Learning Robot Soccer from Egocentric Vision with Deep Reinforcement Learning (2024)

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Dhruva Tirumala
dhruvat@google.com
Google DeepMind
University College London (UCL)&Markus Wulfmeier
Google DeepMind&Ben Moran
Google DeepMind&Sandy Huang
Google DeepMind&Jan Humplik
Google DeepMind&Guy Lever
Google DeepMind&Tuomas Haarnoja
Google DeepMind&Leonard Hasenclever
Google DeepMind&Arunkumar Byravan
Google DeepMind&Nathan Batchelor
Google DeepMind&Neil Sreendra
&Kushal Patel
&Marlon Gwira
&Francesco Nori
Google DeepMind&Martin Riedmiller
Google DeepMind&Nicolas Heess
Google DeepMind
University College London (UCL)

Abstract

We apply multi-agent deep reinforcement learning (RL) to train end-to-end robot soccer policies with fully onboard computation and sensing via egocentric RGB vision.This setting reflects many challenges of real-world robotics, including active perception, agile full-body control, and long-horizon planning in a dynamic, partially-observable, multi-agent domain.We rely on large-scale, simulation-based data generation to obtain complex behaviors from egocentric vision which can be successfully transferred to physical robots using low-cost sensors.To achieve adequate visual realism, our simulation combines rigid-body physics with learned, realistic rendering via multiple Neural Radiance Fields (NeRFs). We combine teacher-based multi-agent RL and cross-experiment data reuse to enable the discovery of sophisticated soccer strategies. We analyze active-perception behaviors including object tracking and ball seeking that emerge when simply optimizing perception-agnostic soccer play. The agents display equivalent levels of performance and agility as policies with access to privileged, ground-truth state111 Videos of the game-play and analyses can be seen on our website https://sites.google.com/view/vision-soccer..To our knowledge, this paper constitutes a first demonstration of end-to-end training for multi-agent robot soccer, mapping raw pixel observations to joint-level actions, that can be deployed in the real world.

Keywords: robotics, reinforcement learning

1 Introduction

In recent years, access to accurate simulators combined with increased computational power has enabled reinforcement learning (RL) to achieve considerable success across both single- and multi-agent settings in robotics, including quadruped parkour [1, 2, 3], robot soccer [4], full-size humanoid locomotion [5], dexterous manipulation [6], and quadrotor racing [7]. While these results are promising, certain simplifying assumptions limit their general applicability. Notably, many of these examples rely on depth sensing [1, 2], which can be expensive; external state estimation [4, 6], which may not always be possible; or specifically-designed modular architectures [3, 7], which often involve domain-specific assumptions; or do not address the problem of exteroception [5].

In this work, we present an RL pipeline for training vision-based policies for multi-agent robot soccer without any of these simplifying assumptions. Our policies use purely onboard sensing, consisting of an IMU, joint encoders, and a head-mounted RGB camera. Robot soccer is a challenging domain that requires not only agile low-level control, but also long-horizon planning for positioning, predicting and scoring against an opponent. Many of these challenges have been addressed by previous work [4] using ground-truth state information. This paper builds on that work, but focuses specifically on challenges that arise when perception is restricted to onboard sensors including, in particular, egocentric RGB vision.

Egocentric vision renders the environment partially observed, amplifying challenges of credit assignment and exploration, requiring the use of memory and the discovery of suitable information-seeking strategies in order to self-localize, find the ball, avoid the opponent, and score into the correct goal. A moving opponent and ball add further complexity to the limited field of view and potential motion blur that vision-based policies must contend with. To perform well, agents must learn to combine agility and precise control (for example, to kick a moving ball) together with information-seeking behavior via active vision. This combination of behaviors is difficult to manually script, due to the existence of multiple simultaneous objectives, the dynamic environment, and the highly context-dependent nature of the optimal behavior.

Learning Robot Soccer from Egocentric Vision with Deep Reinforcement Learning (1)

We present a method for training vision-based RL agents end-to-end from pixels and proprioception for one-vs-one soccer using the MuJoCo simulator [8] and Neural Radiance Fields (NeRF) to provide a realistic rendering of the real physical scene [9, 10] (shown in Figure1) which enables zero-shot transfer to the real world. We combine agent experience across training iterations, to improve learning speed and asymptotic performance [11]. Importantly, our approach does not involve any changes to the task or reward structure, makes no simplifying assumptions for state-estimation, and does not use any domain-specific architectural components.

We observe strong agent performance and agility even in this partially-observable and dynamic setting. Our vision-based agents walk as fast and kick as strongly as a state-based agent that has access to ground-truth egocentric locations of the opponent, ball, and goal. While our training setup includes no explicit rewards for active perception, information-seeking behaviors such as searching for the ball emerge naturally during training, from the simple incentive to play soccer well. Our analysis shows that the agents are able to track moving objects even when occluded and out-of-view in both simulation and the real world, and have a propensity to track moving balls of various shapes and colors. They demonstrate complex opponent-aware behaviors like blocking and shielding the ball and accurately score even when the goal is out of view. Our accompanying website (https://sites.google.com/view/vision-soccer) includes video analysis and full games showing agile soccer play from vision.

The key contributions of this work are as follows:

2 Method

In this section we present our approach to learning RGB-vision based soccer. As discussed in Section1, learning to play soccer from vision is substantially more challenging and requires different information-seeking optimal strategies compared to learning with access to ground-truth state.Therefore, we propose a training pipeline that focuses on learning end-to-end from vision, rather than distilling vision policies using state-based agents [6, 12].222We compare the benefits of our approach to state-to-vision transfer empirically in Section 3.4. Our approach uses the two-stage RL method described in Haarnoja etal. [4] which we summarize in Section2.1, but with key additional components such as the use of Replay across Experiments (RaE) [11] to increase data usage efficiency and the use of calibrated NeRF rendering [9, 10] with multiple NeRFs which we discuss in Section2.2.The soccer agents are trained entirely in simulation using MuJoCo [8], and deployed zero-shot on the real platform (Figure 2).

Learning Robot Soccer from Egocentric Vision with Deep Reinforcement Learning (2)

2.1 Two-Stage Training with Reinforcement Learning

Our method uses the two-stage reinforcement learning pipeline of Haarnoja etal. [4], which uses the Maximum a-posteriori Policy Optimization (MPO) algorithm [13] and a distributional critic [14]. In the first stage, two separate experts are trained: one that learns to get up from the ground and another that learns to score against a fixed, random opponent. In the second stage, these experts are distilled into one agent using RL with adaptive KL-regularization.In this stage, the opponent is randomly selected from the first quarter of the agent’s saved policy snapshots. This ensures that the agent progressively plays against increasingly challenging opponents, which encourages learning robust multi-agent strategies.Random perturbations and physics randomization are used to improve zero-shot transfer to the real world. In contrast to the original pipeline[4], which does not rely on long-term memory, we use an Long Short-Term Memory (LSTM) architecture [15] with a long unroll length to incorporate memory over time and permissive head joint limits to allow more freedom for active perceptual behaviors. See Appendix A for details of the distributed training setup.

2.2 Training from Egocentric Vision

When training from vision, we provide the critic with ground-truth state information [16] including the egocentric position and velocity of the ball, opponent, and goal and the visual and proprioceptive information that is provided to the policy. This simplifies the learning problem by using information available in simulation and exploits the fact that the critic is not required at deployment. In addition, we introduce further key components to enable learning from vision which we describe below:

Rendering

To simulate realistic camera observations, we rely on real-to-sim transfer by first generating various NeRFs of the real soccer scene [9, 10] using 250-300 photographs. This model enables rendering the static scene from novel viewpoints. We render dynamic objects such as the ball and opponent robot using MuJoCo and overlay them on the static scene to produce a final composite camera view. During training, a scaled down version (to 40x30 pixels) of this image is provided as visual input to the policy, as shown in Figure 1. To capture the NeRF we use a Sony α𝛼\alphaitalic_α7C camera which differs from the robot’s camera, a Logitech C920 webcam. To reduce this sim-to-real gap, we calibrate the NeRF colors using a linear transformation which we describe in Appendix A.

NeRF Randomization

We apply various randomizations to the agent’s visual observations including commonly used image augmentations like random perturbations to the brightness, saturation, hue, and contrast of the input. In addition, we collect 4 NeRFs under differing lighting conditions and with different arrangements of background objects, and randomly select from them, per episode, during training. This simple addition introduces variations to the scene in terms of background changes (e.g. moved furniture) and changes in lighting which we leverage as an additional form of domain randomization.

Data Transfer and Offline-Online Mixing

Training from vision is considerably more complex, expensive and time-consuming than from state: actors must render at each step and are slower to generate data, and each batch of learning data is slower to process.To reduce iteration time and use visually diverse data for training (to reduce visual overfitting), rather than training from scratch on every iteration, we reuse transition data from previous experiments (with different policies, hyperparameter settings etc.) [11]. This addition significantly improved asymptotic performance and enabled learning across both stages of the training pipeline.

3 Experiments

Learning Robot Soccer from Egocentric Vision with Deep Reinforcement Learning (3)

We deploy policies on Robotis OP3 humanoid robots[17], on a pitch that is 4m wide by 5m long (Figure1).The robots are 51cm tall, weigh 3.5kg, and have 20 actuated joints.We add minor modifications, including 3D-printed bumpers (which are also rendered), to increase physical robustness [4]. The robot’s sensors consist of joint position encoders, an IMU, and RGB images from a head-mounted Logitech C920 camera—a standard webcam running at 30 frames per second. Images are downsampled to 40×30403040\times 3040 × 30 to reduce onboard policy inference time. The robot’s head controls the camera pan and tilt.We use 40Hz joint position control, and smooth actions with an exponential filter333ut=0.8ut1+0.2atsubscript𝑢𝑡0.8subscript𝑢𝑡10.2subscript𝑎𝑡u_{t}=0.8u_{t-1}+0.2a_{t}italic_u start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT = 0.8 italic_u start_POSTSUBSCRIPT italic_t - 1 end_POSTSUBSCRIPT + 0.2 italic_a start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT, where atsubscript𝑎𝑡a_{t}italic_a start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT is the policy output and utsubscript𝑢𝑡u_{t}italic_u start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT is the action applied to the robot at timestep t𝑡titalic_t. to avoid damaging the actuators with high-frequency action variation.

Our experimental analyses seeks to answer the following questions:

  • What behaviors emerge naturally from training vision-based agents with RL to play soccer?

  • Can memory-augmented agents robustly track objects (e.g. the ball and opponent) in scenes with partial observability and occlusion?

  • Does training from vision affect agility, compared to training with privileged information?

  • Instead of training entirely from vision, can we distill knowledge from state-based agents?

We investigate these questions with comparisons to a “state-based” agent with access to ground-truth state information at test time, consisting of egocentric position and velocity of the ball, opponent, and goal.For complementary videos, please refer to our accompanying website.

3.1 Soccer Behaviors

Learning Robot Soccer from Egocentric Vision with Deep Reinforcement Learning (4)

Figure 3 highlights behaviors that emerge while training agents in simulation: searching for the ball, scrambling, and blocking a shot.These are complex, long-horizon, multi-agent behaviors that rely on active vision and are difficult to manually script. Interestingly, such behaviors emerge naturally from the soccer task reward, and without the need for explicit reward terms for, say, finding the ball.

Arguably the most important skill for a soccer agent is the ability to shoot and score. Figure 4 shows an example of the learned shooting behavior, transferred zero-shot to the real robot. Classical approaches sequentially compose individual behaviors, often with rough transitions between different motions.In contrast, here the agent smoothly transitions between walking towards the ball, positioning itself, and kicking without pauses or discontinuities. Section 3.3 presents a quantitative analysis of this shooting behavior compared to the state-based agent [18].

3.2 Object Tracking from Vision

Agent Representation Probes

To probe the agent’s object tracking ability, we train linear layers downstream from the frozen encoder features of the policy [19], to predict the positions of various objects using Gaussian mixture models (details in Appendix A).

Learning Robot Soccer from Egocentric Vision with Deep Reinforcement Learning (5)
Learning Robot Soccer from Egocentric Vision with Deep Reinforcement Learning (6)

Figure 5 visualizes these predictions in simulation using a heatmap, and shows the predicted positions of the agent, opponent, and ball are fairly accurate and become more confident over time.In the first row, the agent localizes its position using distinguishing features of the environment (e.g. the orange goal) and remembers its location even when these features are out of view. Although opponent tracking is less accurate, a similar tracking ability emerges.Ball tracking is remarkably accurate: the agent precisely locates the ball once it is in view and, importantly, is able to predict ball movement (and hence implicitly velocity) even after kicking it out of view.We observe similar results in the single-scene real world analysis of Figure 6. This suggests that object tracking is robust to visual changes that arise when using the onboard camera, including lighting changes and camera blur, albeit with a slight decrease in prediction accuracy. Overall these analyses indicate that tracking dynamic objects in the visual scene emerges naturally via our training pipeline.

Learning Robot Soccer from Egocentric Vision with Deep Reinforcement Learning (7)
Learning Robot Soccer from Egocentric Vision with Deep Reinforcement Learning (8)

Head Movement Probes

Qualitative observations of the agent’s behavior during game play suggest it actively moves its head camera to track the ball.To study this behavior in isolation, we initialize the robot in simulation in a standing position with the ball directly in front of it and moving with a random initial velocity of up to 1m/s. We only allow the agent to move the head pan and tilt joints, which control the camera orientation. We then measure the angular distance between the center of the camera gaze and the location of the ball across 16 episodes of 100 timesteps each. Compared to a baseline where the head is fixed, the agent moves the camera to ensure the ball remains in the field of view (Figure 7(a)).

We observed the same head tracking behavior on the real robot, where the agent robustly moved its head to follow moving balls with a range of colors and sizes (Figure 7(b)). We do not directly incentivize the agent to localize the ball; this example of active perception emerges naturally from training on the soccer task reward.

Learning Robot Soccer from Egocentric Vision with Deep Reinforcement Learning (9)
Learning Robot Soccer from Egocentric Vision with Deep Reinforcement Learning (10)

3.3 Analysis of Agility

In this section we evaluate our vision-based agents on agility and scoring ability. We follow the setup described in [4], with minor modifications to ensure a fair comparison (see Appendix B).

In terms of agility, the vision-based agent fares better across all metrics (walking speed, turning speed, and kicking power) when compared to the scripted baseline and is on-par with the state-based agent for walking speed and kicking power (Table 1).444Note that turning speed is measured by initializing the agent and ball on opposite corners of the pitch, with the agent facing away from the ball. A state-based agent knows the exact location of the ball behind it and thus turns quickly to arrive there faster, whereas a vision-based agent is at a disadvantage, since it does not “know” a-priori that it must do a full 180-degree turn. This indicates that comparable agility can be achieved from onboard sensing alone.

We measure scoring ability across 250 penalty shoots in simulation and 20 in the real world, with trajectories visualized in Figure 8. The agent is initialized on the ground in a random initial position and is given 12 seconds to score. In simulation, the vision- and state-based agents have similar scoring accuracy, an average of 0.860.860.860.86 versus 0.820.820.820.82. In the real world however, both agents suffer from a drop in performance, with a lower average accuracy of 0.40.40.40.4 for the vision-based agent versus 0.580.580.580.58 for the state-based agent. For the state-based agent, in Haarnoja etal. [4] this drop in real-world performance was largely attributed to sources of noise that are difficult to simulate, such as sensor noise, battery state, and the state of the robot hardware. This is exacerbated for vision agents, with additional sources of noise including changes in lighting conditions and motion blur. Videos of real-world penalty shoots can be found in Section 3 of the accompanying website.

MetricsScriptedState-basedVision-based
Walking Speed0.20 ±plus-or-minus\pm± 0.05m/s0.51 ±plus-or-minus\pm± 0.01m/s0.52±plus-or-minus\pm±0.02m/s
Turning Speed0.71±plus-or-minus\pm±0.04rad/s3.17±plus-or-minus\pm± 0.12rad/s2.78±plus-or-minus\pm±0.08rad/s
Kicking Power2.07 ±plus-or-minus\pm± 0.05m/s2.03 ±plus-or-minus\pm± 0.19m/s1.95 ±plus-or-minus\pm± 0.31m/s
Scoring (sim)-0.82 ±plus-or-minus\pm± 0.050.86 ±plus-or-minus\pm± 0.04
Scoring (real)-0.58 ±plus-or-minus\pm± 0.070.4 ±plus-or-minus\pm± 0.11

3.4 Data Sources Analysis

Finally in this section we will provide some evidence that argues in favor of training end-to-end from vision over distilling knowledge from state-based agents. For this analysis, we generate gameplay data from a state-based agent while rendering from the agent’s camera; which ensures the data is compatible for learning with RaE. We compare this to data generated using our vision learning pipeline. We find that while reusing data generated from a state agent can improve performance, there is a notable difference to using vision data directly (Figure 9). Intuitively the behaviors discussed in the previous sections require actively controlling and coordinating movements between the head and body: since state-based agents do not require such behaviors, reusing data generated by them may be of limited use and in the worst case introduce bias that may hinder learning.

Learning Robot Soccer from Egocentric Vision with Deep Reinforcement Learning (11)

4 Related Work

While several works have developed techniques for sim2real transfer of RL controllers, none have addressed RGB perception with end-to-end RL in a dynamic, long-horizon, multi-agent task like soccer. External state estimation [4, 6] or depth sensing [20, 1, 3] are often used to simplify exteroception while domain randomization [21, 22, 23] has been studied for RGB perception on simpler tasks. More recently, real2sim techniques [24, 25] which can produce realistic visuals in simulation have shown promising results in fully observed tasks like goal-directed navigation [10]. [26] addressed the task of vision-based dribbling with a quadrupedal robot under specific architectural assumptions (e.g. fall detectors to switch to a recovery policy). Our approach is most closely related to the work of Haarnoja etal. [4], Byravan etal. [10] but we consider a more challenging partially observable setting which requires additional domain randomization and training protocols (e.g. by incorporating data reuse [11]). Consequently, the focus of our analysis are active-vision behaviors which arise without any explicit rewards unlike in prior work [27, 28].

While multi-agent soccer has been studied extensively in simulation and the real world through, in particular, the RoboCup competition [29, 30], our work focuses on a simplified setting (e.g. no fouling, substitutions, set-pieces, coach or communication), and with simplified game dynamics (e.g. ramps to rebound balls which are out-of-bounds), in order to facilitate a more directed study of RL. While RL has been used in specific soccer settings within RoboCup [31, 32, 33, 34, 35, 36], to the best of our knowledge, our work is the first demonstration of real-world transfer for vision-based policies trained with end-to-end RL for the dynamic, long-horizon task of robot soccer. We defer an extended discussion of related work to Appendix C.

5 Conclusions

We introduce a system for vision-based multi-agent soccer via end-to-end RL that transfers zero-shot to real robots. Using soccer as a test domain, we demonstrate vision-guided agents with similar levels of agility and dynamism as agents with access to ground-truth information. Our investigation demonstrates that perceptual behaviors such as ball-seeking and object tracking can emerge through RL with no explicit incentives or rewards. We found realistic rendering with multiple NeRFs along with reusing data across experiments are indispensable tools for sim-to-real transfer in complex visual domains.

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Appendix

Appendix A Training Details

Our training setup is similar to the one proposed by [4] with a couple of important changes that we detail in this section. Since our training pipeline relies entirely on onboard sensing with the egocentric camera, we do not require motion capture markers for tracking the agent, opponent and ball position. We only use these markers occasionally for analysis; for example to measure the number of goals scored in the penalty set piece. Please find additional videos and descriptions on our website 555https://sites.google.com/view/vision-soccer.

Reinforcement Learning setup

We consider reinforcement learning in a Partially-Observable Markov Decision Process (POMDP) consisting of state space 𝒮𝒮\mathcal{S}caligraphic_S, action space 𝒜𝒜\mathcal{A}caligraphic_A, transition probabilities p(st+1|st,at)𝑝conditionalsubscript𝑠𝑡1subscript𝑠𝑡subscript𝑎𝑡p(s_{t+1}|s_{t},a_{t})italic_p ( italic_s start_POSTSUBSCRIPT italic_t + 1 end_POSTSUBSCRIPT | italic_s start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT , italic_a start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT ), and rewards r(st,at)𝑟subscript𝑠𝑡subscript𝑎𝑡r(s_{t},a_{t})italic_r ( italic_s start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT , italic_a start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT ).The agent perceives observations otsubscript𝑜𝑡o_{t}italic_o start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT which only contain part of the state information stsubscript𝑠𝑡s_{t}italic_s start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT. We consider policies π(at|xt)𝜋conditionalsubscript𝑎𝑡subscript𝑥𝑡\pi(a_{t}|x_{t})italic_π ( italic_a start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT | italic_x start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT ) that are history-conditional distributions over a length-l𝑙litalic_l history of previous observations xt=(otl,,ot1,ot)subscript𝑥𝑡subscript𝑜𝑡𝑙subscript𝑜𝑡1subscript𝑜𝑡x_{t}=(o_{t-l},...,o_{t-1},o_{t})italic_x start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT = ( italic_o start_POSTSUBSCRIPT italic_t - italic_l end_POSTSUBSCRIPT , … , italic_o start_POSTSUBSCRIPT italic_t - 1 end_POSTSUBSCRIPT , italic_o start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT ). The goal of RL is to learn an optimal policy πsuperscript𝜋\pi^{*}italic_π start_POSTSUPERSCRIPT ∗ end_POSTSUPERSCRIPT that maximizes the expected sum of discounted rewards: π=argmaxπ(𝔼π[tγtr(st,at)])superscript𝜋subscriptargmax𝜋subscript𝔼𝜋delimited-[]subscript𝑡superscript𝛾𝑡𝑟subscript𝑠𝑡subscript𝑎𝑡\pi^{*}=\operatorname*{arg\,max}_{\pi}(\mathbb{E}_{\pi}[\sum_{t}\gamma^{t}r(s_%{t},a_{t})])italic_π start_POSTSUPERSCRIPT ∗ end_POSTSUPERSCRIPT = start_OPERATOR roman_arg roman_max end_OPERATOR start_POSTSUBSCRIPT italic_π end_POSTSUBSCRIPT ( blackboard_E start_POSTSUBSCRIPT italic_π end_POSTSUBSCRIPT [ ∑ start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT italic_γ start_POSTSUPERSCRIPT italic_t end_POSTSUPERSCRIPT italic_r ( italic_s start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT , italic_a start_POSTSUBSCRIPT italic_t end_POSTSUBSCRIPT ) ] ).

Joint Limits

We limit the joint range in software as done in [4] but vary the limits of the head joints to allow the walker to more freely search for the ball. The full list of joint limits used in our work is listed in Table 2.

Reward Description

We do not modify the reward specification from [4] in any way. We observe information-seeking and visual tracking behaviors emerge naturally through the course of training without the need to specify any additional rewards to encourage this. We refer the reader to [4] for a full description of the rewards used for training.

NeRF calibration

To capture the NeRF we use a Sony α𝛼\alphaitalic_α7C camera which differs from the robot’s camera, a Logitech C920 webcam. To reduce this sim-to-real gap, we place the Logitech C920 camera to the center of the soccer pitch and rotate it by 360 degrees while recording a 30fps video (about 30 seconds). Then we record an analogous video inside the NeRF simulation. We calibrate the NeRF colors using a per-pixel and per-channel linear transformation which is learned by matching the per-pixel mean and variance of the RGB colors in the two videos. Specifically, let μrealsubscript𝜇𝑟𝑒𝑎𝑙\mu_{real}italic_μ start_POSTSUBSCRIPT italic_r italic_e italic_a italic_l end_POSTSUBSCRIPT and μnerfsubscript𝜇𝑛𝑒𝑟𝑓\mu_{nerf}italic_μ start_POSTSUBSCRIPT italic_n italic_e italic_r italic_f end_POSTSUBSCRIPT be the average pixel RGB values across all frames in the real and NeRF video respectively, and let σrealsubscript𝜎𝑟𝑒𝑎𝑙\sigma_{real}italic_σ start_POSTSUBSCRIPT italic_r italic_e italic_a italic_l end_POSTSUBSCRIPT and σnerfsubscript𝜎𝑛𝑒𝑟𝑓\sigma_{nerf}italic_σ start_POSTSUBSCRIPT italic_n italic_e italic_r italic_f end_POSTSUBSCRIPT be the standard deviations of the pixel RGB values. When we render from the NeRF, we apply the following transformation to the color of every pixel in every frame:

color=clip[σrealσnerf(colornerfμnerf)+μreal, 0, 255].colorclipsubscript𝜎𝑟𝑒𝑎𝑙subscript𝜎𝑛𝑒𝑟𝑓subscriptcolor𝑛𝑒𝑟𝑓subscript𝜇𝑛𝑒𝑟𝑓subscript𝜇𝑟𝑒𝑎𝑙 0255\text{color}=\text{clip}\left[\frac{\sigma_{real}}{\sigma_{nerf}}(\text{color}%_{nerf}-\mu_{nerf})+\mu_{real},\ 0,\ 255\right].color = clip [ divide start_ARG italic_σ start_POSTSUBSCRIPT italic_r italic_e italic_a italic_l end_POSTSUBSCRIPT end_ARG start_ARG italic_σ start_POSTSUBSCRIPT italic_n italic_e italic_r italic_f end_POSTSUBSCRIPT end_ARG ( color start_POSTSUBSCRIPT italic_n italic_e italic_r italic_f end_POSTSUBSCRIPT - italic_μ start_POSTSUBSCRIPT italic_n italic_e italic_r italic_f end_POSTSUBSCRIPT ) + italic_μ start_POSTSUBSCRIPT italic_r italic_e italic_a italic_l end_POSTSUBSCRIPT , 0 , 255 ] .(1)

Agent Training

We use the Maximum a-posteriori Policy Optimisation (MPO) algorithm [13] with a categorical distributional critic [14] for training. We condition the critic on privileged information including the egocentric position and 2-D velocities of the opponent and ball and the egocentric locations of the goal. The actor is conditioned on proprioceptive information including joint positions and information from the IMU. Finally both actor and critic are conditioned on a 40×30403040\times 3040 × 30 rendering of the egocentric view. During training we sample an image of this resolution from one out of 4 randomly chosen NeRFs of the same scene that were created with variations in background and lighting. The opponent and ball are rendered using Mujoco and overlaid on top of the image generated by the NeRF to obtain the final image for training. During evaluation we downsample images rendered from the onboard camera to a resolution of 40×30403040\times 3040 × 30 to run the policy at a 40Hz frequency.

Learning Robot Soccer from Egocentric Vision with Deep Reinforcement Learning (12)

Learning Robot Soccer from Egocentric Vision with Deep Reinforcement Learning (13)

Network Architecture

The network architecture we use for training is based on the architecture used in [10] and are shown in Figure 10. As the figure shows, image inputs are encoded using a sequence of 3 residual blocks of size 8, 16 and 16. The output features from this transformation are then processed by an LSTM block of size 64. The output of this is then transformed using an MLP layer to parameterize a categorical distribution for the critic, or a Gaussian distribution in case of the actor.The policy network also shows the prediction heads that are used to predict various quantities like the egocentric position of the ball and goal in Section 3.2. When training the prediction probes the losses only flow through the arrows indicated with a dotted line.

IDJoint NameMinMax
19head_pan-2.52.5
20head_tilt-1.26-0.16
16l_ank_pitch-0.41.8
18l_ank_roll-0.40.4
6l_el-1.40.2
12l_hip_pitch-1.60.5
10l_hip_roll-0.4-0.1
8l_hip_yaw-0.30.3
14l_knee-0.22.2
2l_sho_pitch-2.22.2
4l_sho_roll-0.81.6
16r_ank_pitch-1.80.4
17r_ank_roll-0.40.4
5r_el-0.21.4
11r_hip_pitch-0.51.6
9r_hip_roll0.10.4
7r_hip_yaw-0.30.3
13r_knee-2.20.2
1r_sho_pitch-2.22.2
3r_sho_roll-1.60.8

Distributed Training Setup

We use a distributed training setup with 64 V100 GPU actors and a TPU v2 learner pod arranged in a 2×2222\times 22 × 2 topology. The data produced by the actors is written to a replay buffer ensuring that on average 16 environment steps are taken for each learner update with the ability to combine these with offline stored datasets as described in the main paper. A full set of hyperparameters used for training are presented in Table 3.

ParameterValue(s)
Batch size80
Trajectory length48, 145
Max replay size100000
Actor learning rate (ADAM)1e-4
Critic learning rate (ADAM)1e-4
Temperature learning rate (ADAM)1e-2
Tradeoff learning rate (MPO)1e-4
Action samples (MPO)20
ϵitalic-ϵ\epsilonitalic_ϵ KL Mean (MPO)0.0025
ϵitalic-ϵ\epsilonitalic_ϵ KL Covariance (MPO)1e-6
Discount factor0.99

Ball Randomization

To enable real world application with differently colored balls and to increase robustness to different lighting conditions we apply variations to the ball during training. In particular, we take the base RGB value, radius and weight of the ball in simulation (that were generated using a ground-truth orange ball in the real world) and uniformly sample from distributions ranging from 0.80.80.80.8 to 1.21.21.21.2 times the actual value.

Training Workflow

As described in the main text, we train expert policies for getting up from the ground and scoring and required one iteration of RaE to generate a successful scoring policy. We then train the final policy using regularization to the experts and reusing the data generated for training the scoring expert.

The scoring expert policy was trained using a trajectory length of 48 (which is effectively the context window of the lSTM) but to enable longer histories for the final policy, we used a trajectory length of 145. We also use the multi-agent curriculum training strategy as described in the main text to generate the complex behaviors described.

Appendix B Experiment Details

We perform set piece tests coarsely in line with prior work on evaluating state based soccer agents. However, based on camera resolution provided to the agent we need to adjust the Walking Speed set-piece. Instead of placing the agent at position (0.1, 0.5) relative to the pitch and ball at the end of the pitch at a location of (0.9, 0.5), we place the ball at position (0.7, 0.5) since the original location did not enable the agent to see, and therefore walk to, the ball.

Appendix C Extended Related Work

Sim2Real Transfer for Robot Locomotion

Several works have developed techniques for sim2real transfer of locomotion controllers, e.g. [37, 38, 39, 20, 40, 4, 1, 3]. However, few works have addressed the complexity of transfer with RGB perception when applying end-to-end RL in a dynamic, long-horizon task like soccer.Some approaches partly address this challenge by replacing RGB perception with external state estimation [4], height sensors [20], or depth sensors [1, 3]. On the other hand, other approaches have addressed the problem of transfer with RGB-based perception but in less challenging domains. Early such approaches studied domain randomization, where randomizing lighting, textures and other rendering options [21] can improve transfer (see [22, 23] for a review). More recently real2sim techniques which rely on a small amount of real data to accurately reproduce scene visuals in simulation have become popular [24, 25, 10] and have shown promising results in tasks like goal-directed navigation and dribbling but do not address challenges like partial observability and long task horizons that are present in soccer. Finally, [26] introduced a pipeline for training a quadruped robot that is capable of dribbling a soccer ball from visual inputs. Their pipeline demonstrates remarkably robust behavior but is less general and relies on specific architectural assumptions (e.g., a fall detector to switch to a recovery policy).

Our work builds on and extends the domain randomization and system identification protocols of Haarnoja etal. [4], Byravan etal. [10]. While our approach is inspired by and combines previous work, to the best of our knowledge, our work is the first demonstration of real-world transfer for vision-based policies trained with end-to-end RL for a dynamic, long-horizon task.

Multi-Agent Reinforcement Learning

Competitive play has historically been used to demonstrate breakthroughs in artificial intelligence [41, 42, 43, 44, 45] and, more recently, as a mechanism that leads to emergent capabilities [46, 47, 48]. This research continues that line of work beyond simulation and simple embodiments to real robots in a partially-observed environment with egocentric vision.Learning in non-stationary competitive environments can be unstable [e.g. 49], and several works [e.g. 50, 51] have applied techniques from game theory [52] to reinforcement learning to stabilize training and reach principled equilibria as solutions. Similarly, [45] trained against a league of opponents. Our more practical approach, motivated by those ideas, also aims to achieve robustness against a variety of opponents.

Skill and Data Transfer

Knowledge transfer in RL agents has been facilitated in various ways including the reuse of data or using agent policies or skills to accelerate learning and asymptotically improve performance [53, 54, 55]. The idea of composing together previously learnt skills has been explored using regularization [56, 57, 58] or in the context of Hierarchical RL where a high level controller leans to compose behaviors together to learn new solutions [59, 60, 61, 62, 63, 64]. Knowledge transfer can also be enabled through the use of previously collected data to bootstrap learning; either as expert data to bootstrap learning [65, 66, 67, 68, 69] or by learning from offline datasets [67, 70, 71, 72, 73]. In this work, we leverage both forms of knowledge transfer by regularizing to previous teachers [74, 4] and using previously collected data to bootstrap learning [11].

Robot Learning and Learning in Robocup

Isolated skills such as running, climbing and jumping have been demonstrated on bipedal robots [75, 76, 77, 78, 79, 80, 38, 40]. Our work tackles the problem of robot soccer requiring integration of multiple skills, and uses egocentric vision.The RoboCup competition [29, 30] uses simulated and real soccer environments in a multi-player soccer game with comprehensive rules. In comparison, our work focuses on 1v1 play under simplified rules (e.g. no fouling, substitutions, set-pieces, coach or communication) and with simplified game dynamics (e.g. ramps to rebound balls which are out-of-bounds) in order to facilitate a more straightforward study of fully learned approaches. Reinforcement learning based approaches have been successful in the 2D [31] and 3D simulation leagues [32, 33], where skills learned with RL are combined using a hierarchical system. Reinforcement learning has also been used to train specific isolated soccer skills on real quadruped [34, 35] and wheeled [36] embodiments. In contrast, our work presents an end-to-end system in which perception, low-level motor skills and long-term planning are integrated, and with a real humanoid embodiment. Similar work was presented in [4], but we consider the more challenging setting of using egocentric vision rather than external state estimation. Importantly, our solution relies on general algorithmic improvements (reuse of data and skills along with improved visual domain randomization) and makes no modifications to the task or reward structure.

Many works have used RL to learn active vision policies, e.g. recently [27] for general manipulation and [28] for viewpoint selection in the specific context of RoboCup. These works address the specific challenge of controlling the agent camera or choosing a viewpoint by using particular information-seeking reward functions. By contrast, in this work, active perception behaviors emerge naturally with no direct reward term for perception and are thus smoothly integrated in the full task of soccer.

Learning Robot Soccer from Egocentric Vision with Deep Reinforcement Learning (2024)

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