Yunfei Bai

RO
h-index16
9papers
1,548citations
Novelty56%
AI Score30

9 Papers

25.5ROJan 15, 2021Code
SimGAN: Hybrid Simulator Identification for Domain Adaptation via Adversarial Reinforcement Learning

Yifeng Jiang, Tingnan Zhang, Daniel Ho et al.

As learning-based approaches progress towards automating robot controllers design, transferring learned policies to new domains with different dynamics (e.g. sim-to-real transfer) still demands manual effort. This paper introduces SimGAN, a framework to tackle domain adaptation by identifying a hybrid physics simulator to match the simulated trajectories to the ones from the target domain, using a learned discriminative loss to address the limitations associated with manual loss design. Our hybrid simulator combines neural networks and traditional physics simulation to balance expressiveness and generalizability, and alleviates the need for a carefully selected parameter set in System ID. Once the hybrid simulator is identified via adversarial reinforcement learning, it can be used to refine policies for the target domain, without the need to interleave data collection and policy refinement. We show that our approach outperforms multiple strong baselines on six robotic locomotion tasks for domain adaptation.

27.7RONov 6, 2020
RetinaGAN: An Object-aware Approach to Sim-to-Real Transfer

Daniel Ho, Kanishka Rao, Zhuo Xu et al.

The success of deep reinforcement learning (RL) and imitation learning (IL) in vision-based robotic manipulation typically hinges on the expense of large scale data collection. With simulation, data to train a policy can be collected efficiently at scale, but the visual gap between sim and real makes deployment in the real world difficult. We introduce RetinaGAN, a generative adversarial network (GAN) approach to adapt simulated images to realistic ones with object-detection consistency. RetinaGAN is trained in an unsupervised manner without task loss dependencies, and preserves general object structure and texture in adapted images. We evaluate our method on three real world tasks: grasping, pushing, and door opening. RetinaGAN improves upon the performance of prior sim-to-real methods for RL-based object instance grasping and continues to be effective even in the limited data regime. When applied to a pushing task in a similar visual domain, RetinaGAN demonstrates transfer with no additional real data requirements. We also show our method bridges the visual gap for a novel door opening task using imitation learning in a new visual domain. Visit the project website at https://retinagan.github.io/

28.6ROSep 28, 2019
Learning Fast Adaptation with Meta Strategy Optimization

Wenhao Yu, Jie Tan, Yunfei Bai et al.

The ability to walk in new scenarios is a key milestone on the path toward real-world applications of legged robots. In this work, we introduce Meta Strategy Optimization, a meta-learning algorithm for training policies with latent variable inputs that can quickly adapt to new scenarios with a handful of trials in the target environment. The key idea behind MSO is to expose the same adaptation process, Strategy Optimization (SO), to both the training and testing phases. This allows MSO to effectively learn locomotion skills as well as a latent space that is suitable for fast adaptation. We evaluate our method on a real quadruped robot and demonstrate successful adaptation in various scenarios, including sim-to-real transfer, walking with a weakened motor, or climbing up a slope. Furthermore, we quantitatively analyze the generalization capability of the trained policy in simulated environments. Both real and simulated experiments show that our method outperforms previous methods in adaptation to novel tasks.

18.5ROJun 21, 2019
Data-Efficient Learning for Sim-to-Real Robotic Grasping using Deep Point Cloud Prediction Networks

Xinchen Yan, Mohi Khansari, Jasmine Hsu et al.

Training a deep network policy for robot manipulation is notoriously costly and time consuming as it depends on collecting a significant amount of real world data. To work well in the real world, the policy needs to see many instances of the task, including various object arrangements in the scene as well as variations in object geometry, texture, material, and environmental illumination. In this paper, we propose a method that learns to perform table-top instance grasping of a wide variety of objects while using no real world grasping data, outperforming the baseline using 2.5D shape by 10%. Our method learns 3D point cloud of object, and use that to train a domain-invariant grasping policy. We formulate the learning process as a two-step procedure: 1) Learning a domain-invariant 3D shape representation of objects from about 76K episodes in simulation and about 530 episodes in the real world, where each episode lasts less than a minute and 2) Learning a critic grasping policy in simulation only based on the 3D shape representation from step 1. Our real world data collection in step 1 is both cheaper and faster compared to existing approaches as it only requires taking multiple snapshots of the scene using a RGBD camera. Finally, the learned 3D representation is not specific to grasping, and can potentially be used in other interaction tasks.

15.0CVJun 10, 2019
Online Object Representations with Contrastive Learning

Sören Pirk, Mohi Khansari, Yunfei Bai et al.

We propose a self-supervised approach for learning representations of objects from monocular videos and demonstrate it is particularly useful in situated settings such as robotics. The main contributions of this paper are: 1) a self-supervising objective trained with contrastive learning that can discover and disentangle object attributes from video without using any labels; 2) we leverage object self-supervision for online adaptation: the longer our online model looks at objects in a video, the lower the object identification error, while the offline baseline remains with a large fixed error; 3) to explore the possibilities of a system entirely free of human supervision, we let a robot collect its own data, train on this data with our self-supervise scheme, and then show the robot can point to objects similar to the one presented in front of it, demonstrating generalization of object attributes. An interesting and perhaps surprising finding of this approach is that given a limited set of objects, object correspondences will naturally emerge when using contrastive learning without requiring explicit positive pairs. Videos illustrating online object adaptation and robotic pointing are available at: https://online-objects.github.io/.

19.5LGJun 7, 2019
Watch, Try, Learn: Meta-Learning from Demonstrations and Reward

Allan Zhou, Eric Jang, Daniel Kappler et al.

Imitation learning allows agents to learn complex behaviors from demonstrations. However, learning a complex vision-based task may require an impractical number of demonstrations. Meta-imitation learning is a promising approach towards enabling agents to learn a new task from one or a few demonstrations by leveraging experience from learning similar tasks. In the presence of task ambiguity or unobserved dynamics, demonstrations alone may not provide enough information; an agent must also try the task to successfully infer a policy. In this work, we propose a method that can learn to learn from both demonstrations and trial-and-error experience with sparse reward feedback. In comparison to meta-imitation, this approach enables the agent to effectively and efficiently improve itself autonomously beyond the demonstration data. In comparison to meta-reinforcement learning, we can scale to substantially broader distributions of tasks, as the demonstration reduces the burden of exploration. Our experiments show that our method significantly outperforms prior approaches on a set of challenging, vision-based control tasks.

48.2ROApr 27, 2018
Sim-to-Real: Learning Agile Locomotion For Quadruped Robots

Jie Tan, Tingnan Zhang, Erwin Coumans et al.

Designing agile locomotion for quadruped robots often requires extensive expertise and tedious manual tuning. In this paper, we present a system to automate this process by leveraging deep reinforcement learning techniques. Our system can learn quadruped locomotion from scratch using simple reward signals. In addition, users can provide an open loop reference to guide the learning process when more control over the learned gait is needed. The control policies are learned in a physics simulator and then deployed on real robots. In robotics, policies trained in simulation often do not transfer to the real world. We narrow this reality gap by improving the physics simulator and learning robust policies. We improve the simulation using system identification, developing an accurate actuator model and simulating latency. We learn robust controllers by randomizing the physical environments, adding perturbations and designing a compact observation space. We evaluate our system on two agile locomotion gaits: trotting and galloping. After learning in simulation, a quadruped robot can successfully perform both gaits in the real world.

16.6LGOct 17, 2017
Multi-Task Domain Adaptation for Deep Learning of Instance Grasping from Simulation

Kuan Fang, Yunfei Bai, Stefan Hinterstoisser et al.

Learning-based approaches to robotic manipulation are limited by the scalability of data collection and accessibility of labels. In this paper, we present a multi-task domain adaptation framework for instance grasping in cluttered scenes by utilizing simulated robot experiments. Our neural network takes monocular RGB images and the instance segmentation mask of a specified target object as inputs, and predicts the probability of successfully grasping the specified object for each candidate motor command. The proposed transfer learning framework trains a model for instance grasping in simulation and uses a domain-adversarial loss to transfer the trained model to real robots using indiscriminate grasping data, which is available both in simulation and the real world. We evaluate our model in real-world robot experiments, comparing it with alternative model architectures as well as an indiscriminate grasping baseline.

25.3ROAug 24, 2017
Learning 6-DOF Grasping Interaction via Deep Geometry-aware 3D Representations

Xinchen Yan, Jasmine Hsu, Mohi Khansari et al.

This paper focuses on the problem of learning 6-DOF grasping with a parallel jaw gripper in simulation. We propose the notion of a geometry-aware representation in grasping based on the assumption that knowledge of 3D geometry is at the heart of interaction. Our key idea is constraining and regularizing grasping interaction learning through 3D geometry prediction. Specifically, we formulate the learning of deep geometry-aware grasping model in two steps: First, we learn to build mental geometry-aware representation by reconstructing the scene (i.e., 3D occupancy grid) from RGBD input via generative 3D shape modeling. Second, we learn to predict grasping outcome with its internal geometry-aware representation. The learned outcome prediction model is used to sequentially propose grasping solutions via analysis-by-synthesis optimization. Our contributions are fourfold: (1) To best of our knowledge, we are presenting for the first time a method to learn a 6-DOF grasping net from RGBD input; (2) We build a grasping dataset from demonstrations in virtual reality with rich sensory and interaction annotations. This dataset includes 101 everyday objects spread across 7 categories, additionally, we propose a data augmentation strategy for effective learning; (3) We demonstrate that the learned geometry-aware representation leads to about 10 percent relative performance improvement over the baseline CNN on grasping objects from our dataset. (4) We further demonstrate that the model generalizes to novel viewpoints and object instances.