Abstract:This work does not introduce a new method. Instead, we present an interesting finding that questions the necessity of the inductive bias -- locality in modern computer vision architectures. Concretely, we find that vanilla Transformers can operate by directly treating each individual pixel as a token and achieve highly performant results. This is substantially different from the popular design in Vision Transformer, which maintains the inductive bias from ConvNets towards local neighborhoods (e.g. by treating each 16x16 patch as a token). We mainly showcase the effectiveness of pixels-as-tokens across three well-studied tasks in computer vision: supervised learning for object classification, self-supervised learning via masked autoencoding, and image generation with diffusion models. Although directly operating on individual pixels is less computationally practical, we believe the community must be aware of this surprising piece of knowledge when devising the next generation of neural architectures for computer vision.
Abstract:In the recent progress in embodied navigation and sim-to-robot transfer, modular policies have emerged as a de facto framework. However, there is more to compositionality beyond the decomposition of the learning load into modular components. In this work, we investigate a principled way to syntactically combine these components. Particularly, we propose Exploitation-Guided Exploration (XGX) where separate modules for exploration and exploitation come together in a novel and intuitive manner. We configure the exploitation module to take over in the deterministic final steps of navigation i.e. when the goal becomes visible. Crucially, an exploitation module teacher-forces the exploration module and continues driving an overridden policy optimization. XGX, with effective decomposition and novel guidance, improves the state-of-the-art performance on the challenging object navigation task from 70% to 73%. Along with better accuracy, through targeted analysis, we show that XGX is also more efficient at goal-conditioned exploration. Finally, we show sim-to-real transfer to robot hardware and XGX performs over two-fold better than the best baseline from simulation benchmarking. Project page: xgxvisnav.github.io
Abstract:We present Habitat 3.0: a simulation platform for studying collaborative human-robot tasks in home environments. Habitat 3.0 offers contributions across three dimensions: (1) Accurate humanoid simulation: addressing challenges in modeling complex deformable bodies and diversity in appearance and motion, all while ensuring high simulation speed. (2) Human-in-the-loop infrastructure: enabling real human interaction with simulated robots via mouse/keyboard or a VR interface, facilitating evaluation of robot policies with human input. (3) Collaborative tasks: studying two collaborative tasks, Social Navigation and Social Rearrangement. Social Navigation investigates a robot's ability to locate and follow humanoid avatars in unseen environments, whereas Social Rearrangement addresses collaboration between a humanoid and robot while rearranging a scene. These contributions allow us to study end-to-end learned and heuristic baselines for human-robot collaboration in-depth, as well as evaluate them with humans in the loop. Our experiments demonstrate that learned robot policies lead to efficient task completion when collaborating with unseen humanoid agents and human partners that might exhibit behaviors that the robot has not seen before. Additionally, we observe emergent behaviors during collaborative task execution, such as the robot yielding space when obstructing a humanoid agent, thereby allowing the effective completion of the task by the humanoid agent. Furthermore, our experiments using the human-in-the-loop tool demonstrate that our automated evaluation with humanoids can provide an indication of the relative ordering of different policies when evaluated with real human collaborators. Habitat 3.0 unlocks interesting new features in simulators for Embodied AI, and we hope it paves the way for a new frontier of embodied human-AI interaction capabilities.
Abstract:Visual representation learning hold great promise for robotics, but is severely hampered by the scarcity and homogeneity of robotics datasets. Recent works address this problem by pre-training visual representations on large-scale but out-of-domain data (e.g., videos of egocentric interactions) and then transferring them to target robotics tasks. While the field is heavily focused on developing better pre-training algorithms, we find that dataset choice is just as important to this paradigm's success. After all, the representation can only learn the structures or priors present in the pre-training dataset. To this end, we flip the focus on algorithms, and instead conduct a dataset centric analysis of robotic pre-training. Our findings call into question some common wisdom in the field. We observe that traditional vision datasets (like ImageNet, Kinetics and 100 Days of Hands) are surprisingly competitive options for visuo-motor representation learning, and that the pre-training dataset's image distribution matters more than its size. Finally, we show that common simulation benchmarks are not a reliable proxy for real world performance and that simple regularization strategies can dramatically improve real world policy learning. https://data4robotics.github.io
Abstract:We present the task of "Social Rearrangement", consisting of cooperative everyday tasks like setting up the dinner table, tidying a house or unpacking groceries in a simulated multi-agent environment. In Social Rearrangement, two robots coordinate to complete a long-horizon task, using onboard sensing and egocentric observations, and no privileged information about the environment. We study zero-shot coordination (ZSC) in this task, where an agent collaborates with a new partner, emulating a scenario where a robot collaborates with a new human partner. Prior ZSC approaches struggle to generalize in our complex and visually rich setting, and on further analysis, we find that they fail to generate diverse coordination behaviors at training time. To counter this, we propose Behavior Diversity Play (BDP), a novel ZSC approach that encourages diversity through a discriminability objective. Our results demonstrate that BDP learns adaptive agents that can tackle visual coordination, and zero-shot generalize to new partners in unseen environments, achieving 35% higher success and 32% higher efficiency compared to baselines.
Abstract:To make progress towards multi-modal AI assistants which can guide users to achieve complex multi-step goals, we propose the task of Visual Planning for Assistance (VPA). Given a goal briefly described in natural language, e.g., "make a shelf", and a video of the user's progress so far, the aim of VPA is to obtain a plan, i.e., a sequence of actions such as "sand shelf", "paint shelf", etc., to achieve the goal. This requires assessing the user's progress from the untrimmed video, and relating it to the requirements of underlying goal, i.e., relevance of actions and ordering dependencies amongst them. Consequently, this requires handling long video history, and arbitrarily complex action dependencies. To address these challenges, we decompose VPA into video action segmentation and forecasting. We formulate the forecasting step as a multi-modal sequence modeling problem and present Visual Language Model based Planner (VLaMP), which leverages pre-trained LMs as the sequence model. We demonstrate that VLaMP performs significantly better than baselines w.r.t all metrics that evaluate the generated plan. Moreover, through extensive ablations, we also isolate the value of language pre-training, visual observations, and goal information on the performance. We will release our data, model, and code to enable future research on visual planning for assistance.
Abstract:Building a robot that can understand and learn to interact by watching humans has inspired several vision problems. However, despite some successful results on static datasets, it remains unclear how current models can be used on a robot directly. In this paper, we aim to bridge this gap by leveraging videos of human interactions in an environment centric manner. Utilizing internet videos of human behavior, we train a visual affordance model that estimates where and how in the scene a human is likely to interact. The structure of these behavioral affordances directly enables the robot to perform many complex tasks. We show how to seamlessly integrate our affordance model with four robot learning paradigms including offline imitation learning, exploration, goal-conditioned learning, and action parameterization for reinforcement learning. We show the efficacy of our approach, which we call VRB, across 4 real world environments, over 10 different tasks, and 2 robotic platforms operating in the wild. Results, visualizations and videos at https://robo-affordances.github.io/
Abstract:Our work focuses on the Multi-Object Navigation (MultiON) task, where an agent needs to navigate to multiple objects in a given sequence. We systematically investigate the inherent modularity of this task by dividing our approach to contain four modules: (a) an object detection module trained to identify objects from RGB images, (b) a map building module to build a semantic map of the observed objects, (c) an exploration module enabling the agent to explore its surroundings, and finally (d) a navigation module to move to identified target objects. We focus on the navigation and the exploration modules in this work. We show that we can effectively leverage a PointGoal navigation model in the MultiON task instead of learning to navigate from scratch. Our experiments show that a PointGoal agent-based navigation module outperforms analytical path planning on the MultiON task. We also compare exploration strategies and surprisingly find that a random exploration strategy significantly outperforms more advanced exploration methods. We additionally create MultiON 2.0, a new large-scale dataset as a test-bed for our approach.
Abstract:Realistic long-horizon tasks like image-goal navigation involve exploratory and exploitative phases. Assigned with an image of the goal, an embodied agent must explore to discover the goal, i.e., search efficiently using learned priors. Once the goal is discovered, the agent must accurately calibrate the last-mile of navigation to the goal. As with any robust system, switches between exploratory goal discovery and exploitative last-mile navigation enable better recovery from errors. Following these intuitive guide rails, we propose SLING to improve the performance of existing image-goal navigation systems. Entirely complementing prior methods, we focus on last-mile navigation and leverage the underlying geometric structure of the problem with neural descriptors. With simple but effective switches, we can easily connect SLING with heuristic, reinforcement learning, and neural modular policies. On a standardized image-goal navigation benchmark (Hahn et al. 2021), we improve performance across policies, scenes, and episode complexity, raising the state-of-the-art from 45% to 55% success rate. Beyond photorealistic simulation, we conduct real-robot experiments in three physical scenes and find these improvements to transfer well to real environments.
Abstract:We present a retrospective on the state of Embodied AI research. Our analysis focuses on 13 challenges presented at the Embodied AI Workshop at CVPR. These challenges are grouped into three themes: (1) visual navigation, (2) rearrangement, and (3) embodied vision-and-language. We discuss the dominant datasets within each theme, evaluation metrics for the challenges, and the performance of state-of-the-art models. We highlight commonalities between top approaches to the challenges and identify potential future directions for Embodied AI research.