Luis Pineda

AI
h-index34
16papers
820citations
Novelty47%
AI Score34

16 Papers

ROJul 19, 2022Code
Theseus: A Library for Differentiable Nonlinear Optimization

Luis Pineda, Taosha Fan, Maurizio Monge et al.

We present Theseus, an efficient application-agnostic open source library for differentiable nonlinear least squares (DNLS) optimization built on PyTorch, providing a common framework for end-to-end structured learning in robotics and vision. Existing DNLS implementations are application specific and do not always incorporate many ingredients important for efficiency. Theseus is application-agnostic, as we illustrate with several example applications that are built using the same underlying differentiable components, such as second-order optimizers, standard costs functions, and Lie groups. For efficiency, Theseus incorporates support for sparse solvers, automatic vectorization, batching, GPU acceleration, and gradient computation with implicit differentiation and direct loss minimization. We do extensive performance evaluation in a set of applications, demonstrating significant efficiency gains and better scalability when these features are incorporated. Project page: https://sites.google.com/view/theseus-ai

AIJul 14, 2022
K-level Reasoning for Zero-Shot Coordination in Hanabi

Brandon Cui, Hengyuan Hu, Luis Pineda et al.

The standard problem setting in cooperative multi-agent settings is self-play (SP), where the goal is to train a team of agents that works well together. However, optimal SP policies commonly contain arbitrary conventions ("handshakes") and are not compatible with other, independently trained agents or humans. This latter desiderata was recently formalized by Hu et al. 2020 as the zero-shot coordination (ZSC) setting and partially addressed with their Other-Play (OP) algorithm, which showed improved ZSC and human-AI performance in the card game Hanabi. OP assumes access to the symmetries of the environment and prevents agents from breaking these in a mutually incompatible way during training. However, as the authors point out, discovering symmetries for a given environment is a computationally hard problem. Instead, we show that through a simple adaption of k-level reasoning (KLR) Costa Gomes et al. 2006, synchronously training all levels, we can obtain competitive ZSC and ad-hoc teamplay performance in Hanabi, including when paired with a human-like proxy bot. We also introduce a new method, synchronous-k-level reasoning with a best response (SyKLRBR), which further improves performance on our synchronous KLR by co-training a best response.

AIApr 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.

CVJul 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.

CVApr 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.

RODec 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/

ROFeb 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.

ROMar 10, 2025
Geometric Retargeting: A Principled, Ultrafast Neural Hand Retargeting Algorithm

Zhao-Heng Yin, Changhao Wang, Luis Pineda et al.

We introduce Geometric Retargeting (GeoRT), an ultrafast, and principled neural hand retargeting algorithm for teleoperation, developed as part of our recent Dexterity Gen (DexGen) system. GeoRT converts human finger keypoints to robot hand keypoints at 1KHz, achieving state-of-the-art speed and accuracy with significantly fewer hyperparameters. This high-speed capability enables flexible postprocessing, such as leveraging a foundational controller for action correction like DexGen. GeoRT is trained in an unsupervised manner, eliminating the need for manual annotation of hand pairs. The core of GeoRT lies in novel geometric objective functions that capture the essence of retargeting: preserving motion fidelity, ensuring configuration space (C-space) coverage, maintaining uniform response through high flatness, pinch correspondence and preventing self-collisions. This approach is free from intensive test-time optimization, offering a more scalable and practical solution for real-time hand retargeting.

IVMar 30, 2022
On learning adaptive acquisition policies for undersampled multi-coil MRI reconstruction

Tim Bakker, Matthew Muckley, Adriana Romero-Soriano et al.

Most current approaches to undersampled multi-coil MRI reconstruction focus on learning the reconstruction model for a fixed, equidistant acquisition trajectory. In this paper, we study the problem of joint learning of the reconstruction model together with acquisition policies. To this end, we extend the End-to-End Variational Network with learnable acquisition policies that can adapt to different data points. We validate our model on a coil-compressed version of the large scale undersampled multi-coil fastMRI dataset using two undersampling factors: $4\times$ and $8\times$. Our experiments show on-par performance with the learnable non-adaptive and handcrafted equidistant strategies at $4\times$, and an observed improvement of more than $2\%$ in SSIM at $8\times$ acceleration, suggesting that potentially-adaptive $k$-space acquisition trajectories can improve reconstructed image quality for larger acceleration factors. However, and perhaps surprisingly, our best performing policies learn to be explicitly non-adaptive.

CVJul 20, 2021
Active 3D Shape Reconstruction from Vision and Touch

Edward J. Smith, David Meger, Luis Pineda et al.

Humans build 3D understandings of the world through active object exploration, using jointly their senses of vision and touch. However, in 3D shape reconstruction, most recent progress has relied on static datasets of limited sensory data such as RGB images, depth maps or haptic readings, leaving the active exploration of the shape largely unexplored. Inactive touch sensing for 3D reconstruction, the goal is to actively select the tactile readings that maximize the improvement in shape reconstruction accuracy. However, the development of deep learning-based active touch models is largely limited by the lack of frameworks for shape exploration. In this paper, we focus on this problem and introduce a system composed of: 1) a haptic simulator leveraging high spatial resolution vision-based tactile sensors for active touching of 3D objects; 2)a mesh-based 3D shape reconstruction model that relies on tactile or visuotactile signals; and 3) a set of data-driven solutions with either tactile or visuotactile priors to guide the shape exploration. Our framework enables the development of the first fully data-driven solutions to active touch on top of learned models for object understanding. Our experiments show the benefits of such solutions in the task of 3D shape understanding where our models consistently outperform natural baselines. We provide our framework as a tool to foster future research in this direction.

AIMar 6, 2021
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.

LGFeb 26, 2021
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.

IVJul 20, 2020
Active MR k-space Sampling with Reinforcement Learning

Luis Pineda, Sumana Basu, Adriana Romero et al.

Deep learning approaches have recently shown great promise in accelerating magnetic resonance image (MRI) acquisition. The majority of existing work have focused on designing better reconstruction models given a pre-determined acquisition trajectory, ignoring the question of trajectory optimization. In this paper, we focus on learning acquisition trajectories given a fixed image reconstruction model. We formulate the problem as a sequential decision process and propose the use of reinforcement learning to solve it. Experiments on a large scale public MRI dataset of knees show that our proposed models significantly outperform the state-of-the-art in active MRI acquisition, over a large range of acceleration factors.

LGJun 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.

AIOct 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.

AIMay 21, 2017
Generalizing the Role of Determinization in Probabilistic Planning

Luis Pineda, Shlomo Zilberstein

The stochastic shortest path problem (SSP) is a highly expressive model for probabilistic planning. The computational hardness of SSPs has sparked interest in determinization-based planners that can quickly solve large problems. However, existing methods employ a simplistic approach to determinization. In particular, they ignore the possibility of tailoring the determinization to the specific characteristics of the target domain. In this work we examine this question, by showing that learning a good determinization for a planning domain can be done efficiently and can improve performance. Moreover, we show how to directly incorporate probabilistic reasoning into the planning problem when a good determinization is not sufficient by itself. Based on these insights, we introduce a planner, FF-LAO*, that outperforms state-of-the-art probabilistic planners on several well-known competition benchmarks.