No Arabic abstract
Learning dexterous manipulation in high-dimensional state-action spaces is an important open challenge with exploration presenting a major bottleneck. Although in many cases the learning process could be guided by demonstrations or other suboptimal experts, current RL algorithms for continuous action spaces often fail to effectively utilize combinations of highly off-policy expert data and on-policy exploration data. As a solution, we introduce Relative Entropy Q-Learning (REQ), a simple policy iteration algorithm that combines ideas from successful offline and conventional RL algorithms. It represents the optimal policy via importance sampling from a learned prior and is well-suited to take advantage of mixed data distributions. We demonstrate experimentally that REQ outperforms several strong baselines on robotic manipulation tasks for which suboptimal experts are available. We show how suboptimal experts can be constructed effectively by composing simple waypoint tracking controllers, and we also show how learned primitives can be combined with waypoint controllers to obtain reference behaviors to bootstrap a complex manipulation task on a simulated bimanual robot with human-like hands. Finally, we show that REQ is also effective for general off-policy RL, offline RL, and RL from demonstrations. Videos and further materials are available at sites.google.com/view/rlfse.
Training agents to autonomously learn how to use anthropomorphic robotic hands has the potential to lead to systems capable of performing a multitude of complex manipulation tasks in unstructured and uncertain environments. In this work, we first introduce a suite of challenging simulated manipulation tasks that current reinforcement learning and trajectory optimisation techniques find difficult. These include environments where two simulated hands have to pass or throw objects between each other, as well as an environment where the agent must learn to spin a long pen between its fingers. We then introduce a simple trajectory optimisation that performs significantly better than existing methods on these environments. Finally, on the challenging PenSpin task we combine sub-optimal demonstrations generated through trajectory optimisation with off-policy reinforcement learning, obtaining performance that far exceeds either of these approaches individually, effectively solving the environment. Videos of all of our results are available at: https://dexterous-manipulation.github.io/
Dexterous manipulation has been a long-standing challenge in robotics. Recently, modern model-free RL has demonstrated impressive results on a number of problems. However, complex domains like dexterous manipulation remain a challenge for RL due to the poor sample complexity. To address this, current approaches employ expert demonstrations in the form of state-action pairs, which are difficult to obtain for real-world settings such as learning from videos. In this work, we move toward a more realistic setting and explore state-only imitation learning. To tackle this setting, we train an inverse dynamics model and use it to predict actions for state-only demonstrations. The inverse dynamics model and the policy are trained jointly. Our method performs on par with state-action approaches and considerably outperforms RL alone. By not relying on expert actions, we are able to learn from demonstrations with different dynamics, morphologies, and objects.
Quadrupedal robots are skillful at locomotion tasks while lacking manipulation skills, not to mention dexterous manipulation abilities. Inspired by the animal behavior and the duality between multi-legged locomotion and multi-fingered manipulation, we showcase a circus ball challenge on a quadrupedal robot, ANYmal. We employ a model-free reinforcement learning approach to train a deep policy that enables the robot to balance and manipulate a light-weight ball robustly using its limbs without any contact measurement sensor. The policy is trained in the simulation, in which we randomize many physical properties with additive noise and inject random disturbance force during manipulation, and achieves zero-shot deployment on the real robot without any adjustment. In the hardware experiments, dynamic performance is achieved with a maximum rotation speed of 15 deg/s, and robust recovery is showcased under external poking. To our best knowledge, it is the first work that demonstrates the dexterous dynamic manipulation on a real quadrupedal robot.
We present a system for learning a challenging dexterous manipulation task involving moving a cube to an arbitrary 6-DoF pose with only 3-fingers trained with NVIDIAs IsaacGym simulator. We show empirical benefits, both in simulation and sim-to-real transfer, of using keypoints as opposed to position+quaternion representations for the object pose in 6-DoF for policy observations and in reward calculation to train a model-free reinforcement learning agent. By utilizing domain randomization strategies along with the keypoint representation of the pose of the manipulated object, we achieve a high success rate of 83% on a remote TriFinger system maintained by the organizers of the Real Robot Challenge. With the aim of assisting further research in learning in-hand manipulation, we make the codebase of our system, along with trained checkpoints that come with billions of steps of experience available, at https://s2r2-ig.github.io
This report describes our approach for Phase 3 of the Real Robot Challenge. To solve cuboid manipulation tasks of varying difficulty, we decompose each task into the following primitives: moving the fingers to the cuboid to grasp it, turning it on the table to minimize orientation error, and re-positioning it to the goal position. We use model-based trajectory optimization and control to plan and execute these primitives. These grasping, turning, and re-positioning primitives are sequenced with a state-machine that determines which primitive to execute given the current object state and goal. Our method shows robust performance over multiple runs with randomized initial and goal positions. With this approach, our team placed second in the challenge, under the anonymous name sombertortoise on the leaderboard. Example runs of our method solving each of the four levels can be seen in this video (https://www.youtube.com/watch?v=I65Kwu9PGmg&list=PLt9QxrtaftrHGXcp4Oh8-s_OnQnBnLtei&index=1).