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Pieter Abbeel

Publications and source records attributed to Pieter Abbeel.

At least 379 records · Page 21Linked to original sources

One-Shot Imitation from Observing Humans via Domain-Adaptive Meta-Learning

Humans and animals are capable of learning a new behavior by observing others perform the skill just once. We consider the problem of allowing a robot to do the same -- learning from a raw video pixels of a human, even when there is substantial domain shift in the perspective, environment, and embodiment between the robot and the observed human. Prior approaches to this problem have hand-specified how human and robot actions correspond and often relied on explicit human pose detection systems. In this work, we present an approach for one-shot learning from a video of a human by using human and robot demonstration data from a variety of previous tasks to build up prior knowledge through meta-learning. Then, combining this prior knowledge and only a single video demonstration from a human, the robot can perform the task that the human demonstrated. We show experiments on both a PR2 arm and a Sawyer arm, demonstrating that after meta-learning, the robot can learn to place, push, and pick-and-place new objects using just one video of a human performing the manipulation.

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Parameter Space Noise for Exploration

Deep reinforcement learning (RL) methods generally engage in exploratory behavior through noise injection in the action space. An alternative is to add noise directly to the agent's parameters, which can lead to more consistent exploration and a richer set of behaviors. Methods such as evolutionary strategies use parameter perturbations, but discard all temporal structure in the process and require significantly more samples. Combining parameter noise with traditional RL methods allows to combine the best of both worlds. We demonstrate that both off- and on-policy methods benefit from this approach through experimental comparison of DQN, DDPG, and TRPO on high-dimensional discrete action environments as well as continuous control tasks. Our results show that RL with parameter noise learns more efficiently than traditional RL with action space noise and evolutionary strategies individually.

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PixelSNAIL: An Improved Autoregressive Generative Model

Autoregressive generative models consistently achieve the best results in density estimation tasks involving high dimensional data, such as images or audio. They pose density estimation as a sequence modeling task, where a recurrent neural network (RNN) models the conditional distribution over the next element conditioned on all previous elements. In this paradigm, the bottleneck is the extent to which the RNN can model long-range dependencies, and the most successful approaches rely on causal convolutions, which offer better access to earlier parts of the sequence than conventional RNNs. Taking inspiration from recent work in meta reinforcement learning, where dealing with long-range dependencies is also essential, we introduce a new generative model architecture that combines causal convolutions with self attention. In this note, we describe the resulting model and present state-of-the-art log-likelihood results on CIFAR-10 (2.85 bits per dim) and $32 \times 32$ ImageNet (3.80 bits per dim). Our implementation is available at https://github.com/neocxi/pixelsnail-public

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A Berkeley View of Systems Challenges for AI

With the increasing commoditization of computer vision, speech recognition and machine translation systems and the widespread deployment of learning-based back-end technologies such as digital advertising and intelligent infrastructures, AI (Artificial Intelligence) has moved from research labs to production. These changes have been made possible by unprecedented levels of data and computation, by methodological advances in machine learning, by innovations in systems software and architectures, and by the broad accessibility of these technologies. The next generation of AI systems promises to accelerate these developments and increasingly impact our lives via frequent interactions and making (often mission-critical) decisions on our behalf, often in highly personalized contexts. Realizing this promise, however, raises daunting challenges. In particular, we need AI systems that make timely and safe decisions in unpredictable environments, that are robust against sophisticated adversaries, and that can process ever increasing amounts of data across organizations and individuals without compromising confidentiality. These challenges will be exacerbated by the end of the Moore's Law, which will constrain the amount of data these technologies can store and process. In this paper, we propose several open research directions in systems, architectures, and security that can address these challenges and help unlock AI's potential to improve lives and society.

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#Exploration: A Study of Count-Based Exploration for Deep Reinforcement Learning

Count-based exploration algorithms are known to perform near-optimally when used in conjunction with tabular reinforcement learning (RL) methods for solving small discrete Markov decision processes (MDPs). It is generally thought that count-based methods cannot be applied in high-dimensional state spaces, since most states will only occur once. Recent deep RL exploration strategies are able to deal with high-dimensional continuous state spaces through complex heuristics, often relying on optimism in the face of uncertainty or intrinsic motivation. In this work, we describe a surprising finding: a simple generalization of the classic count-based approach can reach near state-of-the-art performance on various high-dimensional and/or continuous deep RL benchmarks. States are mapped to hash codes, which allows to count their occurrences with a hash table. These counts are then used to compute a reward bonus according to the classic count-based exploration theory. We find that simple hash functions can achieve surprisingly good results on many challenging tasks. Furthermore, we show that a domain-dependent learned hash code may further improve these results. Detailed analysis reveals important aspects of a good hash function: 1) having appropriate granularity and 2) encoding information relevant to solving the MDP. This exploration strategy achieves near state-of-the-art performance on both continuous control tasks and Atari 2600 games, hence providing a simple yet powerful baseline for solving MDPs that require considerable exploration.

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One-Shot Imitation Learning

Imitation learning has been commonly applied to solve different tasks in isolation. This usually requires either careful feature engineering, or a significant number of samples. This is far from what we desire: ideally, robots should be able to learn from very few demonstrations of any given task, and instantly generalize to new situations of the same task, without requiring task-specific engineering. In this paper, we propose a meta-learning framework for achieving such capability, which we call one-shot imitation learning. Specifically, we consider the setting where there is a very large set of tasks, and each task has many instantiations. For example, a task could be to stack all blocks on a table into a single tower, another task could be to place all blocks on a table into two-block towers, etc. In each case, different instances of the task would consist of different sets of blocks with different initial states. At training time, our algorithm is presented with pairs of demonstrations for a subset of all tasks. A neural net is trained that takes as input one demonstration and the current state (which initially is the initial state of the other demonstration of the pair), and outputs an action with the goal that the resulting sequence of states and actions matches as closely as possible with the second demonstration. At test time, a demonstration of a single instance of a new task is presented, and the neural net is expected to perform well on new instances of this new task. The use of soft attention allows the model to generalize to conditions and tasks unseen in the training data. We anticipate that by training this model on a much greater variety of tasks and settings, we will obtain a general system that can turn any demonstrations into robust policies that can accomplish an overwhelming variety of tasks. Videos available at https://bit.ly/nips2017-oneshot .

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UCB Exploration via Q-Ensembles

We show how an ensemble of $Q^*$-functions can be leveraged for more effective exploration in deep reinforcement learning. We build on well established algorithms from the bandit setting, and adapt them to the $Q$-learning setting. We propose an exploration strategy based on upper-confidence bounds (UCB). Our experiments show significant gains on the Atari benchmark.

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Meta Learning Shared Hierarchies

We develop a metalearning approach for learning hierarchically structured policies, improving sample efficiency on unseen tasks through the use of shared primitives---policies that are executed for large numbers of timesteps. Specifically, a set of primitives are shared within a distribution of tasks, and are switched between by task-specific policies. We provide a concrete metric for measuring the strength of such hierarchies, leading to an optimization problem for quickly reaching high reward on unseen tasks. We then present an algorithm to solve this problem end-to-end through the use of any off-the-shelf reinforcement learning method, by repeatedly sampling new tasks and resetting task-specific policies. We successfully discover meaningful motor primitives for the directional movement of four-legged robots, solely by interacting with distributions of mazes. We also demonstrate the transferability of primitives to solve long-timescale sparse-reward obstacle courses, and we enable 3D humanoid robots to robustly walk and crawl with the same policy.

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Asymmetric Actor Critic for Image-Based Robot Learning

Deep reinforcement learning (RL) has proven a powerful technique in many sequential decision making domains. However, Robotics poses many challenges for RL, most notably training on a physical system can be expensive and dangerous, which has sparked significant interest in learning control policies using a physics simulator. While several recent works have shown promising results in transferring policies trained in simulation to the real world, they often do not fully utilize the advantage of working with a simulator. In this work, we exploit the full state observability in the simulator to train better policies which take as input only partial observations (RGBD images). We do this by employing an actor-critic training algorithm in which the critic is trained on full states while the actor (or policy) gets rendered images as input. We show experimentally on a range of simulated tasks that using these asymmetric inputs significantly improves performance. Finally, we combine this method with domain randomization and show real robot experiments for several tasks like picking, pushing, and moving a block. We achieve this simulation to real world transfer without training on any real world data.

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Synkhronos: a Multi-GPU Theano Extension for Data Parallelism

We present Synkhronos, an extension to Theano for multi-GPU computations leveraging data parallelism. Our framework provides automated execution and synchronization across devices, allowing users to continue to write serial programs without risk of race conditions. The NVIDIA Collective Communication Library is used for high-bandwidth inter-GPU communication. Further enhancements to the Theano function interface include input slicing (with aggregation) and input indexing, which perform common data-parallel computation patterns efficiently. One example use case is synchronous SGD, which has recently been shown to scale well for a growing set of deep learning problems. When training ResNet-50, we achieve a near-linear speedup of 7.5x on an NVIDIA DGX-1 using 8 GPUs, relative to Theano-only code running a single GPU in isolation. Yet Synkhronos remains general to any data-parallel computation programmable in Theano. By implementing parallelism at the level of individual Theano functions, our framework uniquely addresses a niche between manual multi-device programming and prescribed multi-GPU training routines.

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Backprop KF: Learning Discriminative Deterministic State Estimators

Generative state estimators based on probabilistic filters and smoothers are one of the most popular classes of state estimators for robots and autonomous vehicles. However, generative models have limited capacity to handle rich sensory observations, such as camera images, since they must model the entire distribution over sensor readings. Discriminative models do not suffer from this limitation, but are typically more complex to train as latent variable models for state estimation. We present an alternative approach where the parameters of the latent state distribution are directly optimized as a deterministic computation graph, resulting in a simple and effective gradient descent algorithm for training discriminative state estimators. We show that this procedure can be used to train state estimators that use complex input, such as raw camera images, which must be processed using expressive nonlinear function approximators such as convolutional neural networks. Our model can be viewed as a type of recurrent neural network, and the connection to probabilistic filtering allows us to design a network architecture that is particularly well suited for state estimation. We evaluate our approach on synthetic tracking task with raw image inputs and on the visual odometry task in the KITTI dataset. The results show significant improvement over both standard generative approaches and regular recurrent neural networks.

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Mutual Alignment Transfer Learning

Training robots for operation in the real world is a complex, time consuming and potentially expensive task. Despite significant success of reinforcement learning in games and simulations, research in real robot applications has not been able to match similar progress. While sample complexity can be reduced by training policies in simulation, such policies can perform sub-optimally on the real platform given imperfect calibration of model dynamics. We present an approach -- supplemental to fine tuning on the real robot -- to further benefit from parallel access to a simulator during training and reduce sample requirements on the real robot. The developed approach harnesses auxiliary rewards to guide the exploration for the real world agent based on the proficiency of the agent in simulation and vice versa. In this context, we demonstrate empirically that the reciprocal alignment for both agents provides further benefit as the agent in simulation can adjust to optimize its behaviour for states commonly visited by the real-world agent.

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Deep Object-Centric Representations for Generalizable Robot Learning

Robotic manipulation in complex open-world scenarios requires both reliable physical manipulation skills and effective and generalizable perception. In this paper, we propose a method where general purpose pretrained visual models serve as an object-centric prior for the perception system of a learned policy. We devise an object-level attentional mechanism that can be used to determine relevant objects from a few trajectories or demonstrations, and then immediately incorporate those objects into a learned policy. A task-independent meta-attention locates possible objects in the scene, and a task-specific attention identifies which objects are predictive of the trajectories. The scope of the task-specific attention is easily adjusted by showing demonstrations with distractor objects or with diverse relevant objects. Our results indicate that this approach exhibits good generalization across object instances using very few samples, and can be used to learn a variety of manipulation tasks using reinforcement learning.

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One-Shot Visual Imitation Learning via Meta-Learning

In order for a robot to be a generalist that can perform a wide range of jobs, it must be able to acquire a wide variety of skills quickly and efficiently in complex unstructured environments. High-capacity models such as deep neural networks can enable a robot to represent complex skills, but learning each skill from scratch then becomes infeasible. In this work, we present a meta-imitation learning method that enables a robot to learn how to learn more efficiently, allowing it to acquire new skills from just a single demonstration. Unlike prior methods for one-shot imitation, our method can scale to raw pixel inputs and requires data from significantly fewer prior tasks for effective learning of new skills. Our experiments on both simulated and real robot platforms demonstrate the ability to learn new tasks, end-to-end, from a single visual demonstration.

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Reinforcement Learning with Deep Energy-Based Policies

We propose a method for learning expressive energy-based policies for continuous states and actions, which has been feasible only in tabular domains before. We apply our method to learning maximum entropy policies, resulting into a new algorithm, called soft Q-learning, that expresses the optimal policy via a Boltzmann distribution. We use the recently proposed amortized Stein variational gradient descent to learn a stochastic sampling network that approximates samples from this distribution. The benefits of the proposed algorithm include improved exploration and compositionality that allows transferring skills between tasks, which we confirm in simulated experiments with swimming and walking robots. We also draw a connection to actor-critic methods, which can be viewed performing approximate inference on the corresponding energy-based model.

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Model-Agnostic Meta-Learning for Fast Adaptation of Deep Networks

We propose an algorithm for meta-learning that is model-agnostic, in the sense that it is compatible with any model trained with gradient descent and applicable to a variety of different learning problems, including classification, regression, and reinforcement learning. The goal of meta-learning is to train a model on a variety of learning tasks, such that it can solve new learning tasks using only a small number of training samples. In our approach, the parameters of the model are explicitly trained such that a small number of gradient steps with a small amount of training data from a new task will produce good generalization performance on that task. In effect, our method trains the model to be easy to fine-tune. We demonstrate that this approach leads to state-of-the-art performance on two few-shot image classification benchmarks, produces good results on few-shot regression, and accelerates fine-tuning for policy gradient reinforcement learning with neural network policies.

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Prediction and Control with Temporal Segment Models

We introduce a method for learning the dynamics of complex nonlinear systems based on deep generative models over temporal segments of states and actions. Unlike dynamics models that operate over individual discrete timesteps, we learn the distribution over future state trajectories conditioned on past state, past action, and planned future action trajectories, as well as a latent prior over action trajectories. Our approach is based on convolutional autoregressive models and variational autoencoders. It makes stable and accurate predictions over long horizons for complex, stochastic systems, effectively expressing uncertainty and modeling the effects of collisions, sensory noise, and action delays. The learned dynamics model and action prior can be used for end-to-end, fully differentiable trajectory optimization and model-based policy optimization, which we use to evaluate the performance and sample-efficiency of our method.

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Learning Visual Servoing with Deep Features and Fitted Q-Iteration

Visual servoing involves choosing actions that move a robot in response to observations from a camera, in order to reach a goal configuration in the world. Standard visual servoing approaches typically rely on manually designed features and analytical dynamics models, which limits their generalization capability and often requires extensive application-specific feature and model engineering. In this work, we study how learned visual features, learned predictive dynamics models, and reinforcement learning can be combined to learn visual servoing mechanisms. We focus on target following, with the goal of designing algorithms that can learn a visual servo using low amounts of data of the target in question, to enable quick adaptation to new targets. Our approach is based on servoing the camera in the space of learned visual features, rather than image pixels or manually-designed keypoints. We demonstrate that standard deep features, in our case taken from a model trained for object classification, can be used together with a bilinear predictive model to learn an effective visual servo that is robust to visual variation, changes in viewing angle and appearance, and occlusions. A key component of our approach is to use a sample-efficient fitted Q-iteration algorithm to learn which features are best suited for the task at hand. We show that we can learn an effective visual servo on a complex synthetic car following benchmark using just 20 training trajectory samples for reinforcement learning. We demonstrate substantial improvement over a conventional approach based on image pixels or hand-designed keypoints, and we show an improvement in sample-efficiency of more than two orders of magnitude over standard model-free deep reinforcement learning algorithms. Videos are available at http://rll.berkeley.edu/visual_servoing .

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