Meet FetchMan: a vision-based humanoid policy trained entirely in simulation that transfers zero-shot to diverse real-world scenes and objects.
Simulation has produced impressive locomotion policies that transfer to the real world. We wanted to see how far the same recipe goes for vision-based loco-manipulation. More below🧵
@georgiagkioxari@notmahi we released a dataset previously that is within-domain to our benchmark (https://t.co/cBZzeFsJTt). but others got such results with Astra in real-world evals so I wouldn't attribute the performance to this dataset existing
I think distilling the model’s spatial knowledge into a raw action space policy would be an interesting direction. its good vision understanding makes this verifiable enough to happen in an automated closed-loop way
It used fewer reasoning tokens than other VLM APIs (though the counts might not be directly comparable). I couldn’t run the full benchmark for these API models to include them on our leaderboard (https://t.co/d7RlL6gAa6) because of the API cost :)
Are you learning the noise of size action_dim*chunk_size? If so, 40 episodes might be too little for that. For real-world experiments, they learn a noise of size action_dim and tile it across the chunk dimension. Should be more sample efficient (assuming you have no bugs) given the simple pick task you have.
Learning mobile manipulation is hard because collecting data for mobile manipulation is hard. But seems like @omarrayyann has found a promising way to crack this problem!
Meet FetchMan: a vision-based humanoid policy trained entirely in simulation that transfers zero-shot to diverse real-world scenes and objects.
Simulation has produced impressive locomotion policies that transfer to the real world. We wanted to see how far the same recipe goes for vision-based loco-manipulation. More below🧵