Abstract:Unsupervised goal-conditioned reinforcement learning (GCRL) is a promising paradigm for developing diverse robotic skills without external supervision. However, existing unsupervised GCRL methods often struggle to cover a wide range of states in complex environments due to their limited exploration and sparse or noisy rewards for GCRL. To overcome these challenges, we propose a novel unsupervised GCRL method that leverages TemporaL Distance-aware Representations (TLDR). TLDR selects faraway goals to initiate exploration and computes intrinsic exploration rewards and goal-reaching rewards, based on temporal distance. Specifically, our exploration policy seeks states with large temporal distances (i.e. covering a large state space), while the goal-conditioned policy learns to minimize the temporal distance to the goal (i.e. reaching the goal). Our experimental results in six simulated robotic locomotion environments demonstrate that our method significantly outperforms previous unsupervised GCRL methods in achieving a wide variety of states.
Abstract:Model-based offline reinforcement learning (RL) is a compelling approach that addresses the challenge of learning from limited, static data by generating imaginary trajectories using learned models. However, it falls short in solving long-horizon tasks due to high bias in value estimation from model rollouts. In this paper, we introduce a novel model-based offline RL method, Lower Expectile Q-learning (LEQ), which enhances long-horizon task performance by mitigating the high bias in model-based value estimation via expectile regression of $\lambda$-returns. Our empirical results show that LEQ significantly outperforms previous model-based offline RL methods on long-horizon tasks, such as the D4RL AntMaze tasks, matching or surpassing the performance of model-free approaches. Our experiments demonstrate that expectile regression, $\lambda$-returns, and critic training on offline data are all crucial for addressing long-horizon tasks. Additionally, LEQ achieves performance comparable to the state-of-the-art model-based and model-free offline RL methods on the NeoRL benchmark and the D4RL MuJoCo Gym tasks.
Abstract:The creation of large, diverse, high-quality robot manipulation datasets is an important stepping stone on the path toward more capable and robust robotic manipulation policies. However, creating such datasets is challenging: collecting robot manipulation data in diverse environments poses logistical and safety challenges and requires substantial investments in hardware and human labour. As a result, even the most general robot manipulation policies today are mostly trained on data collected in a small number of environments with limited scene and task diversity. In this work, we introduce DROID (Distributed Robot Interaction Dataset), a diverse robot manipulation dataset with 76k demonstration trajectories or 350 hours of interaction data, collected across 564 scenes and 84 tasks by 50 data collectors in North America, Asia, and Europe over the course of 12 months. We demonstrate that training with DROID leads to policies with higher performance and improved generalization ability. We open source the full dataset, policy learning code, and a detailed guide for reproducing our robot hardware setup.
Abstract:Humanoid robots hold great promise in assisting humans in diverse environments and tasks, due to their flexibility and adaptability leveraging human-like morphology. However, research in humanoid robots is often bottlenecked by the costly and fragile hardware setups. To accelerate algorithmic research in humanoid robots, we present a high-dimensional, simulated robot learning benchmark, HumanoidBench, featuring a humanoid robot equipped with dexterous hands and a variety of challenging whole-body manipulation and locomotion tasks. Our findings reveal that state-of-the-art reinforcement learning algorithms struggle with most tasks, whereas a hierarchical learning baseline achieves superior performance when supported by robust low-level policies, such as walking or reaching. With HumanoidBench, we provide the robotics community with a platform to identify the challenges arising when solving diverse tasks with humanoid robots, facilitating prompt verification of algorithms and ideas. The open-source code is available at https://sferrazza.cc/humanoidbench_site.
Abstract:Model-based reinforcement learning (MBRL) has gained much attention for its ability to learn complex behaviors in a sample-efficient way: planning actions by generating imaginary trajectories with predicted rewards. Despite its success, we found that surprisingly, reward prediction is often a bottleneck of MBRL, especially for sparse rewards that are challenging (or even ambiguous) to predict. Motivated by the intuition that humans can learn from rough reward estimates, we propose a simple yet effective reward smoothing approach, DreamSmooth, which learns to predict a temporally-smoothed reward, instead of the exact reward at the given timestep. We empirically show that DreamSmooth achieves state-of-the-art performance on long-horizon sparse-reward tasks both in sample efficiency and final performance without losing performance on common benchmarks, such as Deepmind Control Suite and Atari benchmarks.
Abstract:Humans rely on the synergy of their senses for most essential tasks. For tasks requiring object manipulation, we seamlessly and effectively exploit the complementarity of our senses of vision and touch. This paper draws inspiration from such capabilities and aims to find a systematic approach to fuse visual and tactile information in a reinforcement learning setting. We propose Masked Multimodal Learning (M3L), which jointly learns a policy and visual-tactile representations based on masked autoencoding. The representations jointly learned from vision and touch improve sample efficiency, and unlock generalization capabilities beyond those achievable through each of the senses separately. Remarkably, representations learned in a multimodal setting also benefit vision-only policies at test time. We evaluate M3L on three simulated environments with both visual and tactile observations: robotic insertion, door opening, and dexterous in-hand manipulation, demonstrating the benefits of learning a multimodal policy. Code and videos of the experiments are available at https://sferrazza.cc/m3l_site.
Abstract:Large, high-capacity models trained on diverse datasets have shown remarkable successes on efficiently tackling downstream applications. In domains from NLP to Computer Vision, this has led to a consolidation of pretrained models, with general pretrained backbones serving as a starting point for many applications. Can such a consolidation happen in robotics? Conventionally, robotic learning methods train a separate model for every application, every robot, and even every environment. Can we instead train generalist X-robot policy that can be adapted efficiently to new robots, tasks, and environments? In this paper, we provide datasets in standardized data formats and models to make it possible to explore this possibility in the context of robotic manipulation, alongside experimental results that provide an example of effective X-robot policies. We assemble a dataset from 22 different robots collected through a collaboration between 21 institutions, demonstrating 527 skills (160266 tasks). We show that a high-capacity model trained on this data, which we call RT-X, exhibits positive transfer and improves the capabilities of multiple robots by leveraging experience from other platforms. More details can be found on the project website $\href{https://robotics-transformer-x.github.io}{\text{robotics-transformer-x.github.io}}$.
Abstract:Contact is at the core of robotic manipulation. At times, it is desired (e.g. manipulation and grasping), and at times, it is harmful (e.g. when avoiding obstacles). However, traditional path planning algorithms focus solely on collision-free paths, limiting their applicability in contact-rich tasks. To address this limitation, we propose the domain of Language-Conditioned Path Planning, where contact-awareness is incorporated into the path planning problem. As a first step in this domain, we propose Language-Conditioned Collision Functions (LACO) a novel approach that learns a collision function using only a single-view image, language prompt, and robot configuration. LACO predicts collisions between the robot and the environment, enabling flexible, conditional path planning without the need for manual object annotations, point cloud data, or ground-truth object meshes. In both simulation and the real world, we demonstrate that LACO can facilitate complex, nuanced path plans that allow for interaction with objects that are safe to collide, rather than prohibiting any collision.
Abstract:Specifying reward signals that allow agents to learn complex behaviors is a long-standing challenge in reinforcement learning. A promising approach is to extract preferences for behaviors from unlabeled videos, which are widely available on the internet. We present Video Prediction Rewards (VIPER), an algorithm that leverages pretrained video prediction models as action-free reward signals for reinforcement learning. Specifically, we first train an autoregressive transformer on expert videos and then use the video prediction likelihoods as reward signals for a reinforcement learning agent. VIPER enables expert-level control without programmatic task rewards across a wide range of DMC, Atari, and RLBench tasks. Moreover, generalization of the video prediction model allows us to derive rewards for an out-of-distribution environment where no expert data is available, enabling cross-embodiment generalization for tabletop manipulation. We see our work as starting point for scalable reward specification from unlabeled videos that will benefit from the rapid advances in generative modeling. Source code and datasets are available on the project website: https://escontrela.me
Abstract:Reinforcement learning (RL), imitation learning (IL), and task and motion planning (TAMP) have demonstrated impressive performance across various robotic manipulation tasks. However, these approaches have been limited to learning simple behaviors in current real-world manipulation benchmarks, such as pushing or pick-and-place. To enable more complex, long-horizon behaviors of an autonomous robot, we propose to focus on real-world furniture assembly, a complex, long-horizon robot manipulation task that requires addressing many current robotic manipulation challenges to solve. We present FurnitureBench, a reproducible real-world furniture assembly benchmark aimed at providing a low barrier for entry and being easily reproducible, so that researchers across the world can reliably test their algorithms and compare them against prior work. For ease of use, we provide 200+ hours of pre-collected data (5000+ demonstrations), 3D printable furniture models, a robotic environment setup guide, and systematic task initialization. Furthermore, we provide FurnitureSim, a fast and realistic simulator of FurnitureBench. We benchmark the performance of offline RL and IL algorithms on our assembly tasks and demonstrate the need to improve such algorithms to be able to solve our tasks in the real world, providing ample opportunities for future research.