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2,942篇论文匹配“Robotics”
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Applications · Robotics

Yanwei Wang, Johnson (Tsun-Hsuan) Wang, Jiayuan Mao, Michael Hagenow, Julie Shah

Grounding the common-sense reasoning of Large Language Models in physical domains remains a pivotal yet unsolved problem for embodied AI. Whereas prior works have focused on leveraging LLMs directly for planning in symbolic spaces, this work uses LLMs to guide the search of task structures and constraints implicit in multi-step demonstrations. Specifically, we borrow from manipulation planning literature the concept of mode families, which group robot configurations by specific motion constraints, to serve as an abstraction layer between the high-level language representations of an LLM and the low-level physical trajectories of a robot. By replaying a few human demonstrations with synthetic perturbations, we generate coverage over the demonstrations' state space with additional successful executions as well as counterfactuals that fail the task. Our explanation-based learning framework trains an end-to-end differentiable neural network to predict successful trajectories from failures and as a by-product learns classifiers that ground low-level states and images in mode families without dense labeling. The learned grounding classifiers can further be used to translate language plans into reactive policies in the physical domain in an interpretable manner. We show our approach improves the interpretability and reactivity of imitation learning through 2D navigation and simulated and real robot manipulation tasks. Website: https://yanweiw.github.io/glide/

Yilun Du, Sherry Yang, Pete Florence, Fei Xia, Ayzaan Wahid, brian ichter, Pierre Sermanet, Tianhe Yu, Pieter Abbeel, Joshua B Tenenbaum 等

We are interested in enabling visual planning for complex long-horizon tasks in the space of generated videos and language, leveraging recent advances in large generative models pretrained on Internet-scale data. To this end, we present video language planning (VLP), an algorithm that consists of a tree search procedure, where we train (i) vision-language models to serve as both policies and value functions, and (ii) text-to-video models as dynamics models. VLP takes as input a long-horizon task instruction and current image observation, and outputs a long video plan that provides detailed multimodal (video and language) specifications that describe how to complete the final task. VLP scales with increasing computation budget where more computation time results in improved video plans, and is able to synthesize long-horizon video plans across different robotics domains -- from multi-object rearrangement, to multi-camera bi-arm dexterous manipulation. Generated video plans can be translated into real robot actions via goal-conditioned policies, conditioned on each intermediate frame of the generated video. Experiments show that VLP substantially improves long-horizon task success rates compared to prior methods on both simulated and real robots (across 3 hardware platforms).

Applications · Robotics

Chongyi Zheng, Benjamin Eysenbach, Homer Walke, Patrick Yin, Kuan Fang, Ruslan Salakhutdinov, Sergey Levine

Robotic systems that rely primarily on self-supervised learning have the potential to decrease the amount of human annotation and engineering effort required to learn control strategies. In the same way that prior robotic systems have leveraged self-supervised techniques from computer vision (CV) and natural language processing (NLP), our work builds on prior work showing that the reinforcement learning (RL) itself can be cast as a self-supervised problem: learning to reach any goal without human-specified rewards or labels. Despite the seeming appeal, little (if any) prior work has demonstrated how self-supervised RL methods can be practically deployed on robotic systems. By first studying a challenging simulated version of this task, we discover design decisions about architectures and hyperparameters that increase the success rate by $2 \times$. These findings lay the groundwork for our main result: we demonstrate that a self-supervised RL algorithm based on contrastive learning can solve real-world, image-based robotic manipulation tasks, with tasks being specified by a single goal image provided after training.

Optimization

Antoine Bambade, Fabian Schramm, Adrien Taylor, Justin Carpentier

Optimization layers within neural network architectures have become increasingly popular for their ability to solve a wide range of machine learning tasks and to model domain-specific knowledge. However, designing optimization layers requires careful consideration as the underlying optimization problems might be infeasible during training. Motivated by applications in learning, control and robotics, this work focuses on convex quadratic programming (QP) layers. The specific structure of this type of optimization layer can be efficiently exploited for faster computations while still allowing rich modeling capabilities. We leverage primal-dual augmented Lagrangian techniques for computing derivatives of both feasible and infeasible QP solutions. More precisely, we propose a unified approach which tackles the differentiability of the closest feasible QP solutions in a classical $\ell_2$ sense. We then harness this approach to enrich the expressive capabilities of existing QP layers. More precisely, we show how differentiating through infeasible QPs during training enables to drive towards feasibility at test time a new range of QP layers. These layers notably demonstrate superior predictive performance in some conventional learning tasks. Additionally, we present alternative formulations that enhance numerical robustness, speed, and accuracy for training such layers. Along with these contributions, we provide an open-source C++ software package called QPLayer for differentiating feasible and infeasible convex QPs and which can be interfaced with modern learning frameworks.

Reinforcement Learning · Everything Else

Finn Rietz, Erik Schaffernicht, Stefan Heinrich, Johannes A. Stork

Reinforcement learning (RL) for complex tasks remains a challenge, primarily due to the difficulties of engineering scalar reward functions and the inherent inefficiency of training models from scratch. Instead, it would be better to specify complex tasks in terms of elementary subtasks and to reuse subtask solutions whenever possible. In this work, we address continuous space lexicographic multi-objective RL problems, consisting of prioritized subtasks, which are notoriously difficult to solve. We show that these can be scalarized with a subtask transformation and then solved incrementally using value decomposition. Exploiting this insight, we propose prioritized soft Q-decomposition (PSQD), a novel algorithm for learning and adapting subtask solutions under lexicographic priorities in continuous state-action spaces. PSQD offers the ability to reuse previously learned subtask solutions in a zero-shot composition, followed by an adaptation step. Its ability to use retained subtask training data for offline learning eliminates the need for new environment interaction during adaptation. We demonstrate the efficacy of our approach by presenting successful learning, reuse, and adaptation results for both low- and high-dimensional simulated robot control tasks, as well as offline learning results. In contrast to baseline approaches, PSQD does not trade off between conflicting subtasks or priority constraints and satisfies subtask priorities during learning. PSQD provides an intuitive framework for tackling complex RL problems, offering insights into the inner workings of the subtask composition.

Suhan Shetty, Teng Xue, Sylvain Calinon

Control of dynamic systems involving hybrid actions is a challenging task in robotics. To address this, we present a novel algorithm called Generalized Policy Iteration using Tensor Train (TTPI) that belongs to the class of Approximate Dynamic Programming (ADP). We use a low-rank tensor approximation technique called Tensor Train (TT) to approximate the state-value and advantage function which enables us to efficiently handle hybrid systems. We demonstrate the superiority of our approach over previous baselines for some benchmark problems with hybrid action spaces. Additionally, the robustness and generalization of the policy for hybrid systems are showcased through a real-world robotics experiment involving a non-prehensile manipulation task which is considered to be a highly challenging control problem.

Reinforcement Learning · Batch/Offline

Ge Gao, Qitong Gao, Xi Yang, Song Ju, Miroslav Pajic, Min Chi

In the realm of reinforcement learning (RL), off-policy evaluation (OPE) holds a pivotal position, especially in high-stake human-involved scenarios such as e-learning and healthcare. Applying OPE to these domains is often challenging with scarce and underrepresentative offline training trajectories. Data augmentation has been a successful technique to enrich training data. However, directly employing existing data augmentation methods to OPE may not be feasible, due to the Markovian nature within the offline trajectories and the desire for generalizability across diverse target policies. In this work, we propose an offline trajectory augmentation approach to specifically facilitate OPE in human-involved scenarios. We propose sub-trajectory mining to extract potentially valuable sub-trajectories from offline data, and diversify the behaviors within those sub-trajectories by varying coverage of the state-action space. Our work was empirically evaluated in a wide array of environments, encompassing both simulated scenarios and real-world domains like robotic control, healthcare, and e-learning, where the training trajectories include varying levels of coverage of the state-action space. By enhancing the performance of a variety of OPE methods, our work offers a promising path forward for tackling OPE challenges in situations where data may be limited or underrepresentative.

Reinforcement Learning

Jianlan Luo, Perry Dong, Yuexiang Zhai, Yi Ma, Sergey Levine

Although reinforcement learning methods offer a powerful framework for auto-matic skill acquisition, for practical learning-based control problems in domainssuch as robotics, imitation learning often provides a more convenient and accessiblealternative. In particular, an interactive imitation learning method such as DAgger,which queries a near-optimal expert to intervene online to collect correction data foraddressing the distributional shift challenges that afflict naïve behavioral cloning,can enjoy good performance both in theory and practice without requiring manuallyspecified reward functions and other components of full reinforcement learningmethods. In this paper, we explore how off-policy reinforcement learning canenable improved performance under assumptions that are similar but potentiallyeven more practical than those of interactive imitation learning. Our proposedmethod uses reinforcement learning with user intervention signals themselves asrewards. This relaxes the assumption that intervening experts in interactive imita-tion learning should be near-optimal and enables the algorithm to learn behaviorsthat improve over the potential suboptimal human expert. We also provide a uni-fied framework to analyze our RL method and DAgger; for which we present theasymptotic analysis of the suboptimal gap for both methods as well as the non-asymptotic sample complexity bound of our method. We then evaluate our methodon challenging high-dimensional continuous control simulation benchmarks aswell as real-world robotic vision-based manipulation tasks. The results show that itstrongly outperforms DAgger-like approaches across the different tasks, especiallywhen the intervening experts are suboptimal. Additional ablations also empiricallyverify the proposed theoretical justification that the performance of our method isassociated with the choice of intervention model and suboptimality of the expert.Code and videos can be found on the project website: https://rlif-page.github.io

Reinforcement Learning · Deep RL

Dan Haramati, Tal Daniel, Aviv Tamar

Manipulating objects is a hallmark of human intelligence, and an important task in domains such as robotics. In principle, Reinforcement Learning (RL) offers a general approach to learn object manipulation. In practice, however, domains with more than a few objects are difficult for RL agents due to the curse of dimensionality, especially when learning from raw image observations. In this work we propose a structured approach for visual RL that is suitable for representing multiple objects and their interaction, and use it to learn goal-conditioned manipulation of several objects. Key to our method is the ability to handle goals with dependencies between the objects (e.g., moving objects in a certain order). We further relate our architecture to the generalization capability of the trained agent, based on a theoretical result for compositional generalization, and demonstrate agents that learn with 3 objects but generalize to similar tasks with over 10 objects. Videos and code are available on the project website: https://sites.google.com/view/entity-centric-rl

Applications · Robotics

Hadi Beik Mohammadi, Søren Hauberg, Georgios Arvanitidis, Nadia Figueroa, Gerhard Neumann, Leonel Rozo

Stability guarantees are crucial when ensuring that a fully autonomous robot does not take undesirable or potentially harmful actions. Unfortunately, global stability guarantees are hard to provide in dynamical systems learned from data, especially when the learned dynamics are governed by neural networks. We propose a novel methodology to learn \emph{neural contractive dynamical systems}, where our neural architecture ensures contraction, and hence, global stability. To efficiently scale the method to high-dimensional dynamical systems, we develop a variant of the variational autoencoder that learns dynamics in a low-dimensional latent representation space while retaining contractive stability after decoding. We further extend our approach to learning contractive systems on the Lie group of rotations to account for full-pose end-effector dynamic motions. The result is the first highly flexible learning architecture that provides contractive stability guarantees with capability to perform obstacle avoidance. Empirically, we demonstrate that our approach encodes the desired dynamics more accurately than the current state-of-the-art, which provides less strong stability guarantees.

Reinforcement Learning · Everything Else

Joey Hejna, Rafael Rafailov, Harshit Sikchi, Chelsea Finn, Scott Niekum, W. Bradley Knox, Dorsa Sadigh

Reinforcement Learning from Human Feedback (RLHF) has emerged as a popular paradigm for aligning models with human intent. Typically RLHF algorithms operate in two phases: first, use human preferences to learn a reward function and second, align the model by optimizing the learned reward via reinforcement learning (RL). This paradigm assumes that human preferences are distributed according to reward, but recent work suggests that they instead follow the \emph{regret} under the user's optimal policy. Thus, learning a reward function from feedback is not only based on a flawed assumption of human preference, but also leads to unwieldy optimization challenges that stem from policy gradients or bootstrapping in the RL phase. Because of these optimization challenges, contemporary RLHF methods restrict themselves to contextual bandit settings (e.g., as in large language models) or limit observation dimensionality (e.g., state-based robotics). We overcome these limitations by introducing a new family of algorithms for optimizing behavior from human feedback using the \textit{regret}-based model of human preferences. Using the principle of maximum entropy, we derive \fullname (\abv), an algorithm for learning optimal policies from preferences without learning reward functions, circumventing the need for RL. \abv is fully off-policy, uses only a simple contrastive objective, and can be applied to arbitrary MDPs. This enables \abv to elegantly scale to high-dimensional and sequential RLHF problems while being simpler than prior methods.

Xavier Puig, Eric Undersander, Andrew Szot, Mikael Dallaire Cote, Tsung-Yen Yang, Ruslan Partsey, Ruta Desai, Alexander Clegg, Michal Hlavac, So Yeon Min 等

We present Habitat 3.0: a simulation platform for studying collaborative human-robot tasks in home environments. Habitat 3.0 offers contributions across three dimensions: (1) Accurate humanoid simulation: addressing challenges in modeling complex deformable bodies and diversity in appearance and motion, all while ensuring high simulation speed. (2) Human-in-the-loop infrastructure: enabling real human interaction with simulated robots via mouse/keyboard or a VR interface, facilitating evaluation of robot policies with human input. (3) Collaborative tasks: studying two collaborative tasks, Social Navigation and Social Rearrangement. Social Navigation investigates a robot's ability to locate and follow humanoid avatars in unseen environments, whereas Social Rearrangement addresses collaboration between a humanoid and robot while rearranging a scene. These contributions allow us to study end-to-end learned and heuristic baselines for human-robot collaboration in-depth, as well as evaluate them with humans in the loop. Our experiments demonstrate that learned robot policies lead to efficient task completion when collaborating with unseen humanoid agents and human partners that might exhibit behaviors that the robot has not seen before. Additionally, we observe emergent behaviors during collaborative task execution, such as the robot yielding space when obstructing a humanoid agent, thereby allowing the effective completion of the task by the humanoid agent. Furthermore, our experiments using the human-in-the-loop tool demonstrate that our automated evaluation with humanoids can provide an indication of the relative ordering of different policies when evaluated with real human collaborators. Habitat 3.0 unlocks interesting new features in simulators for Embodied AI, and we hope it paves the way for a new frontier of embodied human-AI interaction capabilities. For more details and visualizations, visit: https://aihabitat.org/habitat3.

Optimization · Discrete and Combinatorial Optimization

Zhongxia Yan, Cathy Wu

Multi-agent path finding (MAPF) is the combinatorial problem of planning optimal collision-avoiding paths for multiple agents, with application to robotics, logistics, and transportation. Though many recent learning-based works have focused on large-scale combinatorial problems by guiding their decomposition into sequences of smaller subproblems, the combined spatiotemporal and time-restricted nature of MAPF poses a particular challenge for learning-based guidance of iterative approaches like large neighborhood search (LNS), which is already a state-of-the-art approach for MAPF even without learning. We address this challenge of neural-guided LNS for MAPF by designing an architecture which interleaves convolution and attention to efficiently represent MAPF subproblems, enabling practical guidance of LNS in benchmark settings. We demonstrate the speedup of our method over existing state-of-the-art LNS-based methods for MAPF as well as the robustness of our method to unseen settings. Our proposed method expands the horizon of effective deep learning-guided LNS methods into multi-path planning problems, and our proposed representation may be more broadly applicable for representing path-wise interactions.

Marius Memmel, Andrew Wagenmaker, Chuning Zhu, Dieter Fox, Abhishek Gupta

Model-free control strategies such as reinforcement learning have shown the ability to learn control strategies without requiring an accurate model or simulator of the world. While this is appealing due to the lack of modeling requirements, such methods can be sample inefficient, making them impractical in many real-world domains. On the other hand, model-based control techniques leveraging accurate simulators can circumvent these challenges and use a large amount of cheap simulation data to learn controllers that can effectively transfer to the real world. The challenge with such model-based techniques is the requirement for an extremely accurate simulation, requiring both the specification of appropriate simulation assets and physical parameters. This requires considerable human effort to design for every environment being considered. In this work, we propose a learning system that can leverage a small amount of real-world data to autonomously refine a simulation model and then plan an accurate control strategy that can be deployed in the real world. Our approach critically relies on utilizing an initial (possibly inaccurate) simulator to design effective exploration policies that, when deployed in the real world, collect high-quality data. We demonstrate the efficacy of this paradigm in identifying articulation, mass, and other physical parameters in several challenging robotic manipulation tasks, and illustrate that only a small amount of real-world data can allow for effective sim-to-real transfer.

Reinforcement Learning · Batch/Offline

Zhaoyi Zhou, Chuning Zhu, Runlong Zhou, Qiwen Cui, Abhishek Gupta, Simon Du

Off-policy dynamic programming (DP) techniques such as $Q$-learning have proven to be important in sequential decision-making problems. In the presence of function approximation, however, these techniques often diverge due to the absence of Bellman completeness in the function classes considered, a crucial condition for the success of DP-based methods. In this paper, we show how off-policy learning techniques based on return-conditioned supervised learning (RCSL) are able to circumvent these challenges of Bellman completeness, converging under significantly more relaxed assumptions inherited from supervised learning. We prove there exists a natural environment in which if one uses two-layer multilayer perceptron as the function approximator, the layer width needs to grow *linearly* with the state space size to satisfy Bellman completeness while a constant layer width is enough for RCSL. These findings take a step towards explaining the superior empirical performance of RCSL methods compared to DP-based methods in environments with near-optimal datasets. Furthermore, in order to learn from sub-optimal datasets, we propose a simple framework called MBRCSL, granting RCSL methods the ability of dynamic programming to stitch together segments from distinct trajectories. MBRCSL leverages learned dynamics models and forward sampling to accomplish trajectory stitching while avoiding the need for Bellman completeness that plagues all dynamic programming algorithms. We propose both theoretical analysis and experimental evaluation to back these claims, outperforming state-of-the-art model-free and model-based offline RL algorithms across several simulated robotics problems.

Reinforcement Learning · Batch/Offline

Harshit Sikchi, Rohan Chitnis, Ahmed Touati, Alborz Geramifard, Amy Zhang, Scott Niekum

Offline Goal-Conditioned Reinforcement Learning (GCRL) is tasked with learning to achieve multiple goals in an environment purely from offline datasets using sparse reward functions. Offline GCRL is pivotal for developing generalist agents capable of leveraging pre-existing datasets to learn diverse and reusable skills without hand-engineering reward functions. However, contemporary approaches to GCRL based on supervised learning and contrastive learning are often suboptimal in the offline setting. An alternative perspective on GCRL optimizes for occupancy matching, but necessitates learning a discriminator, which subsequently serves as a pseudo-reward for downstream RL. Inaccuracies in the learned discriminator can cascade, negatively influencing the resulting policy. We present a novel approach to GCRL under a new lens of mixture-distribution matching, leading to our discriminator-free method: SMORe. The key insight is combining the occupancy matching perspective of GCRL with a convex dual formulation to derive a learning objective that can better leverage suboptimal offline data. SMORe learns *scores* or unnormalized densities representing the importance of taking an action at a state for reaching a particular goal. SMORe is principled and our extensive experiments on the fully offline GCRL benchmark composed of robot manipulation and locomotion tasks, including high-dimensional observations, show that SMORe can outperform state-of-the-art baselines by a significant margin.

Zhenfeng He, Yao Shu, Zhongxiang Dai, Bryan Kian Hsiang Low

Neural architecture search (NAS) has become a key component of AutoML and a standard tool to automate the design of deep neural networks. Recently, training-free NAS as an emerging paradigm has successfully reduced the search costs of standard training-based NAS by estimating the true architecture performance with only training-free metrics. Nevertheless, the estimation ability of these metrics typically varies across different tasks, making it challenging to achieve robust and consistently good search performance on diverse tasks with only a single training-free metric. Meanwhile, the estimation gap between training-free metrics and the true architecture performances limits training-free NAS to achieve superior performance. To address these challenges, we propose the robustifying and boosting training-free NAS (RoBoT) algorithm which (a) employs the optimized combination of existing training-free metrics explored from Bayesian optimization to develop a robust and consistently better-performing metric on diverse tasks, and (b) applies greedy search, i.e., the exploitation, on the newly developed metric to bridge the aforementioned gap and consequently to boost the search performance of standard training-free NAS further. Remarkably, the expected performance of our RoBoT can be theoretically guaranteed, which improves over the existing training-free NAS under mild conditions with additional interesting insights. Our extensive experiments on various NAS benchmark tasks yield substantial empirical evidence to support our theoretical results.

Applications · Robotics

Yian Wang, Juntian Zheng, Zhehuan Chen, Zhou Xian, Gu Zhang, Chao Liu, Chuang Gan

In this work, we aim to teach robots to manipulate various thin-shell materials. Prior works studying thin-shell object manipulation mostly rely on heuristic policies or learn policies from real-world video demonstrations, and only focus on limited material types and tasks (e.g., cloth unfolding). However, these approaches face significant challenges when extended to a wider variety of thin-shell materials and a diverse range of tasks.On the other hand, while virtual simulations are shown to be effective in diverse robot skill learning and evaluation, prior thin-shell simulation environments only support a subset of thin-shell materials, which also limits their supported range of tasks. To fill in this gap, we introduce ThinShellLab - a fully differentiable simulation platform tailored for robotic interactions with diverse thin-shell materials possessing varying material properties, enabling flexible thin-shell manipulation skill learning and evaluation. Building on top of our developed simulation engine, we design a diverse set of manipulation tasks centered around different thin-shell objects. Our experiments suggest that manipulating thin-shell objects presents several unique challenges: 1) thin-shell manipulation relies heavily on frictional forces due to the objects' co-dimensional nature, 2) the materials being manipulated are highly sensitive to minimal variations in interaction actions, and 3) the constant and frequent alteration in contact pairs makes trajectory optimization methods susceptible to local optima, and neither standard reinforcement learning algorithms nor trajectory optimization methods (either gradient-based or gradient-free) are able to solve the tasks alone. To overcome these challenges, we present an optimization scheme that couples sampling-based trajectory optimization and gradient-based optimization, boosting both learning efficiency and converged performance across various proposed tasks. In addition, the differentiable nature of our platform facilitates a smooth sim-to-real transition. By tuning simulation parameters with a minimal set of real-world data, we demonstrate successful deployment of the learned skills to real-robot settings. ThinShellLab will be publicly available. Video demonstration and more information can be found on the project website https://vis-www.cs.umass.edu/ThinShellLab/.

Reinforcement Learning · Multi-agent

Yat Long (Richie) Lo, Biswa Sengupta, Jakob Foerster, Mikhail Noukhovitch

Communication is a powerful tool for coordination in multi-agent RL. But inducing an effective, common language is a difficult challenge, particularly in the decentralized setting. In this work, we introduce an alternative perspective where communicative messages sent between agents are considered as different incomplete views of the environment state. By examining the relationship between messages sent and received, we propose to learn to communicate using contrastive learning to maximize the mutual information between messages of a given trajectory. In communication-essential environments, our method outperforms previous work in both performance and learning speed. Using qualitative metrics and representation probing, we show that our method induces more symmetric communication and captures global state information from the environment. Overall, we show the power of contrastive learning and the importance of leveraging messages as encodings for effective communication.

Applications · Robotics

Tianbao Xie, Siheng Zhao, Chen Henry Wu, Yitao Liu, Qian Luo, Victor Zhong, Yanchao Yang, Tao Yu

Designing reward functions is a longstanding challenge in reinforcement learning (RL); it requires specialized knowledge or domain data, leading to high costs for development. To address this, we introduce Text2Reward, a data-free framework that automates the generation and shaping of dense reward functions based on large language models (LLMs). Given a goal described in natural language, Text2Reward generates shaped dense reward functions as an executable program grounded in a compact representation of the environment. Unlike inverse RL and recent work that uses LLMs to write sparse reward codes or unshaped dense rewards with a constant function across timesteps, Text2Reward produces interpretable, free-form dense reward codes that cover a wide range of tasks, utilize existing packages, and allow iterative refinement with human feedback. We evaluate Text2Reward on two robotic manipulation benchmarks (ManiSkill2, MetaWorld) and two locomotion environments of MuJoCo. On 13 of the 17 manipulation tasks, policies trained with generated reward codes achieve similar or better task success rates and convergence speed than expert-written reward codes. For locomotion tasks, our method learns six novel locomotion behaviors with a success rate exceeding 94%. Furthermore, we show that the policies trained in the simulator with our method can be deployed in the real world. Finally, Text2Reward further improves the policies by refining their reward functions with human feedback. Video results are available at https://text-to-reward.github.io/