Daniel Freeman

dblp:186/4047 · DBLP profile ↗
← Back
3ranked-venue papers
0as first author
3since 2021 · last 2024
—ORCID · unresolved

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 3 · 3 since 2021Systems, architecture and hardware · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
2 papers
Reinforcement learning · 61% Robot manipulation · 15% Graph learning · 15%

Topics — the 7 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Robotics › Robot manipulation
assembly
0.612022
Blocks Assemble! Learning to Assemble with Large-Scale Structured Reinforcement Learning · ICML 2022
Machine learning › Reinforcement learning › offline reinforcement learning
decision transformer
0.612022
Multi-Game Decision Transformers · NeurIPS 2022
Machine learning › Reinforcement learning
generalist agents
0.612022
Multi-Game Decision Transformers · NeurIPS 2022
Machine learning › Reinforcement learning
large-scale reinforcement learning
0.612022
Blocks Assemble! Learning to Assemble with Large-Scale Structured Reinforcement Learning · ICML 2022
Machine learning › Reinforcement learning
offline reinforcement learning
0.612022
Multi-Game Decision Transformers · NeurIPS 2022
Machine learning › Efficient and distributed learning › large-scale learning
model scaling
0.212022
Multi-Game Decision Transformers · NeurIPS 2022
Machine learning › Deep learning architectures and training
transformer
0.212022
Multi-Game Decision Transformers · NeurIPS 2022

Methods — techniques the papers use, named apart from their topics

transformer · 0.6reinforcement learning · 0.6offline RL · 0.6graph-based policies · 0.6curriculum learning · 0.6behavioral cloning · 0.6
YearPublicationVenuePosition
2024 The Design of the Barkour Benchmark for Robot Agility
abstract
In this paper, we describe the design of the Barkour benchmark for measuring robot agility in navigating complex environments. Despite the growing interest in developing agile robot locomotion skills, the field lacks systematic benchmarks to measure the performance of robotic control systems and hardware in agility-focused tasks. This motivated us to propose the Barkour benchmark, an obstacle course designed to quantify agility across various robotic platforms. Inspired by dog agility competitions, the course features diverse obstacles and a time-based scoring mechanism, encouraging researchers to develop controllers that enable robots to move quickly, precisely, and with adaptability. This benchmark is challenging as it demands diverse motion skills and the time-based scoring requires control precision at high speed. Along with the design details presented in the paper, we release our simulated environment setups in MuJoCo-XLA and the CAD model of a custom-designed quadruped robot to facilitate future research to reproduce the Barkour setup (available at sites.google.com/view/barkour). We hope these together will accelerate the pace of robot agility research.
Wenhao Yu 0003, Ken Caluwaerts, Atil Iscen, J. Chase Kew, Tingnan Zhang, Daniel Freeman, Lisa Lee, Stefano Saliceti, Vincent Zhuang, Nathan Batchelor, Steven Bohez, Federico Casarini, José Enrique Chen, Erwin Coumans, Adil Dostmohamed, Gabriel Dulac-Arnold, Alejandro Escontrela, Erik Frey, Roland Hafner, Deepali Jain, Bauyrjan Jyenis, Yuheng Kuang, Tsang-Wei Edward Lee, Ofir Nachum, Kenneth Oslund, Francesco Romano, Fereshteh Sadeghi, Baruch Tabanpour, Daniel Zheng, Michael Neunert, Raia Hadsell, Nicolas Heess, Francesco Nori, Jeff Seto, Carolina Parada, Vikas Sindhwani, Vincent Vanhoucke, Jie Tan 0001, Kuang-Huei Lee
IROS6
2022 Blocks Assemble! Learning to Assemble with Large-Scale Structured Reinforcement Learning
abstract
Assembly of multi-part physical structures is both a valuable end product for autonomous robotics, as well as a valuable diagnostic task for open-ended training of embodied intelligent agents. We introduce a naturalistic physics-based environment with a set of connectable magnet blocks inspired by children’s toy kits. The objective is to assemble blocks into a succession of target blueprints. Despite the simplicity of this objective, the compositional nature of building diverse blueprints from a set of blocks leads to an explosion of complexity in structures that agents encounter. Furthermore, assembly stresses agents’ multi-step planning, physical reasoning, and bimanual coordination. We find that the combination of large-scale reinforcement learning and graph-based policies – surprisingly without any additional complexity – is an effective recipe for training agents that not only generalize to complex unseen blueprints in a zero-shot manner, but even operate in a reset-free setting without being trained to do so. Through extensive experiments, we highlight the importance of large-scale training, structured representations, contributions of multi-task vs. single-task learning, as well as the effects of curriculums, and discuss qualitative behaviors of trained agents. Our accompanying project webpage can be found at: https://sites.google.com/view/learning-direct-assembly/home
Seyed Kamyar Seyed Ghasemipour, Satoshi Kataoka, Byron David, Daniel Freeman, Shixiang Gu, Igor Mordatch
ICML4
2022 Multi-Game Decision Transformers
abstract
A longstanding goal of the field of AI is a method for learning a highly capable, generalist agent from diverse experience. In the subfields of vision and language, this was largely achieved by scaling up transformer-based models and training them on large, diverse datasets. Motivated by this progress, we investigate whether the same strategy can be used to produce generalist reinforcement learning agents. Specifically, we show that a single transformer-based model – with a single set of weights – trained purely offline can play a suite of up to 46 Atari games simultaneously at close-to-human performance. When trained and evaluated appropriately, we find that the same trends observed in language and vision hold, including scaling of performance with model size and rapid adaptation to new games via fine-tuning. We compare several approaches in this multi-game setting, such as online and offline RL methods and behavioral cloning, and find that our Multi-Game Decision Transformer models offer the best scalability and performance. We release the pre-trained models and code to encourage further research in this direction.
Kuang-Huei Lee, Ofir Nachum, Sherry Yang 0001, Lisa Lee, Daniel Freeman, Sergio Guadarrama, Ian Fischer, Winnie Xu, Eric Jang, Henryk Michalewski, Igor Mordatch
NeurIPS5