Can world knowledge learned by large language models (LLMs) be used to act in interactive environments? In this paper, we investigate the possibility of grounding high-level tasks, expressed in natural language (e.g. "make breakfast"), to a chosen set of actionable steps (e.g. "open fridge"). While prior work focused on learning from explicit step-by-step examples of how to act, we surprisingly find that if pre-trained LMs are large enough and prompted appropriately, they can effectively decompose high-level tasks into low-level plans without any further training. However, the plans produced naively by LLMs often cannot map precisely to admissible actions. We propose a procedure that conditions on existing demonstrations and semantically translates the plans to admissible actions. Our evaluation in the recent VirtualHome environment shows that the resulting method substantially improves executability over the LLM baseline. The conducted human evaluation reveals a trade-off between executability and correctness but shows a promising sign towards extracting actionable knowledge from language models. Website at https://huangwl18.github.io/language-planner
Continual learning (CL) is widely regarded as crucial challenge for lifelong AI. However, existing CL benchmarks, e.g. Permuted-MNIST and Split-CIFAR, make use of artificial temporal variation and do not align with or generalize to the real-world. In this paper, we introduce CLEAR, the first continual image classification benchmark dataset with a natural temporal evolution of visual concepts in the real world that spans a decade (2004-2014). We build CLEAR from existing large-scale image collections (YFCC100M) through a novel and scalable low-cost approach to visio-linguistic dataset curation. Our pipeline makes use of pretrained vision-language models (e.g. CLIP) to interactively build labeled datasets, which are further validated with crowd-sourcing to remove errors and even inappropriate images (hidden in original YFCC100M). The major strength of CLEAR over prior CL benchmarks is the smooth temporal evolution of visual concepts with real-world imagery, including both high-quality labeled data along with abundant unlabeled samples per time period for continual semi-supervised learning. We find that a simple unsupervised pre-training step can already boost state-of-the-art CL algorithms that only utilize fully-supervised data. Our analysis also reveals that mainstream CL evaluation protocols that train and test on iid data artificially inflate performance of CL system. To address this, we propose novel "streaming" protocols for CL that always test on the (near) future. Interestingly, streaming protocols (a) can simplify dataset curation since today's testset can be repurposed for tomorrow's trainset and (b) can produce more generalizable models with more accurate estimates of performance since all labeled data from each time-period is used for both training and testing (unlike classic iid train-test splits).
We propose a simple architecture for deep reinforcement learning by embedding inputs into a learned Fourier basis and show that it improves the sample efficiency of both state-based and image-based RL. We perform infinite-width analysis of our architecture using the Neural Tangent Kernel and theoretically show that tuning the initial variance of the Fourier basis is equivalent to functional regularization of the learned deep network. That is, these learned Fourier features allow for adjusting the degree to which networks underfit or overfit different frequencies in the training data, and hence provide a controlled mechanism to improve the stability and performance of RL optimization. Empirically, this allows us to prioritize learning low-frequency functions and speed up learning by reducing networks' susceptibility to noise in the optimization process, such as during Bellman updates. Experiments on standard state-based and image-based RL benchmarks show clear benefits of our architecture over the baselines. Website at https://alexanderli.com/learned-fourier-features
We exploit the complementary strengths of vision and proprioception to achieve point goal navigation in a legged robot. Legged systems are capable of traversing more complex terrain than wheeled robots, but to fully exploit this capability, we need the high-level path planner in the navigation system to be aware of the walking capabilities of the low-level locomotion policy on varying terrains. We achieve this by using proprioceptive feedback to estimate the safe operating limits of the walking policy, and to sense unexpected obstacles and terrain properties like smoothness or softness of the ground that may be missed by vision. The navigation system uses onboard cameras to generate an occupancy map and a corresponding cost map to reach the goal. The FMM (Fast Marching Method) planner then generates a target path. The velocity command generator takes this as input to generate the desired velocity for the locomotion policy using as input additional constraints, from the safety advisor, of unexpected obstacles and terrain determined speed limits. We show superior performance compared to wheeled robot (LoCoBot) baselines, and other baselines which have disjoint high-level planning and low-level control. We also show the real-world deployment of our system on a quadruped robot with onboard sensors and compute. Videos at https://navigation-locomotion.github.io/camera-ready
We consider the problem of spatial path planning. In contrast to the classical solutions which optimize a new plan from scratch and assume access to the full map with ground truth obstacle locations, we learn a planner from the data in a differentiable manner that allows us to leverage statistical regularities from past data. We propose Spatial Planning Transformers (SPT), which given an obstacle map learns to generate actions by planning over long-range spatial dependencies, unlike prior data-driven planners that propagate information locally via convolutional structure in an iterative manner. In the setting where the ground truth map is not known to the agent, we leverage pre-trained SPTs in an end-to-end framework that has the structure of mapper and planner built into it which allows seamless generalization to out-of-distribution maps and goals. SPTs outperform prior state-of-the-art differentiable planners across all the setups for both manipulation and navigation tasks, leading to an absolute improvement of 7-19%.
Common approaches for task-agnostic exploration learn tabula-rasa --the agent assumes isolated environments and no prior knowledge or experience. However, in the real world, agents learn in many environments and always come with prior experiences as they explore new ones. Exploration is a lifelong process. In this paper, we propose a paradigm change in the formulation and evaluation of task-agnostic exploration. In this setup, the agent first learns to explore across many environments without any extrinsic goal in a task-agnostic manner. Later on, the agent effectively transfers the learned exploration policy to better explore new environments when solving tasks. In this context, we evaluate several baseline exploration strategies and present a simple yet effective approach to learning task-agnostic exploration policies. Our key idea is that there are two components of exploration: (1) an agent-centric component encouraging exploration of unseen parts of the environment based on an agent's belief; (2) an environment-centric component encouraging exploration of inherently interesting objects. We show that our formulation is effective and provides the most consistent exploration across several training-testing environment pairs. We also introduce benchmarks and metrics for evaluating task-agnostic exploration strategies. The source code is available at https://github.com/sparisi/cbet/.
Dexterous manipulation of arbitrary objects, a fundamental daily task for humans, has been a grand challenge for autonomous robotic systems. Although data-driven approaches using reinforcement learning can develop specialist policies that discover behaviors to control a single object, they often exhibit poor generalization to unseen ones. In this work, we show that policies learned by existing reinforcement learning algorithms can in fact be generalist when combined with multi-task learning and a well-chosen object representation. We show that a single generalist policy can perform in-hand manipulation of over 100 geometrically-diverse real-world objects and generalize to new objects with unseen shape or size. Interestingly, we find that multi-task learning with object point cloud representations not only generalizes better but even outperforms the single-object specialist policies on both training as well as held-out test objects. Video results at https://huangwl18.github.io/geometry-dex
Despite the potential of reinforcement learning (RL) for building general-purpose robotic systems, training RL agents to solve robotics tasks still remains challenging due to the difficulty of exploration in purely continuous action spaces. Addressing this problem is an active area of research with the majority of focus on improving RL methods via better optimization or more efficient exploration. An alternate but important component to consider improving is the interface of the RL algorithm with the robot. In this work, we manually specify a library of robot action primitives (RAPS), parameterized with arguments that are learned by an RL policy. These parameterized primitives are expressive, simple to implement, enable efficient exploration and can be transferred across robots, tasks and environments. We perform a thorough empirical study across challenging tasks in three distinct domains with image input and a sparse terminal reward. We find that our simple change to the action interface substantially improves both the learning efficiency and task performance irrespective of the underlying RL algorithm, significantly outperforming prior methods which learn skills from offline expert data. Code and videos at https://mihdalal.github.io/raps/
Legged locomotion is commonly studied and expressed as a discrete set of gait patterns, like walk, trot, gallop, which are usually treated as given and pre-programmed in legged robots for efficient locomotion at different speeds. However, fixing a set of pre-programmed gaits limits the generality of locomotion. Recent animal motor studies show that these conventional gaits are only prevalent in ideal flat terrain conditions while real-world locomotion is unstructured and more like bouts of intermittent steps. What principles could lead to both structured and unstructured patterns across mammals and how to synthesize them in robots? In this work, we take an analysis-by-synthesis approach and learn to move by minimizing mechanical energy. We demonstrate that learning to minimize energy consumption plays a key role in the emergence of natural locomotion gaits at different speeds in real quadruped robots. The emergent gaits are structured in ideal terrains and look similar to that of horses and sheep. The same approach leads to unstructured gaits in rough terrains which is consistent with the findings in animal motor control. We validate our hypothesis in both simulation and real hardware across natural terrains. Videos at https://energy-locomotion.github.io
How can artificial agents learn to solve many diverse tasks in complex visual environments in the absence of any supervision? We decompose this question into two problems: discovering new goals and learning to reliably achieve them. We introduce Latent Explorer Achiever (LEXA), a unified solution to these that learns a world model from image inputs and uses it to train an explorer and an achiever policy from imagined rollouts. Unlike prior methods that explore by reaching previously visited states, the explorer plans to discover unseen surprising states through foresight, which are then used as diverse targets for the achiever to practice. After the unsupervised phase, LEXA solves tasks specified as goal images zero-shot without any additional learning. LEXA substantially outperforms previous approaches to unsupervised goal-reaching, both on prior benchmarks and on a new challenging benchmark with a total of 40 test tasks spanning across four standard robotic manipulation and locomotion domains. LEXA further achieves goals that require interacting with multiple objects in sequence. Finally, to demonstrate the scalability and generality of LEXA, we train a single general agent across four distinct environments. Code and videos at https://orybkin.github.io/lexa/