We introduce Compositional Imitation Learning and Execution (CompILE): a framework for learning reusable, variable-length segments of hierarchically-structured behavior from demonstration data. CompILE uses a novel unsupervised, fully-differentiable sequence segmentation module to learn latent encodings of sequential data that can be re-composed and executed to perform new tasks. Once trained, our model generalizes to sequences of longer length and from environment instances not seen during training. We evaluate CompILE in a challenging 2D multi-task environment and a continuous control task, and show that it can find correct task boundaries and event encodings in an unsupervised manner. Latent codes and associated behavior policies discovered by CompILE can be used by a hierarchical agent, where the high-level policy selects actions in the latent code space, and the low-level, task-specific policies are simply the learned decoders. We found that our CompILE-based agent could learn given only sparse rewards, where agents without task-specific policies struggle.
Our framework is closely related to option discovery @cite_22 @cite_3 @cite_20 @cite_2 , with the main difference being that our inference algorithm is agnostic to what type of option (sub-task) encoding is used. Our framework allows for inference of continuous, discrete or mixed continuous-discrete latent variables within the default VAE @cite_5 @cite_21 setup using the reparameterization trick @cite_5 for low-variance gradient estimation. @cite_20 introduce an EM-based inference algorithm for option discovery in settings similar to ours. Their model, however, has to make several limiting assumptions to be able to use EM for efficient inference: their model is restricted to discrete latent variables and to inference networks that are independent of the position of task boundaries: in their case without recurrency and only dependent on the current state action pair. Option discovery has also been addressed in the context of inverse reinforcement learning (IRL) using generative adversarial networks (GANs) @cite_9 to find structured policies that are close to demonstration sequences @cite_2 . This approach requires being able to interact with the environment for imitation learning, whereas our model is based on BC and works on offline demonstration data.
@cite_22 @cite_9 @cite_21 @cite_3 @cite_2 @cite_5 @cite_20
2294748366 2099471712 2962897886 1539716820 2963221965 2964121744 2605016475
Much recent work in robot learning from demonstration has focused on automatically segmenting continuous task demonstrations into simpler, reusable primitives. However, strong assumptions are often made about how these primitives can be sequenced, limiting the potential for data reuse. We introduce a novel method for discovering semantically grounded primitives and incrementally building and improving a finite-state representation of a task in which various contingencies can arise. Specifically, a Beta Process Autoregressive Hidden Markov Model is used to automatically segment demonstrations into motion categories, which are then further subdivided into semantically grounded states in a finite-state automaton. During replay of the task, a data-driven approach is used to collect additional data where they are most needed through interactive corrections, which are then used to improve the finite-state automaton. Together, this allows for intelligent sequencing of primitives to create novel, adaptive behavior that can be incrementally improved as needed. We demonstrate the utility of this technique on a furniture assembly task using the PR2 mobile manipulator. 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 marry ideas from deep neural networks and approximate Bayesian inference to derive a generalised class of deep, directed generative models, endowed with a new algorithm for scalable inference and learning. Our algorithm introduces a recognition model to represent an approximate posterior distribution and uses this for optimisation of a variational lower bound. We develop stochastic backpropagation - rules for gradient backpropagation through stochastic variables - and derive an algorithm that allows for joint optimisation of the parameters of both the generative and recognition models. We demonstrate on several real-world data sets that by using stochastic backpropagation and variational inference, we obtain models that are able to generate realistic samples of data, allow for accurate imputations of missing data, and provide a useful tool for high-dimensional data visualisation. Most manipulation tasks can be decomposed into a sequence of phases, where the robot's actions have different effects in each phase. The robot can perform actions to transition between phases and, thus, alter the effects of its actions, e.g. grasp an object in order to then lift it. The robot can thus reach a phase that affords the desired manipulation. In this paper, we present an approach for exploiting the phase structure of tasks in order to learn manipulation skills more efficiently. Starting with human demonstrations, the robot learns a probabilistic model of the phases and the phase transitions. The robot then employs model-based reinforcement learning to create a library of motor primitives for transitioning between phases. The learned motor primitives generalize to new situations and tasks. Given this library, the robot uses a value function approach to learn a high-level policy for sequencing the motor primitives. The proposed method was successfully evaluated on a real robot performing a bimanual grasping task. Imitation learning has traditionally been applied to learn a single task from demonstrations thereof. The requirement of structured and isolated demonstrations limits the scalability of imitation learning approaches as they are difficult to apply to real-world scenarios, where robots have to be able to execute a multitude of tasks. In this paper, we propose a multi-modal imitation learning framework that is able to segment and imitate skills from unlabelled and unstructured demonstrations by learning skill segmentation and imitation learning jointly. The extensive simulation results indicate that our method can efficiently separate the demonstrations into individual skills and learn to imitate them using a single multi-modal policy. Abstract: We introduce Adam, an algorithm for first-order gradient-based optimization of stochastic objective functions, based on adaptive estimates of lower-order moments. The method is straightforward to implement, is computationally efficient, has little memory requirements, is invariant to diagonal rescaling of the gradients, and is well suited for problems that are large in terms of data and or parameters. The method is also appropriate for non-stationary objectives and problems with very noisy and or sparse gradients. The hyper-parameters have intuitive interpretations and typically require little tuning. Some connections to related algorithms, on which Adam was inspired, are discussed. We also analyze the theoretical convergence properties of the algorithm and provide a regret bound on the convergence rate that is comparable to the best known results under the online convex optimization framework. Empirical results demonstrate that Adam works well in practice and compares favorably to other stochastic optimization methods. Finally, we discuss AdaMax, a variant of Adam based on the infinity norm. Augmenting an agent's control with useful higher-level behaviors called options can greatly reduce the sample complexity of reinforcement learning, but manually designing options is infeasible in high-dimensional and abstract state spaces. While recent work has proposed several techniques for automated option discovery, they do not scale to multi-level hierarchies and to expressive representations such as deep networks. We present Discovery of Deep Options (DDO), a policy-gradient algorithm that discovers parametrized options from a set of demonstration trajectories, and can be used recursively to discover additional levels of the hierarchy. The scalability of our approach to multi-level hierarchies stems from the decoupling of low-level option discovery from high-level meta-control policy learning, facilitated by under-parametrization of the high level. We demonstrate that using the discovered options to augment the action space of Deep Q-Network agents can accelerate learning by guiding exploration in tasks where random actions are unlikely to reach valuable states. We show that DDO is effective in adding options that accelerate learning in 4 out of 5 Atari RAM environments chosen in our experiments. We also show that DDO can discover structure in robot-assisted surgical videos and kinematics that match expert annotation with 72 accuracy.