Paper:
To perform robot manipulation tasks, a low-dimensional state of the environment typically needs to be estimated. However, designing a state estimator can sometimes be difficult, especially in environments with deformable objects. An alternative is to learn an end-to-end policy that maps directly from high-dimensional sensor inputs to actions. However, if this policy is trained with reinforcement learning, then without a state estimator, it is hard to specify a reward function based on high-dimensional observations. To meet this challenge, we propose a simple indicator reward function for goal-conditioned reinforcement learning: we only give a positive reward when the robot's observation exactly matches a target goal observation. We show that by relabeling the original goal with the achieved goal to obtain positive rewards (Andrychowicz et al., 2017), we can learn with the indicator reward function even in continuous state spaces. We propose two methods to further speed up convergence with indicator rewards: reward balancing and reward filtering. We show comparable performance between our method and an oracle which uses the ground-truth state for computing rewards. We show that our method can perform complex tasks in continuous state spaces such as rope manipulation from RGB-D images, without knowledge of the ground-truth state.

Review:
The paper tackles the problem of self-supervised reinforcement learning through the lens of goal-conditioned RL, which is in line with recent work (Nair et al, Wade-Farley et al, Florensa et al, Yu et al.). The proposed approach is a simple one - it uses the relabeling trick from (Kaelbling, 1993; Andrychowicz et al., 2017) to assign binary rewards to the collected trajectories. They apply two simple tricks on top of relabeling:
1. Reward balancing: Balancing the number of 0/1 rewards used for training the policy.
2. Reward filtering: A heuristic that rejects certain negative-reward transitions for learning if the q value for the transition is greater than some threshold q_0.
While I like the simplicity of the proposed approach when compared to competing methods, my overall recommendation is reject based on the current state of the paper, because of the following reasons:
1. The technical novelty is quite limited - the paper mostly uses the framework from Andrychowicz et al., 2017 with a specific choice of epsilon (=0) for giving positive rewards. The method does reward balancing, but similar goal-sampling have been used in prior work like Nair et al., 2018, and is not essential to obtaining good results (Appendix C). The main technically novel component is likely the reward filtering mechanism, but I find it to be somewhat ad-hoc since it assumes that the Q-values learned by the Q-network to be reasonably good during training time, which is not the case for most modern Q-learning based methods [1, 2]. 
2. The provided analysis is not particularly illuminating, see my detailed notes below.
3. The experiments are underwhelming, see my detailed notes below. 
I would be willing to overlook 1 or 2 if the authors did a more thorough experimental evaluation which showed the method working well when compared to alternatives, but that is not the case right now. 
Note on Section 6 (analysis) 
The authors provide a simple analysis in Section 6 to bound the suboptimality of the learned policy. Unless I’m missing something, the resulting bound of t_3 <= t_1 + d is trivially true, since d is defined to be the diameter of O_{+}(o_g), and t_1 is the number of timesteps taken by an optimal policy to go from o_t to O_{+}(o_g). As a result, I don’t find this analysis illuminating or interesting - perhaps the author can provide counter arguments here to change my mind. 
Note on Section 7 (experiments) 
For sim experiments, two of the tasks are extremely simple (free space reaching in 2D and 3D, respectively) where essentially everything works - the proposed method, baselines and ablations. The third task of rope manipulation is fairly interesting at a first look - but it appears to have been greatly simplified. The authors consider a high-level action space and an episode of only three timesteps. Further, the authors make the simulated robot arm invisible in the supplementary videos, which greatly simplifies the problem visually. Since the entire motivation is about learning well in real world settings, I feel this is a bit underwhelming. Figure 1 is misleading, since it shows a visible robot arm in front of a rope. This also appears to hint that the method did not work well with realistic visuals, highlighting a major limitation of the proposed approach. I think it would be valuable to include such failures (and discussions around them) in future submissions. 
For the real world experiments, the task being considered is extremely simple (free space reaching), and does not even require pixel observations. Even for this simple task, the error achieved by the method is 10cm (starting error was 20cm), which is quite poor - robotic arms like the Sawyer should be able to achieve much lower errors. Even the oracle reward achieves an error of 10cm, which might indicate a bug in the author’s real world robotic setup. In comparison, prior work such as Nair et al. is able to tackle harder problems in the real world (like non-prehensile pushing). 
Minor points
- Section 4 contains a nice discussion on false positives and false negatives when using non-oracle reward functions for reinforcement learning, where they also perform a simple experiment to show how false positives can negatively impact learning much more severely than false negatives. This does a good job of motivating the method (i.e. avoiding false positives), but also undermines the motivation behind reward filtering, which is perhaps the main technically novel component of the proposed approach. 
- Section 2.3 (i.e. related work on deformable object manipulation) states that "Our approach applies directly to high-dimensional observations of the deformable object and does not require a prior model of the object being manipulated.”, and only cites prior work that assumes access to deformable object models. However, there is recent work that enable similar manipulation skills without access to such models. For example, Singh et al. [3] are able to learn to manipulate a deformable object (i.e. a piece of cloth) directly from high-dimensional observations using deep RL in the real world, and do not require object models (or ground truth state), but do require other forms of sparse supervision.
- Typo: On page 7, “is kept the same a other approaches.” -> “is kept the same as other approaches.”
[1]: Diagnosing Bottlenecks in Deep Q-learning Algorithms. Fu et al., ICML 2019
[2]: Double Q-learning. V. Hasselt. NIPS 2010
[3]: End-to-End Robotic Reinforcement Learning without Reward Engineering. Singh et al., RSS 2019.