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Fan, Linxi
Eureka: Human-Level Reward Design via Coding Large Language Models
Ma, Yecheng Jason, Liang, William, Wang, Guanzhi, Huang, De-An, Bastani, Osbert, Jayaraman, Dinesh, Zhu, Yuke, Fan, Linxi, Anandkumar, Anima
Large Language Models (LLMs) have excelled as high-level semantic planners for sequential decision-making tasks. However, harnessing them to learn complex low-level manipulation tasks, such as dexterous pen spinning, remains an open problem. We bridge this fundamental gap and present Eureka, a human-level reward design algorithm powered by LLMs. Eureka exploits the remarkable zero-shot generation, code-writing, and in-context improvement capabilities of state-of-the-art LLMs, such as GPT-4, to perform evolutionary optimization over reward code. The resulting rewards can then be used to acquire complex skills via reinforcement learning. Without any task-specific prompting or pre-defined reward templates, Eureka generates reward functions that outperform expert human-engineered rewards. In a diverse suite of 29 open-source RL environments that include 10 distinct robot morphologies, Eureka outperforms human experts on 83% of the tasks, leading to an average normalized improvement of 52%. The generality of Eureka also enables a new gradient-free in-context learning approach to reinforcement learning from human feedback (RLHF), readily incorporating human inputs to improve the quality and the safety of the generated rewards without model updating. Finally, using Eureka rewards in a curriculum learning setting, we demonstrate for the first time, a simulated Shadow Hand capable of performing pen spinning tricks, adeptly manipulating a pen in circles at rapid speed.
Voyager: An Open-Ended Embodied Agent with Large Language Models
Wang, Guanzhi, Xie, Yuqi, Jiang, Yunfan, Mandlekar, Ajay, Xiao, Chaowei, Zhu, Yuke, Fan, Linxi, Anandkumar, Anima
We introduce Voyager, the first LLM-powered embodied lifelong learning agent in Minecraft that continuously explores the world, acquires diverse skills, and makes novel discoveries without human intervention. Voyager consists of three key components: 1) an automatic curriculum that maximizes exploration, 2) an ever-growing skill library of executable code for storing and retrieving complex behaviors, and 3) a new iterative prompting mechanism that incorporates environment feedback, execution errors, and self-verification for program improvement. Voyager interacts with GPT-4 via blackbox queries, which bypasses the need for model parameter fine-tuning. The skills developed by Voyager are temporally extended, interpretable, and compositional, which compounds the agent's abilities rapidly and alleviates catastrophic forgetting. Empirically, Voyager shows strong in-context lifelong learning capability and exhibits exceptional proficiency in playing Minecraft. It obtains 3.3x more unique items, travels 2.3x longer distances, and unlocks key tech tree milestones up to 15.3x faster than prior SOTA. Voyager is able to utilize the learned skill library in a new Minecraft world to solve novel tasks from scratch, while other techniques struggle to generalize. We open-source our full codebase and prompts at https://voyager.minedojo.org/.
MimicPlay: Long-Horizon Imitation Learning by Watching Human Play
Wang, Chen, Fan, Linxi, Sun, Jiankai, Zhang, Ruohan, Fei-Fei, Li, Xu, Danfei, Zhu, Yuke, Anandkumar, Anima
Imitation learning from human demonstrations is a promising paradigm for teaching robots manipulation skills in the real world. However, learning complex long-horizon tasks often requires an unattainable amount of demonstrations. To reduce the high data requirement, we resort to human play data - video sequences of people freely interacting with the environment using their hands. Even with different morphologies, we hypothesize that human play data contain rich and salient information about physical interactions that can readily facilitate robot policy learning. Motivated by this, we introduce a hierarchical learning framework named MimicPlay that learns latent plans from human play data to guide low-level visuomotor control trained on a small number of teleoperated demonstrations. With systematic evaluations of 14 long-horizon manipulation tasks in the real world, we show that MimicPlay outperforms state-of-the-art imitation learning methods in task success rate, generalization ability, and robustness to disturbances. Code and videos are available at https://mimic-play.github.io
VIMA: General Robot Manipulation with Multimodal Prompts
Jiang, Yunfan, Gupta, Agrim, Zhang, Zichen, Wang, Guanzhi, Dou, Yongqiang, Chen, Yanjun, Fei-Fei, Li, Anandkumar, Anima, Zhu, Yuke, Fan, Linxi
Prompt-based learning has emerged as a successful paradigm in natural language processing, where a single general-purpose language model can be instructed to perform any task specified by input prompts. Yet task specification in robotics comes in various forms, such as imitating one-shot demonstrations, following language instructions, and reaching visual goals. They are often considered different tasks and tackled by specialized models. We show that a wide spectrum of robot manipulation tasks can be expressed with multimodal prompts, interleaving textual and visual tokens. Accordingly, we develop a new simulation benchmark that consists of thousands of procedurally-generated tabletop tasks with multimodal prompts, 600K+ expert trajectories for imitation learning, and a four-level evaluation protocol for systematic generalization. We design a transformer-based robot agent, VIMA, that processes these prompts and outputs motor actions autoregressively. VIMA features a recipe that achieves strong model scalability and data efficiency. It outperforms alternative designs in the hardest zero-shot generalization setting by up to $2.9\times$ task success rate given the same training data. With $10\times$ less training data, VIMA still performs $2.7\times$ better than the best competing variant. Code and video demos are available at https://vimalabs.github.io/
Prismer: A Vision-Language Model with An Ensemble of Experts
Liu, Shikun, Fan, Linxi, Johns, Edward, Yu, Zhiding, Xiao, Chaowei, Anandkumar, Anima
Recent vision-language models have shown impressive multi-modal generation capabilities. However, typically they require training huge models on massive datasets. As a more scalable alternative, we introduce Prismer, a data- and parameter-efficient vision-language model that leverages an ensemble of domain experts. Prismer only requires training of a small number of components, with the majority of network weights inherited from readily-available, pre-trained domain experts, and kept frozen during training. By leveraging experts from a wide range of domains, we show that Prismer can efficiently pool this expert knowledge and adapt it to various vision-language reasoning tasks. In our experiments, we show that Prismer achieves fine-tuned and few-shot learning performance which is competitive with current state-of-the-art models, whilst requiring up to two orders of magnitude less training data. Code is available at https://github.com/NVlabs/prismer.
MineDojo: Building Open-Ended Embodied Agents with Internet-Scale Knowledge
Fan, Linxi, Wang, Guanzhi, Jiang, Yunfan, Mandlekar, Ajay, Yang, Yuncong, Zhu, Haoyi, Tang, Andrew, Huang, De-An, Zhu, Yuke, Anandkumar, Anima
Autonomous agents have made great strides in specialist domains like Atari games and Go. However, they typically learn tabula rasa in isolated environments with limited and manually conceived objectives, thus failing to generalize across a wide spectrum of tasks and capabilities. Inspired by how humans continually learn and adapt in the open world, we advocate a trinity of ingredients for building generalist agents: 1) an environment that supports a multitude of tasks and goals, 2) a large-scale database of multimodal knowledge, and 3) a flexible and scalable agent architecture. We introduce MineDojo, a new framework built on the popular Minecraft game that features a simulation suite with thousands of diverse open-ended tasks and an internet-scale knowledge base with Minecraft videos, tutorials, wiki pages, and forum discussions. Using MineDojo's data, we propose a novel agent learning algorithm that leverages large pre-trained video-language models as a learned reward function. Our agent is able to solve a variety of open-ended tasks specified in free-form language without any manually designed dense shaping reward. We open-source the simulation suite, knowledge bases, algorithm implementation, and pretrained models (https://minedojo.org) to promote research towards the goal of generally capable embodied agents.
SECANT: Self-Expert Cloning for Zero-Shot Generalization of Visual Policies
Fan, Linxi, Wang, Guanzhi, Huang, De-An, Yu, Zhiding, Fei-Fei, Li, Zhu, Yuke, Anandkumar, Anima
Generalization has been a long-standing challenge for reinforcement learning (RL). Visual RL, in particular, can be easily distracted by irrelevant factors in high-dimensional observation space. In this work, we consider robust policy learning which targets zero-shot generalization to unseen visual environments with large distributional shift. We propose SECANT, a novel self-expert cloning technique that leverages image augmentation in two stages to decouple robust representation learning from policy optimization. Specifically, an expert policy is first trained by RL from scratch with weak augmentations. A student network then learns to mimic the expert policy by supervised learning with strong augmentations, making its representation more robust against visual variations compared to the expert. Extensive experiments demonstrate that SECANT significantly advances the state of the art in zero-shot generalization across 4 challenging domains. Our average reward improvements over prior SOTAs are: DeepMind Control (+26.5%), robotic manipulation (+337.8%), vision-based autonomous driving (+47.7%), and indoor object navigation (+15.8%). Code release and video are available at https://linxifan.github.io/secant-site/.
iGibson, a Simulation Environment for Interactive Tasks in Large Realistic Scenes
Shen, Bokui, Xia, Fei, Li, Chengshu, Martรญn-Martรญn, Roberto, Fan, Linxi, Wang, Guanzhi, Buch, Shyamal, D'Arpino, Claudia, Srivastava, Sanjana, Tchapmi, Lyne P., Tchapmi, Micael E., Vainio, Kent, Fei-Fei, Li, Savarese, Silvio
We present iGibson, a novel simulation environment to develop robotic solutions for interactive tasks in large-scale realistic scenes. Our environment contains fifteen fully interactive home-sized scenes populated with rigid and articulated objects. The scenes are replicas of 3D scanned real-world homes, aligning the distribution of objects and layout to that of the real world. iGibson integrates several key features to facilitate the study of interactive tasks: i) generation of high-quality visual virtual sensor signals (RGB, depth, segmentation, LiDAR, flow, among others), ii) domain randomization to change the materials of the objects (both visual texture and dynamics) and/or their shapes, iii) integrated sampling-based motion planners to generate collision-free trajectories for robot bases and arms, and iv) intuitive human-iGibson interface that enables efficient collection of human demonstrations. Through experiments, we show that the full interactivity of the scenes enables agents to learn useful visual representations that accelerate the training of downstream manipulation tasks. We also show that iGibson features enable the generalization of navigation agents, and that the human-iGibson interface and integrated motion planners facilitate efficient imitation learning of simple human demonstrated behaviors. iGibson is open-sourced with comprehensive examples and documentation. For more information, visit our project website: http://svl.stanford.edu/igibson/
Kernel Approximation Methods for Speech Recognition
May, Avner, Garakani, Alireza Bagheri, Lu, Zhiyun, Guo, Dong, Liu, Kuan, Bellet, Aurรฉlien, Fan, Linxi, Collins, Michael, Hsu, Daniel, Kingsbury, Brian, Picheny, Michael, Sha, Fei
We study large-scale kernel methods for acoustic modeling in speech recognition and compare their performance to deep neural networks (DNNs). We perform experiments on four speech recognition datasets, including the TIMIT and Broadcast News benchmark tasks, and compare these two types of models on frame-level performance metrics (accuracy, cross-entropy), as well as on recognition metrics (word/character error rate). In order to scale kernel methods to these large datasets, we use the random Fourier feature method of Rahimi and Recht (2007). We propose two novel techniques for improving the performance of kernel acoustic models. First, in order to reduce the number of random features required by kernel models, we propose a simple but effective method for feature selection. The method is able to explore a large number of non-linear features while maintaining a compact model more efficiently than existing approaches. Second, we present a number of frame-level metrics which correlate very strongly with recognition performance when computed on the heldout set; we take advantage of these correlations by monitoring these metrics during training in order to decide when to stop learning. This technique can noticeably improve the recognition performance of both DNN and kernel models, while narrowing the gap between them. Additionally, we show that the linear bottleneck method of Sainath et al. (2013) improves the performance of our kernel models significantly, in addition to speeding up training and making the models more compact. Together, these three methods dramatically improve the performance of kernel acoustic models, making their performance comparable to DNNs on the tasks we explored.
A Comparison between Deep Neural Nets and Kernel Acoustic Models for Speech Recognition
Lu, Zhiyun, Guo, Dong, Garakani, Alireza Bagheri, Liu, Kuan, May, Avner, Bellet, Aurelien, Fan, Linxi, Collins, Michael, Kingsbury, Brian, Picheny, Michael, Sha, Fei
We study large-scale kernel methods for acoustic modeling and compare to DNNs on performance metrics related to both acoustic modeling and recognition. Measuring perplexity and frame-level classification accuracy, kernel-based acoustic models are as effective as their DNN counterparts. However, on token-error-rates DNN models can be significantly better. We have discovered that this might be attributed to DNN's unique strength in reducing both the perplexity and the entropy of the predicted posterior probabilities. Motivated by our findings, we propose a new technique, entropy regularized perplexity, for model selection. This technique can noticeably improve the recognition performance of both types of models, and reduces the gap between them. While effective on Broadcast News, this technique could be also applicable to other tasks.