No prior data. No rewards. No pretrained models.
Can an RL agent learn to solve extremely long-horizon tasks (e.g., 5-cube stacking) from scratch?
We show it can! C-Slerp learns hyperspherical contrastive representations and infers waypoints from them in closed form ๐งต๐
Super happy to announce that we have got an Oral at #NeurIPS! ๐ฅณ
Together with amazing @ben_eysenbach, Peter Dayan, & @cpilab, we proposed a notion of controllability to derive bounds linking unsupervised skill learning to downstream goal-reaching.
https://t.co/B5BiCwGcLl
1/8
In language models, turning a generative model into a critic is simple: pass in the output and prompt for a score. Robot policies can't do this - they output physical actions & there's no built-in vocabulary to predict scores.
So when it comes to RL on robot policies, we typically train a separate critic from sparse rewards - blind to everything the policy learned from the actions in the pretraining data.
We think this has it backwards - can a critic learn from those actions the way the policy does? (1/n)
Very excited to share @jonghae717's new paper on goal-conditioned RL!
I've enjoyed working on this over the last 9 months because there are many mental models that can be used for understanding the same (simple) approach ๐งต
Videos, visualizations, and code ๐
๐ Project page: https://t.co/ijFUnOQFe9
๐ Paper: https://t.co/yJ59wjN9k1
๐ป Code: https://t.co/THJ7fGOXDh
Joint work with my amazing collaborators @SungilSon11 , @Jonghun_Shin_ , @Greg3566Lee , H. Jin Kim, and @ben_eysenbach ๐
No prior data. No rewards. No pretrained models.
Can an RL agent learn to solve extremely long-horizon tasks (e.g., 5-cube stacking) from scratch?
We show it can! C-Slerp learns hyperspherical contrastive representations and infers waypoints from them in closed form ๐งต๐
Does adaptivity matter? ๐ค
Fixing the number of waypoints substantially degrades performance, and adding more alone does not help.
C-Slerp also selects which waypoint to pursue: the farthest one the agent can likely reach now. Fixing that choice also degrades performance.
Videos, visualizations, and code ๐
๐ Project page: https://t.co/ijFUnOQFe9
๐ Paper: https://t.co/yJ59wjN9k1
๐ป Code: https://t.co/THJ7fGOXDh
Joint work with my amazing collaborators @SungilSon11 , @Jonghun_Shin_ , @Greg3566Lee , H. Jin Kim, and @ben_eysenbach ๐
Does adaptivity matter? ๐ค
Fixing the number of waypoints substantially degrades performance, and adding more alone does not help.
C-Slerp also selects which waypoint to pursue: the farthest one the agent can likely reach now. Fixing that choice also degrades performance.
Videos, visualizations, and code ๐
๐ Project page: https://t.co/ijFUnOQFe9
๐ Paper: https://t.co/yJ59wjN9k1
๐ป Code: https://t.co/THJ7fGOXDh
Joint work with my amazing collaborators @SungilSon11 , @Jonghun_Shin_ , @Greg3566Lee , H. Jin Kim, and @ben_eysenbach ๐
We evaluate C-Slerp on 12 tasks: 6 manipulation (BuilderBench) and 6 locomotion (JaxGCRL), up to 8-cube towers and extreme mazes.
C-Slerp achieves the highest success rates on most tasks and is the only method to succeed on every cube-stacking task with a gripper. ๐
Does adaptivity matter? ๐ค
Fixing the number of waypoints substantially degrades performance, and adding more alone does not help.
C-Slerp also selects which waypoint to pursue: the farthest one the agent can likely reach now. Fixing that choice also degrades performance.
๐ก Key idea: we use contrastive representations on a hypersphere as reusable "building blocks" for planning.
Composing them decides how many waypoints each state-goal pair needs; spherical interpolation (SLERP) infers them in closed form.
No high-level policy. No graph search.