While learning from demonstrations is powerful for acquiring visuomotor policies, high-performance imitation without large demonstration datasets remains challenging for tasks requiring precise, long-horizon manipulation. This paper proposes a pipeline for improving imitation learning performance with a small human demonstration budget. We apply our approach to assembly tasks that require precisely grasping, reorienting, and inserting multiple parts over long horizons and multiple task phases. Our pipeline combines expressive policy architectures and various techniques for dataset expansion and simulation-based data augmentation. These help expand dataset support and supervise the model with locally corrective actions near bottleneck regions requiring high precision. We demonstrate our pipeline on four furniture assembly tasks in simulation, enabling a manipulator to assemble up to five parts over nearly 2500 time steps directly from RGB images, outperforming imitation and data augmentation baselines. Project website: https://imitation-juicer.github.io/.
Imitation learning methods need significant human supervision to learn policies robust to changes in object poses, physical disturbances, and visual distractors. Reinforcement learning, on the other hand, can explore the environment autonomously to learn robust behaviors but may require impractical amounts of unsafe real-world data collection. To learn performant, robust policies without the burden of unsafe real-world data collection or extensive human supervision, we propose RialTo, a system for robustifying real-world imitation learning policies via reinforcement learning in "digital twin" simulation environments constructed on the fly from small amounts of real-world data. To enable this real-to-sim-to-real pipeline, RialTo proposes an easy-to-use interface for quickly scanning and constructing digital twins of real-world environments. We also introduce a novel "inverse distillation" procedure for bringing real-world demonstrations into simulated environments for efficient fine-tuning, with minimal human intervention and engineering required. We evaluate RialTo across a variety of robotic manipulation problems in the real world, such as robustly stacking dishes on a rack, placing books on a shelf, and six other tasks. RialTo increases (over 67%) in policy robustness without requiring extensive human data collection. Project website and videos at https://real-to-sim-to-real.github.io/RialTo/
Large language models (LLMs) hold great potential for many natural language applications but risk generating incorrect or toxic content. To probe when an LLM generates unwanted content, the current paradigm is to recruit a \textit{red team} of human testers to design input prompts (i.e., test cases) that elicit undesirable responses from LLMs. However, relying solely on human testers is expensive and time-consuming. Recent works automate red teaming by training a separate red team LLM with reinforcement learning (RL) to generate test cases that maximize the chance of eliciting undesirable responses from the target LLM. However, current RL methods are only able to generate a small number of effective test cases resulting in a low coverage of the span of prompts that elicit undesirable responses from the target LLM. To overcome this limitation, we draw a connection between the problem of increasing the coverage of generated test cases and the well-studied approach of curiosity-driven exploration that optimizes for novelty. Our method of curiosity-driven red teaming (CRT) achieves greater coverage of test cases while mantaining or increasing their effectiveness compared to existing methods. Our method, CRT successfully provokes toxic responses from LLaMA2 model that has been heavily fine-tuned using human preferences to avoid toxic outputs. Code is available at \url{https://github.com/Improbable-AI/curiosity_redteam}
The scalability of deep learning models is fundamentally limited by computing resources, memory, and communication. Although methods like low-rank adaptation (LoRA) have reduced the cost of model finetuning, its application in model pre-training remains largely unexplored. This paper explores extending LoRA to model pre-training, identifying the inherent constraints and limitations of standard LoRA in this context. We introduce LoRA-the-Explorer (LTE), a novel bi-level optimization algorithm designed to enable parallel training of multiple low-rank heads across computing nodes, thereby reducing the need for frequent synchronization. Our approach includes extensive experimentation on vision transformers using various vision datasets, demonstrating that LTE is competitive with standard pre-training.
Knowledge of terrain's physical properties inferred from color images can aid in making efficient robotic locomotion plans. However, unlike image classification, it is unintuitive for humans to label image patches with physical properties. Without labeled data, building a vision system that takes as input the observed terrain and predicts physical properties remains challenging. We present a method that overcomes this challenge by self-supervised labeling of images captured by robots during real-world traversal with physical property estimators trained in simulation. To ensure accurate labeling, we introduce Active Sensing Motor Policies (ASMP), which are trained to explore locomotion behaviors that increase the accuracy of estimating physical parameters. For instance, the quadruped robot learns to swipe its foot against the ground to estimate the friction coefficient accurately. We show that the visual system trained with a small amount of real-world traversal data accurately predicts physical parameters. The trained system is robust and works even with overhead images captured by a drone despite being trained on data collected by cameras attached to a quadruped robot walking on the ground.
Ideally, we would place a robot in a real-world environment and leave it there improving on its own by gathering more experience autonomously. However, algorithms for autonomous robotic learning have been challenging to realize in the real world. While this has often been attributed to the challenge of sample complexity, even sample-efficient techniques are hampered by two major challenges - the difficulty of providing well "shaped" rewards, and the difficulty of continual reset-free training. In this work, we describe a system for real-world reinforcement learning that enables agents to show continual improvement by training directly in the real world without requiring painstaking effort to hand-design reward functions or reset mechanisms. Our system leverages occasional non-expert human-in-the-loop feedback from remote users to learn informative distance functions to guide exploration while leveraging a simple self-supervised learning algorithm for goal-directed policy learning. We show that in the absence of resets, it is particularly important to account for the current "reachability" of the exploration policy when deciding which regions of the space to explore. Based on this insight, we instantiate a practical learning system - GEAR, which enables robots to simply be placed in real-world environments and left to train autonomously without interruption. The system streams robot experience to a web interface only requiring occasional asynchronous feedback from remote, crowdsourced, non-expert humans in the form of binary comparative feedback. We evaluate this system on a suite of robotic tasks in simulation and demonstrate its effectiveness at learning behaviors both in simulation and the real world. Project website https://guided-exploration-autonomous-rl.github.io/GEAR/.
Neural networks often learn task-specific latent representations that fail to generalize to novel settings or tasks. Conversely, humans learn discrete representations (i.e., concepts or words) at a variety of abstraction levels (e.g., "bird" vs. "sparrow") and deploy the appropriate abstraction based on task. Inspired by this, we train neural models to generate a spectrum of discrete representations, and control the complexity of the representations (roughly, how many bits are allocated for encoding inputs) by tuning the entropy of the distribution over representations. In finetuning experiments, using only a small number of labeled examples for a new task, we show that (1) tuning the representation to a task-appropriate complexity level supports the highest finetuning performance, and (2) in a human-participant study, users were able to identify the appropriate complexity level for a downstream task using visualizations of discrete representations. Our results indicate a promising direction for rapid model finetuning by leveraging human insight.
Deep reinforcement learning methods exhibit impressive performance on a range of tasks but still struggle on hard exploration tasks in large environments with sparse rewards. To address this, intrinsic rewards can be generated using forward model prediction errors that decrease as the environment becomes known, and incentivize an agent to explore novel states. While prediction-based intrinsic rewards can help agents solve hard exploration tasks, they can suffer from catastrophic forgetting and actually increase at visited states. We first examine the conditions and causes of catastrophic forgetting in grid world environments. We then propose a new method FARCuriosity, inspired by how humans and animals learn. The method depends on fragmentation and recall: an agent fragments an environment based on surprisal, and uses different local curiosity modules (prediction-based intrinsic reward functions) for each fragment so that modules are not trained on the entire environment. At each fragmentation event, the agent stores the current module in long-term memory (LTM) and either initializes a new module or recalls a previously stored module based on its match with the current state. With fragmentation and recall, FARCuriosity achieves less forgetting and better overall performance in games with varied and heterogeneous environments in the Atari benchmark suite of tasks. Thus, this work highlights the problem of catastrophic forgetting in prediction-based curiosity methods and proposes a solution.
Offline policy learning is aimed at learning decision-making policies using existing datasets of trajectories without collecting additional data. The primary motivation for using reinforcement learning (RL) instead of supervised learning techniques such as behavior cloning is to find a policy that achieves a higher average return than the trajectories constituting the dataset. However, we empirically find that when a dataset is dominated by suboptimal trajectories, state-of-the-art offline RL algorithms do not substantially improve over the average return of trajectories in the dataset. We argue this is due to an assumption made by current offline RL algorithms of staying close to the trajectories in the dataset. If the dataset primarily consists of sub-optimal trajectories, this assumption forces the policy to mimic the suboptimal actions. We overcome this issue by proposing a sampling strategy that enables the policy to only be constrained to ``good data" rather than all actions in the dataset (i.e., uniform sampling). We present a realization of the sampling strategy and an algorithm that can be used as a plug-and-play module in standard offline RL algorithms. Our evaluation demonstrates significant performance gains in 72 imbalanced datasets, D4RL dataset, and across three different offline RL algorithms. Code is available at https://github.com/Improbable-AI/dw-offline-rl.