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Pieter Abbeel

Publications and source records attributed to Pieter Abbeel.

At least 325 records · Page 18Linked to original sources

Learning Robotic Manipulation through Visual Planning and Acting

Planning for robotic manipulation requires reasoning about the changes a robot can affect on objects. When such interactions can be modelled analytically, as in domains with rigid objects, efficient planning algorithms exist. However, in both domestic and industrial domains, the objects of interest can be soft, or deformable, and hard to model analytically. For such cases, we posit that a data-driven modelling approach is more suitable. In recent years, progress in deep generative models has produced methods that learn to `imagine' plausible images from data. Building on the recent Causal InfoGAN generative model, in this work we learn to imagine goal-directed object manipulation directly from raw image data of self-supervised interaction of the robot with the object. After learning, given a goal observation of the system, our model can generate an imagined plan -- a sequence of images that transition the object into the desired goal. To execute the plan, we use it as a reference trajectory to track with a visual servoing controller, which we also learn from the data as an inverse dynamics model. In a simulated manipulation task, we show that separating the problem into visual planning and visual tracking control is more sample efficient and more interpretable than alternative data-driven approaches. We further demonstrate our approach on learning to imagine and execute in 3 environments, the final of which is deformable rope manipulation on a PR2 robot.

cs.RO↗

Preferences Implicit in the State of the World

Reinforcement learning (RL) agents optimize only the features specified in a reward function and are indifferent to anything left out inadvertently. This means that we must not only specify what to do, but also the much larger space of what not to do. It is easy to forget these preferences, since these preferences are already satisfied in our environment. This motivates our key insight: when a robot is deployed in an environment that humans act in, the state of the environment is already optimized for what humans want. We can therefore use this implicit preference information from the state to fill in the blanks. We develop an algorithm based on Maximum Causal Entropy IRL and use it to evaluate the idea in a suite of proof-of-concept environments designed to show its properties. We find that information from the initial state can be used to infer both side effects that should be avoided as well as preferences for how the environment should be organized. Our code can be found at https://github.com/HumanCompatibleAI/rlsp.

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Quasi-Direct Drive for Low-Cost Compliant Robotic Manipulation

Robots must cost less and be force-controlled to enable widespread, safe deployment in unconstrained human environments. We propose Quasi-Direct Drive actuation as a capable paradigm for robotic force-controlled manipulation in human environments at low-cost. Our prototype - Blue - is a human scale 7 Degree of Freedom arm with 2kg payload. Blue can cost less than $5000. We show that Blue has dynamic properties that meet or exceed the needs of human operators: the robot has a nominal position-control bandwidth of 7.5Hz and repeatability within 4mm. We demonstrate a Virtual Reality based interface that can be used as a method for telepresence and collecting robot training demonstrations. Manufacturability, scaling, and potential use-cases for the Blue system are also addressed. Videos and additional information can be found online at berkeleyopenarms.github.io

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Towards Characterizing Divergence in Deep Q-Learning

Deep Q-Learning (DQL), a family of temporal difference algorithms for control, employs three techniques collectively known as the `deadly triad' in reinforcement learning: bootstrapping, off-policy learning, and function approximation. Prior work has demonstrated that together these can lead to divergence in Q-learning algorithms, but the conditions under which divergence occurs are not well-understood. In this note, we give a simple analysis based on a linear approximation to the Q-value updates, which we believe provides insight into divergence under the deadly triad. The central point in our analysis is to consider when the leading order approximation to the deep-Q update is or is not a contraction in the sup norm. Based on this analysis, we develop an algorithm which permits stable deep Q-learning for continuous control without any of the tricks conventionally used (such as target networks, adaptive gradient optimizers, or using multiple Q functions). We demonstrate that our algorithm performs above or near state-of-the-art on standard MuJoCo benchmarks from the OpenAI Gym.

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Reinforcement Learning on Variable Impedance Controller for High-Precision Robotic Assembly

Precise robotic manipulation skills are desirable in many industrial settings, reinforcement learning (RL) methods hold the promise of acquiring these skills autonomously. In this paper, we explicitly consider incorporating operational space force/torque information into reinforcement learning; this is motivated by humans heuristically mapping perceived forces to control actions, which results in completing high-precision tasks in a fairly easy manner. Our approach combines RL with force/torque information by incorporating a proper operational space force controller; where we also exploit different ablations on processing this information. Moreover, we propose a neural network architecture that generalizes to reasonable variations of the environment. We evaluate our method on the open-source Siemens Robot Learning Challenge, which requires precise and delicate force-controlled behavior to assemble a tight-fit gear wheel set.

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Domain Randomization for Active Pose Estimation

Accurate state estimation is a fundamental component of robotic control. In robotic manipulation tasks, as is our focus in this work, state estimation is essential for identifying the positions of objects in the scene, forming the basis of the manipulation plan. However, pose estimation typically requires expensive 3D cameras or additional instrumentation such as fiducial markers to perform accurately. Recently, Tobin et al.~introduced an approach to pose estimation based on domain randomization, where a neural network is trained to predict pose directly from a 2D image of the scene. The network is trained on computer-generated images with a high variation in textures and lighting, thereby generalizing to real-world images. In this work, we investigate how to improve the accuracy of domain randomization based pose estimation. Our main idea is that active perception -- moving the robot to get a better estimate of pose -- can be trained in simulation and transferred to real using domain randomization. In our approach, the robot trains in a domain-randomized simulation how to estimate pose from a \emph{sequence} of images. We show that our approach can significantly improve the accuracy of standard pose estimation in several scenarios: when the robot holding an object moves, when reference objects are moved in the scene, or when the camera is moved around the object.

cs.CV↗

Learning to Adapt in Dynamic, Real-World Environments Through Meta-Reinforcement Learning

Although reinforcement learning methods can achieve impressive results in simulation, the real world presents two major challenges: generating samples is exceedingly expensive, and unexpected perturbations or unseen situations cause proficient but specialized policies to fail at test time. Given that it is impractical to train separate policies to accommodate all situations the agent may see in the real world, this work proposes to learn how to quickly and effectively adapt online to new tasks. To enable sample-efficient learning, we consider learning online adaptation in the context of model-based reinforcement learning. Our approach uses meta-learning to train a dynamics model prior such that, when combined with recent data, this prior can be rapidly adapted to the local context. Our experiments demonstrate online adaptation for continuous control tasks on both simulated and real-world agents. We first show simulated agents adapting their behavior online to novel terrains, crippled body parts, and highly-dynamic environments. We also illustrate the importance of incorporating online adaptation into autonomous agents that operate in the real world by applying our method to a real dynamic legged millirobot. We demonstrate the agent's learned ability to quickly adapt online to a missing leg, adjust to novel terrains and slopes, account for miscalibration or errors in pose estimation, and compensate for pulling payloads.

cs.LG↗

Generalization through Simulation: Integrating Simulated and Real Data into Deep Reinforcement Learning for Vision-Based Autonomous Flight

Deep reinforcement learning provides a promising approach for vision-based control of real-world robots. However, the generalization of such models depends critically on the quantity and variety of data available for training. This data can be difficult to obtain for some types of robotic systems, such as fragile, small-scale quadrotors. Simulated rendering and physics can provide for much larger datasets, but such data is inherently of lower quality: many of the phenomena that make the real-world autonomous flight problem challenging, such as complex physics and air currents, are modeled poorly or not at all, and the systematic differences between simulation and the real world are typically impossible to eliminate. In this work, we investigate how data from both simulation and the real world can be combined in a hybrid deep reinforcement learning algorithm. Our method uses real-world data to learn about the dynamics of the system, and simulated data to learn a generalizable perception system that can enable the robot to avoid collisions using only a monocular camera. We demonstrate our approach on a real-world nano aerial vehicle collision avoidance task, showing that with only an hour of real-world data, the quadrotor can avoid collisions in new environments with various lighting conditions and geometry. Code, instructions for building the aerial vehicles, and videos of the experiments can be found at github.com/gkahn13/GtS

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Guiding Policies with Language via Meta-Learning

Behavioral skills or policies for autonomous agents are conventionally learned from reward functions, via reinforcement learning, or from demonstrations, via imitation learning. However, both modes of task specification have their disadvantages: reward functions require manual engineering, while demonstrations require a human expert to be able to actually perform the task in order to generate the demonstration. Instruction following from natural language instructions provides an appealing alternative: in the same way that we can specify goals to other humans simply by speaking or writing, we would like to be able to specify tasks for our machines. However, a single instruction may be insufficient to fully communicate our intent or, even if it is, may be insufficient for an autonomous agent to actually understand how to perform the desired task. In this work, we propose an interactive formulation of the task specification problem, where iterative language corrections are provided to an autonomous agent, guiding it in acquiring the desired skill. Our proposed language-guided policy learning algorithm can integrate an instruction and a sequence of corrections to acquire new skills very quickly. In our experiments, we show that this method can enable a policy to follow instructions and corrections for simulated navigation and manipulation tasks, substantially outperforming direct, non-interactive instruction following.

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Soft Actor-Critic Algorithms and Applications

Model-free deep reinforcement learning (RL) algorithms have been successfully applied to a range of challenging sequential decision making and control tasks. However, these methods typically suffer from two major challenges: high sample complexity and brittleness to hyperparameters. Both of these challenges limit the applicability of such methods to real-world domains. In this paper, we describe Soft Actor-Critic (SAC), our recently introduced off-policy actor-critic algorithm based on the maximum entropy RL framework. In this framework, the actor aims to simultaneously maximize expected return and entropy. That is, to succeed at the task while acting as randomly as possible. We extend SAC to incorporate a number of modifications that accelerate training and improve stability with respect to the hyperparameters, including a constrained formulation that automatically tunes the temperature hyperparameter. We systematically evaluate SAC on a range of benchmark tasks, as well as real-world challenging tasks such as locomotion for a quadrupedal robot and robotic manipulation with a dexterous hand. With these improvements, SAC achieves state-of-the-art performance, outperforming prior on-policy and off-policy methods in sample-efficiency and asymptotic performance. Furthermore, we demonstrate that, in contrast to other off-policy algorithms, our approach is very stable, achieving similar performance across different random seeds. These results suggest that SAC is a promising candidate for learning in real-world robotics tasks.

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Some Considerations on Learning to Explore via Meta-Reinforcement Learning

We consider the problem of exploration in meta reinforcement learning. Two new meta reinforcement learning algorithms are suggested: E-MAML and E-$\text{RL}^2$. Results are presented on a novel environment we call `Krazy World' and a set of maze environments. We show E-MAML and E-$\text{RL}^2$ deliver better performance on tasks where exploration is important.

cs.AI↗

Accelerated Methods for Deep Reinforcement Learning

Deep reinforcement learning (RL) has achieved many recent successes, yet experiment turn-around time remains a key bottleneck in research and in practice. We investigate how to optimize existing deep RL algorithms for modern computers, specifically for a combination of CPUs and GPUs. We confirm that both policy gradient and Q-value learning algorithms can be adapted to learn using many parallel simulator instances. We further find it possible to train using batch sizes considerably larger than are standard, without negatively affecting sample complexity or final performance. We leverage these facts to build a unified framework for parallelization that dramatically hastens experiments in both classes of algorithm. All neural network computations use GPUs, accelerating both data collection and training. Our results include using an entire DGX-1 to learn successful strategies in Atari games in mere minutes, using both synchronous and asynchronous algorithms.

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An Algorithmic Perspective on Imitation Learning

As robots and other intelligent agents move from simple environments and problems to more complex, unstructured settings, manually programming their behavior has become increasingly challenging and expensive. Often, it is easier for a teacher to demonstrate a desired behavior rather than attempt to manually engineer it. This process of learning from demonstrations, and the study of algorithms to do so, is called imitation learning. This work provides an introduction to imitation learning. It covers the underlying assumptions, approaches, and how they relate; the rich set of algorithms developed to tackle the problem; and advice on effective tools and implementation. We intend this paper to serve two audiences. First, we want to familiarize machine learning experts with the challenges of imitation learning, particularly those arising in robotics, and the interesting theoretical and practical distinctions between it and more familiar frameworks like statistical supervised learning theory and reinforcement learning. Second, we want to give roboticists and experts in applied artificial intelligence a broader appreciation for the frameworks and tools available for imitation learning.

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Modular Architecture for StarCraft II with Deep Reinforcement Learning

We present a novel modular architecture for StarCraft II AI. The architecture splits responsibilities between multiple modules that each control one aspect of the game, such as build-order selection or tactics. A centralized scheduler reviews macros suggested by all modules and decides their order of execution. An updater keeps track of environment changes and instantiates macros into series of executable actions. Modules in this framework can be optimized independently or jointly via human design, planning, or reinforcement learning. We apply deep reinforcement learning techniques to training two out of six modules of a modular agent with self-play, achieving 94% or 87% win rates against the "Harder" (level 5) built-in Blizzard bot in Zerg vs. Zerg matches, with or without fog-of-war.

cs.AI↗

One-Shot Hierarchical Imitation Learning of Compound Visuomotor Tasks

We consider the problem of learning multi-stage vision-based tasks on a real robot from a single video of a human performing the task, while leveraging demonstration data of subtasks with other objects. This problem presents a number of major challenges. Video demonstrations without teleoperation are easy for humans to provide, but do not provide any direct supervision. Learning policies from raw pixels enables full generality but calls for large function approximators with many parameters to be learned. Finally, compound tasks can require impractical amounts of demonstration data, when treated as a monolithic skill. To address these challenges, we propose a method that learns both how to learn primitive behaviors from video demonstrations and how to dynamically compose these behaviors to perform multi-stage tasks by "watching" a human demonstrator. Our results on a simulated Sawyer robot and real PR2 robot illustrate our method for learning a variety of order fulfillment and kitchen serving tasks with novel objects and raw pixel inputs.

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High-Dimensional Continuous Control Using Generalized Advantage Estimation

Policy gradient methods are an appealing approach in reinforcement learning because they directly optimize the cumulative reward and can straightforwardly be used with nonlinear function approximators such as neural networks. The two main challenges are the large number of samples typically required, and the difficulty of obtaining stable and steady improvement despite the nonstationarity of the incoming data. We address the first challenge by using value functions to substantially reduce the variance of policy gradient estimates at the cost of some bias, with an exponentially-weighted estimator of the advantage function that is analogous to TD(lambda). We address the second challenge by using trust region optimization procedure for both the policy and the value function, which are represented by neural networks. Our approach yields strong empirical results on highly challenging 3D locomotion tasks, learning running gaits for bipedal and quadrupedal simulated robots, and learning a policy for getting the biped to stand up from starting out lying on the ground. In contrast to a body of prior work that uses hand-crafted policy representations, our neural network policies map directly from raw kinematics to joint torques. Our algorithm is fully model-free, and the amount of simulated experience required for the learning tasks on 3D bipeds corresponds to 1-2 weeks of real time.

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Establishing Appropriate Trust via Critical States

In order to effectively interact with or supervise a robot, humans need to have an accurate mental model of its capabilities and how it acts. Learned neural network policies make that particularly challenging. We propose an approach for helping end-users build a mental model of such policies. Our key observation is that for most tasks, the essence of the policy is captured in a few critical states: states in which it is very important to take a certain action. Our user studies show that if the robot shows a human what its understanding of the task's critical states is, then the human can make a more informed decision about whether to deploy the policy, and if she does deploy it, when she needs to take control from it at execution time.

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Enabling Robots to Communicate their Objectives

The overarching goal of this work is to efficiently enable end-users to correctly anticipate a robot's behavior in novel situations. Since a robot's behavior is often a direct result of its underlying objective function, our insight is that end-users need to have an accurate mental model of this objective function in order to understand and predict what the robot will do. While people naturally develop such a mental model over time through observing the robot act, this familiarization process may be lengthy. Our approach reduces this time by having the robot model how people infer objectives from observed behavior, and then it selects those behaviors that are maximally informative. The problem of computing a posterior over objectives from observed behavior is known as Inverse Reinforcement Learning (IRL), and has been applied to robots learning human objectives. We consider the problem where the roles of human and robot are swapped. Our main contribution is to recognize that unlike robots, humans will not be exact in their IRL inference. We thus introduce two factors to define candidate approximate-inference models for human learning in this setting, and analyze them in a user study in the autonomous driving domain. We show that certain approximate-inference models lead to the robot generating example behaviors that better enable users to anticipate what it will do in novel situations. Our results also suggest, however, that additional research is needed in modeling how humans extrapolate from examples of robot behavior.

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