We investigate the use of prior knowledge of human and animal movement to learn reusable locomotion skills for real legged robots. Our approach builds upon previous work on imitating human or dog Motion Capture (MoCap) data to learn a movement skill module. Once learned, this skill module can be reused for complex downstream tasks. Importantly, due to the prior imposed by the MoCap data, our approach does not require extensive reward engineering to produce sensible and natural looking behavior at the time of reuse. This makes it easy to create well-regularized, task-oriented controllers that are suitable for deployment on real robots. We demonstrate how our skill module can be used for imitation, and train controllable walking and ball dribbling policies for both the ANYmal quadruped and OP3 humanoid. These policies are then deployed on hardware via zero-shot simulation-to-reality transfer. Accompanying videos are available at https://bit.ly/robot-npmp.
Most deep reinforcement learning (RL) algorithms distill experience into parametric behavior policies or value functions via gradient updates. While effective, this approach has several disadvantages: (1) it is computationally expensive, (2) it can take many updates to integrate experiences into the parametric model, (3) experiences that are not fully integrated do not appropriately influence the agent's behavior, and (4) behavior is limited by the capacity of the model. In this paper we explore an alternative paradigm in which we train a network to map a dataset of past experiences to optimal behavior. Specifically, we augment an RL agent with a retrieval process (parameterized as a neural network) that has direct access to a dataset of experiences. This dataset can come from the agent's past experiences, expert demonstrations, or any other relevant source. The retrieval process is trained to retrieve information from the dataset that may be useful in the current context, to help the agent achieve its goal faster and more efficiently. We integrate our method into two different RL agents: an offline DQN agent and an online R2D2 agent. In offline multi-task problems, we show that the retrieval-augmented DQN agent avoids task interference and learns faster than the baseline DQN agent. On Atari, we show that retrieval-augmented R2D2 learns significantly faster than the baseline R2D2 agent and achieves higher scores. We run extensive ablations to measure the contributions of the components of our proposed method.
Learning in strategy games (e.g. StarCraft, poker) requires the discovery of diverse policies. This is often achieved by iteratively training new policies against existing ones, growing a policy population that is robust to exploit. This iterative approach suffers from two issues in real-world games: a) under finite budget, approximate best-response operators at each iteration needs truncating, resulting in under-trained good-responses populating the population; b) repeated learning of basic skills at each iteration is wasteful and becomes intractable in the presence of increasingly strong opponents. In this work, we propose Neural Population Learning (NeuPL) as a solution to both issues. NeuPL offers convergence guarantees to a population of best-responses under mild assumptions. By representing a population of policies within a single conditional model, NeuPL enables transfer learning across policies. Empirically, we show the generality, improved performance and efficiency of NeuPL across several test domains. Most interestingly, we show that novel strategies become more accessible, not less, as the neural population expands.
For robots operating in the real world, it is desirable to learn reusable behaviours that can effectively be transferred and adapted to numerous tasks and scenarios. We propose an approach to learn abstract motor skills from data using a hierarchical mixture latent variable model. In contrast to existing work, our method exploits a three-level hierarchy of both discrete and continuous latent variables, to capture a set of high-level behaviours while allowing for variance in how they are executed. We demonstrate in manipulation domains that the method can effectively cluster offline data into distinct, executable behaviours, while retaining the flexibility of a continuous latent variable model. The resulting skills can be transferred and fine-tuned on new tasks, unseen objects, and from state to vision-based policies, yielding better sample efficiency and asymptotic performance compared to existing skill- and imitation-based methods. We further analyse how and when the skills are most beneficial: they encourage directed exploration to cover large regions of the state space relevant to the task, making them most effective in challenging sparse-reward settings.
Dynamic quadruped locomotion over challenging terrains with precise foot placements is a hard problem for both optimal control methods and Reinforcement Learning (RL). Non-linear solvers can produce coordinated constraint satisfying motions, but often take too long to converge for online application. RL methods can learn dynamic reactive controllers but require carefully tuned shaping rewards to produce good gaits and can have trouble discovering precise coordinated movements. Imitation learning circumvents this problem and has been used with motion capture data to extract quadruped gaits for flat terrains. However, it would be costly to acquire motion capture data for a very large variety of terrains with height differences. In this work, we combine the advantages of trajectory optimization and learning methods and show that terrain adaptive controllers can be obtained by training policies to imitate trajectories that have been planned over procedural terrains by a non-linear solver. We show that the learned policies transfer to unseen terrains and can be fine-tuned to dynamically traverse challenging terrains that require precise foot placements and are very hard to solve with standard RL.
Reinforcement learning (RL) can in principle make it possible for robots to automatically adapt to new tasks, but in practice current RL methods require a very large number of trials to accomplish this. In this paper, we tackle rapid adaptation to new tasks through the framework of meta-learning, which utilizes past tasks to learn to adapt, with a specific focus on industrial insertion tasks. We address two specific challenges by applying meta-learning in this setting. First, conventional meta-RL algorithms require lengthy online meta-training phases. We show that this can be replaced with appropriately chosen offline data, resulting in an offline meta-RL method that only requires demonstrations and trials from each of the prior tasks, without the need to run costly meta-RL procedures online. Second, meta-RL methods can fail to generalize to new tasks that are too different from those seen at meta-training time, which poses a particular challenge in industrial applications, where high success rates are critical. We address this by combining contextual meta-learning with direct online finetuning: if the new task is similar to those seen in the prior data, then the contextual meta-learner adapts immediately, and if it is too different, it gradually adapts through finetuning. We show that our approach is able to quickly adapt to a variety of different insertion tasks, learning how to perform them with a success rate of 100% using only a fraction of the samples needed for learning the tasks from scratch. Experiment videos and details are available at https://sites.google.com/view/offline-metarl-insertion.
There is a widespread intuition that model-based control methods should be able to surpass the data efficiency of model-free approaches. In this paper we attempt to evaluate this intuition on various challenging locomotion tasks. We take a hybrid approach, combining model predictive control (MPC) with a learned model and model-free policy learning; the learned policy serves as a proposal for MPC. We find that well-tuned model-free agents are strong baselines even for high DoF control problems but MPC with learned proposals and models (trained on the fly or transferred from related tasks) can significantly improve performance and data efficiency in hard multi-task/multi-goal settings. Finally, we show that it is possible to distil a model-based planner into a policy that amortizes the planning computation without any loss of performance. Videos of agents performing different tasks can be seen at https://sites.google.com/view/mbrl-amortization/home.
Model-Based Reinforcement Learning involves learning a \textit{dynamics model} from data, and then using this model to optimise behaviour, most often with an online \textit{planner}. Much of the recent research along these lines presents a particular set of design choices, involving problem definition, model learning and planning. Given the multiple contributions, it is difficult to evaluate the effects of each. This paper sets out to disambiguate the role of different design choices for learning dynamics models, by comparing their performance to planning with a ground-truth model -- the simulator. First, we collect a rich dataset from the training sequence of a model-free agent on 5 domains of the DeepMind Control Suite. Second, we train feed-forward dynamics models in a supervised fashion, and evaluate planner performance while varying and analysing different model design choices, including ensembling, stochasticity, multi-step training and timestep size. Besides the quantitative analysis, we describe a set of qualitative findings, rules of thumb, and future research directions for planning with learned dynamics models. Videos of the results are available at https://sites.google.com/view/learning-better-models.
Curiosity-based reward schemes can present powerful exploration mechanisms which facilitate the discovery of solutions for complex, sparse or long-horizon tasks. However, as the agent learns to reach previously unexplored spaces and the objective adapts to reward new areas, many behaviours emerge only to disappear due to being overwritten by the constantly shifting objective. We argue that merely using curiosity for fast environment exploration or as a bonus reward for a specific task does not harness the full potential of this technique and misses useful skills. Instead, we propose to shift the focus towards retaining the behaviours which emerge during curiosity-based learning. We posit that these self-discovered behaviours serve as valuable skills in an agent's repertoire to solve related tasks. Our experiments demonstrate the continuous shift in behaviour throughout training and the benefits of a simple policy snapshot method to reuse discovered behaviour for transfer tasks.