ICLR 2023 Papers

International Conference on Learning Representations

Decision breakdown

1,575papers

Counted from the official paper list; may differ slightly from the number the conference announced.

  • Poster
    1,20476.4%
  • Other / unlabeled
    37123.6%

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Meta-Evolve: Continuous Robot Evolution for One-to-many Policy Transfer

Xingyu Liu

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We investigate the problem of transferring an expert policy from a source robot to multiple different robots. To solve this problem, we propose a method name Meta-Evolve that uses continuous robot evolution to efficiently transfer the policy to a newly defined meta robot and then to each target robot. Since the meta robot is closer to the target robots, our approach can significantly naive one-to-one policy transfer. We also present three heuristic approaches with theoretical results to determine the meta robot. Experiments have shown that with three target robots, our method is able to improve over the baseline of launching multiple independent one-to-one robot-to-robot policy transfers by up to 2.4$\times$ in terms of training and exploration needed.

Poster
Equivariant Descriptor Fields: SE(3)-Equivariant Energy-Based Models for End-to-End Visual Robotic Manipulation Learning

Hyunwoo Ryu, Hong-in Lee, Jeong-Hoon Lee, Jongeun Choi

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End-to-end learning for visual robotic manipulation is known to suffer from sample inefficiency, requiring large numbers of demonstrations. The spatial roto-translation equivariance, or the SE(3)-equivariance can be exploited to improve the sample efficiency for learning robotic manipulation. In this paper, we present SE(3)-equivariant models for visual robotic manipulation from point clouds that can be trained fully end-to-end. By utilizing the representation theory of the Lie group, we construct novel SE(3)-equivariant energy-based models that allow highly sample efficient end-to-end learning. We show that our models can learn from scratch without prior knowledge and yet are highly sample efficient (5~10 demonstrations are enough). Furthermore, we show that our models can generalize to tasks with (i) previously unseen target object poses, (ii) previously unseen target object instances of the category, and (iii) previously unseen visual distractors. We experiment with 6-DoF robotic manipulation tasks to validate our models' sample efficiency and generalizability. Codes are available at: https://github.com/tomato1mule/edf

Poster
From Play to Policy: Conditional Behavior Generation from Uncurated Robot Data

Zichen Jeff Cui, Yibin Wang, Nur Muhammad Mahi Shafiullah, Lerrel Pinto

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While large-scale sequence modelling from offline data has led to impressive performance gains in natural language generation and image generation, directly translating such ideas to robotics has been challenging. One critical reason for this is that uncurated robot demonstration data, i.e. play data, collected from non-expert human demonstrators are often noisy, diverse, and distributionally multi-modal. This makes extracting useful, task-centric behaviors from such data a difficult generative modelling problem. In this work, we present Conditional Behavior Transformers (C-BeT), a method that combines the multi-modal generation ability of Behavior Transformer with future-conditioned goal specification. On a suite of simulated benchmark tasks, we find that C-BeT improves upon prior state-of-the-art work in learning from play data by an average of 45.7%. Further, we demonstrate for the first time that useful task-centric behaviors can be learned on a real-world robot purely from play data without any task labels or reward information. Robot videos are best viewed on our project website: play-to-policy.github.io

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Adversarial Imitation Learning with Preferences

Aleksandar Taranovic, Andras Gabor Kupcsik, Niklas Freymuth, Gerhard Neumann

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Designing an accurate and explainable reward function for many Reinforcement Learning tasks is a cumbersome and tedious process. Instead, learning policies directly from the feedback of human teachers naturally integrates human domain knowledge into the policy optimization process. However, different feedback modalities, such as demonstrations and preferences, provide distinct benefits and disadvantages. For example, demonstrations convey a lot of information about the task but are often hard or costly to obtain from real experts while preferences typically contain less information but are in most cases cheap to generate. However, existing methods centered around human feedback mostly focus on a single teaching modality, causing them to miss out on important training data while making them less intuitive to use. In this paper we propose a novel method for policy learning that incorporates two different feedback types, namely \emph{demonstrations} and \emph{preferences}. To this end, we make use of the connection between discriminator training and density ratio estimation to incorporate preferences into the popular Adversarial Imitation Learning paradigm. This insight allows us to express loss functions over both demonstrations and preferences in a unified framework. Besides expert demonstrations, we are also able to learn from imperfect ones and combine them with preferences to achieve improved task performance. We experimentally validate the effectiveness of combining both preferences and demonstrations on common benchmarks and also show that our method can efficiently learn challenging robot manipulation tasks.

Poster
VIP: Towards Universal Visual Reward and Representation via Value-Implicit Pre-Training

Yecheng Jason Ma, Shagun Sodhani, Dinesh Jayaraman, Osbert Bastani, Vikash Kumar, Amy Zhang

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Reward and representation learning are two long-standing challenges for learning an expanding set of robot manipulation skills from sensory observations. Given the inherent cost and scarcity of in-domain, task-specific robot data, learning from large, diverse, offline human videos has emerged as a promising path towards acquiring a generally useful visual representation for control; however, how these human videos can be used for general-purpose reward learning remains an open question. We introduce $\textbf{V}$alue-$\textbf{I}$mplicit $\textbf{P}$re-training (VIP), a self-supervised pre-trained visual representation capable of generating dense and smooth reward functions for unseen robotic tasks. VIP casts representation learning from human videos as an offline goal-conditioned reinforcement learning problem and derives a self-supervised dual goal-conditioned value-function objective that does not depend on actions, enabling pre-training on unlabeled human videos. Theoretically, VIP can be understood as a novel implicit time contrastive objective that generates a temporally smooth embedding, enabling the value function to be implicitly defined via the embedding distance, which can then be used to construct the reward for any goal-image specified downstream task. Trained on large-scale Ego4D human videos and without any fine-tuning on in-domain, task-specific data, VIP can provide dense visual reward for an extensive set of simulated and $\textbf{real-robot}$ tasks, enabling diverse reward-based visual control methods and significantly outperforming all prior pre-trained representations. Notably, VIP can enable simple, few-shot offline RL on a suite of real-world robot tasks with as few as 20 trajectories.

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SoftZoo: A Soft Robot Co-design Benchmark For Locomotion In Diverse Environments

Tsun-Hsuan Wang, Pingchuan Ma, Andrew Everett Spielberg, Zhou Xian, Hao Zhang, Joshua B. Tenenbaum, Daniela Rus, Chuang Gan

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While significant research progress has been made in robot learning for control, unique challenges arise when simultaneously co-optimizing morphology. Existing work has typically been tailored for particular environments or representations. In order to more fully understand inherent design and performance tradeoffs and accelerate the development of new breeds of soft robots, a comprehensive virtual platform — with well-established tasks, environments, and evaluation metrics — is needed. In this work, we introduce SoftZoo, a soft robot co-design platform for locomotion in diverse environments. SoftZoo supports an extensive, naturally-inspired material set, including the ability to simulate environments such as flat ground, desert, wetland, clay, ice, snow, shallow water, and ocean. Further, it provides a variety of tasks relevant for soft robotics, including fast locomotion, agile turning, and path following, as well as differentiable design representations for morphology and control. Combined, these elements form a feature-rich platform for analysis and development of soft robot co-design algorithms. We benchmark prevalent representations and co-design algorithms, and shed light on 1) the interplay between environment, morphology, and behavior (2) the importance of design space representations 3) the ambiguity in muscle formation and controller synthesis and 4) the value of differentiable physics. We envision that SoftZoo will serve as a standard platform and template an approach toward the development of novel representations and algorithms for co-designing soft robots’ behavioral and morphological intelligence. Demos are available on our project page.

Poster
DualAfford: Learning Collaborative Visual Affordance for Dual-gripper Manipulation

Yan Zhao, Ruihai Wu, Zhehuan Chen, Yourong Zhang, Qingnan Fan, Kaichun Mo, Hao Dong

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It is essential yet challenging for future home-assistant robots to understand and manipulate diverse 3D objects in daily human environments. Towards building scalable systems that can perform diverse manipulation tasks over various 3D shapes, recent works have advocated and demonstrated promising results learning visual actionable affordance, which labels every point over the input 3D geometry with an action likelihood of accomplishing the downstream task (e.g., pushing or picking-up). However, these works only studied single-gripper manipulation tasks, yet many real-world tasks require two hands to achieve collaboratively. In this work, we propose a novel learning framework, DualAfford, to learn collaborative affordance for dual-gripper manipulation tasks. The core design of the approach is to reduce the quadratic problem for two grippers into two disentangled yet interconnected subtasks for efficient learning. Using the large-scale PartNet-Mobility and ShapeNet datasets, we set up four benchmark tasks for dual-gripper manipulation. Experiments prove the effectiveness and superiority of our method over three baselines. We will release code and data upon acceptance.

Poster
FluidLab: A Differentiable Environment for Benchmarking Complex Fluid Manipulation

Zhou Xian, Bo Zhu, Zhenjia Xu, Hsiao-Yu Tung, Antonio Torralba, Katerina Fragkiadaki, Chuang Gan

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Humans manipulate various kinds of fluids in their everyday life: creating latte art, scooping floating objects from water, rolling an ice cream cone, etc. Using robots to augment or replace human labors in these daily settings remain as a challenging task due to the multifaceted complexities of fluids. Previous research in robotic fluid manipulation mostly consider fluids governed by an ideal, Newtonian model in simple task settings (e.g., pouring water into a container). However, the vast majority of real-world fluid systems manifest their complexities in terms of the fluid’s complex material behaviors (e.g., elastoplastic deformation) and multi-component interactions (e.g. coffee and frothed milk when making latte art), both of which were well beyond the scope of the current literature. To evaluate robot learning algorithms on understanding and interacting with such complex fluid systems, a comprehensive virtual platform with versatile simulation capabilities and well-established tasks is needed. In this work, we introduce FluidLab, a simulation environment with a diverse set of manipulation tasks involving complex fluid dynamics. These tasks address interactions between solid and fluid as well as among multiple fluids. At the heart of our platform is a fully differentiable physics simulator, FluidEngine, providing GPU-accelerated simulations and gradient calculations for various material types and their couplings, extending the scope of the existing differentiable simulation engines. We identify several challenges for fluid manipulation learning by evaluating a set of reinforcement learning and trajectory optimization methods on our platform. To address these challenges, we propose several domain-specific optimization schemes coupled with differentiable physics, which are empirically shown to be effective in tackling optimization problems featured by fluid system’s non-convex and non-smooth properties. Furthermore, we demonstrate reasonable sim-to-real transfer by deploying optimized trajectories in real-world settings. FluidLab is publicly available at: https://fluidlab2023.github.io.

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DM-NeRF: 3D Scene Geometry Decomposition and Manipulation from 2D Images

Bing Wang, Lu Chen, Bo Yang

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In this paper, we study the problem of 3D scene geometry decomposition and manipulation from 2D views. By leveraging the recent implicit neural representation techniques, particularly the appealing neural radiance fields, we introduce an object field component to learn unique codes for all individual objects in 3D space only from 2D supervision. The key to this component is a series of carefully designed loss functions to enable every 3D point, especially in non-occupied space, to be effectively optimized even without 3D labels. In addition, we introduce an inverse query algorithm to freely manipulate any specified 3D object shape in the learned scene representation. Notably, our manipulation algorithm can explicitly tackle key issues such as object collisions and visual occlusions. Our method, called DM-NeRF, is among the first to simultaneously reconstruct, decompose, manipulate and render complex 3D scenes in a single pipeline. Extensive experiments on three datasets clearly show that our method can accurately decompose all 3D objects from 2D views, allowing any interested object to be freely manipulated in 3D space such as translation, rotation, size adjustment, and deformation.

Poster
Using Both Demonstrations and Language Instructions to Efficiently Learn Robotic Tasks

Albert Yu, Ray Mooney

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Demonstrations and natural language instructions are two common ways to specify and teach robots novel tasks. However, for many complex tasks, a demonstration or language instruction alone contains ambiguities, preventing tasks from being specified clearly. In such cases, a combination of both a demonstration and an instruction more concisely and effectively conveys the task to the robot than either modality alone. To instantiate this problem setting, we train a single multi-task policy on a few hundred challenging robotic pick-and-place tasks and propose DeL-TaCo (Joint Demo-Language Task Conditioning), a method for conditioning a robotic policy on task embeddings comprised of two components: a visual demonstration and a language instruction. By allowing these two modalities to mutually disambiguate and clarify each other during novel task specification, DeL-TaCo (1) substantially decreases the teacher effort needed to specify a new task and (2) achieves better generalization performance on novel objects and instructions over previous task-conditioning methods. To our knowledge, this is the first work to show that simultaneously conditioning a multi-task robotic manipulation policy on both demonstration and language embeddings improves sample efficiency and generalization over conditioning on either modality alone.

Poster
Learning Input-agnostic Manipulation Directions in StyleGAN with Text Guidance

Yoonjeon Kim, Hyunsu Kim, Junho Kim, Yunjey Choi, Eunho Yang

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With the advantages of fast inference and human-friendly flexible manipulation, image-agnostic style manipulation via text guidance enables new applications that were not previously available. The state-of-the-art text-guided image-agnostic manipulation method embeds the representation of each channel of StyleGAN independently in the Contrastive Language-Image Pre-training (CLIP) space, and provides it in the form of a Dictionary to quickly find out the channel-wise manipulation direction during inference time. However, in this paper we argue that this dictionary which is constructed by controlling single channel individually is limited to accommodate the versatility of text guidance since the collective and interactive relation among multiple channels are not considered. Indeed, we show that it fails to discover a large portion of manipulation directions that can be found by existing methods, which manually manipulates latent space without texts. To alleviate this issue, we propose a novel method that learns a Dictionary, whose entry corresponds to the representation of a single channel, by taking into account the manipulation effect coming from the interaction with multiple other channels. We demonstrate that our strategy resolves the inability of previous methods in finding diverse known directions from unsupervised methods and unknown directions from random text while maintaining the real-time inference speed and disentanglement ability.

Poster
Benchmarking Offline Reinforcement Learning on Real-Robot Hardware

Nico Gürtler, Sebastian Blaes, Pavel Kolev, Felix Widmaier, Manuel Wuthrich, Stefan Bauer, Bernhard Schölkopf, Georg Martius

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Learning policies from previously recorded data is a promising direction for real-world robotics tasks, as online learning is often infeasible. Dexterous manipulation in particular remains an open problem in its general form. The combination of offline reinforcement learning with large diverse datasets, however, has the potential to lead to a breakthrough in this challenging domain analogously to the rapid progress made in supervised learning in recent years. To coordinate the efforts of the research community toward tackling this problem, we propose a benchmark including: i) a large collection of data for offline learning from a dexterous manipulation platform on two tasks, obtained with capable RL agents trained in simulation; ii) the option to execute learned policies on a real-world robotic system and a simulation for efficient debugging. We evaluate prominent open-sourced offline reinforcement learning algorithms on the datasets and provide a reproducible experimental setup for offline reinforcement learning on real systems.

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