones, while the proposed MARL solution has a superior performance over different realistic settings. Additionally, the potential difficulties of MARL methods for network load balancing are analysed, which helps to draw the attention of the learning and network communities to such challenges.

cs.DC↗

PPMN: Pixel-Phrase Matching Network for One-Stage Panoptic Narrative Grounding

Panoptic Narrative Grounding (PNG) is an emerging task whose goal is to segment visual objects of things and stuff categories described by dense narrative captions of a still image. The previous two-stage approach first extracts segmentation region proposals by an off-the-shelf panoptic segmentation model, then conducts coarse region-phrase matching to ground the candidate regions for each noun phrase. However, the two-stage pipeline usually suffers from the performance limitation of low-quality proposals in the first stage and the loss of spatial details caused by region feature pooling, as well as complicated strategies designed for things and stuff categories separately. To alleviate these drawbacks, we propose a one-stage end-to-end Pixel-Phrase Matching Network (PPMN), which directly matches each phrase to its corresponding pixels instead of region proposals and outputs panoptic segmentation by simple combination. Thus, our model can exploit sufficient and finer cross-modal semantic correspondence from the supervision of densely annotated pixel-phrase pairs rather than sparse region-phrase pairs. In addition, we also propose a Language-Compatible Pixel Aggregation (LCPA) module to further enhance the discriminative ability of phrase features through multi-round refinement, which selects the most compatible pixels for each phrase to adaptively aggregate the corresponding visual context. Extensive experiments show that our method achieves new state-of-the-art performance on the PNG benchmark with 4.0 absolute Average Recall gains.

cs.CV↗

Language-Bridged Spatial-Temporal Interaction for Referring Video Object Segmentation

Referring video object segmentation aims to predict foreground labels for objects referred by natural language expressions in videos. Previous methods either depend on 3D ConvNets or incorporate additional 2D ConvNets as encoders to extract mixed spatial-temporal features. However, these methods suffer from spatial misalignment or false distractors due to delayed and implicit spatial-temporal interaction occurring in the decoding phase. To tackle these limitations, we propose a Language-Bridged Duplex Transfer (LBDT) module which utilizes language as an intermediary bridge to accomplish explicit and adaptive spatial-temporal interaction earlier in the encoding phase. Concretely, cross-modal attention is performed among the temporal encoder, referring words and the spatial encoder to aggregate and transfer language-relevant motion and appearance information. In addition, we also propose a Bilateral Channel Activation (BCA) module in the decoding phase for further denoising and highlighting the spatial-temporal consistent features via channel-wise activation. Extensive experiments show our method achieves new state-of-the-art performances on four popular benchmarks with 6.8% and 6.9% absolute AP gains on A2D Sentences and J-HMDB Sentences respectively, while consuming around 7x less computational overhead.

cs.CV↗

Reinforced Workload Distribution Fairness

Network load balancers are central components in data centers, that distributes workloads across multiple servers and thereby contribute to offering scalable services. However, when load balancers operate in dynamic environments with limited monitoring of application server loads, they rely on heuristic algorithms that require manual configurations for fairness and performance. To alleviate that, this paper proposes a distributed asynchronous reinforcement learning mechanism to-with no active load balancer state monitoring and limited network observations-improve the fairness of the workload distribution achieved by a load balancer. The performance of proposed mechanism is evaluated and compared with stateof-the-art load balancing algorithms in a simulator, under configurations with progressively increasing complexities. Preliminary results show promise in RLbased load balancing algorithms, and identify additional challenges and future research directions, including reward function design and model scalability.

cs.DC↗

Not Only Domain Randomization: Universal Policy with Embedding System Identification

Domain randomization (DR) cannot provide optimal policies for adapting the learning agent to the dynamics of the environment, although it can generalize sub-optimal policies to work in a transferred domain. In this paper, we present Universal Policy with Embedding System Identification (UPESI) as an implicit system identification (SI) approach with universal policies (UPs), as a learning-based control method to execute optimal actions adaptively in environments with various dynamic properties. Previous approaches of SI for adaptive policies either conduct explicit SI, which is testified to be an ill-posed problem, or suffer from low efficiency without leveraging the simulation oracle. We propose to conduct SI in the embedding space of system dynamics by leveraging a learned forward dynamics model, and use Bayesian optimization for the SI process given transition data in a new environment. The identified embeddings are applied as additional input to the UP to enable its dynamics adaptability. Experiments demonstrate the advantageous performances of our proposed UP with embedding SI over standard DR and conventional SI approaches on both low-dimensional and high-dimensional simulation tasks.

cs.RO↗

Efficient Reinforcement Learning Development with RLzoo

Many researchers and developers are exploring for adopting Deep Reinforcement Learning (DRL) techniques in their applications. They however often find such an adoption challenging. Existing DRL libraries provide poor support for prototyping DRL agents (i.e., models), customising the agents, and comparing the performance of DRL agents. As a result, the developers often report low efficiency in developing DRL agents. In this paper, we introduce RLzoo, a new DRL library that aims to make the development of DRL agents efficient. RLzoo provides developers with (i) high-level yet flexible APIs for prototyping DRL agents, and further customising the agents for best performance, (ii) a model zoo where users can import a wide range of DRL agents and easily compare their performance, and (iii) an algorithm that can automatically construct DRL agents with custom components (which are critical to improve agent's performance in custom applications). Evaluation results show that RLzoo can effectively reduce the development cost of DRL agents, while achieving comparable performance with existing DRL libraries.

cs.AI↗

Sim-to-Real Transfer for Robotic Manipulation with Tactile Sensory

Reinforcement Learning (RL) methods have been widely applied for robotic manipulations via sim-to-real transfer, typically with proprioceptive and visual information. However, the incorporation of tactile sensing into RL for contact-rich tasks lacks investigation. In this paper, we model a tactile sensor in simulation and study the effects of its feedback in RL-based robotic control via a zero-shot sim-to-real approach with domain randomization. We demonstrate that learning and controlling with feedback from tactile sensor arrays at the gripper, both in simulation and reality, can enhance grasping stability, which leads to a significant improvement in robotic manipulation performance for a door opening task. In real-world experiments, the door open angle was increased by 45% on average for transferred policies with tactile sensing over those without it.

cs.RO↗

DMotion: Robotic Visuomotor Control with Unsupervised Forward Model Learned from Videos

Learning an accurate model of the environment is essential for model-based control tasks. Existing methods in robotic visuomotor control usually learn from data with heavily labelled actions, object entities or locations, which can be demanding in many cases. To cope with this limitation, we propose a method, dubbed DMotion, that trains a forward model from video data only, via disentangling the motion of controllable agent to model the transition dynamics. An object extractor and an interaction learner are trained in an end-to-end manner without supervision. The agent's motions are explicitly represented using spatial transformation matrices containing physical meanings. In the experiments, DMotion achieves superior performance on learning an accurate forward model in a Grid World environment, as well as a more realistic robot control environment in simulation. With the accurate learned forward models, we further demonstrate their usage in model predictive control as an effective approach for robotic manipulations.

cs.RO↗

Collaborative Spatial-Temporal Modeling for Language-Queried Video Actor Segmentation

Language-queried video actor segmentation aims to predict the pixel-level mask of the actor which performs the actions described by a natural language query in the target frames. Existing methods adopt 3D CNNs over the video clip as a general encoder to extract a mixed spatio-temporal feature for the target frame. Though 3D convolutions are amenable to recognizing which actor is performing the queried actions, it also inevitably introduces misaligned spatial information from adjacent frames, which confuses features of the target frame and yields inaccurate segmentation. Therefore, we propose a collaborative spatial-temporal encoder-decoder framework which contains a 3D temporal encoder over the video clip to recognize the queried actions, and a 2D spatial encoder over the target frame to accurately segment the queried actors. In the decoder, a Language-Guided Feature Selection (LGFS) module is proposed to flexibly integrate spatial and temporal features from the two encoders. We also propose a Cross-Modal Adaptive Modulation (CMAM) module to dynamically recombine spatial- and temporal-relevant linguistic features for multimodal feature interaction in each stage of the two encoders. Our method achieves new state-of-the-art performance on two popular benchmarks with less computational overhead than previous approaches.

cs.CV↗

Probabilistic Mixture-of-Experts for Efficient Deep Reinforcement Learning

Deep reinforcement learning (DRL) has successfully solved various problems recently, typically with a unimodal policy representation. However, grasping distinguishable skills for some tasks with non-unique optima can be essential for further improving its learning efficiency and performance, which may lead to a multimodal policy represented as a mixture-of-experts (MOE). To our best knowledge, present DRL algorithms for general utility do not deploy this method as policy function approximators due to the potential challenge in its differentiability for policy learning. In this work, we propose a probabilistic mixture-of-experts (PMOE) implemented with a Gaussian mixture model (GMM) for multimodal policy, together with a novel gradient estimator for the indifferentiability problem, which can be applied in generic off-policy and on-policy DRL algorithms using stochastic policies, e.g., Soft Actor-Critic (SAC) and Proximal Policy Optimisation (PPO). Experimental results testify the advantage of our method over unimodal polices and two different MOE methods, as well as a method of option frameworks, based on the above two types of DRL algorithms, on six MuJoCo tasks. Different gradient estimations for GMM like the reparameterisation trick (Gumbel-Softmax) and the score-ratio trick are also compared with our method. We further empirically demonstrate the distinguishable primitives learned with PMOE and show the benefits of our method in terms of exploration.

cs.LG↗

CDT: Cascading Decision Trees for Explainable Reinforcement Learning

Deep Reinforcement Learning (DRL) has recently achieved significant advances in various domains. However, explaining the policy of RL agents still remains an open problem due to several factors, one being the complexity of explaining neural networks decisions. Recently, a group of works have used decision-tree-based models to learn explainable policies. Soft decision trees (SDTs) and discretized differentiable decision trees (DDTs) have been demonstrated to achieve both good performance and share the benefit of having explainable policies. In this work, we further improve the results for tree-based explainable RL in both performance and explainability. Our proposal, Cascading Decision Trees (CDTs) apply representation learning on the decision path to allow richer expressivity. Empirical results show that in both situations, where CDTs are used as policy function approximators or as imitation learners to explain black-box policies, CDTs can achieve better performances with more succinct and explainable models than SDTs. As a second contribution our study reveals limitations of explaining black-box policies via imitation learning with tree-based explainable models, due to its inherent instability.

cs.LG↗

DROID: Minimizing the Reality Gap using Single-Shot Human Demonstration

Reinforcement learning (RL) has demonstrated great success in the past several years. However, most of the scenarios focus on simulated environments. One of the main challenges of transferring the policy learned in a simulated environment to real world, is the discrepancy between the dynamics of the two environments. In prior works, Domain Randomization (DR) has been used to address the reality gap for both robotic locomotion and manipulation tasks. In this paper, we propose Domain Randomization Optimization IDentification (DROID), a novel framework to exploit single-shot human demonstration for identifying the simulator's distribution of dynamics parameters, and apply it to training a policy on a door opening task. Our results show that the proposed framework can identify the difference in dynamics between the simulated and the real worlds, and thus improve policy transfer by optimizing the simulator's randomization ranges. We further illustrate that based on these same identified parameters, our method can generalize the learned policy to different but related tasks.

cs.RO↗

Crossing The Gap: A Deep Dive into Zero-Shot Sim-to-Real Transfer for Dynamics

Zero-shot sim-to-real transfer of tasks with complex dynamics is a highly challenging and unsolved problem. A number of solutions have been proposed in recent years, but we have found that many works do not present a thorough evaluation in the real world, or underplay the significant engineering effort and task-specific fine tuning that is required to achieve the published results. In this paper, we dive deeper into the sim-to-real transfer challenge, investigate why this is such a difficult problem, and present objective evaluations of a number of transfer methods across a range of real-world tasks. Surprisingly, we found that a method which simply injects random forces into the simulation performs just as well as more complex methods, such as those which randomise the simulator's dynamics parameters, or adapt a policy online using recurrent network architectures.

cs.RO↗

Sim-to-Real Transfer for Optical Tactile Sensing

Deep learning and reinforcement learning methods have been shown to enable learning of flexible and complex robot controllers. However, the reliance on large amounts of training data often requires data collection to be carried out in simulation, with a number of sim-to-real transfer methods being developed in recent years. In this paper, we study these techniques for tactile sensing using the TacTip optical tactile sensor, which consists of a deformable tip with a camera observing the positions of pins inside this tip. We designed a model for soft body simulation which was implemented using the Unity physics engine, and trained a neural network to predict the locations and angles of edges when in contact with the sensor. Using domain randomisation techniques for sim-to-real transfer, we show how this framework can be used to accurately predict edges with less than 1 mm prediction error in real-world testing, without any real-world data at all.

cs.RO↗