The success of deep learning in computer vision and natural language processing communities can be attributed to the training of very deep neural networks with millions or billions of parameters, which can then be trained with massive amounts of data. However, a similar trend has largely eluded the training of deep reinforcement learning (RL) algorithms where larger networks do not lead to performance improvement. Previous work has shown that this is mostly due to instability during the training of deep RL agents when using larger networks. In this paper, we make an attempt to understand and address the training of larger networks for deep RL. We first show that naively increasing network capacity does not improve performance. Then, we propose a novel method that consists of (1) wider networks with DenseNet connection, (2) decoupling representation learning from the training of RL, and (3) a distributed training method to mitigate overfitting problems. Using this three-fold technique, we show that we can train very large networks that result in significant performance gains. We present several ablation studies to demonstrate the efficacy of the proposed method and some intuitive understanding of the reasons for performance gain. We show that our proposed method outperforms other baseline algorithms on several challenging locomotion tasks.
@article{ota2024aframework,author={Ota, Kei and Jha, Devesh K. and Kanezaki, Asako},title={A Framework for Training Larger Networks for Deep Reinforcement Learning},journal={Machine Learning},year={2024},month=jun,day={05},issn={1573-0565},doi={10.1007/s10994-024-06547-6},url={https://doi.org/10.1007/s10994-024-06547-6},}
Autonomous Robotic Assembly: From Part Singulation to Precise Assembly
Imagine a robot that can assemble a functional product from the individual parts presented in any configuration to the robot. Designing such a robotic system is a complex problem which presents several open challenges. To bypass these challenges, the current generation of assembly systems is built with a lot of system integration effort to provide the structure and precision necessary for assembly. These systems are mostly responsible for part singulation, part kitting, and part detection, which is accomplished by intelligent system design. In this paper, we present autonomous assembly of a gear box with minimum requirements on structure. The assembly parts are randomly placed in a two-dimensional work environment for the robot. The proposed system makes use of several different manipulation skills such as sliding for grasping, in-hand manipulation, and insertion to assemble the gear box. All these tasks are run in a closed-loop fashion using vision, tactile, and Force-Torque (F/T) sensors. We perform extensive hardware experiments to show the robustness of the proposed methods as well as the overall system. See supplementary video at this [URL](https://www.youtube.com/watch?v=cZ9M1DQ23OI).
@inproceedings{ota2024autonomous,title={Autonomous Robotic Assembly: From Part Singulation to Precise Assembly},author={Ota, Kei and Jha, Devesh K. and Jain, Siddarth and Yerazunis, Bill and Corcodel, Radu and Shukla, Yash and Bronars, Antonia and Romeres, Diego},booktitle={IROS},year={2024},}
Tactile Estimation of Extrinsic Contact Patch for Stable Placement
Precise perception of contact interactions is essential for fine-grained manipulation skills for robots. In this paper, we present the design of feedback skills for robots that must learn to stack complex-shaped objects on top of each other. To design such a system, a robot should be able to reason about the stability of placement from very gentle contact interactions. Our results demonstrate that it is possible to infer the stability of object placement based on tactile readings during contact formation between the object and its environment. In particular, we estimate the contact patch between a grasped object and its environment using force and tactile observations to estimate the stability of the object during a contact formation. The contact patch could be used to estimate the stability of the object upon release of the grasp. The proposed method is demonstrated in various pairs of objects that are used in a very popular board game.
@inproceedings{ota2024tactileestimation,author={Ota, Kei and Jha, Devesh K. and Jatavallabhula, Krishna Murthy and Kanezaki, Asako and Tenenbaum, Joshua B.},booktitle={ICRA},title={Tactile Estimation of Extrinsic Contact Patch for Stable Placement},year={2024},volume={},number={},pages={13876-13882},keywords={Training;Geometry;Force measurement;Stacking;Force;Estimation;Games},doi={10.1109/ICRA57147.2024.10611504},}
Tactile-Filter: Interactive Tactile Perception for Part Mating
Kei Ota , Devesh K Jha, Hsiao-Yu Tung , and Joshua B Tenenbaum
Humans rely on touch and tactile sensing for a lot of dexterous manipulation tasks. Our tactile sensing provides us with a lot of information regarding contact formations as well as geometric information about objects during any interaction. With this motivation, vision-based tactile sensors are being widely used for various robotic perception and control tasks. In this paper, we present a method for interactive perception using vision-based tactile sensors for a part mating task, where a robot can use tactile sensors and a feedback mechanism using a particle filter to incrementally improve its estimate of objects \cam(pegs and holes) that fit together. To do this, we first train a deep neural network that makes use of tactile images to predict the probabilistic correspondence between arbitrarily shaped objects that fit together. The trained model is used to design a particle filter which is used twofold. First, given one partial (or non-unique) observation of the hole, it incrementally improves the estimate of the correct peg by sampling more tactile observations. Second, it selects the next action for the robot to sample the next touch (and thus image) which results in maximum uncertainty reduction to minimize the number of interactions during the perception task. We evaluate our method on several part-mating tasks \camwith novel objects using a robot equipped with a vision-based tactile sensor. We also show the efficiency of the proposed action selection method against a naive method. See supplementary [video](https://www.youtube.com/watch?v=jMVBg_e3gLw).
@article{ota2023tactile,title={Tactile-Filter: Interactive Tactile Perception for Part Mating},author={Ota, Kei and Jha, Devesh K and Tung, Hsiao-Yu and Tenenbaum, Joshua B},journal={RSS},year={2023},}
Data-Efficient Learning for Complex and Real-Time Physical Problem Solving Using Augmented Simulation
Humans quickly solve tasks in novel systems with complex dynamics, without requiring much interaction. While deep reinforcement learning algorithms have achieved tremendous success in many complex tasks, these algorithms need a large number of samples to learn meaningful policies. In this paper, we present a task for navigating a marble to the center of a circular maze. While this system is very intuitive and easy for humans to solve, it can be very difficult and inefficient for standard reinforcement learning algorithms to learn meaningful policies. We present a model that learns to move a marble in the complex environment within minutes of interacting with the real system. Learning consists of initializing a physics engine with parameters estimated using data from the real system. The error in the physics engine is then corrected using Gaussian process regression, which is used to model the residual between real observations and physics engine simulations. The physics engine augmented with the residual model is then used to control the marble in the maze environment using a model-predictive feedback over a receding horizon. To the best of our knowledge, this is the first time that a hybrid model consisting of a full physics engine along with a statistical function approximator has been used to control a complex physical system in real-time using nonlinear model-predictive control (NMPC).
@article{ota2021data,author={Ota, Kei and Jha, Devesh K. and Romeres, Diego and van Baar, Jeroen and Smith, Kevin A. and Semitsu, Takayuki and Oiki, Tomoaki and Sullivan, Alan and Nikovski, Daniel and Tenenbaum, Joshua B.},journal={RAL},title={Data-Efficient Learning for Complex and Real-Time Physical Problem Solving Using Augmented Simulation},year={2021},volume={6},number={2},pages={4241-4248},doi={10.1109/LRA.2021.3068887},}
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