Many previous works approach vision-based robotic grasping by training a value network that evaluates grasp proposals. These approaches require an optimization process at run-time to infer the best action from the value network. As a result, the inference time grows exponentially as the dimension of action space increases. We propose an alternative method, by directly training a neural density model to approximate the conditional distribution of successful grasp poses from the input images. We construct a neural network that combines Gaussian mixture and normalizing flows, which is able to represent multi-modal, complex probability distributions. We demonstrate on both simulation and real robot that the proposed actor model achieves similar performance compared to the value network using the Cross-Entropy Method (CEM) for inference, on top-down grasping with a 4 dimensional action space. Our actor model reduces the inference time by 3 times compared to the state-of-the-art CEM method. We believe that actor models will play an important role when scaling up these approaches to higher dimensional action spaces.
Generative Adversarial Networks (GAN) have received a lot of attention in modeling probability distributions for images @cite_9 @cite_5 @cite_2 and have also been used successfully in imitation learning @cite_6 settings. However, because these generators cannot compute the probability density of generated samples, a discriminator is required to provide a training signal, and balancing the interplay between these two components is difficult. Similar works in energy-based models @cite_1 @cite_17 also learn generators for which the probability density of generated samples cannot be computed.
@cite_9 @cite_1 @cite_6 @cite_2 @cite_5 @cite_17
2099471712 2949561945 2434014514 2952838738
We propose a new framework for estimating generative models via an adversarial process, in which we simultaneously train two models: a generative model G that captures the data distribution, and a discriminative model D that estimates the probability that a sample came from the training data rather than G. The training procedure for G is to maximize the probability of D making a mistake. This framework corresponds to a minimax two-player game. In the space of arbitrary functions G and D, a unique solution exists, with G recovering the training data distribution and D equal to ½ everywhere. In the case where G and D are defined by multilayer perceptrons, the entire system can be trained with backpropagation. There is no need for any Markov chains or unrolled approximate inference networks during either training or generation of samples. Experiments demonstrate the potential of the framework through qualitative and quantitative evaluation of the generated samples. We propose a method for learning expressive energy-based policies for continuous states and actions, which has been feasible only in tabular domains before. We apply our method to learning maximum entropy policies, resulting into a new algorithm, called soft Q-learning, that expresses the optimal policy via a Boltzmann distribution. We use the recently proposed amortized Stein variational gradient descent to learn a stochastic sampling network that approximates samples from this distribution. The benefits of the proposed algorithm include improved exploration and compositionality that allows transferring skills between tasks, which we confirm in simulated experiments with swimming and walking robots. We also draw a connection to actor-critic methods, which can be viewed performing approximate inference on the corresponding energy-based model. Consider learning a policy from example expert behavior, without interaction with the expert or access to reinforcement signal. One approach is to recover the expert's cost function with inverse reinforcement learning, then extract a policy from that cost function with reinforcement learning. This approach is indirect and can be slow. We propose a new general framework for directly extracting a policy from data, as if it were obtained by reinforcement learning following inverse reinforcement learning. We show that a certain instantiation of our framework draws an analogy between imitation learning and generative adversarial networks, from which we derive a model-free imitation learning algorithm that obtains significant performance gains over existing model-free methods in imitating complex behaviors in large, high-dimensional environments. There has been a lot of recent interest in designing neural network models to estimate a distribution from a set of examples. We introduce a simple modification for autoencoder neural networks that yields powerful generative models. Our method masks the autoencoder's parameters to respect autoregressive constraints: each input is reconstructed only from previous inputs in a given ordering. Constrained this way, the autoencoder outputs can be interpreted as a set of conditional probabilities, and their product, the full joint probability. We can also train a single network that can decompose the joint probability in multiple different orderings. Our simple framework can be applied to multiple architectures, including deep ones. Vectorized implementations, such as on GPUs, are simple and fast. Experiments demonstrate that this approach is competitive with state-of-the-art tractable distribution estimators. At test time, the method is significantly faster and scales better than other autoregressive estimators.