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Towards Vision-Based Deep Reinforcement Learning for Robotic Motion Control

Fangyi Zhang, Jürgen Leitner, Michael Milford, Ben Upcroft, Peter Corke

arXiv:1511.03791v2cs.LGcs.CVcs.RO

TL;DR

The paper addresses whether robots can learn manipulation from raw visual observations without prior configuration knowledge. It develops and evaluates a DQN-based target-reaching system trained in simulation, finding that real-world transfer fails with camera images but succeeds consistently with synthetic images. The results attribute this difference to mismatched simulation and real input images and motivate methods for improving robustness.

  • Problem

    Robotic manipulation learning requires autonomous and flexible methods that can learn target reaching from visual perception without prior robot configuration knowledge.

  • Method

    The paper builds a DQN-based target-reaching system combining a 2D simulator, visual observations, and ROS interfaces for a Baxter robot.

  • Results

    The simulation-trained agent failed with real camera images but achieved a consistent success rate with simulation when supplied synthetic images.

  • Takeaways & Limitations

    The experiments show that differences between real and simulation images are a key issue in transferring vision-based DQN control to real hardware.

  • Takeaways & Limitations

    The approach is limited by an indirect relationship between its distance-change reward and success-rate evaluation, which can provide incorrect guidance.

Abstract

from arXiv · show

This paper introduces a machine learning based system for controlling a robotic manipulator with visual perception only. The capability to autonomously learn robot controllers solely from raw-pixel images and without any prior knowledge of configuration is shown for the first time. We build upon the success of recent deep reinforcement learning and develop a system for learning target reaching with a three-joint robot manipulator using external visual observation. A Deep Q Network (DQN) was demonstrated to perform target reaching after training in simulation. Transferring the network to real hardware and real observation in a naive approach failed, but experiments show that the network works when replacing camera images with synthetic images.

1 Introduction

The paper explores autonomous robotic manipulation learned from visual observation and trial-and-error, focusing on DQN-based target reaching without prior configuration knowledge. It presents a simulation-trained system, evaluates robustness under varied conditions, and identifies real-world transfer issues and future directions.

  • Motivation: The paper targets autonomous manipulation learning from observation and exploration in dynamic, complex environments.Deep reinforcement learning is presented as a promising approach combining reinforcement learning and deep learning.
  • Motivation: DQN deployment in robotic manipulation is harder than game control because real robots introduce sensor noise and image offsets.The paper contrasts relatively simple computer-game environments with complex robotic manipulation settings.
  • System and contributions: The proposed system combines a 2D robotic-arm simulator, a DQN learner, and ROS interfaces for Baxter target reaching.The system is designed to learn target reaching from visual observation without prior robot configuration knowledge.
  • System and contributions: Agents are trained in simulation and evaluated in simulation and real-world experiments across noise, image-offset, pose, and link-length variations.These variations represent common concerns in robotic motion control and manipulation.
  • System and contributions: The paper identifies issues and future opportunities for enabling vision-based deep reinforcement learning in real-world robotic manipulation.The introduction frames this as an initial step toward broader real-world deployment.

2 Related Work

Related work spans classical visual feedback, task-specific learning, deep visuomotor policies, and DQNs. The paper positions DQNs as autonomous and flexible but notes unresolved challenges from reward design and real-world sensing and dynamics.

  • Vision-based robotic manipulation: Vision-based robotic manipulation uses camera images to control manipulators that rearrange environments.Early systems commonly extracted object pose and used pose-based closed-loop control.
  • Vision-based robotic manipulation: Existing visual manipulation systems include closed-loop strategies for cooperative, known-object, and unknown-object manipulation.Examples use monocular and binocular vision cues and virtual fixtures.
  • Learning-based manipulation: Learning methods such as HMMs enabled demonstration-based dual-arm manipulation, but many methods remained task-specific and required substantial prior knowledge.These limitations reduce flexibility across different manipulation tasks.
  • Deep visuomotor policies: Deep visuomotor policies map joint angles and camera images directly to joint torques, using guided policy search with supervised learning.Their training uses pose CNN training, trajectory pre-training, and end-to-end training.
  • Deep visuomotor policies: Pre-collected datasets and human involvement limit the autonomy and flexibility of deep visuomotor policies.The method was designed specifically to accelerate contact-rich manipulation learning, which constrained broader task flexibility.
  • Deep Q Network: DQN maps raw pixel images and rewards to actions through a CNN-based Q-value function, requiring no pre-input feature extraction.The DQN achieved human-level control across 49 Atari 2600 games using the same network architecture.
  • Deep Q Network: Applying DQNs to robotic control requires a reward function because robotic systems lack the game engine that supplies rewards in Atari training.Sensing noise, greater complexity, and dynamic real-world conditions remain additional challenges.
  • Deep Q Network: The DQN architecture used here contains three convolutional layers and two fully connected layers, with image and reward inputs and an action-index output.The architecture supports end-to-end learning from visual inputs.

3 Problem Definition and System Description

The paper defines visual-only target reaching and presents a DQN system combining a 2D simulator, learner, and Baxter interfaces. The simulator supplies raw pixels and rewards while the DQN selects joint actions, with a distance-based reward and termination rule.

  • Problem Definition: Target reaching controls a robot arm’s end-effector toward a specific target configuration using visual perception only.
  • DQN-based Learning System: The system combines a 2D target-reaching simulator, a DQN framework, and ROS-based interfaces for controlling a Baxter robot.
  • DQN-based Learning System: The DQN receives images and rewards, learns through simulator interaction, and outputs the index of the action to take.
  • DQN-based Learning System: Real-robot testing uses external camera images, while ROS interfaces execute the DQN’s actions through updated robot poses.
  • Target Reaching Simulator: The simulator models a three-joint, four-link 2D arm with nine actions: increasing, decreasing, or holding each joint angle in 0.02 rad steps.
  • Reward Function: The reward is 1 when the end-effector moves closer, -1 when it moves farther, and 0 otherwise; the game terminates when the latest three rewards sum below -1.

4 Experiments and Results

Experiments evaluated DQN agents trained under increasingly varied simulation conditions, then tested them in simulation and with real camera images. The agents adapted to several simulated noise factors, but direct transfer to real camera observations failed.

  • Training in Simulation Scenarios: The study trained and evaluated five DQN agents across simulation settings varying sensing noise, image offsets, initial arm poses, and link lengths.Each agent was trained for more than 4 million steps within 160 hours, with total training ranging from 4.75 to 6.475 million steps.
  • Training in Simulation Scenarios: All five agents converged toward distinct average maximum action Q-values, but these values did not necessarily indicate target-reaching performance.The Q-values averaged estimated maxima over a 500-frame validation set.
  • Testing in Simulation Scenarios: Agents A and B adapted to random image noise but not to dynamic initial poses, link lengths, or image offsets.The result indicates that image noise was not a key feature for these agents, whereas the other simulated factors remained difficult.
  • Testing in Simulation Scenarios: Agents trained with more noisy factors also achieved relatively high success rates in settings containing fewer noisy factors.This pattern indicates adaptation from more challenging training settings to simpler testing settings.
  • Testing in Simulation Scenarios: Success rates normally increased with additional training, although some later decreases occurred; more complex settings generally required more training time to reach comparable success rates.Agent E initially trailed Agent D but approached its success rate in a later training episode.
  • Results and Limitations: The authors conclude that the DQN was feasible for learning target reaching in simulation and could adapt to noisy factors, while higher success rates require further study.The real-camera failure was attributed to input-image differences whose precise sources remained unresolved.
  • Real World Experiment Using Camera Images: With real camera images, the tested agent achieved a success rate of 0 despite attempts to match real and simulated arm-image positions.The observed action mapping was ineffective, with distortions possibly caused by differences between real- and simulation-scenario images.

5 Conclusion and Discussion

The DQN-based system learned target reaching from visual observation without prior configuration knowledge in simulation, but transfer to real camera images failed. The discussion identifies image mismatch, reward design, sensing, and control mode as priorities for future work.

  • Simulation training produced a feasible target-reaching system using visual observation without prior configuration knowledge.
  • Real-world target reaching failed when the trained agent received camera images, whereas synthetic images produced simulation-consistent success rates.
  • The authors attribute the camera-image failure to differences between real and simulated input images and propose reducing those differences or improving agent robustness.
  • The reward function remains an early prototype and is insufficiently effective, efficient, and flexible for general motion-control or manipulation tasks.
  • The system uses an external monocular camera and position control, while stereo or RGBD sensing and speed or torque control may better suit three-dimensional dynamic applications.
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