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Pieter Abbeel

Publications and source records attributed to Pieter Abbeel.

At least 253 records · Page 14Linked to original sources

Auto-Tuned Sim-to-Real Transfer

Policies trained in simulation often fail when transferred to the real world due to the `reality gap' where the simulator is unable to accurately capture the dynamics and visual properties of the real world. Current approaches to tackle this problem, such as domain randomization, require prior knowledge and engineering to determine how much to randomize system parameters in order to learn a policy that is robust to sim-to-real transfer while also not being too conservative. We propose a method for automatically tuning simulator system parameters to match the real world using only raw RGB images of the real world without the need to define rewards or estimate state. Our key insight is to reframe the auto-tuning of parameters as a search problem where we iteratively shift the simulation system parameters to approach the real-world system parameters. We propose a Search Param Model (SPM) that, given a sequence of observations and actions and a set of system parameters, predicts whether the given parameters are higher or lower than the true parameters used to generate the observations. We evaluate our method on multiple robotic control tasks in both sim-to-sim and sim-to-real transfer, demonstrating significant improvement over naive domain randomization. Project videos and code at https://yuqingd.github.io/autotuned-sim2real/

cs.RO↗

Decoupling Representation Learning from Reinforcement Learning

In an effort to overcome limitations of reward-driven feature learning in deep reinforcement learning (RL) from images, we propose decoupling representation learning from policy learning. To this end, we introduce a new unsupervised learning (UL) task, called Augmented Temporal Contrast (ATC), which trains a convolutional encoder to associate pairs of observations separated by a short time difference, under image augmentations and using a contrastive loss. In online RL experiments, we show that training the encoder exclusively using ATC matches or outperforms end-to-end RL in most environments. Additionally, we benchmark several leading UL algorithms by pre-training encoders on expert demonstrations and using them, with weights frozen, in RL agents; we find that agents using ATC-trained encoders outperform all others. We also train multi-task encoders on data from multiple environments and show generalization to different downstream RL tasks. Finally, we ablate components of ATC, and introduce a new data augmentation to enable replay of (compressed) latent images from pre-trained encoders when RL requires augmentation. Our experiments span visually diverse RL benchmarks in DeepMind Control, DeepMind Lab, and Atari, and our complete code is available at https://github.com/astooke/rlpyt/tree/master/rlpyt/ul.

cs.LG↗

Efficient Empowerment Estimation for Unsupervised Stabilization

Intrinsically motivated artificial agents learn advantageous behavior without externally-provided rewards. Previously, it was shown that maximizing mutual information between agent actuators and future states, known as the empowerment principle, enables unsupervised stabilization of dynamical systems at upright positions, which is a prototypical intrinsically motivated behavior for upright standing and walking. This follows from the coincidence between the objective of stabilization and the objective of empowerment. Unfortunately, sample-based estimation of this kind of mutual information is challenging. Recently, various variational lower bounds (VLBs) on empowerment have been proposed as solutions; however, they are often biased, unstable in training, and have high sample complexity. In this work, we propose an alternative solution based on a trainable representation of a dynamical system as a Gaussian channel, which allows us to efficiently calculate an unbiased estimator of empowerment by convex optimization. We demonstrate our solution for sample-based unsupervised stabilization on different dynamical control systems and show the advantages of our method by comparing it to the existing VLB approaches. Specifically, we show that our method has a lower sample complexity, is more stable in training, possesses the essential properties of the empowerment function, and allows estimation of empowerment from images. Consequently, our method opens a path to wider and easier adoption of empowerment for various applications.

cs.LG↗

Learning What To Do by Simulating the Past

Since reward functions are hard to specify, recent work has focused on learning policies from human feedback. However, such approaches are impeded by the expense of acquiring such feedback. Recent work proposed that agents have access to a source of information that is effectively free: in any environment that humans have acted in, the state will already be optimized for human preferences, and thus an agent can extract information about what humans want from the state. Such learning is possible in principle, but requires simulating all possible past trajectories that could have led to the observed state. This is feasible in gridworlds, but how do we scale it to complex tasks? In this work, we show that by combining a learned feature encoder with learned inverse models, we can enable agents to simulate human actions backwards in time to infer what they must have done. The resulting algorithm is able to reproduce a specific skill in MuJoCo environments given a single state sampled from the optimal policy for that skill.

cs.LG↗

Self-Supervised Policy Adaptation during Deployment

In most real world scenarios, a policy trained by reinforcement learning in one environment needs to be deployed in another, potentially quite different environment. However, generalization across different environments is known to be hard. A natural solution would be to keep training after deployment in the new environment, but this cannot be done if the new environment offers no reward signal. Our work explores the use of self-supervision to allow the policy to continue training after deployment without using any rewards. While previous methods explicitly anticipate changes in the new environment, we assume no prior knowledge of those changes yet still obtain significant improvements. Empirical evaluations are performed on diverse simulation environments from DeepMind Control suite and ViZDoom, as well as real robotic manipulation tasks in continuously changing environments, taking observations from an uncalibrated camera. Our method improves generalization in 31 out of 36 environments across various tasks and outperforms domain randomization on a majority of environments.

cs.LG↗

GEM: Group Enhanced Model for Learning Dynamical Control Systems

Learning the dynamics of a physical system wherein an autonomous agent operates is an important task. Often these systems present apparent geometric structures. For instance, the trajectories of a robotic manipulator can be broken down into a collection of its transitional and rotational motions, fully characterized by the corresponding Lie groups and Lie algebras. In this work, we take advantage of these structures to build effective dynamical models that are amenable to sample-based learning. We hypothesize that learning the dynamics on a Lie algebra vector space is more effective than learning a direct state transition model. To verify this hypothesis, we introduce the Group Enhanced Model (GEM). GEMs significantly outperform conventional transition models on tasks of long-term prediction, planning, and model-based reinforcement learning across a diverse suite of standard continuous-control environments, including Walker, Hopper, Reacher, Half-Cheetah, Inverted Pendulums, Ant, and Humanoid. Furthermore, plugging GEM into existing state of the art systems enhances their performance, which we demonstrate on the PETS system. This work sheds light on a connection between learning of dynamics and Lie group properties, which opens doors for new research directions and practical applications along this direction. Our code is publicly available at: https://tinyurl.com/GEMMBRL.

eess.SY↗

Putting NeRF on a Diet: Semantically Consistent Few-Shot View Synthesis

We present DietNeRF, a 3D neural scene representation estimated from a few images. Neural Radiance Fields (NeRF) learn a continuous volumetric representation of a scene through multi-view consistency, and can be rendered from novel viewpoints by ray casting. While NeRF has an impressive ability to reconstruct geometry and fine details given many images, up to 100 for challenging 360° scenes, it often finds a degenerate solution to its image reconstruction objective when only a few input views are available. To improve few-shot quality, we propose DietNeRF. We introduce an auxiliary semantic consistency loss that encourages realistic renderings at novel poses. DietNeRF is trained on individual scenes to (1) correctly render given input views from the same pose, and (2) match high-level semantic attributes across different, random poses. Our semantic loss allows us to supervise DietNeRF from arbitrary poses. We extract these semantics using a pre-trained visual encoder such as CLIP, a Vision Transformer trained on hundreds of millions of diverse single-view, 2D photographs mined from the web with natural language supervision. In experiments, DietNeRF improves the perceptual quality of few-shot view synthesis when learned from scratch, can render novel views with as few as one observed image when pre-trained on a multi-view dataset, and produces plausible completions of completely unobserved regions.

cs.CV↗

Reinforcement Learning for Robust Parameterized Locomotion Control of Bipedal Robots

Developing robust walking controllers for bipedal robots is a challenging endeavor. Traditional model-based locomotion controllers require simplifying assumptions and careful modelling; any small errors can result in unstable control. To address these challenges for bipedal locomotion, we present a model-free reinforcement learning framework for training robust locomotion policies in simulation, which can then be transferred to a real bipedal Cassie robot. To facilitate sim-to-real transfer, domain randomization is used to encourage the policies to learn behaviors that are robust across variations in system dynamics. The learned policies enable Cassie to perform a set of diverse and dynamic behaviors, while also being more robust than traditional controllers and prior learning-based methods that use residual control. We demonstrate this on versatile walking behaviors such as tracking a target walking velocity, walking height, and turning yaw.

cs.RO↗

Mutual Information State Intrinsic Control

Reinforcement learning has been shown to be highly successful at many challenging tasks. However, success heavily relies on well-shaped rewards. Intrinsically motivated RL attempts to remove this constraint by defining an intrinsic reward function. Motivated by the self-consciousness concept in psychology, we make a natural assumption that the agent knows what constitutes itself, and propose a new intrinsic objective that encourages the agent to have maximum control on the environment. We mathematically formalize this reward as the mutual information between the agent state and the surrounding state under the current agent policy. With this new intrinsic motivation, we are able to outperform previous methods, including being able to complete the pick-and-place task for the first time without using any task reward. A video showing experimental results is available at https://youtu.be/AUCwc9RThpk.

cs.LG↗

Task-Agnostic Morphology Evolution

Deep reinforcement learning primarily focuses on learning behavior, usually overlooking the fact that an agent's function is largely determined by form. So, how should one go about finding a morphology fit for solving tasks in a given environment? Current approaches that co-adapt morphology and behavior use a specific task's reward as a signal for morphology optimization. However, this often requires expensive policy optimization and results in task-dependent morphologies that are not built to generalize. In this work, we propose a new approach, Task-Agnostic Morphology Evolution (TAME), to alleviate both of these issues. Without any task or reward specification, TAME evolves morphologies by only applying randomly sampled action primitives on a population of agents. This is accomplished using an information-theoretic objective that efficiently ranks agents by their ability to reach diverse states in the environment and the causality of their actions. Finally, we empirically demonstrate that across 2D, 3D, and manipulation environments TAME can evolve morphologies that match the multi-task performance of those learned with task supervised algorithms. Our code and videos can be found at https://sites.google.com/view/task-agnostic-evolution.

cs.LG↗

AvE: Assistance via Empowerment

One difficulty in using artificial agents for human-assistive applications lies in the challenge of accurately assisting with a person's goal(s). Existing methods tend to rely on inferring the human's goal, which is challenging when there are many potential goals or when the set of candidate goals is difficult to identify. We propose a new paradigm for assistance by instead increasing the human's ability to control their environment, and formalize this approach by augmenting reinforcement learning with human empowerment. This task-agnostic objective preserves the person's autonomy and ability to achieve any eventual state. We test our approach against assistance based on goal inference, highlighting scenarios where our method overcomes failure modes stemming from goal ambiguity or misspecification. As existing methods for estimating empowerment in continuous domains are computationally hard, precluding its use in real time learned assistance, we also propose an efficient empowerment-inspired proxy metric. Using this, we are able to successfully demonstrate our method in a shared autonomy user study for a challenging simulated teleoperation task with human-in-the-loop training.

cs.AI↗

Reinforcement Learning with Latent Flow

Temporal information is essential to learning effective policies with Reinforcement Learning (RL). However, current state-of-the-art RL algorithms either assume that such information is given as part of the state space or, when learning from pixels, use the simple heuristic of frame-stacking to implicitly capture temporal information present in the image observations. This heuristic is in contrast to the current paradigm in video classification architectures, which utilize explicit encodings of temporal information through methods such as optical flow and two-stream architectures to achieve state-of-the-art performance. Inspired by leading video classification architectures, we introduce the Flow of Latents for Reinforcement Learning (Flare), a network architecture for RL that explicitly encodes temporal information through latent vector differences. We show that Flare (i) recovers optimal performance in state-based RL without explicit access to the state velocity, solely with positional state information, (ii) achieves state-of-the-art performance on pixel-based challenging continuous control tasks within the DeepMind control benchmark suite, namely quadruped walk, hopper hop, finger turn hard, pendulum swing, and walker run, and is the most sample efficient model-free pixel-based RL algorithm, outperforming the prior model-free state-of-the-art by 1.9X and 1.5X on the 500k and 1M step benchmarks, respectively, and (iv), when augmented over rainbow DQN, outperforms this state-of-the-art level baseline on 5 of 8 challenging Atari games at 100M time step benchmark.

cs.LG↗

Denoising Diffusion Probabilistic Models

We present high quality image synthesis results using diffusion probabilistic models, a class of latent variable models inspired by considerations from nonequilibrium thermodynamics. Our best results are obtained by training on a weighted variational bound designed according to a novel connection between diffusion probabilistic models and denoising score matching with Langevin dynamics, and our models naturally admit a progressive lossy decompression scheme that can be interpreted as a generalization of autoregressive decoding. On the unconditional CIFAR10 dataset, we obtain an Inception score of 9.46 and a state-of-the-art FID score of 3.17. On 256x256 LSUN, we obtain sample quality similar to ProgressiveGAN. Our implementation is available at https://github.com/hojonathanho/diffusion

cs.LG↗

Sparse Graphical Memory for Robust Planning

To operate effectively in the real world, agents should be able to act from high-dimensional raw sensory input such as images and achieve diverse goals across long time-horizons. Current deep reinforcement and imitation learning methods can learn directly from high-dimensional inputs but do not scale well to long-horizon tasks. In contrast, classical graphical methods like A* search are able to solve long-horizon tasks, but assume that the state space is abstracted away from raw sensory input. Recent works have attempted to combine the strengths of deep learning and classical planning; however, dominant methods in this domain are still quite brittle and scale poorly with the size of the environment. We introduce Sparse Graphical Memory (SGM), a new data structure that stores states and feasible transitions in a sparse memory. SGM aggregates states according to a novel two-way consistency objective, adapting classic state aggregation criteria to goal-conditioned RL: two states are redundant when they are interchangeable both as goals and as starting states. Theoretically, we prove that merging nodes according to two-way consistency leads to an increase in shortest path lengths that scales only linearly with the merging threshold. Experimentally, we show that SGM significantly outperforms current state of the art methods on long horizon, sparse-reward visual navigation tasks. Project video and code are available at https://mishalaskin.github.io/sgm/

cs.LG↗

Reinforcement Learning with Augmented Data

Learning from visual observations is a fundamental yet challenging problem in Reinforcement Learning (RL). Although algorithmic advances combined with convolutional neural networks have proved to be a recipe for success, current methods are still lacking on two fronts: (a) data-efficiency of learning and (b) generalization to new environments. To this end, we present Reinforcement Learning with Augmented Data (RAD), a simple plug-and-play module that can enhance most RL algorithms. We perform the first extensive study of general data augmentations for RL on both pixel-based and state-based inputs, and introduce two new data augmentations - random translate and random amplitude scale. We show that augmentations such as random translate, crop, color jitter, patch cutout, random convolutions, and amplitude scale can enable simple RL algorithms to outperform complex state-of-the-art methods across common benchmarks. RAD sets a new state-of-the-art in terms of data-efficiency and final performance on the DeepMind Control Suite benchmark for pixel-based control as well as OpenAI Gym benchmark for state-based control. We further demonstrate that RAD significantly improves test-time generalization over existing methods on several OpenAI ProcGen benchmarks. Our RAD module and training code are available at https://www.github.com/MishaLaskin/rad.

cs.LG↗

Guided Meta-Policy Search

Reinforcement learning (RL) algorithms have demonstrated promising results on complex tasks, yet often require impractical numbers of samples since they learn from scratch. Meta-RL aims to address this challenge by leveraging experience from previous tasks so as to more quickly solve new tasks. However, in practice, these algorithms generally also require large amounts of on-policy experience during the meta-training process, making them impractical for use in many problems. To this end, we propose to learn a reinforcement learning procedure in a federated way, where individual off-policy learners can solve the individual meta-training tasks, and then consolidate these solutions into a single meta-learner. Since the central meta-learner learns by imitating the solutions to the individual tasks, it can accommodate either the standard meta-RL problem setting or a hybrid setting where some or all tasks are provided with example demonstrations. The former results in an approach that can leverage policies learned for previous tasks without significant amounts of on-policy data during meta-training, whereas the latter is particularly useful in cases where demonstrations are easy for a person to provide. Across a number of continuous control meta-RL problems, we demonstrate significant improvements in meta-RL sample efficiency in comparison to prior work as well as the ability to scale to domains with visual observations.

cs.LG↗

Stochastic Latent Actor-Critic: Deep Reinforcement Learning with a Latent Variable Model

Deep reinforcement learning (RL) algorithms can use high-capacity deep networks to learn directly from image observations. However, these high-dimensional observation spaces present a number of challenges in practice, since the policy must now solve two problems: representation learning and task learning. In this work, we tackle these two problems separately, by explicitly learning latent representations that can accelerate reinforcement learning from images. We propose the stochastic latent actor-critic (SLAC) algorithm: a sample-efficient and high-performing RL algorithm for learning policies for complex continuous control tasks directly from high-dimensional image inputs. SLAC provides a novel and principled approach for unifying stochastic sequential models and RL into a single method, by learning a compact latent representation and then performing RL in the model's learned latent space. Our experimental evaluation demonstrates that our method outperforms both model-free and model-based alternatives in terms of final performance and sample efficiency, on a range of difficult image-based control tasks. Our code and videos of our results are available at our website.

cs.LG↗

Trajectory-wise Multiple Choice Learning for Dynamics Generalization in Reinforcement Learning

Model-based reinforcement learning (RL) has shown great potential in various control tasks in terms of both sample-efficiency and final performance. However, learning a generalizable dynamics model robust to changes in dynamics remains a challenge since the target transition dynamics follow a multi-modal distribution. In this paper, we present a new model-based RL algorithm, coined trajectory-wise multiple choice learning, that learns a multi-headed dynamics model for dynamics generalization. The main idea is updating the most accurate prediction head to specialize each head in certain environments with similar dynamics, i.e., clustering environments. Moreover, we incorporate context learning, which encodes dynamics-specific information from past experiences into the context latent vector, enabling the model to perform online adaptation to unseen environments. Finally, to utilize the specialized prediction heads more effectively, we propose an adaptive planning method, which selects the most accurate prediction head over a recent experience. Our method exhibits superior zero-shot generalization performance across a variety of control tasks, compared to state-of-the-art RL methods. Source code and videos are available at https://sites.google.com/view/trajectory-mcl.

cs.LG↗