Abstract:We present a benchmark for Planning And Reasoning Tasks in humaN-Robot collaboration (PARTNR) designed to study human-robot coordination in household activities. PARTNR tasks exhibit characteristics of everyday tasks, such as spatial, temporal, and heterogeneous agent capability constraints. We employ a semi-automated task generation pipeline using Large Language Models (LLMs), incorporating simulation in the loop for grounding and verification. PARTNR stands as the largest benchmark of its kind, comprising 100,000 natural language tasks, spanning 60 houses and 5,819 unique objects. We analyze state-of-the-art LLMs on PARTNR tasks, across the axes of planning, perception and skill execution. The analysis reveals significant limitations in SoTA models, such as poor coordination and failures in task tracking and recovery from errors. When LLMs are paired with real humans, they require 1.5x as many steps as two humans collaborating and 1.1x more steps than a single human, underscoring the potential for improvement in these models. We further show that fine-tuning smaller LLMs with planning data can achieve performance on par with models 9 times larger, while being 8.6x faster at inference. Overall, PARTNR highlights significant challenges facing collaborative embodied agents and aims to drive research in this direction.
Abstract:In order to develop robots that can effectively serve as versatile and capable home assistants, it is crucial for them to reliably perceive and interact with a wide variety of objects across diverse environments. To this end, we proposed Open Vocabulary Mobile Manipulation as a key benchmark task for robotics: finding any object in a novel environment and placing it on any receptacle surface within that environment. We organized a NeurIPS 2023 competition featuring both simulation and real-world components to evaluate solutions to this task. Our baselines on the most challenging version of this task, using real perception in simulation, achieved only an 0.8% success rate; by the end of the competition, the best participants achieved an 10.8\% success rate, a 13x improvement. We observed that the most successful teams employed a variety of methods, yet two common threads emerged among the best solutions: enhancing error detection and recovery, and improving the integration of perception with decision-making processes. In this paper, we detail the results and methodologies used, both in simulation and real-world settings. We discuss the lessons learned and their implications for future research. Additionally, we compare performance in real and simulated environments, emphasizing the necessity for robust generalization to novel settings.
Abstract:Synthesizing semantic-aware, long-horizon, human-object interaction is critical to simulate realistic human behaviors. In this work, we address the challenging problem of generating synchronized object motion and human motion guided by language descriptions in 3D scenes. We propose Controllable Human-Object Interaction Synthesis (CHOIS), an approach that generates object motion and human motion simultaneously using a conditional diffusion model given a language description, initial object and human states, and sparse object waypoints. While language descriptions inform style and intent, waypoints ground the motion in the scene and can be effectively extracted using high-level planning methods. Naively applying a diffusion model fails to predict object motion aligned with the input waypoints and cannot ensure the realism of interactions that require precise hand-object contact and appropriate contact grounded by the floor. To overcome these problems, we introduce an object geometry loss as additional supervision to improve the matching between generated object motion and input object waypoints. In addition, we design guidance terms to enforce contact constraints during the sampling process of the trained diffusion model.
Abstract:We contribute the Habitat Synthetic Scene Dataset, a dataset of 211 high-quality 3D scenes, and use it to test navigation agent generalization to realistic 3D environments. Our dataset represents real interiors and contains a diverse set of 18,656 models of real-world objects. We investigate the impact of synthetic 3D scene dataset scale and realism on the task of training embodied agents to find and navigate to objects (ObjectGoal navigation). By comparing to synthetic 3D scene datasets from prior work, we find that scale helps in generalization, but the benefits quickly saturate, making visual fidelity and correlation to real-world scenes more important. Our experiments show that agents trained on our smaller-scale dataset can match or outperform agents trained on much larger datasets. Surprisingly, we observe that agents trained on just 122 scenes from our dataset outperform agents trained on 10,000 scenes from the ProcTHOR-10K dataset in terms of zero-shot generalization in real-world scanned environments.
Abstract:Motion retargeting is a promising approach for generating natural and compelling animations for nonhuman characters. However, it is challenging to translate human movements into semantically equivalent motions for target characters with different morphologies due to the ambiguous nature of the problem. This work presents a novel learning-based motion retargeting framework, Adversarial Correspondence Embedding (ACE), to retarget human motions onto target characters with different body dimensions and structures. Our framework is designed to produce natural and feasible robot motions by leveraging generative-adversarial networks (GANs) while preserving high-level motion semantics by introducing an additional feature loss. In addition, we pretrain a robot motion prior that can be controlled in a latent embedding space and seek to establish a compact correspondence. We demonstrate that the proposed framework can produce retargeted motions for three different characters -- a quadrupedal robot with a manipulator, a crab character, and a wheeled manipulator. We further validate the design choices of our framework by conducting baseline comparisons and a user study. We also showcase sim-to-real transfer of the retargeted motions by transferring them to a real Spot robot.
Abstract:Synthesizing 3D human motion in a contextual, ecological environment is important for simulating realistic activities people perform in the real world. However, conventional optics-based motion capture systems are not suited for simultaneously capturing human movements and complex scenes. The lack of rich contextual 3D human motion datasets presents a roadblock to creating high-quality generative human motion models. We propose a novel motion acquisition system in which the actor perceives and operates in a highly contextual virtual world while being motion captured in the real world. Our system enables rapid collection of high-quality human motion in highly diverse scenes, without the concern of occlusion or the need for physical scene construction in the real world. We present CIRCLE, a dataset containing 10 hours of full-body reaching motion from 5 subjects across nine scenes, paired with ego-centric information of the environment represented in various forms, such as RGBD videos. We use this dataset to train a model that generates human motion conditioned on scene information. Leveraging our dataset, the model learns to use ego-centric scene information to achieve nontrivial reaching tasks in the context of complex 3D scenes. To download the data please visit https://stanford-tml.github.io/circle_dataset/.
Abstract:In-hand object manipulation is challenging to simulate due to complex contact dynamics, non-repetitive finger gaits, and the need to indirectly control unactuated objects. Further adapting a successful manipulation skill to new objects with different shapes and physical properties is a similarly challenging problem. In this work, we show that natural and robust in-hand manipulation of simple objects in a dynamic simulation can be learned from a high quality motion capture example via deep reinforcement learning with careful designs of the imitation learning problem. We apply our approach on both single-handed and two-handed dexterous manipulations of diverse object shapes and motions. We then demonstrate further adaptation of the example motion to a more complex shape through curriculum learning on intermediate shapes morphed between the source and target object. While a naive curriculum of progressive morphs often falls short, we propose a simple greedy curriculum search algorithm that can successfully apply to a range of objects such as a teapot, bunny, bottle, train, and elephant.
Abstract:We introduce SoundSpaces 2.0, a platform for on-the-fly geometry-based audio rendering for 3D environments. Given a 3D mesh of a real-world environment, SoundSpaces can generate highly realistic acoustics for arbitrary sounds captured from arbitrary microphone locations. Together with existing 3D visual assets, it supports an array of audio-visual research tasks, such as audio-visual navigation, mapping, source localization and separation, and acoustic matching. Compared to existing resources, SoundSpaces 2.0 has the advantages of allowing continuous spatial sampling, generalization to novel environments, and configurable microphone and material properties. To our best knowledge, this is the first geometry-based acoustic simulation that offers high fidelity and realism while also being fast enough to use for embodied learning. We showcase the simulator's properties and benchmark its performance against real-world audio measurements. In addition, through two downstream tasks covering embodied navigation and far-field automatic speech recognition, highlighting sim2real performance for the latter. SoundSpaces 2.0 is publicly available to facilitate wider research for perceptual systems that can both see and hear.
Abstract:We present iSDF, a continual learning system for real-time signed distance field (SDF) reconstruction. Given a stream of posed depth images from a moving camera, it trains a randomly initialised neural network to map input 3D coordinate to approximate signed distance. The model is self-supervised by minimising a loss that bounds the predicted signed distance using the distance to the closest sampled point in a batch of query points that are actively sampled. In contrast to prior work based on voxel grids, our neural method is able to provide adaptive levels of detail with plausible filling in of partially observed regions and denoising of observations, all while having a more compact representation. In evaluations against alternative methods on real and synthetic datasets of indoor environments, we find that iSDF produces more accurate reconstructions, and better approximations of collision costs and gradients useful for downstream planners in domains from navigation to manipulation. Code and video results can be found at our project page: https://joeaortiz.github.io/iSDF/ .
Abstract:Does progress in simulation translate to progress in robotics? Specifically, if method A outperforms method B in simulation, how likely is the trend to hold in reality on a robot? We examine this question for embodied (PointGoal) navigation, developing engineering tools and a research paradigm for evaluating a simulator by its sim2real predictivity, revealing surprising findings about prior work. First, we develop Habitat-PyRobot Bridge (HaPy), a library for seamless execution of identical code on a simulated agent and a physical robot. Habitat-to-Locobot transfer with HaPy involves just one line change in config, essentially treating reality as just another simulator! Second, we investigate sim2real predictivity of Habitat-Sim for PointGoal navigation. We 3D-scan a physical lab space to create a virtualized replica, and run parallel tests of 9 different models in reality and simulation. We present a new metric called Sim-vs-Real Correlation Coefficient (SRCC) to quantify sim2real predictivity. Our analysis reveals several important findings. We find that SRCC for Habitat as used for the CVPR19 challenge is low (0.18 for the success metric), which suggests that performance improvements for this simulator-based challenge would not transfer well to a physical robot. We find that this gap is largely due to AI agents learning to 'cheat' by exploiting simulator imperfections: specifically, the way Habitat allows for 'sliding' along walls on collision. Essentially, the virtual robot is capable of cutting corners, leading to unrealistic shortcuts through non-navigable spaces. Naturally, such exploits do not work in the real world where the robot stops on contact with walls. Our experiments show that it is possible to optimize simulation parameters to enable robots trained in imperfect simulators to generalize learned skills to reality (e.g. improving $SRCC_{Succ}$ from 0.18 to 0.844).