Assistive robot arms enable people with disabilities to conduct everyday tasks on their own. These arms are dexterous and high-dimensional; however, the interfaces people must use to control their robots are low-dimensional. Consider teleoperating a 7-DoF robot arm with a 2-DoF joystick. The robot is helping you eat dinner, and currently you want to cut a piece of tofu. Today's robots assume a pre-defined mapping between joystick inputs and robot actions: in one mode the joystick controls the robot's motion in the x-y plane, in another mode the joystick controls the robot's z-yaw motion, and so on. But this mapping misses out on the task you are trying to perform! Ideally, one joystick axis should control how the robot stabs the tofu and the other axis should control different cutting motions. Our insight is that we can achieve intuitive, user-friendly control of assistive robots by embedding the robot's high-dimensional actions into low-dimensional and human-controllable latent actions. We divide this process into three parts. First, we explore models for learning latent actions from offline task demonstrations, and formalize the properties that latent actions should satisfy. Next, we combine learned latent actions with autonomous robot assistance to help the user reach and maintain their high-level goals. Finally, we learn a personalized alignment model between joystick inputs and latent actions. We evaluate our resulting approach in four user studies where non-disabled participants reach marshmallows, cook apple pie, cut tofu, and assemble dessert. We then test our approach with two disabled adults who leverage assistive devices on a daily basis.
Tool use requires reasoning about the fit between an object's affordances and the demands of a task. Visual affordance learning can benefit from goal-directed interaction experience, but current techniques rely on human labels or expert demonstrations to generate this data. In this paper, we describe a method that grounds affordances in physical interactions instead, thus removing the need for human labels or expert policies. We use an efficient sampling-based method to generate successful trajectories that provide contact data, which are then used to reveal affordance representations. Our framework, GIFT, operates in two phases: first, we discover visual affordances from goal-directed interaction with a set of procedurally generated tools; second, we train a model to predict new instances of the discovered affordances on novel tools in a self-supervised fashion. In our experiments, we show that GIFT can leverage a sparse keypoint representation to predict grasp and interaction points to accommodate multiple tasks, such as hooking, reaching, and hammering. GIFT outperforms baselines on all tasks and matches a human oracle on two of three tasks using novel tools.
Effective control and prediction of dynamical systems often require appropriate handling of continuous-time and discrete, event-triggered processes. Stochastic hybrid systems (SHSs), common across engineering domains, provide a formalism for dynamical systems subject to discrete, possibly stochastic, state jumps and multi-modal continuous-time flows. Despite the versatility and importance of SHSs across applications, a general procedure for the explicit learning of both discrete events and multi-mode continuous dynamics remains an open problem. This work introduces Neural Hybrid Automata (NHAs), a recipe for learning SHS dynamics without a priori knowledge on the number of modes and inter-modal transition dynamics. NHAs provide a systematic inference method based on normalizing flows, neural differential equations and self-supervision. We showcase NHAs on several tasks, including mode recovery and flow learning in systems with stochastic transitions, and end-to-end learning of hierarchical robot controllers.
Reinforcement Learning in large action spaces is a challenging problem. Cooperative multi-agent reinforcement learning (MARL) exacerbates matters by imposing various constraints on communication and observability. In this work, we consider the fundamental hurdle affecting both value-based and policy-gradient approaches: an exponential blowup of the action space with the number of agents. For value-based methods, it poses challenges in accurately representing the optimal value function. For policy gradient methods, it makes training the critic difficult and exacerbates the problem of the lagging critic. We show that from a learning theory perspective, both problems can be addressed by accurately representing the associated action-value function with a low-complexity hypothesis class. This requires accurately modelling the agent interactions in a sample efficient way. To this end, we propose a novel tensorised formulation of the Bellman equation. This gives rise to our method Tesseract, which views the Q-function as a tensor whose modes correspond to the action spaces of different agents. Algorithms derived from Tesseract decompose the Q-tensor across agents and utilise low-rank tensor approximations to model agent interactions relevant to the task. We provide PAC analysis for Tesseract-based algorithms and highlight their relevance to the class of rich observation MDPs. Empirical results in different domains confirm Tesseract's gains in sample efficiency predicted by the theory.
Robotic cutting of soft materials is critical for applications such as food processing, household automation, and surgical manipulation. As in other areas of robotics, simulators can facilitate controller verification, policy learning, and dataset generation. Moreover, differentiable simulators can enable gradient-based optimization, which is invaluable for calibrating simulation parameters and optimizing controllers. In this work, we present DiSECt: the first differentiable simulator for cutting soft materials. The simulator augments the finite element method (FEM) with a continuous contact model based on signed distance fields (SDF), as well as a continuous damage model that inserts springs on opposite sides of the cutting plane and allows them to weaken until zero stiffness, enabling crack formation. Through various experiments, we evaluate the performance of the simulator. We first show that the simulator can be calibrated to match resultant forces and deformation fields from a state-of-the-art commercial solver and real-world cutting datasets, with generality across cutting velocities and object instances. We then show that Bayesian inference can be performed efficiently by leveraging the differentiability of the simulator, estimating posteriors over hundreds of parameters in a fraction of the time of derivative-free methods. Finally, we illustrate that control parameters in the simulation can be optimized to minimize cutting forces via lateral slicing motions. We publish videos and additional results on our project website at https://diff-cutting-sim.github.io.
When transferring a control policy from simulation to a physical system, the policy needs to be robust to variations in the dynamics to perform well. Commonly, the optimal policy overfits to the approximate model and the corresponding state-distribution, often resulting in failure to trasnfer underlying distributional shifts. In this paper, we present Robust Fitted Value Iteration, which uses dynamic programming to compute the optimal value function on the compact state domain and incorporates adversarial perturbations of the system dynamics. The adversarial perturbations encourage a optimal policy that is robust to changes in the dynamics. Utilizing the continuous-time perspective of reinforcement learning, we derive the optimal perturbations for the states, actions, observations and model parameters in closed-form. Notably, the resulting algorithm does not require discretization of states or actions. Therefore, the optimal adversarial perturbations can be efficiently incorporated in the min-max value function update. We apply the resulting algorithm to the physical Furuta pendulum and cartpole. By changing the masses of the systems we evaluate the quantitative and qualitative performance across different model parameters. We show 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
In real-world multiagent systems, agents with different capabilities may join or leave without altering the team's overarching goals. Coordinating teams with such dynamic composition is challenging: the optimal team strategy varies with the composition. We propose COPA, a coach-player framework to tackle this problem. We assume the coach has a global view of the environment and coordinates the players, who only have partial views, by distributing individual strategies. Specifically, we 1) adopt the attention mechanism for both the coach and the players; 2) propose a variational objective to regularize learning; and 3) design an adaptive communication method to let the coach decide when to communicate with the players. We validate our methods on a resource collection task, a rescue game, and the StarCraft micromanagement tasks. We demonstrate zero-shot generalization to new team compositions. Our method achieves comparable or better performance than the setting where all players have a full view of the environment. Moreover, we see that the performance remains high even when the coach communicates as little as 13% of the time using the adaptive communication strategy.
One principled approach for provably efficient exploration is incorporating the upper confidence bound (UCB) into the value function as a bonus. However, UCB is specified to deal with linear and tabular settings and is incompatible with Deep Reinforcement Learning (DRL). In this paper, we propose a principled exploration method for DRL through Optimistic Bootstrapping and Backward Induction (OB2I). OB2I constructs a general-purpose UCB-bonus through non-parametric bootstrap in DRL. The UCB-bonus estimates the epistemic uncertainty of state-action pairs for optimistic exploration. We build theoretical connections between the proposed UCB-bonus and the LSVI-UCB in a linear setting. We propagate future uncertainty in a time-consistent manner through episodic backward update, which exploits the theoretical advantage and empirically improves the sample-efficiency. Our experiments in the MNIST maze and Atari suite suggest that OB2I outperforms several state-of-the-art exploration approaches.