Informatics
Abstract:Existing preference optimization methods are mainly designed for directly learning from human feedback with the assumption that paired examples (preferred vs. dis-preferred) are available. In contrast, we propose a method that can leverage unpaired preferred or dis-preferred examples, and works even when only one type of feedback (positive or negative) is available. This flexibility allows us to apply it in scenarios with varying forms of feedback and models, including training generative language models based on human feedback as well as training policies for sequential decision-making problems, where learned (value) functions are available. Our approach builds upon the probabilistic framework introduced in (Dayan and Hinton, 1997), which proposes to use expectation-maximization (EM) to directly optimize the probability of preferred outcomes (as opposed to classic expected reward maximization). To obtain a practical algorithm, we identify and address a key limitation in current EM-based methods: when applied to preference optimization, they solely maximize the likelihood of preferred examples, while neglecting dis-preferred samples. We show how one can extend EM algorithms to explicitly incorporate dis-preferred outcomes, leading to a novel, theoretically grounded, preference optimization algorithm that offers an intuitive and versatile way to learn from both positive and negative feedback.
Abstract:We present DemoStart, a novel auto-curriculum reinforcement learning method capable of learning complex manipulation behaviors on an arm equipped with a three-fingered robotic hand, from only a sparse reward and a handful of demonstrations in simulation. Learning from simulation drastically reduces the development cycle of behavior generation, and domain randomization techniques are leveraged to achieve successful zero-shot sim-to-real transfer. Transferred policies are learned directly from raw pixels from multiple cameras and robot proprioception. Our approach outperforms policies learned from demonstrations on the real robot and requires 100 times fewer demonstrations, collected in simulation. More details and videos in https://sites.google.com/view/demostart.
Abstract:Learning a good representation is a crucial challenge for Reinforcement Learning (RL) agents. Self-predictive learning provides means to jointly learn a latent representation and dynamics model by bootstrapping from future latent representations (BYOL). Recent work has developed theoretical insights into these algorithms by studying a continuous-time ODE model for self-predictive representation learning under the simplifying assumption that the algorithm depends on a fixed policy (BYOL-$\Pi$); this assumption is at odds with practical instantiations of such algorithms, which explicitly condition their predictions on future actions. In this work, we take a step towards bridging the gap between theory and practice by analyzing an action-conditional self-predictive objective (BYOL-AC) using the ODE framework, characterizing its convergence properties and highlighting important distinctions between the limiting solutions of the BYOL-$\Pi$ and BYOL-AC dynamics. We show how the two representations are related by a variance equation. This connection leads to a novel variance-like action-conditional objective (BYOL-VAR) and its corresponding ODE. We unify the study of all three objectives through two complementary lenses; a model-based perspective, where each objective is shown to be equivalent to a low-rank approximation of certain dynamics, and a model-free perspective, which establishes relationships between the objectives and their respective value, Q-value, and advantage function. Our empirical investigations, encompassing both linear function approximation and Deep RL environments, demonstrates that BYOL-AC is better overall in a variety of different settings.
Abstract:Animals and robots exist in a physical world and must coordinate their bodies to achieve behavioral objectives. With recent developments in deep reinforcement learning, it is now possible for scientists and engineers to obtain sensorimotor strategies (policies) for specific tasks using physically simulated bodies and environments. However, the utility of these methods goes beyond the constraints of a specific task; they offer an exciting framework for understanding the organization of an animal sensorimotor system in connection to its morphology and physical interaction with the environment, as well as for deriving general design rules for sensing and actuation in robotic systems. Algorithms and code implementing both learning agents and environments are increasingly available, but the basic assumptions and choices that go into the formulation of an embodied feedback control problem using deep reinforcement learning may not be immediately apparent. Here, we present a concise exposition of the mathematical and algorithmic aspects of model-free reinforcement learning, specifically through the use of \textit{actor-critic} methods, as a tool for investigating the feedback control underlying animal and robotic behavior.
Abstract:We apply multi-agent deep reinforcement learning (RL) to train end-to-end robot soccer policies with fully onboard computation and sensing via egocentric RGB vision. This setting reflects many challenges of real-world robotics, including active perception, agile full-body control, and long-horizon planning in a dynamic, partially-observable, multi-agent domain. We rely on large-scale, simulation-based data generation to obtain complex behaviors from egocentric vision which can be successfully transferred to physical robots using low-cost sensors. To achieve adequate visual realism, our simulation combines rigid-body physics with learned, realistic rendering via multiple Neural Radiance Fields (NeRFs). We combine teacher-based multi-agent RL and cross-experiment data reuse to enable the discovery of sophisticated soccer strategies. We analyze active-perception behaviors including object tracking and ball seeking that emerge when simply optimizing perception-agnostic soccer play. The agents display equivalent levels of performance and agility as policies with access to privileged, ground-truth state. To our knowledge, this paper constitutes a first demonstration of end-to-end training for multi-agent robot soccer, mapping raw pixel observations to joint-level actions, that can be deployed in the real world. Videos of the game-play and analyses can be seen on our website https://sites.google.com/view/vision-soccer .
Abstract:In order to oversee advanced AI systems, it is important to understand their underlying decision-making process. When prompted, large language models (LLMs) can provide natural language explanations or reasoning traces that sound plausible and receive high ratings from human annotators. However, it is unclear to what extent these explanations are faithful, i.e., truly capture the factors responsible for the model's predictions. In this work, we introduce Correlational Explanatory Faithfulness (CEF), a metric that can be used in faithfulness tests based on input interventions. Previous metrics used in such tests take into account only binary changes in the predictions. Our metric accounts for the total shift in the model's predicted label distribution, more accurately reflecting the explanations' faithfulness. We then introduce the Correlational Counterfactual Test (CCT) by instantiating CEF on the Counterfactual Test (CT) from Atanasova et al. (2023). We evaluate the faithfulness of free-text explanations generated by few-shot-prompted LLMs from the Llama2 family on three NLP tasks. We find that our metric measures aspects of faithfulness which the CT misses.
Abstract:We introduce Genie, the first generative interactive environment trained in an unsupervised manner from unlabelled Internet videos. The model can be prompted to generate an endless variety of action-controllable virtual worlds described through text, synthetic images, photographs, and even sketches. At 11B parameters, Genie can be considered a foundation world model. It is comprised of a spatiotemporal video tokenizer, an autoregressive dynamics model, and a simple and scalable latent action model. Genie enables users to act in the generated environments on a frame-by-frame basis despite training without any ground-truth action labels or other domain-specific requirements typically found in the world model literature. Further the resulting learned latent action space facilitates training agents to imitate behaviors from unseen videos, opening the path for training generalist agents of the future.
Abstract:Large language models (LLMs) have been shown to exhibit a wide range of capabilities, such as writing robot code from language commands -- enabling non-experts to direct robot behaviors, modify them based on feedback, or compose them to perform new tasks. However, these capabilities (driven by in-context learning) are limited to short-term interactions, where users' feedback remains relevant for only as long as it fits within the context size of the LLM, and can be forgotten over longer interactions. In this work, we investigate fine-tuning the robot code-writing LLMs, to remember their in-context interactions and improve their teachability i.e., how efficiently they adapt to human inputs (measured by average number of corrections before the user considers the task successful). Our key observation is that when human-robot interactions are formulated as a partially observable Markov decision process (in which human language inputs are observations, and robot code outputs are actions), then training an LLM to complete previous interactions can be viewed as training a transition dynamics model -- that can be combined with classic robotics techniques such as model predictive control (MPC) to discover shorter paths to success. This gives rise to Language Model Predictive Control (LMPC), a framework that fine-tunes PaLM 2 to improve its teachability on 78 tasks across 5 robot embodiments -- improving non-expert teaching success rates of unseen tasks by 26.9% while reducing the average number of human corrections from 2.4 to 1.9. Experiments show that LMPC also produces strong meta-learners, improving the success rate of in-context learning new tasks on unseen robot embodiments and APIs by 31.5%. See videos, code, and demos at: https://robot-teaching.github.io/.
Abstract:Vision language models (VLMs) have shown impressive capabilities across a variety of tasks, from logical reasoning to visual understanding. This opens the door to richer interaction with the world, for example robotic control. However, VLMs produce only textual outputs, while robotic control and other spatial tasks require outputting continuous coordinates, actions, or trajectories. How can we enable VLMs to handle such settings without fine-tuning on task-specific data? In this paper, we propose a novel visual prompting approach for VLMs that we call Prompting with Iterative Visual Optimization (PIVOT), which casts tasks as iterative visual question answering. In each iteration, the image is annotated with a visual representation of proposals that the VLM can refer to (e.g., candidate robot actions, localizations, or trajectories). The VLM then selects the best ones for the task. These proposals are iteratively refined, allowing the VLM to eventually zero in on the best available answer. We investigate PIVOT on real-world robotic navigation, real-world manipulation from images, instruction following in simulation, and additional spatial inference tasks such as localization. We find, perhaps surprisingly, that our approach enables zero-shot control of robotic systems without any robot training data, navigation in a variety of environments, and other capabilities. Although current performance is far from perfect, our work highlights potentials and limitations of this new regime and shows a promising approach for Internet-Scale VLMs in robotic and spatial reasoning domains. Website: pivot-prompt.github.io and HuggingFace: https://huggingface.co/spaces/pivot-prompt/pivot-prompt-demo.
Abstract:We show that offline actor-critic reinforcement learning can scale to large models - such as transformers - and follows similar scaling laws as supervised learning. We find that offline actor-critic algorithms can outperform strong, supervised, behavioral cloning baselines for multi-task training on a large dataset containing both sub-optimal and expert behavior on 132 continuous control tasks. We introduce a Perceiver-based actor-critic model and elucidate the key model features needed to make offline RL work with self- and cross-attention modules. Overall, we find that: i) simple offline actor critic algorithms are a natural choice for gradually moving away from the currently predominant paradigm of behavioral cloning, and ii) via offline RL it is possible to learn multi-task policies that master many domains simultaneously, including real robotics tasks, from sub-optimal demonstrations or self-generated data.