Luis A. Pineda

AI
h-index20
18papers
511citations
Novelty44%
AI Score35

18 Papers

24.9AIApr 20, 2021Code
MBRL-Lib: A Modular Library for Model-based Reinforcement Learning

Luis Pineda, Brandon Amos, Amy Zhang et al.

Model-based reinforcement learning is a compelling framework for data-efficient learning of agents that interact with the world. This family of algorithms has many subcomponents that need to be carefully selected and tuned. As a result the entry-bar for researchers to approach the field and to deploy it in real-world tasks can be daunting. In this paper, we present MBRL-Lib -- a machine learning library for model-based reinforcement learning in continuous state-action spaces based on PyTorch. MBRL-Lib is designed as a platform for both researchers, to easily develop, debug and compare new algorithms, and non-expert user, to lower the entry-bar of deploying state-of-the-art algorithms. MBRL-Lib is open-source at https://github.com/facebookresearch/mbrl-lib.

14.2CVJul 11, 2019Code
On the Evaluation of Conditional GANs

Terrance DeVries, Adriana Romero, Luis Pineda et al.

Conditional Generative Adversarial Networks (cGANs) are finding increasingly widespread use in many application domains. Despite outstanding progress, quantitative evaluation of such models often involves multiple distinct metrics to assess different desirable properties, such as image quality, conditional consistency, and intra-conditioning diversity. In this setting, model benchmarking becomes a challenge, as each metric may indicate a different "best" model. In this paper, we propose the Frechet Joint Distance (FJD), which is defined as the Frechet distance between joint distributions of images and conditioning, allowing it to implicitly capture the aforementioned properties in a single metric. We conduct proof-of-concept experiments on a controllable synthetic dataset, which consistently highlight the benefits of FJD when compared to currently established metrics. Moreover, we use the newly introduced metric to compare existing cGAN-based models for a variety of conditioning modalities (e.g. class labels, object masks, bounding boxes, images, and text captions). We show that FJD can be used as a promising single metric for cGAN benchmarking and model selection. Code can be found at https://github.com/facebookresearch/fjd.

9.4CVApr 11, 2019Code
Elucidating image-to-set prediction: An analysis of models, losses and datasets

Luis Pineda, Amaia Salvador, Michal Drozdzal et al.

In this paper, we identify an important reproducibility challenge in the image-to-set prediction literature that impedes proper comparisons among published methods, namely, researchers use different evaluation protocols to assess their contributions. To alleviate this issue, we introduce an image-to-set prediction benchmark suite built on top of five public datasets of increasing task complexity that are suitable for multi-label classification (VOC, COCO, NUS-WIDE, ADE20k and Recipe1M). Using the benchmark, we provide an in-depth analysis where we study the key components of current models, namely the choice of the image representation backbone as well as the set predictor design. Our results show that (1) exploiting better image representation backbones leads to higher performance boosts than enhancing set predictors, and (2) modeling both the label co-occurrences and ordering has a slight positive impact in terms of performance, whereas explicit cardinality prediction only helps when training on complex datasets, such as Recipe1M. To facilitate future image-to-set prediction research, we make the code, best models and dataset splits publicly available at: https://github.com/facebookresearch/image-to-set.

23.9RODec 20, 2023
Neural feels with neural fields: Visuo-tactile perception for in-hand manipulation

Sudharshan Suresh, Haozhi Qi, Tingfan Wu et al.

To achieve human-level dexterity, robots must infer spatial awareness from multimodal sensing to reason over contact interactions. During in-hand manipulation of novel objects, such spatial awareness involves estimating the object's pose and shape. The status quo for in-hand perception primarily employs vision, and restricts to tracking a priori known objects. Moreover, visual occlusion of objects in-hand is imminent during manipulation, preventing current systems to push beyond tasks without occlusion. We combine vision and touch sensing on a multi-fingered hand to estimate an object's pose and shape during in-hand manipulation. Our method, NeuralFeels, encodes object geometry by learning a neural field online and jointly tracks it by optimizing a pose graph problem. We study multimodal in-hand perception in simulation and the real-world, interacting with different objects via a proprioception-driven policy. Our experiments show final reconstruction F-scores of $81$% and average pose drifts of $4.7\,\text{mm}$, further reduced to $2.3\,\text{mm}$ with known CAD models. Additionally, we observe that under heavy visual occlusion we can achieve up to $94$% improvements in tracking compared to vision-only methods. Our results demonstrate that touch, at the very least, refines and, at the very best, disambiguates visual estimates during in-hand manipulation. We release our evaluation dataset of 70 experiments, FeelSight, as a step towards benchmarking in this domain. Our neural representation driven by multimodal sensing can serve as a perception backbone towards advancing robot dexterity. Videos can be found on our project website https://suddhu.github.io/neural-feels/

25.7ROFeb 6, 2025
DexterityGen: Foundation Controller for Unprecedented Dexterity

Zhao-Heng Yin, Changhao Wang, Luis Pineda et al. · cmu, meta-ai

Teaching robots dexterous manipulation skills, such as tool use, presents a significant challenge. Current approaches can be broadly categorized into two strategies: human teleoperation (for imitation learning) and sim-to-real reinforcement learning. The first approach is difficult as it is hard for humans to produce safe and dexterous motions on a different embodiment without touch feedback. The second RL-based approach struggles with the domain gap and involves highly task-specific reward engineering on complex tasks. Our key insight is that RL is effective at learning low-level motion primitives, while humans excel at providing coarse motion commands for complex, long-horizon tasks. Therefore, the optimal solution might be a combination of both approaches. In this paper, we introduce DexterityGen (DexGen), which uses RL to pretrain large-scale dexterous motion primitives, such as in-hand rotation or translation. We then leverage this learned dataset to train a dexterous foundational controller. In the real world, we use human teleoperation as a prompt to the controller to produce highly dexterous behavior. We evaluate the effectiveness of DexGen in both simulation and real world, demonstrating that it is a general-purpose controller that can realize input dexterous manipulation commands and significantly improves stability by 10-100x measured as duration of holding objects across diverse tasks. Notably, with DexGen we demonstrate unprecedented dexterous skills including diverse object reorientation and dexterous tool use such as pen, syringe, and screwdriver for the first time.

3.3AIFeb 14, 2025
Representation and Interpretation in Artificial and Natural Computing

Luis A. Pineda

Artificial computing machinery transforms representations through an objective process, to be interpreted subjectively by humans, so the machine and the interpreter are different entities, but in the putative natural computing both processes are performed by the same agent. The method or process that transforms a representation is called here the mode of computing. The mode used by digital computers is the algorithmic one, but there are others, such as quantum computers and diverse forms of non-conventional computing, and there is an open-ended set of representational formats and modes that could be used in artificial and natural computing. A mode based on a notion of computing different from Turing's may perform feats beyond what the Turing Machine does but the modes would not be of the same kind and could not be compared. For a mode of computing to be more powerful than the algorithmic one, it ought to compute functions lacking an effective algorithm, and Church Thesis would not hold. Here, a thought experiment including a computational demon using a hypothetical mode for such an effect is presented. If there is natural computing, there is a mode of natural computing whose properties may be causal to the phenomenological experience. Discovering it would come with solving the hard problem of consciousness; but if it turns out that such a mode does not exist, there is no such thing as natural computing, and the mind is not a computational process.

2.0CVNov 2, 2024Code
Entropic Hetero-Associative Memory

Rafael Morales, Luis A. Pineda

The Entropic Associative Memory holds objects in a 2D relation or ``memory plane'' using a finite table as the medium. Memory objects are stored by reinforcing simultaneously the cells used by the cue, implementing a form of Hebb's learning rule. Stored objects are ``overlapped'' on the medium, hence the memory is indeterminate and has an entropy value at each state. The retrieval operation constructs an object from the cue and such indeterminate content. In this paper we present the extension to the hetero-associative case in which these properties are preserved. Pairs of hetero-associated objects, possibly of different domain and/or modalities, are held in a 4D relation. The memory retrieval operation selects a largely indeterminate 2D memory plane that is specific to the input cue; however, there is no cue left to retrieve an object from such latter plane. We propose three incremental methods to address such missing cue problem, which we call random, sample and test, and search and test. The model is assessed with composite recollections consisting of manuscripts digits and letters selected from the MNIST and the EMNIST corpora, respectively, such that cue digits retrieve their associated letters and vice versa. We show the memory performance and illustrate the memory retrieval operation using all three methods. The system shows promise for storing, recognizing and retrieving very large sets of object with very limited computing resources.

2.6LGMay 21, 2024
Entropic associative memory for real world images

Noé Hernández, Rafael Morales, Luis A. Pineda

The entropic associative memory (EAM) is a computational model of natural memory incorporating some of its putative properties of being associative, distributed, declarative, abstractive and constructive. Previous experiments satisfactorily tested the model on structured, homogeneous and conventional data: images of manuscripts digits and letters, images of clothing, and phone representations. In this work we show that EAM appropriately stores, recognizes and retrieves complex and unconventional images of animals and vehicles. Additionally, the memory system generates meaningful retrieval association chains for such complex images. The retrieved objects can be seen as proper memories, associated recollections or products of imagination.

4.6LGFeb 17, 2022Code
Entropic Associative Memory for Manuscript Symbols

Rafael Morales, Noé Hernández, Ricardo Cruz et al.

Manuscript symbols can be stored, recognized and retrieved from an entropic digital memory that is associative and distributed but yet declarative; memory retrieval is a constructive operation, memory cues to objects not contained in the memory are rejected directly without search, and memory operations can be performed through parallel computations. Manuscript symbols, both letters and numerals, are represented in Associative Memory Registers that have an associated entropy. The memory recognition operation obeys an entropy trade-off between precision and recall, and the entropy level impacts on the quality of the objects recovered through the memory retrieval operation. The present proposal is contrasted in several dimensions with neural networks models of associative memory. We discuss the operational characteristics of the entropic associative memory for retrieving objects with both complete and incomplete information, such as severe occlusions. The experiments reported in this paper add evidence on the potential of this framework for developing practical applications and computational models of natural memory.

29.2AIMar 6, 2021Code
Off-Belief Learning

Hengyuan Hu, Adam Lerer, Brandon Cui et al.

The standard problem setting in Dec-POMDPs is self-play, where the goal is to find a set of policies that play optimally together. Policies learned through self-play may adopt arbitrary conventions and implicitly rely on multi-step reasoning based on fragile assumptions about other agents' actions and thus fail when paired with humans or independently trained agents at test time. To address this, we present off-belief learning (OBL). At each timestep OBL agents follow a policy $π_1$ that is optimized assuming past actions were taken by a given, fixed policy ($π_0$), but assuming that future actions will be taken by $π_1$. When $π_0$ is uniform random, OBL converges to an optimal policy that does not rely on inferences based on other agents' behavior (an optimal grounded policy). OBL can be iterated in a hierarchy, where the optimal policy from one level becomes the input to the next, thereby introducing multi-level cognitive reasoning in a controlled manner. Unlike existing approaches, which may converge to any equilibrium policy, OBL converges to a unique policy, making it suitable for zero-shot coordination (ZSC). OBL can be scaled to high-dimensional settings with a fictitious transition mechanism and shows strong performance in both a toy-setting and the benchmark human-AI & ZSC problem Hanabi.

26.7LGFeb 26, 2021Code
On the Importance of Hyperparameter Optimization for Model-based Reinforcement Learning

Baohe Zhang, Raghu Rajan, Luis Pineda et al.

Model-based Reinforcement Learning (MBRL) is a promising framework for learning control in a data-efficient manner. MBRL algorithms can be fairly complex due to the separate dynamics modeling and the subsequent planning algorithm, and as a result, they often possess tens of hyperparameters and architectural choices. For this reason, MBRL typically requires significant human expertise before it can be applied to new problems and domains. To alleviate this problem, we propose to use automatic hyperparameter optimization (HPO). We demonstrate that this problem can be tackled effectively with automated HPO, which we demonstrate to yield significantly improved performance compared to human experts. In addition, we show that tuning of several MBRL hyperparameters dynamically, i.e. during the training itself, further improves the performance compared to using static hyperparameters which are kept fixed for the whole training. Finally, our experiments provide valuable insights into the effects of several hyperparameters, such as plan horizon or learning rate and their influence on the stability of training and resulting rewards.

2.2RODec 13, 2020Code
Deliberative and Conceptual Inference in Service Robots

Luis A. Pineda, Noé Hernández, Arturo Rodríguez et al.

Service robots need to reason to support people in daily life situations. Reasoning is an expensive resource that should be used on demand whenever the expectations of the robot do not match the situation of the world and the execution of the task is broken down; in such scenarios the robot must perform the common sense daily life inference cycle consisting on diagnosing what happened, deciding what to do about it, and inducing and executing a plan, recurring in such behavior until the service task can be resumed. Here we examine two strategies to implement this cycle: (1) a pipe-line strategy involving abduction, decision-making and planning, which we call deliberative inference and (2) the use of the knowledge and preferences stored in the robot's knowledge-base, which we call conceptual inference. The former involves an explicit definition of a problem space that is explored through heuristic search, and the latter is based on conceptual knowledge including the human user preferences, and its representation requires a non-monotonic knowledge-based system. We compare the strengths and limitations of both approaches. We also describe a service robot conceptual model and architecture capable of supporting the daily life inference cycle during the execution of a robotics service task. The model is centered in the declarative specification and interpretation of robot's communication and task structure. We also show the implementation of this framework in the fully autonomous robot Golem-III. The framework is illustrated with two demonstration scenarios.

10.5AISep 28, 2020Code
An Entropic Associative Memory

Luis A. Pineda, Gibrán Fuentes, Rafael Morales

Natural memories are associative, declarative and distributed. Symbolic computing memories resemble natural memories in their declarative character, and information can be stored and recovered explicitly; however, they lack the associative and distributed properties of natural memories. Sub-symbolic memories developed within the connectionist or artificial neural networks paradigm are associative and distributed, but are unable to express symbolic structure and information cannot be stored and retrieved explicitly; hence, they lack the declarative property. To address this dilemma, we use Relational-Indeterminate Computing to model associative memory registers that hold distributed representations of individual objects. This mode of computing has an intrinsic computing entropy which measures the indeterminacy of representations. This parameter determines the operational characteristics of the memory. Associative registers are embedded in an architecture that maps concrete images expressed in modality-specific buffers into abstract representations, and vice versa, and the memory system as a whole fulfills the three properties of natural memories. The system has been used to model a visual memory holding the representations of hand-written digits, and recognition and recall experiments show that there is a range of entropy values, not too low and not too high, in which associative memory registers have a satisfactory performance. The similarity between the cue and the object recovered in memory retrieve operations depends on the entropy of the memory register holding the representation of the corresponding object. The experiments were implemented in a simulation using a standard computer, but a parallel architecture may be built where the memory operations would take a very reduced number of computing steps.

4.1AISep 21, 2020
Entropy, Computing and Rationality

Luis A. Pineda

Making decisions freely presupposes that there is some indeterminacy in the environment and in the decision making engine. The former is reflected on the behavioral changes due to communicating: few changes indicate rigid environments; productive changes manifest a moderate indeterminacy, but a large communicating effort with few productive changes characterize a chaotic environment. Hence, communicating, effective decision making and productive behavioral changes are related. The entropy measures the indeterminacy of the environment, and there is an entropy range in which communicating supports effective decision making. This conjecture is referred to here as the The Potential Productivity of Decisions. The computing engine that is causal to decision making should also have some indeterminacy. However, computations performed by standard Turing Machines are predetermined. To overcome this limitation an entropic mode of computing that is called here Relational-Indeterminate is presented. Its implementation in a table format has been used to model an associative memory. The present theory and experiment suggest the Entropy Trade-off: There is an entropy range in which computing is effective but if the entropy is too low computations are too rigid and if it is too high computations are unfeasible. The entropy trade-off of computing engines corresponds to the potential productivity of decisions of the environment. The theory is referred to an Interaction-Oriented Cognitive Architecture. Memory, perception, action and thought involve a level of indeterminacy and decision making may be free in such degree. The overall theory supports an ecological view of rationality. The entropy of the brain has been measured in neuroscience studies and the present theory supports that the brain is an entropic machine. The paper is concluded with a number of predictions that may be tested empirically.

18.4LGJun 25, 2019
Learning Causal State Representations of Partially Observable Environments

Amy Zhang, Zachary C. Lipton, Luis Pineda et al.

Intelligent agents can cope with sensory-rich environments by learning task-agnostic state abstractions. In this paper, we propose an algorithm to approximate causal states, which are the coarsest partition of the joint history of actions and observations in partially-observable Markov decision processes (POMDP). Our method learns approximate causal state representations from RNNs trained to predict subsequent observations given the history. We demonstrate that these learned state representations are useful for learning policies efficiently in reinforcement learning problems with rich observation spaces. We connect causal states with causal feature sets from the causal inference literature, and also provide theoretical guarantees on the optimality of the continuous version of this causal state representation under Lipschitz assumptions by proving equivalence to bisimulation, a relation between behaviorally equivalent systems. This allows for lower bounds on the optimal value function of the learned representation, which is tight given certain assumptions. Finally, we empirically evaluate causal state representations using multiple partially observable tasks and compare with prior methods.

7.5AIMar 25, 2019
The Mode of Computing

Luis A. Pineda

The Turing Machine is the paradigmatic case of computing machines, but there are others such as analogical, connectionist, quantum and diverse forms of unconventional computing, each based on a particular intuition of the phenomenon of computing. This variety can be captured in terms of system levels, re-interpreting and generalizing Newell's hierarchy, which includes the knowledge level at the top and the symbol level immediately below it. In this re-interpretation the knowledge level consists of human knowledge and the symbol level is generalized into a new level that here is called The Mode of Computing. Mental processes performed by natural brains are often thought of informally as computing process and that the brain is alike to computing machinery. However, if natural computing does exist it should be characterized on its own. A proposal to such an effect is that natural computing appeared when interpretations were first made by biological entities, so natural computing and interpreting are two aspects of the same phenomenon, or that consciousness and experience are the manifestations of computing/interpreting. By analogy with computing machinery, there must be a system level at the top of the neural circuitry and directly below the knowledge level that is named here The mode of Natural Computing. If it turns out that such putative object does not exist the proposition that the mind is a computing process should be dropped; but characterizing it would come with solving the hard problem of consciousness.

5.6AIOct 18, 2018
Planning in Stochastic Environments with Goal Uncertainty

Sandhya Saisubramanian, Kyle Hollins Wray, Luis Pineda et al.

We present the Goal Uncertain Stochastic Shortest Path (GUSSP) problem -- a general framework to model path planning and decision making in stochastic environments with goal uncertainty. The framework extends the stochastic shortest path (SSP) model to dynamic environments in which it is impossible to determine the exact goal states ahead of plan execution. GUSSPs introduce flexibility in goal specification by allowing a belief over possible goal configurations. The unique observations at potential goals helps the agent identify the true goal during plan execution. The partial observability is restricted to goals, facilitating the reduction to an SSP with a modified state space. We formally define a GUSSP and discuss its theoretical properties. We then propose an admissible heuristic that reduces the planning time using FLARES -- a start-of-the-art probabilistic planner. We also propose a determinization approach for solving this class of problems. Finally, we present empirical results on a search and rescue mobile robot and three other problem domains in simulation.

1.7AIMar 28, 2018
A Distributed Extension of the Turing Machine

Luis A. Pineda

The Turing Machine has two implicit properties that depend on its underlying notion of computing: the format is fully determinate and computations are information preserving. Distributed representations lack these properties and cannot be fully captured by Turing's standard model. To address this limitation a distributed extension of the Turing Machine is introduced in this paper. In the extended machine, functions and abstractions are expressed extensionally and computations are entropic. The machine is applied to the definition of an associative memory, with its corresponding memory register, recognition and retrieval operations. The memory is tested with an experiment for storing and recognizing hand written digits with satisfactory results. The experiment can be seen as a proof of concept that information can be stored and processed effectively in a highly distributed fashion using a symbolic but not fully determinate format. The new machine augments the symbolic mode of computing with consequences on the way Church Thesis is understood. The paper is concluded with a discussion of some implications of the extended machine for Artificial Intelligence and Cognition.