Researcher profile

Animesh Garg

Animesh Garg contributes to research discovery and scholarly infrastructure.

ResearcherAffiliation not importedOpen to collaborate

Trust snapshot

Quick read

Trust 21 - EmergingVerification L1Unclaimed author
29works
0followers
10topics
4close collaborators

Actions

Decide how to stay connected

Follow researcher0

Identity and collaboration

How to connect with this researcher

Claiming links this public author record to a researcher profile and unlocks direct collaboration workflows.

Log in to claim

Direct collaboration

Open a focused conversation when the fit is right

Claim this author entity first to unlock direct invitations.

Research graph

See the researcher in context

Open full explorer

Inspect adjacent work, topics, institutions and collaborators without jumping out to a separate graph page.

Building this graph slice

BZPEER is loading the nearby papers, people, topics and institutions for this page.

Published work

29 published item(s)

preprint2026arXiv

COBALT: Crowdsourcing Robot Learning via Cloud-Based Teleoperation with Smartphones

The scarcity of large-scale, high-quality demonstration data remains a bottleneck in scaling imitation learning for robotic manipulation. We present COBALT, a teleoperation platform designed to democratize robot learning at scale both in simulation and in the real world. By leveraging vectorized environments, our scalable, load-balanced infrastructure supports concurrent teleoperation by multiple users on a single GPU, yielding a significant reduction in teleoperation cost. Operators can connect from nearly anywhere on Earth using commonly available devices, including single or dual smartphones, VR headsets, 3D mice, and keyboards. An inmemory data cache and efficient video streaming keep control and rendering synchronous, sustaining dozens of concurrent users at 20 Hz with sub-100 ms end-to-end latency for up to 8 concurrent users per GPU. We also demonstrate stable operation supporting 256 simulated clients across 8 GPUs, underscoring the system's ability to scale across hardware and within individual servers. We perform a comprehensive user study showing that phone-based teleoperation performs comparably to or better than specialized hardware, enabling faster, more ergonomic data collection. To ensure data quality, COBALT logs a suite of real-time metrics to automatically filter suboptimal demonstrations. We further demonstrate that a structured user training curriculum significantly improves data collection quality. Guided by insights from our user study, we crowdsource the collection of a large-scale, high-quality pilot dataset with 7500+ demonstrations (50+ hours) collected with smartphones across nine countries over five days. We validate the dataset's quality by training state-of-the-art imitation learning algorithms. Please visit \href{https://cobalt-teleop.github.io/}{cobalt-teleop.github.io} for more details.

preprint2023arXiv

SMPL: Simulated Industrial Manufacturing and Process Control Learning Environments

Traditional biological and pharmaceutical manufacturing plants are controlled by human workers or pre-defined thresholds. Modernized factories have advanced process control algorithms such as model predictive control (MPC). However, there is little exploration of applying deep reinforcement learning to control manufacturing plants. One of the reasons is the lack of high fidelity simulations and standard APIs for benchmarking. To bridge this gap, we develop an easy-to-use library that includes five high-fidelity simulation environments: BeerFMTEnv, ReactorEnv, AtropineEnv, PenSimEnv and mAbEnv, which cover a wide range of manufacturing processes. We build these environments on published dynamics models. Furthermore, we benchmark online and offline, model-based and model-free reinforcement learning algorithms for comparisons of follow-up research.

preprint2022arXiv

Accelerated Policy Learning with Parallel Differentiable Simulation

Deep reinforcement learning can generate complex control policies, but requires large amounts of training data to work effectively. Recent work has attempted to address this issue by leveraging differentiable simulators. However, inherent problems such as local minima and exploding/vanishing numerical gradients prevent these methods from being generally applied to control tasks with complex contact-rich dynamics, such as humanoid locomotion in classical RL benchmarks. In this work we present a high-performance differentiable simulator and a new policy learning algorithm (SHAC) that can effectively leverage simulation gradients, even in the presence of non-smoothness. Our learning algorithm alleviates problems with local minima through a smooth critic function, avoids vanishing/exploding gradients through a truncated learning window, and allows many physical environments to be run in parallel. We evaluate our method on classical RL control tasks, and show substantial improvements in sample efficiency and wall-clock time over state-of-the-art RL and differentiable simulation-based algorithms. In addition, we demonstrate the scalability of our method by applying it to the challenging high-dimensional problem of muscle-actuated locomotion with a large action space, achieving a greater than 17x reduction in training time over the best-performing established RL algorithm.

preprint2022arXiv

Centralized Model and Exploration Policy for Multi-Agent RL

Reinforcement learning (RL) in partially observable, fully cooperative multi-agent settings (Dec-POMDPs) can in principle be used to address many real-world challenges such as controlling a swarm of rescue robots or a team of quadcopters. However, Dec-POMDPs are significantly harder to solve than single-agent problems, with the former being NEXP-complete and the latter, MDPs, being just P-complete. Hence, current RL algorithms for Dec-POMDPs suffer from poor sample complexity, which greatly reduces their applicability to practical problems where environment interaction is costly. Our key insight is that using just a polynomial number of samples, one can learn a centralized model that generalizes across different policies. We can then optimize the policy within the learned model instead of the true system, without requiring additional environment interactions. We also learn a centralized exploration policy within our model that learns to collect additional data in state-action regions with high model uncertainty. We empirically evaluate the proposed model-based algorithm, MARCO, in three cooperative communication tasks, where it improves sample efficiency by up to 20x. Finally, to investigate the theoretical sample complexity, we adapt an existing model-based method for tabular MDPs to Dec-POMDPs, and prove that it achieves polynomial sample complexity.

preprint2022arXiv

Convergence and Optimality of Policy Gradient Methods in Weakly Smooth Settings

Policy gradient methods have been frequently applied to problems in control and reinforcement learning with great success, yet existing convergence analysis still relies on non-intuitive, impractical and often opaque conditions. In particular, existing rates are achieved in limited settings, under strict regularity conditions. In this work, we establish explicit convergence rates of policy gradient methods, extending the convergence regime to weakly smooth policy classes with $L_2$ integrable gradient. We provide intuitive examples to illustrate the insight behind these new conditions. Notably, our analysis also shows that convergence rates are achievable for both the standard policy gradient and the natural policy gradient algorithms under these assumptions. Lastly we provide performance guarantees for the converged policies.

preprint2022arXiv

DiSECt: A Differentiable Simulator for Parameter Inference and Control in Robotic Cutting

Robotic cutting of soft materials is critical for applications such as food processing, household automation, and surgical manipulation. As in other areas of robotics, simulators can facilitate controller verification, policy learning, and dataset generation. Moreover, differentiable simulators can enable gradient-based optimization, which is invaluable for calibrating simulation parameters and optimizing controllers. In this work, we present DiSECt: the first differentiable simulator for cutting soft materials. The simulator augments the finite element method (FEM) with a continuous contact model based on signed distance fields (SDF), as well as a continuous damage model that inserts springs on opposite sides of the cutting plane and allows them to weaken until zero stiffness, enabling crack formation. Through various experiments, we evaluate the performance of the simulator. We first show that the simulator can be calibrated to match resultant forces and deformation fields from a state-of-the-art commercial solver and real-world cutting datasets, with generality across cutting velocities and object instances. We then show that Bayesian inference can be performed efficiently by leveraging the differentiability of the simulator, estimating posteriors over hundreds of parameters in a fraction of the time of derivative-free methods. Next, we illustrate that control parameters in the simulation can be optimized to minimize cutting forces via lateral slicing motions. Finally, we conduct experiments on a real robot arm equipped with a slicing knife to infer simulation parameters from force measurements. By optimizing the slicing motion of the knife, we show on fruit cutting scenarios that the average knife force can be reduced by more than 40% compared to a vertical cutting motion. We publish code and additional materials on our project website at https://diff-cutting-sim.github.io.

preprint2022arXiv

GLiDE: Generalizable Quadrupedal Locomotion in Diverse Environments with a Centroidal Model

Model-free reinforcement learning (RL) for legged locomotion commonly relies on a physics simulator that can accurately predict the behaviors of every degree of freedom of the robot. In contrast, approximate reduced-order models are commonly used for many model predictive control strategies. In this work we abandon the conventional use of high-fidelity dynamics models in RL and we instead seek to understand what can be achieved when using RL with a much simpler centroidal model when applied to quadrupedal locomotion. We show that RL-based control of the accelerations of a centroidal model is surprisingly effective, when combined with a quadratic program to realize the commanded actions via ground contact forces. It allows for a simple reward structure, reduced computational costs, and robust sim-to-real transfer. We show the generality of the method by demonstrating flat-terrain gaits, stepping-stone locomotion, two-legged in-place balance, balance beam locomotion, and direct sim-to-real transfer.

preprint2022arXiv

Grasp'D: Differentiable Contact-rich Grasp Synthesis for Multi-fingered Hands

The study of hand-object interaction requires generating viable grasp poses for high-dimensional multi-finger models, often relying on analytic grasp synthesis which tends to produce brittle and unnatural results. This paper presents Grasp'D, an approach for grasp synthesis with a differentiable contact simulation from both known models as well as visual inputs. We use gradient-based methods as an alternative to sampling-based grasp synthesis, which fails without simplifying assumptions, such as pre-specified contact locations and eigengrasps. Such assumptions limit grasp discovery and, in particular, exclude high-contact power grasps. In contrast, our simulation-based approach allows for stable, efficient, physically realistic, high-contact grasp synthesis, even for gripper morphologies with high-degrees of freedom. We identify and address challenges in making grasp simulation amenable to gradient-based optimization, such as non-smooth object surface geometry, contact sparsity, and a rugged optimization landscape. Grasp'D compares favorably to analytic grasp synthesis on human and robotic hand models, and resultant grasps achieve over 4x denser contact, leading to significantly higher grasp stability. Video and code available at https://graspd-eccv22.github.io/.

preprint2022arXiv

Koopman Q-learning: Offline Reinforcement Learning via Symmetries of Dynamics

Offline reinforcement learning leverages large datasets to train policies without interactions with the environment. The learned policies may then be deployed in real-world settings where interactions are costly or dangerous. Current algorithms over-fit to the training dataset and as a consequence perform poorly when deployed to out-of-distribution generalizations of the environment. We aim to address these limitations by learning a Koopman latent representation which allows us to infer symmetries of the system's underlying dynamic. The latter is then utilized to extend the otherwise static offline dataset during training; this constitutes a novel data augmentation framework which reflects the system's dynamic and is thus to be interpreted as an exploration of the environments phase space. To obtain the symmetries we employ Koopman theory in which nonlinear dynamics are represented in terms of a linear operator acting on the space of measurement functions of the system and thus symmetries of the dynamics may be inferred directly. We provide novel theoretical results on the existence and nature of symmetries relevant for control systems such as reinforcement learning settings. Moreover, we empirically evaluate our method on several benchmark offline reinforcement learning tasks and datasets including D4RL, Metaworld and Robosuite and find that by using our framework we consistently improve the state-of-the-art of model-free Q-learning methods.

preprint2022arXiv

Modular Action Concept Grounding in Semantic Video Prediction

Recent works in video prediction have mainly focused on passive forecasting and low-level action-conditional prediction, which sidesteps the learning of interaction between agents and objects. We introduce the task of semantic action-conditional video prediction, which uses semantic action labels to describe those interactions and can be regarded as an inverse problem of action recognition. The challenge of this new task primarily lies in how to effectively inform the model of semantic action information. Inspired by the idea of Mixture of Experts, we embody each abstract label by a structured combination of various visual concept learners and propose a novel video prediction model, Modular Action Concept Network (MAC). Our method is evaluated on two newly designed synthetic datasets, CLEVR-Building-Blocks and Sapien-Kitchen, and one real-world dataset called Tower-Creation. Extensive experiments demonstrate that MAC can correctly condition on given instructions and generate corresponding future frames without need of bounding boxes. We further show that the trained model can make out-of-distribution generalization, be quickly adapted to new object categories and exploit its learnt features for object detection, showing the progression towards higher-level cognitive abilities. More visualizations can be found at http://www.pair.toronto.edu/mac/.

preprint2022arXiv

Neural Motion Fields: Encoding Grasp Trajectories as Implicit Value Functions

The pipeline of current robotic pick-and-place methods typically consists of several stages: grasp pose detection, finding inverse kinematic solutions for the detected poses, planning a collision-free trajectory, and then executing the open-loop trajectory to the grasp pose with a low-level tracking controller. While these grasping methods have shown good performance on grasping static objects on a table-top, the problem of grasping dynamic objects in constrained environments remains an open problem. We present Neural Motion Fields, a novel object representation which encodes both object point clouds and the relative task trajectories as an implicit value function parameterized by a neural network. This object-centric representation models a continuous distribution over the SE(3) space and allows us to perform grasping reactively by leveraging sampling-based MPC to optimize this value function.

preprint2022arXiv

Neural Shape Mating: Self-Supervised Object Assembly with Adversarial Shape Priors

Learning to autonomously assemble shapes is a crucial skill for many robotic applications. While the majority of existing part assembly methods focus on correctly posing semantic parts to recreate a whole object, we interpret assembly more literally: as mating geometric parts together to achieve a snug fit. By focusing on shape alignment rather than semantic cues, we can achieve across-category generalization. In this paper, we introduce a novel task, pairwise 3D geometric shape mating, and propose Neural Shape Mating (NSM) to tackle this problem. Given the point clouds of two object parts of an unknown category, NSM learns to reason about the fit of the two parts and predict a pair of 3D poses that tightly mate them together. We couple the training of NSM with an implicit shape reconstruction task to make NSM more robust to imperfect point cloud observations. To train NSM, we present a self-supervised data collection pipeline that generates pairwise shape mating data with ground truth by randomly cutting an object mesh into two parts, resulting in a dataset that consists of 200K shape mating pairs from numerous object meshes with diverse cut types. We train NSM on the collected dataset and compare it with several point cloud registration methods and one part assembly baseline. Extensive experimental results and ablation studies under various settings demonstrate the effectiveness of the proposed algorithm. Additional material is available at: https://neural-shape-mating.github.io/

preprint2022arXiv

Offline Policy Optimization in RL with Variance Regularizaton

Learning policies from fixed offline datasets is a key challenge to scale up reinforcement learning (RL) algorithms towards practical applications. This is often because off-policy RL algorithms suffer from distributional shift, due to mismatch between dataset and the target policy, leading to high variance and over-estimation of value functions. In this work, we propose variance regularization for offline RL algorithms, using stationary distribution corrections. We show that by using Fenchel duality, we can avoid double sampling issues for computing the gradient of the variance regularizer. The proposed algorithm for offline variance regularization (OVAR) can be used to augment any existing offline policy optimization algorithms. We show that the regularizer leads to a lower bound to the offline policy optimization objective, which can help avoid over-estimation errors, and explains the benefits of our approach across a range of continuous control domains when compared to existing state-of-the-art algorithms.

preprint2022arXiv

Pessimistic Bootstrapping for Uncertainty-Driven Offline Reinforcement Learning

Offline Reinforcement Learning (RL) aims to learn policies from previously collected datasets without exploring the environment. Directly applying off-policy algorithms to offline RL usually fails due to the extrapolation error caused by the out-of-distribution (OOD) actions. Previous methods tackle such problem by penalizing the Q-values of OOD actions or constraining the trained policy to be close to the behavior policy. Nevertheless, such methods typically prevent the generalization of value functions beyond the offline data and also lack precise characterization of OOD data. In this paper, we propose Pessimistic Bootstrapping for offline RL (PBRL), a purely uncertainty-driven offline algorithm without explicit policy constraints. Specifically, PBRL conducts uncertainty quantification via the disagreement of bootstrapped Q-functions, and performs pessimistic updates by penalizing the value function based on the estimated uncertainty. To tackle the extrapolating error, we further propose a novel OOD sampling method. We show that such OOD sampling and pessimistic bootstrapping yields provable uncertainty quantifier in linear MDPs, thus providing the theoretical underpinning for PBRL. Extensive experiments on D4RL benchmark show that PBRL has better performance compared to the state-of-the-art algorithms.

preprint2022arXiv

PlaTe: Visually-Grounded Planning with Transformers in Procedural Tasks

In this work, we study the problem of how to leverage instructional videos to facilitate the understanding of human decision-making processes, focusing on training a model with the ability to plan a goal-directed procedure from real-world videos. Learning structured and plannable state and action spaces directly from unstructured videos is the key technical challenge of our task. There are two problems: first, the appearance gap between the training and validation datasets could be large for unstructured videos; second, these gaps lead to decision errors that compound over the steps. We address these limitations with Planning Transformer (PlaTe), which has the advantage of circumventing the compounding prediction errors that occur with single-step models during long model-based rollouts. Our method simultaneously learns the latent state and action information of assigned tasks and the representations of the decision-making process from human demonstrations. Experiments conducted on real-world instructional videos and an interactive environment show that our method can achieve a better performance in reaching the indicated goal than previous algorithms. We also validated the possibility of applying procedural tasks on a UR-5 platform. We make our code publicly available and support academic research purposes.

preprint2022arXiv

Real Robot Challenge: A Robotics Competition in the Cloud

Dexterous manipulation remains an open problem in robotics. To coordinate efforts of the research community towards tackling this problem, we propose a shared benchmark. We designed and built robotic platforms that are hosted at MPI for Intelligent Systems and can be accessed remotely. Each platform consists of three robotic fingers that are capable of dexterous object manipulation. Users are able to control the platforms remotely by submitting code that is executed automatically, akin to a computational cluster. Using this setup, i) we host robotics competitions, where teams from anywhere in the world access our platforms to tackle challenging tasks ii) we publish the datasets collected during these competitions (consisting of hundreds of robot hours), and iii) we give researchers access to these platforms for their own projects.

preprint2022arXiv

X-Pool: Cross-Modal Language-Video Attention for Text-Video Retrieval

In text-video retrieval, the objective is to learn a cross-modal similarity function between a text and a video that ranks relevant text-video pairs higher than irrelevant pairs. However, videos inherently express a much wider gamut of information than texts. Instead, texts often capture sub-regions of entire videos and are most semantically similar to certain frames within videos. Therefore, for a given text, a retrieval model should focus on the text's most semantically similar video sub-regions to make a more relevant comparison. Yet, most existing works aggregate entire videos without directly considering text. Common text-agnostic aggregations schemes include mean-pooling or self-attention over the frames, but these are likely to encode misleading visual information not described in the given text. To address this, we propose a cross-modal attention model called X-Pool that reasons between a text and the frames of a video. Our core mechanism is a scaled dot product attention for a text to attend to its most semantically similar frames. We then generate an aggregated video representation conditioned on the text's attention weights over the frames. We evaluate our method on three benchmark datasets of MSR-VTT, MSVD and LSMDC, achieving new state-of-the-art results by up to 12% in relative improvement in Recall@1. Our findings thereby highlight the importance of joint text-video reasoning to extract important visual cues according to text. Full code and demo can be found at: https://layer6ai-labs.github.io/xpool/

preprint2021arXiv

C-Learning: Horizon-Aware Cumulative Accessibility Estimation

Multi-goal reaching is an important problem in reinforcement learning needed to achieve algorithmic generalization. Despite recent advances in this field, current algorithms suffer from three major challenges: high sample complexity, learning only a single way of reaching the goals, and difficulties in solving complex motion planning tasks. In order to address these limitations, we introduce the concept of cumulative accessibility functions, which measure the reachability of a goal from a given state within a specified horizon. We show that these functions obey a recurrence relation, which enables learning from offline interactions. We also prove that optimal cumulative accessibility functions are monotonic in the planning horizon. Additionally, our method can trade off speed and reliability in goal-reaching by suggesting multiple paths to a single goal depending on the provided horizon. We evaluate our approach on a set of multi-goal discrete and continuous control tasks. We show that our method outperforms state-of-the-art goal-reaching algorithms in success rate, sample complexity, and path optimality. Our code is available at https://github.com/layer6ai-labs/CAE, and additional visualizations can be found at https://sites.google.com/view/learning-cae/.

preprint2021arXiv

Curriculum By Smoothing

Convolutional Neural Networks (CNNs) have shown impressive performance in computer vision tasks such as image classification, detection, and segmentation. Moreover, recent work in Generative Adversarial Networks (GANs) has highlighted the importance of learning by progressively increasing the difficulty of a learning task [26]. When learning a network from scratch, the information propagated within the network during the earlier stages of training can contain distortion artifacts due to noise which can be detrimental to training. In this paper, we propose an elegant curriculum based scheme that smoothes the feature embedding of a CNN using anti-aliasing or low-pass filters. We propose to augment the train-ing of CNNs by controlling the amount of high frequency information propagated within the CNNs as training progresses, by convolving the output of a CNN feature map of each layer with a Gaussian kernel. By decreasing the variance of the Gaussian kernel, we gradually increase the amount of high-frequency information available within the network for inference. As the amount of information in the feature maps increases during training, the network is able to progressively learn better representations of the data. Our proposed augmented training scheme significantly improves the performance of CNNs on various vision tasks without either adding additional trainable parameters or an auxiliary regularization objective. The generality of our method is demonstrated through empirical performance gains in CNN architectures across four different tasks: transfer learning, cross-task transfer learning, and generative models.

preprint2020arXiv

Angular Visual Hardness

Recent convolutional neural networks (CNNs) have led to impressive performance but often suffer from poor calibration. They tend to be overconfident, with the model confidence not always reflecting the underlying true ambiguity and hardness. In this paper, we propose angular visual hardness (AVH), a score given by the normalized angular distance between the sample feature embedding and the target classifier to measure sample hardness. We validate this score with an in-depth and extensive scientific study, and observe that CNN models with the highest accuracy also have the best AVH scores. This agrees with an earlier finding that state-of-art models improve on the classification of harder examples. We observe that the training dynamics of AVH is vastly different compared to the training loss. Specifically, AVH quickly reaches a plateau for all samples even though the training loss keeps improving. This suggests the need for designing better loss functions that can target harder examples more effectively. We also find that AVH has a statistically significant correlation with human visual hardness. Finally, we demonstrate the benefit of AVH to a variety of applications such as self-training for domain adaptation and domain generalization.

preprint2020arXiv

De-anonymization of authors through arXiv submissions during double-blind review

In this paper, we investigate the effects of releasing arXiv preprints of papers that are undergoing a double-blind review process. In particular, we ask the following research question: What is the relation between de-anonymization of authors through arXiv preprints and acceptance of a research paper at a (nominally) double-blind venue? Under two conditions: papers that are released on arXiv before the review phase and papers that are not, we examine the correlation between the reputation of their authors with the review scores and acceptance decisions. By analyzing a dataset of ICLR 2020 and ICLR 2019 submissions (n=5050), we find statistically significant evidence of positive correlation between percentage acceptance and papers with high reputation released on arXiv. In order to understand this observed association better, we perform additional analyses based on self-specified confidence scores of reviewers and observe that less confident reviewers are more likely to assign high review scores to papers with well known authors and low review scores to papers with less known authors, where reputation is quantified in terms of number of Google Scholar citations. We emphasize upfront that our results are purely correlational and we neither can nor intend to make any causal claims. A blog post accompanying the paper and our scraping code will be linked in the project website https://sites.google.com/view/deanon-arxiv/home

preprint2020arXiv

Dynamics Learning with Cascaded Variational Inference for Multi-Step Manipulation

The fundamental challenge of planning for multi-step manipulation is to find effective and plausible action sequences that lead to the task goal. We present Cascaded Variational Inference (CAVIN) Planner, a model-based method that hierarchically generates plans by sampling from latent spaces. To facilitate planning over long time horizons, our method learns latent representations that decouple the prediction of high-level effects from the generation of low-level motions through cascaded variational inference. This enables us to model dynamics at two different levels of temporal resolutions for hierarchical planning. We evaluate our approach in three multi-step robotic manipulation tasks in cluttered tabletop environments given high-dimensional observations. Empirical results demonstrate that the proposed method outperforms state-of-the-art model-based methods by strategically interacting with multiple objects.

preprint2020arXiv

Experience Replay with Likelihood-free Importance Weights

The use of past experiences to accelerate temporal difference (TD) learning of value functions, or experience replay, is a key component in deep reinforcement learning. Prioritization or reweighting of important experiences has shown to improve performance of TD learning algorithms.In this work, we propose to reweight experiences based on their likelihood under the stationary distribution of the current policy. Using the corresponding reweighted TD objective, we implicitly encourage small approximation errors on the value function over frequently encountered states. We use a likelihood-free density ratio estimator over the replay buffer to assign the prioritization weights. We apply the proposed approach empirically on two competitive methods, Soft Actor Critic (SAC) and Twin Delayed Deep Deterministic policy gradient (TD3) -- over a suite of OpenAI gym tasks and achieve superior sample complexity compared to other baseline approaches.

preprint2020arXiv

Guided Uncertainty-Aware Policy Optimization: Combining Learning and Model-Based Strategies for Sample-Efficient Policy Learning

Traditional robotic approaches rely on an accurate model of the environment, a detailed description of how to perform the task, and a robust perception system to keep track of the current state. On the other hand, reinforcement learning approaches can operate directly from raw sensory inputs with only a reward signal to describe the task, but are extremely sample-inefficient and brittle. In this work, we combine the strengths of model-based methods with the flexibility of learning-based methods to obtain a general method that is able to overcome inaccuracies in the robotics perception/actuation pipeline, while requiring minimal interactions with the environment. This is achieved by leveraging uncertainty estimates to divide the space in regions where the given model-based policy is reliable, and regions where it may have flaws or not be well defined. In these uncertain regions, we show that a locally learned-policy can be used directly with raw sensory inputs. We test our algorithm, Guided Uncertainty-Aware Policy Optimization (GUAPO), on a real-world robot performing peg insertion. Videos are available at https://sites.google.com/view/guapo-rl

preprint2020arXiv

IRIS: Implicit Reinforcement without Interaction at Scale for Learning Control from Offline Robot Manipulation Data

Learning from offline task demonstrations is a problem of great interest in robotics. For simple short-horizon manipulation tasks with modest variation in task instances, offline learning from a small set of demonstrations can produce controllers that successfully solve the task. However, leveraging a fixed batch of data can be problematic for larger datasets and longer-horizon tasks with greater variations. The data can exhibit substantial diversity and consist of suboptimal solution approaches. In this paper, we propose Implicit Reinforcement without Interaction at Scale (IRIS), a novel framework for learning from large-scale demonstration datasets. IRIS factorizes the control problem into a goal-conditioned low-level controller that imitates short demonstration sequences and a high-level goal selection mechanism that sets goals for the low-level and selectively combines parts of suboptimal solutions leading to more successful task completions. We evaluate IRIS across three datasets, including the RoboTurk Cans dataset collected by humans via crowdsourcing, and show that performant policies can be learned from purely offline learning. Additional results at https://sites.google.com/stanford.edu/iris/ .

preprint2020arXiv

OCEAN: Online Task Inference for Compositional Tasks with Context Adaptation

Real-world tasks often exhibit a compositional structure that contains a sequence of simpler sub-tasks. For instance, opening a door requires reaching, grasping, rotating, and pulling the door knob. Such compositional tasks require an agent to reason about the sub-task at hand while orchestrating global behavior accordingly. This can be cast as an online task inference problem, where the current task identity, represented by a context variable, is estimated from the agent's past experiences with probabilistic inference. Previous approaches have employed simple latent distributions, e.g., Gaussian, to model a single context for the entire task. However, this formulation lacks the expressiveness to capture the composition and transition of the sub-tasks. We propose a variational inference framework OCEAN to perform online task inference for compositional tasks. OCEAN models global and local context variables in a joint latent space, where the global variables represent a mixture of sub-tasks required for the task, while the local variables capture the transitions between the sub-tasks. Our framework supports flexible latent distributions based on prior knowledge of the task structure and can be trained in an unsupervised manner. Experimental results show that OCEAN provides more effective task inference with sequential context adaptation and thus leads to a performance boost on complex, multi-stage tasks.

preprint2020arXiv

Unsupervised Disentanglement of Pose, Appearance and Background from Images and Videos

Unsupervised landmark learning is the task of learning semantic keypoint-like representations without the use of expensive input keypoint-level annotations. A popular approach is to factorize an image into a pose and appearance data stream, then to reconstruct the image from the factorized components. The pose representation should capture a set of consistent and tightly localized landmarks in order to facilitate reconstruction of the input image. Ultimately, we wish for our learned landmarks to focus on the foreground object of interest. However, the reconstruction task of the entire image forces the model to allocate landmarks to model the background. This work explores the effects of factorizing the reconstruction task into separate foreground and background reconstructions, conditioning only the foreground reconstruction on the unsupervised landmarks. Our experiments demonstrate that the proposed factorization results in landmarks that are focused on the foreground object of interest. Furthermore, the rendered background quality is also improved, as the background rendering pipeline no longer requires the ill-suited landmarks to model its pose and appearance. We demonstrate this improvement in the context of the video-prediction task.

preprint2020arXiv

Visuomotor Mechanical Search: Learning to Retrieve Target Objects in Clutter

When searching for objects in cluttered environments, it is often necessary to perform complex interactions in order to move occluding objects out of the way and fully reveal the object of interest and make it graspable. Due to the complexity of the physics involved and the lack of accurate models of the clutter, planning and controlling precise predefined interactions with accurate outcome is extremely hard, when not impossible. In problems where accurate (forward) models are lacking, Deep Reinforcement Learning (RL) has shown to be a viable solution to map observations (e.g. images) to good interactions in the form of close-loop visuomotor policies. However, Deep RL is sample inefficient and fails when applied directly to the problem of unoccluding objects based on images. In this work we present a novel Deep RL procedure that combines i) teacher-aided exploration, ii) a critic with privileged information, and iii) mid-level representations, resulting in sample efficient and effective learning for the problem of uncovering a target object occluded by a heap of unknown objects. Our experiments show that our approach trains faster and converges to more efficient uncovering solutions than baselines and ablations, and that our uncovering policies lead to an average improvement in the graspability of the target object, facilitating downstream retrieval applications.

preprint2019arXiv

Mechanical Search: Multi-Step Retrieval of a Target Object Occluded by Clutter

When operating in unstructured environments such as warehouses, homes, and retail centers, robots are frequently required to interactively search for and retrieve specific objects from cluttered bins, shelves, or tables. Mechanical Search describes the class of tasks where the goal is to locate and extract a known target object. In this paper, we formalize Mechanical Search and study a version where distractor objects are heaped over the target object in a bin. The robot uses an RGBD perception system and control policies to iteratively select, parameterize, and perform one of 3 actions -- push, suction, grasp -- until the target object is extracted, or either a time limit is exceeded, or no high confidence push or grasp is available. We present a study of 5 algorithmic policies for mechanical search, with 15,000 simulated trials and 300 physical trials for heaps ranging from 10 to 20 objects. Results suggest that success can be achieved in this long-horizon task with algorithmic policies in over 95% of instances and that the number of actions required scales approximately linearly with the size of the heap. Code and supplementary material can be found at http://ai.stanford.edu/mech-search .