goal specification
cf5a019ae9c11b4be88213ce3f85d85c-Paper-Conference.pdf
Here, we focus on a more practical setting in object rearrangement,i.e., rearranging objects from shuffled layouts to a normative target distribution without explicit goal specification. However, it remains challenging for AI agents, as it is hard to describe the target distribution (goal specification) for reward engineering or collect expert trajectories as demonstrations. Hence, it is infeasible to directly employ reinforcement learning or imitation learning algorithms to address the task. This paper aims to search for a policy only with a set of examples from a target distribution instead of a handcrafted reward function. We employ the score-matching objectiveto train aTargetGradientField (TarGF),indicating a direction on each object to increase the likelihood of the target distribution.
Hyper-GoalNet: Goal-Conditioned Manipulation Policy Learning with HyperNetworks
Zhou, Pei, Yao, Wanting, Luo, Qian, Zhou, Xunzhe, Yang, Yanchao
Goal-conditioned policy learning for robotic manipulation presents significant challenges in maintaining performance across diverse objectives and environments. We introduce Hyper-GoalNet, a framework that generates task-specific policy network parameters from goal specifications using hypernetworks. Unlike conventional methods that simply condition fixed networks on goal-state pairs, our approach separates goal interpretation from state processing -- the former determines network parameters while the latter applies these parameters to current observations. To enhance representation quality for effective policy generation, we implement two complementary constraints on the latent space: (1) a forward dynamics model that promotes state transition predictability, and (2) a distance-based constraint ensuring monotonic progression toward goal states. We evaluate our method on a comprehensive suite of manipulation tasks with varying environmental randomization. Results demonstrate significant performance improvements over state-of-the-art methods, particularly in high-variability conditions. Real-world robotic experiments further validate our method's robustness to sensor noise and physical uncertainties. Code is available at: https://github.com/wantingyao/hyper-goalnet.
Reducing Human-Robot Goal State Divergence with Environment Design
Sikes, Kelsey, Keren, Sarah, Sreedharan, Sarath
One of the most difficult challenges in creating successful human-AI collaborations is aligning a robot's behavior with a human user's expectations. When this fails to occur, a robot may misinterpret their specified goals, prompting it to perform actions with unanticipated, potentially dangerous side effects. To avoid this, we propose a new metric we call Goal State Divergence $\mathcal{(GSD)}$, which represents the difference between a robot's final goal state and the one a human user expected. In cases where $\mathcal{GSD}$ cannot be directly calculated, we show how it can be approximated using maximal and minimal bounds. We then input the $\mathcal{GSD}$ value into our novel human-robot goal alignment (HRGA) design problem, which identifies a minimal set of environment modifications that can prevent mismatches like this. To show the effectiveness of $\mathcal{GSD}$ for reducing differences between human-robot goal states, we empirically evaluate our approach on several standard benchmarks.
Task and Motion Planning in Hierarchical 3D Scene Graphs
Ray, Aaron, Bradley, Christopher, Carlone, Luca, Roy, Nicholas
Recent work in the construction of 3D scene graphs has enabled mobile robots to build large-scale hybrid metric-semantic hierarchical representations of the world. These detailed models contain information that is useful for planning, however how to derive a planning domain from a 3D scene graph that enables efficient computation of executable plans is an open question. In this work, we present a novel approach for defining and solving Task and Motion Planning problems in large-scale environments using hierarchical 3D scene graphs. We identify a method for building sparse problem domains which enable scaling to large scenes, and propose a technique for incrementally adding objects to that domain during planning time to avoid wasting computation on irrelevant elements of the scene graph. We test our approach in two hand crafted domains as well as two scene graphs built from perception, including one constructed from the KITTI dataset. A video supplement is available at https://youtu.be/63xuCCaN0I4.
Extinction Risks from AI: Invisible to Science?
Kovarik, Vojtech, van Merwijk, Christian, Mattsson, Ida
In an effort to inform the discussion surrounding existential risks from AI, we formulate Extinction-level Goodhart's Law as "Virtually any goal specification, pursued to the extreme, will result in the extinction of humanity", and we aim to understand which formal models are suitable for investigating this hypothesis. Note that we remain agnostic as to whether Extinction-level Goodhart's Law holds or not. As our key contribution, we identify a set of conditions that are necessary for a model that aims to be informative for evaluating specific arguments for Extinction-level Goodhart's Law. Since each of the conditions seems to significantly contribute to the complexity of the resulting model, formally evaluating the hypothesis might be exceedingly difficult. This raises the possibility that whether the risk of extinction from artificial intelligence is real or not, the underlying dynamics might be invisible to current scientific methods.
Designing Behavior Trees from Goal-Oriented LTLf Formulas
Neupane, Aadesh, Mercer, Eric G, Goodrich, Michael A.
Temporal logic can be used to formally specify autonomous agent goals, but synthesizing planners that guarantee goal satisfaction can be computationally prohibitive. This paper shows how to turn goals specified using a subset of finite trace Linear Temporal Logic (LTL) into a behavior tree (BT) that guarantees that successful traces satisfy the LTL goal. Useful LTL formulas for achievement goals can be derived using achievement-oriented task mission grammars, leading to missions made up of tasks combined using LTL operators. Constructing BTs from LTL formulas leads to a relaxed behavior synthesis problem in which a wide range of planners can implement the action nodes in the BT. Importantly, any successful trace induced by the planners satisfies the corresponding LTL formula. The usefulness of the approach is demonstrated in two ways: a) exploring the alignment between two planners and LTL goals, and b) solving a sequential key-door problem for a Fetch robot.
ConSOR: A Context-Aware Semantic Object Rearrangement Framework for Partially Arranged Scenes
Ramachandruni, Kartik, Zuo, Max, Chernova, Sonia
Object rearrangement is the problem of enabling a robot to identify the correct object placement in a complex environment. Prior work on object rearrangement has explored a diverse set of techniques for following user instructions to achieve some desired goal state. Logical predicates, images of the goal scene, and natural language descriptions have all been used to instruct a robot in how to arrange objects. In this work, we argue that burdening the user with specifying goal scenes is not necessary in partially-arranged environments, such as common household settings. Instead, we show that contextual cues from partially arranged scenes (i.e., the placement of some number of pre-arranged objects in the environment) provide sufficient context to enable robots to perform object rearrangement \textit{without any explicit user goal specification}. We introduce ConSOR, a Context-aware Semantic Object Rearrangement framework that utilizes contextual cues from a partially arranged initial state of the environment to complete the arrangement of new objects, without explicit goal specification from the user. We demonstrate that ConSOR strongly outperforms two baselines in generalizing to novel object arrangements and unseen object categories. The code and data can be found at https://github.com/kartikvrama/consor.
PDSketch: Integrated Planning Domain Programming and Learning
Mao, Jiayuan, Lozano-Pérez, Tomás, Tenenbaum, Joshua B., Kaelbling, Leslie Pack
This paper studies a model learning and online planning approach towards building flexible and general robots. Specifically, we investigate how to exploit the locality and sparsity structures in the underlying environmental transition model to improve model generalization, data-efficiency, and runtime-efficiency. We present a new domain definition language, named PDSketch. It allows users to flexibly define high-level structures in the transition models, such as object and feature dependencies, in a way similar to how programmers use TensorFlow or PyTorch to specify kernel sizes and hidden dimensions of a convolutional neural network. The details of the transition model will be filled in by trainable neural networks. Based on the defined structures and learned parameters, PDSketch automatically generates domain-independent planning heuristics without additional training. The derived heuristics accelerate the performance-time planning for novel goals.