Abstract:Building an embodied agent system with a large language model (LLM) as its core is a promising direction. Due to the significant costs and uncontrollable factors associated with deploying and training such agents in the real world, we have decided to begin our exploration within the Minecraft environment. Our STEVE Series agents can complete basic tasks in a virtual environment and more challenging tasks such as navigation and even creative tasks, with an efficiency far exceeding previous state-of-the-art methods by a factor of $2.5\times$ to $7.3\times$. We begin our exploration with a vanilla large language model, augmenting it with a vision encoder and an action codebase trained on our collected high-quality dataset STEVE-21K. Subsequently, we enhanced it with a Critic and memory to transform it into a complex system. Finally, we constructed a hierarchical multi-agent system. Our recent work explored how to prune the agent system through knowledge distillation. In the future, we will explore more potential applications of STEVE agents in the real world.
Abstract:With the power of large language models (LLMs), open-ended embodied agents can flexibly understand human instructions, generate interpretable guidance strategies, and output executable actions. Nowadays, Multi-modal Language Models~(MLMs) integrate multi-modal signals into LLMs, further bringing richer perception to entity agents and allowing embodied agents to perceive world-understanding tasks more delicately. However, existing works: 1) operate independently by agents, each containing multiple LLMs, from perception to action, resulting in gaps between complex tasks and execution; 2) train MLMs on static data, struggling with dynamics in open-ended scenarios; 3) input prior knowledge directly as prompts, suppressing application flexibility. We propose STEVE-2, a hierarchical knowledge distillation framework for open-ended embodied tasks, characterized by 1) a hierarchical system for multi-granular task division, 2) a mirrored distillation method for parallel simulation data, and 3) an extra expert model for bringing additional knowledge into parallel simulation. After distillation, embodied agents can complete complex, open-ended tasks without additional expert guidance, utilizing the performance and knowledge of a versatile MLM. Extensive evaluations on navigation and creation tasks highlight the superior performance of STEVE-2 in open-ended tasks, with $1.4 \times$ - $7.3 \times$ in performance.
Abstract:Due to the dynamic and unpredictable open-world setting, navigating complex environments in Minecraft poses significant challenges for multi-agent systems. Agents must interact with the environment and coordinate their actions with other agents to achieve common objectives. However, traditional approaches often struggle to efficiently manage inter-agent communication and task distribution, crucial for effective multi-agent navigation. Furthermore, processing and integrating multi-modal information (such as visual, textual, and auditory data) is essential for agents to comprehend their goals and navigate the environment successfully and fully. To address this issue, we design the HAS framework to auto-organize groups of LLM-based agents to complete navigation tasks. In our approach, we devise a hierarchical auto-organizing navigation system, which is characterized by 1) a hierarchical system for multi-agent organization, ensuring centralized planning and decentralized execution; 2) an auto-organizing and intra-communication mechanism, enabling dynamic group adjustment under subtasks; 3) a multi-modal information platform, facilitating multi-modal perception to perform the three navigation tasks with one system. To assess organizational behavior, we design a series of navigation tasks in the Minecraft environment, which includes searching and exploring. We aim to develop embodied organizations that push the boundaries of embodied AI, moving it towards a more human-like organizational structure.
Abstract:Correspondence matching plays a crucial role in numerous robotics applications. In comparison to conventional hand-crafted methods and recent data-driven approaches, there is significant interest in plug-and-play algorithms that make full use of pre-trained backbone networks for multi-scale feature extraction and leverage hierarchical refinement strategies to generate matched correspondences. The primary focus of this paper is to address the limitations of deep feature matching (DFM), a state-of-the-art (SoTA) plug-and-play correspondence matching approach. First, we eliminate the pre-defined threshold employed in the hierarchical refinement process of DFM by leveraging a more flexible nearest neighbor search strategy, thereby preventing the exclusion of repetitive yet valid matches during the early stages. Our second technical contribution is the integration of a patch descriptor, which extends the applicability of DFM to accommodate a wide range of backbone networks pre-trained across diverse computer vision tasks, including image classification, semantic segmentation, and stereo matching. Taking into account the practical applicability of our method in real-world robotics applications, we also propose a novel patch descriptor distillation strategy to further reduce the computational complexity of correspondence matching. Extensive experiments conducted on three public datasets demonstrate the superior performance of our proposed method. Specifically, it achieves an overall performance in terms of mean matching accuracy of 0.68, 0.92, and 0.95 with respect to the tolerances of 1, 3, and 5 pixels, respectively, on the HPatches dataset, outperforming all other SoTA algorithms. Our source code, demo video, and supplement are publicly available at mias.group/GCM.
Abstract:Ensuring driving safety for autonomous vehicles has become increasingly crucial, highlighting the need for systematic tracking of pedestrians on the road. Most vehicles are equipped with visual sensors, however, the large-scale visual dataset from different agents has not been well studied yet. Basically, most of the multi-target multi-camera (MTMC) tracking systems are composed of two modules: single camera tracking (SCT) and inter-camera tracking (ICT). To reliably coordinate between them, MTMC tracking has been a very complicated task, while tracking across multi-moving cameras makes it even more challenging. In this paper, we focus on multi-target multi-moving camera (MTMMC) tracking, which is attracting increasing attention from the research community. Observing there are few datasets for MTMMC tracking, we collect a new dataset, called Multi-Moving Camera Track (MMCT), which contains sequences under various driving scenarios. To address the common problems of identity switch easily faced by most existing SCT trackers, especially for moving cameras due to ego-motion between the camera and targets, a lightweight appearance-free global link model, called Linker, is proposed to mitigate the identity switch by associating two disjoint tracklets of the same target into a complete trajectory within the same camera. Incorporated with Linker, existing SCT trackers generally obtain a significant improvement. Moreover, a strong baseline approach of re-identification (Re-ID) is effectively incorporated to extract robust appearance features under varying surroundings for pedestrian association across moving cameras for ICT, resulting in a much improved MTMMC tracking system, which can constitute a step further towards coordinated mining of multiple moving cameras. The dataset is available at https://github.com/dhu-mmct/DHU-MMCT}{https://github.com/dhu-mmct/DHU-MMCT .
Abstract:Animal visual perception is an important technique for automatically monitoring animal health, understanding animal behaviors, and assisting animal-related research. However, it is challenging to design a deep learning-based perception model that can freely adapt to different animals across various perception tasks, due to the varying poses of a large diversity of animals, lacking data on rare species, and the semantic inconsistency of different tasks. We introduce UniAP, a novel Universal Animal Perception model that leverages few-shot learning to enable cross-species perception among various visual tasks. Our proposed model takes support images and labels as prompt guidance for a query image. Images and labels are processed through a Transformer-based encoder and a lightweight label encoder, respectively. Then a matching module is designed for aggregating information between prompt guidance and the query image, followed by a multi-head label decoder to generate outputs for various tasks. By capitalizing on the shared visual characteristics among different animals and tasks, UniAP enables the transfer of knowledge from well-studied species to those with limited labeled data or even unseen species. We demonstrate the effectiveness of UniAP through comprehensive experiments in pose estimation, segmentation, and classification tasks on diverse animal species, showcasing its ability to generalize and adapt to new classes with minimal labeled examples.
Abstract:Image-based fashion design with AI techniques has attracted increasing attention in recent years. We focus on a new fashion design task, where we aim to transfer a reference appearance image onto a clothing image while preserving the structure of the clothing image. It is a challenging task since there are no reference images available for the newly designed output fashion images. Although diffusion-based image translation or neural style transfer (NST) has enabled flexible style transfer, it is often difficult to maintain the original structure of the image realistically during the reverse diffusion, especially when the referenced appearance image greatly differs from the common clothing appearance. To tackle this issue, we present a novel diffusion model-based unsupervised structure-aware transfer method to semantically generate new clothes from a given clothing image and a reference appearance image. In specific, we decouple the foreground clothing with automatically generated semantic masks by conditioned labels. And the mask is further used as guidance in the denoising process to preserve the structure information. Moreover, we use the pre-trained vision Transformer (ViT) for both appearance and structure guidance. Our experimental results show that the proposed method outperforms state-of-the-art baseline models, generating more realistic images in the fashion design task. Code and demo can be found at https://github.com/Rem105-210/DiffFashion.
Abstract:In recent years, neural signed distance function (SDF) has become one of the most effective representation methods for 3D models. By learning continuous SDFs in 3D space, neural networks can predict the distance from a given query space point to its closest object surface,whose positive and negative signs denote inside and outside of the object, respectively. Training a specific network for each 3D model, which individually embeds its shape, can realize compressed representation of objects by storing fewer network (and possibly latent) parameters. Consequently, reconstruction through network inference and surface recovery can be achieved. In this paper, we propose an SDF prediction network using explicit key spheres as input. Key spheres are extracted from the internal space of objects, whose centers either have relatively larger SDF values (sphere radii), or are located at essential positions. By inputting the spatial information of multiple spheres which imply different local shapes, the proposed method can significantly improve the reconstruction accuracy with a negligible storage cost. Compared to previous works, our method achieves the high-fidelity and high-compression 3D object coding and reconstruction. Experiments conducted on three datasets verify the superior performance of our method.
Abstract:Using deep learning techniques to process 3D objects has achieved many successes. However, few methods focus on the representation of 3D objects, which could be more effective for specific tasks than traditional representations, such as point clouds, voxels, and multi-view images. In this paper, we propose a Sphere Node Graph (SN-Graph) to represent 3D objects. Specifically, we extract a certain number of internal spheres (as nodes) from the signed distance field (SDF), and then establish connections (as edges) among the sphere nodes to construct a graph, which is seamlessly suitable for 3D analysis using graph neural network (GNN). Experiments conducted on the ModelNet40 dataset show that when there are fewer nodes in the graph or the tested objects are rotated arbitrarily, the classification accuracy of SN-Graph is significantly higher than the state-of-the-art methods.