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Collaborating Authors

 Lynch, Corey


Robotic Table Tennis: A Case Study into a High Speed Learning System

arXiv.org Artificial Intelligence

We present a deep-dive into a real-world robotic learning system that, in previous work, was shown to be capable of hundreds of table tennis rallies with a human and has the ability to precisely return the ball to desired targets. This system puts together a highly optimized perception subsystem, a high-speed low-latency robot controller, a simulation paradigm that can prevent damage in the real world and also train policies for zero-shot transfer, and automated real world environment resets that enable autonomous training and evaluation on physical robots. We complement a complete system description, including numerous design decisions that are typically not widely disseminated, with a collection of studies that clarify the importance of mitigating various sources of latency, accounting for training and deployment distribution shifts, robustness of the perception system, sensitivity to policy hyper-parameters, and choice of action space. A video demonstrating the components of the system and details of experimental results can be found at https://youtu.be/uFcnWjB42I0.


Visuomotor Control in Multi-Object Scenes Using Object-Aware Representations

arXiv.org Artificial Intelligence

Perceptual understanding of the scene and the relationship between its different components is important for successful completion of robotic tasks. Representation learning has been shown to be a powerful technique for this, but most of the current methodologies learn task specific representations that do not necessarily transfer well to other tasks. Furthermore, representations learned by supervised methods require large labeled datasets for each task that are expensive to collect in the real world. Using self-supervised learning to obtain representations from unlabeled data can mitigate this problem. However, current self-supervised representation learning methods are mostly object agnostic, and we demonstrate that the resulting representations are insufficient for general purpose robotics tasks as they fail to capture the complexity of scenes with many components. In this paper, we explore the effectiveness of using object-aware representation learning techniques for robotic tasks. Our self-supervised representations are learned by observing the agent freely interacting with different parts of the environment and is queried in two different settings: (i) policy learning and (ii) object location prediction. We show that our model learns control policies in a sample-efficient manner and outperforms state-of-the-art object agnostic techniques as well as methods trained on raw RGB images. Our results show a 20 percent increase in performance in low data regimes (1000 trajectories) in policy training using implicit behavioral cloning (IBC). Furthermore, our method outperforms the baselines for the task of object localization in multi-object scenes.


PaLM-E: An Embodied Multimodal Language Model

arXiv.org Artificial Intelligence

Large language models (LLMs) demonstrate strong reasoning Large language models have been demonstrated to perform capabilities across various domains, including dialogue complex tasks. However, enabling general inference in the (Glaese et al., 2022; Thoppilan et al., 2022), step-by-step real world, e.g. for robotics problems, raises the challenge reasoning (Wei et al., 2022; Kojima et al., 2022), math problem of grounding. We propose embodied language models to directly solving (Lewkowycz et al., 2022; Polu et al., 2022), and incorporate real-world continuous sensor modalities code writing (Chen et al., 2021a). However, a limitation of into language models and thereby establish the link between such models for inference in the real world is the issue of words and percepts. Input to our embodied language grounding: while training LLMs on massive textual data model are multi-modal sentences that interleave visual, continuous may lead to representations that relate to our physical world, state estimation, and textual input encodings. We connecting those representations to real-world visual and train these encodings end-to-end, in conjunction with a pretrained physical sensor modalities is essential to solving a wider large language model, for multiple embodied tasks range of grounded real-world problems in computer vision including sequential robotic manipulation planning, visual and robotics (Tellex et al., 2020).


Learning to Play by Imitating Humans

arXiv.org Artificial Intelligence

Acquiring multiple skills has commonly involved collecting a large number of expert demonstrations per task or engineering custom reward functions. Recently it has been shown that it is possible to acquire a diverse set of skills by self-supervising control on top of human teleoperated play data. Play is rich in state space coverage and a policy trained on this data can generalize to specific tasks at test time outperforming policies trained on individual expert task demonstrations. In this work, we explore the question of whether robots can learn to play to autonomously generate play data that can ultimately enhance performance. By training a behavioral cloning policy on a relatively small quantity of human play, we autonomously generate a large quantity of cloned play data that can be used as additional training. We demonstrate that a general purpose goal-conditioned policy trained on this augmented dataset substantially outperforms one trained only with the original human data on 18 difficult user-specified manipulation tasks in a simulated robotic tabletop environment. A video example of a robot imitating human play can be seen here: https://learning-to-play.github.io/videos/undirected_play1.mp4


Grounding Language in Play

arXiv.org Artificial Intelligence

Natural language is perhaps the most versatile and intuitive way for humans to communicate tasks to a robot. Prior work on Learning from Play (LfP) [Lynch et al, 2019] provides a simple approach for learning a wide variety of robotic behaviors from general sensors. However, each task must be specified with a goal image---something that is not practical in open-world environments. In this work we present a simple and scalable way to condition policies on human language instead. We extend LfP by pairing short robot experiences from play with relevant human language after-the-fact. To make this efficient, we introduce multicontext imitation, which allows us to train a single agent to follow image or language goals, then use just language conditioning at test time. This reduces the cost of language pairing to less than 1% of collected robot experience, with the majority of control still learned via self-supervised imitation. At test time, a single agent trained in this manner can perform many different robotic manipulation skills in a row in a 3D environment, directly from images, and specified only with natural language (e.g. "open the drawer...now pick up the block...now press the green button..."). Finally, we introduce a simple technique that transfers knowledge from large unlabeled text corpora to robotic learning. We find that transfer significantly improves downstream robotic manipulation. It also allows our agent to follow thousands of novel instructions at test time in zero shot, in 16 different languages. See videos of our experiments at language-play.github.io


Relay Policy Learning: Solving Long-Horizon Tasks via Imitation and Reinforcement Learning

arXiv.org Machine Learning

We present relay policy learning, a method for imitation and reinforcement learning that can solve multi-stage, long-horizon robotic tasks. This general and universally-applicable, two-phase approach consists of an imitation learning stage that produces goal-conditioned hierarchical policies, and a reinforcement learning phase that finetunes these policies for task performance. Our method, while not necessarily perfect at imitation learning, is very amenable to further improvement via environment interaction, allowing it to scale to challenging long-horizon tasks. We simplify the long-horizon policy learning problem by using a novel data-relabeling algorithm for learning goal-conditioned hierarchical policies, where the low-level only acts for a fixed number of steps, regardless of the goal achieved. While we rely on demonstration data to bootstrap policy learning, we do not assume access to demonstrations of every specific tasks that is being solved, and instead leverage unstructured and unsegmented demonstrations of semantically meaningful behaviors that are not only less burdensome to provide, but also can greatly facilitate further improvement using reinforcement learning. We demonstrate the effectiveness of our method on a number of multi-stage, long-horizon manipulation tasks in a challenging kitchen simulation environment. Videos are available at https://relay-policy-learning.github.io/


Wasserstein Dependency Measure for Representation Learning

arXiv.org Machine Learning

Mutual information maximization has emerged as a powerful learning objective for unsupervised representation learning obtaining state-of-the-art performance in applications such as object recognition, speech recognition, and reinforcement learning. However, such approaches are fundamentally limited since a tight lower bound of mutual information requires sample size exponential in the mutual information. This limits the applicability of these approaches for prediction tasks with high mutual information, such as in video understanding or reinforcement learning. In these settings, such techniques are prone to overfit, both in theory and in practice, and capture only a few of the relevant factors of variation. This leads to incomplete representations that are not optimal for downstream tasks. In this work, we empirically demonstrate that mutual information-based representation learning approaches do fail to learn complete representations on a number of designed and real-world tasks. To mitigate these problems we introduce the Wasserstein dependency measure, which learns more complete representations by using the Wasserstein distance instead of the KL divergence in the mutual information estimator. We show that a practical approximation to this theoretically motivated solution, constructed using Lipschitz constraint techniques from the GAN literature, achieves substantially improved results on tasks where incomplete representations are a major challenge.