Abstract:We present an interactive and explainable automated coaching assistant called CueTip for a variant of pool/billiards. CueTip's novelty lies in its combination of three features: a natural-language interface, an ability to perform contextual, physics-aware reasoning, and that its explanations are rooted in a set of predetermined guidelines developed by domain experts. We instrument a physics simulator so that it generates event traces in natural language alongside traditional state traces. Event traces lend themselves to interpretation by language models, which serve as the interface to our assistant. We design and train a neural adaptor that decouples tactical choices made by CueTip from its interactivity and explainability allowing it to be reconfigured to mimic any pool playing agent. Our experiments show that CueTip enables contextual query-based assistance and explanations while maintaining the strength of the agent in terms of win rate (improving it in some situations). The explanations generated by CueTip are physically-aware and grounded in the expert rules and are therefore more reliable.
Abstract:Recent developments in large-scale machine learning models for general-purpose understanding, translation and generation of language are driving impact across a variety of sectors including medicine, robotics, and scientific discovery. The strength of such Large Language Models (LLMs) stems from the large corpora that they are trained with. While this imbues them with a breadth of capabilities, they have been found unsuitable for some specific types of problems such as advanced mathematics. In this paper, we highlight the inability of LLMs to reason about physics tasks. We demonstrate that their ability to infer parameters of physical systems can be improved, without retraining, by augmenting their context with feedback from physical simulation.
Abstract:Artistic authoring of 3D environments is a laborious enterprise that also requires skilled content creators. There have been impressive improvements in using machine learning to address different aspects of generating 3D content, such as generating meshes, arranging geometry, synthesizing textures, etc. In this paper we develop a model to generate Bidirectional Reflectance Distribution Functions (BRDFs) from descriptive textual prompts. BRDFs are four dimensional probability distributions that characterize the interaction of light with surface materials. They are either represented parametrically, or by tabulating the probability density associated with every pair of incident and outgoing angles. The former lends itself to artistic editing while the latter is used when measuring the appearance of real materials. Numerous works have focused on hypothesizing BRDF models from images of materials. We learn a mapping from textual descriptions of materials to parametric BRDFs. Our model is first trained using a semi-supervised approach before being tuned via an unsupervised scheme. Although our model is general, in this paper we specifically generate parameters for MDL materials, conditioned on natural language descriptions, within NVIDIA's Omniverse platform. This enables use cases such as real-time text prompts to change materials of objects in 3D environments such as "dull plastic" or "shiny iron". Since the output of our model is a parametric BRDF, rather than an image of the material, it may be used to render materials using any shape under arbitrarily specified viewing and lighting conditions.