ROOct 10, 2022Code
Benchmarking Reinforcement Learning Techniques for Autonomous NavigationZifan Xu, Bo Liu, Xuesu Xiao et al.
Deep reinforcement learning (RL) has brought many successes for autonomous robot navigation. However, there still exists important limitations that prevent real-world use of RL-based navigation systems. For example, most learning approaches lack safety guarantees; and learned navigation systems may not generalize well to unseen environments. Despite a variety of recent learning techniques to tackle these challenges in general, a lack of an open-source benchmark and reproducible learning methods specifically for autonomous navigation makes it difficult for roboticists to choose what learning methods to use for their mobile robots and for learning researchers to identify current shortcomings of general learning methods for autonomous navigation. In this paper, we identify four major desiderata of applying deep RL approaches for autonomous navigation: (D1) reasoning under uncertainty, (D2) safety, (D3) learning from limited trial-and-error data, and (D4) generalization to diverse and novel environments. Then, we explore four major classes of learning techniques with the purpose of achieving one or more of the four desiderata: memory-based neural network architectures (D1), safe RL (D2), model-based RL (D2, D3), and domain randomization (D4). By deploying these learning techniques in a new open-source large-scale navigation benchmark and real-world environments, we perform a comprehensive study aimed at establishing to what extent can these techniques achieve these desiderata for RL-based navigation systems.
LGJun 27, 2022
Causal Dynamics Learning for Task-Independent State AbstractionZizhao Wang, Xuesu Xiao, Zifan Xu et al.
Learning dynamics models accurately is an important goal for Model-Based Reinforcement Learning (MBRL), but most MBRL methods learn a dense dynamics model which is vulnerable to spurious correlations and therefore generalizes poorly to unseen states. In this paper, we introduce Causal Dynamics Learning for Task-Independent State Abstraction (CDL), which first learns a theoretically proved causal dynamics model that removes unnecessary dependencies between state variables and the action, thus generalizing well to unseen states. A state abstraction can then be derived from the learned dynamics, which not only improves sample efficiency but also applies to a wider range of tasks than existing state abstraction methods. Evaluated on two simulated environments and downstream tasks, both the dynamics model and policies learned by the proposed method generalize well to unseen states and the derived state abstraction improves sample efficiency compared to learning without it.
LGJan 18, 2023
A Domain-Agnostic Approach for Characterization of Lifelong Learning SystemsMegan M. Baker, Alexander New, Mario Aguilar-Simon et al.
Despite the advancement of machine learning techniques in recent years, state-of-the-art systems lack robustness to "real world" events, where the input distributions and tasks encountered by the deployed systems will not be limited to the original training context, and systems will instead need to adapt to novel distributions and tasks while deployed. This critical gap may be addressed through the development of "Lifelong Learning" systems that are capable of 1) Continuous Learning, 2) Transfer and Adaptation, and 3) Scalability. Unfortunately, efforts to improve these capabilities are typically treated as distinct areas of research that are assessed independently, without regard to the impact of each separate capability on other aspects of the system. We instead propose a holistic approach, using a suite of metrics and an evaluation framework to assess Lifelong Learning in a principled way that is agnostic to specific domains or system techniques. Through five case studies, we show that this suite of metrics can inform the development of varied and complex Lifelong Learning systems. We highlight how the proposed suite of metrics quantifies performance trade-offs present during Lifelong Learning system development - both the widely discussed Stability-Plasticity dilemma and the newly proposed relationship between Sample Efficient and Robust Learning. Further, we make recommendations for the formulation and use of metrics to guide the continuing development of Lifelong Learning systems and assess their progress in the future.
80.8ROMay 10
Learning Agile Striker Skills for Humanoid Soccer Robots from Noisy Sensory InputZifan Xu, Myoungkyu Seo, Dongmyeong Lee et al.
Learning fast and robust ball-kicking skills is a critical capability for humanoid soccer robots, yet it remains a challenging problem due to the need for rapid leg swings, postural stability on a single support foot, and robustness under noisy sensory input and external perturbations (e.g., opponents). This paper presents a reinforcement learning (RL)-based system that enables humanoid robots to execute robust continual ball-kicking with adaptability to different ball-goal configurations. The system extends a typical teacher-student training framework -- in which a "teacher" policy is trained with ground truth state information and the "student" learns to mimic it with noisy, imperfect sensing -- by including four training stages: (1) long-distance ball chasing (teacher); (2) directional kicking (teacher); (3) teacher policy distillation (student); and (4) student adaptation and refinement (student). Key design elements -- including tailored reward functions, realistic noise modeling, and online constrained RL for adaptation and refinement -- are critical for closing the sim-to-real gap and sustaining performance under perceptual uncertainty. Extensive evaluations in both simulation and on a real robot demonstrate strong kicking accuracy and goal-scoring success across diverse ball-goal configurations. Ablation studies further highlight the necessity of the constrained RL, noise modeling, and the adaptation stage. This work presents a system for learning robust continual humanoid ball-kicking under imperfect perception, establishing a benchmark task for visuomotor skill learning in humanoid whole-body control.
ROSep 29, 2024
Grounded Curriculum LearningLinji Wang, Zifan Xu, Peter Stone et al.
The high cost of real-world data for robotics Reinforcement Learning (RL) leads to the wide usage of simulators. Despite extensive work on building better dynamics models for simulators to match with the real world, there is another, often-overlooked mismatch between simulations and the real world, namely the distribution of available training tasks. Such a mismatch is further exacerbated by existing curriculum learning techniques, which automatically vary the simulation task distribution without considering its relevance to the real world. Considering these challenges, we posit that curriculum learning for robotics RL needs to be grounded in real-world task distributions. To this end, we propose Grounded Curriculum Learning (GCL), which aligns the simulated task distribution in the curriculum with the real world, as well as explicitly considers what tasks have been given to the robot and how the robot has performed in the past. We validate GCL using the BARN dataset on complex navigation tasks, achieving a 6.8% and 6.5% higher success rate compared to a state-of-the-art CL method and a curriculum designed by human experts, respectively. These results show that GCL can enhance learning efficiency and navigation performance by grounding the simulation task distribution in the real world within an adaptive curriculum.
84.5ROMay 2
VOFA: Visual Object Goal Pushing with Force-Adaptive Control for HumanoidsZichao Hu, Zifan Xu, Dongsik Chang et al.
The ability to push large objects in a goal-directed manner using onboard egocentric perception is an essential skill for humanoid robots to perform complex tasks such as material handling in warehouses. To robustly manipulate heavy objects to arbitrary goal configurations, the robot must cope with unknown object mass and ground friction, noisy onboard perception, and actuation errors; all in a real-time feedback loop. Existing solutions either rely on privileged object-state information without onboard perception or lack robustness to variations in goal configurations and object physical properties. In this work, we present VOFA, a visual goal-conditioned humanoid loco-manipulation system capable of pushing objects with unknown physical properties to arbitrary goal positions. VOFA consists of a two-level hierarchical architecture with a high-level visuomotor policy and a low-level force-adaptive whole-body controller. The high-level policy processes noisy onboard observations and generates goal-conditioned commands to operate in closed loop across diverse object-goal configurations, while the low-level whole-body controller provides robustness to variations in object physical properties. VOFA is extensively evaluated in both simulation and real-world experiments on the Booster T1 humanoid robot. Our results demonstrate strong performance, achieving over 90% success in simulation and over 80% success in real-world trials. Moreover, VOFA successfully pushes objects weighing up to 17kg, exceeding half of the Booster T1's body weight.
82.2ROMar 16
ExpertGen: Scalable Sim-to-Real Expert Policy Learning from Imperfect Behavior PriorsZifan Xu, Ran Gong, Maria Vittoria Minniti et al.
Learning generalizable and robust behavior cloning policies requires large volumes of high-quality robotics data. While human demonstrations (e.g., through teleoperation) serve as the standard source for expert behaviors, acquiring such data at scale in the real world is prohibitively expensive. This paper introduces ExpertGen, a framework that automates expert policy learning in simulation to enable scalable sim-to-real transfer. ExpertGen first initializes a behavior prior using a diffusion policy trained on imperfect demonstrations, which may be synthesized by large language models or provided by humans. Reinforcement learning is then used to steer this prior toward high task success by optimizing the diffusion model's initial noise while keep original policy frozen. By keeping the pretrained diffusion policy frozen, ExpertGen regularizes exploration to remain within safe, human-like behavior manifolds, while also enabling effective learning with only sparse rewards. Empirical evaluations on challenging manipulation benchmarks demonstrate that ExpertGen reliably produces high-quality expert policies with no reward engineering. On industrial assembly tasks, ExpertGen achieves a 90.5% overall success rate, while on long-horizon manipulation tasks it attains 85% overall success, outperforming all baseline methods. The resulting policies exhibit dexterous control and remain robust across diverse initial configurations and failure states. To validate sim-to-real transfer, the learned state-based expert policies are further distilled into visuomotor policies via DAgger and successfully deployed on real robotic hardware.
AIFeb 6
BEAGLE: Behavior-Enforced Agent for Grounded Learner EmulationHanchen David Wang, Clayton Cohn, Zifan Xu et al.
Simulating student learning behaviors in open-ended problem-solving environments holds potential for education research, from training adaptive tutoring systems to stress-testing pedagogical interventions. However, collecting authentic data is challenging due to privacy concerns and the high cost of longitudinal studies. While Large Language Models (LLMs) offer a promising path to student simulation, they suffer from competency bias, optimizing for efficient correctness rather than the erratic, iterative struggle characteristic of novice learners. We present BEAGLE, a neuro-symbolic framework that addresses this bias by incorporating Self-Regulated Learning (SRL) theory into a novel architecture. BEAGLE integrates three key technical innovations: (1) a semi-Markov model that governs the timing and transitions of cognitive behaviors and metacognitive behaviors; (2) Bayesian Knowledge Tracing with explicit flaw injection to enforce realistic knowledge gaps and "unknown unknowns"; and (3) a decoupled agent design that separates high-level strategy use from code generation actions to prevent the model from silently correcting its own intentional errors. In evaluations on Python programming tasks, BEAGLE significantly outperforms state-of-the-art baselines in reproducing authentic trajectories. In a human Turing test, users were unable to distinguish synthetic traces from real student data, achieving an accuracy indistinguishable from random guessing (52.8%).
CVJan 27
Entropy-Guided k-Guard Sampling for Long-Horizon Autoregressive Video GenerationYizhao Han, Tianxing Shi, Zhao Wang et al.
Autoregressive (AR) architectures have achieved significant successes in LLMs, inspiring explorations for video generation. In LLMs, top-p/top-k sampling strategies work exceptionally well: language tokens have high semantic density and low redundancy, so a fixed size of token candidates already strikes a balance between semantic accuracy and generation diversity. In contrast, video tokens have low semantic density and high spatio-temporal redundancy. This mismatch makes static top-k/top-p strategies ineffective for video decoders: they either introduce unnecessary randomness for low-uncertainty regions (static backgrounds) or get stuck in early errors for high-uncertainty regions (foreground objects). Prediction errors will accumulate as more frames are generated and eventually severely degrade long-horizon quality. To address this, we propose Entropy-Guided k-Guard (ENkG) sampling, a simple yet effective strategy that adapts sampling to token-wise dispersion, quantified by the entropy of each token's predicted distribution. ENkG uses adaptive token candidate sizes: for low-entropy regions, it employs fewer candidates to suppress redundant noise and preserve structural integrity; for high-entropy regions, it uses more candidates to mitigate error compounding. ENkG is model-agnostic, training-free, and adds negligible overhead. Experiments demonstrate consistent improvements in perceptual quality and structural stability compared to static top-k/top-p strategies.
ROMar 6, 2024
Dexterous Legged Locomotion in Confined 3D Spaces with Reinforcement LearningZifan Xu, Amir Hossain Raj, Xuesu Xiao et al.
Recent advances of locomotion controllers utilizing deep reinforcement learning (RL) have yielded impressive results in terms of achieving rapid and robust locomotion across challenging terrain, such as rugged rocks, non-rigid ground, and slippery surfaces. However, while these controllers primarily address challenges underneath the robot, relatively little research has investigated legged mobility through confined 3D spaces, such as narrow tunnels or irregular voids, which impose all-around constraints. The cyclic gait patterns resulted from existing RL-based methods to learn parameterized locomotion skills characterized by motion parameters, such as velocity and body height, may not be adequate to navigate robots through challenging confined 3D spaces, requiring both agile 3D obstacle avoidance and robust legged locomotion. Instead, we propose to learn locomotion skills end-to-end from goal-oriented navigation in confined 3D spaces. To address the inefficiency of tracking distant navigation goals, we introduce a hierarchical locomotion controller that combines a classical planner tasked with planning waypoints to reach a faraway global goal location, and an RL-based policy trained to follow these waypoints by generating low-level motion commands. This approach allows the policy to explore its own locomotion skills within the entire solution space and facilitates smooth transitions between local goals, enabling long-term navigation towards distant goals. In simulation, our hierarchical approach succeeds at navigating through demanding confined 3D environments, outperforming both pure end-to-end learning approaches and parameterized locomotion skills. We further demonstrate the successful real-world deployment of our simulation-trained controller on a real robot.
CLDec 7, 2023
LaRS: Latent Reasoning Skills for Chain-of-Thought ReasoningZifan Xu, Haozhu Wang, Dmitriy Bespalov et al.
Chain-of-thought (CoT) prompting is a popular in-context learning (ICL) approach for large language models (LLMs), especially when tackling complex reasoning tasks. Traditional ICL approaches construct prompts using examples that contain questions similar to the input question. However, CoT prompting, which includes crucial intermediate reasoning steps (rationales) within its examples, necessitates selecting examples based on these rationales rather than the questions themselves. Existing methods require human experts or pre-trained LLMs to describe the skill, a high-level abstraction of rationales, to guide the selection. These methods, however, are often costly and difficult to scale. Instead, this paper introduces a new approach named Latent Reasoning Skills (LaRS) that employs unsupervised learning to create a latent space representation of rationales, with a latent variable called a reasoning skill. Concurrently, LaRS learns a reasoning policy to determine the required reasoning skill for a given question. Then the ICL examples are selected by aligning the reasoning skills between past examples and the question. This approach is theoretically grounded and compute-efficient, eliminating the need for auxiliary LLM inference or manual prompt design. Empirical results demonstrate that LaRS consistently outperforms SOTA skill-based selection methods, processing example banks four times faster, reducing LLM inferences during the selection stage by half, and showing greater robustness to sub-optimal example banks.
MLMar 3, 2024
Sample Efficient Myopic Exploration Through Multitask Reinforcement Learning with Diverse TasksZiping Xu, Zifan Xu, Runxuan Jiang et al.
Multitask Reinforcement Learning (MTRL) approaches have gained increasing attention for its wide applications in many important Reinforcement Learning (RL) tasks. However, while recent advancements in MTRL theory have focused on the improved statistical efficiency by assuming a shared structure across tasks, exploration--a crucial aspect of RL--has been largely overlooked. This paper addresses this gap by showing that when an agent is trained on a sufficiently diverse set of tasks, a generic policy-sharing algorithm with myopic exploration design like $ε$-greedy that are inefficient in general can be sample-efficient for MTRL. To the best of our knowledge, this is the first theoretical demonstration of the "exploration benefits" of MTRL. It may also shed light on the enigmatic success of the wide applications of myopic exploration in practice. To validate the role of diversity, we conduct experiments on synthetic robotic control environments, where the diverse task set aligns with the task selection by automatic curriculum learning, which is empirically shown to improve sample-efficiency.
AIJan 13, 2025
The Essentials of AI for Life and Society: An AI Literacy Course for the University CommunityJoydeep Biswas, Don Fussell, Peter Stone et al.
We describe the development of a one-credit course to promote AI literacy at The University of Texas at Austin. In response to a call for the rapid deployment of class to serve a broad audience in Fall of 2023, we designed a 14-week seminar-style course that incorporated an interdisciplinary group of speakers who lectured on topics ranging from the fundamentals of AI to societal concerns including disinformation and employment. University students, faculty, and staff, and even community members outside of the University, were invited to enroll in this online offering: The Essentials of AI for Life and Society. We collected feedback from course participants through weekly reflections and a final survey. Satisfyingly, we found that attendees reported gains in their AI literacy. We sought critical feedback through quantitative and qualitative analysis, which uncovered challenges in designing a course for this general audience. We utilized the course feedback to design a three-credit version of the course that is being offered in Fall of 2024. The lessons we learned and our plans for this new iteration may serve as a guide to instructors designing AI courses for a broad audience.
ROAug 5, 2025
GACL: Grounded Adaptive Curriculum Learning with Active Task and Performance MonitoringLinji Wang, Zifan Xu, Peter Stone et al.
Curriculum learning has emerged as a promising approach for training complex robotics tasks, yet current applications predominantly rely on manually designed curricula, which demand significant engineering effort and can suffer from subjective and suboptimal human design choices. While automated curriculum learning has shown success in simple domains like grid worlds and games where task distributions can be easily specified, robotics tasks present unique challenges: they require handling complex task spaces while maintaining relevance to target domain distributions that are only partially known through limited samples. To this end, we propose Grounded Adaptive Curriculum Learning, a framework specifically designed for robotics curriculum learning with three key innovations: (1) a task representation that consistently handles complex robot task design, (2) an active performance tracking mechanism that allows adaptive curriculum generation appropriate for the robot's current capabilities, and (3) a grounding approach that maintains target domain relevance through alternating sampling between reference and synthetic tasks. We validate GACL on wheeled navigation in constrained environments and quadruped locomotion in challenging 3D confined spaces, achieving 6.8% and 6.1% higher success rates, respectively, than state-of-the-art methods in each domain.
ROMay 17, 2021
APPL: Adaptive Planner Parameter LearningXuesu Xiao, Zizhao Wang, Zifan Xu et al.
While current autonomous navigation systems allow robots to successfully drive themselves from one point to another in specific environments, they typically require extensive manual parameter re-tuning by human robotics experts in order to function in new environments. Furthermore, even for just one complex environment, a single set of fine-tuned parameters may not work well in different regions of that environment. These problems prohibit reliable mobile robot deployment by non-expert users. As a remedy, we propose Adaptive Planner Parameter Learning (APPL), a machine learning framework that can leverage non-expert human interaction via several modalities -- including teleoperated demonstrations, corrective interventions, and evaluative feedback -- and also unsupervised reinforcement learning to learn a parameter policy that can dynamically adjust the parameters of classical navigation systems in response to changes in the environment. APPL inherits safety and explainability from classical navigation systems while also enjoying the benefits of machine learning, i.e., the ability to adapt and improve from experience. We present a suite of individual APPL methods and also a unifying cycle-of-learning scheme that combines all the proposed methods in a framework that can improve navigation performance through continual, iterative human interaction and simulation training.
ROMar 9, 2021
A Scavenger Hunt for Service RobotsHarel Yedidsion, Jennifer Suriadinata, Zifan Xu et al.
Creating robots that can perform general-purpose service tasks in a human-populated environment has been a longstanding grand challenge for AI and Robotics research. One particularly valuable skill that is relevant to a wide variety of tasks is the ability to locate and retrieve objects upon request. This paper models this skill as a Scavenger Hunt (SH) game, which we formulate as a variation of the NP-hard stochastic traveling purchaser problem. In this problem, the goal is to find a set of objects as quickly as possible, given probability distributions of where they may be found. We investigate the performance of several solution algorithms for the SH problem, both in simulation and on a real mobile robot. We use Reinforcement Learning (RL) to train an agent to plan a minimal cost path, and show that the RL agent can outperform a range of heuristic algorithms, achieving near optimal performance. In order to stimulate research on this problem, we introduce a publicly available software stack and associated website that enable users to upload scavenger hunts which robots can download, perform, and learn from to continually improve their performance on future hunts.
RONov 1, 2020
APPLR: Adaptive Planner Parameter Learning from ReinforcementZifan Xu, Gauraang Dhamankar, Anirudh Nair et al.
Classical navigation systems typically operate using a fixed set of hand-picked parameters (e.g. maximum speed, sampling rate, inflation radius, etc.) and require heavy expert re-tuning in order to work in new environments. To mitigate this requirement, it has been proposed to learn parameters for different contexts in a new environment using human demonstrations collected via teleoperation. However, learning from human demonstration limits deployment to the training environment, and limits overall performance to that of a potentially-suboptimal demonstrator. In this paper, we introduce APPLR, Adaptive Planner Parameter Learning from Reinforcement, which allows existing navigation systems to adapt to new scenarios by using a parameter selection scheme discovered via reinforcement learning (RL) in a wide variety of simulation environments. We evaluate APPLR on a robot in both simulated and physical experiments, and show that it can outperform both a fixed set of hand-tuned parameters and also a dynamic parameter tuning scheme learned from human demonstration.