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Foundation models are enough to solve robotics! Unfortunately, this is not true. We keep hearing that Vision-Language-Action (VLA) models struggle because of the gap between static training and the dynamic real world. A German startup (Sereact) just released a solution that bridges this gap perfectly. They are introducing a...

18,210 görüntüleme • 5 ay önce •via X (Twitter)

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Let's reverse engineer Disney's adorable, lifelike robot! I couldn't find a whitepaper, but this is how I think it's trained: 1. The emotional behaviors are curated by Disney animation artists, keyframe by keyframe. But it cannot be "rendered" directly on the robot because it doesn't take into account the complex real-world physics. 2. Reinforcement learning (RL) is a great tool for training low-level robot controllers. RL needs a reward function to optimize, and it's typically a task reward (e.g. walk in a straight line as fast as possible). The problem is that RL doesn't know what counts as "natural behavior", and often produces weird-looking body postures that somehow still maximize the reward. This is a human alignment problem just like ChatGPT. 3. Enters Adversarial Motion Prior (AMP): a technique that learns the human preference by training a classifier on what we consider "emotional & cute". In GAN literature, this is called a discriminator. Disney artists are good at creating such a dataset. You can then add AMP as an auxiliary reward in simulation to nudge the robot towards desired behaviors. AMP was developed by Peng et al. 2021 and Escontrela et al. 2022. 4. Add lots of data augmentation to make the controller robust to physical disturbances. In RL, it's called "domain randomization". This is a very powerful technique that bridges the gap between simulator and reality. Previously, OpenAI used domain randomization to train a 5-finger robot hand to manipulate a Rubik's Cube: IEEE news article gave hints about the pipeline: Finally, praying for world peace 🙏. I hope robotics like this will bring more joy to the world.

Jim Fan

314,611 görüntüleme • 2 yıl önce

I don’t know if we live in a Matrix, but I know for sure that robots will spend most of their lives in simulation. Let machines train machines. I’m excited to introduce DexMimicGen, a massive-scale synthetic data generator that enables a humanoid robot to learn complex skills from only a handful of human demonstrations. Yes, as few as 5! DexMimicGen addresses the biggest pain point in robotics: where do we get data? Unlike with LLMs, where vast amounts of texts are readily available, you cannot simply download motor control signals from the internet. So researchers teleoperate the robots to collect motion data via XR headsets. They have to repeat the same skill over and over and over again, because neural nets are data hungry. This is a very slow and uncomfortable process. At NVIDIA, we believe the majority of high-quality tokens for robot foundation models will come from simulation. What DexMimicGen does is to trade GPU compute time for human time. It takes one motion trajectory from human, and multiplies into 1000s of new trajectories. A robot brain trained on this augmented dataset will generalize far better in the real world. Think of DexMimicGen as a learning signal amplifier. It maps a small dataset to a large (de facto infinite) dataset, using physics simulation in the loop. In this way, we free humans from babysitting the bots all day. The future of robot data is generative. The future of the entire robot learning pipeline will also be generative. 🧵

Jim Fan

165,246 görüntüleme • 1 yıl önce

Experiments in progress. The one on the right has been learning for ~3 hours, the one in the middle for ~1 hour, and the one on the left just started a few minutes ago. The initial motivation for making the physical Atari was just to commit ourselves to a subset of algorithms that can make progress in this setup. This commitment rules out algorithms that require billions of samples to learn (or worse, require multiple environments running in parallel). Atari games are simple enough that we should be able to show learning on them in a short amount of time with no prior knowledge. Since then, I've realized that this setup is also a good way to compare different paradigms in robotics in a principled way. These paradigms are sim2real, learning from tele-operated data, and learning directly on the robots. So far, I have observed that getting sim2real to work reliably is hard. It requires tweaks that don't scale. Policies that can play perfectly in simulation fall apart because of latencies and the messiness of the real world. These aspects could be modeled to improve the simulation, but not without sinking significant human engineering hours. I have higher hopes for learning from tele-operated data, but that requires a human to learn the task first. These experiments are on my to-do list. I have to learn to play some of the games well through the robot. I’m half-decent at playing Pong and Ms Pacman now. Learning directly on robots is looking like the most promising approach. This approach takes away pesky distribution shifts and makes it possible to have algorithms that continually improve with more data and time without any human intervention. It feels great to let experiments run overnight and wake up to find improved policies. With learning on robots, I should, in principle, be able to go on a long vacation and come back to find better policies for complex tasks beyond Atari games. Whether that is possible with current learning algorithms is a different question.

Khurram Javed

52,110 görüntüleme • 6 ay önce

This work makes a humanoid robot do simple parkour moves by looking with a depth camera and choosing the right move on the fly. The big deal is that it turns lots of small human moves into long, real-time robot behavior, without hand-coding every transition or retraining for each new course. A humanoid robot is usually good at steady walking, but it often fails when it has to do fast moves like jumping up, vaulting, or rolling, and then keep going to the next obstacle. The hard part is that you cannot easily collect training data for every possible obstacle shape, distance, and mistake, so robots end up learning a few moves that only work in a narrow setup. This work starts from short clips of real human parkour moves, like stepping over, vaulting, climbing, and rolling. It uses motion matching, which is basically a smart “pick the next clip that fits best right now” search, to stitch those short clips into a long, smooth plan that looks like a human doing a whole course. Then it trains a controller with reinforcement learning (RL), which means the robot learns by trial and error to copy that plan while staying balanced and not falling. After training separate expert controllers for different moves, it compresses them into 1 controller that uses only onboard depth sensing and a simple “go this fast in this direction” command. In real tests on a Unitree G1 humanoid, it can clear multiple obstacles in a row, adapt when obstacles get moved, and climb a wall up to 1.25m.

Rohan Paul

37,121 görüntüleme • 4 ay önce