Yecheng Jason Ma

RO
h-index66
19papers
2,131citations
Novelty55%
AI Score46

19 Papers

CVMar 31, 2023Code
Where are we in the search for an Artificial Visual Cortex for Embodied Intelligence?

Arjun Majumdar, Karmesh Yadav, Sergio Arnaud et al. · meta-ai

We present the largest and most comprehensive empirical study of pre-trained visual representations (PVRs) or visual 'foundation models' for Embodied AI. First, we curate CortexBench, consisting of 17 different tasks spanning locomotion, navigation, dexterous, and mobile manipulation. Next, we systematically evaluate existing PVRs and find that none are universally dominant. To study the effect of pre-training data size and diversity, we combine over 4,000 hours of egocentric videos from 7 different sources (over 4.3M images) and ImageNet to train different-sized vision transformers using Masked Auto-Encoding (MAE) on slices of this data. Contrary to inferences from prior work, we find that scaling dataset size and diversity does not improve performance universally (but does so on average). Our largest model, named VC-1, outperforms all prior PVRs on average but does not universally dominate either. Next, we show that task- or domain-specific adaptation of VC-1 leads to substantial gains, with VC-1 (adapted) achieving competitive or superior performance than the best known results on all of the benchmarks in CortexBench. Finally, we present real-world hardware experiments, in which VC-1 and VC-1 (adapted) outperform the strongest pre-existing PVR. Overall, this paper presents no new techniques but a rigorous systematic evaluation, a broad set of findings about PVRs (that in some cases, refute those made in narrow domains in prior work), and open-sourced code and models (that required over 10,000 GPU-hours to train) for the benefit of the research community.

ROOct 19, 2023Code
Eureka: Human-Level Reward Design via Coding Large Language Models

Yecheng Jason Ma, William Liang, Guanzhi Wang et al.

Large Language Models (LLMs) have excelled as high-level semantic planners for sequential decision-making tasks. However, harnessing them to learn complex low-level manipulation tasks, such as dexterous pen spinning, remains an open problem. We bridge this fundamental gap and present Eureka, a human-level reward design algorithm powered by LLMs. Eureka exploits the remarkable zero-shot generation, code-writing, and in-context improvement capabilities of state-of-the-art LLMs, such as GPT-4, to perform evolutionary optimization over reward code. The resulting rewards can then be used to acquire complex skills via reinforcement learning. Without any task-specific prompting or pre-defined reward templates, Eureka generates reward functions that outperform expert human-engineered rewards. In a diverse suite of 29 open-source RL environments that include 10 distinct robot morphologies, Eureka outperforms human experts on 83% of the tasks, leading to an average normalized improvement of 52%. The generality of Eureka also enables a new gradient-free in-context learning approach to reinforcement learning from human feedback (RLHF), readily incorporating human inputs to improve the quality and the safety of the generated rewards without model updating. Finally, using Eureka rewards in a curriculum learning setting, we demonstrate for the first time, a simulated Shadow Hand capable of performing pen spinning tricks, adeptly manipulating a pen in circles at rapid speed.

ROSep 30, 2022
VIP: Towards Universal Visual Reward and Representation via Value-Implicit Pre-Training

Yecheng Jason Ma, Shagun Sodhani, Dinesh Jayaraman et al.

Reward and representation learning are two long-standing challenges for learning an expanding set of robot manipulation skills from sensory observations. Given the inherent cost and scarcity of in-domain, task-specific robot data, learning from large, diverse, offline human videos has emerged as a promising path towards acquiring a generally useful visual representation for control; however, how these human videos can be used for general-purpose reward learning remains an open question. We introduce $\textbf{V}$alue-$\textbf{I}$mplicit $\textbf{P}$re-training (VIP), a self-supervised pre-trained visual representation capable of generating dense and smooth reward functions for unseen robotic tasks. VIP casts representation learning from human videos as an offline goal-conditioned reinforcement learning problem and derives a self-supervised dual goal-conditioned value-function objective that does not depend on actions, enabling pre-training on unlabeled human videos. Theoretically, VIP can be understood as a novel implicit time contrastive objective that generates a temporally smooth embedding, enabling the value function to be implicitly defined via the embedding distance, which can then be used to construct the reward for any goal-image specified downstream task. Trained on large-scale Ego4D human videos and without any fine-tuning on in-domain, task-specific data, VIP's frozen representation can provide dense visual reward for an extensive set of simulated and $\textbf{real-robot}$ tasks, enabling diverse reward-based visual control methods and significantly outperforming all prior pre-trained representations. Notably, VIP can enable simple, $\textbf{few-shot}$ offline RL on a suite of real-world robot tasks with as few as 20 trajectories.

ROOct 12, 2023
Universal Visual Decomposer: Long-Horizon Manipulation Made Easy

Zichen Zhang, Yunshuang Li, Osbert Bastani et al. · allen-ai

Real-world robotic tasks stretch over extended horizons and encompass multiple stages. Learning long-horizon manipulation tasks, however, is a long-standing challenge, and demands decomposing the overarching task into several manageable subtasks to facilitate policy learning and generalization to unseen tasks. Prior task decomposition methods require task-specific knowledge, are computationally intensive, and cannot readily be applied to new tasks. To address these shortcomings, we propose Universal Visual Decomposer (UVD), an off-the-shelf task decomposition method for visual long horizon manipulation using pre-trained visual representations designed for robotic control. At a high level, UVD discovers subgoals by detecting phase shifts in the embedding space of the pre-trained representation. Operating purely on visual demonstrations without auxiliary information, UVD can effectively extract visual subgoals embedded in the videos, while incurring zero additional training cost on top of standard visuomotor policy training. Goal-conditioned policies learned with UVD-discovered subgoals exhibit significantly improved compositional generalization at test time to unseen tasks. Furthermore, UVD-discovered subgoals can be used to construct goal-based reward shaping that jump-starts temporally extended exploration for reinforcement learning. We extensively evaluate UVD on both simulation and real-world tasks, and in all cases, UVD substantially outperforms baselines across imitation and reinforcement learning settings on in-domain and out-of-domain task sequences alike, validating the clear advantage of automated visual task decomposition within the simple, compact UVD framework.

ROJun 1, 2023
LIV: Language-Image Representations and Rewards for Robotic Control

Yecheng Jason Ma, William Liang, Vaidehi Som et al.

We present Language-Image Value learning (LIV), a unified objective for vision-language representation and reward learning from action-free videos with text annotations. Exploiting a novel connection between dual reinforcement learning and mutual information contrastive learning, the LIV objective trains a multi-modal representation that implicitly encodes a universal value function for tasks specified as language or image goals. We use LIV to pre-train the first control-centric vision-language representation from large human video datasets such as EpicKitchen. Given only a language or image goal, the pre-trained LIV model can assign dense rewards to each frame in videos of unseen robots or humans attempting that task in unseen environments. Further, when some target domain-specific data is available, the same objective can be used to fine-tune and improve LIV and even other pre-trained representations for robotic control and reward specification in that domain. In our experiments on several simulated and real-world robot environments, LIV models consistently outperform the best prior input state representations for imitation learning, as well as reward specification methods for policy synthesis. Our results validate the advantages of joint vision-language representation and reward learning within the unified, compact LIV framework.

LGJun 7, 2022
How Far I'll Go: Offline Goal-Conditioned Reinforcement Learning via $f$-Advantage Regression

Yecheng Jason Ma, Jason Yan, Dinesh Jayaraman et al.

Offline goal-conditioned reinforcement learning (GCRL) promises general-purpose skill learning in the form of reaching diverse goals from purely offline datasets. We propose $\textbf{Go}$al-conditioned $f$-$\textbf{A}$dvantage $\textbf{R}$egression (GoFAR), a novel regression-based offline GCRL algorithm derived from a state-occupancy matching perspective; the key intuition is that the goal-reaching task can be formulated as a state-occupancy matching problem between a dynamics-abiding imitator agent and an expert agent that directly teleports to the goal. In contrast to prior approaches, GoFAR does not require any hindsight relabeling and enjoys uninterleaved optimization for its value and policy networks. These distinct features confer GoFAR with much better offline performance and stability as well as statistical performance guarantee that is unattainable for prior methods. Furthermore, we demonstrate that GoFAR's training objectives can be re-purposed to learn an agent-independent goal-conditioned planner from purely offline source-domain data, which enables zero-shot transfer to new target domains. Through extensive experiments, we validate GoFAR's effectiveness in various problem settings and tasks, significantly outperforming prior state-of-art. Notably, on a real robotic dexterous manipulation task, while no other method makes meaningful progress, GoFAR acquires complex manipulation behavior that successfully accomplishes diverse goals.

ROMar 3
Tether: Autonomous Functional Play with Correspondence-Driven Trajectory Warping

William Liang, Sam Wang, Hung-Ju Wang et al.

The ability to conduct and learn from interaction and experience is a central challenge in robotics, offering a scalable alternative to labor-intensive human demonstrations. However, realizing such "play" requires (1) a policy robust to diverse, potentially out-of-distribution environment states, and (2) a procedure that continuously produces useful robot experience. To address these challenges, we introduce Tether, a method for autonomous functional play involving structured, task-directed interactions. First, we design a novel open-loop policy that warps actions from a small set of source demonstrations (<=10) by anchoring them to semantic keypoint correspondences in the target scene. We show that this design is extremely data-efficient and robust even under significant spatial and semantic variations. Second, we deploy this policy for autonomous functional play in the real world via a continuous cycle of task selection, execution, evaluation, and improvement, guided by the visual understanding capabilities of vision-language models. This procedure generates diverse, high-quality datasets with minimal human intervention. In a household-like multi-object setup, our method is the first to perform many hours of autonomous multi-task play in the real world starting from only a handful of demonstrations. This produces a stream of data that consistently improves the performance of closed-loop imitation policies over time, ultimately yielding over 1000 expert-level trajectories and training policies competitive with those learned from human-collected demonstrations.

LGDec 14, 2021Code
Conservative and Adaptive Penalty for Model-Based Safe Reinforcement Learning

Yecheng Jason Ma, Andrew Shen, Osbert Bastani et al.

Reinforcement Learning (RL) agents in the real world must satisfy safety constraints in addition to maximizing a reward objective. Model-based RL algorithms hold promise for reducing unsafe real-world actions: they may synthesize policies that obey all constraints using simulated samples from a learned model. However, imperfect models can result in real-world constraint violations even for actions that are predicted to satisfy all constraints. We propose Conservative and Adaptive Penalty (CAP), a model-based safe RL framework that accounts for potential modeling errors by capturing model uncertainty and adaptively exploiting it to balance the reward and the cost objectives. First, CAP inflates predicted costs using an uncertainty-based penalty. Theoretically, we show that policies that satisfy this conservative cost constraint are guaranteed to also be feasible in the true environment. We further show that this guarantees the safety of all intermediate solutions during RL training. Further, CAP adaptively tunes this penalty during training using true cost feedback from the environment. We evaluate this conservative and adaptive penalty-based approach for model-based safe RL extensively on state and image-based environments. Our results demonstrate substantial gains in sample-efficiency while incurring fewer violations than prior safe RL algorithms. Code is available at: https://github.com/Redrew/CAP

CVNov 30, 2020Code
Likelihood-Based Diverse Sampling for Trajectory Forecasting

Yecheng Jason Ma, Jeevana Priya Inala, Dinesh Jayaraman et al.

Forecasting complex vehicle and pedestrian multi-modal distributions requires powerful probabilistic approaches. Normalizing flows (NF) have recently emerged as an attractive tool to model such distributions. However, a key drawback is that independent samples drawn from a flow model often do not adequately capture all the modes in the underlying distribution. We propose Likelihood-Based Diverse Sampling (LDS), a method for improving the quality and the diversity of trajectory samples from a pre-trained flow model. Rather than producing individual samples, LDS produces a set of trajectories in one shot. Given a pre-trained forecasting flow model, we train LDS using gradients from the model, to optimize an objective function that rewards high likelihood for individual trajectories in the predicted set, together with high spatial separation among trajectories. LDS outperforms state-of-art post-hoc neural diverse forecasting methods for various pre-trained flow models as well as conditional variational autoencoder (CVAE) models. Crucially, it can also be used for transductive trajectory forecasting, where the diverse forecasts are trained on-the-fly on unlabeled test examples. LDS is easy to implement, and we show that it offers a simple plug-in improvement over baselines on two challenging benchmarks. Code is at: https://github.com/JasonMa2016/LDS

RONov 7, 2024
Vision Language Models are In-Context Value Learners

Yecheng Jason Ma, Joey Hejna, Ayzaan Wahid et al.

Predicting temporal progress from visual trajectories is important for intelligent robots that can learn, adapt, and improve. However, learning such progress estimator, or temporal value function, across different tasks and domains requires both a large amount of diverse data and methods which can scale and generalize. To address these challenges, we present Generative Value Learning (\GVL), a universal value function estimator that leverages the world knowledge embedded in vision-language models (VLMs) to predict task progress. Naively asking a VLM to predict values for a video sequence performs poorly due to the strong temporal correlation between successive frames. Instead, GVL poses value estimation as a temporal ordering problem over shuffled video frames; this seemingly more challenging task encourages VLMs to more fully exploit their underlying semantic and temporal grounding capabilities to differentiate frames based on their perceived task progress, consequently producing significantly better value predictions. Without any robot or task specific training, GVL can in-context zero-shot and few-shot predict effective values for more than 300 distinct real-world tasks across diverse robot platforms, including challenging bimanual manipulation tasks. Furthermore, we demonstrate that GVL permits flexible multi-modal in-context learning via examples from heterogeneous tasks and embodiments, such as human videos. The generality of GVL enables various downstream applications pertinent to visuomotor policy learning, including dataset filtering, success detection, and advantage-weighted regression -- all without any model training or finetuning.

ROApr 20, 2024
Composing Pre-Trained Object-Centric Representations for Robotics From "What" and "Where" Foundation Models

Junyao Shi, Jianing Qian, Yecheng Jason Ma et al.

There have recently been large advances both in pre-training visual representations for robotic control and segmenting unknown category objects in general images. To leverage these for improved robot learning, we propose $\textbf{POCR}$, a new framework for building pre-trained object-centric representations for robotic control. Building on theories of "what-where" representations in psychology and computer vision, we use segmentations from a pre-trained model to stably locate across timesteps, various entities in the scene, capturing "where" information. To each such segmented entity, we apply other pre-trained models that build vector descriptions suitable for robotic control tasks, thus capturing "what" the entity is. Thus, our pre-trained object-centric representations for control are constructed by appropriately combining the outputs of off-the-shelf pre-trained models, with no new training. On various simulated and real robotic tasks, we show that imitation policies for robotic manipulators trained on POCR achieve better performance and systematic generalization than state of the art pre-trained representations for robotics, as well as prior object-centric representations that are typically trained from scratch.

RONov 4, 2024
Eurekaverse: Environment Curriculum Generation via Large Language Models

William Liang, Sam Wang, Hung-Ju Wang et al.

Recent work has demonstrated that a promising strategy for teaching robots a wide range of complex skills is by training them on a curriculum of progressively more challenging environments. However, developing an effective curriculum of environment distributions currently requires significant expertise, which must be repeated for every new domain. Our key insight is that environments are often naturally represented as code. Thus, we probe whether effective environment curriculum design can be achieved and automated via code generation by large language models (LLM). In this paper, we introduce Eurekaverse, an unsupervised environment design algorithm that uses LLMs to sample progressively more challenging, diverse, and learnable environments for skill training. We validate Eurekaverse's effectiveness in the domain of quadrupedal parkour learning, in which a quadruped robot must traverse through a variety of obstacle courses. The automatic curriculum designed by Eurekaverse enables gradual learning of complex parkour skills in simulation and can successfully transfer to the real-world, outperforming manual training courses designed by humans.

ROOct 25, 2024
On-Robot Reinforcement Learning with Goal-Contrastive Rewards

Ondrej Biza, Thomas Weng, Lingfeng Sun et al.

Reinforcement Learning (RL) has the potential to enable robots to learn from their own actions in the real world. Unfortunately, RL can be prohibitively expensive, in terms of on-robot runtime, due to inefficient exploration when learning from a sparse reward signal. Designing dense reward functions is labour-intensive and requires domain expertise. In our work, we propose GCR (Goal-Contrastive Rewards), a dense reward function learning method that can be trained on passive video demonstrations. By using videos without actions, our method is easier to scale, as we can use arbitrary videos. GCR combines two loss functions, an implicit value loss function that models how the reward increases when traversing a successful trajectory, and a goal-contrastive loss that discriminates between successful and failed trajectories. We perform experiments in simulated manipulation environments across RoboMimic and MimicGen tasks, as well as in the real world using a Franka arm and a Spot quadruped. We find that GCR leads to a more-sample efficient RL, enabling model-free RL to solve about twice as many tasks as our baseline reward learning methods. We also demonstrate positive cross-embodiment transfer from videos of people and of other robots performing a task. Website: https://gcr-robot.github.io/.

ROJun 4, 2024
DrEureka: Language Model Guided Sim-To-Real Transfer

Yecheng Jason Ma, William Liang, Hung-Ju Wang et al.

Transferring policies learned in simulation to the real world is a promising strategy for acquiring robot skills at scale. However, sim-to-real approaches typically rely on manual design and tuning of the task reward function as well as the simulation physics parameters, rendering the process slow and human-labor intensive. In this paper, we investigate using Large Language Models (LLMs) to automate and accelerate sim-to-real design. Our LLM-guided sim-to-real approach, DrEureka, requires only the physics simulation for the target task and automatically constructs suitable reward functions and domain randomization distributions to support real-world transfer. We first demonstrate that our approach can discover sim-to-real configurations that are competitive with existing human-designed ones on quadruped locomotion and dexterous manipulation tasks. Then, we showcase that our approach is capable of solving novel robot tasks, such as quadruped balancing and walking atop a yoga ball, without iterative manual design.

LGMay 22, 2023
TOM: Learning Policy-Aware Models for Model-Based Reinforcement Learning via Transition Occupancy Matching

Yecheng Jason Ma, Kausik Sivakumar, Jason Yan et al.

Standard model-based reinforcement learning (MBRL) approaches fit a transition model of the environment to all past experience, but this wastes model capacity on data that is irrelevant for policy improvement. We instead propose a new "transition occupancy matching" (TOM) objective for MBRL model learning: a model is good to the extent that the current policy experiences the same distribution of transitions inside the model as in the real environment. We derive TOM directly from a novel lower bound on the standard reinforcement learning objective. To optimize TOM, we show how to reduce it to a form of importance weighted maximum-likelihood estimation, where the automatically computed importance weights identify policy-relevant past experiences from a replay buffer, enabling stable optimization. TOM thus offers a plug-and-play model learning sub-routine that is compatible with any backbone MBRL algorithm. On various Mujoco continuous robotic control tasks, we show that TOM successfully focuses model learning on policy-relevant experience and drives policies faster to higher task rewards than alternative model learning approaches.

LGFeb 4, 2022
Versatile Offline Imitation from Observations and Examples via Regularized State-Occupancy Matching

Yecheng Jason Ma, Andrew Shen, Dinesh Jayaraman et al.

We propose State Matching Offline DIstribution Correction Estimation (SMODICE), a novel and versatile regression-based offline imitation learning (IL) algorithm derived via state-occupancy matching. We show that the SMODICE objective admits a simple optimization procedure through an application of Fenchel duality and an analytic solution in tabular MDPs. Without requiring access to expert actions, SMODICE can be effectively applied to three offline IL settings: (i) imitation from observations (IfO), (ii) IfO with dynamics or morphologically mismatched expert, and (iii) example-based reinforcement learning, which we show can be formulated as a state-occupancy matching problem. We extensively evaluate SMODICE on both gridworld environments as well as on high-dimensional offline benchmarks. Our results demonstrate that SMODICE is effective for all three problem settings and significantly outperforms prior state-of-art.

ROOct 11, 2021
Safe Human-Interactive Control via Shielding

Jeevana Priya Inala, Yecheng Jason Ma, Osbert Bastani et al.

Ensuring safety for human-interactive robotics is important due to the potential for human injury. The key challenge is defining safety in a way that accounts for the complex range of human behaviors without modeling the human as an unconstrained adversary. We propose a novel approach to ensuring safety in these settings. Our approach focuses on defining backup actions that we believe human always considers taking to avoid an accident -- e.g., brake to avoid rear-ending the other agent. Given such a definition, we consider a safety constraint that guarantees safety as long as the human takes the appropriate backup actions when necessary to ensure safety. Then, we propose an algorithm that overrides an arbitrary given controller as needed to ensure that the robot is safe. We evaluate our approach in a simulated environment, interacting with both real and simulated humans.

LGSep 13, 2021
State Relevance for Off-Policy Evaluation

Simon P. Shen, Yecheng Jason Ma, Omer Gottesman et al.

Importance sampling-based estimators for off-policy evaluation (OPE) are valued for their simplicity, unbiasedness, and reliance on relatively few assumptions. However, the variance of these estimators is often high, especially when trajectories are of different lengths. In this work, we introduce Omitting-States-Irrelevant-to-Return Importance Sampling (OSIRIS), an estimator which reduces variance by strategically omitting likelihood ratios associated with certain states. We formalize the conditions under which OSIRIS is unbiased and has lower variance than ordinary importance sampling, and we demonstrate these properties empirically.

LGJul 12, 2021
Conservative Offline Distributional Reinforcement Learning

Yecheng Jason Ma, Dinesh Jayaraman, Osbert Bastani

Many reinforcement learning (RL) problems in practice are offline, learning purely from observational data. A key challenge is how to ensure the learned policy is safe, which requires quantifying the risk associated with different actions. In the online setting, distributional RL algorithms do so by learning the distribution over returns (i.e., cumulative rewards) instead of the expected return; beyond quantifying risk, they have also been shown to learn better representations for planning. We propose Conservative Offline Distributional Actor Critic (CODAC), an offline RL algorithm suitable for both risk-neutral and risk-averse domains. CODAC adapts distributional RL to the offline setting by penalizing the predicted quantiles of the return for out-of-distribution actions. We prove that CODAC learns a conservative return distribution -- in particular, for finite MDPs, CODAC converges to an uniform lower bound on the quantiles of the return distribution; our proof relies on a novel analysis of the distributional Bellman operator. In our experiments, on two challenging robot navigation tasks, CODAC successfully learns risk-averse policies using offline data collected purely from risk-neutral agents. Furthermore, CODAC is state-of-the-art on the D4RL MuJoCo benchmark in terms of both expected and risk-sensitive performance.