Deep learning-based grasp prediction models have become an industry standard for robotic bin-picking systems. To maximize pick success, production environments are often equipped with several end-effector tools that can be swapped on-the-fly, based on the target object. Tool-change, however, takes time. Choosing the order of grasps to perform, and corresponding tool-change actions, can improve system throughput; this is the topic of our work. The main challenge in planning tool change is uncertainty - we typically cannot see objects in the bin that are currently occluded. Inspired by queuing and admission control problems, we model the problem as a Markov Decision Process (MDP), where the goal is to maximize expected throughput, and we pursue an approximate solution based on model predictive control, where at each time step we plan based only on the currently visible objects. Special to our method is the idea of void zones, which are geometrical boundaries in which an unknown object will be present, and therefore cannot be accounted for during planning. Our planning problem can be solved using integer linear programming (ILP). However, we find that an approximate solution based on sparse tree search yields near optimal performance at a fraction of the time. Another question that we explore is how to measure the performance of tool-change planning: we find that throughput alone can fail to capture delicate and smooth behavior, and propose a principled alternative. Finally, we demonstrate our algorithms on both synthetic and real world bin picking tasks.
Reinforcement learning (RL) has demonstrated great potential, but is currently full of overhyping and pipe dreams. We point to some difficulties with current research which we feel are endemic to the direction taken by the community. To us, the current direction is not likely to lead to "deployable" RL: RL that works in practice and can work in practical situations yet still is economically viable. We also propose a potential fix to some of the difficulties of the field.
We formulate learning for control as an $\textit{inverse problem}$ -- inverting a dynamical system to give the actions which yield desired behavior. The key challenge in this formulation is a $\textit{distribution shift}$ -- the learning agent only observes the forward mapping (its actions' consequences) on trajectories that it can execute, yet must learn the inverse mapping for inputs-outputs that correspond to a different, desired behavior. We propose a general recipe for inverse problems with a distribution shift that we term $\textit{iterative inversion}$ -- learn the inverse mapping under the current input distribution (policy), then use it on the desired output samples to obtain new inputs, and repeat. As we show, iterative inversion can converge to the desired inverse mapping, but under rather strict conditions on the mapping itself. We next apply iterative inversion to learn control. Our input is a set of demonstrations of desired behavior, given as video embeddings of trajectories, and our method iteratively learns to imitate trajectories generated by the current policy, perturbed by random exploration noise. We find that constantly adding the demonstrated trajectory embeddings $\textit{as input}$ to the policy when generating trajectories to imitate, a-la iterative inversion, steers the learning towards the desired trajectory distribution. To the best of our knowledge, this is the first exploration of learning control from the viewpoint of inverse problems, and our main advantage is simplicity -- we do not require rewards, and only employ supervised learning, which easily scales to state-of-the-art trajectory embedding techniques and policy representations. With a VQ-VAE embedding, and a transformer-based policy, we demonstrate non-trivial continuous control on several tasks. We also report improved performance on imitating diverse behaviors compared to reward based methods.
In meta reinforcement learning (meta RL), an agent learns from a set of training tasks how to quickly solve a new task, drawn from the same task distribution. The optimal meta RL policy, a.k.a. the Bayes-optimal behavior, is well defined, and guarantees optimal reward in expectation, taken with respect to the task distribution. The question we explore in this work is how many training tasks are required to guarantee approximately optimal behavior with high probability. Recent work provided the first such PAC analysis for a model-free setting, where a history-dependent policy was learned from the training tasks. In this work, we propose a different approach: directly learn the task distribution, using density estimation techniques, and then train a policy on the learned task distribution. We show that our approach leads to bounds that depend on the dimension of the task distribution. In particular, in settings where the task distribution lies in a low-dimensional manifold, we extend our analysis to use dimensionality reduction techniques and account for such structure, obtaining significantly better bounds than previous work, which strictly depend on the number of states and actions. The key of our approach is the regularization implied by the kernel density estimation method. We further demonstrate that this regularization is useful in practice, when `plugged in' the state-of-the-art VariBAD meta RL algorithm.
We propose a new representation of visual data that disentangles object position from appearance. Our method, termed Deep Latent Particles (DLP), decomposes the visual input into low-dimensional latent ``particles'', where each particle is described by its spatial location and features of its surrounding region. To drive learning of such representations, we follow a VAE-based approach and introduce a prior for particle positions based on a spatial-softmax architecture, and a modification of the evidence lower bound loss inspired by the Chamfer distance between particles. We demonstrate that our DLP representations are useful for downstream tasks such as unsupervised keypoint (KP) detection, image manipulation, and video prediction for scenes composed of multiple dynamic objects. In addition, we show that our probabilistic interpretation of the problem naturally provides uncertainty estimates for particle locations, which can be used for model selection, among other tasks. Videos and code are available: https://taldatech.github.io/deep-latent-particles-web/
A practical approach to learning robot skills, often termed sim2real, is to train control policies in simulation and then deploy them on a real robot. Popular techniques to improve the sim2real transfer build on domain randomization (DR): Training the policy on a diverse set of randomly generated domains with the hope of better generalization to the real world. Due to the large number of hyper-parameters in both the policy learning and DR algorithms, one often ends up with a large number of trained models, where choosing the best model among them demands costly evaluation on the real robot. In this work we ask: Can we rank the policies without running them in the real world? Our main idea is that a predefined set of real world data can be used to evaluate all policies, using out-of-distribution detection (OOD) techniques. In a sense, this approach can be seen as a "unit test" to evaluate policies before any real world execution. However, we find that by itself, the OOD score can be inaccurate and very sensitive to the particular OOD method. Our main contribution is a simple-yet-effective policy score that combines OOD with an evaluation in simulation. We show that our score - VSDR - can significantly improve the accuracy of policy ranking without requiring additional real world data. We evaluate the effectiveness of VSDR on sim2real transfer in a robotic grasping task with image inputs. We extensively evaluate different DR parameters and OOD methods, and show that VSDR improves policy selection across the board. More importantly, our method achieves significantly better ranking, and uses significantly less data compared to baselines.
In the Bayesian reinforcement learning (RL) setting, a prior distribution over the unknown problem parameters -- the rewards and transitions -- is assumed, and a policy that optimizes the (posterior) expected return is sought. A common approximation, which has been recently popularized as meta-RL, is to train the agent on a sample of $N$ problem instances from the prior, with the hope that for large enough $N$, good generalization behavior to an unseen test instance will be obtained. In this work, we study generalization in Bayesian RL under the probably approximately correct (PAC) framework, using the method of algorithmic stability. Our main contribution is showing that by adding regularization, the optimal policy becomes stable in an appropriate sense. Most stability results in the literature build on strong convexity of the regularized loss -- an approach that is not suitable for RL as Markov decision processes (MDPs) are not convex. Instead, building on recent results of fast convergence rates for mirror descent in regularized MDPs, we show that regularized MDPs satisfy a certain quadratic growth criterion, which is sufficient to establish stability. This result, which may be of independent interest, allows us to study the effect of regularization on generalization in the Bayesian RL setting.
A practical approach to robot reinforcement learning is to first collect a large batch of real or simulated robot interaction data, using some data collection policy, and then learn from this data to perform various tasks, using offline learning algorithms. Previous work focused on manually designing the data collection policy, and on tasks where suitable policies can easily be designed, such as random picking policies for collecting data about object grasping. For more complex tasks, however, it may be difficult to find a data collection policy that explores the environment effectively, and produces data that is diverse enough for the downstream task. In this work, we propose that data collection policies should actively explore the environment to collect diverse data. In particular, we develop a simple-yet-effective goal-conditioned reinforcement-learning method that actively focuses data collection on novel observations, thereby collecting a diverse data-set. We evaluate our method on simulated robot manipulation tasks with visual inputs and show that the improved diversity of active data collection leads to significant improvements in the downstream learning tasks.
Robotic tasks such as manipulation with visual inputs require image features that capture the physical properties of the scene, e.g., the position and configuration of objects. Recently, it has been suggested to learn such features in an unsupervised manner from simulated, self-supervised, robot interaction; the idea being that high-level physical properties are well captured by modern physical simulators, and their representation from visual inputs may transfer well to the real world. In particular, learning methods based on noise contrastive estimation have shown promising results. To robustify the simulation-to-real transfer, domain randomization (DR) was suggested for learning features that are invariant to irrelevant visual properties such as textures or lighting. In this work, however, we show that a naive application of DR to unsupervised learning based on contrastive estimation does not promote invariance, as the loss function maximizes mutual information between the features and both the relevant and irrelevant visual properties. We propose a simple modification of the contrastive loss to fix this, exploiting the fact that we can control the simulated randomization of visual properties. Our approach learns physical features that are significantly more robust to visual domain variation, as we demonstrate using both rigid and non-rigid objects.