Oregon State University
Abstract:Missing values in multivariate time series data can harm machine learning performance and introduce bias. These gaps arise from sensor malfunctions, blackouts, and human error and are typically addressed by data imputation. Previous work has tackled the imputation of missing data in random, complete blackouts and forecasting scenarios. The current paper addresses a more general missing pattern, which we call "partial blackout," where a subset of features is missing for consecutive time steps. We introduce a two-stage imputation process using self-attention and diffusion processes to model feature and temporal correlations. Notably, our model effectively handles missing data during training, enhancing adaptability and ensuring reliable imputation and performance, even with incomplete datasets. Our experiments on benchmark and two real-world time series datasets demonstrate that our model outperforms the state-of-the-art in partial blackout scenarios and shows better scalability.
Abstract:We introduce WOFOSTGym, a novel crop simulation environment designed to train reinforcement learning (RL) agents to optimize agromanagement decisions for annual and perennial crops in single and multi-farm settings. Effective crop management requires optimizing yield and economic returns while minimizing environmental impact, a complex sequential decision-making problem well suited for RL. However, the lack of simulators for perennial crops in multi-farm contexts has hindered RL applications in this domain. Existing crop simulators also do not support multiple annual crops. WOFOSTGym addresses these gaps by supporting 23 annual crops and two perennial crops, enabling RL agents to learn diverse agromanagement strategies in multi-year, multi-crop, and multi-farm settings. Our simulator offers a suite of challenging tasks for learning under partial observability, non-Markovian dynamics, and delayed feedback. WOFOSTGym's standard RL interface allows researchers without agricultural expertise to explore a wide range of agromanagement problems. Our experiments demonstrate the learned behaviors across various crop varieties and soil types, highlighting WOFOSTGym's potential for advancing RL-driven decision support in agriculture.
Abstract:This work focuses on generating realistic, physically-based human behaviors from multi-modal inputs, which may only partially specify the desired motion. For example, the input may come from a VR controller providing arm motion and body velocity, partial key-point animation, computer vision applied to videos, or even higher-level motion goals. This requires a versatile low-level humanoid controller that can handle such sparse, under-specified guidance, seamlessly switch between skills, and recover from failures. Current approaches for learning humanoid controllers from demonstration data capture some of these characteristics, but none achieve them all. To this end, we introduce the Masked Humanoid Controller (MHC), a novel approach that applies multi-objective imitation learning on augmented and selectively masked motion demonstrations. The training methodology results in an MHC that exhibits the key capabilities of catch-up to out-of-sync input commands, combining elements from multiple motion sequences, and completing unspecified parts of motions from sparse multimodal input. We demonstrate these key capabilities for an MHC learned over a dataset of 87 diverse skills and showcase different multi-modal use cases, including integration with planning frameworks to highlight MHC's ability to solve new user-defined tasks without any finetuning.
Abstract:Offline safe reinforcement learning (OSRL) involves learning a decision-making policy to maximize rewards from a fixed batch of training data to satisfy pre-defined safety constraints. However, adapting to varying safety constraints during deployment without retraining remains an under-explored challenge. To address this challenge, we introduce constraint-adaptive policy switching (CAPS), a wrapper framework around existing offline RL algorithms. During training, CAPS uses offline data to learn multiple policies with a shared representation that optimize different reward and cost trade-offs. During testing, CAPS switches between those policies by selecting at each state the policy that maximizes future rewards among those that satisfy the current cost constraint. Our experiments on 38 tasks from the DSRL benchmark demonstrate that CAPS consistently outperforms existing methods, establishing a strong wrapper-based baseline for OSRL. The code is publicly available at https://github.com/yassineCh/CAPS.
Abstract:We propose a novel approach to learn relational policies for classical planning based on learning to rank actions. We introduce a new graph representation that explicitly captures action information and propose a Graph Neural Network architecture augmented with Gated Recurrent Units (GRUs) to learn action rankings. Our model is trained on small problem instances and generalizes to significantly larger instances where traditional planning becomes computationally expensive. Experimental results across standard planning benchmarks demonstrate that our action-ranking approach achieves generalization to significantly larger problems than those used in training.
Abstract:We present an online planning framework for solving multi-object rearrangement problems in partially observable, multi-room environments. Current object rearrangement solutions, primarily based on Reinforcement Learning or hand-coded planning methods, often lack adaptability to diverse challenges. To address this limitation, we introduce a novel Hierarchical Object-Oriented Partially Observed Markov Decision Process (HOO-POMDP) planning approach. This approach comprises of (a) an object-oriented POMDP planner generating sub-goals, (b) a set of low-level policies for sub-goal achievement, and (c) an abstraction system converting the continuous low-level world into a representation suitable for abstract planning. We evaluate our system on varying numbers of objects, rooms, and problem types in AI2-THOR simulated environments with promising results.
Abstract:Payload transport over flat terrain via multi-wheel robot carriers is well-understood, highly effective, and configurable. In this paper, our goal is to provide similar effectiveness and configurability for transport over rough terrain that is more suitable for legs rather than wheels. For this purpose, we consider multi-biped robot carriers, where wheels are replaced by multiple bipedal robots attached to the carrier. Our main contribution is to design a decentralized controller for such systems that can be effectively applied to varying numbers and configurations of rigidly attached bipedal robots without retraining. We present a reinforcement learning approach for training the controller in simulation that supports transfer to the real world. Our experiments in simulation provide quantitative metrics showing the effectiveness of the approach over a wide variety of simulated transport scenarios. In addition, we demonstrate the controller in the real-world for systems composed of two and three Cassie robots. To our knowledge, this is the first example of a scalable multi-biped payload transport system.
Abstract:A necessary capability for humanoid robots is the ability to stand and walk while rejecting natural disturbances. Recent progress has been made using sim-to-real reinforcement learning (RL) to train such locomotion controllers, with approaches differing mainly in their reward functions. However, prior works lack a clear method to systematically test new reward functions and compare controller performance through repeatable experiments. This limits our understanding of the trade-offs between approaches and hinders progress. To address this, we propose a low-cost, quantitative benchmarking method to evaluate and compare the real-world performance of standing and walking (SaW) controllers on metrics like command following, disturbance recovery, and energy efficiency. We also revisit reward function design and construct a minimally constraining reward function to train SaW controllers. We experimentally verify that our benchmarking framework can identify areas for improvement, which can be systematically addressed to enhance the policies. We also compare our new controller to state-of-the-art controllers on the Digit humanoid robot. The results provide clear quantitative trade-offs among the controllers and suggest directions for future improvements to the reward functions and expansion of the benchmarks.
Abstract:Snow Water-Equivalent (SWE) -- the amount of water available if snowpack is melted -- is a key decision variable used by water management agencies to make irrigation, flood control, power generation and drought management decisions. SWE values vary spatiotemporally -- affected by weather, topography and other environmental factors. While daily SWE can be measured by Snow Telemetry (SNOTEL) stations with requisite instrumentation, such stations are spatially sparse requiring interpolation techniques to create spatiotemporally complete data. While recent efforts have explored machine learning (ML) for SWE prediction, a number of recent ML advances have yet to be considered. The main contribution of this paper is to explore one such ML advance, attention mechanisms, for SWE prediction. Our hypothesis is that attention has a unique ability to capture and exploit correlations that may exist across locations or the temporal spectrum (or both). We present a generic attention-based modeling framework for SWE prediction and adapt it to capture spatial attention and temporal attention. Our experimental results on 323 SNOTEL stations in the Western U.S. demonstrate that our attention-based models outperform other machine learning approaches. We also provide key results highlighting the differences between spatial and temporal attention in this context and a roadmap toward deployment for generating spatially-complete SWE maps.
Abstract:In this work we propose a learning-based approach to box loco-manipulation for a humanoid robot. This is a particularly challenging problem due to the need for whole-body coordination in order to lift boxes of varying weight, position, and orientation while maintaining balance. To address this challenge, we present a sim-to-real reinforcement learning approach for training general box pickup and carrying skills for the bipedal robot Digit. Our reward functions are designed to produce the desired interactions with the box while also valuing balance and gait quality. We combine the learned skills into a full system for box loco-manipulation to achieve the task of moving boxes from one table to another with a variety of sizes, weights, and initial configurations. In addition to quantitative simulation results, we demonstrate successful sim-to-real transfer on the humanoid r