86.6ROJun 1Code
Set-Supervised Diffusion Policy: Learning Action-Chunking Diffusion through CorrectionsZhaoting Li, Gang Chen, Javier Alonso-Mora et al.
Diffusion policies have recently emerged as a powerful framework for robotic manipulation. However, like other behavior cloning methods, they remain vulnerable to distributional shift, often requiring human-in-the-loop interventions to correct failures during deployment. These interactions naturally provide paired supervision in the form of the robot's undesired actions and the human teacher's corrective actions. Yet existing data aggregation pipelines and standard behavior cloning losses largely ignore this negative signal from undesired actions, leading to overfitting to teacher's actions and an increasing reliance on costly expert data. To address this limitation, we propose Set-Supervised Diffusion Policy (SDP), a novel learning framework that utilizes contrastive action-chunk data to train diffusion policies from human corrections. From paired positive and negative action-chunks, SDP constructs a set of desired action-chunks and designs a training pipeline that encourages the diffusion policy to align with the set. Through extensive experiments across multiple robotic manipulation tasks, we demonstrate that SDP consistently improves policy performance, with particularly strong gains in robustness to noisy data. Moreover, SDP induces high-quality aggregated datasets, enabling more efficient and reliable policy learning from human-in-the-loop corrections. Our code is available at https://set-supervised-diffusion-policy.github.io/.
61.5ROApr 30
From Action Labels to Sets: Rethinking Action Supervision for Imitation Learning from Corrective FeedbackZhaoting Li, Rodrigo Pérez-Dattari, Robert Babuska et al.
Behavior cloning (BC) optimizes policies by treating human demonstrations as pointwise action labels. While effective with accurate action labels, this formulation is brittle in practice: when human-provided actions are imperfect, treating each label as an exact target can steer the policy away from the underlying desired behavior, particularly when expressive models are used (e.g., energy-based models). As a result, we propose a human-in-the-loop alternative that replaces pointwise supervision with set-valued action targets. We introduce Contrastive policy Learning from Interactive Corrections (CLIC). CLIC leverages human corrections to construct and refine sets of desired actions, and optimizes a policy to place probability mass over these sets rather than over a single action target. This formulation naturally accommodates both absolute and relative corrections and can represent complex multi-modal behaviors. Extensive simulation and real-robot experiments show that the proposed approach leads to effective policy learning across diverse settings: CLIC remains competitive with the state of the art under accurate data while being substantially more robust under noisy, relative, and partial feedback. Our implementation is publicly available at https://clic-webpage.github.io/.
ROSep 7, 2024
Scalable Task Planning via Large Language Models and Structured World RepresentationsRodrigo Pérez-Dattari, Zhaoting Li, Robert Babuška et al.
Planning methods struggle with computational intractability in solving task-level problems in large-scale environments. This work explores leveraging the commonsense knowledge encoded in LLMs to empower planning techniques to deal with these complex scenarios. We achieve this by efficiently using LLMs to prune irrelevant components from the planning problem's state space, substantially simplifying its complexity. We demonstrate the efficacy of this system through extensive experiments within a household simulation environment, alongside real-world validation using a 7-DoF manipulator (video https://youtu.be/6ro2UOtOQS4).
ROJun 17, 2021
Learning Robot Exploration Strategy with 4D Point-Clouds-like Information as ObservationsZhaoting Li, Tingguang Li, Jiankun Wang et al.
Being able to explore unknown environments is a requirement for fully autonomous robots. Many learning-based methods have been proposed to learn an exploration strategy. In the frontier-based exploration, learning algorithms tend to learn the optimal or near-optimal frontier to explore. Most of these methods represent the environments as fixed size images and take these as inputs to neural networks. However, the size of environments is usually unknown, which makes these methods fail to generalize to real world scenarios. To address this issue, we present a novel state representation method based on 4D point-clouds-like information, including the locations, frontier, and distance information. We also design a neural network that can process these 4D point-clouds-like information and generate the estimated value for each frontier. Then this neural network is trained using the typical reinforcement learning framework. We test the performance of our proposed method by comparing it with other five methods and test its scalability on a map that is much larger than maps in the training set. The experiment results demonstrate that our proposed method needs shorter average traveling distances to explore whole environments and can be adopted in maps with arbitrarily sizes.
RODec 7, 2020
Efficient Heuristic Generation for Robot Path Planning with Recurrent Generative ModelZhaoting Li, Jiankun Wang, Max Q. -H. Meng
Robot path planning is difficult to solve due to the contradiction between optimality of results and complexity of algorithms, even in 2D environments. To find an optimal path, the algorithm needs to search all the state space, which costs a lot of computation resource. To address this issue, we present a novel recurrent generative model (RGM) which generates efficient heuristic to reduce the search efforts of path planning algorithm. This RGM model adopts the framework of general generative adversarial networks (GAN), which consists of a novel generator that can generate heuristic by refining the outputs recurrently and two discriminators that check the connectivity and safety properties of heuristic. We test the proposed RGM module in various 2D environments to demonstrate its effectiveness and efficiency. The results show that the RGM successfully generates appropriate heuristic in both seen and new unseen maps with a high accuracy, demonstrating the good generalization ability of this model. We also compare the rapidly-exploring random tree star (RRT*) with generated heuristic and the conventional RRT* in four different maps, showing that the generated heuristic can guide the algorithm to find both initial and optimal solution in a faster and more efficient way.