Abstract:The recent surge in high-quality visual instruction tuning samples from closed-source vision-language models (VLMs) such as GPT-4V has accelerated the release of open-source VLMs across various model sizes. However, scaling VLMs to improve performance using larger models brings significant computational challenges, especially for deployment on resource-constrained devices like mobile platforms and robots. To address this, we propose VLsI: Verbalized Layers-to-Interactions, a new VLM family in 2B and 7B model sizes, which prioritizes efficiency without compromising accuracy. VLsI leverages a unique, layer-wise distillation process, introducing intermediate "verbalizers" that map features from each layer to natural language space, allowing smaller VLMs to flexibly align with the reasoning processes of larger VLMs. This approach mitigates the training instability often encountered in output imitation and goes beyond typical final-layer tuning by aligning the small VLMs' layer-wise progression with that of the large ones. We validate VLsI across ten challenging vision-language benchmarks, achieving notable performance gains (11.0% for 2B and 17.4% for 7B) over GPT-4V without the need for model scaling, merging, or architectural changes.
Abstract:This paper presents DNAct, a language-conditioned multi-task policy framework that integrates neural rendering pre-training and diffusion training to enforce multi-modality learning in action sequence spaces. To learn a generalizable multi-task policy with few demonstrations, the pre-training phase of DNAct leverages neural rendering to distill 2D semantic features from foundation models such as Stable Diffusion to a 3D space, which provides a comprehensive semantic understanding regarding the scene. Consequently, it allows various applications to challenging robotic tasks requiring rich 3D semantics and accurate geometry. Furthermore, we introduce a novel approach utilizing diffusion training to learn a vision and language feature that encapsulates the inherent multi-modality in the multi-task demonstrations. By reconstructing the action sequences from different tasks via the diffusion process, the model is capable of distinguishing different modalities and thus improving the robustness and the generalizability of the learned representation. DNAct significantly surpasses SOTA NeRF-based multi-task manipulation approaches with over 30% improvement in success rate. Project website: dnact.github.io.
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:It is a long-standing problem in robotics to develop agents capable of executing diverse manipulation tasks from visual observations in unstructured real-world environments. To achieve this goal, the robot needs to have a comprehensive understanding of the 3D structure and semantics of the scene. In this work, we present $\textbf{GNFactor}$, a visual behavior cloning agent for multi-task robotic manipulation with $\textbf{G}$eneralizable $\textbf{N}$eural feature $\textbf{F}$ields. GNFactor jointly optimizes a generalizable neural field (GNF) as a reconstruction module and a Perceiver Transformer as a decision-making module, leveraging a shared deep 3D voxel representation. To incorporate semantics in 3D, the reconstruction module utilizes a vision-language foundation model ($\textit{e.g.}$, Stable Diffusion) to distill rich semantic information into the deep 3D voxel. We evaluate GNFactor on 3 real robot tasks and perform detailed ablations on 10 RLBench tasks with a limited number of demonstrations. We observe a substantial improvement of GNFactor over current state-of-the-art methods in seen and unseen tasks, demonstrating the strong generalization ability of GNFactor. Our project website is https://yanjieze.com/GNFactor/ .
Abstract:This paper introduces Elastic Decision Transformer (EDT), a significant advancement over the existing Decision Transformer (DT) and its variants. Although DT purports to generate an optimal trajectory, empirical evidence suggests it struggles with trajectory stitching, a process involving the generation of an optimal or near-optimal trajectory from the best parts of a set of sub-optimal trajectories. The proposed EDT differentiates itself by facilitating trajectory stitching during action inference at test time, achieved by adjusting the history length maintained in DT. Further, the EDT optimizes the trajectory by retaining a longer history when the previous trajectory is optimal and a shorter one when it is sub-optimal, enabling it to "stitch" with a more optimal trajectory. Extensive experimentation demonstrates EDT's ability to bridge the performance gap between DT-based and Q Learning-based approaches. In particular, the EDT outperforms Q Learning-based methods in a multi-task regime on the D4RL locomotion benchmark and Atari games. Videos are available at: https://kristery.github.io/edt/
Abstract:Dexterous manipulation with a multi-finger hand is one of the most challenging problems in robotics. While recent progress in imitation learning has largely improved the sample efficiency compared to Reinforcement Learning, the learned policy can hardly generalize to manipulate novel objects, given limited expert demonstrations. In this paper, we propose to learn dexterous manipulation using large-scale demonstrations with diverse 3D objects in a category, which are generated from a human grasp affordance model. This generalizes the policy to novel object instances within the same category. To train the policy, we propose a novel imitation learning objective jointly with a geometric representation learning objective using our demonstrations. By experimenting with relocating diverse objects in simulation, we show that our approach outperforms baselines with a large margin when manipulating novel objects. We also ablate the importance on 3D object representation learning for manipulation. We include videos, code, and additional information on the project website - https://kristery.github.io/ILAD/ .
Abstract:While we have made significant progress on understanding hand-object interactions in computer vision, it is still very challenging for robots to perform complex dexterous manipulation. In this paper, we propose a new platform and pipeline, DexMV (Dexterous Manipulation from Videos), for imitation learning to bridge the gap between computer vision and robot learning. We design a platform with: (i) a simulation system for complex dexterous manipulation tasks with a multi-finger robot hand and (ii) a computer vision system to record large-scale demonstrations of a human hand conducting the same tasks. In our new pipeline, we extract 3D hand and object poses from the videos, and convert them to robot demonstrations via motion retargeting. We then apply and compare multiple imitation learning algorithms with the demonstrations. We show that the demonstrations can indeed improve robot learning by a large margin and solve the complex tasks which reinforcement learning alone cannot solve. Project page with video: https://yzqin.github.io/dexmv
Abstract:The goal of this work is to provide a viable solution based on reinforcement learning for traffic signal control problems. Although the state-of-the-art reinforcement learning approaches have yielded great success in a variety of domains, directly applying it to alleviate traffic congestion can be challenging, considering the requirement of high sample efficiency and how training data is gathered. In this work, we address several challenges that we encountered when we attempted to mitigate serious traffic congestion occurring in a metropolitan area. Specifically, we are required to provide a solution that is able to (1) handle the traffic signal control when certain surveillance cameras that retrieve information for reinforcement learning are down, (2) learn from batch data without a traffic simulator, and (3) make control decisions without shared information across intersections. We present a two-stage framework to deal with the above-mentioned situations. The framework can be decomposed into an Evolution Strategies approach that gives a fixed-time traffic signal control schedule and a multi-agent off-policy reinforcement learning that is capable of learning from batch data with the aid of three proposed components, bounded action, batch augmentation, and surrogate reward clipping. Our experiments show that the proposed framework reduces traffic congestion by 36% in terms of waiting time compared with the currently used fixed-time traffic signal plan. Furthermore, the framework requires only 600 queries to a simulator to achieve the result.
Abstract:Neural networks have enabled state-of-the-art approaches to achieve incredible results on computer vision tasks such as object detection. However, such success greatly relies on costly computation resources, which hinders people with cheap devices from appreciating the advanced technology. In this paper, we propose Cross Stage Partial Network (CSPNet) to mitigate the problem that previous works require heavy inference computations from the network architecture perspective. We attribute the problem to the duplicate gradient information within network optimization. The proposed networks respect the variability of the gradients by integrating feature maps from the beginning and the end of a network stage, which, in our experiments, reduces computations by 20% with equivalent or even superior accuracy on the ImageNet dataset, and significantly outperforms state-of-the-art approaches in terms of AP50 on the MS COCO object detection dataset. The CSPNet is easy to implement and general enough to cope with architectures based on ResNet, ResNeXt, and DenseNet. Source code is at https://github.com/WongKinYiu/CrossStagePartialNetworks.
Abstract:Model-based reinforcement learning (MBRL) aims to learn a dynamic model to reduce the number of interactions with real-world environments. However, due to estimation error, rollouts in the learned model, especially those of long horizon, fail to match the ones in real-world environments. This mismatching has seriously impacted the sample complexity of MBRL. The phenomenon can be attributed to the fact that previous works employ supervised learning to learn the one-step transition models, which has inherent difficulty ensuring the matching of distributions from multi-step rollouts. Based on the claim, we propose to learn the synthesized model by matching the distributions of multi-step rollouts sampled from the synthesized model and the real ones via WGAN. We theoretically show that matching the two can minimize the difference of cumulative rewards between the real transition and the learned one. Our experiments also show that the proposed model imitation method outperforms the state-of-the-art in terms of sample complexity and average return.