UC Berkeley
Abstract:We introduce Geometric Retargeting (GeoRT), an ultrafast, and principled neural hand retargeting algorithm for teleoperation, developed as part of our recent Dexterity Gen (DexGen) system. GeoRT converts human finger keypoints to robot hand keypoints at 1KHz, achieving state-of-the-art speed and accuracy with significantly fewer hyperparameters. This high-speed capability enables flexible postprocessing, such as leveraging a foundational controller for action correction like DexGen. GeoRT is trained in an unsupervised manner, eliminating the need for manual annotation of hand pairs. The core of GeoRT lies in novel geometric objective functions that capture the essence of retargeting: preserving motion fidelity, ensuring configuration space (C-space) coverage, maintaining uniform response through high flatness, pinch correspondence and preventing self-collisions. This approach is free from intensive test-time optimization, offering a more scalable and practical solution for real-time hand retargeting.
Abstract:Learning from human demonstration is an effective approach for learning complex manipulation skills. However, existing approaches heavily focus on learning from passive human demonstration data for its simplicity in data collection. Interactive human teaching has appealing theoretical and practical properties, but they are not well supported by existing human-robot interfaces. This paper proposes a novel system that enables seamless control switching between human and an autonomous policy for bi-manual manipulation tasks, enabling more efficient learning of new tasks. This is achieved through a compliant, bilateral teleoperation system. Through simulation and hardware experiments, we demonstrate the value of our system in an interactive human teaching for learning complex bi-manual manipulation skills.
Abstract:Vision-Language-Action (VLA) models aim to predict robotic actions based on visual observations and language instructions. Existing approaches require fine-tuning pre-trained visionlanguage models (VLMs) as visual and language features are independently fed into downstream policies, degrading the pre-trained semantic alignments. We propose OTTER, a novel VLA architecture that leverages these existing alignments through explicit, text-aware visual feature extraction. Instead of processing all visual features, OTTER selectively extracts and passes only task-relevant visual features that are semantically aligned with the language instruction to the policy transformer. This allows OTTER to keep the pre-trained vision-language encoders frozen. Thereby, OTTER preserves and utilizes the rich semantic understanding learned from large-scale pre-training, enabling strong zero-shot generalization capabilities. In simulation and real-world experiments, OTTER significantly outperforms existing VLA models, demonstrating strong zeroshot generalization to novel objects and environments. Video, code, checkpoints, and dataset: https://ottervla.github.io/.
Abstract:We introduce MuJoCo Playground, a fully open-source framework for robot learning built with MJX, with the express goal of streamlining simulation, training, and sim-to-real transfer onto robots. With a simple "pip install playground", researchers can train policies in minutes on a single GPU. Playground supports diverse robotic platforms, including quadrupeds, humanoids, dexterous hands, and robotic arms, enabling zero-shot sim-to-real transfer from both state and pixel inputs. This is achieved through an integrated stack comprising a physics engine, batch renderer, and training environments. Along with video results, the entire framework is freely available at playground.mujoco.org
Abstract:Scaling data and compute is critical to the success of machine learning. However, scaling demands predictability: we want methods to not only perform well with more compute or data, but also have their performance be predictable from small-scale runs, without running the large-scale experiment. In this paper, we show that value-based off-policy RL methods are predictable despite community lore regarding their pathological behavior. First, we show that data and compute requirements to attain a given performance level lie on a Pareto frontier, controlled by the updates-to-data (UTD) ratio. By estimating this frontier, we can predict this data requirement when given more compute, and this compute requirement when given more data. Second, we determine the optimal allocation of a total resource budget across data and compute for a given performance and use it to determine hyperparameters that maximize performance for a given budget. Third, this scaling behavior is enabled by first estimating predictable relationships between hyperparameters, which is used to manage effects of overfitting and plasticity loss unique to RL. We validate our approach using three algorithms: SAC, BRO, and PQL on DeepMind Control, OpenAI gym, and IsaacGym, when extrapolating to higher levels of data, compute, budget, or performance.
Abstract:Teaching robots dexterous manipulation skills, such as tool use, presents a significant challenge. Current approaches can be broadly categorized into two strategies: human teleoperation (for imitation learning) and sim-to-real reinforcement learning. The first approach is difficult as it is hard for humans to produce safe and dexterous motions on a different embodiment without touch feedback. The second RL-based approach struggles with the domain gap and involves highly task-specific reward engineering on complex tasks. Our key insight is that RL is effective at learning low-level motion primitives, while humans excel at providing coarse motion commands for complex, long-horizon tasks. Therefore, the optimal solution might be a combination of both approaches. In this paper, we introduce DexterityGen (DexGen), which uses RL to pretrain large-scale dexterous motion primitives, such as in-hand rotation or translation. We then leverage this learned dataset to train a dexterous foundational controller. In the real world, we use human teleoperation as a prompt to the controller to produce highly dexterous behavior. We evaluate the effectiveness of DexGen in both simulation and real world, demonstrating that it is a general-purpose controller that can realize input dexterous manipulation commands and significantly improves stability by 10-100x measured as duration of holding objects across diverse tasks. Notably, with DexGen we demonstrate unprecedented dexterous skills including diverse object reorientation and dexterous tool use such as pen, syringe, and screwdriver for the first time.
Abstract:Interacting with the world is a multi-sensory experience: achieving effective general-purpose interaction requires making use of all available modalities -- including vision, touch, and audio -- to fill in gaps from partial observation. For example, when vision is occluded reaching into a bag, a robot should rely on its senses of touch and sound. However, state-of-the-art generalist robot policies are typically trained on large datasets to predict robot actions solely from visual and proprioceptive observations. In this work, we propose FuSe, a novel approach that enables finetuning visuomotor generalist policies on heterogeneous sensor modalities for which large datasets are not readily available by leveraging natural language as a common cross-modal grounding. We combine a multimodal contrastive loss with a sensory-grounded language generation loss to encode high-level semantics. In the context of robot manipulation, we show that FuSe enables performing challenging tasks that require reasoning jointly over modalities such as vision, touch, and sound in a zero-shot setting, such as multimodal prompting, compositional cross-modal prompting, and descriptions of objects it interacts with. We show that the same recipe is applicable to widely different generalist policies, including both diffusion-based generalist policies and large vision-language-action (VLA) models. Extensive experiments in the real world show that FuSeis able to increase success rates by over 20% compared to all considered baselines.
Abstract:Reinforcement learning (RL) algorithms aim to balance exploiting the current best strategy with exploring new options that could lead to higher rewards. Most common RL algorithms use undirected exploration, i.e., select random sequences of actions. Exploration can also be directed using intrinsic rewards, such as curiosity or model epistemic uncertainty. However, effectively balancing task and intrinsic rewards is challenging and often task-dependent. In this work, we introduce a framework, MaxInfoRL, for balancing intrinsic and extrinsic exploration. MaxInfoRL steers exploration towards informative transitions, by maximizing intrinsic rewards such as the information gain about the underlying task. When combined with Boltzmann exploration, this approach naturally trades off maximization of the value function with that of the entropy over states, rewards, and actions. We show that our approach achieves sublinear regret in the simplified setting of multi-armed bandits. We then apply this general formulation to a variety of off-policy model-free RL methods for continuous state-action spaces, yielding novel algorithms that achieve superior performance across hard exploration problems and complex scenarios such as visual control tasks.
Abstract:Efficient tokenization of videos remains a challenge in training vision models that can process long videos. One promising direction is to develop a tokenizer that can encode long video clips, as it would enable the tokenizer to leverage the temporal coherence of videos better for tokenization. However, training existing tokenizers on long videos often incurs a huge training cost as they are trained to reconstruct all the frames at once. In this paper, we introduce CoordTok, a video tokenizer that learns a mapping from coordinate-based representations to the corresponding patches of input videos, inspired by recent advances in 3D generative models. In particular, CoordTok encodes a video into factorized triplane representations and reconstructs patches that correspond to randomly sampled $(x,y,t)$ coordinates. This allows for training large tokenizer models directly on long videos without requiring excessive training resources. Our experiments show that CoordTok can drastically reduce the number of tokens for encoding long video clips. For instance, CoordTok can encode a 128-frame video with 128$\times$128 resolution into 1280 tokens, while baselines need 6144 or 8192 tokens to achieve similar reconstruction quality. We further show that this efficient video tokenization enables memory-efficient training of a diffusion transformer that can generate 128 frames at once.
Abstract:Training reinforcement learning (RL) agents on robotic tasks typically requires a large number of training samples. This is because training data often consists of noisy trajectories, whether from exploration or human-collected demonstrations, making it difficult to learn value functions that understand the effect of taking each action. On the other hand, recent behavior-cloning (BC) approaches have shown that predicting a sequence of actions enables policies to effectively approximate noisy, multi-modal distributions of expert demonstrations. Can we use a similar idea for improving RL on robotic tasks? In this paper, we introduce a novel RL algorithm that learns a critic network that outputs Q-values over a sequence of actions. By explicitly training the value functions to learn the consequence of executing a series of current and future actions, our algorithm allows for learning useful value functions from noisy trajectories. We study our algorithm across various setups with sparse and dense rewards, and with or without demonstrations, spanning mobile bi-manual manipulation, whole-body control, and tabletop manipulation tasks from BiGym, HumanoidBench, and RLBench. We find that, by learning the critic network with action sequences, our algorithm outperforms various RL and BC baselines, in particular on challenging humanoid control tasks.