new

Get trending papers in your email inbox!

Subscribe

Daily Papers

byAK and the research community

Oct 29

RAGent: Retrieval-based Access Control Policy Generation

Manually generating access control policies from an organization's high-level requirement specifications poses significant challenges. It requires laborious efforts to sift through multiple documents containing such specifications and translate their access requirements into access control policies. Also, the complexities and ambiguities of these specifications often result in errors by system administrators during the translation process, leading to data breaches. However, the automated policy generation frameworks designed to help administrators in this process are unreliable due to limitations, such as the lack of domain adaptation. Therefore, to improve the reliability of access control policy generation, we propose RAGent, a novel retrieval-based access control policy generation framework based on language models. RAGent identifies access requirements from high-level requirement specifications with an average state-of-the-art F1 score of 87.9%. Through retrieval augmented generation, RAGent then translates the identified access requirements into access control policies with an F1 score of 77.9%. Unlike existing frameworks, RAGent generates policies with complex components like purposes and conditions, in addition to subjects, actions, and resources. Moreover, RAGent automatically verifies the generated policies and iteratively refines them through a novel verification-refinement mechanism, further improving the reliability of the process by 3%, reaching the F1 score of 80.6%. We also introduce three annotated datasets for developing access control policy generation frameworks in the future, addressing the data scarcity of the domain.

  • 3 authors
·
Sep 7, 2024

Signal Temporal Logic Neural Predictive Control

Ensuring safety and meeting temporal specifications are critical challenges for long-term robotic tasks. Signal temporal logic (STL) has been widely used to systematically and rigorously specify these requirements. However, traditional methods of finding the control policy under those STL requirements are computationally complex and not scalable to high-dimensional or systems with complex nonlinear dynamics. Reinforcement learning (RL) methods can learn the policy to satisfy the STL specifications via hand-crafted or STL-inspired rewards, but might encounter unexpected behaviors due to ambiguity and sparsity in the reward. In this paper, we propose a method to directly learn a neural network controller to satisfy the requirements specified in STL. Our controller learns to roll out trajectories to maximize the STL robustness score in training. In testing, similar to Model Predictive Control (MPC), the learned controller predicts a trajectory within a planning horizon to ensure the satisfaction of the STL requirement in deployment. A backup policy is designed to ensure safety when our controller fails. Our approach can adapt to various initial conditions and environmental parameters. We conduct experiments on six tasks, where our method with the backup policy outperforms the classical methods (MPC, STL-solver), model-free and model-based RL methods in STL satisfaction rate, especially on tasks with complex STL specifications while being 10X-100X faster than the classical methods.

  • 2 authors
·
Sep 10, 2023

Robust Model-based Reinforcement Learning for Autonomous Greenhouse Control

Due to the high efficiency and less weather dependency, autonomous greenhouses provide an ideal solution to meet the increasing demand for fresh food. However, managers are faced with some challenges in finding appropriate control strategies for crop growth, since the decision space of the greenhouse control problem is an astronomical number. Therefore, an intelligent closed-loop control framework is highly desired to generate an automatic control policy. As a powerful tool for optimal control, reinforcement learning (RL) algorithms can surpass human beings' decision-making and can also be seamlessly integrated into the closed-loop control framework. However, in complex real-world scenarios such as agricultural automation control, where the interaction with the environment is time-consuming and expensive, the application of RL algorithms encounters two main challenges, i.e., sample efficiency and safety. Although model-based RL methods can greatly mitigate the efficiency problem of greenhouse control, the safety problem has not got too much attention. In this paper, we present a model-based robust RL framework for autonomous greenhouse control to meet the sample efficiency and safety challenges. Specifically, our framework introduces an ensemble of environment models to work as a simulator and assist in policy optimization, thereby addressing the low sample efficiency problem. As for the safety concern, we propose a sample dropout module to focus more on worst-case samples, which can help improve the adaptability of the greenhouse planting policy in extreme cases. Experimental results demonstrate that our approach can learn a more effective greenhouse planting policy with better robustness than existing methods.

  • 6 authors
·
Aug 26, 2021

A Grasp Pose is All You Need: Learning Multi-fingered Grasping with Deep Reinforcement Learning from Vision and Touch

Multi-fingered robotic hands have potential to enable robots to perform sophisticated manipulation tasks. However, teaching a robot to grasp objects with an anthropomorphic hand is an arduous problem due to the high dimensionality of state and action spaces. Deep Reinforcement Learning (DRL) offers techniques to design control policies for this kind of problems without explicit environment or hand modeling. However, state-of-the-art model-free algorithms have proven inefficient for learning such policies. The main problem is that the exploration of the environment is unfeasible for such high-dimensional problems, thus hampering the initial phases of policy optimization. One possibility to address this is to rely on off-line task demonstrations, but, oftentimes, this is too demanding in terms of time and computational resources. To address these problems, we propose the A Grasp Pose is All You Need (G-PAYN) method for the anthropomorphic hand of the iCub humanoid. We develop an approach to automatically collect task demonstrations to initialize the training of the policy. The proposed grasping pipeline starts from a grasp pose generated by an external algorithm, used to initiate the movement. Then a control policy (previously trained with the proposed G-PAYN) is used to reach and grab the object. We deployed the iCub into the MuJoCo simulator and use it to test our approach with objects from the YCB-Video dataset. Results show that G-PAYN outperforms current DRL techniques in the considered setting in terms of success rate and execution time with respect to the baselines. The code to reproduce the experiments is released together with the paper with an open source license.

  • 4 authors
·
Jun 6, 2023

SIMS: Simulating Stylized Human-Scene Interactions with Retrieval-Augmented Script Generation

Simulating stylized human-scene interactions (HSI) in physical environments is a challenging yet fascinating task. Prior works emphasize long-term execution but fall short in achieving both diverse style and physical plausibility. To tackle this challenge, we introduce a novel hierarchical framework named SIMS that seamlessly bridges highlevel script-driven intent with a low-level control policy, enabling more expressive and diverse human-scene interactions. Specifically, we employ Large Language Models with Retrieval-Augmented Generation (RAG) to generate coherent and diverse long-form scripts, providing a rich foundation for motion planning. A versatile multicondition physics-based control policy is also developed, which leverages text embeddings from the generated scripts to encode stylistic cues, simultaneously perceiving environmental geometries and accomplishing task goals. By integrating the retrieval-augmented script generation with the multi-condition controller, our approach provides a unified solution for generating stylized HSI motions. We further introduce a comprehensive planning dataset produced by RAG and a stylized motion dataset featuring diverse locomotions and interactions. Extensive experiments demonstrate SIMS's effectiveness in executing various tasks and generalizing across different scenarios, significantly outperforming previous methods.

  • 10 authors
·
Nov 29, 2024

TempoRL: laser pulse temporal shape optimization with Deep Reinforcement Learning

High Power Laser's (HPL) optimal performance is essential for the success of a wide variety of experimental tasks related to light-matter interactions. Traditionally, HPL parameters are optimised in an automated fashion relying on black-box numerical methods. However, these can be demanding in terms of computational resources and usually disregard transient and complex dynamics. Model-free Deep Reinforcement Learning (DRL) offers a promising alternative framework for optimising HPL performance since it allows to tune the control parameters as a function of system states subject to nonlinear temporal dynamics without requiring an explicit dynamics model of those. Furthermore, DRL aims to find an optimal control policy rather than a static parameter configuration, particularly suitable for dynamic processes involving sequential decision-making. This is particularly relevant as laser systems are typically characterised by dynamic rather than static traits. Hence the need for a strategy to choose the control applied based on the current context instead of one single optimal control configuration. This paper investigates the potential of DRL in improving the efficiency and safety of HPL control systems. We apply this technique to optimise the temporal profile of laser pulses in the L1 pump laser hosted at the ELI Beamlines facility. We show how to adapt DRL to the setting of spectral phase control by solely tuning dispersion coefficients of the spectral phase and reaching pulses similar to transform limited with full-width at half-maximum (FWHM) of ca1.6 ps.

  • 5 authors
·
Apr 20, 2023

A good body is all you need: avoiding catastrophic interference via agent architecture search

In robotics, catastrophic interference continues to restrain policy training across environments. Efforts to combat catastrophic interference to date focus on novel neural architectures or training methods, with a recent emphasis on policies with good initial settings that facilitate training in new environments. However, none of these methods to date have taken into account how the physical architecture of the robot can obstruct or facilitate catastrophic interference, just as the choice of neural architecture can. In previous work we have shown how aspects of a robot's physical structure (specifically, sensor placement) can facilitate policy learning by increasing the fraction of optimal policies for a given physical structure. Here we show for the first time that this proxy measure of catastrophic interference correlates with sample efficiency across several search methods, proving that favorable loss landscapes can be induced by the correct choice of physical structure. We show that such structures can be found via co-optimization -- optimization of a robot's structure and control policy simultaneously -- yielding catastrophic interference resistant robot structures and policies, and that this is more efficient than control policy optimization alone. Finally, we show that such structures exhibit sensor homeostasis across environments and introduce this as the mechanism by which certain robots overcome catastrophic interference.

  • 4 authors
·
Aug 18, 2021

Decentralized Aerial Manipulation of a Cable-Suspended Load using Multi-Agent Reinforcement Learning

This paper presents the first decentralized method to enable real-world 6-DoF manipulation of a cable-suspended load using a team of Micro-Aerial Vehicles (MAVs). Our method leverages multi-agent reinforcement learning (MARL) to train an outer-loop control policy for each MAV. Unlike state-of-the-art controllers that utilize a centralized scheme, our policy does not require global states, inter-MAV communications, nor neighboring MAV information. Instead, agents communicate implicitly through load pose observations alone, which enables high scalability and flexibility. It also significantly reduces computing costs during inference time, enabling onboard deployment of the policy. In addition, we introduce a new action space design for the MAVs using linear acceleration and body rates. This choice, combined with a robust low-level controller, enables reliable sim-to-real transfer despite significant uncertainties caused by cable tension during dynamic 3D motion. We validate our method in various real-world experiments, including full-pose control under load model uncertainties, showing setpoint tracking performance comparable to the state-of-the-art centralized method. We also demonstrate cooperation amongst agents with heterogeneous control policies, and robustness to the complete in-flight loss of one MAV. Videos of experiments: https://autonomousrobots.nl/paper_websites/aerial-manipulation-marl

  • 5 authors
·
Aug 2 2

HAMSTER: Hierarchical Action Models For Open-World Robot Manipulation

Large foundation models have shown strong open-world generalization to complex problems in vision and language, but similar levels of generalization have yet to be achieved in robotics. One fundamental challenge is the lack of robotic data, which are typically obtained through expensive on-robot operation. A promising remedy is to leverage cheaper, off-domain data such as action-free videos, hand-drawn sketches or simulation data. In this work, we posit that hierarchical vision-language-action (VLA) models can be more effective in utilizing off-domain data than standard monolithic VLA models that directly finetune vision-language models (VLMs) to predict actions. In particular, we study a class of hierarchical VLA models, where the high-level VLM is finetuned to produce a coarse 2D path indicating the desired robot end-effector trajectory given an RGB image and a task description. The intermediate 2D path prediction is then served as guidance to the low-level, 3D-aware control policy capable of precise manipulation. Doing so alleviates the high-level VLM from fine-grained action prediction, while reducing the low-level policy's burden on complex task-level reasoning. We show that, with the hierarchical design, the high-level VLM can transfer across significant domain gaps between the off-domain finetuning data and real-robot testing scenarios, including differences on embodiments, dynamics, visual appearances and task semantics, etc. In the real-robot experiments, we observe an average of 20% improvement in success rate across seven different axes of generalization over OpenVLA, representing a 50% relative gain. Visual results, code, and dataset are provided at: https://hamster-robot.github.io/

  • 12 authors
·
Feb 8

End-to-end Autonomous Driving with Semantic Depth Cloud Mapping and Multi-agent

Focusing on the task of point-to-point navigation for an autonomous driving vehicle, we propose a novel deep learning model trained with end-to-end and multi-task learning manners to perform both perception and control tasks simultaneously. The model is used to drive the ego vehicle safely by following a sequence of routes defined by the global planner. The perception part of the model is used to encode high-dimensional observation data provided by an RGBD camera while performing semantic segmentation, semantic depth cloud (SDC) mapping, and traffic light state and stop sign prediction. Then, the control part decodes the encoded features along with additional information provided by GPS and speedometer to predict waypoints that come with a latent feature space. Furthermore, two agents are employed to process these outputs and make a control policy that determines the level of steering, throttle, and brake as the final action. The model is evaluated on CARLA simulator with various scenarios made of normal-adversarial situations and different weathers to mimic real-world conditions. In addition, we do a comparative study with some recent models to justify the performance in multiple aspects of driving. Moreover, we also conduct an ablation study on SDC mapping and multi-agent to understand their roles and behavior. As a result, our model achieves the highest driving score even with fewer parameters and computation load. To support future studies, we share our codes at https://github.com/oskarnatan/end-to-end-driving.

  • 2 authors
·
Apr 11, 2022

Meta Automatic Curriculum Learning

A major challenge in the Deep RL (DRL) community is to train agents able to generalize their control policy over situations never seen in training. Training on diverse tasks has been identified as a key ingredient for good generalization, which pushed researchers towards using rich procedural task generation systems controlled through complex continuous parameter spaces. In such complex task spaces, it is essential to rely on some form of Automatic Curriculum Learning (ACL) to adapt the task sampling distribution to a given learning agent, instead of randomly sampling tasks, as many could end up being either trivial or unfeasible. Since it is hard to get prior knowledge on such task spaces, many ACL algorithms explore the task space to detect progress niches over time, a costly tabula-rasa process that needs to be performed for each new learning agents, although they might have similarities in their capabilities profiles. To address this limitation, we introduce the concept of Meta-ACL, and formalize it in the context of black-box RL learners, i.e. algorithms seeking to generalize curriculum generation to an (unknown) distribution of learners. In this work, we present AGAIN, a first instantiation of Meta-ACL, and showcase its benefits for curriculum generation over classical ACL in multiple simulated environments including procedurally generated parkour environments with learners of varying morphologies. Videos and code are available at https://sites.google.com/view/meta-acl .

  • 4 authors
·
Nov 16, 2020

Combating Partial Perception Deficit in Autonomous Driving with Multimodal LLM Commonsense

Partial perception deficits can compromise autonomous vehicle safety by disrupting environmental understanding. Current protocols typically respond with immediate stops or minimal-risk maneuvers, worsening traffic flow and lacking flexibility for rare driving scenarios. In this paper, we propose LLM-RCO, a framework leveraging large language models to integrate human-like driving commonsense into autonomous systems facing perception deficits. LLM-RCO features four key modules: hazard inference, short-term motion planner, action condition verifier, and safety constraint generator. These modules interact with the dynamic driving environment, enabling proactive and context-aware control actions to override the original control policy of autonomous agents. To improve safety in such challenging conditions, we construct DriveLM-Deficit, a dataset of 53,895 video clips featuring deficits of safety-critical objects, complete with annotations for LLM-based hazard inference and motion planning fine-tuning. Extensive experiments in adverse driving conditions with the CARLA simulator demonstrate that systems equipped with LLM-RCO significantly improve driving performance, highlighting its potential for enhancing autonomous driving resilience against adverse perception deficits. Our results also show that LLMs fine-tuned with DriveLM-Deficit can enable more proactive movements instead of conservative stops in the context of perception deficits.

  • 7 authors
·
Mar 10

Learning Lipschitz Feedback Policies from Expert Demonstrations: Closed-Loop Guarantees, Generalization and Robustness

In this work, we propose a framework to learn feedback control policies with guarantees on closed-loop generalization and adversarial robustness. These policies are learned directly from expert demonstrations, contained in a dataset of state-control input pairs, without any prior knowledge of the task and system model. We use a Lipschitz-constrained loss minimization scheme to learn feedback policies with certified closed-loop robustness, wherein the Lipschitz constraint serves as a mechanism to tune the generalization performance and robustness to adversarial disturbances. Our analysis exploits the Lipschitz property to obtain closed-loop guarantees on generalization and robustness of the learned policies. In particular, we derive a finite sample bound on the policy learning error and establish robust closed-loop stability under the learned control policy. We also derive bounds on the closed-loop regret with respect to the expert policy and the deterioration of closed-loop performance under bounded (adversarial) disturbances to the state measurements. Numerical results validate our analysis and demonstrate the effectiveness of our robust feedback policy learning framework. Finally, our results suggest the existence of a potential tradeoff between nominal closed-loop performance and adversarial robustness, and that improvements in nominal closed-loop performance can only be made at the expense of robustness to adversarial perturbations.

  • 3 authors
·
Mar 30, 2021

LeTFuser: Light-weight End-to-end Transformer-Based Sensor Fusion for Autonomous Driving with Multi-Task Learning

In end-to-end autonomous driving, the utilization of existing sensor fusion techniques for imitation learning proves inadequate in challenging situations that involve numerous dynamic agents. To address this issue, we introduce LeTFuser, a transformer-based algorithm for fusing multiple RGB-D camera representations. To perform perception and control tasks simultaneously, we utilize multi-task learning. Our model comprises of two modules, the first being the perception module that is responsible for encoding the observation data obtained from the RGB-D cameras. It carries out tasks such as semantic segmentation, semantic depth cloud mapping (SDC), and traffic light state recognition. Our approach employs the Convolutional vision Transformer (CvT) wu2021cvt to better extract and fuse features from multiple RGB cameras due to local and global feature extraction capability of convolution and transformer modules, respectively. Following this, the control module undertakes the decoding of the encoded characteristics together with supplementary data, comprising a rough simulator for static and dynamic environments, as well as various measurements, in order to anticipate the waypoints associated with a latent feature space. We use two methods to process these outputs and generate the vehicular controls (e.g. steering, throttle, and brake) levels. The first method uses a PID algorithm to follow the waypoints on the fly, whereas the second one directly predicts the control policy using the measurement features and environmental state. We evaluate the model and conduct a comparative analysis with recent models on the CARLA simulator using various scenarios, ranging from normal to adversarial conditions, to simulate real-world scenarios. Our code is available at https://github.com/pagand/e2etransfuser/tree/cvpr-w to facilitate future studies.

  • 4 authors
·
Oct 19, 2023

SINDy-RL: Interpretable and Efficient Model-Based Reinforcement Learning

Deep reinforcement learning (DRL) has shown significant promise for uncovering sophisticated control policies that interact in environments with complicated dynamics, such as stabilizing the magnetohydrodynamics of a tokamak fusion reactor or minimizing the drag force exerted on an object in a fluid flow. However, these algorithms require an abundance of training examples and may become prohibitively expensive for many applications. In addition, the reliance on deep neural networks often results in an uninterpretable, black-box policy that may be too computationally expensive to use with certain embedded systems. Recent advances in sparse dictionary learning, such as the sparse identification of nonlinear dynamics (SINDy), have shown promise for creating efficient and interpretable data-driven models in the low-data regime. In this work we introduce SINDy-RL, a unifying framework for combining SINDy and DRL to create efficient, interpretable, and trustworthy representations of the dynamics model, reward function, and control policy. We demonstrate the effectiveness of our approaches on benchmark control environments and challenging fluids problems. SINDy-RL achieves comparable performance to state-of-the-art DRL algorithms using significantly fewer interactions in the environment and results in an interpretable control policy orders of magnitude smaller than a deep neural network policy.

  • 4 authors
·
Mar 14, 2024

A Mathematical Theory of Deep Convolutional Neural Networks for Feature Extraction

Deep convolutional neural networks have led to breakthrough results in numerous practical machine learning tasks such as classification of images in the ImageNet data set, control-policy-learning to play Atari games or the board game Go, and image captioning. Many of these applications first perform feature extraction and then feed the results thereof into a trainable classifier. The mathematical analysis of deep convolutional neural networks for feature extraction was initiated by Mallat, 2012. Specifically, Mallat considered so-called scattering networks based on a wavelet transform followed by the modulus non-linearity in each network layer, and proved translation invariance (asymptotically in the wavelet scale parameter) and deformation stability of the corresponding feature extractor. This paper complements Mallat's results by developing a theory that encompasses general convolutional transforms, or in more technical parlance, general semi-discrete frames (including Weyl-Heisenberg filters, curvelets, shearlets, ridgelets, wavelets, and learned filters), general Lipschitz-continuous non-linearities (e.g., rectified linear units, shifted logistic sigmoids, hyperbolic tangents, and modulus functions), and general Lipschitz-continuous pooling operators emulating, e.g., sub-sampling and averaging. In addition, all of these elements can be different in different network layers. For the resulting feature extractor we prove a translation invariance result of vertical nature in the sense of the features becoming progressively more translation-invariant with increasing network depth, and we establish deformation sensitivity bounds that apply to signal classes such as, e.g., band-limited functions, cartoon functions, and Lipschitz functions.

  • 2 authors
·
Dec 19, 2015

RAPTOR: A Foundation Policy for Quadrotor Control

Humans are remarkably data-efficient when adapting to new unseen conditions, like driving a new car. In contrast, modern robotic control systems, like neural network policies trained using Reinforcement Learning (RL), are highly specialized for single environments. Because of this overfitting, they are known to break down even under small differences like the Simulation-to-Reality (Sim2Real) gap and require system identification and retraining for even minimal changes to the system. In this work, we present RAPTOR, a method for training a highly adaptive foundation policy for quadrotor control. Our method enables training a single, end-to-end neural-network policy to control a wide variety of quadrotors. We test 10 different real quadrotors from 32 g to 2.4 kg that also differ in motor type (brushed vs. brushless), frame type (soft vs. rigid), propeller type (2/3/4-blade), and flight controller (PX4/Betaflight/Crazyflie/M5StampFly). We find that a tiny, three-layer policy with only 2084 parameters is sufficient for zero-shot adaptation to a wide variety of platforms. The adaptation through In-Context Learning is made possible by using a recurrence in the hidden layer. The policy is trained through a novel Meta-Imitation Learning algorithm, where we sample 1000 quadrotors and train a teacher policy for each of them using Reinforcement Learning. Subsequently, the 1000 teachers are distilled into a single, adaptive student policy. We find that within milliseconds, the resulting foundation policy adapts zero-shot to unseen quadrotors. We extensively test the capabilities of the foundation policy under numerous conditions (trajectory tracking, indoor/outdoor, wind disturbance, poking, different propellers).

  • 3 authors
·
Sep 14 2

Dichotomy of Control: Separating What You Can Control from What You Cannot

Future- or return-conditioned supervised learning is an emerging paradigm for offline reinforcement learning (RL), where the future outcome (i.e., return) associated with an observed action sequence is used as input to a policy trained to imitate those same actions. While return-conditioning is at the heart of popular algorithms such as decision transformer (DT), these methods tend to perform poorly in highly stochastic environments, where an occasional high return can arise from randomness in the environment rather than the actions themselves. Such situations can lead to a learned policy that is inconsistent with its conditioning inputs; i.e., using the policy to act in the environment, when conditioning on a specific desired return, leads to a distribution of real returns that is wildly different than desired. In this work, we propose the dichotomy of control (DoC), a future-conditioned supervised learning framework that separates mechanisms within a policy's control (actions) from those beyond a policy's control (environment stochasticity). We achieve this separation by conditioning the policy on a latent variable representation of the future, and designing a mutual information constraint that removes any information from the latent variable associated with randomness in the environment. Theoretically, we show that DoC yields policies that are consistent with their conditioning inputs, ensuring that conditioning a learned policy on a desired high-return future outcome will correctly induce high-return behavior. Empirically, we show that DoC is able to achieve significantly better performance than DT on environments that have highly stochastic rewards and transition

  • 4 authors
·
Oct 24, 2022

Physics-based Motion Retargeting from Sparse Inputs

Avatars are important to create interactive and immersive experiences in virtual worlds. One challenge in animating these characters to mimic a user's motion is that commercial AR/VR products consist only of a headset and controllers, providing very limited sensor data of the user's pose. Another challenge is that an avatar might have a different skeleton structure than a human and the mapping between them is unclear. In this work we address both of these challenges. We introduce a method to retarget motions in real-time from sparse human sensor data to characters of various morphologies. Our method uses reinforcement learning to train a policy to control characters in a physics simulator. We only require human motion capture data for training, without relying on artist-generated animations for each avatar. This allows us to use large motion capture datasets to train general policies that can track unseen users from real and sparse data in real-time. We demonstrate the feasibility of our approach on three characters with different skeleton structure: a dinosaur, a mouse-like creature and a human. We show that the avatar poses often match the user surprisingly well, despite having no sensor information of the lower body available. We discuss and ablate the important components in our framework, specifically the kinematic retargeting step, the imitation, contact and action reward as well as our asymmetric actor-critic observations. We further explore the robustness of our method in a variety of settings including unbalancing, dancing and sports motions.

  • 5 authors
·
Jul 4, 2023

Eye, Robot: Learning to Look to Act with a BC-RL Perception-Action Loop

Humans do not passively observe the visual world -- we actively look in order to act. Motivated by this principle, we introduce EyeRobot, a robotic system with gaze behavior that emerges from the need to complete real-world tasks. We develop a mechanical eyeball that can freely rotate to observe its surroundings and train a gaze policy to control it using reinforcement learning. We accomplish this by first collecting teleoperated demonstrations paired with a 360 camera. This data is imported into a simulation environment that supports rendering arbitrary eyeball viewpoints, allowing episode rollouts of eye gaze on top of robot demonstrations. We then introduce a BC-RL loop to train the hand and eye jointly: the hand (BC) agent is trained from rendered eye observations, and the eye (RL) agent is rewarded when the hand produces correct action predictions. In this way, hand-eye coordination emerges as the eye looks towards regions which allow the hand to complete the task. EyeRobot implements a foveal-inspired policy architecture allowing high resolution with a small compute budget, which we find also leads to the emergence of more stable fixation as well as improved ability to track objects and ignore distractors. We evaluate EyeRobot on five panoramic workspace manipulation tasks requiring manipulation in an arc surrounding the robot arm. Our experiments suggest EyeRobot exhibits hand-eye coordination behaviors which effectively facilitate manipulation over large workspaces with a single camera. See project site for videos: https://www.eyerobot.net/

  • 8 authors
·
Jun 12

PoAct: Policy and Action Dual-Control Agent for Generalized Applications

Based on their superior comprehension and reasoning capabilities, Large Language Model (LLM) driven agent frameworks have achieved significant success in numerous complex reasoning tasks. ReAct-like agents can solve various intricate problems step-by-step through progressive planning and tool calls, iteratively optimizing new steps based on environmental feedback. However, as the planning capabilities of LLMs improve, the actions invoked by tool calls in ReAct-like frameworks often misalign with complex planning and challenging data organization. Code Action addresses these issues while also introducing the challenges of a more complex action space and more difficult action organization. To leverage Code Action and tackle the challenges of its complexity, this paper proposes Policy and Action Dual-Control Agent (PoAct) for generalized applications. The aim is to achieve higher-quality code actions and more accurate reasoning paths by dynamically switching reasoning policies and modifying the action space. Experimental results on the Agent Benchmark for both legal and generic scenarios demonstrate the superior reasoning capabilities and reduced token consumption of our approach in complex tasks. On the LegalAgentBench, our method shows a 20 percent improvement over the baseline while requiring fewer tokens. We conducted experiments and analyses on the GPT-4o and GLM-4 series models, demonstrating the significant potential and scalability of our approach to solve complex problems.

  • 9 authors
·
Jan 12

Reinforcement Learning-based Control via Y-wise Affine Neural Networks (YANNs)

This work presents a novel reinforcement learning (RL) algorithm based on Y-wise Affine Neural Networks (YANNs). YANNs provide an interpretable neural network which can exactly represent known piecewise affine functions of arbitrary input and output dimensions defined on any amount of polytopic subdomains. One representative application of YANNs is to reformulate explicit solutions of multi-parametric linear model predictive control. Built on this, we propose the use of YANNs to initialize RL actor and critic networks, which enables the resulting YANN-RL control algorithm to start with the confidence of linear optimal control. The YANN-actor is initialized by representing the multi-parametric control solutions obtained via offline computation using an approximated linear system model. The YANN-critic represents the explicit form of the state-action value function for the linear system and the reward function as the objective in an optimal control problem (OCP). Additional network layers are injected to extend YANNs for nonlinear expressions, which can be trained online by directly interacting with the true complex nonlinear system. In this way, both the policy and state-value functions exactly represent a linear OCP initially and are able to eventually learn the solution of a general nonlinear OCP. Continuous policy improvement is also implemented to provide heuristic confidence that the linear OCP solution serves as an effective lower bound to the performance of RL policy. The YANN-RL algorithm is demonstrated on a clipped pendulum and a safety-critical chemical-reactive system. Our results show that YANN-RL significantly outperforms the modern RL algorithm using deep deterministic policy gradient, especially when considering safety constraints.

  • 2 authors
·
Aug 22

Progent: Programmable Privilege Control for LLM Agents

LLM agents are an emerging form of AI systems where large language models (LLMs) serve as the central component, utilizing a diverse set of tools to complete user-assigned tasks. Despite their great potential, LLM agents pose significant security risks. When interacting with the external world, they may encounter malicious commands from attackers, leading to the execution of dangerous actions. A promising way to address this is by enforcing the principle of least privilege: allowing only essential actions for task completion while blocking unnecessary ones. However, achieving this is challenging, as it requires covering diverse agent scenarios while preserving both security and utility. We introduce Progent, the first privilege control mechanism for LLM agents. At its core is a domain-specific language for flexibly expressing privilege control policies applied during agent execution. These policies provide fine-grained constraints over tool calls, deciding when tool calls are permissible and specifying fallbacks if they are not. This enables agent developers and users to craft suitable policies for their specific use cases and enforce them deterministically to guarantee security. Thanks to its modular design, integrating Progent does not alter agent internals and requires only minimal changes to agent implementation, enhancing its practicality and potential for widespread adoption. To automate policy writing, we leverage LLMs to generate policies based on user queries, which are then updated dynamically for improved security and utility. Our extensive evaluation shows that it enables strong security while preserving high utility across three distinct scenarios or benchmarks: AgentDojo, ASB, and AgentPoison. Furthermore, we perform an in-depth analysis, showcasing the effectiveness of its core components and the resilience of its automated policy generation against adaptive attacks.

  • 7 authors
·
Apr 15 2

TGPO: Temporal Grounded Policy Optimization for Signal Temporal Logic Tasks

Learning control policies for complex, long-horizon tasks is a central challenge in robotics and autonomous systems. Signal Temporal Logic (STL) offers a powerful and expressive language for specifying such tasks, but its non-Markovian nature and inherent sparse reward make it difficult to be solved via standard Reinforcement Learning (RL) algorithms. Prior RL approaches focus only on limited STL fragments or use STL robustness scores as sparse terminal rewards. In this paper, we propose TGPO, Temporal Grounded Policy Optimization, to solve general STL tasks. TGPO decomposes STL into timed subgoals and invariant constraints and provides a hierarchical framework to tackle the problem. The high-level component of TGPO proposes concrete time allocations for these subgoals, and the low-level time-conditioned policy learns to achieve the sequenced subgoals using a dense, stage-wise reward signal. During inference, we sample various time allocations and select the most promising assignment for the policy network to rollout the solution trajectory. To foster efficient policy learning for complex STL with multiple subgoals, we leverage the learned critic to guide the high-level temporal search via Metropolis-Hastings sampling, focusing exploration on temporally feasible solutions. We conduct experiments on five environments, ranging from low-dimensional navigation to manipulation, drone, and quadrupedal locomotion. Under a wide range of STL tasks, TGPO significantly outperforms state-of-the-art baselines (especially for high-dimensional and long-horizon cases), with an average of 31.6% improvement in task success rate compared to the best baseline. The code will be available at https://github.com/mengyuest/TGPO

End-to-End Visual Autonomous Parking via Control-Aided Attention

Precise parking requires an end-to-end system where perception adaptively provides policy-relevant details-especially in critical areas where fine control decisions are essential. End-to-end learning offers a unified framework by directly mapping sensor inputs to control actions, but existing approaches lack effective synergy between perception and control. We find that transformer-based self-attention, when used alone, tends to produce unstable and temporally inconsistent spatial attention, which undermines the reliability of downstream policy decisions over time. Instead, we propose CAA-Policy, an end-to-end imitation learning system that allows control signal to guide the learning of visual attention via a novel Control-Aided Attention (CAA) mechanism. For the first time, we train such an attention module in a self-supervised manner, using backpropagated gradients from the control outputs instead of from the training loss. This strategy encourages the attention to focus on visual features that induce high variance in action outputs, rather than merely minimizing the training loss-a shift we demonstrate leads to a more robust and generalizable policy. To further enhance stability, CAA-Policy integrates short-horizon waypoint prediction as an auxiliary task, and introduces a separately trained motion prediction module to robustly track the target spot over time. Extensive experiments in the CARLA simulator show that \titlevariable~consistently surpasses both the end-to-end learning baseline and the modular BEV segmentation + hybrid A* pipeline, achieving superior accuracy, robustness, and interpretability. Code is released at https://github.com/Joechencc/CAAPolicy.

  • 10 authors
·
Sep 14

Steering Your Diffusion Policy with Latent Space Reinforcement Learning

Robotic control policies learned from human demonstrations have achieved impressive results in many real-world applications. However, in scenarios where initial performance is not satisfactory, as is often the case in novel open-world settings, such behavioral cloning (BC)-learned policies typically require collecting additional human demonstrations to further improve their behavior -- an expensive and time-consuming process. In contrast, reinforcement learning (RL) holds the promise of enabling autonomous online policy improvement, but often falls short of achieving this due to the large number of samples it typically requires. In this work we take steps towards enabling fast autonomous adaptation of BC-trained policies via efficient real-world RL. Focusing in particular on diffusion policies -- a state-of-the-art BC methodology -- we propose diffusion steering via reinforcement learning (DSRL): adapting the BC policy by running RL over its latent-noise space. We show that DSRL is highly sample efficient, requires only black-box access to the BC policy, and enables effective real-world autonomous policy improvement. Furthermore, DSRL avoids many of the challenges associated with finetuning diffusion policies, obviating the need to modify the weights of the base policy at all. We demonstrate DSRL on simulated benchmarks, real-world robotic tasks, and for adapting pretrained generalist policies, illustrating its sample efficiency and effective performance at real-world policy improvement.

  • 8 authors
·
Jun 18

Digi-Q: Learning Q-Value Functions for Training Device-Control Agents

While a number of existing approaches for building foundation model agents rely on prompting or fine-tuning with human demonstrations, it is not sufficient in dynamic environments (e.g., mobile device control). On-policy reinforcement learning (RL) should address these limitations, but collecting actual rollouts in an environment is often undesirable in truly open-ended agentic problems such as mobile device control or interacting with humans, where each unit of interaction is associated with a cost. In such scenarios, a method for policy learning that can utilize off-policy experience by learning a trained action-value function is much more effective. In this paper, we develop an approach, called Digi-Q, to train VLM-based action-value Q-functions which are then used to extract the agent policy. We study our approach in the mobile device control setting. Digi-Q trains the Q-function using offline temporal-difference (TD) learning, on top of frozen, intermediate-layer features of a VLM. Compared to fine-tuning the whole VLM, this approach saves us compute and enhances scalability. To make the VLM features amenable for representing the Q-function, we need to employ an initial phase of fine-tuning to amplify coverage over actionable information needed for value function. Once trained, we use this Q-function via a Best-of-N policy extraction operator that imitates the best action out of multiple candidate actions from the current policy as ranked by the value function, enabling policy improvement without environment interaction. Digi-Q outperforms several prior methods on user-scale device control tasks in Android-in-the-Wild, attaining 21.2% improvement over prior best-performing method. In some cases, our Digi-Q approach already matches state-of-the-art RL methods that require interaction. The project is open-sourced at https://github.com/DigiRL-agent/digiq

  • 5 authors
·
Feb 13

Pretty darn good control: when are approximate solutions better than approximate models

Existing methods for optimal control struggle to deal with the complexity commonly encountered in real-world systems, including dimensionality, process error, model bias and data heterogeneity. Instead of tackling these system complexities directly, researchers have typically sought to simplify models to fit optimal control methods. But when is the optimal solution to an approximate, stylized model better than an approximate solution to a more accurate model? While this question has largely gone unanswered owing to the difficulty of finding even approximate solutions for complex models, recent algorithmic and computational advances in deep reinforcement learning (DRL) might finally allow us to address these questions. DRL methods have to date been applied primarily in the context of games or robotic mechanics, which operate under precisely known rules. Here, we demonstrate the ability for DRL algorithms using deep neural networks to successfully approximate solutions (the "policy function" or control rule) in a non-linear three-variable model for a fishery without knowing or ever attempting to infer a model for the process itself. We find that the reinforcement learning agent discovers an effective simplification of the problem to obtain an interpretable control rule. We show that the policy obtained with DRL is both more profitable and more sustainable than any constant mortality policy -- the standard family of policies considered in fishery management.

  • 5 authors
·
Aug 25, 2023

Residual Off-Policy RL for Finetuning Behavior Cloning Policies

Recent advances in behavior cloning (BC) have enabled impressive visuomotor control policies. However, these approaches are limited by the quality of human demonstrations, the manual effort required for data collection, and the diminishing returns from increasing offline data. In comparison, reinforcement learning (RL) trains an agent through autonomous interaction with the environment and has shown remarkable success in various domains. Still, training RL policies directly on real-world robots remains challenging due to sample inefficiency, safety concerns, and the difficulty of learning from sparse rewards for long-horizon tasks, especially for high-degree-of-freedom (DoF) systems. We present a recipe that combines the benefits of BC and RL through a residual learning framework. Our approach leverages BC policies as black-box bases and learns lightweight per-step residual corrections via sample-efficient off-policy RL. We demonstrate that our method requires only sparse binary reward signals and can effectively improve manipulation policies on high-degree-of-freedom (DoF) systems in both simulation and the real world. In particular, we demonstrate, to the best of our knowledge, the first successful real-world RL training on a humanoid robot with dexterous hands. Our results demonstrate state-of-the-art performance in various vision-based tasks, pointing towards a practical pathway for deploying RL in the real world. Project website: https://residual-offpolicy-rl.github.io

  • 6 authors
·
Sep 23 2

ObjectReact: Learning Object-Relative Control for Visual Navigation

Visual navigation using only a single camera and a topological map has recently become an appealing alternative to methods that require additional sensors and 3D maps. This is typically achieved through an "image-relative" approach to estimating control from a given pair of current observation and subgoal image. However, image-level representations of the world have limitations because images are strictly tied to the agent's pose and embodiment. In contrast, objects, being a property of the map, offer an embodiment- and trajectory-invariant world representation. In this work, we present a new paradigm of learning "object-relative" control that exhibits several desirable characteristics: a) new routes can be traversed without strictly requiring to imitate prior experience, b) the control prediction problem can be decoupled from solving the image matching problem, and c) high invariance can be achieved in cross-embodiment deployment for variations across both training-testing and mapping-execution settings. We propose a topometric map representation in the form of a "relative" 3D scene graph, which is used to obtain more informative object-level global path planning costs. We train a local controller, dubbed "ObjectReact", conditioned directly on a high-level "WayObject Costmap" representation that eliminates the need for an explicit RGB input. We demonstrate the advantages of learning object-relative control over its image-relative counterpart across sensor height variations and multiple navigation tasks that challenge the underlying spatial understanding capability, e.g., navigating a map trajectory in the reverse direction. We further show that our sim-only policy is able to generalize well to real-world indoor environments. Code and supplementary material are accessible via project page: https://object-react.github.io/

  • 8 authors
·
Sep 11 1

Random Policy Valuation is Enough for LLM Reasoning with Verifiable Rewards

RL with Verifiable Rewards (RLVR) has emerged as a promising paradigm for improving the reasoning abilities of large language models (LLMs). Current methods rely primarily on policy optimization frameworks like PPO and GRPO, which follow generalized policy iteration that alternates between evaluating the current policy's value and improving the policy based on evaluation. While effective, they often suffer from training instability and diversity collapse, requiring complex heuristic tricks and careful tuning. We observe that standard RLVR in math reasoning can be formalized as a specialized finite-horizon Markov Decision Process with deterministic state transitions, tree-structured dynamics, and binary terminal rewards. Though large in scale, the underlying structure is simpler than general-purpose control settings for which popular RL algorithms (e.g., PPO) were developed, suggesting that several sophisticated techniques in existing methods may be reduced or even omitted. Based on this insight, we prove a surprising result: the optimal action can be recovered from the Q-function of a fixed uniformly random policy, thereby bypassing the generalized policy iteration loop and its associated heuristics. We introduce Random Policy Valuation for Diverse Reasoning (ROVER) to translate this principle into a practical and scalable algorithm for LLM math reasoning, a minimalist yet highly effective RL method that samples actions from a softmax over these uniform-policy Q-values. ROVER preserves diversity throughout training, allowing sustained exploration of multiple valid pathways. Across multiple base models and standard math reasoning benchmarks, ROVER demonstrates superior performance in both quality (+8.2 on pass@1, +16.8 on pass@256) and diversity (+17.6\%), despite its radical simplification compared to strong, complicated existing methods.

  • 7 authors
·
Sep 29 1

Goal Representations for Instruction Following: A Semi-Supervised Language Interface to Control

Our goal is for robots to follow natural language instructions like "put the towel next to the microwave." But getting large amounts of labeled data, i.e. data that contains demonstrations of tasks labeled with the language instruction, is prohibitive. In contrast, obtaining policies that respond to image goals is much easier, because any autonomous trial or demonstration can be labeled in hindsight with its final state as the goal. In this work, we contribute a method that taps into joint image- and goal- conditioned policies with language using only a small amount of language data. Prior work has made progress on this using vision-language models or by jointly training language-goal-conditioned policies, but so far neither method has scaled effectively to real-world robot tasks without significant human annotation. Our method achieves robust performance in the real world by learning an embedding from the labeled data that aligns language not to the goal image, but rather to the desired change between the start and goal images that the instruction corresponds to. We then train a policy on this embedding: the policy benefits from all the unlabeled data, but the aligned embedding provides an interface for language to steer the policy. We show instruction following across a variety of manipulation tasks in different scenes, with generalization to language instructions outside of the labeled data. Videos and code for our approach can be found on our website: http://tiny.cc/grif .

  • 10 authors
·
Jun 30, 2023

VolleyBots: A Testbed for Multi-Drone Volleyball Game Combining Motion Control and Strategic Play

Robot sports, characterized by well-defined objectives, explicit rules, and dynamic interactions, present ideal scenarios for demonstrating embodied intelligence. In this paper, we present VolleyBots, a novel robot sports testbed where multiple drones cooperate and compete in the sport of volleyball under physical dynamics. VolleyBots integrates three features within a unified platform: competitive and cooperative gameplay, turn-based interaction structure, and agile 3D maneuvering. Competitive and cooperative gameplay challenges each drone to coordinate with its teammates while anticipating and countering opposing teams' tactics. Turn-based interaction demands precise timing, accurate state prediction, and management of long-horizon temporal dependencies. Agile 3D maneuvering requires rapid accelerations, sharp turns, and precise 3D positioning despite the quadrotor's underactuated dynamics. These intertwined features yield a complex problem combining motion control and strategic play, with no available expert demonstrations. We provide a comprehensive suite of tasks ranging from single-drone drills to multi-drone cooperative and competitive tasks, accompanied by baseline evaluations of representative multi-agent reinforcement learning (MARL) and game-theoretic algorithms. Simulation results show that on-policy reinforcement learning (RL) methods outperform off-policy methods in single-agent tasks, but both approaches struggle in complex tasks that combine motion control and strategic play. We additionally design a hierarchical policy which achieves a 69.5% percent win rate against the strongest baseline in the 3 vs 3 task, underscoring its potential as an effective solution for tackling the complex interplay between low-level control and high-level strategy. The project page is at https://sites.google.com/view/thu-volleybots.

  • 12 authors
·
Feb 3

EPO: Entropy-regularized Policy Optimization for LLM Agents Reinforcement Learning

Training LLM agents in multi-turn environments with sparse rewards, where completing a single task requires 30+ turns of interaction within an episode, presents a fundamental challenge for reinforcement learning. We identify a critical failure mode unique to this setting: the exploration-exploitation cascade failure. This cascade begins with early-stage policy premature convergence, where sparse feedback causes agents to commit to flawed, low-entropy strategies. Subsequently, agents enter late-stage policy collapse, where conventional entropy regularization becomes counterproductive, promoting chaotic exploration that destabilizes training. We propose Entropy-regularized Policy Optimization (EPO), a general framework that breaks this failure cycle through three synergistic mechanisms: (1) adopting entropy regularization in multi-turn settings to enhance exploration, (2) an entropy smoothing regularizer that bounds policy entropy within historical averages to prevent abrupt fluctuations, and (3) adaptive phase-based weighting that balances exploration and exploitation across training. Our analysis justifies that EPO guarantees monotonically decreasing entropy variance while maintaining convergence. EPO achieves up to 152% performance improvement on ScienceWorld and up to 19.8% on ALFWorld. Our work demonstrates that multi-turn sparse-reward settings require fundamentally different entropy control than traditional RL, with broad implications for LLM agent training.

  • 9 authors
·
Sep 26 2

On-Policy RL Meets Off-Policy Experts: Harmonizing Supervised Fine-Tuning and Reinforcement Learning via Dynamic Weighting

Supervised Fine-Tuning (SFT) and Reinforcement Learning (RL) are two prominent post-training paradigms for refining the capabilities and aligning the behavior of Large Language Models (LLMs). Existing approaches that integrate SFT and RL often face the risk of disrupting established model patterns and inducing overfitting to expert data. To address this, we present a novel investigation into the unified view of SFT and RL through an off-policy versus on-policy lens. We propose CHORD, a framework for the Controllable Harmonization of On- and Off-Policy Reinforcement Learning via Dynamic Weighting, which reframes SFT not as a separate stage but as a dynamically weighted auxiliary objective within the on-policy RL process. Based on an analysis of off-policy expert data's influence at both holistic and granular levels, we incorporate a dual-control mechanism in CHORD. Specifically, the framework first employs a global coefficient to holistically guide the transition from off-policy imitation to on-policy exploration, and then applies a token-wise weighting function that enables granular learning from expert tokens, which preserves on-policy exploration and mitigates disruption from off-policy data. We conduct extensive experiments on widely used benchmarks, providing empirical evidence that CHORD achieves a stable and efficient learning process. By effectively harmonizing off-policy expert data with on-policy exploration, CHORD demonstrates significant improvements over baselines. We release the implementation at https://github.com/modelscope/Trinity-RFT/tree/main/examples/mix_chord to inspire further research.

  • 8 authors
·
Aug 15 6

DynaMo: In-Domain Dynamics Pretraining for Visuo-Motor Control

Imitation learning has proven to be a powerful tool for training complex visuomotor policies. However, current methods often require hundreds to thousands of expert demonstrations to handle high-dimensional visual observations. A key reason for this poor data efficiency is that visual representations are predominantly either pretrained on out-of-domain data or trained directly through a behavior cloning objective. In this work, we present DynaMo, a new in-domain, self-supervised method for learning visual representations. Given a set of expert demonstrations, we jointly learn a latent inverse dynamics model and a forward dynamics model over a sequence of image embeddings, predicting the next frame in latent space, without augmentations, contrastive sampling, or access to ground truth actions. Importantly, DynaMo does not require any out-of-domain data such as Internet datasets or cross-embodied datasets. On a suite of six simulated and real environments, we show that representations learned with DynaMo significantly improve downstream imitation learning performance over prior self-supervised learning objectives, and pretrained representations. Gains from using DynaMo hold across policy classes such as Behavior Transformer, Diffusion Policy, MLP, and nearest neighbors. Finally, we ablate over key components of DynaMo and measure its impact on downstream policy performance. Robot videos are best viewed at https://dynamo-ssl.github.io

  • 5 authors
·
Sep 18, 2024 3

Arbitrary Entropy Policy Optimization: Entropy Is Controllable in Reinforcement Fine-tuning

Reinforcement fine-tuning (RFT) is essential for enhancing the reasoning capabilities of large language models (LLM), yet the widely adopted Group Relative Policy Optimization (GRPO) suffers from entropy collapse, where entropy monotonically decreases, exploration vanishes, and policies converge prematurely. Existing entropy-regularized methods only partially alleviate this issue while introducing bias and instability, leaving entropy control unresolved and the connection between entropy, exploration, and performance unclear. We propose Arbitrary Entropy Policy Optimization (AEPO), which eliminates entropy collapse by replacing entropy bonuses with REINFORCE policy gradient on temperature-adjusted distributions and stabilizing entropy through temperature regulation. AEPO integrates three key designs: policy gradient as regularization, distribution as regularization, and REINFORCE as regularization, enabling precise entropy control without distorting optimization. Experiments demonstrate three major contributions: AEPO (1) stabilizes entropy at arbitrary target levels, effectively removing collapse in GRPO; (2) reveals a non-monotonic relation where performance first improves then declines with increasing entropy, clarifying the link between entropy, exploration, and reasoning; and (3) generalizes beyond entropy, providing a broader RFT paradigm where superior target distributions can serve as REINFORCE regularizers.

  • 7 authors
·
Oct 9

Asynchronous Parallel Reinforcement Learning for Optimizing Propulsive Performance in Fin Ray Control

Fish fin rays constitute a sophisticated control system for ray-finned fish, facilitating versatile locomotion within complex fluid environments. Despite extensive research on the kinematics and hydrodynamics of fish locomotion, the intricate control strategies in fin-ray actuation remain largely unexplored. While deep reinforcement learning (DRL) has demonstrated potential in managing complex nonlinear dynamics; its trial-and-error nature limits its application to problems involving computationally demanding environmental interactions. This study introduces a cutting-edge off-policy DRL algorithm, interacting with a fluid-structure interaction (FSI) environment to acquire intricate fin-ray control strategies tailored for various propulsive performance objectives. To enhance training efficiency and enable scalable parallelism, an innovative asynchronous parallel training (APT) strategy is proposed, which fully decouples FSI environment interactions and policy/value network optimization. The results demonstrated the success of the proposed method in discovering optimal complex policies for fin-ray actuation control, resulting in a superior propulsive performance compared to the optimal sinusoidal actuation function identified through a parametric grid search. The merit and effectiveness of the APT approach are also showcased through comprehensive comparison with conventional DRL training strategies in numerical experiments of controlling nonlinear dynamics.

  • 5 authors
·
Jan 20, 2024

Code as Policies: Language Model Programs for Embodied Control

Large language models (LLMs) trained on code completion have been shown to be capable of synthesizing simple Python programs from docstrings [1]. We find that these code-writing LLMs can be re-purposed to write robot policy code, given natural language commands. Specifically, policy code can express functions or feedback loops that process perception outputs (e.g.,from object detectors [2], [3]) and parameterize control primitive APIs. When provided as input several example language commands (formatted as comments) followed by corresponding policy code (via few-shot prompting), LLMs can take in new commands and autonomously re-compose API calls to generate new policy code respectively. By chaining classic logic structures and referencing third-party libraries (e.g., NumPy, Shapely) to perform arithmetic, LLMs used in this way can write robot policies that (i) exhibit spatial-geometric reasoning, (ii) generalize to new instructions, and (iii) prescribe precise values (e.g., velocities) to ambiguous descriptions ("faster") depending on context (i.e., behavioral commonsense). This paper presents code as policies: a robot-centric formulation of language model generated programs (LMPs) that can represent reactive policies (e.g., impedance controllers), as well as waypoint-based policies (vision-based pick and place, trajectory-based control), demonstrated across multiple real robot platforms. Central to our approach is prompting hierarchical code-gen (recursively defining undefined functions), which can write more complex code and also improves state-of-the-art to solve 39.8% of problems on the HumanEval [1] benchmark. Code and videos are available at https://code-as-policies.github.io

  • 8 authors
·
Sep 16, 2022

Diffusion Implicit Policy for Unpaired Scene-aware Motion Synthesis

Human motion generation is a long-standing problem, and scene-aware motion synthesis has been widely researched recently due to its numerous applications. Prevailing methods rely heavily on paired motion-scene data whose quantity is limited. Meanwhile, it is difficult to generalize to diverse scenes when trained only on a few specific ones. Thus, we propose a unified framework, termed Diffusion Implicit Policy (DIP), for scene-aware motion synthesis, where paired motion-scene data are no longer necessary. In this framework, we disentangle human-scene interaction from motion synthesis during training and then introduce an interaction-based implicit policy into motion diffusion during inference. Synthesized motion can be derived through iterative diffusion denoising and implicit policy optimization, thus motion naturalness and interaction plausibility can be maintained simultaneously. The proposed implicit policy optimizes the intermediate noised motion in a GAN Inversion manner to maintain motion continuity and control keyframe poses though the ControlNet branch and motion inpainting. For long-term motion synthesis, we introduce motion blending for stable transitions between multiple sub-tasks, where motions are fused in rotation power space and translation linear space. The proposed method is evaluated on synthesized scenes with ShapeNet furniture, and real scenes from PROX and Replica. Results show that our framework presents better motion naturalness and interaction plausibility than cutting-edge methods. This also indicates the feasibility of utilizing the DIP for motion synthesis in more general tasks and versatile scenes. https://jingyugong.github.io/DiffusionImplicitPolicy/

  • 9 authors
·
Dec 3, 2024

InternVLA-M1: A Spatially Guided Vision-Language-Action Framework for Generalist Robot Policy

We introduce InternVLA-M1, a unified framework for spatial grounding and robot control that advances instruction-following robots toward scalable, general-purpose intelligence. Its core idea is spatially guided vision-language-action training, where spatial grounding serves as the critical link between instructions and robot actions. InternVLA-M1 employs a two-stage pipeline: (i) spatial grounding pre-training on over 2.3M spatial reasoning data to determine ``where to act'' by aligning instructions with visual, embodiment-agnostic positions, and (ii) spatially guided action post-training to decide ``how to act'' by generating embodiment-aware actions through plug-and-play spatial prompting. This spatially guided training recipe yields consistent gains: InternVLA-M1 outperforms its variant without spatial guidance by +14.6% on SimplerEnv Google Robot, +17% on WidowX, and +4.3% on LIBERO Franka, while demonstrating stronger spatial reasoning capability in box, point, and trace prediction. To further scale instruction following, we built a simulation engine to collect 244K generalizable pick-and-place episodes, enabling a 6.2% average improvement across 200 tasks and 3K+ objects. In real-world clustered pick-and-place, InternVLA-M1 improved by 7.3%, and with synthetic co-training, achieved +20.6% on unseen objects and novel configurations. Moreover, in long-horizon reasoning-intensive scenarios, it surpassed existing works by over 10%. These results highlight spatially guided training as a unifying principle for scalable and resilient generalist robots. Code and models are available at https://github.com/InternRobotics/InternVLA-M1.

Learning H-Infinity Locomotion Control

Stable locomotion in precipitous environments is an essential capability of quadruped robots, demanding the ability to resist various external disturbances. However, recent learning-based policies only use basic domain randomization to improve the robustness of learned policies, which cannot guarantee that the robot has adequate disturbance resistance capabilities. In this paper, we propose to model the learning process as an adversarial interaction between the actor and a newly introduced disturber and ensure their optimization with H_{infty} constraint. In contrast to the actor that maximizes the discounted overall reward, the disturber is responsible for generating effective external forces and is optimized by maximizing the error between the task reward and its oracle, i.e., "cost" in each iteration. To keep joint optimization between the actor and the disturber stable, our H_{infty} constraint mandates the bound of ratio between the cost to the intensity of the external forces. Through reciprocal interaction throughout the training phase, the actor can acquire the capability to navigate increasingly complex physical disturbances. We verify the robustness of our approach on quadrupedal locomotion tasks with Unitree Aliengo robot, and also a more challenging task with Unitree A1 robot, where the quadruped is expected to perform locomotion merely on its hind legs as if it is a bipedal robot. The simulated quantitative results show improvement against baselines, demonstrating the effectiveness of the method and each design choice. On the other hand, real-robot experiments qualitatively exhibit how robust the policy is when interfering with various disturbances on various terrains, including stairs, high platforms, slopes, and slippery terrains. All code, checkpoints, and real-world deployment guidance will be made public.

  • 6 authors
·
Apr 22, 2024 1

Block-wise Adaptive Caching for Accelerating Diffusion Policy

Diffusion Policy has demonstrated strong visuomotor modeling capabilities, but its high computational cost renders it impractical for real-time robotic control. Despite huge redundancy across repetitive denoising steps, existing diffusion acceleration techniques fail to generalize to Diffusion Policy due to fundamental architectural and data divergences. In this paper, we propose Block-wise Adaptive Caching(BAC), a method to accelerate Diffusion Policy by caching intermediate action features. BAC achieves lossless action generation acceleration by adaptively updating and reusing cached features at the block level, based on a key observation that feature similarities vary non-uniformly across timesteps and locks. To operationalize this insight, we first propose the Adaptive Caching Scheduler, designed to identify optimal update timesteps by maximizing the global feature similarities between cached and skipped features. However, applying this scheduler for each block leads to signiffcant error surges due to the inter-block propagation of caching errors, particularly within Feed-Forward Network (FFN) blocks. To mitigate this issue, we develop the Bubbling Union Algorithm, which truncates these errors by updating the upstream blocks with signiffcant caching errors before downstream FFNs. As a training-free plugin, BAC is readily integrable with existing transformer-based Diffusion Policy and vision-language-action models. Extensive experiments on multiple robotic benchmarks demonstrate that BAC achieves up to 3x inference speedup for free.

  • 7 authors
·
Jun 16

Reactive Diffusion Policy: Slow-Fast Visual-Tactile Policy Learning for Contact-Rich Manipulation

Humans can accomplish complex contact-rich tasks using vision and touch, with highly reactive capabilities such as quick adjustments to environmental changes and adaptive control of contact forces; however, this remains challenging for robots. Existing visual imitation learning (IL) approaches rely on action chunking to model complex behaviors, which lacks the ability to respond instantly to real-time tactile feedback during the chunk execution. Furthermore, most teleoperation systems struggle to provide fine-grained tactile / force feedback, which limits the range of tasks that can be performed. To address these challenges, we introduce TactAR, a low-cost teleoperation system that provides real-time tactile feedback through Augmented Reality (AR), along with Reactive Diffusion Policy (RDP), a novel slow-fast visual-tactile imitation learning algorithm for learning contact-rich manipulation skills. RDP employs a two-level hierarchy: (1) a slow latent diffusion policy for predicting high-level action chunks in latent space at low frequency, (2) a fast asymmetric tokenizer for closed-loop tactile feedback control at high frequency. This design enables both complex trajectory modeling and quick reactive behavior within a unified framework. Through extensive evaluation across three challenging contact-rich tasks, RDP significantly improves performance compared to state-of-the-art visual IL baselines through rapid response to tactile / force feedback. Furthermore, experiments show that RDP is applicable across different tactile / force sensors. Code and videos are available on https://reactive-diffusion-policy.github.io.

  • 8 authors
·
Mar 4

Prediction with Action: Visual Policy Learning via Joint Denoising Process

Diffusion models have demonstrated remarkable capabilities in image generation tasks, including image editing and video creation, representing a good understanding of the physical world. On the other line, diffusion models have also shown promise in robotic control tasks by denoising actions, known as diffusion policy. Although the diffusion generative model and diffusion policy exhibit distinct capabilities--image prediction and robotic action, respectively--they technically follow a similar denoising process. In robotic tasks, the ability to predict future images and generate actions is highly correlated since they share the same underlying dynamics of the physical world. Building on this insight, we introduce PAD, a novel visual policy learning framework that unifies image Prediction and robot Action within a joint Denoising process. Specifically, PAD utilizes Diffusion Transformers (DiT) to seamlessly integrate images and robot states, enabling the simultaneous prediction of future images and robot actions. Additionally, PAD supports co-training on both robotic demonstrations and large-scale video datasets and can be easily extended to other robotic modalities, such as depth images. PAD outperforms previous methods, achieving a significant 26.3% relative improvement on the full Metaworld benchmark, by utilizing a single text-conditioned visual policy within a data-efficient imitation learning setting. Furthermore, PAD demonstrates superior generalization to unseen tasks in real-world robot manipulation settings with 28.0% success rate increase compared to the strongest baseline. Project page at https://sites.google.com/view/pad-paper

  • 7 authors
·
Nov 27, 2024

Impact of Computation in Integral Reinforcement Learning for Continuous-Time Control

Integral reinforcement learning (IntRL) demands the precise computation of the utility function's integral at its policy evaluation (PEV) stage. This is achieved through quadrature rules, which are weighted sums of utility functions evaluated from state samples obtained in discrete time. Our research reveals a critical yet underexplored phenomenon: the choice of the computational method -- in this case, the quadrature rule -- can significantly impact control performance. This impact is traced back to the fact that computational errors introduced in the PEV stage can affect the policy iteration's convergence behavior, which in turn affects the learned controller. To elucidate how computation impacts control, we draw a parallel between IntRL's policy iteration and Newton's method applied to the Hamilton-Jacobi-Bellman equation. In this light, computational error in PEV manifests as an extra error term in each iteration of Newton's method, with its upper bound proportional to the computational error. Further, we demonstrate that when the utility function resides in a reproducing kernel Hilbert space (RKHS), the optimal quadrature is achievable by employing Bayesian quadrature with the RKHS-inducing kernel function. We prove that the local convergence rates for IntRL using the trapezoidal rule and Bayesian quadrature with a Mat\'ern kernel to be O(N^{-2}) and O(N^{-b}), where N is the number of evenly-spaced samples and b is the Mat\'ern kernel's smoothness parameter. These theoretical findings are finally validated by two canonical control tasks.

  • 2 authors
·
Feb 27, 2024

Learning Decentralized Partially Observable Mean Field Control for Artificial Collective Behavior

Recent reinforcement learning (RL) methods have achieved success in various domains. However, multi-agent RL (MARL) remains a challenge in terms of decentralization, partial observability and scalability to many agents. Meanwhile, collective behavior requires resolution of the aforementioned challenges, and remains of importance to many state-of-the-art applications such as active matter physics, self-organizing systems, opinion dynamics, and biological or robotic swarms. Here, MARL via mean field control (MFC) offers a potential solution to scalability, but fails to consider decentralized and partially observable systems. In this paper, we enable decentralized behavior of agents under partial information by proposing novel models for decentralized partially observable MFC (Dec-POMFC), a broad class of problems with permutation-invariant agents allowing for reduction to tractable single-agent Markov decision processes (MDP) with single-agent RL solution. We provide rigorous theoretical results, including a dynamic programming principle, together with optimality guarantees for Dec-POMFC solutions applied to finite swarms of interest. Algorithmically, we propose Dec-POMFC-based policy gradient methods for MARL via centralized training and decentralized execution, together with policy gradient approximation guarantees. In addition, we improve upon state-of-the-art histogram-based MFC by kernel methods, which is of separate interest also for fully observable MFC. We evaluate numerically on representative collective behavior tasks such as adapted Kuramoto and Vicsek swarming models, being on par with state-of-the-art MARL. Overall, our framework takes a step towards RL-based engineering of artificial collective behavior via MFC.

  • 4 authors
·
Jul 12, 2023

Mirror Descent Policy Optimization

Mirror descent (MD), a well-known first-order method in constrained convex optimization, has recently been shown as an important tool to analyze trust-region algorithms in reinforcement learning (RL). However, there remains a considerable gap between such theoretically analyzed algorithms and the ones used in practice. Inspired by this, we propose an efficient RL algorithm, called {\em mirror descent policy optimization} (MDPO). MDPO iteratively updates the policy by {\em approximately} solving a trust-region problem, whose objective function consists of two terms: a linearization of the standard RL objective and a proximity term that restricts two consecutive policies to be close to each other. Each update performs this approximation by taking multiple gradient steps on this objective function. We derive {\em on-policy} and {\em off-policy} variants of MDPO, while emphasizing important design choices motivated by the existing theory of MD in RL. We highlight the connections between on-policy MDPO and two popular trust-region RL algorithms: TRPO and PPO, and show that explicitly enforcing the trust-region constraint is in fact {\em not} a necessity for high performance gains in TRPO. We then show how the popular soft actor-critic (SAC) algorithm can be derived by slight modifications of off-policy MDPO. Overall, MDPO is derived from the MD principles, offers a unified approach to viewing a number of popular RL algorithms, and performs better than or on-par with TRPO, PPO, and SAC in a number of continuous control tasks. Code is available at https://github.com/manantomar/Mirror-Descent-Policy-Optimization.

  • 4 authors
·
May 19, 2020

Towards a Reinforcement Learning Environment Toolbox for Intelligent Electric Motor Control

Electric motors are used in many applications and their efficiency is strongly dependent on their control. Among others, PI approaches or model predictive control methods are well-known in the scientific literature and industrial practice. A novel approach is to use reinforcement learning (RL) to have an agent learn electric drive control from scratch merely by interacting with a suitable control environment. RL achieved remarkable results with super-human performance in many games (e.g. Atari classics or Go) and also becomes more popular in control tasks like cartpole or swinging pendulum benchmarks. In this work, the open-source Python package gym-electric-motor (GEM) is developed for ease of training of RL-agents for electric motor control. Furthermore, this package can be used to compare the trained agents with other state-of-the-art control approaches. It is based on the OpenAI Gym framework that provides a widely used interface for the evaluation of RL-agents. The initial package version covers different DC motor variants and the prevalent permanent magnet synchronous motor as well as different power electronic converters and a mechanical load model. Due to the modular setup of the proposed toolbox, additional motor, load, and power electronic devices can be easily extended in the future. Furthermore, different secondary effects like controller interlocking time or noise are considered. An intelligent controller example based on the deep deterministic policy gradient algorithm which controls a series DC motor is presented and compared to a cascaded PI-controller as a baseline for future research. Fellow researchers are encouraged to use the framework in their RL investigations or to contribute to the functional scope (e.g. further motor types) of the package.

  • 4 authors
·
Oct 21, 2019 1

ReinFlow: Fine-tuning Flow Matching Policy with Online Reinforcement Learning

We propose ReinFlow, a simple yet effective online reinforcement learning (RL) framework that fine-tunes a family of flow matching policies for continuous robotic control. Derived from rigorous RL theory, ReinFlow injects learnable noise into a flow policy's deterministic path, converting the flow into a discrete-time Markov Process for exact and straightforward likelihood computation. This conversion facilitates exploration and ensures training stability, enabling ReinFlow to fine-tune diverse flow model variants, including Rectified Flow [35] and Shortcut Models [19], particularly at very few or even one denoising step. We benchmark ReinFlow in representative locomotion and manipulation tasks, including long-horizon planning with visual input and sparse reward. The episode reward of Rectified Flow policies obtained an average net growth of 135.36% after fine-tuning in challenging legged locomotion tasks while saving denoising steps and 82.63% of wall time compared to state-of-the-art diffusion RL fine-tuning method DPPO [43]. The success rate of the Shortcut Model policies in state and visual manipulation tasks achieved an average net increase of 40.34% after fine-tuning with ReinFlow at four or even one denoising step, whose performance is comparable to fine-tuned DDIM policies while saving computation time for an average of 23.20%. Project webpage: https://reinflow.github.io/

  • 4 authors
·
May 28

MoCapAct: A Multi-Task Dataset for Simulated Humanoid Control

Simulated humanoids are an appealing research domain due to their physical capabilities. Nonetheless, they are also challenging to control, as a policy must drive an unstable, discontinuous, and high-dimensional physical system. One widely studied approach is to utilize motion capture (MoCap) data to teach the humanoid agent low-level skills (e.g., standing, walking, and running) that can then be re-used to synthesize high-level behaviors. However, even with MoCap data, controlling simulated humanoids remains very hard, as MoCap data offers only kinematic information. Finding physical control inputs to realize the demonstrated motions requires computationally intensive methods like reinforcement learning. Thus, despite the publicly available MoCap data, its utility has been limited to institutions with large-scale compute. In this work, we dramatically lower the barrier for productive research on this topic by training and releasing high-quality agents that can track over three hours of MoCap data for a simulated humanoid in the dm_control physics-based environment. We release MoCapAct (Motion Capture with Actions), a dataset of these expert agents and their rollouts, which contain proprioceptive observations and actions. We demonstrate the utility of MoCapAct by using it to train a single hierarchical policy capable of tracking the entire MoCap dataset within dm_control and show the learned low-level component can be re-used to efficiently learn downstream high-level tasks. Finally, we use MoCapAct to train an autoregressive GPT model and show that it can control a simulated humanoid to perform natural motion completion given a motion prompt. Videos of the results and links to the code and dataset are available at https://microsoft.github.io/MoCapAct.

  • 6 authors
·
Aug 15, 2022

PARL: A Unified Framework for Policy Alignment in Reinforcement Learning

We present a novel unified bilevel optimization-based framework, PARL, formulated to address the recently highlighted critical issue of policy alignment in reinforcement learning using utility or preference-based feedback. We identify a major gap within current algorithmic designs for solving policy alignment due to a lack of precise characterization of the dependence of the alignment objective on the data generated by policy trajectories. This shortfall contributes to the sub-optimal performance observed in contemporary algorithms. Our framework addressed these concerns by explicitly parameterizing the distribution of the upper alignment objective (reward design) by the lower optimal variable (optimal policy for the designed reward). Interestingly, from an optimization perspective, our formulation leads to a new class of stochastic bilevel problems where the stochasticity at the upper objective depends upon the lower-level variable. To demonstrate the efficacy of our formulation in resolving alignment issues in RL, we devised an algorithm named A-PARL to solve PARL problem, establishing sample complexity bounds of order O(1/T). Our empirical results substantiate that the proposed PARL can address the alignment concerns in RL by showing significant improvements (up to 63\% in terms of required samples) for policy alignment in large-scale environments of the Deepmind control suite and Meta world tasks.

  • 7 authors
·
Aug 3, 2023

Real-Time Iteration Scheme for Diffusion Policy

Diffusion Policies have demonstrated impressive performance in robotic manipulation tasks. However, their long inference time, resulting from an extensive iterative denoising process, and the need to execute an action chunk before the next prediction to maintain consistent actions limit their applicability to latency-critical tasks or simple tasks with a short cycle time. While recent methods explored distillation or alternative policy structures to accelerate inference, these often demand additional training, which can be resource-intensive for large robotic models. In this paper, we introduce a novel approach inspired by the Real-Time Iteration (RTI) Scheme, a method from optimal control that accelerates optimization by leveraging solutions from previous time steps as initial guesses for subsequent iterations. We explore the application of this scheme in diffusion inference and propose a scaling-based method to effectively handle discrete actions, such as grasping, in robotic manipulation. The proposed scheme significantly reduces runtime computational costs without the need for distillation or policy redesign. This enables a seamless integration into many pre-trained diffusion-based models, in particular, to resource-demanding large models. We also provide theoretical conditions for the contractivity which could be useful for estimating the initial denoising step. Quantitative results from extensive simulation experiments show a substantial reduction in inference time, with comparable overall performance compared with Diffusion Policy using full-step denoising. Our project page with additional resources is available at: https://rti-dp.github.io/.

  • 3 authors
·
Aug 7

Look before Transcription: End-to-End SlideASR with Visually-Anchored Policy Optimization

Automatic speech recognition (ASR) systems often struggle with domain-specific terminology, especially in specialized settings such as academic lectures. To address this, we define the SlideASR task, which leverages the rich visual information from presentation slides to improve transcription accuracy. Existing pipeline methods for this task tend to be complex and underperform. Although omni-modal large language models (OLLMs) provide a promising end-to-end framework, they frequently fail in practice by degenerating into simple optical character recognition (OCR) systems. To overcome this, we propose Visually-Anchored Policy Optimization (VAPO), a novel post-training method designed to control the model's reasoning process. Drawing on the Chain-of-Thought reasoning paradigm, VAPO enforces a structured "Look before Transcription" procedure using a <think><answer> format. Specifically, the model first performs OCR on the slide content within the think step, then generates the transcription by referencing this recognized visual information in the answer step. This reasoning process is optimized via reinforcement learning with four distinct rewards targeting format compliance, OCR accuracy, ASR quality, and visual anchoring consistency. To support further research, we construct SlideASR-Bench, a new entity-rich benchmark consisting of a synthetic dataset for training and testing, and a challenging real-world set for evaluation. Extensive experiments demonstrate that VAPO significantly improves recognition of domain-specific terms, establishing an effective end-to-end paradigm for SlideASR.

  • 5 authors
·
Oct 8

DexVLA: Vision-Language Model with Plug-In Diffusion Expert for General Robot Control

Enabling robots to perform diverse tasks across varied environments is a central challenge in robot learning. While vision-language-action (VLA) models have shown promise for generalizable robot skills, realizing their full potential requires addressing limitations in action representation and efficient training. Current VLA models often focus on scaling the vision-language model (VLM) component, while the action space representation remains a critical bottleneck. This paper introduces DexVLA, a novel framework designed to enhance the efficiency and generalization capabilities of VLAs for complex, long-horizon tasks across diverse robot embodiments. DexVLA features a novel diffusion-based action expert, scaled to one billion parameters, designed for cross-embodiment learning. A novel embodiment curriculum learning strategy facilitates efficient training: (1) pre-training the diffusion expert that is separable from the VLA on cross-embodiment data, (2) aligning the VLA model to specific embodiments, and (3) post-training for rapid adaptation to new tasks. We conduct comprehensive experiments across multiple embodiments, including single-arm, bimanual, and dexterous hand, demonstrating DexVLA's adaptability to challenging tasks without task-specific adaptation, its ability to learn dexterous skills on novel embodiments with limited data, and its capacity to complete complex, long-horizon tasks using only direct language prompting, such as laundry folding. In all settings, our method demonstrates superior performance compared to state-of-the-art models like Octo, OpenVLA, and Diffusion Policy.

  • 6 authors
·
Feb 9

Compose Your Policies! Improving Diffusion-based or Flow-based Robot Policies via Test-time Distribution-level Composition

Diffusion-based models for robotic control, including vision-language-action (VLA) and vision-action (VA) policies, have demonstrated significant capabilities. Yet their advancement is constrained by the high cost of acquiring large-scale interaction datasets. This work introduces an alternative paradigm for enhancing policy performance without additional model training. Perhaps surprisingly, we demonstrate that the composed policies can exceed the performance of either parent policy. Our contribution is threefold. First, we establish a theoretical foundation showing that the convex composition of distributional scores from multiple diffusion models can yield a superior one-step functional objective compared to any individual score. A Gr\"onwall-type bound is then used to show that this single-step improvement propagates through entire generation trajectories, leading to systemic performance gains. Second, motivated by these results, we propose General Policy Composition (GPC), a training-free method that enhances performance by combining the distributional scores of multiple pre-trained policies via a convex combination and test-time search. GPC is versatile, allowing for the plug-and-play composition of heterogeneous policies, including VA and VLA models, as well as those based on diffusion or flow-matching, irrespective of their input visual modalities. Third, we provide extensive empirical validation. Experiments on Robomimic, PushT, and RoboTwin benchmarks, alongside real-world robotic evaluations, confirm that GPC consistently improves performance and adaptability across a diverse set of tasks. Further analysis of alternative composition operators and weighting strategies offers insights into the mechanisms underlying the success of GPC. These results establish GPC as a simple yet effective method for improving control performance by leveraging existing policies.

RoboHorizon: An LLM-Assisted Multi-View World Model for Long-Horizon Robotic Manipulation

Efficient control in long-horizon robotic manipulation is challenging due to complex representation and policy learning requirements. Model-based visual reinforcement learning (RL) has shown great potential in addressing these challenges but still faces notable limitations, particularly in handling sparse rewards and complex visual features in long-horizon environments. To address these limitations, we propose the Recognize-Sense-Plan-Act (RSPA) pipeline for long-horizon tasks and further introduce RoboHorizon, an LLM-assisted multi-view world model tailored for long-horizon robotic manipulation. In RoboHorizon, pre-trained LLMs generate dense reward structures for multi-stage sub-tasks based on task language instructions, enabling robots to better recognize long-horizon tasks. Keyframe discovery is then integrated into the multi-view masked autoencoder (MAE) architecture to enhance the robot's ability to sense critical task sequences, strengthening its multi-stage perception of long-horizon processes. Leveraging these dense rewards and multi-view representations, a robotic world model is constructed to efficiently plan long-horizon tasks, enabling the robot to reliably act through RL algorithms. Experiments on two representative benchmarks, RLBench and FurnitureBench, show that RoboHorizon outperforms state-of-the-art visual model-based RL methods, achieving a 23.35% improvement in task success rates on RLBench's 4 short-horizon tasks and a 29.23% improvement on 6 long-horizon tasks from RLBench and 3 furniture assembly tasks from FurnitureBench.

  • 4 authors
·
Jan 11

ODYSSEY: Open-World Quadrupeds Exploration and Manipulation for Long-Horizon Tasks

Language-guided long-horizon mobile manipulation has long been a grand challenge in embodied semantic reasoning, generalizable manipulation, and adaptive locomotion. Three fundamental limitations hinder progress: First, although large language models have improved spatial reasoning and task planning through semantic priors, existing implementations remain confined to tabletop scenarios, failing to address the constrained perception and limited actuation ranges of mobile platforms. Second, current manipulation strategies exhibit insufficient generalization when confronted with the diverse object configurations encountered in open-world environments. Third, while crucial for practical deployment, the dual requirement of maintaining high platform maneuverability alongside precise end-effector control in unstructured settings remains understudied. In this work, we present ODYSSEY, a unified mobile manipulation framework for agile quadruped robots equipped with manipulators, which seamlessly integrates high-level task planning with low-level whole-body control. To address the challenge of egocentric perception in language-conditioned tasks, we introduce a hierarchical planner powered by a vision-language model, enabling long-horizon instruction decomposition and precise action execution. At the control level, our novel whole-body policy achieves robust coordination across challenging terrains. We further present the first benchmark for long-horizon mobile manipulation, evaluating diverse indoor and outdoor scenarios. Through successful sim-to-real transfer, we demonstrate the system's generalization and robustness in real-world deployments, underscoring the practicality of legged manipulators in unstructured environments. Our work advances the feasibility of generalized robotic assistants capable of complex, dynamic tasks. Our project page: https://kaijwang.github.io/odyssey.github.io/

  • 10 authors
·
Aug 11 3

COPlanner: Plan to Roll Out Conservatively but to Explore Optimistically for Model-Based RL

Dyna-style model-based reinforcement learning contains two phases: model rollouts to generate sample for policy learning and real environment exploration using current policy for dynamics model learning. However, due to the complex real-world environment, it is inevitable to learn an imperfect dynamics model with model prediction error, which can further mislead policy learning and result in sub-optimal solutions. In this paper, we propose COPlanner, a planning-driven framework for model-based methods to address the inaccurately learned dynamics model problem with conservative model rollouts and optimistic environment exploration. COPlanner leverages an uncertainty-aware policy-guided model predictive control (UP-MPC) component to plan for multi-step uncertainty estimation. This estimated uncertainty then serves as a penalty during model rollouts and as a bonus during real environment exploration respectively, to choose actions. Consequently, COPlanner can avoid model uncertain regions through conservative model rollouts, thereby alleviating the influence of model error. Simultaneously, it explores high-reward model uncertain regions to reduce model error actively through optimistic real environment exploration. COPlanner is a plug-and-play framework that can be applied to any dyna-style model-based methods. Experimental results on a series of proprioceptive and visual continuous control tasks demonstrate that both sample efficiency and asymptotic performance of strong model-based methods are significantly improved combined with COPlanner.

  • 7 authors
·
Oct 11, 2023

Aligning Language Models with Preferences through f-divergence Minimization

Aligning language models with preferences can be posed as approximating a target distribution representing some desired behavior. Existing approaches differ both in the functional form of the target distribution and the algorithm used to approximate it. For instance, Reinforcement Learning from Human Feedback (RLHF) corresponds to minimizing a reverse KL from an implicit target distribution arising from a KL penalty in the objective. On the other hand, Generative Distributional Control (GDC) has an explicit target distribution and minimizes a forward KL from it using the Distributional Policy Gradient (DPG) algorithm. In this paper, we propose a new approach, f-DPG, which allows the use of any f-divergence to approximate any target distribution that can be evaluated. f-DPG unifies both frameworks (RLHF, GDC) and the approximation methods (DPG, RL with KL penalties). We show the practical benefits of various choices of divergence objectives and demonstrate that there is no universally optimal objective but that different divergences present different alignment and diversity trade-offs. We show that Jensen-Shannon divergence strikes a good balance between these objectives, and frequently outperforms forward KL divergence by a wide margin, leading to significant improvements over prior work. These distinguishing characteristics between divergences persist as the model size increases, highlighting the importance of selecting appropriate divergence objectives.

  • 6 authors
·
Feb 16, 2023

A Vision-Language-Action-Critic Model for Robotic Real-World Reinforcement Learning

Robotic real-world reinforcement learning (RL) with vision-language-action (VLA) models is bottlenecked by sparse, handcrafted rewards and inefficient exploration. We introduce VLAC, a general process reward model built upon InternVL and trained on large scale heterogeneous datasets. Given pairwise observations and a language goal, it outputs dense progress delta and done signal, eliminating task-specific reward engineering, and supports one-shot in-context transfer to unseen tasks and environments. VLAC is trained on vision-language datasets to strengthen perception, dialogic and reasoning capabilities, together with robot and human trajectories data that ground action generation and progress estimation, and additionally strengthened to reject irrelevant prompts as well as detect regression or stagnation by constructing large numbers of negative and semantically mismatched samples. With prompt control, a single VLAC model alternately generating reward and action tokens, unifying critic and policy. Deployed inside an asynchronous real-world RL loop, we layer a graded human-in-the-loop protocol (offline demonstration replay, return and explore, human guided explore) that accelerates exploration and stabilizes early learning. Across four distinct real-world manipulation tasks, VLAC lifts success rates from about 30\% to about 90\% within 200 real-world interaction episodes; incorporating human-in-the-loop interventions yields a further 50% improvement in sample efficiency and achieves up to 100% final success.

Low-probability Tokens Sustain Exploration in Reinforcement Learning with Verifiable Reward

Reinforcement Learning with Verifiable Rewards (RLVR) has propelled Large Language Models in complex reasoning, yet its scalability is often hindered by a training bottleneck where performance plateaus as policy entropy collapses, signaling a loss of exploration. Previous methods typically address this by maintaining high policy entropy, yet the precise mechanisms that govern meaningful exploration have remained underexplored. Our analysis suggests that an unselective focus on entropy risks amplifying irrelevant tokens and destabilizing training. This paper investigates the exploration dynamics within RLVR and identifies a key issue: the gradual elimination of valuable low-probability exploratory tokens, which we term \textit{reasoning sparks}. We find that while abundant in pre-trained models, these sparks are systematically extinguished during RLVR due to over-penalization, leading to a degeneracy in exploration. To address this, we introduce Low-probability Regularization (Lp-Reg). Its core mechanism regularizes the policy towards a heuristic proxy distribution. This proxy is constructed by filtering out presumed noise tokens and re-normalizing the distribution over the remaining candidates. The result is a less-noisy proxy where the probability of reasoning sparks is amplified, which then serves as a soft regularization target to shield these valuable tokens from elimination via KL divergence. Experiments show that Lp-Reg enables stable on-policy training for around 1,000 steps, a regime where baseline entropy-control methods collapse. This sustained exploration leads to state-of-the-art performance, achieving a 60.17% average accuracy on five math benchmarks, an improvement of 2.66% over prior methods. Code is available at https://github.com/CarlanLark/Lp-Reg.

tencent Tencent
·
Oct 3 2

Thinkless: LLM Learns When to Think

Reasoning Language Models, capable of extended chain-of-thought reasoning, have demonstrated remarkable performance on tasks requiring complex logical inference. However, applying elaborate reasoning for all queries often results in substantial computational inefficiencies, particularly when many problems admit straightforward solutions. This motivates an open question: Can LLMs learn when to think? To answer this, we propose Thinkless, a learnable framework that empowers an LLM to adaptively select between short-form and long-form reasoning, based on both task complexity and the model's ability. Thinkless is trained under a reinforcement learning paradigm and employs two control tokens, <short> for concise responses and <think> for detailed reasoning. At the core of our method is a Decoupled Group Relative Policy Optimization (DeGRPO) algorithm, which decomposes the learning objective of hybrid reasoning into two components: (1) a control token loss that governs the selection of the reasoning mode, and (2) a response loss that improves the accuracy of the generated answers. This decoupled formulation enables fine-grained control over the contributions of each objective, stabilizing training and effectively preventing collapse observed in vanilla GRPO. Empirically, on several benchmarks such as Minerva Algebra, MATH-500, and GSM8K, Thinkless is able to reduce the usage of long-chain thinking by 50% - 90%, significantly improving the efficiency of Reasoning Language Models. The code is available at https://github.com/VainF/Thinkless

  • 3 authors
·
May 19 2

Adaptive Regularization of Representation Rank as an Implicit Constraint of Bellman Equation

Representation rank is an important concept for understanding the role of Neural Networks (NNs) in Deep Reinforcement learning (DRL), which measures the expressive capacity of value networks. Existing studies focus on unboundedly maximizing this rank; nevertheless, that approach would introduce overly complex models in the learning, thus undermining performance. Hence, fine-tuning representation rank presents a challenging and crucial optimization problem. To address this issue, we find a guiding principle for adaptive control of the representation rank. We employ the Bellman equation as a theoretical foundation and derive an upper bound on the cosine similarity of consecutive state-action pairs representations of value networks. We then leverage this upper bound to propose a novel regularizer, namely BEllman Equation-based automatic rank Regularizer (BEER). This regularizer adaptively regularizes the representation rank, thus improving the DRL agent's performance. We first validate the effectiveness of automatic control of rank on illustrative experiments. Then, we scale up BEER to complex continuous control tasks by combining it with the deterministic policy gradient method. Among 12 challenging DeepMind control tasks, BEER outperforms the baselines by a large margin. Besides, BEER demonstrates significant advantages in Q-value approximation. Our code is available at https://github.com/sweetice/BEER-ICLR2024.

  • 4 authors
·
Apr 19, 2024

ARES: Multimodal Adaptive Reasoning via Difficulty-Aware Token-Level Entropy Shaping

Recent advances in multimodal large reasoning models (MLRMs) have substantially improved their ability to solve complex textual and visual tasks. However, these models tend to overthink on simple problems, producing unnecessarily lengthy reasoning traces, while under-exploring on challenging ones, leading to missed solutions. To address this imbalance, we propose ARES, a unified open-source framework for adaptive reasoning that dynamically allocates exploration effort based on task difficulty. Our approach is motivated by two key empirical findings: (i) while single-token entropy is noisy, high window-entropy (HWE) tokens (token-level entropies averaged under a sliding window) can reliably capture reasoning-critical moments; and (ii) reducing HWE usage benefits easy problems, while increasing it is essential for solving hard ones. Building on these insights, ARES introduces a two-stage training pipeline. In the Adaptive Cold-Start stage, we curate multimodal and textual data paired with reasoning traces of length proportional to problem difficulty, equipping the model with initial difficulty awareness. In the second stage, we develop Adaptive Entropy Policy Optimization (AEPO), which uses HWE tokens as exploration triggers to decide when to explore, and a hierarchical entropy reward with dynamic KL control to decide how much to explore. Extensive experiments demonstrate that ARES achieves superior performance and reasoning efficiency across diverse mathematical, logical, and multimodal benchmarks, while closing the gap to leading commercial systems under significantly lower inference costs.

DrM: Mastering Visual Reinforcement Learning through Dormant Ratio Minimization

Visual reinforcement learning (RL) has shown promise in continuous control tasks. Despite its progress, current algorithms are still unsatisfactory in virtually every aspect of the performance such as sample efficiency, asymptotic performance, and their robustness to the choice of random seeds. In this paper, we identify a major shortcoming in existing visual RL methods that is the agents often exhibit sustained inactivity during early training, thereby limiting their ability to explore effectively. Expanding upon this crucial observation, we additionally unveil a significant correlation between the agents' inclination towards motorically inactive exploration and the absence of neuronal activity within their policy networks. To quantify this inactivity, we adopt dormant ratio as a metric to measure inactivity in the RL agent's network. Empirically, we also recognize that the dormant ratio can act as a standalone indicator of an agent's activity level, regardless of the received reward signals. Leveraging the aforementioned insights, we introduce DrM, a method that uses three core mechanisms to guide agents' exploration-exploitation trade-offs by actively minimizing the dormant ratio. Experiments demonstrate that DrM achieves significant improvements in sample efficiency and asymptotic performance with no broken seeds (76 seeds in total) across three continuous control benchmark environments, including DeepMind Control Suite, MetaWorld, and Adroit. Most importantly, DrM is the first model-free algorithm that consistently solves tasks in both the Dog and Manipulator domains from the DeepMind Control Suite as well as three dexterous hand manipulation tasks without demonstrations in Adroit, all based on pixel observations.

  • 15 authors
·
Oct 30, 2023

ProRL: Prolonged Reinforcement Learning Expands Reasoning Boundaries in Large Language Models

Recent advances in reasoning-centric language models have highlighted reinforcement learning (RL) as a promising method for aligning models with verifiable rewards. However, it remains contentious whether RL truly expands a model's reasoning capabilities or merely amplifies high-reward outputs already latent in the base model's distribution, and whether continually scaling up RL compute reliably leads to improved reasoning performance. In this work, we challenge prevailing assumptions by demonstrating that prolonged RL (ProRL) training can uncover novel reasoning strategies that are inaccessible to base models, even under extensive sampling. We introduce ProRL, a novel training methodology that incorporates KL divergence control, reference policy resetting, and a diverse suite of tasks. Our empirical analysis reveals that RL-trained models consistently outperform base models across a wide range of pass@k evaluations, including scenarios where base models fail entirely regardless of the number of attempts. We further show that reasoning boundary improvements correlates strongly with task competence of base model and training duration, suggesting that RL can explore and populate new regions of solution space over time. These findings offer new insights into the conditions under which RL meaningfully expands reasoning boundaries in language models and establish a foundation for future work on long-horizon RL for reasoning. We release model weights to support further research: https://huggingface.co/nvidia/Nemotron-Research-Reasoning-Qwen-1.5B

  • 8 authors
·
May 30 3

AdaCoT: Pareto-Optimal Adaptive Chain-of-Thought Triggering via Reinforcement Learning

Large Language Models (LLMs) have demonstrated remarkable capabilities but often face challenges with tasks requiring sophisticated reasoning. While Chain-of-Thought (CoT) prompting significantly enhances reasoning, it indiscriminately generates lengthy reasoning steps for all queries, leading to substantial computational costs and inefficiency, especially for simpler inputs. To address this critical issue, we introduce AdaCoT (Adaptive Chain-of-Thought), a novel framework enabling LLMs to adaptively decide when to invoke CoT. AdaCoT framed adaptive reasoning as a Pareto optimization problem that seeks to balance model performance with the costs associated with CoT invocation (both frequency and computational overhead). We propose a reinforcement learning (RL) based method, specifically utilizing Proximal Policy Optimization (PPO), to dynamically control the CoT triggering decision boundary by adjusting penalty coefficients, thereby allowing the model to determine CoT necessity based on implicit query complexity. A key technical contribution is Selective Loss Masking (SLM), designed to counteract decision boundary collapse during multi-stage RL training, ensuring robust and stable adaptive triggering. Experimental results demonstrate that AdaCoT successfully navigates the Pareto frontier, achieving substantial reductions in CoT usage for queries not requiring elaborate reasoning. For instance, on our production traffic testset, AdaCoT reduced CoT triggering rates to as low as 3.18\% and decreased average response tokens by 69.06%, while maintaining high performance on complex tasks.

  • 9 authors
·
May 17 3

BLIP-FusePPO: A Vision-Language Deep Reinforcement Learning Framework for Lane Keeping in Autonomous Vehicles

In this paper, we propose Bootstrapped Language-Image Pretraining-driven Fused State Representation in Proximal Policy Optimization (BLIP-FusePPO), a novel multimodal reinforcement learning (RL) framework for autonomous lane-keeping (LK), in which semantic embeddings generated by a vision-language model (VLM) are directly fused with geometric states, LiDAR observations, and Proportional-Integral-Derivative-based (PID) control feedback within the agent observation space. The proposed method lets the agent learn driving rules that are aware of their surroundings and easy to understand by combining high-level scene understanding from the VLM with low-level control and spatial signals. Our architecture brings together semantic, geometric, and control-aware representations to make policy learning more robust. A hybrid reward function that includes semantic alignment, LK accuracy, obstacle avoidance, and speed regulation helps learning to be more efficient and generalizable. Our method is different from the approaches that only use semantic models to shape rewards. Instead, it directly embeds semantic features into the state representation. This cuts down on expensive runtime inference and makes sure that semantic guidance is always available. The simulation results show that the proposed model is better at LK stability and adaptability than the best vision-based and multimodal RL baselines in a wide range of difficult driving situations. We make our code publicly available.

  • 3 authors
·
Oct 25

RL-100: Performant Robotic Manipulation with Real-World Reinforcement Learning

Real-world robotic manipulation in homes and factories demands reliability, efficiency, and robustness that approach or surpass skilled human operators. We present RL-100, a real-world reinforcement learning training framework built on diffusion visuomotor policies trained bu supervised learning. RL-100 introduces a three-stage pipeline. First, imitation learning leverages human priors. Second, iterative offline reinforcement learning uses an Offline Policy Evaluation procedure, abbreviated OPE, to gate PPO-style updates that are applied in the denoising process for conservative and reliable improvement. Third, online reinforcement learning eliminates residual failure modes. An additional lightweight consistency distillation head compresses the multi-step sampling process in diffusion into a single-step policy, enabling high-frequency control with an order-of-magnitude reduction in latency while preserving task performance. The framework is task-, embodiment-, and representation-agnostic and supports both 3D point clouds and 2D RGB inputs, a variety of robot platforms, and both single-step and action-chunk policies. We evaluate RL-100 on seven real-robot tasks spanning dynamic rigid-body control, such as Push-T and Agile Bowling, fluids and granular pouring, deformable cloth folding, precise dexterous unscrewing, and multi-stage orange juicing. RL-100 attains 100\% success across evaluated trials for a total of 900 out of 900 episodes, including up to 250 out of 250 consecutive trials on one task. The method achieves near-human teleoperation or better time efficiency and demonstrates multi-hour robustness with uninterrupted operation lasting up to two hours.

  • 9 authors
·
Oct 16 1

Towards a Unified Understanding of Robot Manipulation: A Comprehensive Survey

Embodied intelligence has witnessed remarkable progress in recent years, driven by advances in computer vision, natural language processing, and the rise of large-scale multimodal models. Among its core challenges, robot manipulation stands out as a fundamental yet intricate problem, requiring the seamless integration of perception, planning, and control to enable interaction within diverse and unstructured environments. This survey presents a comprehensive overview of robotic manipulation, encompassing foundational background, task-organized benchmarks and datasets, and a unified taxonomy of existing methods. We extend the classical division between high-level planning and low-level control by broadening high-level planning to include language, code, motion, affordance, and 3D representations, while introducing a new taxonomy of low-level learning-based control grounded in training paradigms such as input modeling, latent learning, and policy learning. Furthermore, we provide the first dedicated taxonomy of key bottlenecks, focusing on data collection, utilization, and generalization, and conclude with an extensive review of real-world applications. Compared with prior surveys, our work offers both a broader scope and deeper insight, serving as an accessible roadmap for newcomers and a structured reference for experienced researchers. All related resources, including research papers, open-source datasets, and projects, are curated for the community at https://github.com/BaiShuanghao/Awesome-Robotics-Manipulation.

  • 18 authors
·
Oct 12

Self-Supervised Text Erasing with Controllable Image Synthesis

Recent efforts on scene text erasing have shown promising results. However, existing methods require rich yet costly label annotations to obtain robust models, which limits the use for practical applications. To this end, we study an unsupervised scenario by proposing a novel Self-supervised Text Erasing (STE) framework that jointly learns to synthesize training images with erasure ground-truth and accurately erase texts in the real world. We first design a style-aware image synthesis function to generate synthetic images with diverse styled texts based on two synthetic mechanisms. To bridge the text style gap between the synthetic and real-world data, a policy network is constructed to control the synthetic mechanisms by picking style parameters with the guidance of two specifically designed rewards. The synthetic training images with erasure ground-truth are then fed to train a coarse-to-fine erasing network. To produce better erasing outputs, a triplet erasure loss is designed to enforce the refinement stage to recover background textures. Moreover, we provide a new dataset (called PosterErase), which contains 60K high-resolution posters with texts and is more challenging for the text erasing task. The proposed method has been extensively evaluated with both PosterErase and the widely-used SCUT-Enstext dataset. Notably, on PosterErase, our unsupervised method achieves 5.07 in terms of FID, with a relative performance of 20.9% over existing supervised baselines.

  • 6 authors
·
Apr 27, 2022

Skill Expansion and Composition in Parameter Space

Humans excel at reusing prior knowledge to address new challenges and developing skills while solving problems. This paradigm becomes increasingly popular in the development of autonomous agents, as it develops systems that can self-evolve in response to new challenges like human beings. However, previous methods suffer from limited training efficiency when expanding new skills and fail to fully leverage prior knowledge to facilitate new task learning. In this paper, we propose Parametric Skill Expansion and Composition (PSEC), a new framework designed to iteratively evolve the agents' capabilities and efficiently address new challenges by maintaining a manageable skill library. This library can progressively integrate skill primitives as plug-and-play Low-Rank Adaptation (LoRA) modules in parameter-efficient finetuning, facilitating efficient and flexible skill expansion. This structure also enables the direct skill compositions in parameter space by merging LoRA modules that encode different skills, leveraging shared information across skills to effectively program new skills. Based on this, we propose a context-aware module to dynamically activate different skills to collaboratively handle new tasks. Empowering diverse applications including multi-objective composition, dynamics shift, and continual policy shift, the results on D4RL, DSRL benchmarks, and the DeepMind Control Suite show that PSEC exhibits superior capacity to leverage prior knowledge to efficiently tackle new challenges, as well as expand its skill libraries to evolve the capabilities. Project website: https://ltlhuuu.github.io/PSEC/.

  • 7 authors
·
Feb 9 3

Fine-tuning Flow Matching Generative Models with Intermediate Feedback

Flow-based generative models have shown remarkable success in text-to-image generation, yet fine-tuning them with intermediate feedback remains challenging, especially for continuous-time flow matching models. Most existing approaches solely learn from outcome rewards, struggling with the credit assignment problem. Alternative methods that attempt to learn a critic via direct regression on cumulative rewards often face training instabilities and model collapse in online settings. We present AC-Flow, a robust actor-critic framework that addresses these challenges through three key innovations: (1) reward shaping that provides well-normalized learning signals to enable stable intermediate value learning and gradient control, (2) a novel dual-stability mechanism that combines advantage clipping to prevent destructive policy updates with a warm-up phase that allows the critic to mature before influencing the actor, and (3) a scalable generalized critic weighting scheme that extends traditional reward-weighted methods while preserving model diversity through Wasserstein regularization. Through extensive experiments on Stable Diffusion 3, we demonstrate that AC-Flow achieves state-of-the-art performance in text-to-image alignment tasks and generalization to unseen human preference models. Our results demonstrate that even with a computationally efficient critic model, we can robustly finetune flow models without compromising generative quality, diversity, or stability.

  • 5 authors
·
Oct 20

HOMIE: Humanoid Loco-Manipulation with Isomorphic Exoskeleton Cockpit

Generalizable humanoid loco-manipulation poses significant challenges, requiring coordinated whole-body control and precise, contact-rich object manipulation. To address this, this paper introduces HOMIE, a semi-autonomous teleoperation system that combines a reinforcement learning policy for body control mapped to a pedal, an isomorphic exoskeleton arm for arm control, and motion-sensing gloves for hand control, forming a unified cockpit to freely operate humanoids and establish a data flywheel. The policy incorporates novel designs, including an upper-body pose curriculum, a height-tracking reward, and symmetry utilization. These features enable the system to perform walking and squatting to specific heights while seamlessly adapting to arbitrary upper-body poses. The exoskeleton, by eliminating the reliance on inverse dynamics, delivers faster and more precise arm control. The gloves utilize Hall sensors instead of servos, allowing even compact devices to achieve 15 or more degrees of freedom and freely adapt to any model of dexterous hands. Compared to previous teleoperation systems, HOMIE stands out for its exceptional efficiency, completing tasks in half the time; its expanded working range, allowing users to freely reach high and low areas as well as interact with any objects; and its affordability, with a price of just $500. The system is fully open-source, demos and code can be found in our https://homietele.github.io/.

  • 6 authors
·
Feb 18

Speculative Decoding with Big Little Decoder

The recent emergence of Large Language Models based on the Transformer architecture has enabled dramatic advancements in the field of Natural Language Processing. However, these models have long inference latency, which limits their deployment and makes them prohibitively expensive for various real-time applications. The inference latency is further exacerbated by autoregressive generative tasks, as models need to run iteratively to generate tokens sequentially without leveraging token-level parallelization. To address this, we propose Big Little Decoder (BiLD), a framework that can improve inference efficiency and latency for a wide range of text generation applications. The BiLD framework contains two models with different sizes that collaboratively generate text. The small model runs autoregressively to generate text with a low inference cost, and the large model is only invoked occasionally to refine the small model's inaccurate predictions in a non-autoregressive manner. To coordinate the small and large models, BiLD introduces two simple yet effective policies: (1) the fallback policy that determines when to hand control over to the large model; and (2) the rollback policy that determines when the large model needs to correct the small model's inaccurate predictions. To evaluate our framework across different tasks and models, we apply BiLD to various text generation scenarios encompassing machine translation on IWSLT 2017 De-En and WMT 2014 De-En, and summarization on XSUM and CNN/DailyMail. On an NVIDIA T4 GPU, our framework achieves a speedup of up to 2.12x speedup with minimal generation quality degradation. Furthermore, our framework is fully plug-and-play and can be applied without any modifications in the training process or model architecture. Our code is open-sourced

  • 7 authors
·
Feb 15, 2023

Imitation Learning via Differentiable Physics

Existing imitation learning (IL) methods such as inverse reinforcement learning (IRL) usually have a double-loop training process, alternating between learning a reward function and a policy and tend to suffer long training time and high variance. In this work, we identify the benefits of differentiable physics simulators and propose a new IL method, i.e., Imitation Learning via Differentiable Physics (ILD), which gets rid of the double-loop design and achieves significant improvements in final performance, convergence speed, and stability. The proposed ILD incorporates the differentiable physics simulator as a physics prior into its computational graph for policy learning. It unrolls the dynamics by sampling actions from a parameterized policy, simply minimizing the distance between the expert trajectory and the agent trajectory, and back-propagating the gradient into the policy via temporal physics operators. With the physics prior, ILD policies can not only be transferable to unseen environment specifications but also yield higher final performance on a variety of tasks. In addition, ILD naturally forms a single-loop structure, which significantly improves the stability and training speed. To simplify the complex optimization landscape induced by temporal physics operations, ILD dynamically selects the learning objectives for each state during optimization. In our experiments, we show that ILD outperforms state-of-the-art methods in a variety of continuous control tasks with Brax, requiring only one expert demonstration. In addition, ILD can be applied to challenging deformable object manipulation tasks and can be generalized to unseen configurations.

  • 3 authors
·
Jun 10, 2022

A Survey on Vision-Language-Action Models for Autonomous Driving

The rapid progress of multimodal large language models (MLLM) has paved the way for Vision-Language-Action (VLA) paradigms, which integrate visual perception, natural language understanding, and control within a single policy. Researchers in autonomous driving are actively adapting these methods to the vehicle domain. Such models promise autonomous vehicles that can interpret high-level instructions, reason about complex traffic scenes, and make their own decisions. However, the literature remains fragmented and is rapidly expanding. This survey offers the first comprehensive overview of VLA for Autonomous Driving (VLA4AD). We (i) formalize the architectural building blocks shared across recent work, (ii) trace the evolution from early explainer to reasoning-centric VLA models, and (iii) compare over 20 representative models according to VLA's progress in the autonomous driving domain. We also consolidate existing datasets and benchmarks, highlighting protocols that jointly measure driving safety, accuracy, and explanation quality. Finally, we detail open challenges - robustness, real-time efficiency, and formal verification - and outline future directions of VLA4AD. This survey provides a concise yet complete reference for advancing interpretable socially aligned autonomous vehicles. Github repo is available at https://github.com/JohnsonJiang1996/Awesome-VLA4AD{SicongJiang/Awesome-VLA4AD}.

  • 20 authors
·
Jun 30 1

Fine-Tuning Vision-Language-Action Models: Optimizing Speed and Success

Recent vision-language-action models (VLAs) build upon pretrained vision-language models and leverage diverse robot datasets to demonstrate strong task execution, language following ability, and semantic generalization. Despite these successes, VLAs struggle with novel robot setups and require fine-tuning to achieve good performance, yet how to most effectively fine-tune them is unclear given many possible strategies. In this work, we study key VLA adaptation design choices such as different action decoding schemes, action representations, and learning objectives for fine-tuning, using OpenVLA as our representative base model. Our empirical analysis informs an Optimized Fine-Tuning (OFT) recipe that integrates parallel decoding, action chunking, a continuous action representation, and a simple L1 regression-based learning objective to altogether improve inference efficiency, policy performance, and flexibility in the model's input-output specifications. We propose OpenVLA-OFT, an instantiation of this recipe, which sets a new state of the art on the LIBERO simulation benchmark, significantly boosting OpenVLA's average success rate across four task suites from 76.5% to 97.1% while increasing action generation throughput by 26times. In real-world evaluations, our fine-tuning recipe enables OpenVLA to successfully execute dexterous, high-frequency control tasks on a bimanual ALOHA robot and outperform other VLAs (pi_0 and RDT-1B) fine-tuned using their default recipes, as well as strong imitation learning policies trained from scratch (Diffusion Policy and ACT) by up to 15% (absolute) in average success rate. We release code for OFT and pretrained model checkpoints at https://openvla-oft.github.io/.

  • 3 authors
·
Feb 26

Rethinking Privacy in Machine Learning Pipelines from an Information Flow Control Perspective

Modern machine learning systems use models trained on ever-growing corpora. Typically, metadata such as ownership, access control, or licensing information is ignored during training. Instead, to mitigate privacy risks, we rely on generic techniques such as dataset sanitization and differentially private model training, with inherent privacy/utility trade-offs that hurt model performance. Moreover, these techniques have limitations in scenarios where sensitive information is shared across multiple participants and fine-grained access control is required. By ignoring metadata, we therefore miss an opportunity to better address security, privacy, and confidentiality challenges. In this paper, we take an information flow control perspective to describe machine learning systems, which allows us to leverage metadata such as access control policies and define clear-cut privacy and confidentiality guarantees with interpretable information flows. Under this perspective, we contrast two different approaches to achieve user-level non-interference: 1) fine-tuning per-user models, and 2) retrieval augmented models that access user-specific datasets at inference time. We compare these two approaches to a trivially non-interfering zero-shot baseline using a public model and to a baseline that fine-tunes this model on the whole corpus. We evaluate trained models on two datasets of scientific articles and demonstrate that retrieval augmented architectures deliver the best utility, scalability, and flexibility while satisfying strict non-interference guarantees.

  • 9 authors
·
Nov 27, 2023

Pre-trained Text-to-Image Diffusion Models Are Versatile Representation Learners for Control

Embodied AI agents require a fine-grained understanding of the physical world mediated through visual and language inputs. Such capabilities are difficult to learn solely from task-specific data. This has led to the emergence of pre-trained vision-language models as a tool for transferring representations learned from internet-scale data to downstream tasks and new domains. However, commonly used contrastively trained representations such as in CLIP have been shown to fail at enabling embodied agents to gain a sufficiently fine-grained scene understanding -- a capability vital for control. To address this shortcoming, we consider representations from pre-trained text-to-image diffusion models, which are explicitly optimized to generate images from text prompts and as such, contain text-conditioned representations that reflect highly fine-grained visuo-spatial information. Using pre-trained text-to-image diffusion models, we construct Stable Control Representations which allow learning downstream control policies that generalize to complex, open-ended environments. We show that policies learned using Stable Control Representations are competitive with state-of-the-art representation learning approaches across a broad range of simulated control settings, encompassing challenging manipulation and navigation tasks. Most notably, we show that Stable Control Representations enable learning policies that exhibit state-of-the-art performance on OVMM, a difficult open-vocabulary navigation benchmark.

  • 7 authors
·
May 9, 2024

SERL: A Software Suite for Sample-Efficient Robotic Reinforcement Learning

In recent years, significant progress has been made in the field of robotic reinforcement learning (RL), enabling methods that handle complex image observations, train in the real world, and incorporate auxiliary data, such as demonstrations and prior experience. However, despite these advances, robotic RL remains hard to use. It is acknowledged among practitioners that the particular implementation details of these algorithms are often just as important (if not more so) for performance as the choice of algorithm. We posit that a significant challenge to widespread adoption of robotic RL, as well as further development of robotic RL methods, is the comparative inaccessibility of such methods. To address this challenge, we developed a carefully implemented library containing a sample efficient off-policy deep RL method, together with methods for computing rewards and resetting the environment, a high-quality controller for a widely-adopted robot, and a number of challenging example tasks. We provide this library as a resource for the community, describe its design choices, and present experimental results. Perhaps surprisingly, we find that our implementation can achieve very efficient learning, acquiring policies for PCB board assembly, cable routing, and object relocation between 25 to 50 minutes of training per policy on average, improving over state-of-the-art results reported for similar tasks in the literature. These policies achieve perfect or near-perfect success rates, extreme robustness even under perturbations, and exhibit emergent recovery and correction behaviors. We hope that these promising results and our high-quality open-source implementation will provide a tool for the robotics community to facilitate further developments in robotic RL. Our code, documentation, and videos can be found at https://serl-robot.github.io/

  • 10 authors
·
Jan 29, 2024 1

Solving robust MDPs as a sequence of static RL problems

Designing control policies whose performance level is guaranteed to remain above a given threshold in a span of environments is a critical feature for the adoption of reinforcement learning (RL) in real-world applications. The search for such robust policies is a notoriously difficult problem, related to the so-called dynamic model of transition function uncertainty, where the environment dynamics are allowed to change at each time step. But in practical cases, one is rather interested in robustness to a span of static transition models throughout interaction episodes. The static model is known to be harder to solve than the dynamic one, and seminal algorithms, such as robust value iteration, as well as most recent works on deep robust RL, build upon the dynamic model. In this work, we propose to revisit the static model. We suggest an analysis of why solving the static model under some mild hypotheses is a reasonable endeavor, based on an equivalence with the dynamic model, and formalize the general intuition that robust MDPs can be solved by tackling a series of static problems. We introduce a generic meta-algorithm called IWOCS, which incrementally identifies worst-case transition models so as to guide the search for a robust policy. Discussion on IWOCS sheds light on new ways to decouple policy optimization and adversarial transition functions and opens new perspectives for analysis. We derive a deep RL version of IWOCS and demonstrate it is competitive with state-of-the-art algorithms on classical benchmarks.

  • 3 authors
·
Oct 8, 2024

Synthesizing Diverse Human Motions in 3D Indoor Scenes

We present a novel method for populating 3D indoor scenes with virtual humans that can navigate in the environment and interact with objects in a realistic manner. Existing approaches rely on training sequences that contain captured human motions and the 3D scenes they interact with. However, such interaction data are costly, difficult to capture, and can hardly cover all plausible human-scene interactions in complex environments. To address these challenges, we propose a reinforcement learning-based approach that enables virtual humans to navigate in 3D scenes and interact with objects realistically and autonomously, driven by learned motion control policies. The motion control policies employ latent motion action spaces, which correspond to realistic motion primitives and are learned from large-scale motion capture data using a powerful generative motion model. For navigation in a 3D environment, we propose a scene-aware policy with novel state and reward designs for collision avoidance. Combined with navigation mesh-based path-finding algorithms to generate intermediate waypoints, our approach enables the synthesis of diverse human motions navigating in 3D indoor scenes and avoiding obstacles. To generate fine-grained human-object interactions, we carefully curate interaction goal guidance using a marker-based body representation and leverage features based on the signed distance field (SDF) to encode human-scene proximity relations. Our method can synthesize realistic and diverse human-object interactions (e.g.,~sitting on a chair and then getting up) even for out-of-distribution test scenarios with different object shapes, orientations, starting body positions, and poses. Experimental results demonstrate that our approach outperforms state-of-the-art methods in terms of both motion naturalness and diversity. Code and video results are available at: https://zkf1997.github.io/DIMOS.

  • 5 authors
·
May 21, 2023

A Survey on Vision-Language-Action Models for Embodied AI

Embodied AI is widely recognized as a key element of artificial general intelligence because it involves controlling embodied agents to perform tasks in the physical world. Building on the success of large language models and vision-language models, a new category of multimodal models -- referred to as vision-language-action models (VLAs) -- has emerged to address language-conditioned robotic tasks in embodied AI by leveraging their distinct ability to generate actions. In recent years, a myriad of VLAs have been developed, making it imperative to capture the rapidly evolving landscape through a comprehensive survey. To this end, we present the first survey on VLAs for embodied AI. This work provides a detailed taxonomy of VLAs, organized into three major lines of research. The first line focuses on individual components of VLAs. The second line is dedicated to developing control policies adept at predicting low-level actions. The third line comprises high-level task planners capable of decomposing long-horizon tasks into a sequence of subtasks, thereby guiding VLAs to follow more general user instructions. Furthermore, we provide an extensive summary of relevant resources, including datasets, simulators, and benchmarks. Finally, we discuss the challenges faced by VLAs and outline promising future directions in embodied AI. We have created a project associated with this survey, which is available at https://github.com/yueen-ma/Awesome-VLA.

  • 5 authors
·
May 22, 2024

Objects matter: object-centric world models improve reinforcement learning in visually complex environments

Deep reinforcement learning has achieved remarkable success in learning control policies from pixels across a wide range of tasks, yet its application remains hindered by low sample efficiency, requiring significantly more environment interactions than humans to reach comparable performance. Model-based reinforcement learning (MBRL) offers a solution by leveraging learnt world models to generate simulated experience, thereby improving sample efficiency. However, in visually complex environments, small or dynamic elements can be critical for decision-making. Yet, traditional MBRL methods in pixel-based environments typically rely on auto-encoding with an L_2 loss, which is dominated by large areas and often fails to capture decision-relevant details. To address these limitations, we propose an object-centric MBRL pipeline, which integrates recent advances in computer vision to allow agents to focus on key decision-related elements. Our approach consists of four main steps: (1) annotating key objects related to rewards and goals with segmentation masks, (2) extracting object features using a pre-trained, frozen foundation vision model, (3) incorporating these object features with the raw observations to predict environmental dynamics, and (4) training the policy using imagined trajectories generated by this object-centric world model. Building on the efficient MBRL algorithm STORM, we call this pipeline OC-STORM. We demonstrate OC-STORM's practical value in overcoming the limitations of conventional MBRL approaches on both Atari games and the visually complex game Hollow Knight.

  • 4 authors
·
Jan 27

Guided Data Augmentation for Offline Reinforcement Learning and Imitation Learning

In offline reinforcement learning (RL), an RL agent learns to solve a task using only a fixed dataset of previously collected data. While offline RL has been successful in learning real-world robot control policies, it typically requires large amounts of expert-quality data to learn effective policies that generalize to out-of-distribution states. Unfortunately, such data is often difficult and expensive to acquire in real-world tasks. Several recent works have leveraged data augmentation (DA) to inexpensively generate additional data, but most DA works apply augmentations in a random fashion and ultimately produce highly suboptimal augmented experience. In this work, we propose Guided Data Augmentation (GuDA), a human-guided DA framework that generates expert-quality augmented data. The key insight behind GuDA is that while it may be difficult to demonstrate the sequence of actions required to produce expert data, a user can often easily characterize when an augmented trajectory segment represents progress toward task completion. Thus, a user can restrict the space of possible augmentations to automatically reject suboptimal augmented data. To extract a policy from GuDA, we use off-the-shelf offline reinforcement learning and behavior cloning algorithms. We evaluate GuDA on a physical robot soccer task as well as simulated D4RL navigation tasks, a simulated autonomous driving task, and a simulated soccer task. Empirically, GuDA enables learning given a small initial dataset of potentially suboptimal experience and outperforms a random DA strategy as well as a model-based DA strategy.

  • 5 authors
·
Oct 27, 2023

DeepMimic: Example-Guided Deep Reinforcement Learning of Physics-Based Character Skills

A longstanding goal in character animation is to combine data-driven specification of behavior with a system that can execute a similar behavior in a physical simulation, thus enabling realistic responses to perturbations and environmental variation. We show that well-known reinforcement learning (RL) methods can be adapted to learn robust control policies capable of imitating a broad range of example motion clips, while also learning complex recoveries, adapting to changes in morphology, and accomplishing user-specified goals. Our method handles keyframed motions, highly-dynamic actions such as motion-captured flips and spins, and retargeted motions. By combining a motion-imitation objective with a task objective, we can train characters that react intelligently in interactive settings, e.g., by walking in a desired direction or throwing a ball at a user-specified target. This approach thus combines the convenience and motion quality of using motion clips to define the desired style and appearance, with the flexibility and generality afforded by RL methods and physics-based animation. We further explore a number of methods for integrating multiple clips into the learning process to develop multi-skilled agents capable of performing a rich repertoire of diverse skills. We demonstrate results using multiple characters (human, Atlas robot, bipedal dinosaur, dragon) and a large variety of skills, including locomotion, acrobatics, and martial arts.

  • 4 authors
·
Apr 8, 2018

RoboRefer: Towards Spatial Referring with Reasoning in Vision-Language Models for Robotics

Spatial referring is a fundamental capability of embodied robots to interact with the 3D physical world. However, even with the powerful pretrained vision language models (VLMs), recent approaches are still not qualified to accurately understand the complex 3D scenes and dynamically reason about the instruction-indicated locations for interaction. To this end, we propose RoboRefer, a 3D-aware VLM that can first achieve precise spatial understanding by integrating a disentangled but dedicated depth encoder via supervised fine-tuning (SFT). Moreover, RoboRefer advances generalized multi-step spatial reasoning via reinforcement fine-tuning (RFT), with metric-sensitive process reward functions tailored for spatial referring tasks. To support SFT and RFT training, we introduce RefSpatial, a large-scale dataset of 20M QA pairs (2x prior), covering 31 spatial relations (vs. 15 prior) and supporting complex reasoning processes (up to 5 steps). In addition, we introduce RefSpatial-Bench, a challenging benchmark filling the gap in evaluating spatial referring with multi-step reasoning. Experiments show that SFT-trained RoboRefer achieves state-of-the-art spatial understanding, with an average success rate of 89.6%. RFT-trained RoboRefer further outperforms all other baselines by a large margin, even surpassing Gemini-2.5-Pro by 17.4% in average accuracy on RefSpatial-Bench. Notably, RoboRefer can be integrated with various control policies to execute long-horizon, dynamic tasks across diverse robots (e,g., UR5, G1 humanoid) in cluttered real-world scenes.

Language to Rewards for Robotic Skill Synthesis

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.

  • 20 authors
·
Jun 14, 2023

Value Gradient weighted Model-Based Reinforcement Learning

Model-based reinforcement learning (MBRL) is a sample efficient technique to obtain control policies, yet unavoidable modeling errors often lead performance deterioration. The model in MBRL is often solely fitted to reconstruct dynamics, state observations in particular, while the impact of model error on the policy is not captured by the training objective. This leads to a mismatch between the intended goal of MBRL, enabling good policy and value learning, and the target of the loss function employed in practice, future state prediction. Naive intuition would suggest that value-aware model learning would fix this problem and, indeed, several solutions to this objective mismatch problem have been proposed based on theoretical analysis. However, they tend to be inferior in practice to commonly used maximum likelihood (MLE) based approaches. In this paper we propose the Value-gradient weighted Model Learning (VaGraM), a novel method for value-aware model learning which improves the performance of MBRL in challenging settings, such as small model capacity and the presence of distracting state dimensions. We analyze both MLE and value-aware approaches and demonstrate how they fail to account for exploration and the behavior of function approximation when learning value-aware models and highlight the additional goals that must be met to stabilize optimization in the deep learning setting. We verify our analysis by showing that our loss function is able to achieve high returns on the Mujoco benchmark suite while being more robust than maximum likelihood based approaches.

  • 4 authors
·
Apr 4, 2022

CAD2RL: Real Single-Image Flight without a Single Real Image

Deep reinforcement learning has emerged as a promising and powerful technique for automatically acquiring control policies that can process raw sensory inputs, such as images, and perform complex behaviors. However, extending deep RL to real-world robotic tasks has proven challenging, particularly in safety-critical domains such as autonomous flight, where a trial-and-error learning process is often impractical. In this paper, we explore the following question: can we train vision-based navigation policies entirely in simulation, and then transfer them into the real world to achieve real-world flight without a single real training image? We propose a learning method that we call CAD^2RL, which can be used to perform collision-free indoor flight in the real world while being trained entirely on 3D CAD models. Our method uses single RGB images from a monocular camera, without needing to explicitly reconstruct the 3D geometry of the environment or perform explicit motion planning. Our learned collision avoidance policy is represented by a deep convolutional neural network that directly processes raw monocular images and outputs velocity commands. This policy is trained entirely on simulated images, with a Monte Carlo policy evaluation algorithm that directly optimizes the network's ability to produce collision-free flight. By highly randomizing the rendering settings for our simulated training set, we show that we can train a policy that generalizes to the real world, without requiring the simulator to be particularly realistic or high-fidelity. We evaluate our method by flying a real quadrotor through indoor environments, and further evaluate the design choices in our simulator through a series of ablation studies on depth prediction. For supplementary video see: https://youtu.be/nXBWmzFrj5s

  • 2 authors
·
Nov 13, 2016

Game On: Towards Language Models as RL Experimenters

We propose an agent architecture that automates parts of the common reinforcement learning experiment workflow, to enable automated mastery of control domains for embodied agents. To do so, it leverages a VLM to perform some of the capabilities normally required of a human experimenter, including the monitoring and analysis of experiment progress, the proposition of new tasks based on past successes and failures of the agent, decomposing tasks into a sequence of subtasks (skills), and retrieval of the skill to execute - enabling our system to build automated curricula for learning. We believe this is one of the first proposals for a system that leverages a VLM throughout the full experiment cycle of reinforcement learning. We provide a first prototype of this system, and examine the feasibility of current models and techniques for the desired level of automation. For this, we use a standard Gemini model, without additional fine-tuning, to provide a curriculum of skills to a language-conditioned Actor-Critic algorithm, in order to steer data collection so as to aid learning new skills. Data collected in this way is shown to be useful for learning and iteratively improving control policies in a robotics domain. Additional examination of the ability of the system to build a growing library of skills, and to judge the progress of the training of those skills, also shows promising results, suggesting that the proposed architecture provides a potential recipe for fully automated mastery of tasks and domains for embodied agents.

  • 5 authors
·
Sep 5, 2024

Barkour: Benchmarking Animal-level Agility with Quadruped Robots

Animals have evolved various agile locomotion strategies, such as sprinting, leaping, and jumping. There is a growing interest in developing legged robots that move like their biological counterparts and show various agile skills to navigate complex environments quickly. Despite the interest, the field lacks systematic benchmarks to measure the performance of control policies and hardware in agility. We introduce the Barkour benchmark, an obstacle course to quantify agility for legged robots. Inspired by dog agility competitions, it consists of diverse obstacles and a time based scoring mechanism. This encourages researchers to develop controllers that not only move fast, but do so in a controllable and versatile way. To set strong baselines, we present two methods for tackling the benchmark. In the first approach, we train specialist locomotion skills using on-policy reinforcement learning methods and combine them with a high-level navigation controller. In the second approach, we distill the specialist skills into a Transformer-based generalist locomotion policy, named Locomotion-Transformer, that can handle various terrains and adjust the robot's gait based on the perceived environment and robot states. Using a custom-built quadruped robot, we demonstrate that our method can complete the course at half the speed of a dog. We hope that our work represents a step towards creating controllers that enable robots to reach animal-level agility.

  • 44 authors
·
May 23, 2023

PCHands: PCA-based Hand Pose Synergy Representation on Manipulators with N-DoF

We consider the problem of learning a common representation for dexterous manipulation across manipulators of different morphologies. To this end, we propose PCHands, a novel approach for extracting hand postural synergies from a large set of manipulators. We define a simplified and unified description format based on anchor positions for manipulators ranging from 2-finger grippers to 5-finger anthropomorphic hands. This enables learning a variable-length latent representation of the manipulator configuration and the alignment of the end-effector frame of all manipulators. We show that it is possible to extract principal components from this latent representation that is universal across manipulators of different structures and degrees of freedom. To evaluate PCHands, we use this compact representation to encode observation and action spaces of control policies for dexterous manipulation tasks learned with RL. In terms of learning efficiency and consistency, the proposed representation outperforms a baseline that learns the same tasks in joint space. We additionally show that PCHands performs robustly in RL from demonstration, when demonstrations are provided from a different manipulator. We further support our results with real-world experiments that involve a 2-finger gripper and a 4-finger anthropomorphic hand. Code and additional material are available at https://hsp-iit.github.io/PCHands/.

Collision Avoidance and Navigation for a Quadrotor Swarm Using End-to-end Deep Reinforcement Learning

End-to-end deep reinforcement learning (DRL) for quadrotor control promises many benefits -- easy deployment, task generalization and real-time execution capability. Prior end-to-end DRL-based methods have showcased the ability to deploy learned controllers onto single quadrotors or quadrotor teams maneuvering in simple, obstacle-free environments. However, the addition of obstacles increases the number of possible interactions exponentially, thereby increasing the difficulty of training RL policies. In this work, we propose an end-to-end DRL approach to control quadrotor swarms in environments with obstacles. We provide our agents a curriculum and a replay buffer of the clipped collision episodes to improve performance in obstacle-rich environments. We implement an attention mechanism to attend to the neighbor robots and obstacle interactions - the first successful demonstration of this mechanism on policies for swarm behavior deployed on severely compute-constrained hardware. Our work is the first work that demonstrates the possibility of learning neighbor-avoiding and obstacle-avoiding control policies trained with end-to-end DRL that transfers zero-shot to real quadrotors. Our approach scales to 32 robots with 80% obstacle density in simulation and 8 robots with 20% obstacle density in physical deployment. Video demonstrations are available on the project website at: https://sites.google.com/view/obst-avoid-swarm-rl.

  • 6 authors
·
Sep 23, 2023

Human-in-the-loop Embodied Intelligence with Interactive Simulation Environment for Surgical Robot Learning

Surgical robot automation has attracted increasing research interest over the past decade, expecting its potential to benefit surgeons, nurses and patients. Recently, the learning paradigm of embodied intelligence has demonstrated promising ability to learn good control policies for various complex tasks, where embodied AI simulators play an essential role to facilitate relevant research. However, existing open-sourced simulators for surgical robot are still not sufficiently supporting human interactions through physical input devices, which further limits effective investigations on how the human demonstrations would affect policy learning. In this work, we study human-in-the-loop embodied intelligence with a new interactive simulation platform for surgical robot learning. Specifically, we establish our platform based on our previously released SurRoL simulator with several new features co-developed to allow high-quality human interaction via an input device. We showcase the improvement of our simulation environment with the designed new features, and validate effectiveness of incorporating human factors in embodied intelligence through the use of human demonstrations and reinforcement learning as a representative example. Promising results are obtained in terms of learning efficiency. Lastly, five new surgical robot training tasks are developed and released, with which we hope to pave the way for future research on surgical embodied intelligence. Our learning platform is publicly released and will be continuously updated in the website: https://med-air.github.io/SurRoL.

  • 5 authors
·
Jan 1, 2023

Revisiting Design Choices in Offline Model-Based Reinforcement Learning

Offline reinforcement learning enables agents to leverage large pre-collected datasets of environment transitions to learn control policies, circumventing the need for potentially expensive or unsafe online data collection. Significant progress has been made recently in offline model-based reinforcement learning, approaches which leverage a learned dynamics model. This typically involves constructing a probabilistic model, and using the model uncertainty to penalize rewards where there is insufficient data, solving for a pessimistic MDP that lower bounds the true MDP. Existing methods, however, exhibit a breakdown between theory and practice, whereby pessimistic return ought to be bounded by the total variation distance of the model from the true dynamics, but is instead implemented through a penalty based on estimated model uncertainty. This has spawned a variety of uncertainty heuristics, with little to no comparison between differing approaches. In this paper, we compare these heuristics, and design novel protocols to investigate their interaction with other hyperparameters, such as the number of models, or imaginary rollout horizon. Using these insights, we show that selecting these key hyperparameters using Bayesian Optimization produces superior configurations that are vastly different to those currently used in existing hand-tuned state-of-the-art methods, and result in drastically stronger performance.

  • 5 authors
·
Oct 8, 2021

Attack Detection in Dynamic Games with Quadratic Measurements

This paper studies attack detection for discrete-time linear systems with stochastic process noise that produce both a vulnerable (i.e., attackable) linear measurement and a secured (i.e., unattackable) quadratic measurement. The motivating application of this model is a dynamic-game setting where the quadratic measurement is interpreted as a system-level utility or reward, and control inputs into the linear system are interpreted as control policies that, once applied, are known to all game participants and which steer the system towards a game-theoretic equilibrium (e.g., Nash equilibrium). To detect attacks on the linear channel, we develop a novel quadratic-utility-aware observer that leverages the secured quadratic output and enforces measurement consistency via a projection step. We establish three properties for this observer: feasibility of the true state, prox-regularity of the quadratic-constraint set, and a monotone error-reduction guarantee in the noise-free case. To detect adversarial manipulation, we compare linear and quadratic observer trajectories using a wild bootstrap maximum mean discrepancy (MMD) test that provides valid inference under temporal dependence. We validate our framework using numerical experiments of a pursuit-evasion game, where the quadratic observer preserves estimation accuracy under linear-sensor attacks, while the statistical test detects distributional divergence between the observers' trajectories.

  • 2 authors
·
Sep 30

eFlesh: Highly customizable Magnetic Touch Sensing using Cut-Cell Microstructures

If human experience is any guide, operating effectively in unstructured environments -- like homes and offices -- requires robots to sense the forces during physical interaction. Yet, the lack of a versatile, accessible, and easily customizable tactile sensor has led to fragmented, sensor-specific solutions in robotic manipulation -- and in many cases, to force-unaware, sensorless approaches. With eFlesh, we bridge this gap by introducing a magnetic tactile sensor that is low-cost, easy to fabricate, and highly customizable. Building an eFlesh sensor requires only four components: a hobbyist 3D printer, off-the-shelf magnets (<$5), a CAD model of the desired shape, and a magnetometer circuit board. The sensor is constructed from tiled, parameterized microstructures, which allow for tuning the sensor's geometry and its mechanical response. We provide an open-source design tool that converts convex OBJ/STL files into 3D-printable STLs for fabrication. This modular design framework enables users to create application-specific sensors, and to adjust sensitivity depending on the task. Our sensor characterization experiments demonstrate the capabilities of eFlesh: contact localization RMSE of 0.5 mm, and force prediction RMSE of 0.27 N for normal force and 0.12 N for shear force. We also present a learned slip detection model that generalizes to unseen objects with 95% accuracy, and visuotactile control policies that improve manipulation performance by 40% over vision-only baselines -- achieving 91% average success rate for four precise tasks that require sub-mm accuracy for successful completion. All design files, code and the CAD-to-eFlesh STL conversion tool are open-sourced and available on https://e-flesh.com.

  • 6 authors
·
Jun 11

DexCap: Scalable and Portable Mocap Data Collection System for Dexterous Manipulation

Imitation learning from human hand motion data presents a promising avenue for imbuing robots with human-like dexterity in real-world manipulation tasks. Despite this potential, substantial challenges persist, particularly with the portability of existing hand motion capture (mocap) systems and the difficulty of translating mocap data into effective control policies. To tackle these issues, we introduce DexCap, a portable hand motion capture system, alongside DexIL, a novel imitation algorithm for training dexterous robot skills directly from human hand mocap data. DexCap offers precise, occlusion-resistant tracking of wrist and finger motions based on SLAM and electromagnetic field together with 3D observations of the environment. Utilizing this rich dataset, DexIL employs inverse kinematics and point cloud-based imitation learning to replicate human actions with robot hands. Beyond learning from human motion, DexCap also offers an optional human-in-the-loop correction mechanism to refine and further improve robot performance. Through extensive evaluation across six dexterous manipulation tasks, our approach not only demonstrates superior performance but also showcases the system's capability to effectively learn from in-the-wild mocap data, paving the way for future data collection methods for dexterous manipulation. More details can be found at https://dex-cap.github.io

  • 6 authors
·
Mar 12, 2024

Validate on Sim, Detect on Real -- Model Selection for Domain Randomization

A practical approach to learning robot skills, often termed sim2real, is to train control policies in simulation and then deploy them on a real robot. Popular techniques to improve the sim2real transfer build on domain randomization (DR) -- training the policy on a diverse set of randomly generated domains with the hope of better generalization to the real world. Due to the large number of hyper-parameters in both the policy learning and DR algorithms, one often ends up with a large number of trained policies, where choosing the best policy among them demands costly evaluation on the real robot. In this work we ask - can we rank the policies without running them in the real world? Our main idea is that a predefined set of real world data can be used to evaluate all policies, using out-of-distribution detection (OOD) techniques. In a sense, this approach can be seen as a `unit test' to evaluate policies before any real world execution. However, we find that by itself, the OOD score can be inaccurate and very sensitive to the particular OOD method. Our main contribution is a simple-yet-effective policy score that combines OOD with an evaluation in simulation. We show that our score - VSDR - can significantly improve the accuracy of policy ranking without requiring additional real world data. We evaluate the effectiveness of VSDR on sim2real transfer in a robotic grasping task with image inputs. We extensively evaluate different DR parameters and OOD methods, and show that VSDR improves policy selection across the board. More importantly, our method achieves significantly better ranking, and uses significantly less data compared to baselines. Project website is available at https://sites.google.com/view/vsdr/home.

  • 5 authors
·
Nov 1, 2021