6.1ROJul 15
Deformable State Estimation for Autonomous Surgical Tissue Retraction Under Partial ObservabilityEverest Yang, Skye Thompson, George D. Konidaris
Surgical tissue retraction requires effective manipulation planning under partial and noisy perception. We study state estimation for deformable tissue retraction, where only sparse observations of the tissue surface are available at decision time. We propose a learned state estimator that reconstructs the full deformable mesh state from 40 noisy vertex observations. The estimator combines a multilayer perceptron with a low-dimensional PCA latent representation and is trained using geometry-aware regularization that encourages smooth and physically plausible deformations. We evaluate the approach in a 2D deformable sheet simulation using single-step and multi-step retraction planning. Results show that the learned estimator achieves 98.1% of oracle performance in multi-step retraction while supporting efficient inference. These results demonstrate that learned, geometry-regularized state estimation can support effective deformable manipulation under realistic perception constraints.
15.5LGJan 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.
Evaluation Beyond Task Performance: Analyzing Concepts in AlphaZero in HexCharles Lovering, Jessica Zosa Forde, George Konidaris et al.
AlphaZero, an approach to reinforcement learning that couples neural networks and Monte Carlo tree search (MCTS), has produced state-of-the-art strategies for traditional board games like chess, Go, shogi, and Hex. While researchers and game commentators have suggested that AlphaZero uses concepts that humans consider important, it is unclear how these concepts are captured in the network. We investigate AlphaZero's internal representations in the game of Hex using two evaluation techniques from natural language processing (NLP): model probing and behavioral tests. In doing so, we introduce new evaluation tools to the RL community and illustrate how evaluations other than task performance can be used to provide a more complete picture of a model's strengths and weaknesses. Our analyses in the game of Hex reveal interesting patterns and generate some testable hypotheses about how such models learn in general. For example, we find that MCTS discovers concepts before the neural network learns to encode them. We also find that concepts related to short-term end-game planning are best encoded in the final layers of the model, whereas concepts related to long-term planning are encoded in the middle layers of the model.
Flipping Coins to Estimate Pseudocounts for Exploration in Reinforcement LearningSam Lobel, Akhil Bagaria, George Konidaris
We propose a new method for count-based exploration in high-dimensional state spaces. Unlike previous work which relies on density models, we show that counts can be derived by averaging samples from the Rademacher distribution (or coin flips). This insight is used to set up a simple supervised learning objective which, when optimized, yields a state's visitation count. We show that our method is significantly more effective at deducing ground-truth visitation counts than previous work; when used as an exploration bonus for a model-free reinforcement learning algorithm, it outperforms existing approaches on most of 9 challenging exploration tasks, including the Atari game Montezuma's Revenge.
EPO: Hierarchical LLM Agents with Environment Preference OptimizationQi Zhao, Haotian Fu, Chen Sun et al.
Long-horizon decision-making tasks present significant challenges for LLM-based agents due to the need for extensive planning over multiple steps. In this paper, we propose a hierarchical framework that decomposes complex tasks into manageable subgoals, utilizing separate LLMs for subgoal prediction and low-level action generation. To address the challenge of creating training signals for unannotated datasets, we develop a reward model that leverages multimodal environment feedback to automatically generate reward signals. We introduce Environment Preference Optimization (EPO), a novel method that generates preference signals from the environment's feedback and uses them to train LLM-based agents. Extensive experiments on ALFRED demonstrate the state-of-the-art performance of our framework, achieving first place on the ALFRED public leaderboard and showcasing its potential to improve long-horizon decision-making in diverse environments.
Model-based Lifelong Reinforcement Learning with Bayesian ExplorationHaotian Fu, Shangqun Yu, Michael Littman et al.
We propose a model-based lifelong reinforcement-learning approach that estimates a hierarchical Bayesian posterior distilling the common structure shared across different tasks. The learned posterior combined with a sample-based Bayesian exploration procedure increases the sample efficiency of learning across a family of related tasks. We first derive an analysis of the relationship between the sample complexity and the initialization quality of the posterior in the finite MDP setting. We next scale the approach to continuous-state domains by introducing a Variational Bayesian Lifelong Reinforcement Learning algorithm that can be combined with recent model-based deep RL methods, and that exhibits backward transfer. Experimental results on several challenging domains show that our algorithms achieve both better forward and backward transfer performance than state-of-the-art lifelong RL methods.
Mitigating Partial Observability in Sequential Decision Processes via the Lambda DiscrepancyCameron Allen, Aaron Kirtland, Ruo Yu Tao et al.
Reinforcement learning algorithms typically rely on the assumption that the environment dynamics and value function can be expressed in terms of a Markovian state representation. However, when state information is only partially observable, how can an agent learn such a state representation, and how can it detect when it has found one? We introduce a metric that can accomplish both objectives, without requiring access to -- or knowledge of -- an underlying, unobservable state space. Our metric, the $λ$-discrepancy, is the difference between two distinct temporal difference (TD) value estimates, each computed using TD($λ$) with a different value of $λ$. Since TD($λ{=}0$) makes an implicit Markov assumption and TD($λ{=}1$) does not, a discrepancy between these estimates is a potential indicator of a non-Markovian state representation. Indeed, we prove that the $λ$-discrepancy is exactly zero for all Markov decision processes and almost always non-zero for a broad class of partially observable environments. We also demonstrate empirically that, once detected, minimizing the $λ$-discrepancy can help with learning a memory function to mitigate the corresponding partial observability. We then train a reinforcement learning agent that simultaneously constructs two recurrent value networks with different $λ$ parameters and minimizes the difference between them as an auxiliary loss. The approach scales to challenging partially observable domains, where the resulting agent frequently performs significantly better (and never performs worse) than a baseline recurrent agent with only a single value network.
14.9LGDec 29, 2022
Effects of Data Geometry in Early Deep LearningSaket Tiwari, George Konidaris
Deep neural networks can approximate functions on different types of data, from images to graphs, with varied underlying structure. This underlying structure can be viewed as the geometry of the data manifold. By extending recent advances in the theoretical understanding of neural networks, we study how a randomly initialized neural network with piece-wise linear activation splits the data manifold into regions where the neural network behaves as a linear function. We derive bounds on the density of boundary of linear regions and the distance to these boundaries on the data manifold. This leads to insights into the expressivity of randomly initialized deep neural networks on non-Euclidean data sets. We empirically corroborate our theoretical results using a toy supervised learning problem. Our experiments demonstrate that number of linear regions varies across manifolds and the results hold with changing neural network architectures. We further demonstrate how the complexity of linear regions is different on the low dimensional manifold of images as compared to the Euclidean space, using the MetFaces dataset.
9.2ROSep 28, 2022
Constrained Dynamic Movement Primitives for Safe Learning of Motor SkillsSeiji Shaw, Devesh K. Jha, Arvind Raghunathan et al.
Dynamic movement primitives are widely used for learning skills which can be demonstrated to a robot by a skilled human or controller. While their generalization capabilities and simple formulation make them very appealing to use, they possess no strong guarantees to satisfy operational safety constraints for a task. In this paper, we present constrained dynamic movement primitives (CDMP) which can allow for constraint satisfaction in the robot workspace. We present a formulation of a non-linear optimization to perturb the DMP forcing weights regressed by locally-weighted regression to admit a Zeroing Barrier Function (ZBF), which certifies workspace constraint satisfaction. We demonstrate the proposed CDMP under different constraints on the end-effector movement such as obstacle avoidance and workspace constraints on a physical robot. A video showing the implementation of the proposed algorithm using different manipulators in different environments could be found here https://youtu.be/hJegJJkJfys.
Meta-Learning Parameterized SkillsHaotian Fu, Shangqun Yu, Saket Tiwari et al.
We propose a novel parameterized skill-learning algorithm that aims to learn transferable parameterized skills and synthesize them into a new action space that supports efficient learning in long-horizon tasks. We propose to leverage off-policy Meta-RL combined with a trajectory-centric smoothness term to learn a set of parameterized skills. Our agent can use these learned skills to construct a three-level hierarchical framework that models a Temporally-extended Parameterized Action Markov Decision Process. We empirically demonstrate that the proposed algorithms enable an agent to solve a set of difficult long-horizon (obstacle-course and robot manipulation) tasks.
10.7LGJul 6, 2023
Hierarchical Empowerment: Towards Tractable Empowerment-Based Skill LearningAndrew Levy, Sreehari Rammohan, Alessandro Allievi et al.
General purpose agents will require large repertoires of skills. Empowerment -- the maximum mutual information between skills and states -- provides a pathway for learning large collections of distinct skills, but mutual information is difficult to optimize. We introduce a new framework, Hierarchical Empowerment, that makes computing empowerment more tractable by integrating concepts from Goal-Conditioned Hierarchical Reinforcement Learning. Our framework makes two specific contributions. First, we introduce a new variational lower bound on mutual information that can be used to compute empowerment over short horizons. Second, we introduce a hierarchical architecture for computing empowerment over exponentially longer time scales. We verify the contributions of the framework in a series of simulated robotics tasks. In a popular ant navigation domain, our four level agents are able to learn skills that cover a surface area over two orders of magnitude larger than prior work.
10.9AIMar 9, 2023
Exploiting Contextual Structure to Generate Useful Auxiliary TasksBenedict Quartey, Ankit Shah, George Konidaris
Reinforcement learning requires interaction with an environment, which is expensive for robots. This constraint necessitates approaches that work with limited environmental interaction by maximizing the reuse of previous experiences. We propose an approach that maximizes experience reuse while learning to solve a given task by generating and simultaneously learning useful auxiliary tasks. To generate these tasks, we construct an abstract temporal logic representation of the given task and leverage large language models to generate context-aware object embeddings that facilitate object replacements. Counterfactual reasoning and off-policy methods allow us to simultaneously learn these auxiliary tasks while solving the given target task. We combine these insights into a novel framework for multitask reinforcement learning and experimentally show that our generated auxiliary tasks share similar underlying exploration requirements as the given task, thereby maximizing the utility of directed exploration. Our approach allows agents to automatically learn additional useful policies without extra environment interaction.
10.2AIAug 12, 2022
RLang: A Declarative Language for Describing Partial World Knowledge to Reinforcement Learning AgentsRafael Rodriguez-Sanchez, Benjamin A. Spiegel, Jennifer Wang et al.
We introduce RLang, a domain-specific language (DSL) for communicating domain knowledge to an RL agent. Unlike existing RL DSLs that ground to \textit{single} elements of a decision-making formalism (e.g., the reward function or policy), RLang can specify information about every element of a Markov decision process. We define precise syntax and grounding semantics for RLang, and provide a parser that grounds RLang programs to an algorithm-agnostic \textit{partial} world model and policy that can be exploited by an RL agent. We provide a series of example RLang programs demonstrating how different RL methods can exploit the resulting knowledge, encompassing model-free and model-based tabular algorithms, policy gradient and value-based methods, hierarchical approaches, and deep methods.
5.0ROOct 3, 2023
Improved Inference of Human Intent by Combining Plan Recognition and Language FeedbackIfrah Idrees, Tian Yun, Naveen Sharma et al.
Conversational assistive robots can aid people, especially those with cognitive impairments, to accomplish various tasks such as cooking meals, performing exercises, or operating machines. However, to interact with people effectively, robots must recognize human plans and goals from noisy observations of human actions, even when the user acts sub-optimally. Previous works on Plan and Goal Recognition (PGR) as planning have used hierarchical task networks (HTN) to model the actor/human. However, these techniques are insufficient as they do not have user engagement via natural modes of interaction such as language. Moreover, they have no mechanisms to let users, especially those with cognitive impairments, know of a deviation from their original plan or about any sub-optimal actions taken towards their goal. We propose a novel framework for plan and goal recognition in partially observable domains -- Dialogue for Goal Recognition (D4GR) enabling a robot to rectify its belief in human progress by asking clarification questions about noisy sensor data and sub-optimal human actions. We evaluate the performance of D4GR over two simulated domains -- kitchen and blocks domain. With language feedback and the world state information in a hierarchical task model, we show that D4GR framework for the highest sensor noise performs 1% better than HTN in goal accuracy in both domains. For plan accuracy, D4GR outperforms by 4% in the kitchen domain and 2% in the blocks domain in comparison to HTN. The ALWAYS-ASK oracle outperforms our policy by 3% in goal recognition and 7%in plan recognition. D4GR does so by asking 68% fewer questions than an oracle baseline. We also demonstrate a real-world robot scenario in the kitchen domain, validating the improved plan and goal recognition of D4GR in a realistic setting.
2.5AIMay 11, 2022
Characterizing the Action-Generalization Gap in Deep Q-LearningZhiyuan Zhou, Cameron Allen, Kavosh Asadi et al.
We study the action generalization ability of deep Q-learning in discrete action spaces. Generalization is crucial for efficient reinforcement learning (RL) because it allows agents to use knowledge learned from past experiences on new tasks. But while function approximation provides deep RL agents with a natural way to generalize over state inputs, the same generalization mechanism does not apply to discrete action outputs. And yet, surprisingly, our experiments indicate that Deep Q-Networks (DQN), which use exactly this type of function approximator, are still able to achieve modest action generalization. Our main contribution is twofold: first, we propose a method of evaluating action generalization using expert knowledge of action similarity, and empirically confirm that action generalization leads to faster learning; second, we characterize the action-generalization gap (the difference in learning performance between DQN and the expert) in different domains. We find that DQN can indeed generalize over actions in several simple domains, but that its ability to do so decreases as the action space grows larger.
13.7ROApr 13
SkillWrapper: Generative Predicate Invention for Task-level PlanningZiyi Yang, Benned Hedegaard, Ahmed Jaafar et al.
Generalizing from individual skill executions to solving long-horizon tasks remains a core challenge in building autonomous agents. A promising direction is learning high-level, symbolic abstractions of the low-level skills of the agents, enabling reasoning and planning independent of the low-level state space. Among possible high-level representations, object-centric skill abstraction with symbolic predicates has been proven to be efficient because of its compatibility with domain-independent planners. Recent advances in foundation models have made it possible to generate symbolic predicates that operate on raw sensory inputs, a process we call generative predicate invention, to facilitate downstream abstraction learning. However, it remains unclear which formal properties the learned representations must satisfy, and how they can be learned to guarantee these properties. In this paper, we address both questions by presenting a formal theory of generative predicate invention for skill abstraction, resulting in symbolic operators that can be used for provably sound and complete planning. Within this framework, we propose SkillWrapper, a method that leverages foundation models to actively collect robot data and learn human-interpretable, plannable representations of black-box skills, using only RGB image observations. Our extensive empirical evaluation in simulation and on real robots shows that SkillWrapper learns abstract representations that enable solving unseen, long-horizon tasks in the real world with black-box skills.
Adaptive Online Value Function Approximation with WaveletsMichael Beukman, Michael Mitchley, Dean Wookey et al.
Using function approximation to represent a value function is necessary for continuous and high-dimensional state spaces. Linear function approximation has desirable theoretical guarantees and often requires less compute and samples than neural networks, but most approaches suffer from an exponential growth in the number of functions as the dimensionality of the state space increases. In this work, we introduce the wavelet basis for reinforcement learning. Wavelets can effectively be used as a fixed basis and additionally provide the ability to adaptively refine the basis set as learning progresses, making it feasible to start with a minimal basis set. This adaptive method can either increase the granularity of the approximation at a point in state space, or add in interactions between different dimensions as necessary. We prove that wavelets are both necessary and sufficient if we wish to construct a function approximator that can be adaptively refined without loss of precision. We further demonstrate that a fixed wavelet basis set performs comparably against the high-performing Fourier basis on Mountain Car and Acrobot, and that the adaptive methods provide a convenient approach to addressing an oversized initial basis set, while demonstrating performance comparable to, or greater than, the fixed wavelet basis.
2.2ROMar 20, 2022
Hierarchical Reinforcement Learning of Locomotion Policies in Response to Approaching Objects: A Preliminary StudyShangqun Yu, Sreehari Rammohan, Kaiyu Zheng et al.
Animals such as rabbits and birds can instantly generate locomotion behavior in reaction to a dynamic, approaching object, such as a person or a rock, despite having possibly never seen the object before and having limited perception of the object's properties. Recently, deep reinforcement learning has enabled complex kinematic systems such as humanoid robots to successfully move from point A to point B. Inspired by the observation of the innate reactive behavior of animals in nature, we hope to extend this progress in robot locomotion to settings where external, dynamic objects are involved whose properties are partially observable to the robot. As a first step toward this goal, we build a simulation environment in MuJoCo where a legged robot must avoid getting hit by a ball moving toward it. We explore whether prior locomotion experiences that animals typically possess benefit the learning of a reactive control policy under a proposed hierarchical reinforcement learning framework. Preliminary results support the claim that the learning becomes more efficient using this hierarchical reinforcement learning method, even when partial observability (radius-based object visibility) is taken into account.
2.0LGDec 29, 2022
On the Geometry of Reinforcement Learning in Continuous State and Action SpacesSaket Tiwari, Omer Gottesman, George Konidaris
Advances in reinforcement learning have led to its successful application in complex tasks with continuous state and action spaces. Despite these advances in practice, most theoretical work pertains to finite state and action spaces. We propose building a theoretical understanding of continuous state and action spaces by employing a geometric lens. Central to our work is the idea that the transition dynamics induce a low dimensional manifold of reachable states embedded in the high-dimensional nominal state space. We prove that, under certain conditions, the dimensionality of this manifold is at most the dimensionality of the action space plus one. This is the first result of its kind, linking the geometry of the state space to the dimensionality of the action space. We empirically corroborate this upper bound for four MuJoCo environments. We further demonstrate the applicability of our result by learning a policy in this low dimensional representation. To do so we introduce an algorithm that learns a mapping to a low dimensional representation, as a narrow hidden layer of a deep neural network, in tandem with the policy using DDPG. Our experiments show that a policy learnt this way perform on par or better for four MuJoCo control suite tasks.
1.8LGMay 4, 2022
Learning Abstract and Transferable Representations for PlanningSteven James, Benjamin Rosman, George Konidaris
We are concerned with the question of how an agent can acquire its own representations from sensory data. We restrict our focus to learning representations for long-term planning, a class of problems that state-of-the-art learning methods are unable to solve. We propose a framework for autonomously learning state abstractions of an agent's environment, given a set of skills. Importantly, these abstractions are task-independent, and so can be reused to solve new tasks. We demonstrate how an agent can use an existing set of options to acquire representations from ego- and object-centric observations. These abstractions can immediately be reused by the same agent in new environments. We show how to combine these portable representations with problem-specific ones to generate a sound description of a specific task that can be used for abstract planning. Finally, we show how to autonomously construct a multi-level hierarchy consisting of increasingly abstract representations. Since these hierarchies are transferable, higher-order concepts can be reused in new tasks, relieving the agent from relearning them and improving sample efficiency. Our results demonstrate that our approach allows an agent to transfer previous knowledge to new tasks, improving sample efficiency as the number of tasks increases.
MinePlanner: A Benchmark for Long-Horizon Planning in Large Minecraft WorldsWilliam Hill, Ireton Liu, Anita De Mello Koch et al.
We propose a new benchmark for planning tasks based on the Minecraft game. Our benchmark contains 45 tasks overall, but also provides support for creating both propositional and numeric instances of new Minecraft tasks automatically. We benchmark numeric and propositional planning systems on these tasks, with results demonstrating that state-of-the-art planners are currently incapable of dealing with many of the challenges advanced by our new benchmark, such as scaling to instances with thousands of objects. Based on these results, we identify areas of improvement for future planners. Our framework is made available at https://github.com/IretonLiu/mine-pddl/.
17.9LGJul 31, 2025Code
Benchmarking Partial Observability in Reinforcement Learning with a Suite of Memory-Improvable DomainsRuo Yu Tao, Kaicheng Guo, Cameron Allen et al.
Mitigating partial observability is a necessary but challenging task for general reinforcement learning algorithms. To improve an algorithm's ability to mitigate partial observability, researchers need comprehensive benchmarks to gauge progress. Most algorithms tackling partial observability are only evaluated on benchmarks with simple forms of state aliasing, such as feature masking and Gaussian noise. Such benchmarks do not represent the many forms of partial observability seen in real domains, like visual occlusion or unknown opponent intent. We argue that a partially observable benchmark should have two key properties. The first is coverage in its forms of partial observability, to ensure an algorithm's generalizability. The second is a large gap between the performance of a agents with more or less state information, all other factors roughly equal. This gap implies that an environment is memory improvable: where performance gains in a domain are from an algorithm's ability to cope with partial observability as opposed to other factors. We introduce best-practice guidelines for empirically benchmarking reinforcement learning under partial observability, as well as the open-source library POBAX: Partially Observable Benchmarks in JAX. We characterize the types of partial observability present in various environments and select representative environments for our benchmark. These environments include localization and mapping, visual control, games, and more. Additionally, we show that these tasks are all memory improvable and require hard-to-learn memory functions, providing a concrete signal for partial observability research. This framework includes recommended hyperparameters as well as algorithm implementations for fast, out-of-the-box evaluation, as well as highly performant environments implemented in JAX for GPU-scalable experimentation.
17.4ROFeb 18, 2024
Verifiably Following Complex Robot Instructions with Foundation ModelsBenedict Quartey, Eric Rosen, Stefanie Tellex et al.
When instructing robots, users want to flexibly express constraints, refer to arbitrary landmarks, and verify robot behavior, while robots must disambiguate instructions into specifications and ground instruction referents in the real world. To address this problem, we propose Language Instruction grounding for Motion Planning (LIMP), an approach that enables robots to verifiably follow complex, open-ended instructions in real-world environments without prebuilt semantic maps. LIMP constructs a symbolic instruction representation that reveals the robot's alignment with an instructor's intended motives and affords the synthesis of correct-by-construction robot behaviors. We conduct a large-scale evaluation of LIMP on 150 instructions across five real-world environments, demonstrating its versatility and ease of deployment in diverse, unstructured domains. LIMP performs comparably to state-of-the-art baselines on standard open-vocabulary tasks and additionally achieves a 79\% success rate on complex spatiotemporal instructions, significantly outperforming baselines that only reach 38\%. See supplementary materials and demo videos at https://robotlimp.github.io
15.0LGFeb 26, 2024
Language-guided Skill Learning with Temporal Variational InferenceHaotian Fu, Pratyusha Sharma, Elias Stengel-Eskin et al. · microsoft-research
We present an algorithm for skill discovery from expert demonstrations. The algorithm first utilizes Large Language Models (LLMs) to propose an initial segmentation of the trajectories. Following that, a hierarchical variational inference framework incorporates the LLM-generated segmentation information to discover reusable skills by merging trajectory segments. To further control the trade-off between compression and reusability, we introduce a novel auxiliary objective based on the Minimum Description Length principle that helps guide this skill discovery process. Our results demonstrate that agents equipped with our method are able to discover skills that help accelerate learning and outperform baseline skill learning approaches on new long-horizon tasks in BabyAI, a grid world navigation environment, as well as ALFRED, a household simulation environment.
Model-based Reinforcement Learning for Parameterized Action SpacesRenhao Zhang, Haotian Fu, Yilin Miao et al.
We propose a novel model-based reinforcement learning algorithm -- Dynamics Learning and predictive control with Parameterized Actions (DLPA) -- for Parameterized Action Markov Decision Processes (PAMDPs). The agent learns a parameterized-action-conditioned dynamics model and plans with a modified Model Predictive Path Integral control. We theoretically quantify the difference between the generated trajectory and the optimal trajectory during planning in terms of the value they achieved through the lens of Lipschitz Continuity. Our empirical results on several standard benchmarks show that our algorithm achieves superior sample efficiency and asymptotic performance than state-of-the-art PAMDP methods.
20.2AIJun 16, 2025
Discovering Temporal Structure: An Overview of Hierarchical Reinforcement LearningMartin Klissarov, Akhil Bagaria, Ziyan Luo et al.
Developing agents capable of exploring, planning and learning in complex open-ended environments is a grand challenge in artificial intelligence (AI). Hierarchical reinforcement learning (HRL) offers a promising solution to this challenge by discovering and exploiting the temporal structure within a stream of experience. The strong appeal of the HRL framework has led to a rich and diverse body of literature attempting to discover a useful structure. However, it is still not clear how one might define what constitutes good structure in the first place, or the kind of problems in which identifying it may be helpful. This work aims to identify the benefits of HRL from the perspective of the fundamental challenges in decision-making, as well as highlight its impact on the performance trade-offs of AI agents. Through these benefits, we then cover the families of methods that discover temporal structure in HRL, ranging from learning directly from online experience to offline datasets, to leveraging large language models (LLMs). Finally, we highlight the challenges of temporal structure discovery and the domains that are particularly well-suited for such endeavours.
5.7ROApr 24, 2025
Beyond Task and Motion Planning: Hierarchical Robot Planning with General-Purpose PoliciesBenned Hedegaard, Ziyi Yang, Yichen Wei et al.
Task and motion planning is a well-established approach for solving long-horizon robot planning problems. However, traditional methods assume that each task-level robot action, or skill, can be reduced to kinematic motion planning. In this work, we address the challenge of planning with both kinematic skills and closed-loop motor controllers that go beyond kinematic considerations. We propose a novel method that integrates these controllers into motion planning using Composable Interaction Primitives (CIPs), enabling the use of diverse, non-composable pre-learned skills in hierarchical robot planning. Toward validating our Task and Skill Planning (TASP) approach, we describe ongoing robot experiments in real-world scenarios designed to demonstrate how CIPs can allow a mobile manipulator robot to effectively combine motion planning with general-purpose skills to accomplish complex tasks.
5.7ROOct 18, 2024
Skill Generalization with VerbsRachel Ma, Lyndon Lam, Benjamin A. Spiegel et al.
It is imperative that robots can understand natural language commands issued by humans. Such commands typically contain verbs that signify what action should be performed on a given object and that are applicable to many objects. We propose a method for generalizing manipulation skills to novel objects using verbs. Our method learns a probabilistic classifier that determines whether a given object trajectory can be described by a specific verb. We show that this classifier accurately generalizes to novel object categories with an average accuracy of 76.69% across 13 object categories and 14 verbs. We then perform policy search over the object kinematics to find an object trajectory that maximizes classifier prediction for a given verb. Our method allows a robot to generate a trajectory for a novel object based on a verb, which can then be used as input to a motion planner. We show that our model can generate trajectories that are usable for executing five verb commands applied to novel instances of two different object categories on a real robot.
11.0ROFeb 24, 2025
V-HOP: Visuo-Haptic 6D Object Pose TrackingHongyu Li, Mingxi Jia, Tuluhan Akbulut et al.
Humans naturally integrate vision and haptics for robust object perception during manipulation. The loss of either modality significantly degrades performance. Inspired by this multisensory integration, prior object pose estimation research has attempted to combine visual and haptic/tactile feedback. Although these works demonstrate improvements in controlled environments or synthetic datasets, they often underperform vision-only approaches in real-world settings due to poor generalization across diverse grippers, sensor layouts, or sim-to-real environments. Furthermore, they typically estimate the object pose for each frame independently, resulting in less coherent tracking over sequences in real-world deployments. To address these limitations, we introduce a novel unified haptic representation that effectively handles multiple gripper embodiments. Building on this representation, we introduce a new visuo-haptic transformer-based object pose tracker that seamlessly integrates visual and haptic input. We validate our framework in our dataset and the Feelsight dataset, demonstrating significant performance improvement on challenging sequences. Notably, our method achieves superior generalization and robustness across novel embodiments, objects, and sensor types (both taxel-based and vision-based tactile sensors). In real-world experiments, we demonstrate that our approach outperforms state-of-the-art visual trackers by a large margin. We further show that we can achieve precise manipulation tasks by incorporating our real-time object tracking result into motion plans, underscoring the advantages of visuo-haptic perception. Project website: https://ivl.cs.brown.edu/research/v-hop
7.1LGOct 2, 2025
From Pixels to Factors: Learning Independently Controllable State Variables for Reinforcement LearningRafael Rodriguez-Sanchez, Cameron Allen, George Konidaris
Algorithms that exploit factored Markov decision processes are far more sample-efficient than factor-agnostic methods, yet they assume a factored representation is known a priori -- a requirement that breaks down when the agent sees only high-dimensional observations. Conversely, deep reinforcement learning handles such inputs but cannot benefit from factored structure. We address this representation problem with Action-Controllable Factorization (ACF), a contrastive learning approach that uncovers independently controllable latent variables -- state components each action can influence separately. ACF leverages sparsity: actions typically affect only a subset of variables, while the rest evolve under the environment's dynamics, yielding informative data for contrastive training. ACF recovers the ground truth controllable factors directly from pixel observations on three benchmarks with known factored structure -- Taxi, FourRooms, and MiniGrid-DoorKey -- consistently outperforming baseline disentanglement algorithms.
13.0LGMar 6, 2025
Knowledge Retention for Continual Model-Based Reinforcement LearningYixiang Sun, Haotian Fu, Michael Littman et al.
We propose DRAGO, a novel approach for continual model-based reinforcement learning aimed at improving the incremental development of world models across a sequence of tasks that differ in their reward functions but not the state space or dynamics. DRAGO comprises two key components: Synthetic Experience Rehearsal, which leverages generative models to create synthetic experiences from past tasks, allowing the agent to reinforce previously learned dynamics without storing data, and Regaining Memories Through Exploration, which introduces an intrinsic reward mechanism to guide the agent toward revisiting relevant states from prior tasks. Together, these components enable the agent to maintain a comprehensive and continually developing world model, facilitating more effective learning and adaptation across diverse environments. Empirical evaluations demonstrate that DRAGO is able to preserve knowledge across tasks, achieving superior performance in various continual learning scenarios.
4.9CLFeb 3, 2025
Visual Theory of Mind Enables the Invention of Proto-WritingBenjamin A. Spiegel, Lucas Gelfond, George Konidaris
Symbolic writing systems are graphical semiotic codes that are ubiquitous in modern society but are otherwise absent in the animal kingdom. Anthropological evidence suggests that the earliest forms of some writing systems originally consisted of iconic pictographs, which signify their referent via visual resemblance. While previous studies have examined the emergence and, separately, the evolution of pictographic systems through a computational lens, most employ non-naturalistic methodologies that make it difficult to draw clear analogies to human and animal cognition. We develop a multi-agent reinforcement learning testbed for emergent communication called a Signification Game, and formulate a model of inferential communication that enables agents to leverage visual theory of mind to communicate actions using pictographs. Our model, which is situated within a broader formalism for animal communication, sheds light on the cognitive and cultural processes underlying the emergence of proto-writing.
4.2AIOct 15, 2024
Latent-Predictive Empowerment: Measuring Empowerment without a SimulatorAndrew Levy, Alessandro Allievi, George Konidaris
Empowerment has the potential to help agents learn large skillsets, but is not yet a scalable solution for training general-purpose agents. Recent empowerment methods learn diverse skillsets by maximizing the mutual information between skills and states; however, these approaches require a model of the transition dynamics, which can be challenging to learn in realistic settings with high-dimensional and stochastic observations. We present Latent-Predictive Empowerment (LPE), an algorithm that can compute empowerment in a more practical manner. LPE learns large skillsets by maximizing an objective that is a principled replacement for the mutual information between skills and states and that only requires a simpler latent-predictive model rather than a full simulator of the environment. We show empirically in a variety of settings--including ones with high-dimensional observations and highly stochastic transition dynamics--that our empowerment objective (i) learns similar-sized skillsets as the leading empowerment algorithm that assumes access to a model of the transition dynamics and (ii) outperforms other model-based approaches to empowerment.
9.2LGJun 22, 2024
Learning Abstract World Model for Value-preserving Planning with OptionsRafael Rodriguez-Sanchez, George Konidaris
General-purpose agents require fine-grained controls and rich sensory inputs to perform a wide range of tasks. However, this complexity often leads to intractable decision-making. Traditionally, agents are provided with task-specific action and observation spaces to mitigate this challenge, but this reduces autonomy. Instead, agents must be capable of building state-action spaces at the correct abstraction level from their sensorimotor experiences. We leverage the structure of a given set of temporally-extended actions to learn abstract Markov decision processes (MDPs) that operate at a higher level of temporal and state granularity. We characterize state abstractions necessary to ensure that planning with these skills, by simulating trajectories in the abstract MDP, results in policies with bounded value loss in the original MDP. We evaluate our approach in goal-based navigation environments that require continuous abstract states to plan successfully and show that abstract model learning improves the sample efficiency of planning and learning.
18.6RONov 17, 2021
IKFlow: Generating Diverse Inverse Kinematics SolutionsBarrett Ames, Jeremy Morgan, George Konidaris
Inverse kinematics - finding joint poses that reach a given Cartesian-space end-effector pose - is a common operation in robotics, since goals and waypoints are typically defined in Cartesian space, but robots must be controlled in joint space. However, existing inverse kinematics solvers return a single solution pose, where systems with more than 6 degrees of freedom support infinitely many such solutions, which can be useful in the presence of constraints, pose preferences, or obstacles. We introduce a method that uses a deep neural network to learn to generate a diverse set of samples from the solution space of such kinematic chains. The resulting samples can be generated quickly (2000 solutions in under 10ms) and accurately (to within 10 millimeters and 2 degrees of an exact solution) and can be rapidly refined by classical methods if necessary.
2.4AIOct 23, 2021
Guided Policy Search for Parameterized Skills using AdverbsBenjamin A. Spiegel, George Konidaris
We present a method for using adverb phrases to adjust skill parameters via learned adverb-skill groundings. These groundings allow an agent to use adverb feedback provided by a human to directly update a skill policy, in a manner similar to traditional local policy search methods. We show that our method can be used as a drop-in replacement for these policy search methods when dense reward from the environment is not available but human language feedback is. We demonstrate improved sample efficiency over modern policy search methods in two experiments.
3.1LGOct 23, 2021
Coarse-Grained Smoothness for RL in Metric SpacesOmer Gottesman, Kavosh Asadi, Cameron Allen et al.
Principled decision-making in continuous state--action spaces is impossible without some assumptions. A common approach is to assume Lipschitz continuity of the Q-function. We show that, unfortunately, this property fails to hold in many typical domains. We propose a new coarse-grained smoothness definition that generalizes the notion of Lipschitz continuity, is more widely applicable, and allows us to compute significantly tighter bounds on Q-functions, leading to improved learning. We provide a theoretical analysis of our new smoothness definition, and discuss its implications and impact on control and exploration in continuous domains.
Towards Optimal Correlational Object SearchKaiyu Zheng, Rohan Chitnis, Yoonchang Sung et al.
In realistic applications of object search, robots will need to locate target objects in complex environments while coping with unreliable sensors, especially for small or hard-to-detect objects. In such settings, correlational information can be valuable for planning efficiently. Previous approaches that consider correlational information typically resort to ad-hoc, greedy search strategies. We introduce the Correlational Object Search POMDP (COS-POMDP), which models correlations while preserving optimal solutions with a reduced state space. We propose a hierarchical planning algorithm to scale up COS-POMDPs for practical domains. Our evaluation, conducted with the AI2-THOR household simulator and the YOLOv5 object detector, shows that our method finds objects more successfully and efficiently compared to baselines,particularly for hard-to-detect objects such as srub brush and remote control.
8.7CVOct 15, 2021
Learning to Infer Kinematic Hierarchies for Novel Object InstancesHameed Abdul-Rashid, Miles Freeman, Ben Abbatematteo et al.
Manipulating an articulated object requires perceiving itskinematic hierarchy: its parts, how each can move, and howthose motions are coupled. Previous work has explored per-ception for kinematics, but none infers a complete kinematichierarchy on never-before-seen object instances, without relyingon a schema or template. We present a novel perception systemthat achieves this goal. Our system infers the moving parts ofan object and the kinematic couplings that relate them. Toinfer parts, it uses a point cloud instance segmentation neuralnetwork and to infer kinematic hierarchies, it uses a graphneural network to predict the existence, direction, and typeof edges (i.e. joints) that relate the inferred parts. We trainthese networks using simulated scans of synthetic 3D models.We evaluate our system on simulated scans of 3D objects, andwe demonstrate a proof-of-concept use of our system to drivereal-world robotic manipulation.
1.4CLOct 11, 2021
Generalizing to New Domains by Mapping Natural Language to Lifted LTLEric Hsiung, Hiloni Mehta, Junchi Chu et al.
Recent work on using natural language to specify commands to robots has grounded that language to LTL. However, mapping natural language task specifications to LTL task specifications using language models require probability distributions over finite vocabulary. Existing state-of-the-art methods have extended this finite vocabulary to include unseen terms from the input sequence to improve output generalization. However, novel out-of-vocabulary atomic propositions cannot be generated using these methods. To overcome this, we introduce an intermediate contextual query representation which can be learned from single positive task specification examples, associating a contextual query with an LTL template. We demonstrate that this intermediate representation allows for generalization over unseen object references, assuming accurate groundings are available. We compare our method of mapping natural language task specifications to intermediate contextual queries against state-of-the-art CopyNet models capable of translating natural language to LTL, by evaluating whether correct LTL for manipulation and navigation task specifications can be output, and show that our method outperforms the CopyNet model on unseen object references. We demonstrate that the grounded LTL our method outputs can be used for planning in a simulated OO-MDP environment. Finally, we discuss some common failure modes encountered when translating natural language task specifications to grounded LTL.
7.3ROSep 24, 2021
RMPs for Safe Impedance Control in Contact-Rich ManipulationSeiji Shaw, Ben Abbatematteo, George Konidaris
Variable impedance control in operation-space is a promising approach to learning contact-rich manipulation behaviors. One of the main challenges with this approach is producing a manipulation behavior that ensures the safety of the arm and the environment. Such behavior is typically implemented via a reward function that penalizes unsafe actions (e.g. obstacle collision, joint limit extension), but that approach is not always effective and does not result in behaviors that can be reused in slightly different environments. We show how to combine Riemannian Motion Policies, a class of policies that dynamically generate motion in the presence of safety and collision constraints, with variable impedance operation-space control to learn safer contact-rich manipulation behaviors.
6.1AIAug 12, 2021
HAC Explore: Accelerating Exploration with Hierarchical Reinforcement LearningWillie McClinton, Andrew Levy, George Konidaris
Sparse rewards and long time horizons remain challenging for reinforcement learning algorithms. Exploration bonuses can help in sparse reward settings by encouraging agents to explore the state space, while hierarchical approaches can assist with long-horizon tasks by decomposing lengthy tasks into shorter subtasks. We propose HAC Explore (HACx), a new method that combines these approaches by integrating the exploration bonus method Random Network Distillation (RND) into the hierarchical approach Hierarchical Actor-Critic (HAC). HACx outperforms either component method on its own, as well as an existing approach to combining hierarchy and exploration, in a set of difficult simulated robotics tasks. HACx is the first RL method to solve a sparse reward, continuous-control task that requires over 1,000 actions.
5.3ROJul 28, 2021
Value-Based Reinforcement Learning for Continuous Control Robotic Manipulation in Multi-Task Sparse Reward SettingsSreehari Rammohan, Shangqun Yu, Bowen He et al.
Learning continuous control in high-dimensional sparse reward settings, such as robotic manipulation, is a challenging problem due to the number of samples often required to obtain accurate optimal value and policy estimates. While many deep reinforcement learning methods have aimed at improving sample efficiency through replay or improved exploration techniques, state of the art actor-critic and policy gradient methods still suffer from the hard exploration problem in sparse reward settings. Motivated by recent successes of value-based methods for approximating state-action values, like RBF-DQN, we explore the potential of value-based reinforcement learning for learning continuous robotic manipulation tasks in multi-task sparse reward settings. On robotic manipulation tasks, we empirically show RBF-DQN converges faster than current state of the art algorithms such as TD3, SAC, and PPO. We also perform ablation studies with RBF-DQN and have shown that some enhancement techniques for vanilla Deep Q learning such as Hindsight Experience Replay (HER) and Prioritized Experience Replay (PER) can also be applied to RBF-DQN. Our experimental analysis suggests that value-based approaches may be more sensitive to data augmentation and replay buffer sample techniques than policy-gradient methods, and that the benefits of these methods for robot manipulation are heavily dependent on the transition dynamics of generated subgoal states.
Learning Markov State Abstractions for Deep Reinforcement LearningCameron Allen, Neev Parikh, Omer Gottesman et al.
A fundamental assumption of reinforcement learning in Markov decision processes (MDPs) is that the relevant decision process is, in fact, Markov. However, when MDPs have rich observations, agents typically learn by way of an abstract state representation, and such representations are not guaranteed to preserve the Markov property. We introduce a novel set of conditions and prove that they are sufficient for learning a Markov abstract state representation. We then describe a practical training procedure that combines inverse model estimation and temporal contrastive learning to learn an abstraction that approximately satisfies these conditions. Our novel training objective is compatible with both online and offline training: it does not require a reward signal, but agents can capitalize on reward information when available. We empirically evaluate our approach on a visual gridworld domain and a set of continuous control benchmarks. Our approach learns representations that capture the underlying structure of the domain and lead to improved sample efficiency over state-of-the-art deep reinforcement learning with visual features -- often matching or exceeding the performance achieved with hand-designed compact state information.
8.9ROJun 7, 2021
Learning to Detect Multi-Modal Grasps for Dexterous Grasping in Dense ClutterMatt Corsaro, Stefanie Tellex, George Konidaris
We propose an approach to multi-modal grasp detection that jointly predicts the probabilities that several types of grasps succeed at a given grasp pose. Given a partial point cloud of a scene, the algorithm proposes a set of feasible grasp candidates, then estimates the probabilities that a grasp of each type would succeed at each candidate pose. Predicting grasp success probabilities directly from point clouds makes our approach agnostic to the number and placement of depth sensors at execution time. We evaluate our system both in simulation and on a real robot with a Robotiq 3-Finger Adaptive Gripper and compare our network against several baselines that perform fewer types of grasps. Our experiments show that a system that explicitly models grasp type achieves an object retrieval rate 8.5% higher in a complex cluttered environment than our highest-performing baseline.
7.3ROJan 12, 2021
Bootstrapping Motor Skill Learning with Motion PlanningBen Abbatematteo, Eric Rosen, Stefanie Tellex et al.
Learning a robot motor skill from scratch is impractically slow; so much so that in practice, learning must be bootstrapped using a good skill policy obtained from human demonstration. However, relying on human demonstration necessarily degrades the autonomy of robots that must learn a wide variety of skills over their operational lifetimes. We propose using kinematic motion planning as a completely autonomous, sample efficient way to bootstrap motor skill learning for object manipulation. We demonstrate the use of motion planners to bootstrap motor skills in two complex object manipulation scenarios with different policy representations: opening a drawer with a dynamic movement primitive representation, and closing a microwave door with a deep neural network policy. We also show how our method can bootstrap a motor skill for the challenging dynamic task of learning to hit a ball off a tee, where a kinematic plan based on treating the scene as static is insufficient to solve the task, but sufficient to bootstrap a more dynamic policy. In all three cases, our method is competitive with human-demonstrated initialization, and significantly outperforms starting with a random policy. This approach enables robots to to efficiently and autonomously learn motor policies for dynamic tasks without human demonstration.
2.3AIOct 17, 2020
Task Scoping: Generating Task-Specific Abstractions for Planning in Open-Scope ModelsMichael Fishman, Nishanth Kumar, Cameron Allen et al.
A general-purpose planning agent requires an open-scope world model: one rich enough to tackle any of the wide range of tasks it may be asked to solve over its operational lifetime. This stands in contrast with typical planning approaches, where the scope of a model is limited to a specific family of tasks that share significant structure. Unfortunately, planning to solve any specific task using an open-scope model is computationally intractable - even for state-of-the-art methods - due to the many states and actions that are necessarily present in the model but irrelevant to that problem. We propose task scoping: a method that exploits knowledge of the initial state, goal conditions, and transition system to automatically and efficiently remove provably irrelevant variables and actions from a planning problem. Our approach leverages causal link analysis and backwards reachability over state variables (rather than states) along with operator merging (when effects on relevant variables are identical). Using task scoping as a pre-planning step can shrink the search space by orders of magnitude and dramatically decrease planning time. We empirically demonstrate that these improvements occur across a variety of open-scope domains, including Minecraft, where our approach leads to a 75x reduction in search time with a state-of-the-art numeric planner, even after including the time required for task scoping itself.
11.1LGJun 4, 2020
Visual Transfer for Reinforcement Learning via Wasserstein Domain ConfusionJosh Roy, George Konidaris
We introduce Wasserstein Adversarial Proximal Policy Optimization (WAPPO), a novel algorithm for visual transfer in Reinforcement Learning that explicitly learns to align the distributions of extracted features between a source and target task. WAPPO approximates and minimizes the Wasserstein-1 distance between the distributions of features from source and target domains via a novel Wasserstein Confusion objective. WAPPO outperforms the prior state-of-the-art in visual transfer and successfully transfers policies across Visual Cartpole and two instantiations of 16 OpenAI Procgen environments.
12.2ROMay 6, 2020
Multi-Resolution POMDP Planning for Multi-Object Search in 3DKaiyu Zheng, Yoonchang Sung, George Konidaris et al.
Robots operating in households must find objects on shelves, under tables, and in cupboards. In such environments, it is crucial to search efficiently at 3D scale while coping with limited field of view and the complexity of searching for multiple objects. Principled approaches to object search frequently use Partially Observable Markov Decision Process (POMDP) as the underlying framework for computing search strategies, but constrain the search space in 2D. In this paper, we present a POMDP formulation for multi-object search in a 3D region with a frustum-shaped field-of-view. To efficiently solve this POMDP, we propose a multi-resolution planning algorithm based on online Monte-Carlo tree search. In this approach, we design a novel octree-based belief representation to capture uncertainty of the target objects at different resolution levels, then derive abstract POMDPs at lower resolutions with dramatically smaller state and observation spaces. Evaluation in a simulated 3D domain shows that our approach finds objects more efficiently and successfully compared to a set of baselines without resolution hierarchy in larger instances under the same computational requirement. We demonstrate our approach on a mobile robot to find objects placed at different heights in two 10m$^2 \times 2$m regions by moving its base and actuating its torso.
Efficient Black-Box Planning Using Macro-Actions with Focused EffectsCameron Allen, Michael Katz, Tim Klinger et al.
The difficulty of deterministic planning increases exponentially with search-tree depth. Black-box planning presents an even greater challenge, since planners must operate without an explicit model of the domain. Heuristics can make search more efficient, but goal-aware heuristics for black-box planning usually rely on goal counting, which is often quite uninformative. In this work, we show how to overcome this limitation by discovering macro-actions that make the goal-count heuristic more accurate. Our approach searches for macro-actions with focused effects (i.e. macros that modify only a small number of state variables), which align well with the assumptions made by the goal-count heuristic. Focused macros dramatically improve black-box planning efficiency across a wide range of planning domains, sometimes beating even state-of-the-art planners with access to a full domain model.