Scaling model-based inverse reinforcement learning (IRL) to real robotic manipulation tasks with unknown dynamics remains an open problem. The key challenges lie in learning good dynamics models, developing algorithms that scale to high-dimensional state-spaces and being able to learn from both visual and proprioceptive demonstrations. In this work, we present a gradient-based inverse reinforcement learning framework that utilizes a pre-trained visual dynamics model to learn cost functions when given only visual human demonstrations. The learned cost functions are then used to reproduce the demonstrated behavior via visual model predictive control. We evaluate our framework on hardware on two basic object manipulation tasks.
Reinforcement learning (RL) in real-world safety-critical target settings like urban driving is hazardous, imperiling the RL agent, other agents, and the environment. To overcome this difficulty, we propose a "safety-critical adaptation" task setting: an agent first trains in non-safety-critical "source" environments such as in a simulator, before it adapts to the target environment where failures carry heavy costs. We propose a solution approach, CARL, that builds on the intuition that prior experience in diverse environments equips an agent to estimate risk, which in turn enables relative safety through risk-averse, cautious adaptation. CARL first employs model-based RL to train a probabilistic model to capture uncertainty about transition dynamics and catastrophic states across varied source environments. Then, when exploring a new safety-critical environment with unknown dynamics, the CARL agent plans to avoid actions that could lead to catastrophic states. In experiments on car driving, cartpole balancing, half-cheetah locomotion, and robotic object manipulation, CARL successfully acquires cautious exploration behaviors, yielding higher rewards with fewer failures than strong RL adaptation baselines. Website at https://sites.google.com/berkeley.edu/carl.
The ability to predict and plan into the future is fundamental for agents acting in the world. To reach a faraway goal, we predict trajectories at multiple timescales, first devising a coarse plan towards the goal and then gradually filling in details. In contrast, current learning approaches for visual prediction and planning fail on long-horizon tasks as they generate predictions (1) without considering goal information, and (2) at the finest temporal resolution, one step at a time. In this work we propose a framework for visual prediction and planning that is able to overcome both of these limitations. First, we formulate the problem of predicting towards a goal and propose the corresponding class of latent space goal-conditioned predictors (GCPs). GCPs significantly improve planning efficiency by constraining the search space to only those trajectories that reach the goal. Further, we show how GCPs can be naturally formulated as hierarchical models that, given two observations, predict an observation between them, and by recursively subdividing each part of the trajectory generate complete sequences. This divide-and-conquer strategy is effective at long-term prediction, and enables us to design an effective hierarchical planning algorithm that optimizes trajectories in a coarse-to-fine manner. We show that by using both goal-conditioning and hierarchical prediction, GCPs enable us to solve visual planning tasks with much longer horizon than previously possible.
Despite decades of research, general purpose in-hand manipulation remains one of the unsolved challenges of robotics. One of the contributing factors that limit current robotic manipulation systems is the difficulty of precisely sensing contact forces -- sensing and reasoning about contact forces are crucial to accurately control interactions with the environment. As a step towards enabling better robotic manipulation, we introduce DIGIT, an inexpensive, compact, and high-resolution tactile sensor geared towards in-hand manipulation. DIGIT improves upon past vision-based tactile sensors by miniaturizing the form factor to be mountable on multi-fingered hands, and by providing several design improvements that result in an easier, more repeatable manufacturing process, and enhanced reliability. We demonstrate the capabilities of the DIGIT sensor by training deep neural network model-based controllers to manipulate glass marbles in-hand with a multi-finger robotic hand. To provide the robotic community access to reliable and low-cost tactile sensors, we open-source the DIGIT design at https://digit.ml/.
Embodied computer vision considers perception for robots in general, unstructured environments. Of particular importance is the embodied visual exploration problem: how might a robot equipped with a camera scope out a new environment? Despite the progress thus far, many basic questions pertinent to this problem remain unanswered: (i) What does it mean for an agent to explore its environment well? (ii) Which methods work well, and under which assumptions and environmental settings? (iii) Where do current approaches fall short, and where might future work seek to improve? Seeking answers to these questions, we perform a thorough empirical study of four state-of-the-art paradigms on two photorealistic simulated 3D environments. We present a taxonomy of key exploration methods and a standard framework for benchmarking visual exploration algorithms. Our experimental results offer insights, and suggest new performance metrics and baselines for future work in visual exploration.
Existing approaches for visuomotor robotic control typically require characterizing the robot in advance by calibrating the camera or performing system identification. We propose MAVRIC, an approach that works with minimal prior knowledge of the robot's morphology, and requires only a camera view containing the robot and its environment and an unknown control interface. MAVRIC revolves around a mutual information-based method for self-recognition, which discovers visual "control points" on the robot body within a few seconds of exploratory interaction, and these control points in turn are then used for visual servoing. MAVRIC can control robots with imprecise actuation, no proprioceptive feedback, unknown morphologies including novel tools, unknown camera poses, and even unsteady handheld cameras. We demonstrate our method on visually-guided 3D point reaching, trajectory following, and robot-to-robot imitation.
All living organisms struggle against the forces of nature to carve out niches where they can maintain homeostasis. We propose that such a search for order amidst chaos might offer a unifying principle for the emergence of useful behaviors in artificial agents. We formalize this idea into an unsupervised reinforcement learning method called surprise minimizing RL (SMiRL). SMiRL trains an agent with the objective of maximizing the probability of observed states under a model trained on previously seen states. The resulting agents can acquire proactive behaviors that seek out and maintain stable conditions, such as balancing and damage avoidance, that are closely tied to an environment's prevailing sources of entropy, such as wind, earthquakes, and other agents. We demonstrate that our surprise minimizing agents can successfully play Tetris, Doom, control a humanoid to avoid falls and navigate to escape enemy agents, without any task-specific reward supervision. We further show that SMiRL can be used together with a standard task reward to accelerate reward-driven learning.
Standard computer vision systems assume access to intelligently captured inputs (e.g., photos from a human photographer), yet autonomously capturing good observations is a major challenge in itself. We address the problem of learning to look around: how can an agent learn to acquire informative visual observations? We propose a reinforcement learning solution, where the agent is rewarded for reducing its uncertainty about the unobserved portions of its environment. Specifically, the agent is trained to select a short sequence of glimpses after which it must infer the appearance of its full environment. To address the challenge of sparse rewards, we further introduce sidekick policy learning, which exploits the asymmetry in observability between training and test time. The proposed methods learn observation policies that not only perform the completion task for which they are trained, but also generalize to exhibit useful "look-around" behavior for a range of active perception tasks.
Behavioral cloning reduces policy learning to supervised learning by training a discriminative model to predict expert actions given observations. Such discriminative models are non-causal: the training procedure is unaware of the causal structure of the interaction between the expert and the environment. We point out that ignoring causality is particularly damaging because of the distributional shift in imitation learning. In particular, it leads to a counter-intuitive "causal confusion" phenomenon: access to more information can yield worse performance. We investigate how this problem arises, and propose a solution to combat it through targeted interventions---either environment interaction or expert queries---to determine the correct causal model. We show that causal confusion occurs in several benchmark control domains as well as realistic driving settings, and validate our solution against DAgger and other baselines and ablations.
Standardized evaluation measures have aided in the progress of machine learning approaches in disciplines such as computer vision and machine translation. In this paper, we make the case that robotic learning would also benefit from benchmarking, and present the "REPLAB" platform for benchmarking vision-based manipulation tasks. REPLAB is a reproducible and self-contained hardware stack (robot arm, camera, and workspace) that costs about 2000 USD, occupies a cuboid of size 70x40x60 cm, and permits full assembly within a few hours. Through this low-cost, compact design, REPLAB aims to drive wide participation by lowering the barrier to entry into robotics and to enable easy scaling to many robots. We envision REPLAB as a framework for reproducible research across manipulation tasks, and as a step in this direction, we define a template for a grasping benchmark consisting of a task definition, evaluation protocol, performance measures, and a dataset of 92k grasp attempts. We implement, evaluate, and analyze several previously proposed grasping approaches to establish baselines for this benchmark. Finally, we also implement and evaluate a deep reinforcement learning approach for 3D reaching tasks on our REPLAB platform. Project page with assembly instructions, code, and videos: https://goo.gl/5F9dP4.