This work explores the zero-shot adaptation capability of semantic skills, semantically interpretable experts' behavior patterns, in cross-domain settings, where a user input in interleaved multi-modal snippets can prompt a new long-horizon task for different domains. In these cross-domain settings, we present a semantic skill translator framework SemTra which utilizes a set of multi-modal models to extract skills from the snippets, and leverages the reasoning capabilities of a pretrained language model to adapt these extracted skills to the target domain. The framework employs a two-level hierarchy for adaptation: task adaptation and skill adaptation. During task adaptation, seq-to-seq translation by the language model transforms the extracted skills into a semantic skill sequence, which is tailored to fit the cross-domain contexts. Skill adaptation focuses on optimizing each semantic skill for the target domain context, through parametric instantiations that are facilitated by language prompting and contrastive learning-based context inferences. This hierarchical adaptation empowers the framework to not only infer a complex task specification in one-shot from the interleaved multi-modal snippets, but also adapt it to new domains with zero-shot learning abilities. We evaluate our framework with Meta-World, Franka Kitchen, RLBench, and CARLA environments. The results clarify the framework's superiority in performing long-horizon tasks and adapting to different domains, showing its broad applicability in practical use cases, such as cognitive robots interpreting abstract instructions and autonomous vehicles operating under varied configurations.
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In many real-world applications, from robotics to pedestrian trajectory prediction, there is a need to predict multiple real-valued outputs to represent several potential scenarios. Current deep learning techniques to address multiple-output problems are based on two main methodologies: (1) mixture density networks, which suffer from poor stability at high dimensions, or (2) multiple choice learning (MCL), an approach that uses M single-output functions, each only producing a point estimate hypothesis. This paper presents a Mixture of Multiple-Output functions (MoM) approach using a novel variant of dropout, Multiple Hypothesis Dropout. Unlike traditional MCL-based approaches, each multiple-output function not only estimates the mean but also the variance for its hypothesis. This is achieved through a novel stochastic winner-take-all loss which allows each multiple-output function to estimate variance through the spread of its subnetwork predictions. Experiments on supervised learning problems illustrate that our approach outperforms existing solutions for reconstructing multimodal output distributions. Additional studies on unsupervised learning problems show that estimating the parameters of latent posterior distributions within a discrete autoencoder significantly improves codebook efficiency, sample quality, precision and recall.
Tactile signals collected by wearable electronics are essential in modeling and understanding human behavior. One of the main applications of tactile signals is action classification, especially in healthcare and robotics. However, existing tactile classification methods fail to capture the spatial and temporal features of tactile signals simultaneously, which results in sub-optimal performances. In this paper, we design Spatio-Temporal Aware tactility Transformer (STAT) to utilize continuous tactile signals for action classification. We propose spatial and temporal embeddings along with a new temporal pretraining task in our model, which aims to enhance the transformer in modeling the spatio-temporal features of tactile signals. Specially, the designed temporal pretraining task is to differentiate the time order of tubelet inputs to model the temporal properties explicitly. Experimental results on a public action classification dataset demonstrate that our model outperforms state-of-the-art methods in all metrics.
To train generalizable Reinforcement Learning (RL) agents, researchers recently proposed the Unsupervised Environment Design (UED) framework, in which a teacher agent creates a very large number of training environments and a student agent trains on the experiences in these environments to be robust against unseen testing scenarios. For example, to train a student to master the “stepping over stumps” task, the teacher will create numerous training environments with varying stump heights and shapes. In this paper, we argue that UED neglects training efficiency and its need for very large number of environments (henceforth referred to as infinite horizon training) makes it less suitable to training robots and non-expert humans. In real-world applications where either creating new training scenarios is expensive or training efficiency is of critical importance, we want to maximize both the learning efficiency and learning outcome of the student. To achieve efficient finite horizon training, we propose a novel Markov Decision Process (MDP) formulation for the teacher agent, referred to as Unsupervised Training Sequence Design (UTSD). Specifically, we encode salient information from the student policy (e.g., behaviors and learning progress) into the teacher's state space, enabling the teacher to closely track the student's learning progress and consequently discover the optimal training sequences with finite lengths. Additionally, we explore the teacher's efficient adaptation to unseen students at test time by employing the context-based meta-learning approach, which leverages the teacher's past experiences with various students. Finally, we empirically demonstrate our teacher's capability to design efficient and effective training sequences for students with varying capabilities.
GO-DICE: Goal-Conditioned Option-Aware Offline Imitation Learning via Stationary Distribution Correction Estimation
PDF ↗Offline imitation learning (IL) refers to learning expert behavior solely from demonstrations, without any additional interaction with the environment. Despite significant advances in offline IL, existing techniques find it challenging to learn policies for long-horizon tasks and require significant re-training when task specifications change. Towards addressing these limitations, we present GO-DICE an offline IL technique for goal-conditioned long-horizon sequential tasks. GO-DICE discerns a hierarchy of sub-tasks from demonstrations and uses these to learn separate policies for sub-task transitions and action execution, respectively; this hierarchical policy learning facilitates long-horizon reasoning.Inspired by the expansive DICE-family of techniques, policy learning at both the levels transpires within the space of stationary distributions. Further, both policies are learnt with goal conditioning to minimize need for retraining when task goals change. Experimental results substantiate that GO-DICE outperforms recent baselines, as evidenced by a marked improvement in the completion rate of increasingly challenging pick-and-place Mujoco robotic tasks. GO-DICE is also capable of leveraging imperfect demonstration and partial task segmentation when available, both of which boost task performance relative to learning from expert demonstrations alone.
Unified Framework for Diffusion Generative Models in SO(3): Applications in Computer Vision and Astrophysics
PDF ↗Diffusion-based generative models represent the current state-of-the-art for image generation. However, standard diffusion models are based on Euclidean geometry and do not translate directly to manifold-valued data. In this work, we develop extensions of both score-based generative models (SGMs) and Denoising Diffusion Probabilistic Models (DDPMs) to the Lie group of 3D rotations, SO(3). SO(3) is of particular interest in many disciplines such as robotics, biochemistry and astronomy/cosmology science. Contrary to more general Riemannian manifolds, SO(3) admits a tractable solution to heat diffusion, and allows us to implement efficient training of diffusion models. We apply both SO(3) DDPMs and SGMs to synthetic densities on SO(3) and demonstrate state-of-the-art results. Additionally, we demonstrate the practicality of our model on pose estimation tasks and in predicting correlated galaxy orientations for astrophysics/cosmology.
PA2D-MORL: Pareto Ascent Directional Decomposition Based Multi-Objective Reinforcement Learning
PDF ↗Multi-objective reinforcement learning (MORL) provides an effective solution for decision-making problems involving conflicting objectives. However, achieving high-quality approximations to the Pareto policy set remains challenging, especially in complex tasks with continuous or high-dimensional state-action space. In this paper, we propose the Pareto Ascent Directional Decomposition based Multi-Objective Reinforcement Learning (PA2D-MORL) method, which constructs an efficient scheme for multi-objective problem decomposition and policy improvement, leading to a superior approximation of Pareto policy set. The proposed method leverages Pareto ascent direction to select the scalarization weights and computes the multi-objective policy gradient, which determines the policy optimization direction and ensures joint improvement on all objectives. Meanwhile, multiple policies are selectively optimized under an evolutionary framework to approximate the Pareto frontier from different directions. Additionally, a Pareto adaptive fine-tuning approach is applied to enhance the density and spread of the Pareto frontier approximation. Experiments on various multi-objective robot control tasks show that the proposed method clearly outperforms the current state-of-the-art algorithm in terms of both quality and stability of the outcomes.
Not All Tasks Are Equally Difficult: Multi-Task Deep Reinforcement Learning with Dynamic Depth Routing
PDF ↗Multi-task reinforcement learning endeavors to accomplish a set of different tasks with a single policy. To enhance data efficiency by sharing parameters across multiple tasks, a common practice segments the network into distinct modules and trains a routing network to recombine these modules into task-specific policies. However, existing routing approaches employ a fixed number of modules for all tasks, neglecting that tasks with varying difficulties commonly require varying amounts of knowledge. This work presents a Dynamic Depth Routing (D2R) framework, which learns strategic skipping of certain intermediate modules, thereby flexibly choosing different numbers of modules for each task. Under this framework, we further introduce a ResRouting method to address the issue of disparate routing paths between behavior and target policies during off-policy training. In addition, we design an automatic route-balancing mechanism to encourage continued routing exploration for unmastered tasks without disturbing the routing of mastered ones. We conduct extensive experiments on various robotics manipulation tasks in the Meta-World benchmark, where D2R achieves state-of-the-art performance with significantly improved learning efficiency.
Offline meta-reinforcement learning (meta-RL) methods, which adapt to unseen target tasks with prior experience, are essential in robot control tasks. Current methods typically utilize task contexts and skills as prior experience, where task contexts are related to the information within each task and skills represent a set of temporally extended actions for solving subtasks. However, these methods still suffer from limited performance when adapting to unseen target tasks, mainly because the learned prior experience lacks generalization, i.e., they are unable to extract effective prior experience from meta-training tasks by exploration and learning of continuous latent spaces. We propose a framework called decoupled meta-reinforcement learning (DCMRL), which (1) contrastively restricts the learning of task contexts through pulling in similar task contexts within the same task and pushing away different task contexts of different tasks, and (2) utilizes a Gaussian quantization variational autoencoder (GQ-VAE) for clustering the Gaussian distributions of the task contexts and skills respectively, and decoupling the exploration and learning processes of their spaces. These cluster centers which serve as representative and discrete distributions of task context and skill are stored in task context codebook and skill codebook, respectively. DCMRL can acquire generalizable prior experience and achieve effective adaptation to unseen target tasks during the meta-testing phase. Experiments in the navigation and robot manipulation continuous control tasks show that DCMRL is more effective than previous meta-RL methods with more generalizable prior experience.
AlphaZero and MuZero have achieved state-of-the-art (SOTA) performance in a wide range of domains, including board games and robotics, with discrete and continuous action spaces. However, to obtain an improved policy, they often require an excessively large number of simulations, especially for domains with large action spaces. As the simulation budget decreases, their performance drops significantly. In addition, many important real-world applications have combinatorial (or exponential) action spaces, making it infeasible to search directly over all possible actions. In this paper, we extend AlphaZero and MuZero to learn and plan in more complex multiagent (MA) Markov decision processes, where the action spaces increase exponentially with the number of agents. Our new algorithms, MA Gumbel AlphaZero and MA Gumbel MuZero, respectively without and with model learning, achieve superior performance on cooperative multiagent control problems, while reducing the number of environmental interactions by up to an order of magnitude compared to model-free approaches. In particular, we significantly improve prior performance when planning with much fewer simulation budgets. The code and appendix are available at https://github.com/tjuHaoXiaotian/MA-MuZero.
Visual Reinforcement Learning (RL) is a promising approach to achieve human-like intelligence. However, it currently faces challenges in learning efficiently within noisy environments. In contrast, humans can quickly identify task-relevant objects in distraction-filled surroundings by applying previously acquired common knowledge. Recently, foundational models in natural language processing and computer vision have achieved remarkable successes, and the common knowledge within these models can significantly benefit downstream task training. Inspired by these achievements, we aim to incorporate common knowledge from foundational models into visual RL. We propose a novel Focus-Then-Decide (FTD) framework, allowing the agent to make decisions based solely on task-relevant objects. To achieve this, we introduce an attention mechanism to select task-relevant objects from the object set returned by a foundational segmentation model, and only use the task-relevant objects for the subsequent training of the decision module. Additionally, we specifically employed two generic self-supervised objectives to facilitate the rapid learning of this attention mechanism. Experimental results on challenging tasks based on DeepMind Control Suite and Franka Emika Robotics demonstrate that our method can quickly and accurately pinpoint objects of interest in noisy environments. Consequently, it achieves a significant performance improvement over current state-of-the-art algorithms. Project Page: https://www.lamda.nju.edu.cn/chenc/FTD.html Code: https://github.com/LAMDA-RL/FTD
Epistemic planning is useful in situations where multiple agents have different knowledge and beliefs about the world, such as in robot-human interaction. One aspect that has been largely neglected in the literature is planning with observations in the presence of false beliefs. This is a particularly challenging problem because it requires belief revision. We introduce a simple specification language for reasoning about actions with knowledge and belief. We demonstrate our approach on well-known false-belief tasks such as the Sally-Anne Task and compare it to other action languages. Our logic leads to an epistemic planning formalism that is expressive enough to model second-order false-belief tasks, yet has the same computational complexity as classical planning.
Global localization is a challenging task for intelligent robots, as its accuracy directly contributes to the performance of downstream navigation and planning tasks. However, existing literature focus more on the place retrieval and the success rate of localization, with limited attention given to the metrics of position estimation. In this paper, a single-shot global LiDAR localization method is proposed with the ultimate goal of achieving high position accuracy, inspired by the positioning approach of multi-constellation localization systems. Initially, we perform coarse localization using global descriptors and select observation points along with their corresponding coordinates based on the obtained coarse localization results. Coordinates can be acquired from a pre-built map, GNSS, or other devices. Then, a lightweight LiDAR odometry method is designed to estimate the distance between the retrieved data and the observation points. Ultimately, the localization problem is transformed into an optimization problem of solving a system of multiple sphere equations. The experimental results on the KITTI dataset and the self-collected dataset demonstrate that our method achieves an average localization error (including errors in the z-axis) of 0.89 meters. In addition, it achieves retrieval efficiency of 0.357 s per frame on the former dataset and 0.214 s per frame on the latter one. Code and data are available at https://github.com/jlurobot/multi-constellation-localization.
Our work aims at efficiently leveraging ambiguous demonstrations for the training of a reinforcement learning (RL) agent. An ambiguous demonstration can usually be interpreted in multiple ways, which severely hinders the RL agent from learning stably and efficiently. Since an optimal demonstration may also suffer from being ambiguous, previous works that combine RL and learning from demonstration (RLfD works) may not work well. Inspired by how humans handle such situations, we propose to use self-explanation (an agent generates explanations for itself) to recognize valuable high-level relational features as an interpretation of why a successful trajectory is successful. This way, the agent can leverage the explained important relations as guidance for its RL learning. Our main contribution is to propose the Self-Explanation for RL from Demonstrations (SERLfD) framework, which can overcome the limitations of existing RLfD works. Our experimental results show that an RLfD model can be improved by using our SERLfD framework in terms of training stability and performance. To foster further research in self-explanation-guided robot learning, we have made our demonstrations and code publicly accessible at https://github.com/YantianZha/SERLfD. For a deeper understanding of our work, interested readers can refer to our arXiv version at https://arxiv.org/pdf/2110.05286.pdf, including an accompanying appendix.
MorphVAE: Advancing Morphological Design of Voxel-Based Soft Robots with Variational Autoencoders
PDF ↗Soft robot design is an intricate field with unique challenges due to its complex and vast search space. In the past literature, evolutionary computation algorithms, including novel probabilistic generative models (PGMs), have shown potential in this realm. However, these methods are sample inefficient and predominantly focus on rigid robots in locomotion tasks, which limit their performance and application in robot design automation. In this work, we propose MorphVAE, an innovative PGM that incorporates a multi-task training scheme and a meticulously crafted sampling technique termed ``continuous natural selection'', aimed at bolstering sample efficiency. This method empowers us to gain insights from assessed samples across diverse tasks and temporal evolutionary stages, while simultaneously maintaining a delicate balance between optimization efficiency and biodiversity. Through extensive experiments in various locomotion and manipulation tasks, we substantiate the efficiency of MorphVAE in generating high-performing and diverse designs, surpassing the performance of competitive baselines.
Hierarchical Planning and Learning for Robots in Stochastic Settings Using Zero-Shot Option Invention
PDF ↗This paper addresses the problem of inventing and using hierarchical representations for stochastic robot-planning problems. Rather than using hand-coded state or action representations as input, it presents new methods for learning how to create a high-level action representation for long-horizon, sparse reward robot planning problems in stochastic settings with unknown dynamics. After training, this system yields a robot-specific but environment independent planning system. Given new problem instances in unseen stochastic environments, it first creates zero-shot options (without any experience on the new environment) with dense pseudo-rewards and then uses them to solve the input problem in a hierarchical planning and refinement process. Theoretical results identify sufficient conditions for completeness of the presented approach. Extensive empirical analysis shows that even in settings that go beyond these sufficient conditions, this approach convincingly outperforms baselines by 2x in terms of solution time with orders of magnitude improvement in solution quality.
Visual place recognition (VPR) is a fundamental task for many applications such as robot localization and augmented reality. Recently, the hierarchical VPR methods have received considerable attention due to the trade-off between accuracy and efficiency. They usually first use global features to retrieve the candidate images, then verify the spatial consistency of matched local features for re-ranking. However, the latter typically relies on the RANSAC algorithm for fitting homography, which is time-consuming and non-differentiable. This makes existing methods compromise to train the network only in global feature extraction. Here, we propose a transformer-based deep homography estimation (DHE) network that takes the dense feature map extracted by a backbone network as input and fits homography for fast and learnable geometric verification. Moreover, we design a re-projection error of inliers loss to train the DHE network without additional homography labels, which can also be jointly trained with the backbone network to help it extract the features that are more suitable for local matching. Extensive experiments on benchmark datasets show that our method can outperform several state-of-the-art methods. And it is more than one order of magnitude faster than the mainstream hierarchical VPR methods using RANSAC. The code is released at https://github.com/Lu-Feng/DHE-VPR.
We aim to solve the problem of spatially localizing composite instructions referring to space: space grounding. Compared to current instance grounding, space grounding is challenging due to the ill-posedness of identifying locations referred to by discrete expressions and the compositional ambiguity of referring expressions. Therefore, we propose a novel probabilistic space-grounding methodology (LINGO-Space) that accurately identifies a probabilistic distribution of space being referred to and incrementally updates it, given subsequent referring expressions leveraging configurable polar distributions. Our evaluations show that the estimation using polar distributions enables a robot to ground locations successfully through 20 table-top manipulation benchmark tests. We also show that updating the distribution helps the grounding method accurately narrow the referring space. We finally demonstrate the robustness of the space grounding with simulated manipulation and real quadruped robot navigation tasks. Code and videos are available at https://lingo-space.github.io.
DexFuncGrasp: A Robotic Dexterous Functional Grasp Dataset Constructed from a Cost-Effective Real-Simulation Annotation System
PDF ↗Robot grasp dataset is the basis of designing the robot's grasp generation model. Compared with the building grasp dataset for Low-DOF grippers, it is harder for High-DOF dexterous robot hand. Most current datasets meet the needs of generating stable grasps, but they are not suitable for dexterous hands to complete human-like functional grasp, such as grasp the handle of a cup or pressing the button of a flashlight, so as to enable robots to complete subsequent functional manipulation action autonomously, and there is no dataset with functional grasp pose annotations at present. This paper develops a unique Cost-Effective Real-Simulation Annotation System by leveraging natural hand's actions. The system is able to capture a functional grasp of a dexterous hand in a simulated environment assisted by human demonstration in real world. By using this system, dexterous grasp data can be collected efficiently as well as cost-effective. Finally, we construct the first dexterous functional grasp dataset with rich pose annotations. A Functional Grasp Synthesis Model is also provided to validate the effectiveness of the proposed system and dataset. Our project page is: https://hjlllll.github.io/DFG/.
We present a framework for robots to learn novel visual concepts and tasks via in-situ linguistic interactions with human users. Previous approaches have either used large pre-trained visual models to infer novel objects zero-shot, or added novel concepts along with their attributes and representations to a concept hierarchy. We extend the approaches that focus on learning visual concept hierarchies by enabling them to learn novel concepts and solve unseen robotics tasks with them. To enable a visual concept learner to solve robotics tasks one-shot, we developed two distinct techniques. Firstly, we propose a novel approach, Hi-Viscont(HIerarchical VISual CONcept learner for Task), which augments information of a novel concept to its parent nodes within a concept hierarchy. This information propagation allows all concepts in a hierarchy to update as novel concepts are taught in a continual learning setting. Secondly, we represent a visual task as a scene graph with language annotations, allowing us to create novel permutations of a demonstrated task zero-shot in-situ. We present two sets of results. Firstly, we compare Hi-Viscont with the baseline model (FALCON) on visual question answering(VQA) in three domains. While being comparable to the baseline model on leaf level concepts, Hi-Viscont achieves an improvement of over 9% on non-leaf concepts on average. Secondly, we conduct a human-subjects experiment where users teach our robot visual tasks in-situ. We compare our model’s performance against the baseline FALCON model. Our framework achieves 33% improvements in success rate metric, and 19% improvements in the object level accuracy compared to the baseline model. With both of these results we demonstrate the ability of our model to learn tasks and concepts in a continual learning setting on the robot.