Summary
This paper proposes an approach to learning a humanoid controller that can manipulate objects to follow trajectories. It first assembles a dataset of human bodies and hands motions, and learns a control policy from the state transitions in the dataset. Then, they distill this policy using a VAE to obtain an action decoder that models realistic human action distributions. After that, they use this distribution as the action space to learn an RL policy whose reward is based on object trajectory following. With this action space, the neural network policy can output realistic actions and avoid exploration difficulties. The authors demonstrate several impressive, yet natural and physically plausible motions for a simulated humanoid to grasp and move objects according to trajectories.
Strengths
The results are generally good, and the motion is relatively natural and physically plausible.
The demonstration of extending this approach to high-dimensional control is important.
The authors also provide several insightful observations, such as how to assemble the dataset to extend PULSE to human hand motion and how to achieve diverse grasping behaviors. These contributions are all important to the community.
Weaknesses
While I definitely think this paper is good, I believe there are several critical aspects that should be more carefully evaluated, either qualitatively or quantitatively. I will provide the summary comments in this section and write the specific questions that I would like answers to during the discussion phase in the next section.
First, I’m generally curious about the robustness of the proposed system. The object trajectory following policy takes a few inputs without noise from the simulator (joint positions, object latent code, proprioception). However, in reality, these quantities are far from perfect.
Second, this approach assumes the humanoid is similar enough to the mocap data. I agree this is a reasonable assumption. However, in reality, humanoid robots and their hands are usually not perfect replicas of humans. How similar do their morphologies need to be?
Regarding the learning approach, it first learns a policy to output actions given the human sequence data. Then it distills this policy network using VAE to learn the distributions as the action space. There should be an alternative approach that can serve as a simple baseline (details below). This is not discussed (or I missed the reference?).
The current reward contains several terms with different reward weights and hyper-parameters. I would not say this is a simple reward, especially without a concrete comparison to previous work.
Questions
Regarding the robustness of the system: How would the policy perform in noisy situations? For example, when the joint positions are not accurate (real robots will have imperfect joint encoders). And how accurate does the object mesh need to be?
How important is the morphology similarity between the humanoid and the hand? For example, do they need to have the same number of joints or links? I also observed even in the current system, it seems the simulated humanoid does not perfectly match human kinematics. Is this correct? If so, how do you bridge this gap?
Regarding the simple baseline alternatives:
* Instead of learning actions from human trajectory sequences between two timesteps, why not directly using a VAE to reconstruct human poses? This VAE will directly learning a distribution of human joint positions. Then in the RL policy training, you can map the policy output to natural human joint positions using this VAE.
* Even when one wants to learn the “actions” instead of “joint positions”, one could use a encoder-decoder structure (either VAE or vanilla auto-encoder) as the policy backbone and directly learn in the PULSE-X phase, instead of separating it into two stages.
I’m curious if the authors tried these alternatives before? Or does this comparison exist in the literature? Are they performing not well? It would be much helpful to analyze this problem or provide references in the text.
A more comprehensive discussion on the failure cases would be helpful. You show several videos of the failure cases, which I think is very helpful. But why do they fail? Is it because the objects themselves are quite difficult? Regarding this point, it would also be much helpful to have a per-object accuracy analysis.
Limitations
The authors describe the limitations mainly as not performing dexterous in-hand manipulation. The authors could consider using recent learning-based dexterous in-hand manipulation work as the “mocap dataset” in your formulation and learn action distribution using it.
I think there is another limitation, which is that the current formulation does not demonstrate capability when the object needs to interact with the environment.
While I acknowledge that the above two points are out of scope and will not affect my assessment at all, they might be interesting future directions.