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ActionSense: A Multimodal Dataset and Recording Framework for Human Activities Using Wearable Sensors in a Kitchen Environment

Neural Information Processing Systems

This paper introduces ActionSense, a multimodal dataset and recording framework with an emphasis on wearable sensing in a kitchen environment. It provides rich, synchronized data streams along with ground truth data to facilitate learning pipelines that could extract insights about how humans interact with the physical world during activities of daily living, and help lead to more capable and collaborative robot assistants. The wearable sensing suite captures motion, force, and attention information; it includes eye tracking with a first-person camera, forearm muscle activity sensors, a body-tracking system using 17 inertial sensors, finger-tracking gloves, and custom tactile sensors on the hands that use a matrix of conductive threads. This is coupled with activity labels and with externally-captured data from multiple RGB cameras, a depth camera, and microphones. The specific tasks recorded in ActionSense are designed to highlight lower-level physical skills and higher-level scene reasoning or action planning. They include simple object manipulations (e.g., stacking plates), dexterous actions (e.g., peeling or cutting vegetables), and complex action sequences (e.g., setting a table or loading a dishwasher).




PRISM: A Robust Framework for Skill-based Meta-Reinforcement Learning with Noisy Demonstrations

Lee, Sanghyeon, Bae, Sangjun, Park, Yisak, Han, Seungyul

arXiv.org Artificial Intelligence

Meta-reinforcement learning (Meta-RL) facilitates rapid adaptation to unseen tasks but faces challenges in long-horizon environments. Skill-based approaches tackle this by decomposing state-action sequences into reusable skills and employing hierarchical decision-making. However, these methods are highly susceptible to noisy offline demonstrations, resulting in unstable skill learning and degraded performance. To overcome this, we propose Prioritized Refinement for Skill-Based Meta-RL (PRISM), a robust framework that integrates exploration near noisy data to generate online trajectories and combines them with offline data. Through prioritization, PRISM extracts high-quality data to learn task-relevant skills effectively. By addressing the impact of noise, our method ensures stable skill learning and achieves superior performance in long-horizon tasks, even with noisy and sub-optimal data.


NBDI: A Simple and Efficient Termination Condition for Skill Extraction from Task-Agnostic Demonstrations

Kim, Myunsoo, Lee, Hayeong, Shim, Seong-Woong, Seo, JunHo, Lee, Byung-Jun

arXiv.org Artificial Intelligence

Intelligent agents are able to make decisions based on different levels of granularity and duration. Recent advances in skill learning enabled the agent to solve complex, long-horizon tasks by effectively guiding the agent in choosing appropriate skills. However, the practice of using fixed-length skills can easily result in skipping valuable decision points, which ultimately limits the potential for further exploration and faster policy learning. In this work, we propose to learn a simple and effective termination condition that identifies decision points through a state-action novelty module that leverages agent experience data. Our approach, Novelty-based Decision Point Identification (NBDI), outperforms previous baselines in complex, long-horizon tasks, and remains effective even in the presence of significant variations in the environment configurations of downstream tasks, highlighting the importance of decision point identification in skill learning.


ActionSense: A Multimodal Dataset and Recording Framework for Human Activities Using Wearable Sensors in a Kitchen Environment

Neural Information Processing Systems

This paper introduces ActionSense, a multimodal dataset and recording framework with an emphasis on wearable sensing in a kitchen environment. It provides rich, synchronized data streams along with ground truth data to facilitate learning pipelines that could extract insights about how humans interact with the physical world during activities of daily living, and help lead to more capable and collaborative robot assistants. The wearable sensing suite captures motion, force, and attention information; it includes eye tracking with a first-person camera, forearm muscle activity sensors, a body-tracking system using 17 inertial sensors, finger-tracking gloves, and custom tactile sensors on the hands that use a matrix of conductive threads. This is coupled with activity labels and with externally-captured data from multiple RGB cameras, a depth camera, and microphones. The specific tasks recorded in ActionSense are designed to highlight lower-level physical skills and higher-level scene reasoning or action planning.


Offline Policy Learning via Skill-step Abstraction for Long-horizon Goal-Conditioned Tasks

Kim, Donghoon, Yoo, Minjong, Woo, Honguk

arXiv.org Artificial Intelligence

Goal-conditioned (GC) policy learning often faces a challenge arising from the sparsity of rewards, when confronting long-horizon goals. To address the challenge, we explore skill-based GC policy learning in offline settings, where skills are acquired from existing data and long-horizon goals are decomposed into sequences of near-term goals that align with these skills. Specifically, we present an `offline GC policy learning via skill-step abstraction' framework (GLvSA) tailored for tackling long-horizon GC tasks affected by goal distribution shifts. In the framework, a GC policy is progressively learned offline in conjunction with the incremental modeling of skill-step abstractions on the data. We also devise a GC policy hierarchy that not only accelerates GC policy learning within the framework but also allows for parameter-efficient fine-tuning of the policy. Through experiments with the maze and Franka kitchen environments, we demonstrate the superiority and efficiency of our GLvSA framework in adapting GC policies to a wide range of long-horizon goals. The framework achieves competitive zero-shot and few-shot adaptation performance, outperforming existing GC policy learning and skill-based methods.


D5RL: Diverse Datasets for Data-Driven Deep Reinforcement Learning

Rafailov, Rafael, Hatch, Kyle, Singh, Anikait, Smith, Laura, Kumar, Aviral, Kostrikov, Ilya, Hansen-Estruch, Philippe, Kolev, Victor, Ball, Philip, Wu, Jiajun, Finn, Chelsea, Levine, Sergey

arXiv.org Artificial Intelligence

Offline reinforcement learning algorithms hold the promise of enabling data-driven RL methods that do not require costly or dangerous real-world exploration and benefit from large pre-collected datasets. This in turn can facilitate real-world applications, as well as a more standardized approach to RL research. Furthermore, offline RL methods can provide effective initializations for online finetuning to overcome challenges with exploration. However, evaluating progress on offline RL algorithms requires effective and challenging benchmarks that capture properties of real-world tasks, provide a range of task difficulties, and cover a range of challenges both in terms of the parameters of the domain (e.g., length of the horizon, sparsity of rewards) and the parameters of the data (e.g., narrow demonstration data or broad exploratory data). While considerable progress in offline RL in recent years has been enabled by simpler benchmark tasks, the most widely used datasets are increasingly saturating in performance and may fail to reflect properties of realistic tasks. We propose a new benchmark for offline RL that focuses on realistic simulations of robotic manipulation and locomotion environments, based on models of real-world robotic systems, and comprising a variety of data sources, including scripted data, play-style data collected by human teleoperators, and other data sources. Our proposed benchmark covers state-based and image-based domains, and supports both offline RL and online fine-tuning evaluation, with some of the tasks specifically designed to require both pre-training and fine-tuning. We hope that our proposed benchmark will facilitate further progress on both offline RL and fine-tuning algorithms. Website with code, examples, tasks, and data is available at \url{https://sites.google.com/view/d5rl/}


Learning Manipulation by Predicting Interaction

Zeng, Jia, Bu, Qingwen, Wang, Bangjun, Xia, Wenke, Chen, Li, Dong, Hao, Song, Haoming, Wang, Dong, Hu, Di, Luo, Ping, Cui, Heming, Zhao, Bin, Li, Xuelong, Qiao, Yu, Li, Hongyang

arXiv.org Artificial Intelligence

Representation learning approaches for robotic manipulation have boomed in recent years. Due to the scarcity of in-domain robot data, prevailing methodologies tend to leverage large-scale human video datasets to extract generalizable features for visuomotor policy learning. Despite the progress achieved, prior endeavors disregard the interactive dynamics that capture behavior patterns and physical interaction during the manipulation process, resulting in an inadequate understanding of the relationship between objects and the environment. To this end, we propose a general pre-training pipeline that learns Manipulation by Predicting the Interaction (MPI) and enhances the visual representation.Given a pair of keyframes representing the initial and final states, along with language instructions, our algorithm predicts the transition frame and detects the interaction object, respectively. These two learning objectives achieve superior comprehension towards "how-to-interact" and "where-to-interact". We conduct a comprehensive evaluation of several challenging robotic tasks.The experimental results demonstrate that MPI exhibits remarkable improvement by 10% to 64% compared with previous state-of-the-art in real-world robot platforms as well as simulation environments. Code and checkpoints are publicly shared at https://github.com/OpenDriveLab/MPI.