Exploration methods based on pseudo-count of transitions or curiosity of dynamics have achieved promising results in solving reinforcement learning with sparse rewards. However, such methods are usually sensitive to environmental dynamics-irrelevant information, e.g., white-noise. To handle such dynamics-irrelevant information, we propose a Dynamic Bottleneck (DB) model, which attains a dynamics-relevant representation based on the information-bottleneck principle. Based on the DB model, we further propose DB-bonus, which encourages the agent to explore state-action pairs with high information gain. We establish theoretical connections between the proposed DB-bonus, the upper confidence bound (UCB) for linear case, and the visiting count for tabular case. We evaluate the proposed method on Atari suits with dynamics-irrelevant noises. Our experiments show that exploration with DB bonus outperforms several state-of-the-art exploration methods in noisy environments.
Solving the Hamilton-Jacobi-Bellman equation is important in many domains including control, robotics and economics. Especially for continuous control, solving this differential equation and its extension the Hamilton-Jacobi-Isaacs equation, is important as it yields the optimal policy that achieves the maximum reward on a give task. In the case of the Hamilton-Jacobi-Isaacs equation, which includes an adversary controlling the environment and minimizing the reward, the obtained policy is also robust to perturbations of the dynamics. In this paper we propose continuous fitted value iteration (cFVI) and robust fitted value iteration (rFVI). These algorithms leverage the non-linear control-affine dynamics and separable state and action reward of many continuous control problems to derive the optimal policy and optimal adversary in closed form. This analytic expression simplifies the differential equations and enables us to solve for the optimal value function using value iteration for continuous actions and states as well as the adversarial case. Notably, the resulting algorithms do not require discretization of states or actions. We apply the resulting algorithms to the Furuta pendulum and cartpole. We show that both algorithms obtain the optimal policy. The robustness Sim2Real experiments on the physical systems show that the policies successfully achieve the task in the real-world. When changing the masses of the pendulum, we observe that robust value iteration is more robust compared to deep reinforcement learning algorithm and the non-robust version of the algorithm. Videos of the experiments are shown at https://sites.google.com/view/rfvi
The basis of many object manipulation algorithms is RGB-D input. Yet, commodity RGB-D sensors can only provide distorted depth maps for a wide range of transparent objects due light refraction and absorption. To tackle the perception challenges posed by transparent objects, we propose TranspareNet, a joint point cloud and depth completion method, with the ability to complete the depth of transparent objects in cluttered and complex scenes, even with partially filled fluid contents within the vessels. To address the shortcomings of existing transparent object data collection schemes in literature, we also propose an automated dataset creation workflow that consists of robot-controlled image collection and vision-based automatic annotation. Through this automated workflow, we created Toronto Transparent Objects Depth Dataset (TODD), which consists of nearly 15000 RGB-D images. Our experimental evaluation demonstrates that TranspareNet outperforms existing state-of-the-art depth completion methods on multiple datasets, including ClearGrasp, and that it also handles cluttered scenes when trained on TODD. Code and dataset will be released at https://www.pair.toronto.edu/TranspareNet/
Auditing trained deep learning (DL) models prior to deployment is vital in preventing unintended consequences. One of the biggest challenges in auditing is in understanding how we can obtain human-interpretable specifications that are directly useful to the end-user. We address this challenge through a sequence of semantically-aligned unit tests, where each unit test verifies whether a predefined specification (e.g., accuracy over 95%) is satisfied with respect to controlled and semantically aligned variations in the input space (e.g., in face recognition, the angle relative to the camera). We perform these unit tests by directly verifying the semantically aligned variations in an interpretable latent space of a generative model. Our framework, AuditAI, bridges the gap between interpretable formal verification and scalability. With evaluations on four different datasets, covering images of towers, chest X-rays, human faces, and ImageNet classes, we show how AuditAI allows us to obtain controlled variations for verification and certified training while addressing the limitations of verifying using only pixel-space perturbations. A blog post accompanying the paper is at this link https://developer.nvidia.com/blog/nvidia-research-auditing-ai-models-for-verified-deployment-under-semantic-specifications
Dexterous manipulation remains an open problem in robotics. To coordinate efforts of the research community towards tackling this problem, we propose a shared benchmark. We designed and built robotic platforms that are hosted at the MPI-IS and can be accessed remotely. Each platform consists of three robotic fingers that are capable of dexterous object manipulation. Users are able to control the platforms remotely by submitting code that is executed automatically, akin to a computational cluster. Using this setup, i) we host robotics competitions, where teams from anywhere in the world access our platforms to tackle challenging tasks, ii) we publish the datasets collected during these competitions (consisting of hundreds of robot hours), and iii) we give researchers access to these platforms for their own projects.
In this work, we study the problem of how to leverage instructional videos to facilitate the understanding of human decision-making processes, focusing on training a model with the ability to plan a goal-directed procedure from real-world videos. Learning structured and plannable state and action spaces directly from unstructured videos is the key technical challenge of our task. There are two problems: first, the appearance gap between the training and validation datasets could be large for unstructured videos; second, these gaps lead to decision errors that compound over the steps. We address these limitations with Planning Transformer (PlaTe), which has the advantage of circumventing the compounding prediction errors that occur with single-step models during long model-based rollouts. Our method simultaneously learns the latent state and action information of assigned tasks and the representations of the decision-making process from human demonstrations. Experiments conducted on real-world instructional videos and an interactive environment show that our method can achieve a better performance in reaching the indicated goal than previous algorithms. We also validated the possibility of applying procedural tasks on a UR-5 platform.
In this work, we consider the problem of sequence-to-sequence alignment for signals containing outliers. Assuming the absence of outliers, the standard Dynamic Time Warping (DTW) algorithm efficiently computes the optimal alignment between two (generally) variable-length sequences. While DTW is robust to temporal shifts and dilations of the signal, it fails to align sequences in a meaningful way in the presence of outliers that can be arbitrarily interspersed in the sequences. To address this problem, we introduce Drop-DTW, a novel algorithm that aligns the common signal between the sequences while automatically dropping the outlier elements from the matching. The entire procedure is implemented as a single dynamic program that is efficient and fully differentiable. In our experiments, we show that Drop-DTW is a robust similarity measure for sequence retrieval and demonstrate its effectiveness as a training loss on diverse applications. With Drop-DTW, we address temporal step localization on instructional videos, representation learning from noisy videos, and cross-modal representation learning for audio-visual retrieval and localization. In all applications, we take a weakly- or unsupervised approach and demonstrate state-of-the-art results under these settings.
We present a system for learning a challenging dexterous manipulation task involving moving a cube to an arbitrary 6-DoF pose with only 3-fingers trained with NVIDIA's IsaacGym simulator. We show empirical benefits, both in simulation and sim-to-real transfer, of using keypoints as opposed to position+quaternion representations for the object pose in 6-DoF for policy observations and in reward calculation to train a model-free reinforcement learning agent. By utilizing domain randomization strategies along with the keypoint representation of the pose of the manipulated object, we achieve a high success rate of 83% on a remote TriFinger system maintained by the organizers of the Real Robot Challenge. With the aim of assisting further research in learning in-hand manipulation, we make the codebase of our system, along with trained checkpoints that come with billions of steps of experience available, at https://s2r2-ig.github.io
Reinforcement learning (RL) in partially observable, fully cooperative multi-agent settings (Dec-POMDPs) can in principle be used to address many real-world challenges such as controlling a swarm of rescue robots or a synchronous team of quadcopters. However, Dec-POMDPs are significantly harder to solve than single-agent problems, with the former being NEXP-complete and the latter, MDPs, being just P-complete. Hence, current RL algorithms for Dec-POMDPs suffer from poor sample complexity, thereby reducing their applicability to practical problems where environment interaction is costly. Our key insight is that using just a polynomial number of samples, one can learn a centralized model that generalizes across different policies. We can then optimize the policy within the learned model instead of the true system, reducing the number of environment interactions. We also learn a centralized exploration policy within our model that learns to collect additional data in state-action regions with high model uncertainty. Finally, we empirically evaluate the proposed model-based algorithm, MARCO, in three cooperative communication tasks, where it improves sample efficiency by up to 20x.
Natural language provides an accessible and expressive interface to specify long-term tasks for robotic agents. However, non-experts are likely to specify such tasks with high-level instructions, which abstract over specific robot actions through several layers of abstraction. We propose that key to bridging this gap between language and robot actions over long execution horizons are persistent representations. We propose a persistent spatial semantic representation method, and show how it enables building an agent that performs hierarchical reasoning to effectively execute long-term tasks. We evaluate our approach on the ALFRED benchmark and achieve state-of-the-art results, despite completely avoiding the commonly used step-by-step instructions.