Abstract:In this work, we conducted research on deformable object manipulation by robots based on demonstration-enhanced reinforcement learning (RL). To improve the learning efficiency of RL, we enhanced the utilization of demonstration data from multiple aspects and proposed the HGCR-DDPG algorithm. It uses a novel high-dimensional fuzzy approach for grasping-point selection, a refined behavior-cloning method to enhance data-driven learning in Rainbow-DDPG, and a sequential policy-learning strategy. Compared to the baseline algorithm (Rainbow-DDPG), our proposed HGCR-DDPG achieved 2.01 times the global average reward and reduced the global average standard deviation to 45% of that of the baseline algorithm. To reduce the human labor cost of demonstration collection, we proposed a low-cost demonstration collection method based on Nonlinear Model Predictive Control (NMPC). Simulation experiment results show that demonstrations collected through NMPC can be used to train HGCR-DDPG, achieving comparable results to those obtained with human demonstrations. To validate the feasibility of our proposed methods in real-world environments, we conducted physical experiments involving deformable object manipulation. We manipulated fabric to perform three tasks: diagonal folding, central axis folding, and flattening. The experimental results demonstrate that our proposed method achieved success rates of 83.3%, 80%, and 100% for these three tasks, respectively, validating the effectiveness of our approach. Compared to current large-model approaches for robot manipulation, the proposed algorithm is lightweight, requires fewer computational resources, and offers task-specific customization and efficient adaptability for specific tasks.
Abstract:Pleasure and pain play an important role in human decision making by providing a common currency for resolving motivational conflicts. While Large Language Models (LLMs) can generate detailed descriptions of pleasure and pain experiences, it is an open question whether LLMs can recreate the motivational force of pleasure and pain in choice scenarios - a question which may bear on debates about LLM sentience, understood as the capacity for valenced experiential states. We probed this question using a simple game in which the stated goal is to maximise points, but where either the points-maximising option is said to incur a pain penalty or a non-points-maximising option is said to incur a pleasure reward, providing incentives to deviate from points-maximising behaviour. Varying the intensity of the pain penalties and pleasure rewards, we found that Claude 3.5 Sonnet, Command R+, GPT-4o, and GPT-4o mini each demonstrated at least one trade-off in which the majority of responses switched from points-maximisation to pain-minimisation or pleasure-maximisation after a critical threshold of stipulated pain or pleasure intensity is reached. LLaMa 3.1-405b demonstrated some graded sensitivity to stipulated pleasure rewards and pain penalties. Gemini 1.5 Pro and PaLM 2 prioritised pain-avoidance over points-maximisation regardless of intensity, while tending to prioritise points over pleasure regardless of intensity. We discuss the implications of these findings for debates about the possibility of LLM sentience.