Andrea Huber

RO
h-index7
5papers
372citations
Novelty55%
AI Score43

5 Papers

34.3ROApr 26, 2023
Learning Agile Soccer Skills for a Bipedal Robot with Deep Reinforcement Learning

Tuomas Haarnoja, Ben Moran, Guy Lever et al. · deepmind

We investigate whether Deep Reinforcement Learning (Deep RL) is able to synthesize sophisticated and safe movement skills for a low-cost, miniature humanoid robot that can be composed into complex behavioral strategies in dynamic environments. We used Deep RL to train a humanoid robot with 20 actuated joints to play a simplified one-versus-one (1v1) soccer game. The resulting agent exhibits robust and dynamic movement skills such as rapid fall recovery, walking, turning, kicking and more; and it transitions between them in a smooth, stable, and efficient manner. The agent's locomotion and tactical behavior adapts to specific game contexts in a way that would be impractical to manually design. The agent also developed a basic strategic understanding of the game, and learned, for instance, to anticipate ball movements and to block opponent shots. Our agent was trained in simulation and transferred to real robots zero-shot. We found that a combination of sufficiently high-frequency control, targeted dynamics randomization, and perturbations during training in simulation enabled good-quality transfer. Although the robots are inherently fragile, basic regularization of the behavior during training led the robots to learn safe and effective movements while still performing in a dynamic and agile way -- well beyond what is intuitively expected from the robot. Indeed, in experiments, they walked 181% faster, turned 302% faster, took 63% less time to get up, and kicked a ball 34% faster than a scripted baseline, while efficiently combining the skills to achieve the longer term objectives.

6.6PLASM-PHJul 21, 2023
Towards practical reinforcement learning for tokamak magnetic control

Brendan D. Tracey, Andrea Michi, Yuri Chervonyi et al. · deepmind

Reinforcement learning (RL) has shown promising results for real-time control systems, including the domain of plasma magnetic control. However, there are still significant drawbacks compared to traditional feedback control approaches for magnetic confinement. In this work, we address key drawbacks of the RL method; achieving higher control accuracy for desired plasma properties, reducing the steady-state error, and decreasing the required time to learn new tasks. We build on top of \cite{degrave2022magnetic}, and present algorithmic improvements to the agent architecture and training procedure. We present simulation results that show up to 65\% improvement in shape accuracy, achieve substantial reduction in the long-term bias of the plasma current, and additionally reduce the training time required to learn new tasks by a factor of 3 or more. We present new experiments using the upgraded RL-based controllers on the TCV tokamak, which validate the simulation results achieved, and point the way towards routinely achieving accurate discharges using the RL approach.

2.3IMSep 17, 2025
Improving cosmological reach of a gravitational wave observatory using Deep Loop Shaping

Jonas Buchli, Brendan Tracey, Tomislav Andric et al. · deepmind

Improved low-frequency sensitivity of gravitational wave observatories would unlock study of intermediate-mass black hole mergers, binary black hole eccentricity, and provide early warnings for multi-messenger observations of binary neutron star mergers. Today's mirror stabilization control injects harmful noise, constituting a major obstacle to sensitivity improvements. We eliminated this noise through Deep Loop Shaping, a reinforcement learning method using frequency domain rewards. We proved our methodology on the LIGO Livingston Observatory (LLO). Our controller reduced control noise in the 10--30Hz band by over 30x, and up to 100x in sub-bands surpassing the design goal motivated by the quantum limit. These results highlight the potential of Deep Loop Shaping to improve current and future GW observatories, and more broadly instrumentation and control systems.

18.4MLMay 2, 2023Code
Addressing Parameter Choice Issues in Unsupervised Domain Adaptation by Aggregation

Marius-Constantin Dinu, Markus Holzleitner, Maximilian Beck et al.

We study the problem of choosing algorithm hyper-parameters in unsupervised domain adaptation, i.e., with labeled data in a source domain and unlabeled data in a target domain, drawn from a different input distribution. We follow the strategy to compute several models using different hyper-parameters, and, to subsequently compute a linear aggregation of the models. While several heuristics exist that follow this strategy, methods are still missing that rely on thorough theories for bounding the target error. In this turn, we propose a method that extends weighted least squares to vector-valued functions, e.g., deep neural networks. We show that the target error of the proposed algorithm is asymptotically not worse than twice the error of the unknown optimal aggregation. We also perform a large scale empirical comparative study on several datasets, including text, images, electroencephalogram, body sensor signals and signals from mobile phones. Our method outperforms deep embedded validation (DEV) and importance weighted validation (IWV) on all datasets, setting a new state-of-the-art performance for solving parameter choice issues in unsupervised domain adaptation with theoretical error guarantees. We further study several competitive heuristics, all outperforming IWV and DEV on at least five datasets. However, our method outperforms each heuristic on at least five of seven datasets.

23.9ROMar 31, 2022
Imitate and Repurpose: Learning Reusable Robot Movement Skills From Human and Animal Behaviors

Steven Bohez, Saran Tunyasuvunakool, Philemon Brakel et al.

We investigate the use of prior knowledge of human and animal movement to learn reusable locomotion skills for real legged robots. Our approach builds upon previous work on imitating human or dog Motion Capture (MoCap) data to learn a movement skill module. Once learned, this skill module can be reused for complex downstream tasks. Importantly, due to the prior imposed by the MoCap data, our approach does not require extensive reward engineering to produce sensible and natural looking behavior at the time of reuse. This makes it easy to create well-regularized, task-oriented controllers that are suitable for deployment on real robots. We demonstrate how our skill module can be used for imitation, and train controllable walking and ball dribbling policies for both the ANYmal quadruped and OP3 humanoid. These policies are then deployed on hardware via zero-shot simulation-to-reality transfer. Accompanying videos are available at https://bit.ly/robot-npmp.