Goto

Collaborating Authors

 primitive policy




Learning to Ball: Composing Policies for Long-Horizon Basketball Moves

Xu, Pei, Wu, Zhen, Wang, Ruocheng, Sarukkai, Vishnu, Fatahalian, Kayvon, Karamouzas, Ioannis, Zordan, Victor, Liu, C. Karen

arXiv.org Artificial Intelligence

Learning a control policy for a multi-phase, long-horizon task, such as basketball maneuvers, remains challenging for reinforcement learning approaches due to the need for seamless policy composition and transitions between skills. A long-horizon task typically consists of distinct subtasks with well-defined goals, separated by transitional subtasks with unclear goals but critical to the success of the entire task. Existing methods like the mixture of experts and skill chaining struggle with tasks where individual policies do not share significant commonly explored states or lack well-defined initial and terminal states between different phases. In this paper, we introduce a novel policy integration framework to enable the composition of drastically different motor skills in multi-phase long-horizon tasks with ill-defined intermediate states. Based on that, we further introduce a high-level soft router to enable seamless and robust transitions between the subtasks. We evaluate our framework on a set of fundamental basketball skills and challenging transitions. Policies trained by our approach can effectively control the simulated character to interact with the ball and accomplish the long-horizon task specified by real-time user commands, without relying on ball trajectory references.


APriCoT: Action Primitives based on Contact-state Transition for In-Hand Tool Manipulation

Saito, Daichi, Kanehira, Atsushi, Sasabuchi, Kazuhiro, Wake, Naoki, Takamatsu, Jun, Koike, Hideki, Ikeuchi, Katsushi

arXiv.org Artificial Intelligence

In-hand tool manipulation is an operation that not only manipulates a tool within the hand (i.e., in-hand manipulation) but also achieves a grasp suitable for a task after the manipulation. This study aims to achieve an in-hand tool manipulation skill through deep reinforcement learning. The difficulty of learning the skill arises because this manipulation requires (A) exploring long-term contact-state changes to achieve the desired grasp and (B) highly-varied motions depending on the contact-state transition. (A) leads to a sparsity of a reward on a successful grasp, and (B) requires an RL agent to explore widely within the state-action space to learn highly-varied actions, leading to sample inefficiency. To address these issues, this study proposes Action Primitives based on Contact-state Transition (APriCoT). APriCoT decomposes the manipulation into short-term action primitives by describing the operation as a contact-state transition based on three action representations (detach, crossover, attach). In each action primitive, fingers are required to perform short-term and similar actions. By training a policy for each primitive, we can mitigate the issues from (A) and (B). This study focuses on a fundamental operation as an example of in-hand tool manipulation: rotating an elongated object grasped with a precision grasp by half a turn to achieve the initial grasp. Experimental results demonstrated that ours succeeded in both the rotation and the achievement of the desired grasp, unlike existing studies. Additionally, it was found that the policy was robust to changes in object shape.


Autonomous and Adaptive Role Selection for Multi-robot Collaborative Area Search Based on Deep Reinforcement Learning

Zhu, Lina, Cheng, Jiyu, Zhang, Hao, Cui, Zhichao, Zhang, Wei, Liu, Yuehu

arXiv.org Artificial Intelligence

In the tasks of multi-robot collaborative area search, we propose the unified approach for simultaneous mapping for sensing more targets (exploration) while searching and locating the targets (coverage). Specifically, we implement a hierarchical multi-agent reinforcement learning algorithm to decouple task planning from task execution. The role concept is integrated into the upper-level task planning for role selection, which enables robots to learn the role based on the state status from the upper-view. Besides, an intelligent role switching mechanism enables the role selection module to function between two timesteps, promoting both exploration and coverage interchangeably. Then the primitive policy learns how to plan based on their assigned roles and local observation for sub-task execution. The well-designed experiments show the scalability and generalization of our method compared with state-of-the-art approaches in the scenes with varying complexity and number of robots.


Learning and reusing primitive behaviours to improve Hindsight Experience Replay sample efficiency

Sanchez, Francisco Roldan, Wang, Qiang, Bulens, David Cordova, McGuinness, Kevin, Redmond, Stephen, O'Connor, Noel

arXiv.org Artificial Intelligence

Hindsight Experience Replay (HER) is a technique used in reinforcement learning (RL) that has proven to be very efficient for training off-policy RL-based agents to solve goal-based robotic manipulation tasks using sparse rewards. Even though HER improves the sample efficiency of RL-based agents by learning from mistakes made in past experiences, it does not provide any guidance while exploring the environment. This leads to very large training times due to the volume of experience required to train an agent using this replay strategy. In this paper, we propose a method that uses primitive behaviours that have been previously learned to solve simple tasks in order to guide the agent toward more rewarding actions during exploration while learning other more complex tasks. This guidance, however, is not executed by a manually designed curriculum, but rather using a critic network to decide at each timestep whether or not to use the actions proposed by the previously-learned primitive policies. We evaluate our method by comparing its performance against HER and other more efficient variations of this algorithm in several block manipulation tasks. We demonstrate the agents can learn a successful policy faster when using our proposed method, both in terms of sample efficiency and computation time. Code is available at https://github.com/franroldans/qmp-her.


GraspGF: Learning Score-based Grasping Primitive for Human-assisting Dexterous Grasping

Wu, Tianhao, Wu, Mingdong, Zhang, Jiyao, Gan, Yunchong, Dong, Hao

arXiv.org Artificial Intelligence

The use of anthropomorphic robotic hands for assisting individuals in situations where human hands may be unavailable or unsuitable has gained significant importance. In this paper, we propose a novel task called human-assisting dexterous grasping that aims to train a policy for controlling a robotic hand's fingers to assist users in grasping objects. Unlike conventional dexterous grasping, this task presents a more complex challenge as the policy needs to adapt to diverse user intentions, in addition to the object's geometry. We address this challenge by proposing an approach consisting of two sub-modules: a hand-object-conditional grasping primitive called Grasping Gradient Field~(GraspGF), and a history-conditional residual policy. GraspGF learns `how' to grasp by estimating the gradient from a success grasping example set, while the residual policy determines `when' and at what speed the grasping action should be executed based on the trajectory history. Experimental results demonstrate the superiority of our proposed method compared to baselines, highlighting the user-awareness and practicality in real-world applications. The codes and demonstrations can be viewed at "https://sites.google.com/view/graspgf".


Toward Robust Long Range Policy Transfer

Tseng, Wei-Cheng, Lin, Jin-Siang, Feng, Yao-Min, Sun, Min

arXiv.org Artificial Intelligence

Humans can master a new task within a few trials by drawing upon skills acquired through prior experience. To mimic this capability, hierarchical models combining primitive policies learned from prior tasks have been proposed. However, these methods fall short comparing to the human's range of transferability. We propose a method, which leverages the hierarchical structure to train the combination function and adapt the set of diverse primitive polices alternatively, to efficiently produce a range of complex behaviors on challenging new tasks. We also design two regularization terms to improve the diversity and utilization rate of the primitives in the pre-training phase. We demonstrate that our method outperforms other recent policy transfer methods by combining and adapting these reusable primitives in tasks with continuous action space. The experiment results further show that our approach provides a broader transferring range. The ablation study also shows the regularization terms are critical for long range policy transfer. Finally, we show that our method consistently outperforms other methods when the quality of the primitives varies.


An Extensible Interactive Interface for Agent Design

Rahtz, Matthew, Fang, James, Dragan, Anca D., Hadfield-Menell, Dylan

arXiv.org Machine Learning

In artificial intelligence, we often specify tasks through a reward function. While this works well in some settings, many tasks are hard to specify this way. In deep reinforcement learning, for example, directly specifying a reward as a function of a high-dimensional observation is challenging. Instead, we present an interface for specifying tasks interactively using demonstrations. Our approach defines a set of increasingly complex policies. The interface allows the user to switch between these policies at fixed intervals to generate demonstrations of novel, more complex, tasks. We train new policies based on these demonstrations and repeat the process. We present a case study of our approach in the Lunar Lander domain, and show that this simple approach can quickly learn a successful landing policy and outperforms an existing comparison-based deep RL method.


Composing Ensembles of Policies with Deep Reinforcement Learning

Qureshi, Ahmed H., Johnson, Jacob J., Qin, Yuzhe, Boots, Byron, Yip, Michael C.

arXiv.org Artificial Intelligence

Composition of elementary skills into complex behaviors to solve challenging problems is one of the key elements toward building intelligent machines. To date, there has been plenty of work on learning new policies or skills but almost no focus on composing them to perform complex decision-making. In this paper, we propose a policy ensemble composition framework that takes the robot's primitive policies and learns to compose them concurrently or sequentially through reinforcement learning. We evaluate our method in problems where traditional approaches either fail or exhibit high sample complexity to find a solution. We show that our method not only solves the problems that require both task and motion planning but also exhibits high data efficiency, which is currently one of the main limitations of reinforcement learning.