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We propose to address quadrupedal locomotion tasks using Reinforcement Learning (RL) with a Transformer-based model that learns to combine proprioceptive information and high-dimensional depth sensor inputs. While learning-based locomotion has made great advances using RL, most methods still rely on domain randomization for training blind agents that generalize to challenging terrains. Our key insight is that proprioceptive states only offer contact measurements for immediate reaction, whereas an agent equipped with visual sensory observations can learn to proactively maneuver environments with obstacles and uneven terrain by anticipating changes in the environment many steps ahead. In this paper, we introduce LocoTransformer, an end-to-end RL method for quadrupedal locomotion that leverages a Transformer-based model for fusing proprioceptive states and visual observations. We evaluate our method in challenging simulated environments with different obstacles and uneven terrain. We show that our method obtains significant improvements over policies with only proprioceptive state inputs, and that Transformer-based models further improve generalization across environments. Our project page with videos is at https://RchalYang.github.io/LocoTransformer .
The combination of deep neural network models and reinforcement learning algorithms can make it possible to learn policies for robotic behaviors that directly read in raw sensory inputs, such as camera images, effectively subsuming both estimation and control into one model. However, real-world applications of reinforcement learning must specify the goal of the task by means of a manually programmed reward function, which in practice requires either designing the very same perception pipeline that end-to-end reinforcement learning promises to avoid, or else instrumenting the environment with additional sensors to determine if the task has been performed successfully. In this paper, we propose an approach for removing the need for manual engineering of reward specifications by enabling a robot to learn from a modest number of examples of successful outcomes, followed by actively solicited queries, where the robot shows the user a state and asks for a label to determine whether that state represents successful completion of the task. While requesting labels for every single state would amount to asking the user to manually provide the reward signal, our method requires labels for only a tiny fraction of the states seen during training, making it an efficient and practical approach for learning skills without manually engineered rewards. We evaluate our method on real-world robotic manipulation tasks where the observations consist of images viewed by the robots camera. In our experiments, our method effectively learns to arrange objects, place books, and drape cloth, directly from images and without any manually specified reward functions, and with only 1-4 hours of interaction with the real world.
While agents trained by Reinforcement Learning (RL) can solve increasingly challenging tasks directly from visual observations, generalizing learned skills to novel environments remains very challenging. Extensive use of data augmentation is a promising technique for improving generalization in RL, but it is often found to decrease sample efficiency and can even lead to divergence. In this paper, we investigate causes of instability when using data augmentation in common off-policy RL algorithms. We identify two problems, both rooted in high-variance Q-targets. Based on our findings, we propose a simple yet effective technique for stabilizing this class of algorithms under augmentation. We perform extensive empirical evaluation of image-based RL using both ConvNets and Vision Transformers (ViT) on a family of benchmarks based on DeepMind Control Suite, as well as in robotic manipulation tasks. Our method greatly improves stability and sample efficiency of ConvNets under augmentation, and achieves generalization results competitive with state-of-the-art methods for image-based RL. We further show that our method scales to RL with ViT-based architectures, and that data augmentation may be especially important in this setting.
This paper presented a deep reinforcement learning method named Double Deep Q-networks to design an end-to-end vision-based adaptive cruise control (ACC) system. A simulation environment of a highway scene was set up in Unity, which is a game engine that provided both physical models of vehicles and feature data for training and testing. Well-designed reward functions associated with the following distance and throttle/brake force were implemented in the reinforcement learning model for both internal combustion engine (ICE) vehicles and electric vehicles (EV) to perform adaptive cruise control. The gap statistics and total energy consumption are evaluated for different vehicle types to explore the relationship between reward functions and powertrain characteristics. Compared with the traditional radar-based ACC systems or human-in-the-loop simulation, the proposed vision-based ACC system can generate either a better gap regulated trajectory or a smoother speed trajectory depending on the preset reward function. The proposed system can be well adaptive to different speed trajectories of the preceding vehicle and operated in real-time.
Decentralized coordination of a robot swarm requires addressing the tension between local perceptions and actions, and the accomplishment of a global objective. In this work, we propose to learn decentralized controllers based on solely raw visual inputs. For the first time, that integrates the learning of two key components: communication and visual perception, in one end-to-end framework. More specifically, we consider that each robot has access to a visual perception of the immediate surroundings, and communication capabilities to transmit and receive messages from other neighboring robots. Our proposed learning framework combines a convolutional neural network (CNN) for each robot to extract messages from the visual inputs, and a graph neural network (GNN) over the entire swarm to transmit, receive and process these messages in order to decide on actions. The use of a GNN and locally-run CNNs results naturally in a decentralized controller. We jointly train the CNNs and the GNN so that each robot learns to extract messages from the images that are adequate for the team as a whole. Our experiments demonstrate the proposed architecture in the problem of drone flocking and show its promising performance and scalability, e.g., achieving successful decentralized flocking for large-sized swarms consisting of up to 75 drones.
We present a new method that views object detection as a direct set prediction problem. Our approach streamlines the detection pipeline, effectively removing the need for many hand-designed components like a non-maximum suppression procedure or anchor generation that explicitly encode our prior knowledge about the task. The main ingredients of the new framework, called DEtection TRansformer or DETR, are a set-based global loss that forces unique predictions via bipartite matching, and a transformer encoder-decoder architecture. Given a fixed small set of learned object queries, DETR reasons about the relations of the objects and the global image context to directly output the final set of predictions in parallel. The new model is conceptually simple and does not require a specialized library, unlike many other modern detectors. DETR demonstrates accuracy and run-time performance on par with the well-established and highly-optimized Faster RCNN baseline on the challenging COCO object detection dataset. Moreover, DETR can be easily generalized to produce panoptic segmentation in a unified manner. We show that it significantly outperforms competitive baselines. Training code and pretrained models are available at https://github.com/facebookresearch/detr.