Simulations are attractive environments for training agents as they provide an abundant source of data and alleviate certain safety concerns during the training process. But the behaviours developed by agents in simulation are often specific to the characteristics of the simulator. Due to modeling error, strategies that are successful in simulation may not transfer to their real world counterparts. In this paper, we demonstrate a simple method to bridge this "reality gap". By randomizing the dynamics of the simulator during training, we are able to develop policies that are capable of adapting to very different dynamics, including ones that differ significantly from the dynamics on which the policies were trained. This adaptivity enables the policies to generalize to the dynamics of the real world without any training on the physical system. Our approach is demonstrated on an object pushing task using a robotic arm. Despite being trained exclusively in simulation, our policies are able to maintain a similar level of performance when deployed on a real robot, reliably moving an object to a desired location from random initial configurations. We explore the impact of various design decisions and show that the resulting policies are robust to significant calibration error.
Reinforcement learning offers a promising methodology for developing skills for simulated characters, but typically requires working with sparse hand-crafted features. Building on recent progress in deep reinforcement learning (DeepRL), we introduce a mixture of actor-critic experts (MACE) approach that learns terrain-adaptive dynamic locomotion skills using high-dimensional state and terrain descriptions as input, and parameterized leaps or steps as output actions. MACE learns more quickly than a single actor-critic approach and results in actor-critic experts that exhibit specialization. Additional elements of our solution that contribute towards efficient learning include Boltzmann exploration and the use of initial actor biases to encourage specialization. Results are demonstrated for multiple planar characters and terrain classes.
Fig. 1. Highly dynamic skills learned by imitating reference motion capture clips using our method, executed by physically simulated characters. Left: Humanoid character performing a cartwheel. Right: Simulated Atlas robot performing a spinkick.A longstanding goal in character animation is to combine data-driven specification of behavior with a system that can execute a similar behavior in a physical simulation, thus enabling realistic responses to perturbations and environmental variation. We show that well-known reinforcement learning (RL) methods can be adapted to learn robust control policies capable of imitating a broad range of example motion clips, while also learning complex recoveries, adapting to changes in morphology, and accomplishing userspecified goals. Our method handles keyframed motions, highly-dynamic actions such as motion-captured flips and spins, and retargeted motions. By combining a motion-imitation objective with a task objective, we can train characters that react intelligently in interactive settings, e.g., by walking in a desired direction or throwing a ball at a user-specified target. This approach thus combines the convenience and motion quality of using motion clips to define the desired style and appearance, with the flexibility and generality afforded by RL methods and physics-based animation. We further explore a number of methods for integrating multiple clips into the learning process to develop multi-skilled agents capable of performing a rich repertoire of diverse skills. We demonstrate results using multiple characters (human, Atlas robot, bipedal dinosaur, dragon) and a large variety of skills, including locomotion, acrobatics, and martial arts.
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