56.2AIJun 5, 2023
LIBERO: Benchmarking Knowledge Transfer for Lifelong Robot LearningBo Liu, Yifeng Zhu, Chongkai Gao et al. · apple-ml
Lifelong learning offers a promising paradigm of building a generalist agent that learns and adapts over its lifespan. Unlike traditional lifelong learning problems in image and text domains, which primarily involve the transfer of declarative knowledge of entities and concepts, lifelong learning in decision-making (LLDM) also necessitates the transfer of procedural knowledge, such as actions and behaviors. To advance research in LLDM, we introduce LIBERO, a novel benchmark of lifelong learning for robot manipulation. Specifically, LIBERO highlights five key research topics in LLDM: 1) how to efficiently transfer declarative knowledge, procedural knowledge, or the mixture of both; 2) how to design effective policy architectures and 3) effective algorithms for LLDM; 4) the robustness of a lifelong learner with respect to task ordering; and 5) the effect of model pretraining for LLDM. We develop an extendible procedural generation pipeline that can in principle generate infinitely many tasks. For benchmarking purpose, we create four task suites (130 tasks in total) that we use to investigate the above-mentioned research topics. To support sample-efficient learning, we provide high-quality human-teleoperated demonstration data for all tasks. Our extensive experiments present several insightful or even unexpected discoveries: sequential finetuning outperforms existing lifelong learning methods in forward transfer, no single visual encoder architecture excels at all types of knowledge transfer, and naive supervised pretraining can hinder agents' performance in the subsequent LLDM. Check the website at https://libero-project.github.io for the code and the datasets.
30.5ROOct 15, 2024
OKAMI: Teaching Humanoid Robots Manipulation Skills through Single Video ImitationJinhan Li, Yifeng Zhu, Yuqi Xie et al.
We study the problem of teaching humanoid robots manipulation skills by imitating from single video demonstrations. We introduce OKAMI, a method that generates a manipulation plan from a single RGB-D video and derives a policy for execution. At the heart of our approach is object-aware retargeting, which enables the humanoid robot to mimic the human motions in an RGB-D video while adjusting to different object locations during deployment. OKAMI uses open-world vision models to identify task-relevant objects and retarget the body motions and hand poses separately. Our experiments show that OKAMI achieves strong generalizations across varying visual and spatial conditions, outperforming the state-of-the-art baseline on open-world imitation from observation. Furthermore, OKAMI rollout trajectories are leveraged to train closed-loop visuomotor policies, which achieve an average success rate of 79.2% without the need for labor-intensive teleoperation. More videos can be found on our website https://ut-austin-rpl.github.io/OKAMI/.
19.3ROOct 16, 2024
Harmon: Whole-Body Motion Generation of Humanoid Robots from Language DescriptionsZhenyu Jiang, Yuqi Xie, Jinhan Li et al.
Humanoid robots, with their human-like embodiment, have the potential to integrate seamlessly into human environments. Critical to their coexistence and cooperation with humans is the ability to understand natural language communications and exhibit human-like behaviors. This work focuses on generating diverse whole-body motions for humanoid robots from language descriptions. We leverage human motion priors from extensive human motion datasets to initialize humanoid motions and employ the commonsense reasoning capabilities of Vision Language Models (VLMs) to edit and refine these motions. Our approach demonstrates the capability to produce natural, expressive, and text-aligned humanoid motions, validated through both simulated and real-world experiments. More videos can be found at https://ut-austin-rpl.github.io/Harmon/.
3.2ROMay 7, 2025
Efficient Sensorimotor Learning for Open-world Robot ManipulationYifeng Zhu
This dissertation considers Open-world Robot Manipulation, a manipulation problem where a robot must generalize or quickly adapt to new objects, scenes, or tasks for which it has not been pre-programmed or pre-trained. This dissertation tackles the problem using a methodology of efficient sensorimotor learning. The key to enabling efficient sensorimotor learning lies in leveraging regular patterns that exist in limited amounts of demonstration data. These patterns, referred to as ``regularity,'' enable the data-efficient learning of generalizable manipulation skills. This dissertation offers a new perspective on formulating manipulation problems through the lens of regularity. Building upon this notion, we introduce three major contributions. First, we introduce methods that endow robots with object-centric priors, allowing them to learn generalizable, closed-loop sensorimotor policies from a small number of teleoperation demonstrations. Second, we introduce methods that constitute robots' spatial understanding, unlocking their ability to imitate manipulation skills from in-the-wild video observations. Last but not least, we introduce methods that enable robots to identify reusable skills from their past experiences, resulting in systems that can continually imitate multiple tasks in a sequential manner. Altogether, the contributions of this dissertation help lay the groundwork for building general-purpose personal robots that can quickly adapt to new situations or tasks with low-cost data collection and interact easily with humans. By enabling robots to learn and generalize from limited data, this dissertation takes a step toward realizing the vision of intelligent robotic assistants that can be seamlessly integrated into everyday scenarios.
32.5ROSep 28, 2021
Bottom-Up Skill Discovery from Unsegmented Demonstrations for Long-Horizon Robot ManipulationYifeng Zhu, Peter Stone, Yuke Zhu
We tackle real-world long-horizon robot manipulation tasks through skill discovery. We present a bottom-up approach to learning a library of reusable skills from unsegmented demonstrations and use these skills to synthesize prolonged robot behaviors. Our method starts with constructing a hierarchical task structure from each demonstration through agglomerative clustering. From the task structures of multi-task demonstrations, we identify skills based on the recurring patterns and train goal-conditioned sensorimotor policies with hierarchical imitation learning. Finally, we train a meta controller to compose these skills to solve long-horizon manipulation tasks. The entire model can be trained on a small set of human demonstrations collected within 30 minutes without further annotations, making it amendable to real-world deployment. We systematically evaluated our method in simulation environments and on a real robot. Our method has shown superior performance over state-of-the-art imitation learning methods in multi-stage manipulation tasks. Furthermore, skills discovered from multi-task demonstrations boost the average task success by $8\%$ compared to those discovered from individual tasks.
34.8ROApr 4, 2021
Synergies Between Affordance and Geometry: 6-DoF Grasp Detection via Implicit RepresentationsZhenyu Jiang, Yifeng Zhu, Maxwell Svetlik et al.
Grasp detection in clutter requires the robot to reason about the 3D scene from incomplete and noisy perception. In this work, we draw insight that 3D reconstruction and grasp learning are two intimately connected tasks, both of which require a fine-grained understanding of local geometry details. We thus propose to utilize the synergies between grasp affordance and 3D reconstruction through multi-task learning of a shared representation. Our model takes advantage of deep implicit functions, a continuous and memory-efficient representation, to enable differentiable training of both tasks. We train the model on self-supervised grasp trials data in simulation. Evaluation is conducted on a clutter removal task, where the robot clears cluttered objects by grasping them one at a time. The experimental results in simulation and on the real robot have demonstrated that the use of implicit neural representations and joint learning of grasp affordance and 3D reconstruction have led to state-of-the-art grasping results. Our method outperforms baselines by over 10% in terms of grasp success rate. Additional results and videos can be found at https://sites.google.com/view/rpl-giga2021
16.8RONov 16, 2020
Fast Uncertainty Quantification for Deep Object Pose EstimationGuanya Shi, Yifeng Zhu, Jonathan Tremblay et al.
Deep learning-based object pose estimators are often unreliable and overconfident especially when the input image is outside the training domain, for instance, with sim2real transfer. Efficient and robust uncertainty quantification (UQ) in pose estimators is critically needed in many robotic tasks. In this work, we propose a simple, efficient, and plug-and-play UQ method for 6-DoF object pose estimation. We ensemble 2-3 pre-trained models with different neural network architectures and/or training data sources, and compute their average pairwise disagreement against one another to obtain the uncertainty quantification. We propose four disagreement metrics, including a learned metric, and show that the average distance (ADD) is the best learning-free metric and it is only slightly worse than the learned metric, which requires labeled target data. Our method has several advantages compared to the prior art: 1) our method does not require any modification of the training process or the model inputs; and 2) it needs only one forward pass for each model. We evaluate the proposed UQ method on three tasks where our uncertainty quantification yields much stronger correlations with pose estimation errors than the baselines. Moreover, in a real robot grasping task, our method increases the grasping success rate from 35% to 90%.
13.6LGOct 29, 2020
Machine versus Human Attention in Deep Reinforcement Learning TasksSihang Guo, Ruohan Zhang, Bo Liu et al.
Deep reinforcement learning (RL) algorithms are powerful tools for solving visuomotor decision tasks. However, the trained models are often difficult to interpret, because they are represented as end-to-end deep neural networks. In this paper, we shed light on the inner workings of such trained models by analyzing the pixels that they attend to during task execution, and comparing them with the pixels attended to by humans executing the same tasks. To this end, we investigate the following two questions that, to the best of our knowledge, have not been previously studied. 1) How similar are the visual representations learned by RL agents and humans when performing the same task? and, 2) How do similarities and differences in these learned representations explain RL agents' performance on these tasks? Specifically, we compare the saliency maps of RL agents against visual attention models of human experts when learning to play Atari games. Further, we analyze how hyperparameters of the deep RL algorithm affect the learned representations and saliency maps of the trained agents. The insights provided have the potential to inform novel algorithms for closing the performance gap between human experts and RL agents.