target block
SLAP: Shortcut Learning for Abstract Planning
Liu, Y. Isabel, Li, Bowen, Eysenbach, Benjamin, Silver, Tom
Long-horizon decision-making with sparse rewards and continuous states and actions remains a fundamental challenge in AI and robotics. Task and motion planning (TAMP) is a model-based framework that addresses this challenge by planning hierarchically with abstract actions (options). These options are manually defined, limiting the agent to behaviors that we as human engineers know how to program (pick, place, move). In this work, we propose Shortcut Learning for Abstract Planning (SLAP), a method that leverages existing TAMP options to automatically discover new ones. Our key idea is to use model-free reinforcement learning (RL) to learn shortcuts in the abstract planning graph induced by the existing options in TAMP. Without any additional assumptions or inputs, shortcut learning leads to shorter solutions than pure planning, and higher task success rates than flat and hierarchical RL. Qualitatively, SLAP discovers dynamic physical improvisations (e.g., slap, wiggle, wipe) that differ significantly from the manually-defined ones. In experiments in four simulated robotic environments, we show that SLAP solves and generalizes to a wide range of tasks, reducing overall plan lengths by over 50% and consistently outperforming planning and RL baselines.
Strategic Jenga Play via Graph Based Dynamics Modeling
Puthuveetil, Kavya, Zhang, Xinyi, Yokoyama, Kazuto, Narita, Tetsuya
-- Controlled manipulation of multiple objects whose dynamics are closely linked is a challenging problem within contact-rich manipulation, requiring an understanding of how the movement of one will impact the others. Using the Jenga game as a testbed to explore this problem, we graph-based modeling to tackle two different aspects of the task: 1) block selection and 2) block extraction. For block selection, we construct graphs of the Jenga tower and attempt to classify, based on the tower's structure, whether removing a given block will cause the tower to collapse. For block extraction, we train a dynamics model that predicts how all the blocks in the tower will move at each timestep in an extraction trajectory, which we then use in a sampling-based model predictive control loop to safely pull blocks out of the tower with a general-purpose parallel-jaw gripper . We train and evaluate our methods in simulation, demonstrating promising results towards block selection and block extraction on a challenging set of full-sized Jenga towers, even at advanced stages of the game.
SparseJEPA: Sparse Representation Learning of Joint Embedding Predictive Architectures
Joint Embedding Predictive Architectures (JEPA) have emerged as a powerful framework for learning general-purpose representations. However, these models often lack interpretability and suffer from inefficiencies due to dense embedding representations. We propose SparseJEPA, an extension that integrates sparse representation learning into the JEPA framework to enhance the quality of learned representations. SparseJEPA employs a penalty method that encourages latent space variables to be shared among data features with strong semantic relationships, while maintaining predictive performance. We demonstrate the effectiveness of SparseJEPA by training on the CIFAR-100 dataset and pre-training a lightweight Vision Transformer. The improved embeddings are utilized in linear-probe transfer learning for both image classification and low-level tasks, showcasing the architecture's versatility across different transfer tasks. Furthermore, we provide a theoretical proof that demonstrates that the grouping mechanism enhances representation quality. This was done by displaying that grouping reduces Multiinformation among latent-variables, including proofing the Data Processing Inequality for Multiinformation. Our results indicate that incorporating sparsity not only refines the latent space but also facilitates the learning of more meaningful and interpretable representations. In further work, hope to further extend this method by finding new ways to leverage the grouping mechanism through object-centric representation learning.
TRANSAGENT: An LLM-Based Multi-Agent System for Code Translation
Yuan, Zhiqiang, Chen, Weitong, Wang, Hanlin, Yu, Kai, Peng, Xin, Lou, Yiling
Code translation converts code from one programming language to another while maintaining its original functionality, which is crucial for software migration, system refactoring, and cross-platform development. Traditional rule-based methods rely on manually-written rules, which can be time-consuming and often result in less readable code. To overcome this, learning-based methods have been developed, leveraging parallel data to train models for automated code translation. More recently, the advance of Large Language Models (LLMs) further boosts learning-based code translation. Although promising, LLM-translated program still suffers from diverse quality issues (e.g., syntax errors and semantic errors). In particular, it can be challenging for LLMs to self-debug these errors when simply provided with the corresponding error messages. In this work, we propose a novel LLM-based multi-agent system TRANSAGENT, which enhances LLM-based code translation by fixing the syntax errors and semantic errors with the synergy between four LLM-based agents, including Initial Code Translator, Syntax Error Fixer, Code Aligner, and Semantic Error Fixer. The main insight of TRANSAGENT is to first localize the error code block in the target program based on the execution alignment between the target and source program, which can narrow down the fixing space and thus lower down the fixing difficulties. To evaluate TRANSAGENT, we first construct a new benchmark from recent programming tasks to mitigate the potential data leakage issue. On our benchmark, TRANSAGENT outperforms the latest LLM-based code translation technique UniTrans in both translation effectiveness and efficiency; additionally, our evaluation on different LLMs show the generalization of TRANSAGENT and our ablation study shows the contribution of each agent.
Learning to Singulate Objects in Packed Environments using a Dexterous Hand
Jiang, Hao, Wang, Yuhai, Zhou, Hanyang, Seita, Daniel
Robotic object singulation, where a robot must isolate, grasp, and retrieve a target object in a cluttered environment, is a fundamental challenge in robotic manipulation. This task is difficult due to occlusions and how other objects act as obstacles for manipulation. A robot must also reason about the effect of object-object interactions as it tries to singulate the target. Prior work has explored object singulation in scenarios where there is enough free space to perform relatively long pushes to separate objects, in contrast to when space is tight and objects have little separation from each other. In this paper, we propose the Singulating Objects in Packed Environments (SOPE) framework. We propose a novel method that involves a displacement-based state representation and a multi-phase reinforcement learning procedure that enables singulation using the 16-DOF Allegro Hand. We demonstrate extensive experiments in Isaac Gym simulation, showing the ability of our system to singulate a target object in clutter. We directly transfer the policy trained in simulation to the real world.
Structure-aware World Model for Probe Guidance via Large-scale Self-supervised Pre-train
Jiang, Haojun, Li, Meng, Sun, Zhenguo, Jia, Ning, Sun, Yu, Luo, Shaqi, Song, Shiji, Huang, Gao
The complex structure of the heart leads to significant challenges in echocardiography, especially in acquisition cardiac ultrasound images. Successful echocardiography requires a thorough understanding of the structures on the two-dimensional plane and the spatial relationships between planes in three-dimensional space. In this paper, we innovatively propose a large-scale self-supervised pre-training method to acquire a cardiac structure-aware world model. The core innovation lies in constructing a self-supervised task that requires structural inference by predicting masked structures on a 2D plane and imagining another plane based on pose transformation in 3D space. To support large-scale pre-training, we collected over 1.36 million echocardiograms from ten standard views, along with their 3D spatial poses. In the downstream probe guidance task, we demonstrate that our pre-trained model consistently reduces guidance errors across the ten most common standard views on the test set with 0.29 million samples from 74 routine clinical scans, indicating that structure-aware pre-training benefits the scanning.
Abstract-to-Executable Trajectory Translation for One-Shot Task Generalization
Tao, Stone, Li, Xiaochen, Mu, Tongzhou, Huang, Zhiao, Qin, Yuzhe, Su, Hao
Training long-horizon robotic policies in complex physical environments is essential for many applications, such as robotic manipulation. However, learning a policy that can generalize to unseen tasks is challenging. In this work, we propose to achieve one-shot task generalization by decoupling plan generation and plan execution. Specifically, our method solves complex long-horizon tasks in three steps: build a paired abstract environment by simplifying geometry and physics, generate abstract trajectories, and solve the original task by an abstract-to-executable trajectory translator. In the abstract environment, complex dynamics such as physical manipulation are removed, making abstract trajectories easier to generate. However, this introduces a large domain gap between abstract trajectories and the actual executed trajectories as abstract trajectories lack low-level details and are not aligned frame-to-frame with the executed trajectory. In a manner reminiscent of language translation, our approach leverages a seq-to-seq model to overcome the large domain gap between the abstract and executable trajectories, enabling the low-level policy to follow the abstract trajectory. Experimental results on various unseen long-horizon tasks with different robot embodiments demonstrate the practicability of our methods to achieve one-shot task generalization.
Self-Supervised Learning from Images with a Joint-Embedding Predictive Architecture
Assran, Mahmoud, Duval, Quentin, Misra, Ishan, Bojanowski, Piotr, Vincent, Pascal, Rabbat, Michael, LeCun, Yann, Ballas, Nicolas
This paper demonstrates an approach for learning highly semantic image representations without relying on hand-crafted data-augmentations. We introduce the Image-based Joint-Embedding Predictive Architecture (I-JEPA), a non-generative approach for self-supervised learning from images. The idea behind I-JEPA is simple: from a single context block, predict the representations of various target blocks in the same image. A core design choice to guide I-JEPA towards producing semantic representations is the masking strategy; specifically, it is crucial to (a) sample target blocks with sufficiently large scale (semantic), and to (b) use a sufficiently informative (spatially distributed) context block. Empirically, when combined with Vision Transformers, we find I-JEPA to be highly scalable. For instance, we train a ViT-Huge/14 on ImageNet using 16 A100 GPUs in under 72 hours to achieve strong downstream performance across a wide range of tasks, from linear classification to object counting and depth prediction.
Robot Sound Interpretation: Learning Visual-Audio Representations for Voice-Controlled Robots
Chang, Peixin, Liu, Shuijing, Driggs-Campbell, Katherine
Inspired by sensorimotor theory, we propose a novel pipeline for voice-controlled robots. Previous work relies on explicit labels of sounds and images as well as extrinsic reward functions. Not only do such approaches have little resemblance to human sensorimotor development, but also require hand-tuning rewards and extensive human labor. To address these problems, we learn a representation that associates images and sound commands with minimal supervision. Using this representation, we generate an intrinsic reward function to learn robotic tasks with reinforcement learning. We demonstrate our approach on three robot platforms, a TurtleBot3, a Kuka-IIWA arm, and a Kinova Gen3 robot, which hear a command word, identify the associated target object, and perform precise control to approach the target. We show that our method outperforms previous work across various sound types and robotic tasks empirically. We successfully deploy the policy learned in simulator to a real-world Kinova Gen3.
Object-oriented state editing for HRL
Bapst, Victor, Sanchez-Gonzalez, Alvaro, Shams, Omar, Stachenfeld, Kimberly, Battaglia, Peter W., Singh, Satinder, Hamrick, Jessica B.
We introduce agents that use object-oriented reasoning to consider alternate states of the world in order to more quickly find solutions to problems. Specifically, a hierarchical controller directs a low-level agent to behave as if objects in the scene were added, deleted, or modified. The actions taken by the controller are defined over a graph-based representation of the scene, with actions corresponding to adding, deleting, or editing the nodes of a graph. We present preliminary results on three environments, demonstrating that our approach can achieve similar levels of reward as non-hierarchical agents, but with better data efficiency.