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Published work

69 published item(s)

preprint2026arXiv

When Does Non-Uniform Replay Matter in Reinforcement Learning?

Modern off-policy reinforcement learning algorithms often rely on simple uniform replay sampling and it remains unclear when and why non-uniform replay improves over this strong baseline. Across diverse RL settings, we show that the effectiveness of non-uniform replay is governed by three factors: replay volume, the number of replayed transitions per environment step; expected recency, how recent sampled transitions are; and the entropy of the replay sampling distribution. Our main contribution is clarifying when non-uniform replay is beneficial and providing practical guidance for replay design in modern off-policy RL. Namely, we find that non-uniform replay is most beneficial when replay volume is low, and that high-entropy sampling is important even at comparable expected recency. Motivated by these findings, we adopt a simple Truncated Geometric replay that biases sampling toward recent experience while preserving high entropy and incurring negligible computational overhead. Across large-scale parallel simulation, single-task, and multi-task settings, including three modern algorithms evaluated on five RL benchmark suites, this replay sampling strategy improves sample efficiency in low-volume regimes while remaining competitive when replay volume is high.

preprint2026arXiv

World Model for Robot Learning: A Comprehensive Survey

World models, which are predictive representations of how environments evolve under actions, have become a central component of robot learning. They support policy learning, planning, simulation, evaluation, data generation, and have advanced rapidly with the rise of foundation models and large-scale video generation. However, the literature remains fragmented across architectures, functional roles, and embodied application domains. To address this gap, we present a comprehensive review of world models from a robot-learning perspective. We examine how world models are coupled with robot policies, how they serve as learned simulators for reinforcement learning and evaluation, and how robotic video world models have progressed from imagination-based generation to controllable, structured, and foundation-scale formulations. We further connect these ideas to navigation and autonomous driving, and summarize representative datasets, benchmarks, and evaluation protocols. Overall, this survey systematically reviews the rapidly growing literature on world models for robot learning, clarifies key paradigms and applications, and highlights major challenges and future directions for predictive modeling in embodied agents. To facilitate continued access to newly emerging works, benchmarks, and resources, we will maintain and regularly update the accompanying GitHub repository alongside this survey.

preprint2025arXiv

OTTER: A Vision-Language-Action Model with Text-Aware Visual Feature Extraction

Vision-Language-Action (VLA) models aim to predict robotic actions based on visual observations and language instructions. Existing approaches require fine-tuning pre-trained visionlanguage models (VLMs) as visual and language features are independently fed into downstream policies, degrading the pre-trained semantic alignments. We propose OTTER, a novel VLA architecture that leverages these existing alignments through explicit, text-aware visual feature extraction. Instead of processing all visual features, OTTER selectively extracts and passes only task-relevant visual features that are semantically aligned with the language instruction to the policy transformer. This allows OTTER to keep the pre-trained vision-language encoders frozen. Thereby, OTTER preserves and utilizes the rich semantic understanding learned from large-scale pre-training, enabling strong zero-shot generalization capabilities. In simulation and real-world experiments, OTTER significantly outperforms existing VLA models, demonstrating strong zeroshot generalization to novel objects and environments. Video, code, checkpoints, and dataset: https://ottervla.github.io/.

preprint2022arXiv

AdaCat: Adaptive Categorical Discretization for Autoregressive Models

Autoregressive generative models can estimate complex continuous data distributions, like trajectory rollouts in an RL environment, image intensities, and audio. Most state-of-the-art models discretize continuous data into several bins and use categorical distributions over the bins to approximate the continuous data distribution. The advantage is that the categorical distribution can easily express multiple modes and are straightforward to optimize. However, such approximation cannot express sharp changes in density without using significantly more bins, making it parameter inefficient. We propose an efficient, expressive, multimodal parameterization called Adaptive Categorical Discretization (AdaCat). AdaCat discretizes each dimension of an autoregressive model adaptively, which allows the model to allocate density to fine intervals of interest, improving parameter efficiency. AdaCat generalizes both categoricals and quantile-based regression. AdaCat is a simple add-on to any discretization-based distribution estimator. In experiments, AdaCat improves density estimation for real-world tabular data, images, audio, and trajectories, and improves planning in model-based offline RL.

preprint2022arXiv

Adversarial Motion Priors Make Good Substitutes for Complex Reward Functions

Training a high-dimensional simulated agent with an under-specified reward function often leads the agent to learn physically infeasible strategies that are ineffective when deployed in the real world. To mitigate these unnatural behaviors, reinforcement learning practitioners often utilize complex reward functions that encourage physically plausible behaviors. However, a tedious labor-intensive tuning process is often required to create hand-designed rewards which might not easily generalize across platforms and tasks. We propose substituting complex reward functions with "style rewards" learned from a dataset of motion capture demonstrations. A learned style reward can be combined with an arbitrary task reward to train policies that perform tasks using naturalistic strategies. These natural strategies can also facilitate transfer to the real world. We build upon Adversarial Motion Priors -- an approach from the computer graphics domain that encodes a style reward from a dataset of reference motions -- to demonstrate that an adversarial approach to training policies can produce behaviors that transfer to a real quadrupedal robot without requiring complex reward functions. We also demonstrate that an effective style reward can be learned from a few seconds of motion capture data gathered from a German Shepherd and leads to energy-efficient locomotion strategies with natural gait transitions.

preprint2022arXiv

AMP: Adversarial Motion Priors for Stylized Physics-Based Character Control

Synthesizing graceful and life-like behaviors for physically simulated characters has been a fundamental challenge in computer animation. Data-driven methods that leverage motion tracking are a prominent class of techniques for producing high fidelity motions for a wide range of behaviors. However, the effectiveness of these tracking-based methods often hinges on carefully designed objective functions, and when applied to large and diverse motion datasets, these methods require significant additional machinery to select the appropriate motion for the character to track in a given scenario. In this work, we propose to obviate the need to manually design imitation objectives and mechanisms for motion selection by utilizing a fully automated approach based on adversarial imitation learning. High-level task objectives that the character should perform can be specified by relatively simple reward functions, while the low-level style of the character's behaviors can be specified by a dataset of unstructured motion clips, without any explicit clip selection or sequencing. These motion clips are used to train an adversarial motion prior, which specifies style-rewards for training the character through reinforcement learning (RL). The adversarial RL procedure automatically selects which motion to perform, dynamically interpolating and generalizing from the dataset. Our system produces high-quality motions that are comparable to those achieved by state-of-the-art tracking-based techniques, while also being able to easily accommodate large datasets of unstructured motion clips. Composition of disparate skills emerges automatically from the motion prior, without requiring a high-level motion planner or other task-specific annotations of the motion clips. We demonstrate the effectiveness of our framework on a diverse cast of complex simulated characters and a challenging suite of motor control tasks.

preprint2022arXiv

An Empirical Investigation of Representation Learning for Imitation

Imitation learning often needs a large demonstration set in order to handle the full range of situations that an agent might find itself in during deployment. However, collecting expert demonstrations can be expensive. Recent work in vision, reinforcement learning, and NLP has shown that auxiliary representation learning objectives can reduce the need for large amounts of expensive, task-specific data. Our Empirical Investigation of Representation Learning for Imitation (EIRLI) investigates whether similar benefits apply to imitation learning. We propose a modular framework for constructing representation learning algorithms, then use our framework to evaluate the utility of representation learning for imitation across several environment suites. In the settings we evaluate, we find that existing algorithms for image-based representation learning provide limited value relative to a well-tuned baseline with image augmentations. To explain this result, we investigate differences between imitation learning and other settings where representation learning has provided significant benefit, such as image classification. Finally, we release a well-documented codebase which both replicates our findings and provides a modular framework for creating new representation learning algorithms out of reusable components.

preprint2022arXiv

Bingham Policy Parameterization for 3D Rotations in Reinforcement Learning

We propose a new policy parameterization for representing 3D rotations during reinforcement learning. Today in the continuous control reinforcement learning literature, many stochastic policy parameterizations are Gaussian. We argue that universally applying a Gaussian policy parameterization is not always desirable for all environments. One such case in particular where this is true are tasks that involve predicting a 3D rotation output, either in isolation, or coupled with translation as part of a full 6D pose output. Our proposed Bingham Policy Parameterization (BPP) models the Bingham distribution and allows for better rotation (quaternion) prediction over a Gaussian policy parameterization in a range of reinforcement learning tasks. We evaluate BPP on the rotation Wahba problem task, as well as a set of vision-based next-best pose robot manipulation tasks from RLBench. We hope that this paper encourages more research into developing other policy parameterization that are more suited for particular environments, rather than always assuming Gaussian.

preprint2022arXiv

Chain of Thought Imitation with Procedure Cloning

Imitation learning aims to extract high-performance policies from logged demonstrations of expert behavior. It is common to frame imitation learning as a supervised learning problem in which one fits a function approximator to the input-output mapping exhibited by the logged demonstrations (input observations to output actions). While the framing of imitation learning as a supervised input-output learning problem allows for applicability in a wide variety of settings, it is also an overly simplistic view of the problem in situations where the expert demonstrations provide much richer insight into expert behavior. For example, applications such as path navigation, robot manipulation, and strategy games acquire expert demonstrations via planning, search, or some other multi-step algorithm, revealing not just the output action to be imitated but also the procedure for how to determine this action. While these intermediate computations may use tools not available to the agent during inference (e.g., environment simulators), they are nevertheless informative as a way to explain an expert's mapping of state to actions. To properly leverage expert procedure information without relying on the privileged tools the expert may have used to perform the procedure, we propose procedure cloning, which applies supervised sequence prediction to imitate the series of expert computations. This way, procedure cloning learns not only what to do (i.e., the output action), but how and why to do it (i.e., the procedure). Through empirical analysis on navigation, simulated robotic manipulation, and game-playing environments, we show that imitating the intermediate computations of an expert's behavior enables procedure cloning to learn policies exhibiting significant generalization to unseen environment configurations, including those configurations for which running the expert's procedure directly is infeasible.

preprint2022arXiv

CIC: Contrastive Intrinsic Control for Unsupervised Skill Discovery

We introduce Contrastive Intrinsic Control (CIC), an algorithm for unsupervised skill discovery that maximizes the mutual information between state-transitions and latent skill vectors. CIC utilizes contrastive learning between state-transitions and skills to learn behavior embeddings and maximizes the entropy of these embeddings as an intrinsic reward to encourage behavioral diversity. We evaluate our algorithm on the Unsupervised Reinforcement Learning Benchmark, which consists of a long reward-free pre-training phase followed by a short adaptation phase to downstream tasks with extrinsic rewards. CIC substantially improves over prior methods in terms of adaptation efficiency, outperforming prior unsupervised skill discovery methods by 1.79x and the next leading overall exploration algorithm by 1.18x.

preprint2022arXiv

Coarse-to-Fine Q-attention with Learned Path Ranking

We propose Learned Path Ranking (LPR), a method that accepts an end-effector goal pose, and learns to rank a set of goal-reaching paths generated from an array of path generating methods, including: path planning, Bezier curve sampling, and a learned policy. The core idea being that each of the path generation modules will be useful in different tasks, or at different stages in a task. When LPR is added as an extension to C2F-ARM, our new system, C2F-ARM+LPR, retains the sample efficiency of its predecessor, while also being able to accomplish a larger set of tasks; in particular, tasks that require very specific motions (e.g. opening toilet seat) that need to be inferred from both demonstrations and exploration data. In addition to benchmarking our approach across 16 RLBench tasks, we also learn real-world tasks, tabula rasa, in 10-15 minutes, with only 3 demonstrations.

preprint2022arXiv

Contrastive Code Representation Learning

Recent work learns contextual representations of source code by reconstructing tokens from their context. For downstream semantic understanding tasks like summarizing code in English, these representations should ideally capture program functionality. However, we show that the popular reconstruction-based BERT model is sensitive to source code edits, even when the edits preserve semantics. We propose ContraCode: a contrastive pre-training task that learns code functionality, not form. ContraCode pre-trains a neural network to identify functionally similar variants of a program among many non-equivalent distractors. We scalably generate these variants using an automated source-to-source compiler as a form of data augmentation. Contrastive pre-training improves JavaScript summarization and TypeScript type inference accuracy by 2% to 13%. We also propose a new zero-shot JavaScript code clone detection dataset, showing that ContraCode is both more robust and semantically meaningful. On it, we outperform RoBERTa by 39% AUROC in an adversarial setting and up to 5% on natural code.

preprint2022arXiv

DayDreamer: World Models for Physical Robot Learning

To solve tasks in complex environments, robots need to learn from experience. Deep reinforcement learning is a common approach to robot learning but requires a large amount of trial and error to learn, limiting its deployment in the physical world. As a consequence, many advances in robot learning rely on simulators. On the other hand, learning inside of simulators fails to capture the complexity of the real world, is prone to simulator inaccuracies, and the resulting behaviors do not adapt to changes in the world. The Dreamer algorithm has recently shown great promise for learning from small amounts of interaction by planning within a learned world model, outperforming pure reinforcement learning in video games. Learning a world model to predict the outcomes of potential actions enables planning in imagination, reducing the amount of trial and error needed in the real environment. However, it is unknown whether Dreamer can facilitate faster learning on physical robots. In this paper, we apply Dreamer to 4 robots to learn online and directly in the real world, without simulators. Dreamer trains a quadruped robot to roll off its back, stand up, and walk from scratch and without resets in only 1 hour. We then push the robot and find that Dreamer adapts within 10 minutes to withstand perturbations or quickly roll over and stand back up. On two different robotic arms, Dreamer learns to pick and place multiple objects directly from camera images and sparse rewards, approaching human performance. On a wheeled robot, Dreamer learns to navigate to a goal position purely from camera images, automatically resolving ambiguity about the robot orientation. Using the same hyperparameters across all experiments, we find that Dreamer is capable of online learning in the real world, establishing a strong baseline. We release our infrastructure for future applications of world models to robot learning.

preprint2022arXiv

Deep Hierarchical Planning from Pixels

Intelligent agents need to select long sequences of actions to solve complex tasks. While humans easily break down tasks into subgoals and reach them through millions of muscle commands, current artificial intelligence is limited to tasks with horizons of a few hundred decisions, despite large compute budgets. Research on hierarchical reinforcement learning aims to overcome this limitation but has proven to be challenging, current methods rely on manually specified goal spaces or subtasks, and no general solution exists. We introduce Director, a practical method for learning hierarchical behaviors directly from pixels by planning inside the latent space of a learned world model. The high-level policy maximizes task and exploration rewards by selecting latent goals and the low-level policy learns to achieve the goals. Despite operating in latent space, the decisions are interpretable because the world model can decode goals into images for visualization. Director outperforms exploration methods on tasks with sparse rewards, including 3D maze traversal with a quadruped robot from an egocentric camera and proprioception, without access to the global position or top-down view that was used by prior work. Director also learns successful behaviors across a wide range of environments, including visual control, Atari games, and DMLab levels.

preprint2022arXiv

Don't Change the Algorithm, Change the Data: Exploratory Data for Offline Reinforcement Learning

Recent progress in deep learning has relied on access to large and diverse datasets. Such data-driven progress has been less evident in offline reinforcement learning (RL), because offline RL data is usually collected to optimize specific target tasks limiting the data's diversity. In this work, we propose Exploratory data for Offline RL (ExORL), a data-centric approach to offline RL. ExORL first generates data with unsupervised reward-free exploration, then relabels this data with a downstream reward before training a policy with offline RL. We find that exploratory data allows vanilla off-policy RL algorithms, without any offline-specific modifications, to outperform or match state-of-the-art offline RL algorithms on downstream tasks. Our findings suggest that data generation is as important as algorithmic advances for offline RL and hence requires careful consideration from the community. Code and data can be found at https://github.com/denisyarats/exorl .

preprint2022arXiv

DoorGym: A Scalable Door Opening Environment And Baseline Agent

In order to practically implement the door opening task, a policy ought to be robust to a wide distribution of door types and environment settings. Reinforcement Learning (RL) with Domain Randomization (DR) is a promising technique to enforce policy generalization, however, there are only a few accessible training environments that are inherently designed to train agents in domain randomized environments. We introduce DoorGym, an open-source door opening simulation framework designed to utilize domain randomization to train a stable policy. We intend for our environment to lie at the intersection of domain transfer, practical tasks, and realism. We also provide baseline Proximal Policy Optimization and Soft Actor-Critic implementations, which achieves success rates between 0% up to 95% for opening various types of doors in this environment. Moreover, the real-world transfer experiment shows the trained policy is able to work in the real world. Environment kit available here: https://github.com/PSVL/DoorGym/

preprint2022arXiv

Explaining Reinforcement Learning Policies through Counterfactual Trajectories

In order for humans to confidently decide where to employ RL agents for real-world tasks, a human developer must validate that the agent will perform well at test-time. Some policy interpretability methods facilitate this by capturing the policy's decision making in a set of agent rollouts. However, even the most informative trajectories of training time behavior may give little insight into the agent's behavior out of distribution. In contrast, our method conveys how the agent performs under distribution shifts by showing the agent's behavior across a wider trajectory distribution. We generate these trajectories by guiding the agent to more diverse unseen states and showing the agent's behavior there. In a user study, we demonstrate that our method enables users to score better than baseline methods on one of two agent validation tasks.

preprint2022arXiv

Hierarchical Few-Shot Imitation with Skill Transition Models

A desirable property of autonomous agents is the ability to both solve long-horizon problems and generalize to unseen tasks. Recent advances in data-driven skill learning have shown that extracting behavioral priors from offline data can enable agents to solve challenging long-horizon tasks with reinforcement learning. However, generalization to tasks unseen during behavioral prior training remains an outstanding challenge. To this end, we present Few-shot Imitation with Skill Transition Models (FIST), an algorithm that extracts skills from offline data and utilizes them to generalize to unseen tasks given a few downstream demonstrations. FIST learns an inverse skill dynamics model, a distance function, and utilizes a semi-parametric approach for imitation. We show that FIST is capable of generalizing to new tasks and substantially outperforms prior baselines in navigation experiments requiring traversing unseen parts of a large maze and 7-DoF robotic arm experiments requiring manipulating previously unseen objects in a kitchen.

preprint2022arXiv

Imitating, Fast and Slow: Robust learning from demonstrations via decision-time planning

The goal of imitation learning is to mimic expert behavior from demonstrations, without access to an explicit reward signal. A popular class of approach infers the (unknown) reward function via inverse reinforcement learning (IRL) followed by maximizing this reward function via reinforcement learning (RL). The policies learned via these approaches are however very brittle in practice and deteriorate quickly even with small test-time perturbations due to compounding errors. We propose Imitation with Planning at Test-time (IMPLANT), a new meta-algorithm for imitation learning that utilizes decision-time planning to correct for compounding errors of any base imitation policy. In contrast to existing approaches, we retain both the imitation policy and the rewards model at decision-time, thereby benefiting from the learning signal of the two components. Empirically, we demonstrate that IMPLANT significantly outperforms benchmark imitation learning approaches on standard control environments and excels at zero-shot generalization when subject to challenging perturbations in test-time dynamics.

preprint2022arXiv

JUMBO: Scalable Multi-task Bayesian Optimization using Offline Data

The goal of Multi-task Bayesian Optimization (MBO) is to minimize the number of queries required to accurately optimize a target black-box function, given access to offline evaluations of other auxiliary functions. When offline datasets are large, the scalability of prior approaches comes at the expense of expressivity and inference quality. We propose JUMBO, an MBO algorithm that sidesteps these limitations by querying additional data based on a combination of acquisition signals derived from training two Gaussian Processes (GP): a cold-GP operating directly in the input domain and a warm-GP that operates in the feature space of a deep neural network pretrained using the offline data. Such a decomposition can dynamically control the reliability of information derived from the online and offline data and the use of pretrained neural networks permits scalability to large offline datasets. Theoretically, we derive regret bounds for JUMBO and show that it achieves no-regret under conditions analogous to GP-UCB (Srinivas et. al. 2010). Empirically, we demonstrate significant performance improvements over existing approaches on two real-world optimization problems: hyper-parameter optimization and automated circuit design.

preprint2022arXiv

Language Models as Zero-Shot Planners: Extracting Actionable Knowledge for Embodied Agents

Can world knowledge learned by large language models (LLMs) be used to act in interactive environments? In this paper, we investigate the possibility of grounding high-level tasks, expressed in natural language (e.g. "make breakfast"), to a chosen set of actionable steps (e.g. "open fridge"). While prior work focused on learning from explicit step-by-step examples of how to act, we surprisingly find that if pre-trained LMs are large enough and prompted appropriately, they can effectively decompose high-level tasks into mid-level plans without any further training. However, the plans produced naively by LLMs often cannot map precisely to admissible actions. We propose a procedure that conditions on existing demonstrations and semantically translates the plans to admissible actions. Our evaluation in the recent VirtualHome environment shows that the resulting method substantially improves executability over the LLM baseline. The conducted human evaluation reveals a trade-off between executability and correctness but shows a promising sign towards extracting actionable knowledge from language models. Website at https://huangwl18.github.io/language-planner

preprint2022arXiv

Likelihood Contribution based Multi-scale Architecture for Generative Flows

Deep generative modeling using flows has gained popularity owing to the tractable exact log-likelihood estimation with efficient training and synthesis process. However, flow models suffer from the challenge of having high dimensional latent space, the same in dimension as the input space. An effective solution to the above challenge as proposed by Dinh et al. (2016) is a multi-scale architecture, which is based on iterative early factorization of a part of the total dimensions at regular intervals. Prior works on generative flow models involving a multi-scale architecture perform the dimension factorization based on static masking. We propose a novel multi-scale architecture that performs data-dependent factorization to decide which dimensions should pass through more flow layers. To facilitate the same, we introduce a heuristic based on the contribution of each dimension to the total log-likelihood which encodes the importance of the dimensions. Our proposed heuristic is readily obtained as part of the flow training process, enabling the versatile implementation of our likelihood contribution based multi-scale architecture for generic flow models. We present such implementations for several state-of-the-art flow models and demonstrate improvements in log-likelihood score and sampling quality on standard image benchmarks. We also conduct ablation studies to compare the proposed method with other options for dimension factorization.

preprint2022arXiv

Patch-based Object-centric Transformers for Efficient Video Generation

In this work, we present Patch-based Object-centric Video Transformer (POVT), a novel region-based video generation architecture that leverages object-centric information to efficiently model temporal dynamics in videos. We build upon prior work in video prediction via an autoregressive transformer over the discrete latent space of compressed videos, with an added modification to model object-centric information via bounding boxes. Due to better compressibility of object-centric representations, we can improve training efficiency by allowing the model to only access object information for longer horizon temporal information. When evaluated on various difficult object-centric datasets, our method achieves better or equal performance to other video generation models, while remaining computationally more efficient and scalable. In addition, we show that our method is able to perform object-centric controllability through bounding box manipulation, which may aid downstream tasks such as video editing, or visual planning. Samples are available at https://sites.google.com/view/povt-public

preprint2022arXiv

Pretraining Graph Neural Networks for few-shot Analog Circuit Modeling and Design

Being able to predict the performance of circuits without running expensive simulations is a desired capability that can catalyze automated design. In this paper, we present a supervised pretraining approach to learn circuit representations that can be adapted to new circuit topologies or unseen prediction tasks. We hypothesize that if we train a neural network (NN) that can predict the output DC voltages of a wide range of circuit instances it will be forced to learn generalizable knowledge about the role of each circuit element and how they interact with each other. The dataset for this supervised learning objective can be easily collected at scale since the required DC simulation to get ground truth labels is relatively cheap. This representation would then be helpful for few-shot generalization to unseen circuit metrics that require more time consuming simulations for obtaining the ground-truth labels. To cope with the variable topological structure of different circuits we describe each circuit as a graph and use graph neural networks (GNNs) to learn node embeddings. We show that pretraining GNNs on prediction of output node voltages can encourage learning representations that can be adapted to new unseen topologies or prediction of new circuit level properties with up to 10x more sample efficiency compared to a randomly initialized model. We further show that we can improve sample efficiency of prior SoTA model-based optimization methods by 2x (almost as good as using an oracle model) via fintuning pretrained GNNs as the feature extractor of the learned models.

preprint2022arXiv

ProMP: Proximal Meta-Policy Search

Credit assignment in Meta-reinforcement learning (Meta-RL) is still poorly understood. Existing methods either neglect credit assignment to pre-adaptation behavior or implement it naively. This leads to poor sample-efficiency during meta-training as well as ineffective task identification strategies. This paper provides a theoretical analysis of credit assignment in gradient-based Meta-RL. Building on the gained insights we develop a novel meta-learning algorithm that overcomes both the issue of poor credit assignment and previous difficulties in estimating meta-policy gradients. By controlling the statistical distance of both pre-adaptation and adapted policies during meta-policy search, the proposed algorithm endows efficient and stable meta-learning. Our approach leads to superior pre-adaptation policy behavior and consistently outperforms previous Meta-RL algorithms in sample-efficiency, wall-clock time, and asymptotic performance.

preprint2022arXiv

Reinforcement Learning with Action-Free Pre-Training from Videos

Recent unsupervised pre-training methods have shown to be effective on language and vision domains by learning useful representations for multiple downstream tasks. In this paper, we investigate if such unsupervised pre-training methods can also be effective for vision-based reinforcement learning (RL). To this end, we introduce a framework that learns representations useful for understanding the dynamics via generative pre-training on videos. Our framework consists of two phases: we pre-train an action-free latent video prediction model, and then utilize the pre-trained representations for efficiently learning action-conditional world models on unseen environments. To incorporate additional action inputs during fine-tuning, we introduce a new architecture that stacks an action-conditional latent prediction model on top of the pre-trained action-free prediction model. Moreover, for better exploration, we propose a video-based intrinsic bonus that leverages pre-trained representations. We demonstrate that our framework significantly improves both final performances and sample-efficiency of vision-based RL in a variety of manipulation and locomotion tasks. Code is available at https://github.com/younggyoseo/apv.

preprint2022arXiv

Reward Uncertainty for Exploration in Preference-based Reinforcement Learning

Conveying complex objectives to reinforcement learning (RL) agents often requires meticulous reward engineering. Preference-based RL methods are able to learn a more flexible reward model based on human preferences by actively incorporating human feedback, i.e. teacher's preferences between two clips of behaviors. However, poor feedback-efficiency still remains a problem in current preference-based RL algorithms, as tailored human feedback is very expensive. To handle this issue, previous methods have mainly focused on improving query selection and policy initialization. At the same time, recent exploration methods have proven to be a recipe for improving sample-efficiency in RL. We present an exploration method specifically for preference-based RL algorithms. Our main idea is to design an intrinsic reward by measuring the novelty based on learned reward. Specifically, we utilize disagreement across ensemble of learned reward models. Our intuition is that disagreement in learned reward model reflects uncertainty in tailored human feedback and could be useful for exploration. Our experiments show that exploration bonus from uncertainty in learned reward improves both feedback- and sample-efficiency of preference-based RL algorithms on complex robot manipulation tasks from MetaWorld benchmarks, compared with other existing exploration methods that measure the novelty of state visitation.

preprint2022arXiv

Sim-to-Real 6D Object Pose Estimation via Iterative Self-training for Robotic Bin Picking

In this paper, we propose an iterative self-training framework for sim-to-real 6D object pose estimation to facilitate cost-effective robotic grasping. Given a bin-picking scenario, we establish a photo-realistic simulator to synthesize abundant virtual data, and use this to train an initial pose estimation network. This network then takes the role of a teacher model, which generates pose predictions for unlabeled real data. With these predictions, we further design a comprehensive adaptive selection scheme to distinguish reliable results, and leverage them as pseudo labels to update a student model for pose estimation on real data. To continuously improve the quality of pseudo labels, we iterate the above steps by taking the trained student model as a new teacher and re-label real data using the refined teacher model. We evaluate our method on a public benchmark and our newly-released dataset, achieving an ADD(-S) improvement of 11.49% and 22.62% respectively. Our method is also able to improve robotic bin-picking success by 19.54%, demonstrating the potential of iterative sim-to-real solutions for robotic applications.

preprint2022arXiv

SURF: Semi-supervised Reward Learning with Data Augmentation for Feedback-efficient Preference-based Reinforcement Learning

Preference-based reinforcement learning (RL) has shown potential for teaching agents to perform the target tasks without a costly, pre-defined reward function by learning the reward with a supervisor's preference between the two agent behaviors. However, preference-based learning often requires a large amount of human feedback, making it difficult to apply this approach to various applications. This data-efficiency problem, on the other hand, has been typically addressed by using unlabeled samples or data augmentation techniques in the context of supervised learning. Motivated by the recent success of these approaches, we present SURF, a semi-supervised reward learning framework that utilizes a large amount of unlabeled samples with data augmentation. In order to leverage unlabeled samples for reward learning, we infer pseudo-labels of the unlabeled samples based on the confidence of the preference predictor. To further improve the label-efficiency of reward learning, we introduce a new data augmentation that temporally crops consecutive subsequences from the original behaviors. Our experiments demonstrate that our approach significantly improves the feedback-efficiency of the state-of-the-art preference-based method on a variety of locomotion and robotic manipulation tasks.

preprint2022arXiv

Towards More Generalizable One-shot Visual Imitation Learning

A general-purpose robot should be able to master a wide range of tasks and quickly learn a novel one by leveraging past experiences. One-shot imitation learning (OSIL) approaches this goal by training an agent with (pairs of) expert demonstrations, such that at test time, it can directly execute a new task from just one demonstration. However, so far this framework has been limited to training on many variations of one task, and testing on other unseen but similar variations of the same task. In this work, we push for a higher level of generalization ability by investigating a more ambitious multi-task setup. We introduce a diverse suite of vision-based robot manipulation tasks, consisting of 7 tasks, a total of 61 variations, and a continuum of instances within each variation. For consistency and comparison purposes, we first train and evaluate single-task agents (as done in prior few-shot imitation work). We then study the multi-task setting, where multi-task training is followed by (i) one-shot imitation on variations within the training tasks, (ii) one-shot imitation on new tasks, and (iii) fine-tuning on new tasks. Prior state-of-the-art, while performing well within some single tasks, struggles in these harder multi-task settings. To address these limitations, we propose MOSAIC (Multi-task One-Shot Imitation with self-Attention and Contrastive learning), which integrates a self-attention model architecture and a temporal contrastive module to enable better task disambiguation and more robust representation learning. Our experiments show that MOSAIC outperforms prior state of the art in learning efficiency, final performance, and learns a multi-task policy with promising generalization ability via fine-tuning on novel tasks.

preprint2022arXiv

Zero-Shot Text-Guided Object Generation with Dream Fields

We combine neural rendering with multi-modal image and text representations to synthesize diverse 3D objects solely from natural language descriptions. Our method, Dream Fields, can generate the geometry and color of a wide range of objects without 3D supervision. Due to the scarcity of diverse, captioned 3D data, prior methods only generate objects from a handful of categories, such as ShapeNet. Instead, we guide generation with image-text models pre-trained on large datasets of captioned images from the web. Our method optimizes a Neural Radiance Field from many camera views so that rendered images score highly with a target caption according to a pre-trained CLIP model. To improve fidelity and visual quality, we introduce simple geometric priors, including sparsity-inducing transmittance regularization, scene bounds, and new MLP architectures. In experiments, Dream Fields produce realistic, multi-view consistent object geometry and color from a variety of natural language captions.

preprint2021arXiv

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.

preprint2021arXiv

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.

preprint2021arXiv

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.

preprint2020arXiv

Adaptive Online Planning for Continual Lifelong Learning

We study learning control in an online reset-free lifelong learning scenario, where mistakes can compound catastrophically into the future and the underlying dynamics of the environment may change. Traditional model-free policy learning methods have achieved successes in difficult tasks due to their broad flexibility, but struggle in this setting, as they can activate failure modes early in their lifetimes which are difficult to recover from and face performance degradation as dynamics change. On the other hand, model-based planning methods learn and adapt quickly, but require prohibitive levels of computational resources. We present a new algorithm, Adaptive Online Planning (AOP), that achieves strong performance in this setting by combining model-based planning with model-free learning. By approximating the uncertainty of the model-free components and the planner performance, AOP is able to call upon more extensive planning only when necessary, leading to reduced computation times, while still gracefully adapting behaviors in the face of unpredictable changes in the world -- even when traditional RL fails.

preprint2020arXiv

Automatic Curriculum Learning through Value Disagreement

Continually solving new, unsolved tasks is the key to learning diverse behaviors. Through reinforcement learning (RL), we have made massive strides towards solving tasks that have a single goal. However, in the multi-task domain, where an agent needs to reach multiple goals, the choice of training goals can largely affect sample efficiency. When biological agents learn, there is often an organized and meaningful order to which learning happens. Inspired by this, we propose setting up an automatic curriculum for goals that the agent needs to solve. Our key insight is that if we can sample goals at the frontier of the set of goals that an agent is able to reach, it will provide a significantly stronger learning signal compared to randomly sampled goals. To operationalize this idea, we introduce a goal proposal module that prioritizes goals that maximize the epistemic uncertainty of the Q-function of the policy. This simple technique samples goals that are neither too hard nor too easy for the agent to solve, hence enabling continual improvement. We evaluate our method across 13 multi-goal robotic tasks and 5 navigation tasks, and demonstrate performance gains over current state-of-the-art methods.

preprint2020arXiv

AVID: Learning Multi-Stage Tasks via Pixel-Level Translation of Human Videos

Robotic reinforcement learning (RL) holds the promise of enabling robots to learn complex behaviors through experience. However, realizing this promise for long-horizon tasks in the real world requires mechanisms to reduce human burden in terms of defining the task and scaffolding the learning process. In this paper, we study how these challenges can be alleviated with an automated robotic learning framework, in which multi-stage tasks are defined simply by providing videos of a human demonstrator and then learned autonomously by the robot from raw image observations. A central challenge in imitating human videos is the difference in appearance between the human and robot, which typically requires manual correspondence. We instead take an automated approach and perform pixel-level image translation via CycleGAN to convert the human demonstration into a video of a robot, which can then be used to construct a reward function for a model-based RL algorithm. The robot then learns the task one stage at a time, automatically learning how to reset each stage to retry it multiple times without human-provided resets. This makes the learning process largely automatic, from intuitive task specification via a video to automated training with minimal human intervention. We demonstrate that our approach is capable of learning complex tasks, such as operating a coffee machine, directly from raw image observations, requiring only 20 minutes to provide human demonstrations and about 180 minutes of robot interaction.

preprint2020arXiv

BADGR: An Autonomous Self-Supervised Learning-Based Navigation System

Mobile robot navigation is typically regarded as a geometric problem, in which the robot's objective is to perceive the geometry of the environment in order to plan collision-free paths towards a desired goal. However, a purely geometric view of the world can can be insufficient for many navigation problems. For example, a robot navigating based on geometry may avoid a field of tall grass because it believes it is untraversable, and will therefore fail to reach its desired goal. In this work, we investigate how to move beyond these purely geometric-based approaches using a method that learns about physical navigational affordances from experience. Our approach, which we call BADGR, is an end-to-end learning-based mobile robot navigation system that can be trained with self-supervised off-policy data gathered in real-world environments, without any simulation or human supervision. BADGR can navigate in real-world urban and off-road environments with geometrically distracting obstacles. It can also incorporate terrain preferences, generalize to novel environments, and continue to improve autonomously by gathering more data. Videos, code, and other supplemental material are available on our website https://sites.google.com/view/badgr

preprint2020arXiv

Checkmate: Breaking the Memory Wall with Optimal Tensor Rematerialization

We formalize the problem of trading-off DNN training time and memory requirements as the tensor rematerialization optimization problem, a generalization of prior checkpointing strategies. We introduce Checkmate, a system that solves for optimal rematerialization schedules in reasonable times (under an hour) using off-the-shelf MILP solvers or near-optimal schedules with an approximation algorithm, then uses these schedules to accelerate millions of training iterations. Our method scales to complex, realistic architectures and is hardware-aware through the use of accelerator-specific, profile-based cost models. In addition to reducing training cost, Checkmate enables real-world networks to be trained with up to 5.1x larger input sizes. Checkmate is an open-source project, available at https://github.com/parasj/checkmate.

preprint2020arXiv

Compression with Flows via Local Bits-Back Coding

Likelihood-based generative models are the backbones of lossless compression due to the guaranteed existence of codes with lengths close to negative log likelihood. However, there is no guaranteed existence of computationally efficient codes that achieve these lengths, and coding algorithms must be hand-tailored to specific types of generative models to ensure computational efficiency. Such coding algorithms are known for autoregressive models and variational autoencoders, but not for general types of flow models. To fill in this gap, we introduce local bits-back coding, a new compression technique for flow models. We present efficient algorithms that instantiate our technique for many popular types of flows, and we demonstrate that our algorithms closely achieve theoretical codelengths for state-of-the-art flow models on high-dimensional data.

preprint2020arXiv

CURL: Contrastive Unsupervised Representations for Reinforcement Learning

We present CURL: Contrastive Unsupervised Representations for Reinforcement Learning. CURL extracts high-level features from raw pixels using contrastive learning and performs off-policy control on top of the extracted features. CURL outperforms prior pixel-based methods, both model-based and model-free, on complex tasks in the DeepMind Control Suite and Atari Games showing 1.9x and 1.2x performance gains at the 100K environment and interaction steps benchmarks respectively. On the DeepMind Control Suite, CURL is the first image-based algorithm to nearly match the sample-efficiency of methods that use state-based features. Our code is open-sourced and available at https://github.com/MishaLaskin/curl.

preprint2020arXiv

Dynamics Generalization via Information Bottleneck in Deep Reinforcement Learning

Despite the significant progress of deep reinforcement learning (RL) in solving sequential decision making problems, RL agents often overfit to training environments and struggle to adapt to new, unseen environments. This prevents robust applications of RL in real world situations, where system dynamics may deviate wildly from the training settings. In this work, our primary contribution is to propose an information theoretic regularization objective and an annealing-based optimization method to achieve better generalization ability in RL agents. We demonstrate the extreme generalization benefits of our approach in different domains ranging from maze navigation to robotic tasks; for the first time, we show that agents can generalize to test parameters more than 10 standard deviations away from the training parameter distribution. This work provides a principled way to improve generalization in RL by gradually removing information that is redundant for task-solving; it opens doors for the systematic study of generalization from training to extremely different testing settings, focusing on the established connections between information theory and machine learning.

preprint2020arXiv

GACEM: Generalized Autoregressive Cross Entropy Method for Multi-Modal Black Box Constraint Satisfaction

In this work we present a new method of black-box optimization and constraint satisfaction. Existing algorithms that have attempted to solve this problem are unable to consider multiple modes, and are not able to adapt to changes in environment dynamics. To address these issues, we developed a modified Cross-Entropy Method (CEM) that uses a masked auto-regressive neural network for modeling uniform distributions over the solution space. We train the model using maximum entropy policy gradient methods from Reinforcement Learning. Our algorithm is able to express complicated solution spaces, thus allowing it to track a variety of different solution regions. We empirically compare our algorithm with variations of CEM, including one with a Gaussian prior with fixed variance, and demonstrate better performance in terms of: number of diverse solutions, better mode discovery in multi-modal problems, and better sample efficiency in certain cases.

preprint2020arXiv

Generalized Hindsight for Reinforcement Learning

One of the key reasons for the high sample complexity in reinforcement learning (RL) is the inability to transfer knowledge from one task to another. In standard multi-task RL settings, low-reward data collected while trying to solve one task provides little to no signal for solving that particular task and is hence effectively wasted. However, we argue that this data, which is uninformative for one task, is likely a rich source of information for other tasks. To leverage this insight and efficiently reuse data, we present Generalized Hindsight: an approximate inverse reinforcement learning technique for relabeling behaviors with the right tasks. Intuitively, given a behavior generated under one task, Generalized Hindsight returns a different task that the behavior is better suited for. Then, the behavior is relabeled with this new task before being used by an off-policy RL optimizer. Compared to standard relabeling techniques, Generalized Hindsight provides a substantially more efficient reuse of samples, which we empirically demonstrate on a suite of multi-task navigation and manipulation tasks. Videos and code can be accessed here: https://sites.google.com/view/generalized-hindsight.

preprint2020arXiv

Goal-conditioned Imitation Learning

Designing rewards for Reinforcement Learning (RL) is challenging because it needs to convey the desired task, be efficient to optimize, and be easy to compute. The latter is particularly problematic when applying RL to robotics, where detecting whether the desired configuration is reached might require considerable supervision and instrumentation. Furthermore, we are often interested in being able to reach a wide range of configurations, hence setting up a different reward every time might be unpractical. Methods like Hindsight Experience Replay (HER) have recently shown promise to learn policies able to reach many goals, without the need of a reward. Unfortunately, without tricks like resetting to points along the trajectory, HER might require many samples to discover how to reach certain areas of the state-space. In this work we investigate different approaches to incorporate demonstrations to drastically speed up the convergence to a policy able to reach any goal, also surpassing the performance of an agent trained with other Imitation Learning algorithms. Furthermore, we show our method can also be used when the available expert trajectories do not contain the actions, which can leverage kinesthetic or third person demonstration. The code is available at https://sites.google.com/view/goalconditioned-il/.

preprint2020arXiv

Hallucinative Topological Memory for Zero-Shot Visual Planning

In visual planning (VP), an agent learns to plan goal-directed behavior from observations of a dynamical system obtained offline, e.g., images obtained from self-supervised robot interaction. Most previous works on VP approached the problem by planning in a learned latent space, resulting in low-quality visual plans, and difficult training algorithms. Here, instead, we propose a simple VP method that plans directly in image space and displays competitive performance. We build on the semi-parametric topological memory (SPTM) method: image samples are treated as nodes in a graph, the graph connectivity is learned from image sequence data, and planning can be performed using conventional graph search methods. We propose two modifications on SPTM. First, we train an energy-based graph connectivity function using contrastive predictive coding that admits stable training. Second, to allow zero-shot planning in new domains, we learn a conditional VAE model that generates images given a context of the domain, and use these hallucinated samples for building the connectivity graph and planning. We show that this simple approach significantly outperform the state-of-the-art VP methods, in terms of both plan interpretability and success rate when using the plan to guide a trajectory-following controller. Interestingly, our method can pick up non-trivial visual properties of objects, such as their geometry, and account for it in the plans.

preprint2020arXiv

Hierarchically Decoupled Imitation for Morphological Transfer

Learning long-range behaviors on complex high-dimensional agents is a fundamental problem in robot learning. For such tasks, we argue that transferring learned information from a morphologically simpler agent can massively improve the sample efficiency of a more complex one. To this end, we propose a hierarchical decoupling of policies into two parts: an independently learned low-level policy and a transferable high-level policy. To remedy poor transfer performance due to mismatch in morphologies, we contribute two key ideas. First, we show that incentivizing a complex agent's low-level to imitate a simpler agent's low-level significantly improves zero-shot high-level transfer. Second, we show that KL-regularized training of the high level stabilizes learning and prevents mode-collapse. Finally, on a suite of publicly released navigation and manipulation environments, we demonstrate the applicability of hierarchical transfer on long-range tasks across morphologies. Our code and videos can be found at https://sites.google.com/berkeley.edu/morphology-transfer.

preprint2020arXiv

Hybrid Discriminative-Generative Training via Contrastive Learning

Contrastive learning and supervised learning have both seen significant progress and success. However, thus far they have largely been treated as two separate objectives, brought together only by having a shared neural network. In this paper we show that through the perspective of hybrid discriminative-generative training of energy-based models we can make a direct connection between contrastive learning and supervised learning. Beyond presenting this unified view, we show our specific choice of approximation of the energy-based loss outperforms the existing practice in terms of classification accuracy of WideResNet on CIFAR-10 and CIFAR-100. It also leads to improved performance on robustness, out-of-distribution detection, and calibration.

preprint2020arXiv

Learning Efficient Representation for Intrinsic Motivation

Mutual Information between agent Actions and environment States (MIAS) quantifies the influence of agent on its environment. Recently, it was found that the maximization of MIAS can be used as an intrinsic motivation for artificial agents. In literature, the term empowerment is used to represent the maximum of MIAS at a certain state. While empowerment has been shown to solve a broad range of reinforcement learning problems, its calculation in arbitrary dynamics is a challenging problem because it relies on the estimation of mutual information. Existing approaches, which rely on sampling, are limited to low dimensional spaces, because high-confidence distribution-free lower bounds for mutual information require exponential number of samples. In this work, we develop a novel approach for the estimation of empowerment in unknown dynamics from visual observation only, without the need to sample for MIAS. The core idea is to represent the relation between action sequences and future states using a stochastic dynamic model in latent space with a specific form. This allows us to efficiently compute empowerment with the "Water-Filling" algorithm from information theory. We construct this embedding with deep neural networks trained on a sophisticated objective function. Our experimental results show that the designed embedding preserves information-theoretic properties of the original dynamics.

preprint2020arXiv

Learning Predictive Representations for Deformable Objects Using Contrastive Estimation

Using visual model-based learning for deformable object manipulation is challenging due to difficulties in learning plannable visual representations along with complex dynamic models. In this work, we propose a new learning framework that jointly optimizes both the visual representation model and the dynamics model using contrastive estimation. Using simulation data collected by randomly perturbing deformable objects on a table, we learn latent dynamics models for these objects in an offline fashion. Then, using the learned models, we use simple model-based planning to solve challenging deformable object manipulation tasks such as spreading ropes and cloths. Experimentally, we show substantial improvements in performance over standard model-based learning techniques across our rope and cloth manipulation suite. Finally, we transfer our visual manipulation policies trained on data purely collected in simulation to a real PR2 robot through domain randomization.

preprint2020arXiv

Learning to Manipulate Deformable Objects without Demonstrations

In this paper we tackle the problem of deformable object manipulation through model-free visual reinforcement learning (RL). In order to circumvent the sample inefficiency of RL, we propose two key ideas that accelerate learning. First, we propose an iterative pick-place action space that encodes the conditional relationship between picking and placing on deformable objects. The explicit structural encoding enables faster learning under complex object dynamics. Second, instead of jointly learning both the pick and the place locations, we only explicitly learn the placing policy conditioned on random pick points. Then, by selecting the pick point that has Maximal Value under Placing (MVP), we obtain our picking policy. This provides us with an informed picking policy during testing, while using only random pick points during training. Experimentally, this learning framework obtains an order of magnitude faster learning compared to independent action-spaces on our suite of deformable object manipulation tasks with visual RGB observations. Finally, using domain randomization, we transfer our policies to a real PR2 robot for challenging cloth and rope coverage tasks, and demonstrate significant improvements over standard RL techniques on average coverage.

preprint2020arXiv

Locally Masked Convolution for Autoregressive Models

High-dimensional generative models have many applications including image compression, multimedia generation, anomaly detection and data completion. State-of-the-art estimators for natural images are autoregressive, decomposing the joint distribution over pixels into a product of conditionals parameterized by a deep neural network, e.g. a convolutional neural network such as the PixelCNN. However, PixelCNNs only model a single decomposition of the joint, and only a single generation order is efficient. For tasks such as image completion, these models are unable to use much of the observed context. To generate data in arbitrary orders, we introduce LMConv: a simple modification to the standard 2D convolution that allows arbitrary masks to be applied to the weights at each location in the image. Using LMConv, we learn an ensemble of distribution estimators that share parameters but differ in generation order, achieving improved performance on whole-image density estimation (2.89 bpd on unconditional CIFAR10), as well as globally coherent image completions. Our code is available at https://ajayjain.github.io/lmconv.

preprint2020arXiv

Model-Augmented Actor-Critic: Backpropagating through Paths

Current model-based reinforcement learning approaches use the model simply as a learned black-box simulator to augment the data for policy optimization or value function learning. In this paper, we show how to make more effective use of the model by exploiting its differentiability. We construct a policy optimization algorithm that uses the pathwise derivative of the learned model and policy across future timesteps. Instabilities of learning across many timesteps are prevented by using a terminal value function, learning the policy in an actor-critic fashion. Furthermore, we present a derivation on the monotonic improvement of our objective in terms of the gradient error in the model and value function. We show that our approach (i) is consistently more sample efficient than existing state-of-the-art model-based algorithms, (ii) matches the asymptotic performance of model-free algorithms, and (iii) scales to long horizons, a regime where typically past model-based approaches have struggled.

preprint2020arXiv

Multi-Agent Actor-Critic for Mixed Cooperative-Competitive Environments

We explore deep reinforcement learning methods for multi-agent domains. We begin by analyzing the difficulty of traditional algorithms in the multi-agent case: Q-learning is challenged by an inherent non-stationarity of the environment, while policy gradient suffers from a variance that increases as the number of agents grows. We then present an adaptation of actor-critic methods that considers action policies of other agents and is able to successfully learn policies that require complex multi-agent coordination. Additionally, we introduce a training regimen utilizing an ensemble of policies for each agent that leads to more robust multi-agent policies. We show the strength of our approach compared to existing methods in cooperative as well as competitive scenarios, where agent populations are able to discover various physical and informational coordination strategies.

preprint2020arXiv

Mutual Information Maximization for Robust Plannable Representations

Extending the capabilities of robotics to real-world complex, unstructured environments requires the need of developing better perception systems while maintaining low sample complexity. When dealing with high-dimensional state spaces, current methods are either model-free or model-based based on reconstruction objectives. The sample inefficiency of the former constitutes a major barrier for applying them to the real-world. The later, while they present low sample complexity, they learn latent spaces that need to reconstruct every single detail of the scene. In real environments, the task typically just represents a small fraction of the scene. Reconstruction objectives suffer in such scenarios as they capture all the unnecessary components. In this work, we present MIRO, an information theoretic representational learning algorithm for model-based reinforcement learning. We design a latent space that maximizes the mutual information with the future information while being able to capture all the information needed for planning. We show that our approach is more robust than reconstruction objectives in the presence of distractors and cluttered scenes

preprint2020arXiv

Mutual Information-based State-Control for Intrinsically Motivated Reinforcement Learning

In reinforcement learning, an agent learns to reach a set of goals by means of an external reward signal. In the natural world, intelligent organisms learn from internal drives, bypassing the need for external signals, which is beneficial for a wide range of tasks. Motivated by this observation, we propose to formulate an intrinsic objective as the mutual information between the goal states and the controllable states. This objective encourages the agent to take control of its environment. Subsequently, we derive a surrogate objective of the proposed reward function, which can be optimized efficiently. Lastly, we evaluate the developed framework in different robotic manipulation and navigation tasks and demonstrate the efficacy of our approach. A video showing experimental results is available at https://youtu.be/CT4CKMWBYz0

preprint2020arXiv

Natural Image Manipulation for Autoregressive Models Using Fisher Scores

Deep autoregressive models are one of the most powerful models that exist today which achieve state-of-the-art bits per dim. However, they lie at a strict disadvantage when it comes to controlled sample generation compared to latent variable models. Latent variable models such as VAEs and normalizing flows allow meaningful semantic manipulations in latent space, which autoregressive models do not have. In this paper, we propose using Fisher scores as a method to extract embeddings from an autoregressive model to use for interpolation and show that our method provides more meaningful sample manipulation compared to alternate embeddings such as network activations.

preprint2020arXiv

On the Utility of Learning about Humans for Human-AI Coordination

While we would like agents that can coordinate with humans, current algorithms such as self-play and population-based training create agents that can coordinate with themselves. Agents that assume their partner to be optimal or similar to them can converge to coordination protocols that fail to understand and be understood by humans. To demonstrate this, we introduce a simple environment that requires challenging coordination, based on the popular game Overcooked, and learn a simple model that mimics human play. We evaluate the performance of agents trained via self-play and population-based training. These agents perform very well when paired with themselves, but when paired with our human model, they are significantly worse than agents designed to play with the human model. An experiment with a planning algorithm yields the same conclusion, though only when the human-aware planner is given the exact human model that it is playing with. A user study with real humans shows this pattern as well, though less strongly. Qualitatively, we find that the gains come from having the agent adapt to the human's gameplay. Given this result, we suggest several approaches for designing agents that learn about humans in order to better coordinate with them. Code is available at https://github.com/HumanCompatibleAI/overcooked_ai.

preprint2020arXiv

Plan Arithmetic: Compositional Plan Vectors for Multi-Task Control

Autonomous agents situated in real-world environments must be able to master large repertoires of skills. While a single short skill can be learned quickly, it would be impractical to learn every task independently. Instead, the agent should share knowledge across behaviors such that each task can be learned efficiently, and such that the resulting model can generalize to new tasks, especially ones that are compositions or subsets of tasks seen previously. A policy conditioned on a goal or demonstration has the potential to share knowledge between tasks if it sees enough diversity of inputs. However, these methods may not generalize to a more complex task at test time. We introduce compositional plan vectors (CPVs) to enable a policy to perform compositions of tasks without additional supervision. CPVs represent trajectories as the sum of the subtasks within them. We show that CPVs can be learned within a one-shot imitation learning framework without any additional supervision or information about task hierarchy, and enable a demonstration-conditioned policy to generalize to tasks that sequence twice as many skills as the tasks seen during training. Analogously to embeddings such as word2vec in NLP, CPVs can also support simple arithmetic operations -- for example, we can add the CPVs for two different tasks to command an agent to compose both tasks, without any additional training.

preprint2020arXiv

Plan2Vec: Unsupervised Representation Learning by Latent Plans

In this paper we introduce plan2vec, an unsupervised representation learning approach that is inspired by reinforcement learning. Plan2vec constructs a weighted graph on an image dataset using near-neighbor distances, and then extrapolates this local metric to a global embedding by distilling path-integral over planned path. When applied to control, plan2vec offers a way to learn goal-conditioned value estimates that are accurate over long horizons that is both compute and sample efficient. We demonstrate the effectiveness of plan2vec on one simulated and two challenging real-world image datasets. Experimental results show that plan2vec successfully amortizes the planning cost, enabling reactive planning that is linear in memory and computation complexity rather than exhaustive over the entire state space.

preprint2020arXiv

Planning to Explore via Self-Supervised World Models

Reinforcement learning allows solving complex tasks, however, the learning tends to be task-specific and the sample efficiency remains a challenge. We present Plan2Explore, a self-supervised reinforcement learning agent that tackles both these challenges through a new approach to self-supervised exploration and fast adaptation to new tasks, which need not be known during exploration. During exploration, unlike prior methods which retrospectively compute the novelty of observations after the agent has already reached them, our agent acts efficiently by leveraging planning to seek out expected future novelty. After exploration, the agent quickly adapts to multiple downstream tasks in a zero or a few-shot manner. We evaluate on challenging control tasks from high-dimensional image inputs. Without any training supervision or task-specific interaction, Plan2Explore outperforms prior self-supervised exploration methods, and in fact, almost matches the performances oracle which has access to rewards. Videos and code at https://ramanans1.github.io/plan2explore/

preprint2020arXiv

Predictive Coding for Boosting Deep Reinforcement Learning with Sparse Rewards

While recent progress in deep reinforcement learning has enabled robots to learn complex behaviors, tasks with long horizons and sparse rewards remain an ongoing challenge. In this work, we propose an effective reward shaping method through predictive coding to tackle sparse reward problems. By learning predictive representations offline and using these representations for reward shaping, we gain access to reward signals that understand the structure and dynamics of the environment. In particular, our method achieves better learning by providing reward signals that 1) understand environment dynamics 2) emphasize on features most useful for learning 3) resist noise in learned representations through reward accumulation. We demonstrate the usefulness of this approach in different domains ranging from robotic manipulation to navigation, and we show that reward signals produced through predictive coding are as effective for learning as hand-crafted rewards.

preprint2020arXiv

Preventing Imitation Learning with Adversarial Policy Ensembles

Imitation learning can reproduce policies by observing experts, which poses a problem regarding policy privacy. Policies, such as human, or policies on deployed robots, can all be cloned without consent from the owners. How can we protect against external observers cloning our proprietary policies? To answer this question we introduce a new reinforcement learning framework, where we train an ensemble of near-optimal policies, whose demonstrations are guaranteed to be useless for an external observer. We formulate this idea by a constrained optimization problem, where the objective is to improve proprietary policies, and at the same time deteriorate the virtual policy of an eventual external observer. We design a tractable algorithm to solve this new optimization problem by modifying the standard policy gradient algorithm. Our formulation can be interpreted in lenses of confidentiality and adversarial behaviour, which enables a broader perspective of this work. We demonstrate the existence of "non-clonable" ensembles, providing a solution to the above optimization problem, which is calculated by our modified policy gradient algorithm. To our knowledge, this is the first work regarding the protection of policies in Reinforcement Learning.

preprint2020arXiv

Responsive Safety in Reinforcement Learning by PID Lagrangian Methods

Lagrangian methods are widely used algorithms for constrained optimization problems, but their learning dynamics exhibit oscillations and overshoot which, when applied to safe reinforcement learning, leads to constraint-violating behavior during agent training. We address this shortcoming by proposing a novel Lagrange multiplier update method that utilizes derivatives of the constraint function. We take a controls perspective, wherein the traditional Lagrange multiplier update behaves as \emph{integral} control; our terms introduce \emph{proportional} and \emph{derivative} control, achieving favorable learning dynamics through damping and predictive measures. We apply our PID Lagrangian methods in deep RL, setting a new state of the art in Safety Gym, a safe RL benchmark. Lastly, we introduce a new method to ease controller tuning by providing invariance to the relative numerical scales of reward and cost. Our extensive experiments demonstrate improved performance and hyperparameter robustness, while our algorithms remain nearly as simple to derive and implement as the traditional Lagrangian approach.

preprint2020arXiv

Sub-policy Adaptation for Hierarchical Reinforcement Learning

Hierarchical reinforcement learning is a promising approach to tackle long-horizon decision-making problems with sparse rewards. Unfortunately, most methods still decouple the lower-level skill acquisition process and the training of a higher level that controls the skills in a new task. Leaving the skills fixed can lead to significant sub-optimality in the transfer setting. In this work, we propose a novel algorithm to discover a set of skills, and continuously adapt them along with the higher level even when training on a new task. Our main contributions are two-fold. First, we derive a new hierarchical policy gradient with an unbiased latent-dependent baseline, and we introduce Hierarchical Proximal Policy Optimization (HiPPO), an on-policy method to efficiently train all levels of the hierarchy jointly. Second, we propose a method for training time-abstractions that improves the robustness of the obtained skills to environment changes. Code and results are available at sites.google.com/view/hippo-rl

preprint2020arXiv

Variable Skipping for Autoregressive Range Density Estimation

Deep autoregressive models compute point likelihood estimates of individual data points. However, many applications (i.e., database cardinality estimation) require estimating range densities, a capability that is under-explored by current neural density estimation literature. In these applications, fast and accurate range density estimates over high-dimensional data directly impact user-perceived performance. In this paper, we explore a technique, variable skipping, for accelerating range density estimation over deep autoregressive models. This technique exploits the sparse structure of range density queries to avoid sampling unnecessary variables during approximate inference. We show that variable skipping provides 10-100$\times$ efficiency improvements when targeting challenging high-quantile error metrics, enables complex applications such as text pattern matching, and can be realized via a simple data augmentation procedure without changing the usual maximum likelihood objective.

preprint2020arXiv

Variational Discriminator Bottleneck: Improving Imitation Learning, Inverse RL, and GANs by Constraining Information Flow

Adversarial learning methods have been proposed for a wide range of applications, but the training of adversarial models can be notoriously unstable. Effectively balancing the performance of the generator and discriminator is critical, since a discriminator that achieves very high accuracy will produce relatively uninformative gradients. In this work, we propose a simple and general technique to constrain information flow in the discriminator by means of an information bottleneck. By enforcing a constraint on the mutual information between the observations and the discriminator's internal representation, we can effectively modulate the discriminator's accuracy and maintain useful and informative gradients. We demonstrate that our proposed variational discriminator bottleneck (VDB) leads to significant improvements across three distinct application areas for adversarial learning algorithms. Our primary evaluation studies the applicability of the VDB to imitation learning of dynamic continuous control skills, such as running. We show that our method can learn such skills directly from \emph{raw} video demonstrations, substantially outperforming prior adversarial imitation learning methods. The VDB can also be combined with adversarial inverse reinforcement learning to learn parsimonious reward functions that can be transferred and re-optimized in new settings. Finally, we demonstrate that VDB can train GANs more effectively for image generation, improving upon a number of prior stabilization methods.

preprint2020arXiv

Visual Imitation Made Easy

Visual imitation learning provides a framework for learning complex manipulation behaviors by leveraging human demonstrations. However, current interfaces for imitation such as kinesthetic teaching or teleoperation prohibitively restrict our ability to efficiently collect large-scale data in the wild. Obtaining such diverse demonstration data is paramount for the generalization of learned skills to novel scenarios. In this work, we present an alternate interface for imitation that simplifies the data collection process while allowing for easy transfer to robots. We use commercially available reacher-grabber assistive tools both as a data collection device and as the robot's end-effector. To extract action information from these visual demonstrations, we use off-the-shelf Structure from Motion (SfM) techniques in addition to training a finger detection network. We experimentally evaluate on two challenging tasks: non-prehensile pushing and prehensile stacking, with 1000 diverse demonstrations for each task. For both tasks, we use standard behavior cloning to learn executable policies from the previously collected offline demonstrations. To improve learning performance, we employ a variety of data augmentations and provide an extensive analysis of its effects. Finally, we demonstrate the utility of our interface by evaluating on real robotic scenarios with previously unseen objects and achieve a 87% success rate on pushing and a 62% success rate on stacking. Robot videos are available at https://dhiraj100892.github.io/Visual-Imitation-Made-Easy.

preprint2019arXiv

Hierarchical Variational Imitation Learning of Control Programs

Autonomous agents can learn by imitating teacher demonstrations of the intended behavior. Hierarchical control policies are ubiquitously useful for such learning, having the potential to break down structured tasks into simpler sub-tasks, thereby improving data efficiency and generalization. In this paper, we propose a variational inference method for imitation learning of a control policy represented by parametrized hierarchical procedures (PHP), a program-like structure in which procedures can invoke sub-procedures to perform sub-tasks. Our method discovers the hierarchical structure in a dataset of observation-action traces of teacher demonstrations, by learning an approximate posterior distribution over the latent sequence of procedure calls and terminations. Samples from this learned distribution then guide the training of the hierarchical control policy. We identify and demonstrate a novel benefit of variational inference in the context of hierarchical imitation learning: in decomposing the policy into simpler procedures, inference can leverage acausal information that is unused by other methods. Training PHP with variational inference outperforms LSTM baselines in terms of data efficiency and generalization, requiring less than half as much data to achieve a 24% error rate in executing the bubble sort algorithm, and to achieve no error in executing Karel programs.