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DrS: Learning Reusable Dense Rewards for Multi-Stage Tasks
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Proposes DrS, which learns reusable dense rewards for multi-stage robot manipulation tasks by training per-stage success-vs-failure discriminators from sparse rewards and stage indicators, then reuses them to train SAC agents on unseen ManiSkill task variants.
Problem
Human-engineered dense rewards require heavy domain expertise and trial and error, and existing learned rewards (AIL discriminators, offline classifiers) are not reusable across tasks within a task family.
Approach
Train discriminators to separate success from failure trajectories (instead of agent from demonstration trajectories) so the gap does not vanish at convergence; for multi-stage tasks, train one discriminator per stage and combine them as k + alpha*tanh(D_k(s')) with stage indicators used only during training.
Key results
- Learned DrS rewards outperform semi-sparse rewards and VICE-RAQ/ORIL across all three ManiSkill task families when reused on unseen test objects (5 seeds).
- Learned rewards achieve performance comparable to human-engineered rewards on Pick-and-Place and Turn Faucet.
- VICE-RAQ and ORIL obtain no success on any task; semi-sparse rewards yield limited success within the training budget.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Reuse DrS rewards instead of semi-sparse rewards | SAC · Pick-and-Place, Turn Faucet, and Open Cabinet Door test tasks | success rate | Helped |
| Reuse DrS rewards instead of human-engineered rewards | SAC · Pick-and-Place and Turn Faucet test tasks | performance | No clear effect |
| Use semi-sparse rewards instead of DrS rewards | SAC · Pick-and-Place, Turn Faucet, and Open Cabinet Door test tasks | success rate | Hurt |
| Use VICE-RAQ rewards instead of DrS rewards | SAC · Pick-and-Place, Turn Faucet, and Open Cabinet Door test tasks | success rate | Hurt |
| Use ORIL rewards instead of DrS rewards | SAC · Pick-and-Place, Turn Faucet, and Open Cabinet Door test tasks | success rate | Hurt |
| Reduce the Pick-and-Place stage configuration from 3 stages to 2 (ablation) | DrS · Pick-and-Place test tasks | sample efficiency | Hurt |
| Reduce the Pick-and-Place stage configuration from 3 stages to 1 (ablation) | DrS · Pick-and-Place test tasks | success rate | Hurt |
| Preserve the stationary-object stage rather than the approach-object stage when using 2 stages (ablation) | DrS · Pick-and-Place test tasks | performance | Helped |
| Increase the object-to-goal stage threshold from 2.5 cm to 5cm or 10cm (ablation) | DrS · Pick-and-Place test tasks | RL training efficiency | No clear effect |
| Fine-tune the reward-learning policy with DrS rewards rather than human-engineered rewards (ablation) | DrS byproduct policy · New tasks | performance | Helped |
| Use semi-sparse rewards to fine-tune the reward-learning policy instead of DrS rewards (ablation) | DrS byproduct policy · New tasks | performance | Hurt |
| Use point cloud inputs instead of state inputs for the reward function (ablation) | DrS · Pick-and-Place test tasks | performance | No clear effect |
Surprising findings
- Discriminator-based rewards from GAIL, even with stage indicators, and from one-stage success/failure learning without stage indicators fail to be reusable on test tasks.
- Fine-tuning the byproduct policy with the learned reward slightly outperforms the human-engineered reward.
Limitations
- Requires stage indicators during RL training, and their acquisition for real-world training is not investigated.
- Evaluated only on simulated ManiSkill manipulation families (plus simple navigation), with limited task diversity per family.
- Reliance on success signals; VICE-RAQ and ORIL fail, showing sensitivity to learning setup.
Experimental setup
Datasets: ManiSkill YCB EGAD PartNet-Mobility
Benchmarks: ManiSkill Pick-and-Place ManiSkill Turn Faucet ManiSkill Open Cabinet Door
Metrics: success rate sample efficiency
Baselines: Human-engineered reward Semi-sparse reward VICE-RAQ ORIL GAIL w/ stage indicators Ours w/o stage indicators
Builds on: GAIL SAC VICE ORIL ManiSkill
Closest papers by meaning
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- Eureka: Human-Level Reward Design via Coding Large Language Models (ICLR 2024 · similarity 0.86)
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