Ruohan Zhang

RO
h-index15
15papers
901citations
Novelty44%
AI Score35

15 Papers

13.8ROJul 28, 2023
Primitive Skill-based Robot Learning from Human Evaluative Feedback

Ayano Hiranaka, Minjune Hwang, Sharon Lee et al. · stanford

Reinforcement learning (RL) algorithms face significant challenges when dealing with long-horizon robot manipulation tasks in real-world environments due to sample inefficiency and safety issues. To overcome these challenges, we propose a novel framework, SEED, which leverages two approaches: reinforcement learning from human feedback (RLHF) and primitive skill-based reinforcement learning. Both approaches are particularly effective in addressing sparse reward issues and the complexities involved in long-horizon tasks. By combining them, SEED reduces the human effort required in RLHF and increases safety in training robot manipulation with RL in real-world settings. Additionally, parameterized skills provide a clear view of the agent's high-level intentions, allowing humans to evaluate skill choices before they are executed. This feature makes the training process even safer and more efficient. To evaluate the performance of SEED, we conducted extensive experiments on five manipulation tasks with varying levels of complexity. Our results show that SEED significantly outperforms state-of-the-art RL algorithms in sample efficiency and safety. In addition, SEED also exhibits a substantial reduction of human effort compared to other RLHF methods. Further details and video results can be found at https://seediros23.github.io/.

14.1LGAug 23, 2022
Interaction Modeling with Multiplex Attention

Fan-Yun Sun, Isaac Kauvar, Ruohan Zhang et al. · stanford

Modeling multi-agent systems requires understanding how agents interact. Such systems are often difficult to model because they can involve a variety of types of interactions that layer together to drive rich social behavioral dynamics. Here we introduce a method for accurately modeling multi-agent systems. We present Interaction Modeling with Multiplex Attention (IMMA), a forward prediction model that uses a multiplex latent graph to represent multiple independent types of interactions and attention to account for relations of different strengths. We also introduce Progressive Layer Training, a training strategy for this architecture. We show that our approach outperforms state-of-the-art models in trajectory forecasting and relation inference, spanning three multi-agent scenarios: social navigation, cooperative task achievement, and team sports. We further demonstrate that our approach can improve zero-shot generalization and allows us to probe how different interactions impact agent behavior.

17.3AIOct 3, 2023Code
Mini-BEHAVIOR: A Procedurally Generated Benchmark for Long-horizon Decision-Making in Embodied AI

Emily Jin, Jiaheng Hu, Zhuoyi Huang et al.

We present Mini-BEHAVIOR, a novel benchmark for embodied AI that challenges agents to use reasoning and decision-making skills to solve complex activities that resemble everyday human challenges. The Mini-BEHAVIOR environment is a fast, realistic Gridworld environment that offers the benefits of rapid prototyping and ease of use while preserving a symbolic level of physical realism and complexity found in complex embodied AI benchmarks. We introduce key features such as procedural generation, to enable the creation of countless task variations and support open-ended learning. Mini-BEHAVIOR provides implementations of various household tasks from the original BEHAVIOR benchmark, along with starter code for data collection and reinforcement learning agent training. In essence, Mini-BEHAVIOR offers a fast, open-ended benchmark for evaluating decision-making and planning solutions in embodied AI. It serves as a user-friendly entry point for research and facilitates the evaluation and development of solutions, simplifying their assessment and development while advancing the field of embodied AI. Code is publicly available at https://github.com/StanfordVL/mini_behavior.

8.5RONov 2, 2023
NOIR: Neural Signal Operated Intelligent Robots for Everyday Activities

Ruohan Zhang, Sharon Lee, Minjune Hwang et al.

We present Neural Signal Operated Intelligent Robots (NOIR), a general-purpose, intelligent brain-robot interface system that enables humans to command robots to perform everyday activities through brain signals. Through this interface, humans communicate their intended objects of interest and actions to the robots using electroencephalography (EEG). Our novel system demonstrates success in an expansive array of 20 challenging, everyday household activities, including cooking, cleaning, personal care, and entertainment. The effectiveness of the system is improved by its synergistic integration of robot learning algorithms, allowing for NOIR to adapt to individual users and predict their intentions. Our work enhances the way humans interact with robots, replacing traditional channels of interaction with direct, neural communication. Project website: https://noir-corl.github.io/.

38.1ROMar 12, 2024
DexCap: Scalable and Portable Mocap Data Collection System for Dexterous Manipulation

Chen Wang, Haochen Shi, Weizhuo Wang et al.

Imitation learning from human hand motion data presents a promising avenue for imbuing robots with human-like dexterity in real-world manipulation tasks. Despite this potential, substantial challenges persist, particularly with the portability of existing hand motion capture (mocap) systems and the complexity of translating mocap data into effective robotic policies. To tackle these issues, we introduce DexCap, a portable hand motion capture system, alongside DexIL, a novel imitation algorithm for training dexterous robot skills directly from human hand mocap data. DexCap offers precise, occlusion-resistant tracking of wrist and finger motions based on SLAM and electromagnetic field together with 3D observations of the environment. Utilizing this rich dataset, DexIL employs inverse kinematics and point cloud-based imitation learning to seamlessly replicate human actions with robot hands. Beyond direct learning from human motion, DexCap also offers an optional human-in-the-loop correction mechanism during policy rollouts to refine and further improve task performance. Through extensive evaluation across six challenging dexterous manipulation tasks, our approach not only demonstrates superior performance but also showcases the system's capability to effectively learn from in-the-wild mocap data, paving the way for future data collection methods in the pursuit of human-level robot dexterity. More details can be found at https://dex-cap.github.io

22.0ROMar 12, 2024
TeleMoMa: A Modular and Versatile Teleoperation System for Mobile Manipulation

Shivin Dass, Wensi Ai, Yuqian Jiang et al.

A critical bottleneck limiting imitation learning in robotics is the lack of data. This problem is more severe in mobile manipulation, where collecting demonstrations is harder than in stationary manipulation due to the lack of available and easy-to-use teleoperation interfaces. In this work, we demonstrate TeleMoMa, a general and modular interface for whole-body teleoperation of mobile manipulators. TeleMoMa unifies multiple human interfaces including RGB and depth cameras, virtual reality controllers, keyboard, joysticks, etc., and any combination thereof. In its more accessible version, TeleMoMa works using simply vision (e.g., an RGB-D camera), lowering the entry bar for humans to provide mobile manipulation demonstrations. We demonstrate the versatility of TeleMoMa by teleoperating several existing mobile manipulators - PAL Tiago++, Toyota HSR, and Fetch - in simulation and the real world. We demonstrate the quality of the demonstrations collected with TeleMoMa by training imitation learning policies for mobile manipulation tasks involving synchronized whole-body motion. Finally, we also show that TeleMoMa's teleoperation channel enables teleoperation on site, looking at the robot, or remote, sending commands and observations through a computer network, and perform user studies to evaluate how easy it is for novice users to learn to collect demonstrations with different combinations of human interfaces enabled by our system. We hope TeleMoMa becomes a helpful tool for the community enabling researchers to collect whole-body mobile manipulation demonstrations. For more information and video results, https://robin-lab.cs.utexas.edu/telemoma-web.

23.2ROJun 10, 2025
UAD: Unsupervised Affordance Distillation for Generalization in Robotic Manipulation

Yihe Tang, Wenlong Huang, Yingke Wang et al.

Understanding fine-grained object affordances is imperative for robots to manipulate objects in unstructured environments given open-ended task instructions. However, existing methods of visual affordance predictions often rely on manually annotated data or conditions only on a predefined set of tasks. We introduce UAD (Unsupervised Affordance Distillation), a method for distilling affordance knowledge from foundation models into a task-conditioned affordance model without any manual annotations. By leveraging the complementary strengths of large vision models and vision-language models, UAD automatically annotates a large-scale dataset with detailed $<$instruction, visual affordance$>$ pairs. Training only a lightweight task-conditioned decoder atop frozen features, UAD exhibits notable generalization to in-the-wild robotic scenes and to various human activities, despite only being trained on rendered objects in simulation. Using affordance provided by UAD as the observation space, we show an imitation learning policy that demonstrates promising generalization to unseen object instances, object categories, and even variations in task instructions after training on as few as 10 demonstrations. Project website: https://unsup-affordance.github.io/

36.5ROMar 14, 2024
BEHAVIOR-1K: A Human-Centered, Embodied AI Benchmark with 1,000 Everyday Activities and Realistic Simulation

Chengshu Li, Ruohan Zhang, Josiah Wong et al.

We present BEHAVIOR-1K, a comprehensive simulation benchmark for human-centered robotics. BEHAVIOR-1K includes two components, guided and motivated by the results of an extensive survey on "what do you want robots to do for you?". The first is the definition of 1,000 everyday activities, grounded in 50 scenes (houses, gardens, restaurants, offices, etc.) with more than 9,000 objects annotated with rich physical and semantic properties. The second is OMNIGIBSON, a novel simulation environment that supports these activities via realistic physics simulation and rendering of rigid bodies, deformable bodies, and liquids. Our experiments indicate that the activities in BEHAVIOR-1K are long-horizon and dependent on complex manipulation skills, both of which remain a challenge for even state-of-the-art robot learning solutions. To calibrate the simulation-to-reality gap of BEHAVIOR-1K, we provide an initial study on transferring solutions learned with a mobile manipulator in a simulated apartment to its real-world counterpart. We hope that BEHAVIOR-1K's human-grounded nature, diversity, and realism make it valuable for embodied AI and robot learning research. Project website: https://behavior.stanford.edu.

13.6LGOct 29, 2020
Machine versus Human Attention in Deep Reinforcement Learning Tasks

Sihang 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.

25.6AIJun 26, 2020
Widening the Pipeline in Human-Guided Reinforcement Learning with Explanation and Context-Aware Data Augmentation

Lin Guan, Mudit Verma, Sihang Guo et al.

Human explanation (e.g., in terms of feature importance) has been recently used to extend the communication channel between human and agent in interactive machine learning. Under this setting, human trainers provide not only the ground truth but also some form of explanation. However, this kind of human guidance was only investigated in supervised learning tasks, and it remains unclear how to best incorporate this type of human knowledge into deep reinforcement learning. In this paper, we present the first study of using human visual explanations in human-in-the-loop reinforcement learning (HRL). We focus on the task of learning from feedback, in which the human trainer not only gives binary evaluative "good" or "bad" feedback for queried state-action pairs, but also provides a visual explanation by annotating relevant features in images. We propose EXPAND (EXPlanation AugmeNted feeDback) to encourage the model to encode task-relevant features through a context-aware data augmentation that only perturbs irrelevant features in human salient information. We choose five tasks, namely Pixel-Taxi and four Atari games, to evaluate the performance and sample efficiency of this approach. We show that our method significantly outperforms methods leveraging human explanation that are adapted from supervised learning, and Human-in-the-loop RL baselines that only utilize evaluative feedback.

11.5LGFeb 28, 2020
Efficiently Guiding Imitation Learning Agents with Human Gaze

Akanksha Saran, Ruohan Zhang, Elaine Schaertl Short et al.

Human gaze is known to be an intention-revealing signal in human demonstrations of tasks. In this work, we use gaze cues from human demonstrators to enhance the performance of agents trained via three popular imitation learning methods -- behavioral cloning (BC), behavioral cloning from observation (BCO), and Trajectory-ranked Reward EXtrapolation (T-REX). Based on similarities between the attention of reinforcement learning agents and human gaze, we propose a novel approach for utilizing gaze data in a computationally efficient manner, as part of an auxiliary loss function, which guides a network to have higher activations in image regions where the human's gaze fixated. This work is a step towards augmenting any existing convolutional imitation learning agent's training with auxiliary gaze data. Our auxiliary coverage-based gaze loss (CGL) guides learning toward a better reward function or policy, without adding any additional learnable parameters and without requiring gaze data at test time. We find that our proposed approach improves the performance by 95% for BC, 343% for BCO, and 390% for T-REX, averaged over 20 different Atari games. We also find that compared to a prior state-of-the-art imitation learning method assisted by human gaze (AGIL), our method achieves better performance, and is more efficient in terms of learning with fewer demonstrations. We further interpret trained CGL agents with a saliency map visualization method to explain their performance. At last, we show that CGL can help alleviate a well-known causal confusion problem in imitation learning.

27.8AISep 21, 2019
Leveraging Human Guidance for Deep Reinforcement Learning Tasks

Ruohan Zhang, Faraz Torabi, Lin Guan et al.

Reinforcement learning agents can learn to solve sequential decision tasks by interacting with the environment. Human knowledge of how to solve these tasks can be incorporated using imitation learning, where the agent learns to imitate human demonstrated decisions. However, human guidance is not limited to the demonstrations. Other types of guidance could be more suitable for certain tasks and require less human effort. This survey provides a high-level overview of five recent learning frameworks that primarily rely on human guidance other than conventional, step-by-step action demonstrations. We review the motivation, assumption, and implementation of each framework. We then discuss possible future research directions.

16.3LGMar 15, 2019
Atari-HEAD: Atari Human Eye-Tracking and Demonstration Dataset

Ruohan Zhang, Calen Walshe, Zhuode Liu et al.

Large-scale public datasets have been shown to benefit research in multiple areas of modern artificial intelligence. For decision-making research that requires human data, high-quality datasets serve as important benchmarks to facilitate the development of new methods by providing a common reproducible standard. Many human decision-making tasks require visual attention to obtain high levels of performance. Therefore, measuring eye movements can provide a rich source of information about the strategies that humans use to solve decision-making tasks. Here, we provide a large-scale, high-quality dataset of human actions with simultaneously recorded eye movements while humans play Atari video games. The dataset consists of 117 hours of gameplay data from a diverse set of 20 games, with 8 million action demonstrations and 328 million gaze samples. We introduce a novel form of gameplay, in which the human plays in a semi-frame-by-frame manner. This leads to near-optimal game decisions and game scores that are comparable or better than known human records. We demonstrate the usefulness of the dataset through two simple applications: predicting human gaze and imitating human demonstrated actions. The quality of the data leads to promising results in both tasks. Moreover, using a learned human gaze model to inform imitation learning leads to an 115\% increase in game performance. We interpret these results as highlighting the importance of incorporating human visual attention in models of decision making and demonstrating the value of the current dataset to the research community. We hope that the scale and quality of this dataset can provide more opportunities to researchers in the areas of visual attention, imitation learning, and reinforcement learning.

7.5LGNov 11, 2018
An initial attempt of combining visual selective attention with deep reinforcement learning

Liu Yuezhang, Ruohan Zhang, Dana H. Ballard

Visual attention serves as a means of feature selection mechanism in the perceptual system. Motivated by Broadbent's leaky filter model of selective attention, we evaluate how such mechanism could be implemented and affect the learning process of deep reinforcement learning. We visualize and analyze the feature maps of DQN on a toy problem Catch, and propose an approach to combine visual selective attention with deep reinforcement learning. We experiment with optical flow-based attention and A2C on Atari games. Experiment results show that visual selective attention could lead to improvements in terms of sample efficiency on tested games. An intriguing relation between attention and batch normalization is also discovered.

18.6CVJun 1, 2018
AGIL: Learning Attention from Human for Visuomotor Tasks

Ruohan Zhang, Zhuode Liu, Luxin Zhang et al.

When intelligent agents learn visuomotor behaviors from human demonstrations, they may benefit from knowing where the human is allocating visual attention, which can be inferred from their gaze. A wealth of information regarding intelligent decision making is conveyed by human gaze allocation; hence, exploiting such information has the potential to improve the agents' performance. With this motivation, we propose the AGIL (Attention Guided Imitation Learning) framework. We collect high-quality human action and gaze data while playing Atari games in a carefully controlled experimental setting. Using these data, we first train a deep neural network that can predict human gaze positions and visual attention with high accuracy (the gaze network) and then train another network to predict human actions (the policy network). Incorporating the learned attention model from the gaze network into the policy network significantly improves the action prediction accuracy and task performance.