Abstract:Robots need to explore their surroundings to adapt to and tackle tasks in unknown environments. Prior work has proposed building scene graphs of the environment but typically assumes that the environment is static, omitting regions that require active interactions. This severely limits their ability to handle more complex tasks in household and office environments: before setting up a table, robots must explore drawers and cabinets to locate all utensils and condiments. In this work, we introduce the novel task of interactive scene exploration, wherein robots autonomously explore environments and produce an action-conditioned scene graph (ACSG) that captures the structure of the underlying environment. The ACSG accounts for both low-level information, such as geometry and semantics, and high-level information, such as the action-conditioned relationships between different entities in the scene. To this end, we present the Robotic Exploration (RoboEXP) system, which incorporates the Large Multimodal Model (LMM) and an explicit memory design to enhance our system's capabilities. The robot reasons about what and how to explore an object, accumulating new information through the interaction process and incrementally constructing the ACSG. We apply our system across various real-world settings in a zero-shot manner, demonstrating its effectiveness in exploring and modeling environments it has never seen before. Leveraging the constructed ACSG, we illustrate the effectiveness and efficiency of our RoboEXP system in facilitating a wide range of real-world manipulation tasks involving rigid, articulated objects, nested objects like Matryoshka dolls, and deformable objects like cloth.
Abstract:The two-hand interaction is one of the most challenging signals to analyze due to the self-similarity, complicated articulations, and occlusions of hands. Although several datasets have been proposed for the two-hand interaction analysis, all of them do not achieve 1) diverse and realistic image appearances and 2) diverse and large-scale groundtruth (GT) 3D poses at the same time. In this work, we propose Re:InterHand, a dataset of relighted 3D interacting hands that achieve the two goals. To this end, we employ a state-of-the-art hand relighting network with our accurately tracked two-hand 3D poses. We compare our Re:InterHand with existing 3D interacting hands datasets and show the benefit of it. Our Re:InterHand is available in https://mks0601.github.io/ReInterHand/.
Abstract:Collection of annotated dialogs for training task-oriented dialog systems have been one of the key bottlenecks in improving current models. While dialog response generation has been widely studied on the agent side, it is not evident if similar generative models can be used to generate a large variety of, and often unexpected, user inputs that real dialog systems encounter in practice. Existing data augmentation techniques such as paraphrase generation do not take the dialog context into consideration. In this paper, we develop a novel dialog augmentation model that generates a user turn, conditioning on full dialog context. Additionally, with a new prompt design for language model, and output re-ranking, the dialogs generated from our model can be directly used to train downstream dialog systems. On common benchmark datasets MultiWoZ and SGD, we show that our dialog augmentation model generates high quality dialogs and improves dialog success rate by as much as $8\%$ over baseline.
Abstract:Existing efforts on text synthesis for code-switching mostly require training on code-switched texts in the target language pairs, limiting the deployment of the models to cases lacking code-switched data. In this work, we study the problem of synthesizing code-switched texts for language pairs absent from the training data. We introduce GLOSS, a model built on top of a pre-trained multilingual machine translation model (PMMTM) with an additional code-switching module. This module, either an adapter or extra prefixes, learns code-switching patterns from code-switched data during training, while the primary component of GLOSS, i.e., the PMMTM, is frozen. The design of only adjusting the code-switching module prevents our model from overfitting to the constrained training data for code-switching. Hence, GLOSS exhibits the ability to generalize and synthesize code-switched texts across a broader spectrum of language pairs. Additionally, we develop a self-training algorithm on target language pairs further to enhance the reliability of GLOSS. Automatic evaluations on four language pairs show that GLOSS achieves at least 55% relative BLEU and METEOR scores improvements compared to strong baselines. Human evaluations on two language pairs further validate the success of GLOSS.