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Collaborating Authors

 Jayaraman, Dinesh


REGENT: A Retrieval-Augmented Generalist Agent That Can Act In-Context in New Environments

arXiv.org Artificial Intelligence

Building generalist agents that can rapidly adapt to new environments is a key challenge for deploying AI in the digital and real worlds. Is scaling current agent architectures the most effective way to build generalist agents? We propose a novel approach to pre-train relatively small policies on relatively small datasets and adapt them to unseen environments via in-context learning, without any finetuning. Our key idea is that retrieval offers a powerful bias for fast adaptation. Indeed, we demonstrate that even a simple retrieval-based 1-nearest neighbor agent offers a surprisingly strong baseline for today's state-of-the-art generalist agents. From this starting point, we construct a semi-parametric agent, REGENT, that trains a transformer-based policy on sequences of queries and retrieved neighbors. REGENT can generalize to unseen robotics and game-playing environments via retrieval augmentation and in-context learning, achieving this with up to 3x fewer parameters and up to an order-of-magnitude fewer pre-training datapoints, significantly outperforming today's state-of-the-art generalist agents. AI agents, both in the digital [38, 19, 37, 28, 53] and real world [5, 7, 63, 33, 48, 24], constantly face changing environments that require rapid or even instantaneous adaptation. True generalist agents must not only be capable of performing well on large numbers of training environments, but arguably more importantly, they must be capable of adapting rapidly to new environments. While this goal has been of considerable interest to the reinforcement learning research community, it has proven elusive. The most promising results so far have all been attributed to large policies [38, 19, 37, 28, 5], pre-trained on large datasets across many environments, and even these models still struggle to generalize to unseen environments without many new environment-specific demonstrations. In this work, we take a different approach to the problem of constructing such generalist agents. We start by asking: Is scaling current agent architectures the most effective way to build generalist agents? Observing that retrieval offers a powerful bias for fast adaptation, we first evaluate a simple 1-nearest neighbor method: "Retrieve and Play (R&P)". To determine the action at the current state, R&P simply retrieves the closest state from a few demonstrations in the target environment and plays its corresponding action. Tested on a wide range of environments, both robotics and game-playing, R&P performs on-par or better than the state-of-the-art generalist agents.


Vision Language Models are In-Context Value Learners

arXiv.org Artificial Intelligence

Predicting temporal progress from visual trajectories is important for intelligent robots that can learn, adapt, and improve. However, learning such progress estimator, or temporal value function, across different tasks and domains requires both a large amount of diverse data and methods which can scale and generalize. To address these challenges, we present Generative Value Learning (\GVL), a universal value function estimator that leverages the world knowledge embedded in vision-language models (VLMs) to predict task progress. Naively asking a VLM to predict values for a video sequence performs poorly due to the strong temporal correlation between successive frames. Instead, GVL poses value estimation as a temporal ordering problem over shuffled video frames; this seemingly more challenging task encourages VLMs to more fully exploit their underlying semantic and temporal grounding capabilities to differentiate frames based on their perceived task progress, consequently producing significantly better value predictions. Without any robot or task specific training, GVL can in-context zero-shot and few-shot predict effective values for more than 300 distinct real-world tasks across diverse robot platforms, including challenging bimanual manipulation tasks. Furthermore, we demonstrate that GVL permits flexible multi-modal in-context learning via examples from heterogeneous tasks and embodiments, such as human videos. The generality of GVL enables various downstream applications pertinent to visuomotor policy learning, including dataset filtering, success detection, and advantage-weighted regression -- all without any model training or finetuning.


Eurekaverse: Environment Curriculum Generation via Large Language Models

arXiv.org Artificial Intelligence

Recent work has demonstrated that a promising strategy for teaching robots a wide range of complex skills is by training them on a curriculum of progressively more challenging environments. However, developing an effective curriculum of environment distributions currently requires significant expertise, which must be repeated for every new domain. Our key insight is that environments are often naturally represented as code. Thus, we probe whether effective environment curriculum design can be achieved and automated via code generation by large language models (LLM). In this paper, we introduce Eurekaverse, an unsupervised environment design algorithm that uses LLMs to sample progressively more challenging, diverse, and learnable environments for skill training. We validate Eurekaverse's effectiveness in the domain of quadrupedal parkour learning, in which a quadruped robot must traverse through a variety of obstacle courses. The automatic curriculum designed by Eurekaverse enables gradual learning of complex parkour skills in simulation and can successfully transfer to the real-world, outperforming manual training courses designed by humans.


Task-Oriented Hierarchical Object Decomposition for Visuomotor Control

arXiv.org Artificial Intelligence

Good pre-trained visual representations could enable robots to learn visuomotor policy efficiently. Still, existing representations take a one-size-fits-all-tasks approach that comes with two important drawbacks: (1) Being completely task-agnostic, these representations cannot effectively ignore any task-irrelevant information in the scene, and (2) They often lack the representational capacity to handle unconstrained/complex real-world scenes. Instead, we propose to train a large combinatorial family of representations organized by scene entities: objects and object parts. This hierarchical object decomposition for task-oriented representations (HODOR) permits selectively assembling different representations specific to each task while scaling in representational capacity with the complexity of the scene and the task. In our experiments, we find that HODOR outperforms prior pre-trained representations, both scene vector representations and object-centric representations, for sample-efficient imitation learning across 5 simulated and 5 real-world manipulation tasks. We further find that the invariances captured in HODOR are inherited into downstream policies, which can robustly generalize to out-of-distribution test conditions, permitting zero-shot skill chaining. Appendix, code, and videos: https://sites.google.com/view/hodor-corl24.


Learning to Achieve Goals with Belief State Transformers

arXiv.org Artificial Intelligence

We introduce the "Belief State Transformer", a next-token predictor that takes both a prefix and suffix as inputs, with a novel objective of predicting both the next token for the prefix and the previous token for the suffix. The Belief State Transformer effectively learns to solve challenging problems that conventional forward-only transformers struggle with, in a domain-independent fashion. Key to this success is learning a compact belief state that captures all relevant information necessary for accurate predictions. Empirical ablations show that each component of the model is essential in difficult scenarios where standard Transformers fall short. For the task of story writing with known prefixes and suffixes, our approach outperforms the Fill-in-the-Middle method for reaching known goals and demonstrates improved performance even when the goals are unknown. Altogether, the Belief State Transformer enables more efficient goal-conditioned decoding, better test-time inference, and high-quality text representations on small scale problems.


DrEureka: Language Model Guided Sim-To-Real Transfer

arXiv.org Artificial Intelligence

Transferring policies learned in simulation to the real world is a promising strategy for acquiring robot skills at scale. However, sim-to-real approaches typically rely on manual design and tuning of the task reward function as well as the simulation physics parameters, rendering the process slow and human-labor intensive. In this paper, we investigate using Large Language Models (LLMs) to automate and accelerate sim-to-real design. Our LLM-guided sim-to-real approach, DrEureka, requires only the physics simulation for the target task and automatically constructs suitable reward functions and domain randomization distributions to support real-world transfer. We first demonstrate that our approach can discover sim-to-real configurations that are competitive with existing human-designed ones on quadruped locomotion and dexterous manipulation tasks. Then, we showcase that our approach is capable of solving novel robot tasks, such as quadruped balancing and walking atop a yoga ball, without iterative manual design.


Recasting Generic Pretrained Vision Transformers As Object-Centric Scene Encoders For Manipulation Policies

arXiv.org Artificial Intelligence

Generic re-usable pre-trained image representation encoders have become a standard component of methods for many computer vision tasks. As visual representations for robots however, their utility has been limited, leading to a recent wave of efforts to pre-train robotics-specific image encoders that are better suited to robotic tasks than their generic counterparts. We propose Scene Objects From Transformers, abbreviated as SOFT, a wrapper around pre-trained vision transformer (PVT) models that bridges this gap without any further training. Rather than construct representations out of only the final layer activations, SOFT individuates and locates object-like entities from PVT attentions, and describes them with PVT activations, producing an object-centric embedding. Across standard choices of generic pre-trained vision transformers PVT, we demonstrate in each case that policies trained on SOFT(PVT) far outstrip standard PVT representations for manipulation tasks in simulated and real settings, approaching the state-of-the-art robotics-aware representations. Code, appendix and videos: https://sites.google.com/view/robot-soft/


Privileged Sensing Scaffolds Reinforcement Learning

arXiv.org Artificial Intelligence

We need to look at our shoelaces as we first learn to tie them but having mastered this skill, we can do it from touch alone. We call this phenomenon "sensory scaffolding": observation streams that are not needed by a master might yet aid a novice learner. We consider such sensory scaffolding setups for training artificial agents. For example, a robot arm may need to be deployed with just a low-cost, robust, general-purpose camera; yet its performance may improve by having privileged training-time-only access to informative albeit expensive and unwieldy motion capture rigs or fragile tactile sensors. For these settings, we propose Scaffolder, a reinforcement learning approach which effectively exploits privileged sensing in critics, world models, reward estimators, and other such auxiliary components that are only used at training time, to improve the target policy. For evaluating sensory scaffolding agents, we design a new "S3" suite of ten diverse simulated robotic tasks that explore a wide range of practical sensor setups. Agents must use privileged camera sensing to train blind hurdlers, privileged active visual perception to help robot arms overcome visual occlusions, privileged touch sensors to train robot hands, and more. Scaffolder easily outperforms relevant prior baselines and frequently performs comparably even to policies that have test-time access to the privileged sensors. It is well-known that Beethoven composed symphonies long after he had fully lost his hearing. Such feats are commonly held to be evidence of mastery: for example, novice typists need to look at the keyboard to locate keys but with practice, can graduate to typing without looking. Thus, sensing requirements may be different during learning versus after learning. We refer to this as "sensory scaffolding", drawing inspiration from the concept of scaffolding teaching mechanisms in psychology that provide temporary support for a student (Wood et al., 1976; Vygotsky et al., 2011), like training wheels when learning to ride a bicycle. For artificial learning agents such as robots, sensory scaffolding permits decoupling the observation streams required at test time from those that are used to train the agent. The sensors available in a deployed robot are often decided by practical considerations such as cost, robustness, size, compute requirements, and ease of instrumentation, e.g., autonomous cars with only cheap and robust RGB camera sensors. However, those considerations might carry less weight at training time, so a robot learning practitioner may choose to scaffold policy learning with privileged information (Vapnik & Vashist, 2009) from extra sensors available only at training. In the case of the cars above, the manufacturer might equip a small fleet of training cars with expensive privileged sensors like lidar to improve RGB-only driving policies for customers to install in their cars.


Composing Pre-Trained Object-Centric Representations for Robotics From "What" and "Where" Foundation Models

arXiv.org Artificial Intelligence

There have recently been large advances both in pre-training visual representations for robotic control and segmenting unknown category objects in general images. To leverage these for improved robot learning, we propose $\textbf{POCR}$, a new framework for building pre-trained object-centric representations for robotic control. Building on theories of "what-where" representations in psychology and computer vision, we use segmentations from a pre-trained model to stably locate across timesteps, various entities in the scene, capturing "where" information. To each such segmented entity, we apply other pre-trained models that build vector descriptions suitable for robotic control tasks, thus capturing "what" the entity is. Thus, our pre-trained object-centric representations for control are constructed by appropriately combining the outputs of off-the-shelf pre-trained models, with no new training. On various simulated and real robotic tasks, we show that imitation policies for robotic manipulators trained on POCR achieve better performance and systematic generalization than state of the art pre-trained representations for robotics, as well as prior object-centric representations that are typically trained from scratch.


DROID: A Large-Scale In-The-Wild Robot Manipulation Dataset

arXiv.org Artificial Intelligence

The creation of large, diverse, high-quality robot manipulation datasets is an important stepping stone on the path toward more capable and robust robotic manipulation policies. However, creating such datasets is challenging: collecting robot manipulation data in diverse environments poses logistical and safety challenges and requires substantial investments in hardware and human labour. As a result, even the most general robot manipulation policies today are mostly trained on data collected in a small number of environments with limited scene and task diversity. In this work, we introduce DROID (Distributed Robot Interaction Dataset), a diverse robot manipulation dataset with 76k demonstration trajectories or 350 hours of interaction data, collected across 564 scenes and 84 tasks by 50 data collectors in North America, Asia, and Europe over the course of 12 months. We demonstrate that training with DROID leads to policies with higher performance and improved generalization ability. We open source the full dataset, policy learning code, and a detailed guide for reproducing our robot hardware setup.