ROAug 29, 2023
Lifelike Agility and Play in Quadrupedal Robots using Reinforcement Learning and Generative Pre-trained ModelsLei Han, Qingxu Zhu, Jiapeng Sheng et al.
Knowledge from animals and humans inspires robotic innovations. Numerous efforts have been made to achieve agile locomotion in quadrupedal robots through classical controllers or reinforcement learning approaches. These methods usually rely on physical models or handcrafted rewards to accurately describe the specific system, rather than on a generalized understanding like animals do. Here we propose a hierarchical framework to construct primitive-, environmental- and strategic-level knowledge that are all pre-trainable, reusable and enrichable for legged robots. The primitive module summarizes knowledge from animal motion data, where, inspired by large pre-trained models in language and image understanding, we introduce deep generative models to produce motor control signals stimulating legged robots to act like real animals. Then, we shape various traversing capabilities at a higher level to align with the environment by reusing the primitive module. Finally, a strategic module is trained focusing on complex downstream tasks by reusing the knowledge from previous levels. We apply the trained hierarchical controllers to the MAX robot, a quadrupedal robot developed in-house, to mimic animals, traverse complex obstacles and play in a designed challenging multi-agent chase tag game, where lifelike agility and strategy emerge in the robots.
LGJun 13, 2022
Relative Policy-Transition Optimization for Fast Policy TransferJiawei Xu, Cheng Zhou, Yizheng Zhang et al.
We consider the problem of policy transfer between two Markov Decision Processes (MDPs). We introduce a lemma based on existing theoretical results in reinforcement learning to measure the relativity gap between two arbitrary MDPs, that is the difference between any two cumulative expected returns defined on different policies and environment dynamics. Based on this lemma, we propose two new algorithms referred to as Relative Policy Optimization (RPO) and Relative Transition Optimization (RTO), which offer fast policy transfer and dynamics modelling, respectively. RPO transfers the policy evaluated in one environment to maximize the return in another, while RTO updates the parameterized dynamics model to reduce the gap between the dynamics of the two environments. Integrating the two algorithms results in the complete Relative Policy-Transition Optimization (RPTO) algorithm, in which the policy interacts with the two environments simultaneously, such that data collections from two environments, policy and transition updates are completed in one closed loop to form a principled learning framework for policy transfer. We demonstrate the effectiveness of RPTO on a set of MuJoCo continuous control tasks by creating policy transfer problems via variant dynamics.
37.9ROMay 2
SixthSense: Task-Agnostic Proprioception-Only Whole-Body Wrench Estimation for HumanoidsXingzhou Chen, Xiayan Xu, Yan Ning et al.
Humanoid robots are entering our physical world at scale, yet as oversized toys--good at singing and dancing, but short on force-interaction capabilities for practical tasks. Bridging this gap necessitates prioritizing reliable contact perception as a fundamental requirement. Estimating external wrenches in humanoids is complicated by floating-base dynamics and indeterminate contact locations. Existing analytical frameworks require idealistic assumptions and hard-to-obtain measurements, which are often unavailable in practice. To bridge this gap, we propose SixthSense, a task-agnostic approach that infers whole-body contact timing, location, and wrenches from proprioception and IMU data alone. To capture the multi-modal dynamics between unstructured contact inputs and the uncertain motion outputs, we employ conditional flow matching to tokenize proprioceptive histories and estimate a spatiotemporally sparse contact-event flow. SixthSense serves as a plug-and-play perception module for applications including collision detection, physical human-robot interaction, and force-feedback teleoperation. Experiments across standing, walking, and whole-body motion-tracking policies showcased unprecedented performance in diverse behaviors.
ROFeb 24
Cooperative-Competitive Team Play of Real-World Craft RobotsRui Zhao, Xihui Li, Yizheng Zhang et al.
Multi-agent deep Reinforcement Learning (RL) has made significant progress in developing intelligent game-playing agents in recent years. However, the efficient training of collective robots using multi-agent RL and the transfer of learned policies to real-world applications remain open research questions. In this work, we first develop a comprehensive robotic system, including simulation, distributed learning framework, and physical robot components. We then propose and evaluate reinforcement learning techniques designed for efficient training of cooperative and competitive policies on this platform. To address the challenges of multi-agent sim-to-real transfer, we introduce Out of Distribution State Initialization (OODSI) to mitigate the impact of the sim-to-real gap. In the experiments, OODSI improves the Sim2Real performance by 20%. We demonstrate the effectiveness of our approach through experiments with a multi-robot car competitive game and a cooperative task in real-world settings.
ROJul 21, 2020
Trade-off on Sim2Real Learning: Real-world Learning Faster than SimulationsJingyi Huang, Yizheng Zhang, Fabio Giardina et al.
Deep Reinforcement Learning (DRL) experiments are commonly performed in simulated environments due to the tremendous training sample demands from deep neural networks. In contrast, model-based Bayesian Learning allows a robot to learn good policies within a few trials in the real world. Although it takes fewer iterations, Bayesian methods pay a relatively higher computational cost per trial, and the advantage of such methods is strongly tied to dimensionality and noise. In here, we compare a Deep Bayesian Learning algorithm with a model-free DRL algorithm while analyzing our results collected from both simulations and real-world experiments. While considering Sim and Real learning, our experiments show that the sample-efficient Deep Bayesian RL performance is better than DRL even when computation time (as opposed to number of iterations) is taken in consideration. Additionally, the difference in computation time between Deep Bayesian RL performed in simulation and in experiments point to a viable path to traverse the reality gap. We also show that a mix between Sim and Real does not outperform a purely Real approach, pointing to the possibility that reality can provide the best prior knowledge to a Bayesian Learning. Roboticists design and build robots every day, and our results show that a higher learning efficiency in the real-world will shorten the time between design and deployment by skipping simulations.
AIOct 8, 2019
Tactical Reward Shaping: Bypassing Reinforcement Learning with Strategy-Based GoalsYizheng Zhang, Andre Rosendo
Deep Reinforcement Learning (DRL) has shown its promising capabilities to learn optimal policies directly from trial and error. However, learning can be hindered if the goal of the learning, defined by the reward function, is "not optimal". We demonstrate that by setting the goal/target of competition in a counter-intuitive but intelligent way, instead of heuristically trying solutions through many hours the DRL simulation can quickly converge into a winning strategy. The ICRA-DJI RoboMaster AI Challenge is a game of cooperation and competition between robots in a partially observable environment, quite similar to the Counter-Strike game. Unlike the traditional approach to games, where the reward is given at winning the match or hitting the enemy, our DRL algorithm rewards our robots when in a geometric-strategic advantage, which implicitly increases the winning chances. Furthermore, we use Deep Q Learning (DQL) to generate multi-agent paths for moving, which improves the cooperation between two robots by avoiding the collision. Finally, we implement a variant A* algorithm with the same implicit geometric goal as DQL and compare results. We conclude that a well-set goal can put in question the need for learning algorithms, with geometric-based searches outperforming DQL in many orders of magnitude.