Overcoming Knowledge Barriers: Online Imitation Learning from Visual Observation with Pretrained World Models

Pretraining and finetuning models has become increasingly popular in decision-making. But there are still serious impediments in Imitation Learning from Observation (ILfO) with pretrained models. This study identifies two primary obstacles: the Embodiment Knowledge Barrier (EKB) and the Demonstration Knowledge Barrier (DKB). The EKB emerges due to the pretrained models' limitations in handling novel observations, which leads to inaccurate action inference. Conversely, the DKB stems from the reliance on limited demonstration datasets, restricting the model's adaptability across diverse scenarios. We propose separate solutions to overcome each barrier and apply them to Action Inference by Maximising Evidence (AIME), a state-of-the-art algorithm. This new algorithm, AIME-NoB, integrates online interactions and a data-driven regulariser to mitigate the EKB. Additionally, it uses a surrogate reward function to broaden the policy's supported states, addressing the DKB. Our experiments on vision-based control tasks from the DeepMind Control Suite and MetaWorld benchmarks show that AIME-NoB significantly improves sample efficiency and converged performance, presenting a robust framework for overcoming the challenges in ILfO with pretrained models. Code available at https://github.com/IcarusWizard/AIME-NoB.

Paper

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Reviewer vbjw5/10 · confidence 4/52024-10-26

Summary

**Problem setting**: have access to a demonstration data set without actions, an offline data set of suboptimal experience, and the ability to sample experience online without reward feedback **Proposed approach**: (1) balance the offline and online datasets when updating the model, (2) combine AIME and AIL objectives (though also considers other alternatives to AIL) **Experiments**: comparisons to relevant prior methods on DMC and MetaWorld tasks with visual observations

Strengths

- Writing is fairly straightforward to understand - Results show clear improvements over relevant methods - The paper includes fairly extensive ablations/empirical analysis

Weaknesses

Overall, the technical contribution seems like a fairly basic combination of prior works. While many methods build upon prior works, this particular combination seems closer to an implementation choice than a significant technical contribution. The method is also more complex than prior methods as it introduces one hyperparameters and combines multiple objectives. Other weaknesses - It’s a bit unclear how this connects to a real-world problem. In robotics, you typically either collected data from a robot, where you can get actions or something close to them, or videos of humans/animals, which lacks actions but also has significant domain shift. Connecting the problem statement to a real world problem would be helpful to motivate the paper’s significance. - EKB and DKB are defined quite informally and then are used extensively, sometimes in a hand-wavy way. I’m not sure if introducing them is helpful for understanding. I think it would be better to either remove them or define them more formally and measure the extent to which they contribute to poor performance. - I appreciate that the experiments are on visual observations, though they would be stronger if they included more complex tasks such as dextrous tasks, longer horizon tasks, or tasks with greater diversity/generalization Some relevant related works to consider citing/discussing: - Mobile (https://arxiv.org/abs/2102.10769), though uses low-dim observations - VMAIL (https://arxiv.org/abs/2107.08829), though assumes actions in demos

Questions

See suggestions in the weaknesses

Rating

5

Confidence

4

Soundness

3

Presentation

3

Contribution

2

Authorsrebuttal2024-11-15

Rebuttal (Part 1 / 3)

We would like to thank for your time to review our paper and giving constructive feedback. Please find our replies to your concerns below. > Overall, the technical contribution seems like a fairly basic combination of prior works. While many methods build upon prior works, this particular combination seems closer to an implementation choice than a significant technical contribution. The method is also more complex than prior methods as it introduces one hyperparameters and combines multiple objectives. We respectfully disagree with the characterization of AIME-NoB as merely an implementation variant of AIME for several reasons: 1. **Principled Design**: Our combination of techniques is specifically motivated by the analysis of the Embodiment Knowledge Barrier (EKB) and the Demonstration Knowledge Barrier (DKB), as acknowledged by reviewers Yddj and SkmK. This makes AIME-NoB a principled solution rather than an arbitrary combination of prior works. 2. **Novel Integration**: We are the first to integrate these techniques with pretrained world models for Imitation Learning from Observation (ILfO). This integration required significant adaptations, such as leveraging the pretrained image encoder's embeddings for discriminator training, which substantially stabilizes the adversarial training process. Regarding complexity: - While we do introduce new hyperparameters (replay ratio $\alpha$ and value gradient loss weight $\beta$), these additions are justified by their clear purposes. - We provide comprehensive ablation studies and analysis that illuminate their roles and practical tuning guidelines. > It’s a bit unclear how this connects to a real-world problem. In robotics, you typically either collected data from a robot, where you can get actions or something close to them, or videos of humans/animals, which lacks actions but also has significant domain shift. Connecting the problem statement to a real world problem would be helpful to motivate the paper’s significance. Our work has both immediate and long-term practical relevance: 1. **Current Applications**: - Action Space Mismatch: Even when robot data includes actions, the action space during data collection may differ from deployment. For example, open-x datasets recorded in end-effector Cartesian space may need to be applied to systems with torque-space controllers. - Manual Demonstrations: When demonstrations are collected by physically moving the robot's end-effector, no explicit action information is available, necessitating observation-only learning. 2. **Path Toward Cross-Embodiment Learning**: While our primary focus is on efficient imitation learning, we acknowledge that the ultimate goal is to learn from human or animal demonstrations that have different embodiments from our robots. Our work represents an important step in this direction, complementing parallel research exploring the cross-embodiment aspect [1]. By integrating AIME-NoB with such cross-embodiment methods in future work, we aim to address the complete challenge of efficient learning from demonstrations across diverse embodiments. > Some relevant related works to consider citing/discussing Thanks for your suggestions of the related works. We have cited them in the revised version. [1] Mazzaglia *et al.*, GenRL: Multimodal-foundation world models for generalization in embodied agents, NeurIPS 2024

Authorsrebuttal2024-11-15

Rebuttal (Part 2 / 3)

> EKB and DKB are defined quite informally and then are used extensively, sometimes in a hand-wavy way. I’m not sure if introducing them is helpful for understanding. I think it would be better to either remove them or define them more formally and measure the extent to which they contribute to poor performance. Thanks for the suggestions. We add formal definitions of EKB and DKB as: - $\text{EKB} = \mathcal{R}(\pi_{\omega^*}) - \mathcal{R}(\pi_{\psi^*})$ - $\text{DKB} = \mathcal{R}(\pi_{\mathrm{demo}}) - \mathcal{R}(\pi_{\omega^*})$ where: - $\mathcal{R}(\pi) = \mathbb{E}_{a \sim \pi} [\sum_t r_t]$ is the expected accumulate reward under policy $\pi$. - $J_{\mathrm{policy}}(q(a_t|o_{1:T}), \pi(a_t|o_{\leq t}), D_{\mathrm{demo}}, D_{\mathrm{body}}, D_{\mathrm{online}})$ is the learning objective for the policy depending on an action-inference model $q(a_t|o_{1:T})$. For behaviour cloning based methods like BCO and AIME, it is essentially equivalent to $- \sum_{o_{1:T} \in D_{demo}} \sum_{t} D_{\text{KL}}(q(a_t|o_{1:T}) | \pi(a_t|o_{\leq t}))$. In this paper, we use Eq. 3 for AIME and Eq. 7 for AIME-NoB. - $\phi^* = \arg \max_\phi J_{\mathrm{model}}(D_{\mathrm{body}}, D_{\mathrm{online}}, \phi)$ is the optimal parameter for maximising the model learning objective $J_{\mathrm{model}}$, e.g. Eq. 2 for AIME and Eq. 4 for AIME-NoB. - $\hat p_{\pi_{\mathrm{demo}}}(a_t|o_{1:T})$ is the ground truth of empirical distribution of the demonstration data that serves as an oracle. - $\omega^* = \arg \max_\omega J_{\mathrm{policy}}(\hat p_{\pi_{\mathrm{demo}}}(a_t|o_{1:T}), \pi_{\omega}(a_t|o_{\leq t}), D_{\mathrm{demo}}, D_{\mathrm{body}}, D_{\mathrm{online}})$ represents the optimal policy parameters for maximising $J_{\mathrm{policy}}$ with the oracle. - $\psi^* = \arg \max_\psi J_{\mathrm{policy}}(q_{\phi^*}(a_t|o_{1:T}), \pi_{\psi}(a_t|o_{\leq t}), D_{\mathrm{demo}}, D_{\mathrm{body}}, D_{\mathrm{online}})$ represents the optimal policy parameters for maximising $J_{\mathrm{policy}}$ with the learned model. Based on these definitions, it is clear that: - To reduce the EKB, we need to bring the learned inference model closer to the oracle, i.e. to minimise $\sum_{o_{1:T} \in D_{\text{demo}}} D_{\text{KL}}(\hat p(a_{1:T-1}|o_{1:T}) | q_{\phi^*}(a_{1:T-1}|o_{1:T}))$. At iteration $k$, The online interactions we proposed allow the agent to rollout the current policy $\pi_{\psi^*_{k}}$ and collect a new trajectory. This new trajectory together with previously collected trajectories are used to train the model, i.e. improve the model parameter to $\phi^*_{k+1}$ by maximising $J_{\mathrm{model}}$. This parameter update serves to reduce the gap between the oracle and the learned model. Then the model parameter $\phi^*_{k+1}$ is used to improve the policy parameter to $\psi^*_{k+1}$ by maximising $J_{\mathrm{policy}}$. Thus, through this iterative process, the EKB can be reduced. - To reduce the DKB without increasing the number of demonstrations, we modified the policy learning objective $J_{\mathrm{policy}}$ by adding the value gradient loss based on the surrogate reward. The surrogate reward improves the policy $\pi_{\psi^*}$ on states not covered by the demonstrations. Thus, the DKB can be reduced.

Authorsrebuttal2024-11-15

Rebuttal (Part 3 / 3)

> I appreciate that the experiments are on visual observations, though they would be stronger if they included more complex tasks such as dextrous tasks, longer horizon tasks, or tasks with greater diversity/generalization Thanks for the suggestions. We have conducted new experiments on more complex tasks as also suggested by reviewer SkmK. As from previous benchmark results, baselines BCO($\alpha$), OT and PatchAIL are not well-performed, so we are not expecting them to be good on these even harder tasks. Thus, we currently mainly compare between AIME-NoB with AIME. If time permitted during the rebuttal phase, we will add these results later. All the results are available in Appendix L of the revised paper. For MetaWorld, we include four additional tasks, namely pick-place, shelf-place, stick-pull and stick-push. The results are shown in Figure 15. From the results, AIME-NoB reliably outperforms AIME. Even in the very hard tasks stick-pull and stick-push, AIME-NoB manages around 60% success rates. However, AIME-NoB doesn't performs so well on pick-place and shelf-place. We conjecture it is due to the visual difficulties of the tasks. It is known that the world models based on reconstruction loss struggle at modeling small objects, which is the small cube we need to pick-up in these two tasks. Improving the world models' ability of modeling small objects or increase the resolutions of the observations will likely improve the performance. For DMC, we conduct additional experiments on humanoid-stand, and show the results in Figure 16. Results show AIME-NoB's capability to make progress on and potentially solve complex tasks like Humanoid. To the best of our knowledge, this is the first time that an ILfO algorithm show progress on vision-based humanoid task.

Reviewer vbjw2024-11-24

Reply

**Re contribution**: I still think that the significance of the methodological contribution is minor. Though, this is perhaps merely a difference in opinion, rather than a point worth arguing over. **Re real-world use-cases**: - I don't think that there is "immediate relevance" to open-x and torque-controlled robots. There is a substantial gap between narrow simulated environments and the diverse real data in open-x. Furthermore, even doing any online RL or IL with torque-controlled robots is unfortunately rather challenging. Though, it is a nice hypothetical use-case. - For manual, kinesthetic demonstrations, prior works have been able to impute reasonable action estimates using proprioceptive information/encoder readings and using a well-tuned joint or end-effector controller (or even using SLAM, like with UMI). To my knowledge, it remains an open question on whether you can outperform these action estimates with an ILFO method or if the gap between achieved and commanded actions is small enough. Showing that this method could significantly outperform such action estimates would be interesting/convincing, and perhaps could be done in simulation. **Re EKB, DKB** The formal definition of EKB and DKB is useful! The clarity could be improved, e.g. using $\hat{p}$ to refer to a ground truth distribution is confusing/atypical, and $\pi_\text{demo}$ is never defined. To fully close the loop on the intuition provided in the paper, it would be nice to quantitatively measure these in the ablations to empirically validate the intuition. I also think that it would be valuable to integrate the definitions in the main text of the paper. **Experiments** The new experiments, especially including humanoid stand, are quite nice. Some of my concerns have been addressed (namely on EKB/DKB definitions and the experiments), so I will raise my score to a 5.

Authorsrebuttal2024-11-25

Thank you for your thoughtful feedback. We appreciate your recognition of our improvement and raise the score. We would like to address your remaining questions: **Re real world use cases**: - We apologize if our example of EEF to joint torque action space conversion appeared ambitious. The core point is the action space may change from the demonstration to the local setup for imitation. Still taking open-x as an example, most datasets are collected under EEF position action space. Thus, it will create a mismatch if we want to imitate a policy in joint velocity space, which is favourable for RL [2]. We would like to further point out that even if the high-level action space is the same as the EEF position, the low-level controller can also be different. Thus, even if the policy perfectly imitates the action sequence in the dataset, we can still result in different outcomes. Our approach can theoretically handle both of these cases. - Regarding the second point, in ILfO the goal is to imitate the expert's observation, i.e. the results of the actions. For this purpose, it is not always necessary to accurately infer the true actions. As shown in Figure 5 left, when AIME-NoB reach the expert performance, the action mse is still on the scale of 0.1 which is not so accurate. On the other hand, our method is purely data-driven. If we have a new form of robot, our method can be deployed by just collecting some data to pretrain a world model, and use the observation-only demonstrations. The other hard-designed methods are mainly developed for robot arms. Thus, when a new form of robot comes into play, the algorithm may need to be redesigned to fit the new robot. In this viewpoint, our method is more scalable. **Re EKB and DKB**: We are glad to hear that you find the definition helpful! We would like to first clarify: - Regarding $\hat p$, we use the notation to indicate it is an empirical distribution [3]. And since it is formed based on the ground truth action, we also refer it as a ground truth distribution. We are sorry if it causes confusions. Do you have some suggestions about a better notation to use? - $\pi_{\mathrm{demo}}$ is the policy that collects the demonstration dataset. It is defined in Section 2 (Line 131). Regarding "quantitatively measure to close the loop", we did the ablation in Figure 3. In terms of the theory framework, each line in the figure means: - **Expert:** $\mathcal{R}(\pi_{\mathrm{demo}})$. - **MBBC (oracle):** $\mathcal{R}(\pi_{\omega^*}^{\mathrm{AIME}})$ with Eq. 3 as the $J_{\mathrm{policy}}$. - **AIME:** $\mathcal{R}(\pi_{\psi^*}^{\mathrm{AIME}})$ with Eq. 3 as the $J_{\mathrm{policy}}$ and Eq. 2 as the $J_{\mathrm{model}}$. - **AIME-NoEKB:** $\mathcal{R}(\pi_{\psi^*}^{\mathrm{AIME-NoEKB}})$ with Eq. 3 as the $J_{\mathrm{policy}}$ and **Eq. 4** as the $J_{\mathrm{model}}$. (only change the model learning to overcome EKB) - **AIME-NoB:** $\mathcal{R}(\pi_{\psi^*}^{\mathrm{AIME-NoB}})$ with **Eq. 7** as the $J_{\mathrm{policy}}$ and Eq. 4 as the $J_{\mathrm{model}}$. (further change the policy learning objective to overcome DKB) The EKB and DKB for AIME can be measured by: - $\text{EKB} = \mathcal{R}(\pi_{\omega^*}^{\mathrm{AIME}}) - \mathcal{R}(\pi_{\psi^*}^{\mathrm{AIME}})$ - $\text{DKB} = \mathcal{R}(\pi_{\mathrm{demo}}) - \mathcal{R}(\pi_{\omega^*}^{\mathrm{AIME}})$ Then given $\mathcal{R}(\pi_{\psi^*}^{\mathrm{AIME-NoEKB}}) \approx \mathcal{R}(\pi_{\omega^*}^{\mathrm{AIME}})$, we argue that EKB is overcome by **Eq. 4**. Then, given $\mathcal{R}(\pi_{\psi^*}^{\mathrm{AIME-NoB}}) = \mathcal{R}(\pi_{\mathrm{demo}})$, we argue the DKB is further overcome by **Eq. 7**. We could potentially also have the oracle $\mathcal{R}(\pi_{\omega^*}^{\mathrm{AIME-NoB}})$ with Eq. 7 as the $J_{\mathrm{policy}}$ to compute the EKB and DKB for AIME-NoB. But given AIME-NoB already reaches the expert performance, we can infer $\mathrm{EKB}=\mathrm{DKB}=0$ for AIME-NoB on the walker-run task. We agree with you that it should be helpful to include the definition in the main text. For now, we keep it in the appendix to ease our discussion, and we will merge that to the main text in the final version. [2] Aljalbout *et al.*, On the role of the action space in robot manipulation learning and sim-to-real transfer, RA-L 2024 [3] Empirical distribution function - Wikipedia, https://en.wikipedia.org/wiki/Empirical_distribution_function

Reviewer SkmK2024-11-27

Hi reviewer vbjw, Does the authors' response address your concerns?

Reviewer vbjw2024-11-27

Like I mentioned in the previous comment, my concerns about EKB/DKB definitions and the experiments are addressed. The other two remain. My score is a 5.

Reviewer SkmK2024-11-27

Thank you for the clarification!

Reviewer SkmK6/10 · confidence 4/52024-11-02

Summary

This paper studies the problem of imitation learning (IL) from (visual) observation, i.e., demonstrations do not contain action information using pretrained world models. The paper identifies two key bottlenecks in current IL algorithms, namely (1) OOD observations, and (2) OOD task configurations, which the authors refer to as the Embodiment Knowledge Barrier (EKB) and the Demonstration Knowledge Barrier (DKB), respectively. The key technical contribution is an algorithmic extension of the method Action Inference by Maximizing Evidence (AIME); the core idea is to finetune the learned IL policy via limited online interaction and a RL objective, with surrogate rewards derived from the demonstration dataset. Experiments are conducted on DMControl and Meta-World from visual observations, and the proposed method compares favorably to both AIME without finetuning as well as other IL methods that can be finetuned online (BCO, OT, PatchAIL).

Strengths

- The paper is generally well written and easy to follow. Illustrations (Figure 1 in particular) are useful for understanding the proposed method, and Section 2 provides sufficient background for an unfamiliar reader to appreciate the contributions. - Experiments are reasonably extensive, covering a variety of tasks from DMControl and Meta-World, as well as several (what appears to be) baselines appropriate for the problem setting. Empirical results are strong compared to baselines. - It is a purely empirical paper, but there are sufficient ablations to understand how the algorithm behaves in different settings (e.g. number of demos), and which components are the main drivers of performance (e.g. choice of surrogate reward).

Weaknesses

- I appreciate that the authors conduct experiments on both tasks from DMControl and Meta-World, and consider tasks with varying difficulty in the case of Meta-World. However, I would have liked to see a few examples of tasks that are more challenging, i.e., where the proposed method (along with baselines) struggle a bit more. For DMControl this could be e.g. any of the Humanoid or Dog tasks, and for Meta-World this could be e.g. Stick Pull / Push or Pick Place (Shelf). - I find that some of the claims / conclusions are a bit exaggerated relative to what the experimental results show. For example, the authors claim that " the model pretrained on MW-mt50 offers much better results" (L424) while the results in Figure 4(c) show a fairly small difference between the two curves (absolute ~15% increase in success rate on avg it seems). I would prefer claims to accurately reflect the evidence.

Questions

I would like the authors to address my comments listed in "weaknesses" above during the rebuttal. I have one additional question: - Figure 10 indicates that the proposed method succeeds in all of the considered tasks except Cartpole Swingup. I would have expected this task to be the easiest of them all; can the authors please comment on why the method fails on this particular task?

Rating

6

Confidence

4

Soundness

3

Presentation

3

Contribution

3

Authorsrebuttal2024-11-15

We would like to thank for your time to review our paper and giving constructive feedback. Please find our replies to your concerns below. > I appreciate that the authors conduct experiments on both tasks from DMControl and Meta-World, and consider tasks with varying difficulty in the case of Meta-World. However, I would have liked to see a few examples of tasks that are more challenging, i.e., where the proposed method (along with baselines) struggle a bit more. For DMControl this could be e.g. any of the Humanoid or Dog tasks, and for Meta-World this could be e.g. Stick Pull / Push or Pick Place (Shelf). Thanks for your suggestions of the harder tasks. As from previous benchmark results, baselines BCO($\alpha$), OT and PatchAIL are not well-performed, so we are not expecting them to be good on these even harder tasks. Thus, we currently mainly compare between AIME-NoB with AIME. If time permitted during the rebuttal phase, we will add these results later. All the results are available in Appendix L of the revised paper. For MetaWorld, we include four additional tasks, namely pick-place, shelf-place, stick-pull and stick-push. The results are shown in Figure 15. From the results, AIME-NoB reliably outperforms AIME. Even in the very hard tasks stick-pull and stick-push, AIME-NoB manages around 60% success rates. However, AIME-NoB doesn't performs so well on pick-place and shelf-place. We conjecture it is due to the visual difficulties of the tasks. It is known that the world models based on reconstruction loss struggle at modeling small objects, which is the small cube we need to pick-up in these two tasks. Improving the world models' ability of modeling small objects or increase the resolutions of the observations will likely improve the performance. For DMC, we conduct additional experiments on humanoid-stand, and show the results in Figure 16. Results show AIME-NoB's capability to make progress on and potentially solve complex tasks like Humanoid. To the best of our knowledge, this is the first time that an ILfO algorithm show progress on vision-based humanoid task. > I find that some of the claims / conclusions are a bit exaggerated relative to what the experimental results show. For example, the authors claim that " the model pretrained on MW-mt50 offers much better results" (L424) while the results in Figure 4(c) show a fairly small difference between the two curves (absolute ~15% increase in success rate on avg it seems). I would prefer claims to accurately reflect the evidence. We thank you for this careful observation. We agree that our language should more precisely reflect the quantitative results. We have revised the paper accordingly, with changes highlighted in blue to better align our claims with the experimental evidence. > Figure 10 indicates that the proposed method succeeds in all of the considered tasks except Cartpole Swingup. I would have expected this task to be the easiest of them all; can the authors please comment on why the method fails on this particular task? Thanks for the question. We were also very surprised by the poor result on CartPole during experiments. Thus, we have conducted a separate analysis on the CartPole at Appendix J. In a nutshell, we think it is a problem of the environment design -- the camera position cannot cover the entire moving space of the CartPole which makes the most important behaviour, the swingup, not visible from the image observation. This makes the AIME loss less effective and even harmful. Thus, we tune the hyper-parameters to lower the effect of the AIME loss and we have shown in this way AIME-NoB can solve CartPole swingup. Please refer to Appendix J for more details.

Reviewer SkmK2024-11-22

Thank you

Thank you for the thorough response, I appreciate it. I believe that my main concerns have been addressed. Given that I already lean towards acceptance, I will wait for other reviewers -- 4pZy and vbjw -- to engage before making my final judgement.

Reviewer 4pZy3/10 · confidence 3/52024-11-04

Summary

This paper extends AIME to AIME-NoBarries, which addresses EKB with online interaction and DKB with online trajectories labeled with surrogate rewards. The authors evaluate the effectiveness of AIME-NoB in DMC and MetaWorld.

Strengths

- AIME-NoB alleviates EKB through online interaction. To address DKB, the most natural way is to collect more expert demonstrations, which is expensive in terms of robot manipulation. Therefore, AIME-NoB circumvents this burden by providing reward signals using surrogate models and optimizes the policy with reward-labeled online trajectories. - Experiments in DMC and MetaWorld show that AIME-NoB can bring significant improvement to AIME.

Weaknesses

- The logic is confusing. The authors state that in order to alleviate EDK, they additionally use online interactions. It is obvious that online trajectories will bring more benefits since the behavior policy to collect offline datasets differs from the current policy. So the improvement compared to AIME might be largely caused by the setting difference rather than algorithm improvement. - The setting is very complicated. To my understanding, AIME's setting includes an offline dataset $(s_{\mathbf{off}},a_{\mathbf{off}})$ for world model training, an expert dataset $(s_{\mathrm{expert}})$ for imitation learning. And AIME-NoB additionally assumes access to the environment to collect an online dataset $(s_{\mathrm{on}},a_\mathrm{on})$. The complexity of the setting makes it hard to make fair experimental comparisons as baselines might only assume access to a part of the datasets.

Questions

NA

Rating

3

Confidence

3

Soundness

2

Presentation

1

Contribution

2

Authorsrebuttal2024-11-15

Thanks for spending your time to offer feedback to our paper. We address your concerns below: > The logic is confusing. The authors state that in order to alleviate EKB, they additionally use online interactions. It is obvious that online trajectories will bring more benefits since the behavior policy to collect offline datasets differs from the current policy. So the improvement compared to AIME might be largely caused by the setting difference rather than algorithm improvement. We appreciate this concern but respectfully disagree for several reasons: 1. **Novel Setting as Contribution**: Extending algorithms to new settings with demonstrated improvements is a recognized contribution in reinforcement learning research. For instance, DrQ [1] extended SAC [2] to handle image inputs, while Cal-QL [3] adapted CQL [4] to online settings. Both works were considered significant contributions to the field. 2. **Non-trivial Algorithm Design**: While online trajectories may intuitively seem beneficial, proper algorithm design is crucial for realizing these benefits. Our experiments demonstrate this: the BCO(α) baseline, which also utilizes online data for fine-tuning, shows no improvement or even degraded performance (Figure 2). This highlights that simply having access to online data is insufficient without proper algorithmic design. 3. **Comprehensive Benchmarking**: While we compare against AIME to demonstrate resolution of knowledge barriers, our evaluation extends beyond this single comparison. AIME-NoB significantly outperforms state-of-the-art online ILfO algorithms like PatchAIL and OT, validating our approach's effectiveness. 4. **Fundamental Solution to EKB**: We contend that online interaction is the most scalable solution to EKB. This mirrors human learning - many complex skills (e.g., athletic movements) cannot be mastered through observation alone but require practical experience. While performance improvements in purely offline settings are possible through specialized architectures or regularization, such knowledge engineering approaches are inherently less scalable than allowing online interaction. > The setting is very complicated. To my understanding, AIME's setting includes an offline dataset ($s_{off}$,$a_{off}$) for world model training, an expert dataset ($s_{expert}$) for imitation learning. And AIME-NoB additionally assumes access to the environment to collect an online dataset ($s_{on}$,$a_{on}$). The complexity of the setting makes it hard to make fair experimental comparisons as baselines might only assume access to a part of the datasets. We acknowledge this complexity but would like to contextualize it: 1. The apparent complexity largely stems from the current state of the field, where pre-trained world models are not yet readily available. Once such models become standard resources, the training pipeline will be significantly streamlined, as the current state in NLP and CV. 2. Our setting is fundamentally comparable to standard online RL in terms of required components - the expert dataset effectively replaces the reward function in traditional RL. The additional offline dataset aligns with the growing paradigm of pre-training and fine-tuning in machine learning. 3. While some comparisons (e.g., with PatchAIL and OT) may not utilize all available data, we argue that the ability to leverage diverse data sources is increasingly important in modern machine learning. Our method's ability to effectively utilize multiple data sources should be viewed as a feature rather than a limitation. [1] Yarats *et al.*, Image Augmentation Is All You Need: Regularizing Deep Reinforcement Learning from Pixels, ICLR 2021 Spotlight [2] Haarnoja *et al.*, Soft Actor-Critic: Off-Policy Maximum Entropy Deep Reinforcement Learning with a Stochastic Actor, ICML 2018 [3] Nakamoto *et al.*, Cal-QL: Calibrated Offline RL Pre-Training for Efficient Online Fine-Tuning, NeurIPS 2023 [4] Kumar *et al.*, Conservative Q-Learning for Offline Reinforcement Learning, NeurIPS 2020

Reviewer SkmK2024-11-25

Dear reviewer 4pZy, Since the discussion phase is coming to an end, it would be great if you could take a moment to respond to the authors' rebuttal. I'm curious to know whether their response addresses your concerns.

Authorsrebuttal2024-11-30

kind reminder

Dear reviewer 4pZy, As the discussion period concludes on December 2, we wanted to kindly remind you to read and reply to our rebuttal and the revised paper. We welcome you to share any remaining concerns or feedback. If our responses have adequately addressed your comments, we would greatly appreciate it if you could update your score accordingly.

Reviewer Yddj6/10 · confidence 3/52024-11-06

Summary

This paper studies two barriers in imitation learning from observations, namely the Embodiment Knowledge Barrier (EKB) and Demonstration Knowledge Barrier (DKB). EKB refers to the gap when generalizing to new observations and DKB refers to the gap when generalizing from limited number of expert demonstrations. It proposes to use online interaction to reduce EKB and introduces a weighted loss between new interactions and pre=training data. For DKB, it proposes to use a surrogate reward, such as a discriminator in AIL. Experimental results suggest AIME-NoB outperforms baselines with significant margin in DMC and MetaWorld.

Strengths

- Clearly identify the shortcomings of existing IFO methods and propose reasonable solutions to reduce the gaps. - Extensive experiments on the different design choices, e.g. reward functions, and comparisons with baselines demonstrate solid improvement. - Paper writing is clear and easy to follow.

Weaknesses

- The ideas to reduce EKB and DKB seems a simple combination of previous methods, such as using online interaction with weighted sampling, adversarial training, etc. It's unclear the distinctions from previous methods (such as AIL, e.g.) is significant enough. - These environments aren't hard to come up with a hand-designed reward or learning a surrogate reward. Lack of comparisons with Dreamer-like methods using hand-designed or surrogate reward.

Questions

- How do you differentiate from previous work that uses online interactions and surrogate rewards? - How does it compare with RL with some hand-designed reward or a learned surrogate reward? - Does the method generalize to real-world environments, such as learning from videos?

Rating

6

Confidence

3

Soundness

4

Presentation

3

Contribution

3

Authorsrebuttal2024-11-15

We would like to thank for your time to review our paper and giving constructive feedback. Please find our replies to your concerns below. > How do you differentiate from previous work that uses online interactions and surrogate rewards? The key innovation of AIME-NoB compared to previous online ILfO approaches like PatchAIL and OT is its ability to leverage pre-trained world models. While previous methods require training models from scratch, AIME-NoB can effectively utilize models pretrained on large datasets. As demonstrated in Figure 6(c), this capability is crucial for AIME-NoB's performance, showing much better sample-efficiency over training from scratch. This aligns with the broader paradigm shift in AI toward pre-training and fine-tuning approaches, which have proven highly effective across multiple domains. > How does it compare with RL with some hand-designed reward or a learned surrogate reward? First we would like to point out that one of the most important motivations to study ILfO is that we can remove the needs of reward. The reward engineering is a notorious problem in the RL field, which prevents RL from scaling to hundreds or even thousands of different tasks. So in our setup, we deliberately remove the reward to make the algorithm more applicable in a broader scope of problems. To address your question directly, we compare AIME-NoB with Dreamer with the hand-designed reward from the environments. The results are shown in Appendix J of the revised paper. For DMC, as we can see from the results in Figure 17, AIME-NoB achieve better sample efficiency on 8 out of 9 tasks excepted the problematic environment cartpole-swingup as we shown in Appendix J. On hopper-hop and quadruped-run, AIME-NoB is surpassed by Dreamer in the end. This is because as an imitation learning algorithm, AIME-NoB's performance is limited by the quality of the expert. For the MetaWorld, since DreamerV3 is not officially benchmarked on it, we have to produce the results ourselves. we report the results at Figure 18. As the manipulation tasks typically impose challenges for exploration, we see that Dreamer with or without the help of the pretrained model struggles to accomplish the task within the 500k environment steps. In the same time, with the help of the demonstrations, it is much easier for AIME-NoB to explore the related regions in the observation which results in a better sample efficient. This marks an advantage of using demonstrations over using a scalar reward to define the task. > Does the method generalize to real-world environments, such as learning from videos? In this paper, we run all our experiments on image observations, i.e. videos as demonstrations. But indeed, we only run our experiments on the simulators. We believe AIME-NoB is well-suited for real-world applications, given its ability to leverage pre-trained models is particularly valuable for real-world scenarios where data collection is costly. Do you have some suggested real-world environments that we can test on? Would these align with your expectations for real-world validation?

Reviewer SkmK2024-11-25

Dear reviewer Yddj, Since the discussion phase is coming to an end, it would be great if you could take a moment to respond to the authors' rebuttal. I'm curious to know whether their response addresses your concerns.

Reviewer Yddj2024-12-02

Thank you for your response! I appreciate the comparison with Dreamer that shows the advantage of demonstration over rewards. The author clarifies the major differences to other ILfO work is the usage of pre-trained world model. However, I agree with other reviewers that this seems a simple combination of previous work. I will keep my score.

Authorsrebuttal2024-11-30

kind reminder

Dear reviewer Yddj, As the discussion period concludes on December 2, we wanted to kindly remind you to read and reply to our rebuttal and the revised paper. We welcome you to share any remaining concerns or feedback. If our responses have adequately addressed your comments, we would greatly appreciate it if you could update your score accordingly.

Authorsrebuttal2024-11-21

Global response

We sincerely thank all reviewers for their time and constructive feedback. We are pleased to note that the reviewers consistently acknowledge several key strengths of our paper: - The clear and accessible writing style (Reviewers Yddj, SkmK, vbjw) - The comprehensive experimental evaluation (Reviewers Yddj, SkmK, vbjw) - The significant performance improvements achieved by AIME-NoB compared to existing methods (All reviewers) In response to the reviewers' suggestions, we have made the following major enhancements to the paper: 1. Theoretical Foundation: - As suggested by Reviewer vbjw, we have provided formal definitions of the EKB and DKB concepts in Appendix K, strengthening the theoretical underpinning of our work. 2. Extended Experimental Validation: - Following recommendations from Reviewers Yddj, SkmK, and vbjw, we have included additional experiments in Appendix L that demonstrate: a) AIME-NoB's capability to make progress on and potentially solve complex tasks like Humanoid - a first in ILfO to the best of our knowledge b) more sample efficiency compared to Dreamer, a state-of-the-art model-based RL algorithm, even when Dreamer has access to true environmental rewards 3. Additional Improvements: - Soften some claims based on Reviewer SkmK's suggestions - Expanded citation coverage as recommended by Reviewer vbjw All modifications are highlighted in blue in the revised manuscript. We believe these enhancements substantially strengthen our paper by providing stronger theoretical foundations and broader experimental validation. Detailed responses to individual reviewer comments are provided below. We kindly request reviewers to consider raising their scores if our responses adequately address their concerns.

Authorsrebuttal2024-11-27

New Revision

We would like to extend our gratitude for all the constructive reviews, with special thanks to reviewers SkmK and vbjw for their participation in the discussion. We have updated the revised paper to a new version, incorporating the following changes: - Moved the formal definitions of EKB and DKB to the main text, as suggested by reviewer vbjw. - Added more results on the humanoid experiment, including additional results on humanoid-walk and humanoid-run and more seeds. We believe these revisions enhance the clarity of the paper and better demonstrate the potential of AIME-NoB in complex tasks. We kindly request reviewers, especially Yddj and 4pZy, to engage in the discussion and raise any additional questions if something remains unclear. We also ask you to consider raising your scores if our responses have adequately addressed your concerns.

Authorsrebuttal2024-12-04

summary of the discussion phase

Dear reviewers and AC, We would like to thank you again to spend time to review our paper and join the discussion phase. As the discussion phase comes to a close, we would like to summarize the key points to facilitate the decision-making process. Reviewers generally agree on the strength of the paper: - The clear and accessible writing style (Reviewers Yddj, SkmK, vbjw) - The extensive experimental evaluation (Reviewers Yddj, SkmK, vbjw) - The significant performance improvements achieved by AIME-NoB compared to existing methods (All reviewers) During the rebuttal, three new contents have been added: - The formal definition of EKB and DKB, as requested by reviewer vbjw. - Experiments on more challenging tasks, e.g. Humanoid, as requested by reviewer SkmK and reviewer vbjw. - Experiments to compare AIME-NoB with Dreamer, as requested by reviewer Yddj. These additions were acknowledged by the reviewers as helpful and further strengthened the paper. After the rebuttal: - While maintaining the score, reviewer SkmK has no concerns and lean toward acceptance. - Reviewer Yddj only has concerns regarding the limit novelty of the method, but also lean toward acceptance. - Reviewer vbjw has two remaining concerns: 1) the limit novelty of the method, but also acknowledged as a subjective opinion; 2) the direct applicability on robotics problem. Although we offer some examples of use cases, they did not changes the reviewer's mind. - Reviewer 4pZy has a contradictory opinion with all other reviewers, concerning the clarity of the paper while the paper is acknowledged by all the other reviewers to be well-written and easy to follow. Although we have submitted the rebuttal **18 days** ago to clarify the misunderstandings, unfortunately we didn't get any response from reviewer 4pZy in the entire discussion phase. We still believe with the clear intuition and the strong performance, the paper offers valuable insights to the field. We hope this summary assists in the decision-making process. Thank you once again for your time and efforts in reviewing and discussing our work.

Area Chair 8rRRmeta-review2024-12-19

Meta-review

(a) The paper introduces AIME-NoB, an algorithm designed to improve Imitation Learning from Observation (ILfO) using pre-trained world models. The authors define two barriers in imitation learning from observation (ILfO) methods: the Embodiment Knowledge Barrier (EKB) and the Demonstration Knowledge Barrier (DKB). The EKB describes the limitation of a pretrained model when confronted with novel observations and actions beyond its training experience. The DKB describes the generalization from a limited number of expert demonstrations in imitation learning. The proposed approaches to address these limitations are: (1) balance the offline and online datasets when updating the model, (2) combine AIME and AIL objectives. (b) Strengths: - Problem Definition: The paper identifies and analyzes the EKB and DKB limitations in current ILfO methods using pretrained models. The clarity improved during rebuttal. - Effective Solutions: The authors propose practical solutions for each knowledge barrier that show significant performance improvements. - Ablation Studies: The authors perform thorough ablation studies and sensitivity tests to analyze the contribution of different components, such as the surrogate reward and data regularizer, to the overall performance. - Clear Presentation: Multiple reviewers praised the paper's clear and accessible writing style, which helped in understanding the proposed approach. The use of figures (e.g. Figure 1) was also cited as being helpful. - Strong results on DMC and meta-world. (c) Weaknesses: - Limited novelty: Several reviewers questioned the novelty of the proposed approach. The core method combines online interaction, a data-driven regularizer, and a surrogate reward, all of which have been previously used in some form. - Incremental Contribution: Some reviewers felt that combining existing techniques, although effective, was closer to an implementation choice than a significant technical contribution. - Realistic impact: The reviewers questioned the direct applicability to real-world robotics problems since actions are typically available, or can be estimated in robotics, or real-world videos often have a large domain shift. (d) My decision is to reject the paper. I think the paper does a good job at motivating the design choices above, and has thorough experiments with strong results, especially with the new additions during the rebuttal, which show that the design choices significantly improve over prior methods. However, in terms of whether this paper makes significant contributions at least in (1) enough novel contributions in method or, (2) significant realistic impact. As the reviewers pointed out, it seems to be a weaker case here.

Additional comments on reviewer discussion

In general the reviewers like the proposal of defining EKB and DKB. Some reviewers questioned the methodological contribution and lack of formal definitions of EKB and DKB. These were partially addressed during rebuttal, especially with the formal definition of EKB and DKB being proposed. At the end, Reviewer vbjw maintained that the methodological contribution was minor but acknowledged it may be a difference in opinion. Reviewer Yddj acknowledged the clarification of the use of pre-trained world models, but still viewed the method as a simple combination of previous work. There were some discussions around experimental validation, regarding having more challenging tasks and why the method failed on Cartpole Swingup, which they would have expected to be the easiest task. During rebuttal, the authors provided humanoid experiments in DMC and additional tasks in MetaWorld. explained why the method failed on the Cartpole task; compared their method with Dreamer. Reviewer vbjw questioned the connection of the method to a real-world problem. They pointed out that in robotics, actions are often available or can be closely estimated, and that real-world videos often present a significant domain shift. The reviewer still remains concerned. In summary, the authors made several revisions to the paper to address the reviewers' concerns, including adding formal definitions, conducting more challenging experiments, and clarifying their claims. Some reviewers remained skeptical about the novelty of the method, and applicability to the real world.

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