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Coarse-to-Fine Q-attention: Efficient Learning for Visual Robotic Manipulation via Discretisation

Stephen James, Kentaro Wada, Tristan Laidlow, Andrew J. Davison

arXiv:2106.12534v2cs.ROcs.AIcs.CVcs.LG

TL;DR

Continuous actor-critic methods can be unstable and data-inefficient for sparsely rewarded, image-based robotic manipulation. C2F-ARM recursively discretises translation with coarse-to-fine Q-attention and deep Q-learning, achieving strong benchmark performance and learning five real-world task sets from three demonstrations. Its main scope limitation is that the initial voxel resolution must remain reasonably small, which becomes problematic for mobile manipulation over large environments.

  • Problem

    Continuous actor-critic reinforcement learning methods are unstable and data-inefficient for sparsely rewarded, image-based robotic manipulation.

  • Method

    C2F-ARM recursively applies coarse-to-fine Q-attention to voxelised scenes, discretising translation and replacing the actor-critic next-best-pose agent with deep Q-learning.

  • Results

    C2F-ARM outperforms other methods and rapidly learns real-world tasks, including five diverse task sets from only three demonstrations.

  • Takeaways & Limitations

    The system provides sample-efficient learning for sparsely rewarded manipulation in simulation and the real world, while supporting multiple cameras through canonical-world-frame voxelisation.

  • Takeaways & Limitations

    The initial voxel resolution must remain reasonably small, which is manageable for fixed-table manipulation but problematic for mobile manipulation across an entire room or house.

Abstract

from arXiv · show

We present a coarse-to-fine discretisation method that enables the use of discrete reinforcement learning approaches in place of unstable and data-inefficient actor-critic methods in continuous robotics domains. This approach builds on the recently released ARM algorithm, which replaces the continuous next-best pose agent with a discrete one, with coarse-to-fine Q-attention. Given a voxelised scene, coarse-to-fine Q-attention learns what part of the scene to 'zoom' into. When this 'zooming' behaviour is applied iteratively, it results in a near-lossless discretisation of the translation space, and allows the use of a discrete action, deep Q-learning method. We show that our new coarse-to-fine algorithm achieves state-of-the-art performance on several difficult sparsely rewarded RLBench vision-based robotics tasks, and can train real-world policies, tabula rasa, in a matter of minutes, with as little as 3 demonstrations.

1. Introduction

C2F-ARM replaces unstable continuous actor-critic control with coarse-to-fine discretisation and deep Q-learning for sparsely rewarded visual manipulation. It achieves sample-efficient learning across simulation and real-world tasks, including five task sets from three demonstrations.

  • Motivation: C2F-ARM targets diverse real-world and simulated manipulation tasks using few demonstrations and sparsely rewarded exploration.The motivation is to reduce imitation learning’s covariate-shift problem and reinforcement learning’s large interaction burden.
  • Method: The method discretises the translation space, enabling replacement of the unstable actor-critic next-best-pose agent with deep Q-learning.Rotation and gripper actions are already bounded and straightforward to discretise; translation is the main challenge.
  • Evaluation: C2F-ARM is benchmarked against robot learning methods from reinforcement learning and imitation learning.The paper evaluates the system on eight RLBench tasks and compares it with several established baselines.
  • Method: Coarse-to-fine Q-attention recursively zooms into voxelised scene regions, using each selected location as the next voxel centroid.RGB and point-cloud observations from multiple cameras are processed at successive resolutions.
  • Results: C2F-ARM is more sample-efficient and stable to train than other methods, while learning five diverse real-world task sets from only three demonstrations.The real-world tasks include turning on a light, pulling objects or cloth, removing a saucepan lid, and folding a towel.

2. Related Work

Prior manipulation learning commonly uses unstable and sample-inefficient actor-critic methods or task-specific discrete action spaces. This work instead presents a full 6D voxel-based reinforcement learning system intended to extend beyond top-down pick-and-place.

  • Learning for manipulation: Continuous-control reinforcement learning methods such as PPO, DDPG, TD3, and SAC commonly rely on actor-critic formulations that can be sample-inefficient and unstable.These methods have been applied to tasks including cloth manipulation, lego stacking, pushing, and in-hand manipulation.
  • Discrete action spaces: Existing discrete-action manipulation approaches discretise joints or planar workspaces, limiting their direct extension beyond top-down pick-and-place tasks.The paper contrasts joint-step actions and pixel-based planar actions with broader 6D manipulation.
  • Contribution: C2F-ARM presents a full 6D manipulation system that can extend to a range of tasks rather than only top-down ones.The cited experiments include tasks such as stacking wine and taking an object from a shelf.
  • Voxel representation: Voxel representations have been used for navigation, object selection, pose estimation, and supervised 6DoF grasp generation.C2F-ARM differs by using voxels within vision-based reinforcement learning for full 6D robot manipulation.

3. Background

The background formalises reinforcement learning and describes ARM’s Q-attention as a value-based visual focusing mechanism. Q-attention selects high-value image regions, crops observations, and is trained with a target-Q loss before an actor-critic pose stage.

  • Reinforcement learning: Reinforcement learning models an agent interacting with states, actions, and rewards to maximise expected discounted return.The discount factor γ weights future rewards, and Q(s, a) represents expected return after taking action a in state s.
  • Deep Q-learning: Deep Q-learning approximates the value function with a convolutional network trained from replay-buffer minibatches against a target network.The target network is periodically copied from the online network and is not directly optimised.
  • ARM: ARM introduced Q-attention, keypoint detection, demonstration augmentation, and a high-level next-best-pose action space for vision-based manipulation.Q-attention is the concept most directly reused to discretise the translation space in this paper.
  • Q-attention: Given RGB, point-cloud, and proprioceptive observations, Q-attention selects the highest-value 2D pixel location as the next area of interest.The selected location is obtained by a two-dimensional argmax over Q-values.
  • Q-attention: The selected pixels crop the RGB image and organised point cloud, reducing the next stage’s input before an actor-critic next-best-pose agent processes it.Q-attention parameters are optimised by stochastic gradient descent using a target-Q objective with Q regularisation.
  • Demonstration processing: Keyframe discovery and demonstration augmentation populate the replay buffer with informative intermediate-to-keyframe transitions for training Q-attention.This increases the amount of initial demonstration data available to the learner.

4. Method

C2F-ARM discretises continuous 6D manipulation poses by recursively refining voxelised scene regions with Q-attention, then uses a control agent to execute the predicted pose.

  • System overview: C2F-ARM splits manipulation into coarse-to-fine Q-attention and low-level control phases.The first phase predicts a next-best pose; the second executes it through motion planning or learned control.
  • Training: Demonstrations initialise the replay buffer through keyframe selection and augmentation before online interaction and gradient updates.Transitions include the observation, action, reward, next observation, and extracted coordinates.
  • Coarse-to-fine Q-attention: Each Q-attention depth voxelises the scene and selects the highest-valued voxel as the centre for the next, finer voxelisation.This recursively focuses computation on a specific scene region while retaining a low memory footprint.
  • Inputs and rewards: The system uses voxelised observations containing coordinates, scene features, and occupancy information as inputs to the Q-attention networks.The observation combines RGB images, organised point clouds, and proprioceptive data under sparse rewards.
  • Coarse-to-fine Q-attention: At the final depth, the selected voxel centre provides the continuous translation component of the next-best pose.The extracted coordinates become the next grid centre at intermediate depths and the translation representation at the final depth.
  • Pose prediction: Rotation is discretised in 5-degree increments and gripper state is represented as open or closed using a simpler prediction branch.These spaces are smaller than translation and are predicted from the final Q-attention depth.

5. Results

C2F-ARM is evaluated on sparse-reward RLBench tasks, multi-camera settings, robustness variations, and real-world manipulation. Across these experiments, it shows strong performance with limited demonstrations, while performance depends on camera information and voxel-resolution choices.

  • Simulation comparison: C2F-ARM outperforms ARM by a large margin or reaches the same performance in substantially fewer environment steps.The comparison uses eight RLBench tasks and gives C2F-ARM only 10 demonstrations versus 100 for the baselines.
  • Simulation comparison: Conventional actor-critic baselines perform particularly poorly on challenging vision-based, sparsely-rewarded tasks.The authors note that successful training may require privileged simulation-only abilities such as reward shaping or resets to demonstrations.
  • Practical considerations: Inference is twice as slow because C2F-ARM uses 3D rather than 2D convolutions, but this time is negligible relative to arm navigation.The method also required little to no hyperparameter tuning, whereas the baselines required substantial tuning.
  • Multi-camera evaluation: Using wrist, left-shoulder, and right-shoulder cameras enables C2F-ARM to perform well on tasks that cannot be done with only the front-facing camera.The cameras are fused into a single voxel grid, so adding cameras does not require modifying the rest of the system.
  • Robustness and ablations: C2F-ARM remains robust across coarse-to-fine depths and voxel grid sizes, but performance deteriorates when both are jointly reduced.Larger voxel grids improve performance but increase memory use; increasing coarse-to-fine depth offers gains with only a small memory-footprint increase.
  • Real-world evaluation: C2F-ARM learns five real-world tasks from scratch using 3 demonstrations, with approximate training times ranging from 6 to 42 minutes.The experiments use a Franka Emika Panda and a single RGB-D RealSense camera, stopping after four consecutive successes per task.

6. Discussion and Conclusion

C2F-ARM replaces ARM’s unstable actor-critic next-best-pose agent with recursively applied coarse-to-fine Q-attention and a discrete control agent. The resulting system supports sample-efficient manipulation, including multi-camera settings, while retaining several unresolved limitations for larger-scale or dynamically complex environments.

  • Conclusion: C2F-ARM is described as sample-efficient, outperforming other methods and rapidly learning real-world tasks.The paper attributes this result to replacing unstable actor-critic methods with more stable deep Q-learning enabled by translation discretisation.
  • Discussion: C2F-ARM recursively applies 3D Q-attention to discretise the large translation space, removing ARM’s actor-critic next-best-pose agent.Its two stages are coarse-to-fine Q-attention and a control agent.
  • Discussion: Canonical-world-frame voxelisation lets C2F-ARM support multiple cameras or a single moving camera without the camera-specific problems affecting ARM.ARM could behave undefinedly when observations lacked interesting pixels and could mis-size crops for moving cameras.
  • Limitations: The voxel representation currently stores only raw RGB and point-cloud data, while learned pixel features are proposed as a future improvement.The authors expect richer voxel values could help at small resolutions or with few coarse-to-fine Q-attention layers.
  • Limitations: Initial voxel resolution must remain reasonably small, which is manageable for fixed-table manipulation but problematic for mobile manipulation across an entire room or house.The authors identify this as an area for future investigation.
  • Limitations: The control agent will require improvement for dynamic environments and complex contact dynamics such as moving obstacles or peg-in-hole tasks.The current system uses path planning and online trajectory generation.
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