49.7ROMay 29
Motion Tracking with Muscles: Predictive Control of a Parametric Musculoskeletal Canine ModelVittorio La Barbera, Steven Bohez, Leonard Hasenclever et al.
We introduce a novel musculoskeletal model of a dog, procedurally generated from accurate 3D muscle meshes. Accompanying this model is a motion capture-based locomotion task compatible with a variety of control algorithms, as well as an improved muscle dynamics model designed to enhance convergence in differentiable control frameworks. We validate our approach by comparing simulated muscle activation patterns with experimentally obtained electromyography (EMG) data from previous canine locomotion studies. This work aims to bridge gaps between biomechanics, robotics, and computational neuroscience, offering a robust platform for researchers investigating muscle actuation and neuromuscular control.We plan to release the full model along with the retargeted motion capture clips to facilitate further research and development.
ROApr 12, 2022
Forgetting and Imbalance in Robot Lifelong Learning with Off-policy DataWenxuan Zhou, Steven Bohez, Jan Humplik et al. · deepmind
Robots will experience non-stationary environment dynamics throughout their lifetime: the robot dynamics can change due to wear and tear, or its surroundings may change over time. Eventually, the robots should perform well in all of the environment variations it has encountered. At the same time, it should still be able to learn fast in a new environment. We identify two challenges in Reinforcement Learning (RL) under such a lifelong learning setting with off-policy data: first, existing off-policy algorithms struggle with the trade-off between being conservative to maintain good performance in the old environment and learning efficiently in the new environment, despite keeping all the data in the replay buffer. We propose the Offline Distillation Pipeline to break this trade-off by separating the training procedure into an online interaction phase and an offline distillation phase.Second, we find that training with the imbalanced off-policy data from multiple environments across the lifetime creates a significant performance drop. We identify that this performance drop is caused by the combination of the imbalanced quality and size among the datasets which exacerbate the extrapolation error of the Q-function. During the distillation phase, we apply a simple fix to the issue by keeping the policy closer to the behavior policy that generated the data. In the experiments, we demonstrate these two challenges and the proposed solutions with a simulated bipedal robot walk-ing task across various environment changes. We show that the Offline Distillation Pipeline achieves better performance across all the encountered environments without affecting data collection. We also provide a comprehensive empirical study to support our hypothesis on the data imbalance issue.
ROOct 10, 2022
NeRF2Real: Sim2real Transfer of Vision-guided Bipedal Motion Skills using Neural Radiance FieldsArunkumar Byravan, Jan Humplik, Leonard Hasenclever et al.
We present a system for applying sim2real approaches to "in the wild" scenes with realistic visuals, and to policies which rely on active perception using RGB cameras. Given a short video of a static scene collected using a generic phone, we learn the scene's contact geometry and a function for novel view synthesis using a Neural Radiance Field (NeRF). We augment the NeRF rendering of the static scene by overlaying the rendering of other dynamic objects (e.g. the robot's own body, a ball). A simulation is then created using the rendering engine in a physics simulator which computes contact dynamics from the static scene geometry (estimated from the NeRF volume density) and the dynamic objects' geometry and physical properties (assumed known). We demonstrate that we can use this simulation to learn vision-based whole body navigation and ball pushing policies for a 20 degrees of freedom humanoid robot with an actuated head-mounted RGB camera, and we successfully transfer these policies to a real robot. Project video is available at https://sites.google.com/view/nerf2real/home
ROJun 22, 2020Code
dm_control: Software and Tasks for Continuous ControlYuval Tassa, Saran Tunyasuvunakool, Alistair Muldal et al.
The dm_control software package is a collection of Python libraries and task suites for reinforcement learning agents in an articulated-body simulation. A MuJoCo wrapper provides convenient bindings to functions and data structures. The PyMJCF and Composer libraries enable procedural model manipulation and task authoring. The Control Suite is a fixed set of tasks with standardised structure, intended to serve as performance benchmarks. The Locomotion framework provides high-level abstractions and examples of locomotion tasks. A set of configurable manipulation tasks with a robot arm and snap-together bricks is also included. dm_control is publicly available at https://www.github.com/deepmind/dm_control
ROMay 24, 2023
Barkour: Benchmarking Animal-level Agility with Quadruped RobotsKen Caluwaerts, Atil Iscen, J. Chase Kew et al.
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.
ROMar 31, 2022
Imitate and Repurpose: Learning Reusable Robot Movement Skills From Human and Animal BehaviorsSteven Bohez, Saran Tunyasuvunakool, Philemon Brakel et al.
We investigate the use of prior knowledge of human and animal movement to learn reusable locomotion skills for real legged robots. Our approach builds upon previous work on imitating human or dog Motion Capture (MoCap) data to learn a movement skill module. Once learned, this skill module can be reused for complex downstream tasks. Importantly, due to the prior imposed by the MoCap data, our approach does not require extensive reward engineering to produce sensible and natural looking behavior at the time of reuse. This makes it easy to create well-regularized, task-oriented controllers that are suitable for deployment on real robots. We demonstrate how our skill module can be used for imitation, and train controllable walking and ball dribbling policies for both the ANYmal quadruped and OP3 humanoid. These policies are then deployed on hardware via zero-shot simulation-to-reality transfer. Accompanying videos are available at https://bit.ly/robot-npmp.
ROOct 30, 2021
Learning Coordinated Terrain-Adaptive Locomotion by Imitating a Centroidal Dynamics PlannerPhilemon Brakel, Steven Bohez, Leonard Hasenclever et al.
Dynamic quadruped locomotion over challenging terrains with precise foot placements is a hard problem for both optimal control methods and Reinforcement Learning (RL). Non-linear solvers can produce coordinated constraint satisfying motions, but often take too long to converge for online application. RL methods can learn dynamic reactive controllers but require carefully tuned shaping rewards to produce good gaits and can have trouble discovering precise coordinated movements. Imitation learning circumvents this problem and has been used with motion capture data to extract quadruped gaits for flat terrains. However, it would be costly to acquire motion capture data for a very large variety of terrains with height differences. In this work, we combine the advantages of trajectory optimization and learning methods and show that terrain adaptive controllers can be obtained by training policies to imitate trajectories that have been planned over procedural terrains by a non-linear solver. We show that the learned policies transfer to unseen terrains and can be fine-tuned to dynamically traverse challenging terrains that require precise foot placements and are very hard to solve with standard RL.
ROFeb 12, 2019
Value constrained model-free continuous controlSteven Bohez, Abbas Abdolmaleki, Michael Neunert et al.
The naive application of Reinforcement Learning algorithms to continuous control problems -- such as locomotion and manipulation -- often results in policies which rely on high-amplitude, high-frequency control signals, known colloquially as bang-bang control. Although such solutions may indeed maximize task reward, they can be unsuitable for real world systems. Bang-bang control may lead to increased wear and tear or energy consumption, and tends to excite undesired second-order dynamics. To counteract this issue, multi-objective optimization can be used to simultaneously optimize both the reward and some auxiliary cost that discourages undesired (e.g. high-amplitude) control. In principle, such an approach can yield the sought after, smooth, control policies. It can, however, be hard to find the correct trade-off between cost and return that results in the desired behavior. In this paper we propose a new constraint-based reinforcement learning approach that ensures task success while minimizing one or more auxiliary costs (such as control effort). We employ Lagrangian relaxation to learn both (a) the parameters of a control policy that satisfies the desired constraints and (b) the Lagrangian multipliers for the optimization. Moreover, we demonstrate that we can satisfy constraints either in expectation or in a per-step fashion, and can even learn a single policy that is able to dynamically trade-off between return and cost. We demonstrate the efficacy of our approach using a number of continuous control benchmark tasks, a realistic, energy-optimized quadruped locomotion task, as well as a reaching task on a real robot arm.
LGDec 5, 2018
Relative Entropy Regularized Policy IterationAbbas Abdolmaleki, Jost Tobias Springenberg, Jonas Degrave et al.
We present an off-policy actor-critic algorithm for Reinforcement Learning (RL) that combines ideas from gradient-free optimization via stochastic search with learned action-value function. The result is a simple procedure consisting of three steps: i) policy evaluation by estimating a parametric action-value function; ii) policy improvement via the estimation of a local non-parametric policy; and iii) generalization by fitting a parametric policy. Each step can be implemented in different ways, giving rise to several algorithm variants. Our algorithm draws on connections to existing literature on black-box optimization and 'RL as an inference' and it can be seen either as an extension of the Maximum a Posteriori Policy Optimisation algorithm (MPO) [Abdolmaleki et al., 2018a], or as an extension of Trust Region Covariance Matrix Adaptation Evolutionary Strategy (CMA-ES) [Abdolmaleki et al., 2017b; Hansen et al., 1997] to a policy iteration scheme. Our comparison on 31 continuous control tasks from parkour suite [Heess et al., 2017], DeepMind control suite [Tassa et al., 2018] and OpenAI Gym [Brockman et al., 2016] with diverse properties, limited amount of compute and a single set of hyperparameters, demonstrate the effectiveness of our method and the state of art results. Videos, summarizing results, can be found at goo.gl/HtvJKR .
ROApr 27, 2018
Sim-to-Real: Learning Agile Locomotion For Quadruped RobotsJie Tan, Tingnan Zhang, Erwin Coumans et al.
Designing agile locomotion for quadruped robots often requires extensive expertise and tedious manual tuning. In this paper, we present a system to automate this process by leveraging deep reinforcement learning techniques. Our system can learn quadruped locomotion from scratch using simple reward signals. In addition, users can provide an open loop reference to guide the learning process when more control over the learned gait is needed. The control policies are learned in a physics simulator and then deployed on real robots. In robotics, policies trained in simulation often do not transfer to the real world. We narrow this reality gap by improving the physics simulator and learning robust policies. We improve the simulation using system identification, developing an accurate actuator model and simulating latency. We learn robust controllers by randomizing the physical environments, adding perturbations and designing a compact observation space. We evaluate our system on two agile locomotion gaits: trotting and galloping. After learning in simulation, a quadruped robot can successfully perform both gaits in the real world.
NENov 29, 2017
Transfer Learning with Binary Neural NetworksSam Leroux, Steven Bohez, Tim Verbelen et al.
Previous work has shown that it is possible to train deep neural networks with low precision weights and activations. In the extreme case it is even possible to constrain the network to binary values. The costly floating point multiplications are then reduced to fast logical operations. High end smart phones such as Google's Pixel 2 and Apple's iPhone X are already equipped with specialised hardware for image processing and it is very likely that other future consumer hardware will also have dedicated accelerators for deep neural networks. Binary neural networks are attractive in this case because the logical operations are very fast and efficient when implemented in hardware. We propose a transfer learning based architecture where we first train a binary network on Imagenet and then retrain part of the network for different tasks while keeping most of the network fixed. The fixed binary part could be implemented in a hardware accelerator while the last layers of the network are evaluated in software. We show that a single binary neural network trained on the Imagenet dataset can indeed be used as a feature extractor for other datasets.
AIAug 9, 2017
Decoupled Learning of Environment Characteristics for Safe ExplorationPieter Van Molle, Tim Verbelen, Steven Bohez et al.
Reinforcement learning is a proven technique for an agent to learn a task. However, when learning a task using reinforcement learning, the agent cannot distinguish the characteristics of the environment from those of the task. This makes it harder to transfer skills between tasks in the same environment. Furthermore, this does not reduce risk when training for a new task. In this paper, we introduce an approach to decouple the environment characteristics from the task-specific ones, allowing an agent to develop a sense of survival. We evaluate our approach in an environment where an agent must learn a sequence of collection tasks, and show that decoupled learning allows for a safer utilization of prior knowledge.
ROMar 13, 2017
Sensor Fusion for Robot Control through Deep Reinforcement LearningSteven Bohez, Tim Verbelen, Elias De Coninck et al.
Deep reinforcement learning is becoming increasingly popular for robot control algorithms, with the aim for a robot to self-learn useful feature representations from unstructured sensory input leading to the optimal actuation policy. In addition to sensors mounted on the robot, sensors might also be deployed in the environment, although these might need to be accessed via an unreliable wireless connection. In this paper, we demonstrate deep neural network architectures that are able to fuse information coming from multiple sensors and are robust to sensor failures at runtime. We evaluate our method on a search and pick task for a robot both in simulation and the real world.
CVMay 27, 2016
Lazy Evaluation of Convolutional FiltersSam Leroux, Steven Bohez, Cedric De Boom et al.
In this paper we propose a technique which avoids the evaluation of certain convolutional filters in a deep neural network. This allows to trade-off the accuracy of a deep neural network with the computational and memory requirements. This is especially important on a constrained device unable to hold all the weights of the network in memory.
NEMay 9, 2016
Efficiency Evaluation of Character-level RNN Training SchedulesCedric De Boom, Sam Leroux, Steven Bohez et al.
We present four training and prediction schedules from the same character-level recurrent neural network. The efficiency of these schedules is tested in terms of model effectiveness as a function of training time and amount of training data seen. We show that the choice of training and prediction schedule potentially has a considerable impact on the prediction effectiveness for a given training budget.
IRDec 2, 2015
Learning Semantic Similarity for Very Short TextsCedric De Boom, Steven Van Canneyt, Steven Bohez et al.
Levering data on social media, such as Twitter and Facebook, requires information retrieval algorithms to become able to relate very short text fragments to each other. Traditional text similarity methods such as tf-idf cosine-similarity, based on word overlap, mostly fail to produce good results in this case, since word overlap is little or non-existent. Recently, distributed word representations, or word embeddings, have been shown to successfully allow words to match on the semantic level. In order to pair short text fragments - as a concatenation of separate words - an adequate distributed sentence representation is needed, in existing literature often obtained by naively combining the individual word representations. We therefore investigated several text representations as a combination of word embeddings in the context of semantic pair matching. This paper investigates the effectiveness of several such naive techniques, as well as traditional tf-idf similarity, for fragments of different lengths. Our main contribution is a first step towards a hybrid method that combines the strength of dense distributed representations - as opposed to sparse term matching - with the strength of tf-idf based methods to automatically reduce the impact of less informative terms. Our new approach outperforms the existing techniques in a toy experimental set-up, leading to the conclusion that the combination of word embeddings and tf-idf information might lead to a better model for semantic content within very short text fragments.