No Arabic abstract
The use of deep reinforcement learning allows for high-dimensional state descriptors, but little is known about how the choice of action representation impacts the learning difficulty and the resulting performance. We compare the impact of four different action parameterizations (torques, muscle-activations, target joint angles, and target joint-angle velocities) in terms of learning time, policy robustness, motion quality, and policy query rates. Our results are evaluated on a gait-cycle imitation task for multiple planar articulated figures and multiple gaits. We demonstrate that the local feedback provided by higher-level action parameterizations can significantly impact the learning, robustness, and quality of the resulting policies.
Learning locomotion skills is a challenging problem. To generate realistic and smooth locomotion, existing methods use motion capture, finite state machines or morphology-specific knowledge to guide the motion generation algorithms. Deep reinforcement learning (DRL) is a promising approach for the automatic creation of locomotion control. Indeed, a standard benchmark for DRL is to automatically create a running controller for a biped character from a simple reward function. Although several different DRL algorithms can successfully create a running controller, the resulting motions usually look nothing like a real runner. This paper takes a minimalist learning approach to the locomotion problem, without the use of motion examples, finite state machines, or morphology-specific knowledge. We introduce two modifications to the DRL approach that, when used together, produce locomotion behaviors that are symmetric, low-energy, and much closer to that of a real person. First, we introduce a new term to the loss function (not the reward function) that encourages symmetric actions. Second, we introduce a new curriculum learning method that provides modulated physical assistance to help the character with left/right balance and forward movement. The algorithm automatically computes appropriate assistance to the character and gradually relaxes this assistance, so that eventually the character learns to move entirely without help. Because our method does not make use of motion capture data, it can be applied to a variety of character morphologies. We demonstrate locomotion controllers for the lower half of a biped, a full humanoid, a quadruped, and a hexapod. Our results show that learned policies are able to produce symmetric, low-energy gaits. In addition, speed-appropriate gait patterns emerge without any guidance from motion examples or contact planning.
The challenge of robotic reproduction -- making of new robots by recombining two existing ones -- has been recently cracked and physically evolving robot systems have come within reach. Here we address the next big hurdle: producing an adequate brain for a newborn robot. In particular, we address the task of targeted locomotion which is arguably a fundamental skill in any practical implementation. We introduce a controller architecture and a generic learning method to allow a modular robot with an arbitrary shape to learn to walk towards a target and follow this target if it moves. Our approach is validated on three robots, a spider, a gecko, and their offspring, in three real-world scenarios.
Learning robotic manipulation through reinforcement learning (RL) using only sparse reward signals is still considered a largely unsolved problem. Leveraging human demonstrations can make the learning process more sample efficient, but obtaining high-quality demonstrations can be costly or unfeasible. In this paper we propose a novel approach that introduces object-level demonstrations, i.e. examples of where the objects should be at any state. These demonstrations are generated automatically through RL hence require no expert knowledge. We observe that, during a manipulation task, an object is moved from an initial to a final position. When seen from the point of view of the object being manipulated, this induces a locomotion task that can be decoupled from the manipulation task and learnt through a physically-realistic simulator. The resulting object-level trajectories, called simulated locomotion demonstrations (SLDs), are then leveraged to define auxiliary rewards that are used to learn the manipulation policy. The proposed approach has been evaluated on 13 tasks of increasing complexity, and has been demonstrated to achieve higher success rate and faster learning rates compared to alternative algorithms. SLDs are especially beneficial for tasks like multi-object stacking and non-rigid object manipulation.
Demonstration-guided reinforcement learning (RL) is a promising approach for learning complex behaviors by leveraging both reward feedback and a set of target task demonstrations. Prior approaches for demonstration-guided RL treat every new task as an independent learning problem and attempt to follow the provided demonstrations step-by-step, akin to a human trying to imitate a completely unseen behavior by following the demonstrators exact muscle movements. Naturally, such learning will be slow, but often new behaviors are not completely unseen: they share subtasks with behaviors we have previously learned. In this work, we aim to exploit this shared subtask structure to increase the efficiency of demonstration-guided RL. We first learn a set of reusable skills from large offline datasets of prior experience collected across many tasks. We then propose Skill-based Learning with Demonstrations (SkiLD), an algorithm for demonstration-guided RL that efficiently leverages the provided demonstrations by following the demonstrated skills instead of the primitive actions, resulting in substantial performance improvements over prior demonstration-guided RL approaches. We validate the effectiveness of our approach on long-horizon maze navigation and complex robot manipulation tasks.
Reproducing the diverse and agile locomotion skills of animals has been a longstanding challenge in robotics. While manually-designed controllers have been able to emulate many complex behaviors, building such controllers involves a time-consuming and difficult development process, often requiring substantial expertise of the nuances of each skill. Reinforcement learning provides an appealing alternative for automating the manual effort involved in the development of controllers. However, designing learning objectives that elicit the desired behaviors from an agent can also require a great deal of skill-specific expertise. In this work, we present an imitation learning system that enables legged robots to learn agile locomotion skills by imitating real-world animals. We show that by leveraging reference motion data, a single learning-based approach is able to automatically synthesize controllers for a diverse repertoire behaviors for legged robots. By incorporating sample efficient domain adaptation techniques into the training process, our system is able to learn adaptive policies in simulation that can then be quickly adapted for real-world deployment. To demonstrate the effectiveness of our system, we train an 18-DoF quadruped robot to perform a variety of agile behaviors ranging from different locomotion gaits to dynamic hops and turns.