Abstract:Existing embodied instance goal navigation tasks, driven by natural language, assume human users to provide complete and nuanced instance descriptions prior to the navigation, which can be impractical in the real world as human instructions might be brief and ambiguous. To bridge this gap, we propose a new task, Collaborative Instance Navigation (CoIN), with dynamic agent-human interaction during navigation to actively resolve uncertainties about the target instance in natural, template-free, open-ended dialogues. To address CoIN, we propose a novel method, Agent-user Interaction with UncerTainty Awareness (AIUTA), leveraging the perception capability of Vision Language Models (VLMs) and the capability of Large Language Models (LLMs). First, upon object detection, a Self-Questioner model initiates a self-dialogue to obtain a complete and accurate observation description, while a novel uncertainty estimation technique mitigates inaccurate VLM perception. Then, an Interaction Trigger module determines whether to ask a question to the user, continue or halt navigation, minimizing user input. For evaluation, we introduce CoIN-Bench, a benchmark supporting both real and simulated humans. AIUTA achieves competitive performance in instance navigation against state-of-the-art methods, demonstrating great flexibility in handling user inputs.
Abstract:In the Vision-and-Language Navigation in Continuous Environments (VLN-CE) task, the human user guides an autonomous agent to reach a target goal via a series of low-level actions following a textual instruction in natural language. However, most existing methods do not address the likely case where users may make mistakes when providing such instruction (e.g. "turn left" instead of "turn right"). In this work, we address a novel task of Interactive VLN in Continuous Environments (IVLN-CE), which allows the agent to interact with the user during the VLN-CE navigation to verify any doubts regarding the instruction errors. We propose an Interactive Instruction Error Detector and Localizer (I2EDL) that triggers the user-agent interaction upon the detection of instruction errors during the navigation. We leverage a pre-trained module to detect instruction errors and pinpoint them in the instruction by cross-referencing the textual input and past observations. In such way, the agent is able to query the user for a timely correction, without demanding the user's cognitive load, as we locate the probable errors to a precise part of the instruction. We evaluate the proposed I2EDL on a dataset of instructions containing errors, and further devise a novel metric, the Success weighted by Interaction Number (SIN), to reflect both the navigation performance and the interaction effectiveness. We show how the proposed method can ask focused requests for corrections to the user, which in turn increases the navigation success, while minimizing the interactions.
Abstract:Vision-and-Language Navigation in Continuous Environments (VLN-CE) is one of the most intuitive yet challenging embodied AI tasks. Agents are tasked to navigate towards a target goal by executing a set of low-level actions, following a series of natural language instructions. All VLN-CE methods in the literature assume that language instructions are exact. However, in practice, instructions given by humans can contain errors when describing a spatial environment due to inaccurate memory or confusion. Current VLN-CE benchmarks do not address this scenario, making the state-of-the-art methods in VLN-CE fragile in the presence of erroneous instructions from human users. For the first time, we propose a novel benchmark dataset that introduces various types of instruction errors considering potential human causes. This benchmark provides valuable insight into the robustness of VLN systems in continuous environments. We observe a noticeable performance drop (up to -25%) in Success Rate when evaluating the state-of-the-art VLN-CE methods on our benchmark. Moreover, we formally define the task of Instruction Error Detection and Localization, and establish an evaluation protocol on top of our benchmark dataset. We also propose an effective method, based on a cross-modal transformer architecture, that achieves the best performance in error detection and localization, compared to baselines. Surprisingly, our proposed method has revealed errors in the validation set of the two commonly used datasets for VLN-CE, i.e., R2R-CE and RxR-CE, demonstrating the utility of our technique in other tasks. Code and dataset will be made available upon acceptance at https://intelligolabs.github.io/R2RIE-CE
Abstract:Partially Observable Markov Decision Processes (POMDPs) are a powerful framework for planning under uncertainty. They allow to model state uncertainty as a belief probability distribution. Approximate solvers based on Monte Carlo sampling show great success to relax the computational demand and perform online planning. However, scaling to complex realistic domains with many actions and long planning horizons is still a major challenge, and a key point to achieve good performance is guiding the action-selection process with domain-dependent policy heuristics which are tailored for the specific application domain. We propose to learn high-quality heuristics from POMDP traces of executions generated by any solver. We convert the belief-action pairs to a logical semantics, and exploit data- and time-efficient Inductive Logic Programming (ILP) to generate interpretable belief-based policy specifications, which are then used as online heuristics. We evaluate thoroughly our methodology on two notoriously challenging POMDP problems, involving large action spaces and long planning horizons, namely, rocksample and pocman. Considering different state-of-the-art online POMDP solvers, including POMCP, DESPOT and AdaOPS, we show that learned heuristics expressed in Answer Set Programming (ASP) yield performance superior to neural networks and similar to optimal handcrafted task-specific heuristics within lower computational time. Moreover, they well generalize to more challenging scenarios not experienced in the training phase (e.g., increasing rocks and grid size in rocksample, incrementing the size of the map and the aggressivity of ghosts in pocman).
Abstract:Partially Observable Monte Carlo Planning (POMCP) is an efficient solver for Partially Observable Markov Decision Processes (POMDPs). It allows scaling to large state spaces by computing an approximation of the optimal policy locally and online, using a Monte Carlo Tree Search based strategy. However, POMCP suffers from sparse reward function, namely, rewards achieved only when the final goal is reached, particularly in environments with large state spaces and long horizons. Recently, logic specifications have been integrated into POMCP to guide exploration and to satisfy safety requirements. However, such policy-related rules require manual definition by domain experts, especially in real-world scenarios. In this paper, we use inductive logic programming to learn logic specifications from traces of POMCP executions, i.e., sets of belief-action pairs generated by the planner. Specifically, we learn rules expressed in the paradigm of answer set programming. We then integrate them inside POMCP to provide soft policy bias toward promising actions. In the context of two benchmark scenarios, rocksample and battery, we show that the integration of learned rules from small task instances can improve performance with fewer Monte Carlo simulations and in larger task instances. We make our modified version of POMCP publicly available at https://github.com/GiuMaz/pomcp_clingo.git.
Abstract:We propose a solution for Active Visual Search of objects in an environment, whose 2D floor map is the only known information. Our solution has three key features that make it more plausible and robust to detector failures compared to state-of-the-art methods: (i) it is unsupervised as it does not need any training sessions. (ii) During the exploration, a probability distribution on the 2D floor map is updated according to an intuitive mechanism, while an improved belief update increases the effectiveness of the agent's exploration. (iii) We incorporate the awareness that an object detector may fail into the aforementioned probability modelling by exploiting the success statistics of a specific detector. Our solution is dubbed POMP-BE-PD (Pomcp-based Online Motion Planning with Belief by Exploration and Probabilistic Detection). It uses the current pose of an agent and an RGB-D observation to learn an optimal search policy, exploiting a POMDP solved by a Monte-Carlo planning approach. On the Active Vision Database benchmark, we increase the average success rate over all the environments by a significant 35% while decreasing the average path length by 4% with respect to competing methods. Thus, our results are state-of-the-art, even without using any training procedure.
Abstract:In this paper we focus on the problem of learning online an optimal policy for Active Visual Search (AVS) of objects in unknown indoor environments. We propose POMP++, a planning strategy that introduces a novel formulation on top of the classic Partially Observable Monte Carlo Planning (POMCP) framework, to allow training-free online policy learning in unknown environments. We present a new belief reinvigoration strategy which allows to use POMCP with a dynamically growing state space to address the online generation of the floor map. We evaluate our method on two public benchmark datasets, AVD that is acquired by real robotic platforms and Habitat ObjectNav that is rendered from real 3D scene scans, achieving the best success rate with an improvement of >10% over the state-of-the-art methods.
Abstract:Partially Observable Monte-Carlo Planning (POMCP) is a powerful online algorithm able to generate approximate policies for large Partially Observable Markov Decision Processes. The online nature of this method supports scalability by avoiding complete policy representation. The lack of an explicit representation however hinders policy interpretability and makes policy verification very complex. In this work, we propose two contributions. The first is a method for identifying unexpected actions selected by POMCP with respect to expert prior knowledge of the task. The second is a shielding approach that prevents POMCP from selecting unexpected actions. The first method is based on Satisfiability Modulo Theory (SMT). It inspects traces (i.e., sequences of belief-action-observation triplets) generated by POMCP to compute the parameters of logical formulas about policy properties defined by the expert. The second contribution is a module that uses online the logical formulas to identify anomalous actions selected by POMCP and substitutes those actions with actions that satisfy the logical formulas fulfilling expert knowledge. We evaluate our approach on Tiger, a standard benchmark for POMDPs, and a real-world problem related to velocity regulation in mobile robot navigation. Results show that the shielded POMCP outperforms the standard POMCP in a case study in which a wrong parameter of POMCP makes it select wrong actions from time to time. Moreover, we show that the approach keeps good performance also if the parameters of the logical formula are optimized using trajectories containing some wrong actions.
Abstract:Partially Observable Monte-Carlo Planning (POMCP) is a powerful online algorithm able to generate approximate policies for large Partially Observable Markov Decision Processes. The online nature of this method supports scalability by avoiding complete policy representation. The lack of an explicit representation however hinders interpretability. In this work, we propose a methodology based on Satisfiability Modulo Theory (SMT) for analyzing POMCP policies by inspecting their traces, namely sequences of belief-action-observation triplets generated by the algorithm. The proposed method explores local properties of policy behavior to identify unexpected decisions. We propose an iterative process of trace analysis consisting of three main steps, i) the definition of a question by means of a parametric logical formula describing (probabilistic) relationships between beliefs and actions, ii) the generation of an answer by computing the parameters of the logical formula that maximize the number of satisfied clauses (solving a MAX-SMT problem), iii) the analysis of the generated logical formula and the related decision boundaries for identifying unexpected decisions made by POMCP with respect to the original question. We evaluate our approach on Tiger, a standard benchmark for POMDPs, and a real-world problem related to mobile robot navigation. Results show that the approach can exploit human knowledge on the domain, outperforming state-of-the-art anomaly detection methods in identifying unexpected decisions. An improvement of the Area Under Curve up to 47\% has been achieved in our tests.
Abstract:In this paper we focus on the problem of learning an optimal policy for Active Visual Search (AVS) of objects in known indoor environments with an online setup. Our POMP method uses as input the current pose of an agent (e.g. a robot) and a RGB-D frame. The task is to plan the next move that brings the agent closer to the target object. We model this problem as a Partially Observable Markov Decision Process solved by a Monte-Carlo planning approach. This allows us to make decisions on the next moves by iterating over the known scenario at hand, exploring the environment and searching for the object at the same time. Differently from the current state of the art in Reinforcement Learning, POMP does not require extensive and expensive (in time and computation) labelled data so being very agile in solving AVS in small and medium real scenarios. We only require the information of the floormap of the environment, an information usually available or that can be easily extracted from an a priori single exploration run. We validate our method on the publicly available AVD benchmark, achieving an average success rate of 0.76 with an average path length of 17.1, performing close to the state of the art but without any training needed. Additionally, we show experimentally the robustness of our method when the quality of the object detection goes from ideal to faulty.