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Abstract:Contact-rich manipulation tasks with stiff frictional elements like connector insertion are difficult to model with rigid-body simulators. In this work, we propose a new approach for modeling these environments by learning a quasi-static contact force model instead of a full simulator. Using a feature vector that contains information about the configuration and control, we find a linear mapping adequately captures the relationship between this feature vector and the sensed contact forces. A novel Linear Model Learning (LML) algorithm is used to solve for the globally optimal mapping in real time without any matrix inversions, resulting in an algorithm that runs in nearly constant time on a GPU as the model size increases. We validate the proposed approach for connector insertion both in simulation and hardware experiments, where the learned model is combined with an optimization-based controller to achieve smooth insertions in the presence of misalignments and uncertainty. Our website featuring videos, code, and more materials is available at https://model-based-plugging.github.io/.
Abstract:Large language models (LLMs) have demonstrated exciting progress in acquiring diverse new capabilities through in-context learning, ranging from logical reasoning to code-writing. Robotics researchers have also explored using LLMs to advance the capabilities of robotic control. However, since low-level robot actions are hardware-dependent and underrepresented in LLM training corpora, existing efforts in applying LLMs to robotics have largely treated LLMs as semantic planners or relied on human-engineered control primitives to interface with the robot. On the other hand, reward functions are shown to be flexible representations that can be optimized for control policies to achieve diverse tasks, while their semantic richness makes them suitable to be specified by LLMs. In this work, we introduce a new paradigm that harnesses this realization by utilizing LLMs to define reward parameters that can be optimized and accomplish variety of robotic tasks. Using reward as the intermediate interface generated by LLMs, we can effectively bridge the gap between high-level language instructions or corrections to low-level robot actions. Meanwhile, combining this with a real-time optimizer, MuJoCo MPC, empowers an interactive behavior creation experience where users can immediately observe the results and provide feedback to the system. To systematically evaluate the performance of our proposed method, we designed a total of 17 tasks for a simulated quadruped robot and a dexterous manipulator robot. We demonstrate that our proposed method reliably tackles 90% of the designed tasks, while a baseline using primitive skills as the interface with Code-as-policies achieves 50% of the tasks. We further validated our method on a real robot arm where complex manipulation skills such as non-prehensile pushing emerge through our interactive system.
Abstract:We introduce MuJoCo MPC (MJPC), an open-source, interactive application and software framework for real-time predictive control, based on MuJoCo physics. MJPC allows the user to easily author and solve complex robotics tasks, and currently supports three shooting-based planners: derivative-based iLQG and Gradient Descent, and a simple derivative-free method we call Predictive Sampling. Predictive Sampling was designed as an elementary baseline, mostly for its pedagogical value, but turned out to be surprisingly competitive with the more established algorithms. This work does not present algorithmic advances, and instead, prioritises performant algorithms, simple code, and accessibility of model-based methods via intuitive and interactive software. MJPC is available at: github.com/deepmind/mujoco_mpc, a video summary can be viewed at: dpmd.ai/mjpc.
Abstract:The recent phenomenal success of language models has reinvigorated machine learning research, and large sequence models such as transformers are being applied to a variety of domains. One important problem class that has remained relatively elusive however is purposeful adaptive behavior. Currently there is a common perception that sequence models "lack the understanding of the cause and effect of their actions" leading them to draw incorrect inferences due to auto-suggestive delusions. In this report we explain where this mismatch originates, and show that it can be resolved by treating actions as causal interventions. Finally, we show that in supervised learning, one can teach a system to condition or intervene on data by training with factual and counterfactual error signals respectively.
Abstract:The dm_control software package is a collection of Python libraries and task suites for reinforcement learning agents in an articulated-body simulation. A MuJoCo wrapper provides convenient bindings to functions and data structures. The PyMJCF and Composer libraries enable procedural model manipulation and task authoring. The Control Suite is a fixed set of tasks with standardised structure, intended to serve as performance benchmarks. The Locomotion framework provides high-level abstractions and examples of locomotion tasks. A set of configurable manipulation tasks with a robot arm and snap-together bricks is also included. dm_control is publicly available at https://www.github.com/deepmind/dm_control
Abstract:Both in simulation settings and robotics, there is an ambition to produce flexible control systems that can enable complex bodies to perform dynamic locomotion and natural object manipulation. In previous work, we developed a framework to train locomotor skills and reuse these skills for whole-body visuomotor tasks. Here, we extend this line of work to tasks involving whole body movement as well as visually guided manipulation of objects. This setting poses novel challenges in terms of task specification, exploration, and generalization. We develop an integrated approach consisting of a flexible motor primitive module, demonstrations, an instructed training regime as well as curricula in the form of task variations. We demonstrate the utility of our approach for solving challenging whole body tasks that require joint locomotion and manipulation, and characterize its behavioral robustness. We also provide a high-level overview video, see https://youtu.be/t0RDGSnE3cM .
Abstract:Learning robotic control policies in the real world gives rise to challenges in data efficiency, safety, and controlling the initial condition of the system. On the other hand, simulations are a useful alternative as they provide an abundant source of data without the restrictions of the real world. Unfortunately, simulations often fail to accurately model complex real-world phenomena. Traditional system identification techniques are limited in expressiveness by the analytical model parameters, and usually are not sufficient to capture such phenomena. In this paper we propose a general framework for improving the analytical model by optimizing state dependent generalized forces. State dependent generalized forces are expressive enough to model constraints in the equations of motion, while maintaining a clear physical meaning and intuition. We use reinforcement learning to efficiently optimize the mapping from states to generalized forces over a discounted infinite horizon. We show that using only minutes of real world data improves the sim-to-real control policy transfer. We demonstrate the feasibility of our approach by validating it on a nonprehensile manipulation task on the Sawyer robot.
Abstract:This paper addresses the problem of evaluating learning systems in safety critical domains such as autonomous driving, where failures can have catastrophic consequences. We focus on two problems: searching for scenarios when learned agents fail and assessing their probability of failure. The standard method for agent evaluation in reinforcement learning, Vanilla Monte Carlo, can miss failures entirely, leading to the deployment of unsafe agents. We demonstrate this is an issue for current agents, where even matching the compute used for training is sometimes insufficient for evaluation. To address this shortcoming, we draw upon the rare event probability estimation literature and propose an adversarial evaluation approach. Our approach focuses evaluation on adversarially chosen situations, while still providing unbiased estimates of failure probabilities. The key difficulty is in identifying these adversarial situations -- since failures are rare there is little signal to drive optimization. To solve this we propose a continuation approach that learns failure modes in related but less robust agents. Our approach also allows reuse of data already collected for training the agent. We demonstrate the efficacy of adversarial evaluation on two standard domains: humanoid control and simulated driving. Experimental results show that our methods can find catastrophic failures and estimate failures rates of agents multiple orders of magnitude faster than standard evaluation schemes, in minutes to hours rather than days.
Abstract:We propose a model-free deep reinforcement learning method that leverages a small amount of demonstration data to assist a reinforcement learning agent. We apply this approach to robotic manipulation tasks and train end-to-end visuomotor policies that map directly from RGB camera inputs to joint velocities. We demonstrate that our approach can solve a wide variety of visuomotor tasks, for which engineering a scripted controller would be laborious. In experiments, our reinforcement and imitation agent achieves significantly better performances than agents trained with reinforcement learning or imitation learning alone. We also illustrate that these policies, trained with large visual and dynamics variations, can achieve preliminary successes in zero-shot sim2real transfer. A brief visual description of this work can be viewed in https://youtu.be/EDl8SQUNjj0
Abstract:We consider the setting of an agent with a fixed body interacting with an unknown and uncertain external world. We show that models trained to predict proprioceptive information about the agent's body come to represent objects in the external world. In spite of being trained with only internally available signals, these dynamic body models come to represent external objects through the necessity of predicting their effects on the agent's own body. That is, the model learns holistic persistent representations of objects in the world, even though the only training signals are body signals. Our dynamics model is able to successfully predict distributions over 132 sensor readings over 100 steps into the future and we demonstrate that even when the body is no longer in contact with an object, the latent variables of the dynamics model continue to represent its shape. We show that active data collection by maximizing the entropy of predictions about the body---touch sensors, proprioception and vestibular information---leads to learning of dynamic models that show superior performance when used for control. We also collect data from a real robotic hand and show that the same models can be used to answer questions about properties of objects in the real world. Videos with qualitative results of our models are available at https://goo.gl/mZuqAV.