In recent years, much progress has been made in learning robotic manipulation policies that follow natural language instructions. Such methods typically learn from corpora of robot-language data that was either collected with specific tasks in mind or expensively re-labelled by humans with rich language descriptions in hindsight. Recently, large-scale pretrained vision-language models (VLMs) like CLIP or ViLD have been applied to robotics for learning representations and scene descriptors. Can these pretrained models serve as automatic labelers for robot data, effectively importing Internet-scale knowledge into existing datasets to make them useful even for tasks that are not reflected in their ground truth annotations? To accomplish this, we introduce Data-driven Instruction Augmentation for Language-conditioned control (DIAL): we utilize semi-supervised language labels leveraging the semantic understanding of CLIP to propagate knowledge onto large datasets of unlabelled demonstration data and then train language-conditioned policies on the augmented datasets. This method enables cheaper acquisition of useful language descriptions compared to expensive human labels, allowing for more efficient label coverage of large-scale datasets. We apply DIAL to a challenging real-world robotic manipulation domain where 96.5% of the 80,000 demonstrations do not contain crowd-sourced language annotations. DIAL enables imitation learning policies to acquire new capabilities and generalize to 60 novel instructions unseen in the original dataset.
Learning goal conditioned control in the real world is a challenging open problem in robotics. Reinforcement learning systems have the potential to learn autonomously via trial-and-error, but in practice the costs of manual reward design, ensuring safe exploration, and hyperparameter tuning are often enough to preclude real world deployment. Imitation learning approaches, on the other hand, offer a simple way to learn control in the real world, but typically require costly curated demonstration data and lack a mechanism for continuous improvement. Recently, iterative imitation techniques have been shown to learn goal directed control from undirected demonstration data, and improve continuously via self-supervised goal reaching, but results thus far have been limited to simulated environments. In this work, we present evidence that iterative imitation learning can scale to goal-directed behavior on a real robot in a dynamic setting: high speed, precision table tennis (e.g. "land the ball on this particular target"). We find that this approach offers a straightforward way to do continuous on-robot learning, without complexities such as reward design or sim-to-real transfer. It is also scalable -- sample efficient enough to train on a physical robot in just a few hours. In real world evaluations, we find that the resulting policy can perform on par or better than amateur humans (with players sampled randomly from a robotics lab) at the task of returning the ball to specific targets on the table. Finally, we analyze the effect of an initial undirected bootstrap dataset size on performance, finding that a modest amount of unstructured demonstration data provided up-front drastically speeds up the convergence of a general purpose goal-reaching policy. See https://sites.google.com/view/goals-eye for videos.
Recent works have shown how the reasoning capabilities of Large Language Models (LLMs) can be applied to domains beyond natural language processing, such as planning and interaction for robots. These embodied problems require an agent to understand many semantic aspects of the world: the repertoire of skills available, how these skills influence the world, and how changes to the world map back to the language. LLMs planning in embodied environments need to consider not just what skills to do, but also how and when to do them - answers that change over time in response to the agent's own choices. In this work, we investigate to what extent LLMs used in such embodied contexts can reason over sources of feedback provided through natural language, without any additional training. We propose that by leveraging environment feedback, LLMs are able to form an inner monologue that allows them to more richly process and plan in robotic control scenarios. We investigate a variety of sources of feedback, such as success detection, scene description, and human interaction. We find that closed-loop language feedback significantly improves high-level instruction completion on three domains, including simulated and real table top rearrangement tasks and long-horizon mobile manipulation tasks in a kitchen environment in the real world.
Perceptual understanding of the scene and the relationship between its different components is important for successful completion of robotic tasks. Representation learning has been shown to be a powerful technique for this, but most of the current methodologies learn task specific representations that do not necessarily transfer well to other tasks. Furthermore, representations learned by supervised methods require large labeled datasets for each task that are expensive to collect in the real world. Using self-supervised learning to obtain representations from unlabeled data can mitigate this problem. However, current self-supervised representation learning methods are mostly object agnostic, and we demonstrate that the resulting representations are insufficient for general purpose robotics tasks as they fail to capture the complexity of scenes with many components. In this paper, we explore the effectiveness of using object-aware representation learning techniques for robotic tasks. Our self-supervised representations are learned by observing the agent freely interacting with different parts of the environment and is queried in two different settings: (i) policy learning and (ii) object location prediction. We show that our model learns control policies in a sample-efficient manner and outperforms state-of-the-art object agnostic techniques as well as methods trained on raw RGB images. Our results show a 20 percent increase in performance in low data regimes (1000 trajectories) in policy training using implicit behavioral cloning (IBC). Furthermore, our method outperforms the baselines for the task of object localization in multi-object scenes.
Large language models can encode a wealth of semantic knowledge about the world. Such knowledge could be extremely useful to robots aiming to act upon high-level, temporally extended instructions expressed in natural language. However, a significant weakness of language models is that they lack real-world experience, which makes it difficult to leverage them for decision making within a given embodiment. For example, asking a language model to describe how to clean a spill might result in a reasonable narrative, but it may not be applicable to a particular agent, such as a robot, that needs to perform this task in a particular environment. We propose to provide real-world grounding by means of pretrained skills, which are used to constrain the model to propose natural language actions that are both feasible and contextually appropriate. The robot can act as the language model's "hands and eyes," while the language model supplies high-level semantic knowledge about the task. We show how low-level skills can be combined with large language models so that the language model provides high-level knowledge about the procedures for performing complex and temporally-extended instructions, while value functions associated with these skills provide the grounding necessary to connect this knowledge to a particular physical environment. We evaluate our method on a number of real-world robotic tasks, where we show the need for real-world grounding and that this approach is capable of completing long-horizon, abstract, natural language instructions on a mobile manipulator. The project's website and the video can be found at https://say-can.github.io/
Self-supervised learning algorithms based on instance discrimination train encoders to be invariant to pre-defined transformations of the same instance. While most methods treat different views of the same image as positives for a contrastive loss, we are interested in using positives from other instances in the dataset. Our method, Nearest-Neighbor Contrastive Learning of visual Representations (NNCLR), samples the nearest neighbors from the dataset in the latent space, and treats them as positives. This provides more semantic variations than pre-defined transformations. We find that using the nearest-neighbor as positive in contrastive losses improves performance significantly on ImageNet classification, from 71.7% to 75.6%, outperforming previous state-of-the-art methods. On semi-supervised learning benchmarks we improve performance significantly when only 1% ImageNet labels are available, from 53.8% to 56.5%. On transfer learning benchmarks our method outperforms state-of-the-art methods (including supervised learning with ImageNet) on 8 out of 12 downstream datasets. Furthermore, we demonstrate empirically that our method is less reliant on complex data augmentations. We see a relative reduction of only 2.1% ImageNet Top-1 accuracy when we train using only random crops.
Long-horizon planning in realistic environments requires the ability to reason over sequential tasks in high-dimensional state spaces with complex dynamics. Classical motion planning algorithms, such as rapidly-exploring random trees, are capable of efficiently exploring large state spaces and computing long-horizon, sequential plans. However, these algorithms are generally challenged with complex, stochastic, and high-dimensional state spaces as well as in the presence of narrow passages, which naturally emerge in tasks that interact with the environment. Machine learning offers a promising solution for its ability to learn general policies that can handle complex interactions and high-dimensional observations. However, these policies are generally limited in horizon length. Our approach, Broadly-Exploring, Local-policy Trees (BELT), merges these two approaches to leverage the strengths of both through a task-conditioned, model-based tree search. BELT uses an RRT-inspired tree search to efficiently explore the state space. Locally, the exploration is guided by a task-conditioned, learned policy capable of performing general short-horizon tasks. This task space can be quite general and abstract; its only requirements are to be sampleable and to well-cover the space of useful tasks. This search is aided by a task-conditioned model that temporally extends dynamics propagation to allow long-horizon search and sequential reasoning over tasks. BELT is demonstrated experimentally to be able to plan long-horizon, sequential trajectories with a goal conditioned policy and generate plans that are robust.
We present an approach for estimating the period with which an action is repeated in a video. The crux of the approach lies in constraining the period prediction module to use temporal self-similarity as an intermediate representation bottleneck that allows generalization to unseen repetitions in videos in the wild. We train this model, called Repnet, with a synthetic dataset that is generated from a large unlabeled video collection by sampling short clips of varying lengths and repeating them with different periods and counts. This combination of synthetic data and a powerful yet constrained model, allows us to predict periods in a class-agnostic fashion. Our model substantially exceeds the state of the art performance on existing periodicity (PERTUBE) and repetition counting (QUVA) benchmarks. We also collect a new challenging dataset called Countix (~90 times larger than existing datasets) which captures the challenges of repetition counting in real-world videos. Project webpage: https://sites.google.com/view/repnet .
Acquiring multiple skills has commonly involved collecting a large number of expert demonstrations per task or engineering custom reward functions. Recently it has been shown that it is possible to acquire a diverse set of skills by self-supervising control on top of human teleoperated play data. Play is rich in state space coverage and a policy trained on this data can generalize to specific tasks at test time outperforming policies trained on individual expert task demonstrations. In this work, we explore the question of whether robots can learn to play to autonomously generate play data that can ultimately enhance performance. By training a behavioral cloning policy on a relatively small quantity of human play, we autonomously generate a large quantity of cloned play data that can be used as additional training. We demonstrate that a general purpose goal-conditioned policy trained on this augmented dataset substantially outperforms one trained only with the original human data on 18 difficult user-specified manipulation tasks in a simulated robotic tabletop environment. A video example of a robot imitating human play can be seen here: https://learning-to-play.github.io/videos/undirected_play1.mp4