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Zongqing Lu

Publications and source records attributed to Zongqing Lu.

At least 73 records · Page 4Linked to original sources

NOLO: Navigate Only Look Once

The in-context learning ability of Transformer models has brought new possibilities to visual navigation. In this paper, we focus on the video navigation setting, where an in-context navigation policy needs to be learned purely from videos in an offline manner, without access to the actual environment. For this setting, we propose Navigate Only Look Once (NOLO), a method for learning a navigation policy that possesses the in-context ability and adapts to new scenes by taking corresponding context videos as input without finetuning or re-training. To enable learning from videos, we first propose a pseudo action labeling procedure using optical flow to recover the action label from egocentric videos. Then, offline reinforcement learning is applied to learn the navigation policy. Through extensive experiments on different scenes both in simulation and the real world, we show that our algorithm outperforms baselines by a large margin, which demonstrates the in-context learning ability of the learned policy. For videos and more information, visit https://sites.google.com/view/nol0.

cs.CV↗

Multi-Agent Coordination via Multi-Level Communication

The partial observability and stochasticity in multi-agent settings can be mitigated by accessing more information about others via communication. However, the coordination problem still exists since agents cannot communicate actual actions with each other at the same time due to the circular dependencies. In this paper, we propose a novel multi-level communication scheme, Sequential Communication (SeqComm). SeqComm treats agents asynchronously (the upper-level agents make decisions before the lower-level ones) and has two communication phases. In the negotiation phase, agents determine the priority of decision-making by communicating hidden states of observations and comparing the value of intention, obtained by modeling the environment dynamics. In the launching phase, the upper-level agents take the lead in making decisions and then communicate their actions with the lower-level agents. Theoretically, we prove the policies learned by SeqComm are guaranteed to improve monotonically and converge. Empirically, we show that SeqComm outperforms existing methods in various cooperative multi-agent tasks.

cs.MA↗

Pre-trained Visual Dynamics Representations for Efficient Policy Learning

Pre-training for Reinforcement Learning (RL) with purely video data is a valuable yet challenging problem. Although in-the-wild videos are readily available and inhere a vast amount of prior world knowledge, the absence of action annotations and the common domain gap with downstream tasks hinder utilizing videos for RL pre-training. To address the challenge of pre-training with videos, we propose Pre-trained Visual Dynamics Representations (PVDR) to bridge the domain gap between videos and downstream tasks for efficient policy learning. By adopting video prediction as a pre-training task, we use a Transformer-based Conditional Variational Autoencoder (CVAE) to learn visual dynamics representations. The pre-trained visual dynamics representations capture the visual dynamics prior knowledge in the videos. This abstract prior knowledge can be readily adapted to downstream tasks and aligned with executable actions through online adaptation. We conduct experiments on a series of robotics visual control tasks and verify that PVDR is an effective form for pre-training with videos to promote policy learning.

cs.CV↗

ODRL: A Benchmark for Off-Dynamics Reinforcement Learning

We consider off-dynamics reinforcement learning (RL) where one needs to transfer policies across different domains with dynamics mismatch. Despite the focus on developing dynamics-aware algorithms, this field is hindered due to the lack of a standard benchmark. To bridge this gap, we introduce ODRL, the first benchmark tailored for evaluating off-dynamics RL methods. ODRL contains four experimental settings where the source and target domains can be either online or offline, and provides diverse tasks and a broad spectrum of dynamics shifts, making it a reliable platform to comprehensively evaluate the agent's adaptation ability to the target domain. Furthermore, ODRL includes recent off-dynamics RL algorithms in a unified framework and introduces some extra baselines for different settings, all implemented in a single-file manner. To unpack the true adaptation capability of existing methods, we conduct extensive benchmarking experiments, which show that no method has universal advantages across varied dynamics shifts. We hope this benchmark can serve as a cornerstone for future research endeavors. Our code is publicly available at https://github.com/OffDynamicsRL/off-dynamics-rl.

cs.LG↗

Understanding What Affects the Generalization Gap in Visual Reinforcement Learning: Theory and Empirical Evidence

Recently, there are many efforts attempting to learn useful policies for continuous control in visual reinforcement learning (RL). In this scenario, it is important to learn a generalizable policy, as the testing environment may differ from the training environment, e.g., there exist distractors during deployment. Many practical algorithms are proposed to handle this problem. However, to the best of our knowledge, none of them provide a theoretical understanding of what affects the generalization gap and why their proposed methods work. In this paper, we bridge this issue by theoretically answering the key factors that contribute to the generalization gap when the testing environment has distractors. Our theories indicate that minimizing the representation distance between training and testing environments, which aligns with human intuition, is the most critical for the benefit of reducing the generalization gap. Our theoretical results are supported by the empirical evidence in the DMControl Generalization Benchmark (DMC-GB).

cs.LG↗

SELU: Self-Learning Embodied MLLMs in Unknown Environments

Recently, multimodal large language models (MLLMs) have demonstrated strong visual understanding and decision-making capabilities, enabling the exploration of autonomously improving MLLMs in unknown environments. However, external feedback like human or environmental feedback is not always available. To address this challenge, existing methods primarily focus on enhancing the decision-making capabilities of MLLMs through voting and scoring mechanisms, while little effort has been paid to improving the environmental comprehension of MLLMs in unknown environments. To fully unleash the self-learning potential of MLLMs, we propose a novel actor-critic self-learning paradigm, dubbed SELU, inspired by the actor-critic paradigm in reinforcement learning. The critic employs self-asking and hindsight relabeling to extract knowledge from interaction trajectories collected by the actor, thereby augmenting its environmental comprehension. Simultaneously, the actor is improved by the self-feedback provided by the critic, enhancing its decision-making. We evaluate our method in the AI2-THOR and VirtualHome environments, and SELU achieves critic improvements of approximately 28% and 30%, and actor improvements of about 20% and 24% via self-learning.

cs.LG↗

Efficient Residual Learning with Mixture-of-Experts for Universal Dexterous Grasping

Universal dexterous grasping across diverse objects presents a fundamental yet formidable challenge in robot learning. Existing approaches using reinforcement learning (RL) to develop policies on extensive object datasets face critical limitations, including complex curriculum design for multi-task learning and limited generalization to unseen objects. To overcome these challenges, we introduce ResDex, a novel approach that integrates residual policy learning with a mixture-of-experts (MoE) framework. ResDex is distinguished by its use of geometry-unaware base policies that are efficiently acquired on individual objects and capable of generalizing across a wide range of unseen objects. Our MoE framework incorporates several base policies to facilitate diverse grasping styles suitable for various objects. By learning residual actions alongside weights that combine these base policies, ResDex enables efficient multi-task RL for universal dexterous grasping. ResDex achieves state-of-the-art performance on the DexGraspNet dataset comprising 3,200 objects with an 88.8% success rate. It exhibits no generalization gap with unseen objects and demonstrates superior training efficiency, mastering all tasks within only 12 hours on a single GPU.

cs.RO↗

Learning Diverse Bimanual Dexterous Manipulation Skills from Human Demonstrations

Bimanual dexterous manipulation is a critical yet underexplored area in robotics. Its high-dimensional action space and inherent task complexity present significant challenges for policy learning, and the limited task diversity in existing benchmarks hinders general-purpose skill development. Existing approaches largely depend on reinforcement learning, often constrained by intricately designed reward functions tailored to a narrow set of tasks. In this work, we present a novel approach for efficiently learning diverse bimanual dexterous skills from abundant human demonstrations. Specifically, we introduce BiDexHD, a framework that unifies task construction from existing bimanual datasets and employs teacher-student policy learning to address all tasks. The teacher learns state-based policies using a general two-stage reward function across tasks with shared behaviors, while the student distills the learned multi-task policies into a vision-based policy. With BiDexHD, scalable learning of numerous bimanual dexterous skills from auto-constructed tasks becomes feasible, offering promising advances toward universal bimanual dexterous manipulation. Our empirical evaluation on the TACO dataset, spanning 141 tasks across six categories, demonstrates a task fulfillment rate of 74.59% on trained tasks and 51.07% on unseen tasks, showcasing the effectiveness and competitive zero-shot generalization capabilities of BiDexHD. For videos and more information, visit our project page https://sites.google.com/view/bidexhd.

cs.RO↗

Cross-Embodiment Dexterous Grasping with Reinforcement Learning

Dexterous hands exhibit significant potential for complex real-world grasping tasks. While recent studies have primarily focused on learning policies for specific robotic hands, the development of a universal policy that controls diverse dexterous hands remains largely unexplored. In this work, we study the learning of cross-embodiment dexterous grasping policies using reinforcement learning (RL). Inspired by the capability of human hands to control various dexterous hands through teleoperation, we propose a universal action space based on the human hand's eigengrasps. The policy outputs eigengrasp actions that are then converted into specific joint actions for each robot hand through a retargeting mapping. We simplify the robot hand's proprioception to include only the positions of fingertips and the palm, offering a unified observation space across different robot hands. Our approach demonstrates an 80% success rate in grasping objects from the YCB dataset across four distinct embodiments using a single vision-based policy. Additionally, our policy exhibits zero-shot generalization to two previously unseen embodiments and significant improvement in efficient finetuning. For further details and videos, visit our project page https://sites.google.com/view/crossdex.

cs.RO↗

Egocentric Vision Language Planning

We explore leveraging large multi-modal models (LMMs) and text2image models to build a more general embodied agent. LMMs excel in planning long-horizon tasks over symbolic abstractions but struggle with grounding in the physical world, often failing to accurately identify object positions in images. A bridge is needed to connect LMMs to the physical world. The paper proposes a novel approach, egocentric vision language planning (EgoPlan), to handle long-horizon tasks from an egocentric perspective in varying household scenarios. This model leverages a diffusion model to simulate the fundamental dynamics between states and actions, integrating techniques like style transfer and optical flow to enhance generalization across different environmental dynamics. The LMM serves as a planner, breaking down instructions into sub-goals and selecting actions based on their alignment with these sub-goals, thus enabling more generalized and effective decision-making. Experiments show that EgoPlan improves long-horizon task success rates from the egocentric view compared to baselines across household scenarios.

cs.CV↗

Settling Decentralized Multi-Agent Coordinated Exploration by Novelty Sharing

Exploration in decentralized cooperative multi-agent reinforcement learning faces two challenges. One is that the novelty of global states is unavailable, while the novelty of local observations is biased. The other is how agents can explore in a coordinated way. To address these challenges, we propose MACE, a simple yet effective multi-agent coordinated exploration method. By communicating only local novelty, agents can take into account other agents' local novelty to approximate the global novelty. Further, we newly introduce weighted mutual information to measure the influence of one agent's action on other agents' accumulated novelty. We convert it as an intrinsic reward in hindsight to encourage agents to exert more influence on other agents' exploration and boost coordinated exploration. Empirically, we show that MACE achieves superior performance in three multi-agent environments with sparse rewards.

cs.MA↗

Reinforcement Learning Friendly Vision-Language Model for Minecraft

One of the essential missions in the AI research community is to build an autonomous embodied agent that can achieve high-level performance across a wide spectrum of tasks. However, acquiring or manually designing rewards for all open-ended tasks is unrealistic. In this paper, we propose a novel cross-modal contrastive learning framework architecture, CLIP4MC, aiming to learn a reinforcement learning (RL) friendly vision-language model (VLM) that serves as an intrinsic reward function for open-ended tasks. Simply utilizing the similarity between the video snippet and the language prompt is not RL-friendly since standard VLMs may only capture the similarity at a coarse level. To achieve RL-friendliness, we incorporate the task completion degree into the VLM training objective, as this information can assist agents in distinguishing the importance between different states. Moreover, we provide neat YouTube datasets based on the large-scale YouTube database provided by MineDojo. Specifically, two rounds of filtering operations guarantee that the dataset covers enough essential information and that the video-text pair is highly correlated. Empirically, we demonstrate that the proposed method achieves better performance on RL tasks compared with baselines. The code and datasets are available at https://github.com/PKU-RL/CLIP4MC.

cs.LG↗

Visual Grounding for Object-Level Generalization in Reinforcement Learning

Generalization is a pivotal challenge for agents following natural language instructions. To approach this goal, we leverage a vision-language model (VLM) for visual grounding and transfer its vision-language knowledge into reinforcement learning (RL) for object-centric tasks, which makes the agent capable of zero-shot generalization to unseen objects and instructions. By visual grounding, we obtain an object-grounded confidence map for the target object indicated in the instruction. Based on this map, we introduce two routes to transfer VLM knowledge into RL. Firstly, we propose an object-grounded intrinsic reward function derived from the confidence map to more effectively guide the agent towards the target object. Secondly, the confidence map offers a more unified, accessible task representation for the agent's policy, compared to language embeddings. This enables the agent to process unseen objects and instructions through comprehensible visual confidence maps, facilitating zero-shot object-level generalization. Single-task experiments prove that our intrinsic reward significantly improves performance on challenging skill learning. In multi-task experiments, through testing on tasks beyond the training set, we show that the agent, when provided with the confidence map as the task representation, possesses better generalization capabilities than language-based conditioning. The code is available at https://github.com/PKU-RL/COPL.

cs.AI↗

Cradle: Empowering Foundation Agents Towards General Computer Control

Despite the success in specific scenarios, existing foundation agents still struggle to generalize across various virtual scenarios, mainly due to the dramatically different encapsulations of environments with manually designed observation and action spaces. To handle this issue, we propose the General Computer Control (GCC) setting to restrict foundation agents to interact with software through the most unified and standardized interface, i.e., using screenshots as input and keyboard and mouse actions as output. We introduce Cradle, a modular and flexible LMM-powered framework, as a preliminary attempt towards GCC. Enhanced by six key modules, Cradle can understand input screenshots and output executable code for low-level keyboard and mouse control after high-level planning, so that Cradle can interact with any software and complete long-horizon complex tasks without relying on any built-in APIs. Experimental results show that Cradle exhibits remarkable generalizability and impressive performance across four previously unexplored commercial video games, five software applications, and a comprehensive benchmark, OSWorld. Cradle is the first to enable foundation agents to follow the main storyline and complete 40-minute-long real missions in the complex AAA game Red Dead Redemption 2 (RDR2). Cradle can also create a city of a thousand people in Cities: Skylines, farm and harvest parsnips in Stardew Valley, and trade and bargain with a maximal weekly total profit of 87% in Dealer's Life 2. Cradle can not only operate daily software, like Chrome, Outlook, and Feishu, but also edit images and videos using Meitu and CapCut. Cradle greatly extends the reach of foundation agents by enabling the easy conversion of any software, especially complex games, into benchmarks to evaluate agents' various abilities and facilitate further data collection, thus paving the way for generalist agents.

cs.AI↗

Expressive and Generalizable Low-rank Adaptation for Large Models via Slow Cascaded Learning

Efficient fine-tuning plays a fundamental role in modern large models, with low-rank adaptation emerging as a particularly promising approach. However, the existing variants of LoRA are hampered by limited expressiveness, a tendency to overfit, and sensitivity to hyperparameter settings. This paper presents LoRA Slow Cascade Learning (LoRASC), an innovative technique designed to enhance LoRA's expressiveness and generalization capabilities while preserving its training efficiency. Our approach augments expressiveness through a cascaded learning strategy that enables a mixture-of-low-rank adaptation, thereby increasing the model's ability to capture complex patterns. Additionally, we introduce a slow-fast update mechanism and cascading noisy tuning to bolster generalization. The extensive experiments on various language and vision datasets, as well as robustness benchmarks, demonstrate that the proposed method not only significantly outperforms existing baselines, but also mitigates overfitting, enhances model stability, and improves OOD robustness. Code will be release in https://github.com/microsoft/LoRASC very soon.

cs.CL↗

Tackling Non-Stationarity in Reinforcement Learning via Causal-Origin Representation

In real-world scenarios, the application of reinforcement learning is significantly challenged by complex non-stationarity. Most existing methods attempt to model changes in the environment explicitly, often requiring impractical prior knowledge of environments. In this paper, we propose a new perspective, positing that non-stationarity can propagate and accumulate through complex causal relationships during state transitions, thereby compounding its sophistication and affecting policy learning. We believe that this challenge can be more effectively addressed by implicitly tracing the causal origin of non-stationarity. To this end, we introduce the Causal-Origin REPresentation (COREP) algorithm. COREP primarily employs a guided updating mechanism to learn a stable graph representation for the state, termed as causal-origin representation. By leveraging this representation, the learned policy exhibits impressive resilience to non-stationarity. We supplement our approach with a theoretical analysis grounded in the causal interpretation for non-stationary reinforcement learning, advocating for the validity of the causal-origin representation. Experimental results further demonstrate the superior performance of COREP over existing methods in tackling non-stationarity problems.

cs.LG↗

SMPLX-Lite: A Realistic and Drivable Avatar Benchmark with Rich Geometry and Texture Annotations

Recovering photorealistic and drivable full-body avatars is crucial for numerous applications, including virtual reality, 3D games, and tele-presence. Most methods, whether reconstruction or generation, require large numbers of human motion sequences and corresponding textured meshes. To easily learn a drivable avatar, a reasonable parametric body model with unified topology is paramount. However, existing human body datasets either have images or textured models and lack parametric models which fit clothes well. We propose a new parametric model SMPLX-Lite-D, which can fit detailed geometry of the scanned mesh while maintaining stable geometry in the face, hand and foot regions. We present SMPLX-Lite dataset, the most comprehensive clothing avatar dataset with multi-view RGB sequences, keypoints annotations, textured scanned meshes, and textured SMPLX-Lite-D models. With the SMPLX-Lite dataset, we train a conditional variational autoencoder model that takes human pose and facial keypoints as input, and generates a photorealistic drivable human avatar.

cs.CV↗

Cross-Domain Policy Adaptation by Capturing Representation Mismatch

It is vital to learn effective policies that can be transferred to different domains with dynamics discrepancies in reinforcement learning (RL). In this paper, we consider dynamics adaptation settings where there exists dynamics mismatch between the source domain and the target domain, and one can get access to sufficient source domain data, while can only have limited interactions with the target domain. Existing methods address this problem by learning domain classifiers, performing data filtering from a value discrepancy perspective, etc. Instead, we tackle this challenge from a decoupled representation learning perspective. We perform representation learning only in the target domain and measure the representation deviations on the transitions from the source domain, which we show can be a signal of dynamics mismatch. We also show that representation deviation upper bounds performance difference of a given policy in the source domain and target domain, which motivates us to adopt representation deviation as a reward penalty. The produced representations are not involved in either policy or value function, but only serve as a reward penalizer. We conduct extensive experiments on environments with kinematic and morphology mismatch, and the results show that our method exhibits strong performance on many tasks. Our code is publicly available at https://github.com/dmksjfl/PAR.

cs.LG↗