用雅可比惩罚让机器人动作更平滑,无需调参且计算更快。
Learning Smooth Time-Varying Linear Policies with an Action Jacobian Penalty
- 通过自动微分计算动作对状态的雅可比,直接惩罚高频不自然控制信号。
- 在翻跟头、跑酷等动态任务中生成平滑动作,物理机器人也能成功执行。
- 新架构LPN降低计算开销,训练更快、推理更高效,适合真实机器人部署。
强化学习可用于训练模拟角色的控制策略以复现多样运动。然而,这些策略常依赖人类或物理机器人无法实现的高频不自然信号,难以代表真实行为。现有方法通过惩罚动作随时间的剧烈变化来缓解此问题,但需大量调参。本文提出使用动作雅可比惩罚,通过自动微分直接惩罚动作对状态变化的敏感度,有效消除不现实的高频控制信号,且无需任务特定调参。尽管如此,传统全连接网络使用该惩罚会带来显著计算开销。为此,我们提出线性策略网络(LPN),大幅降低训练时雅可比惩罚的计算负担。LPN无需参数调优,相比基线方法收敛更快,推理效率更高。实验表明,结合雅可比惩罚的LPN可在多种特性各异的任务中学习出平滑动作,包括后空翻和复杂跑酷技能。最终,该方法成功应用于配备机械臂的四足物理机器人,实现动态动作控制。
原文摘要 · Abstract (English)
Reinforcement learning provides a framework for learning control policies that can reproduce diverse motions for simulated characters. However, such policies often exploit unnatural high-frequency signals that are unachievable by humans or physical robots, making them poor representations of real-world behaviors. Existing work addresses this issue by adding a reward term that penalizes a large change in actions over time. This term often requires substantial tuning efforts. We propose to use the action Jacobian penalty, which penalizes changes in action with respect to the changes in simulated state directly through auto differentiation. This effectively eliminates unrealistic high-frequency control signals without task specific tuning. While effective, the action Jacobian penalty introduces significant computational overhead when used with traditional fully connected neural network architectures. To mitigate this, we introduce a new architecture called a Linear Policy Net (LPN) that significantly reduces the computational burden for calculating the action Jacobian penalty during training. In addition, a LPN requires no parameter tuning, exhibits faster learning convergence compared to baseline methods, and can be more efficiently queried during inference time compared to a fully connected neural network. We demonstrate that a Linear Policy Net, combined with the action Jacobian penalty, is able to learn policies that generate smooth signals while solving a number of motion imitation tasks with different characteristics, including dynamic motions such as a backflip and various challenging parkour skills. Finally, we apply this approach to create policies for dynamic motions on a physical quadrupedal robot equipped with an arm.
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