Abstract:Real-world data collection for robotics is costly and resource-intensive, requiring skilled operators and expensive hardware. Simulations offer a scalable alternative but often fail to achieve sim-to-real generalization due to geometric and visual gaps. To address these challenges, we propose a 3D-photorealistic real-to-sim system, namely, RE$^3$SIM, addressing geometric and visual sim-to-real gaps. RE$^3$SIM employs advanced 3D reconstruction and neural rendering techniques to faithfully recreate real-world scenarios, enabling real-time rendering of simulated cross-view cameras within a physics-based simulator. By utilizing privileged information to collect expert demonstrations efficiently in simulation, and train robot policies with imitation learning, we validate the effectiveness of the real-to-sim-to-real pipeline across various manipulation task scenarios. Notably, with only simulated data, we can achieve zero-shot sim-to-real transfer with an average success rate exceeding 58%. To push the limit of real-to-sim, we further generate a large-scale simulation dataset, demonstrating how a robust policy can be built from simulation data that generalizes across various objects. Codes and demos are available at: http://xshenhan.github.io/Re3Sim/.
Abstract:Understanding world dynamics is crucial for planning in autonomous driving. Recent methods attempt to achieve this by learning a 3D occupancy world model that forecasts future surrounding scenes based on current observation. However, 3D occupancy labels are still required to produce promising results. Considering the high annotation cost for 3D outdoor scenes, we propose a semi-supervised vision-centric 3D occupancy world model, PreWorld, to leverage the potential of 2D labels through a novel two-stage training paradigm: the self-supervised pre-training stage and the fully-supervised fine-tuning stage. Specifically, during the pre-training stage, we utilize an attribute projection head to generate different attribute fields of a scene (e.g., RGB, density, semantic), thus enabling temporal supervision from 2D labels via volume rendering techniques. Furthermore, we introduce a simple yet effective state-conditioned forecasting module to recursively forecast future occupancy and ego trajectory in a direct manner. Extensive experiments on the nuScenes dataset validate the effectiveness and scalability of our method, and demonstrate that PreWorld achieves competitive performance across 3D occupancy prediction, 4D occupancy forecasting and motion planning tasks.
Abstract:3D visual grounding (3DVG) is challenging because of the requirement of understanding on visual information, language and spatial relationships. While supervised approaches have achieved superior performance, they are constrained by the scarcity and high cost of 3D vision-language datasets. On the other hand, LLM/VLM based agents are proposed for 3DVG, eliminating the need for training data. However, these methods incur prohibitive time and token costs during inference. To address the challenges, we introduce a novel training-free symbolic framework for 3D visual grounding, namely Evolvable Symbolic Visual Grounder, that offers significantly reduced inference costs compared to previous agent-based methods while maintaining comparable performance. EaSe uses LLM generated codes to compute on spatial relationships. EaSe also implements an automatic pipeline to evaluate and optimize the quality of these codes and integrate VLMs to assist in the grounding process. Experimental results demonstrate that EaSe achieves 52.9% accuracy on Nr3D dataset and 49.2% Acc@0.25 on ScanRefer, which is top-tier among training-free methods. Moreover, it substantially reduces the inference time and cost, offering a balanced trade-off between performance and efficiency. Codes are available at https://github.com/OpenRobotLab/EaSe.
Abstract:The Certainty Equivalent heuristic (CE) is a widely-used algorithm for various dynamic resource allocation problems in OR and OM. Despite its popularity, existing theoretical guarantees of CE are limited to settings satisfying restrictive fluid regularity conditions, particularly, the non-degeneracy conditions, under the widely held belief that the violation of such conditions leads to performance deterioration and necessitates algorithmic innovation beyond CE. In this work, we conduct a refined performance analysis of CE within the general framework of online linear programming. We show that CE achieves uniformly near-optimal regret (up to a polylogarithmic factor in $T$) under only mild assumptions on the underlying distribution, without relying on any fluid regularity conditions. Our result implies that, contrary to prior belief, CE effectively beats the curse of degeneracy for a wide range of problem instances with continuous conditional reward distributions, highlighting the distinction of the problem's structure between discrete and non-discrete settings. Our explicit regret bound interpolates between the mild $(\log T)^2$ regime and the worst-case $\sqrt{T}$ regime with a parameter $\beta$ quantifying the minimal rate of probability accumulation of the conditional reward distributions, generalizing prior findings in the multisecretary setting. To achieve these results, we develop novel algorithmic analytical techniques. Drawing tools from the empirical processes theory, we establish strong concentration analysis of the solutions to random linear programs, leading to improved regret analysis under significantly relaxed assumptions. These techniques may find potential applications in broader online decision-making contexts.
Abstract:While the capabilities of autonomous driving have advanced rapidly, merging into dense traffic remains a significant challenge, many motion planning methods for this scenario have been proposed but it is hard to evaluate them. Most existing closed-loop simulators rely on rule-based controls for other vehicles, which results in a lack of diversity and randomness, thus failing to accurately assess the motion planning capabilities in highly interactive scenarios. Moreover, traditional evaluation metrics are insufficient for comprehensively evaluating the performance of merging in dense traffic. In response, we proposed a closed-loop evaluation benchmark for assessing motion planning capabilities in merging scenarios. Our approach involves other vehicles trained in large scale datasets with micro-behavioral characteristics that significantly enhance the complexity and diversity. Additionally, we have restructured the evaluation mechanism by leveraging large language models to assess each autonomous vehicle merging onto the main road. Extensive experiments have demonstrated the advanced nature of this evaluation benchmark. Through this benchmark, we have obtained an evaluation of existing methods and identified common issues. The environment and vehicle motion planning models we have designed can be accessed at https://anonymous.4open.science/r/Bench4Merge-EB5D
Abstract:Large language models (LLMs) have shown promise in many natural language understanding tasks, including content moderation. However, these models can be expensive to query in real-time and do not allow for a community-specific approach to content moderation. To address these challenges, we explore the use of open-source small language models (SLMs) for community-specific content moderation tasks. We fine-tune and evaluate SLMs (less than 15B parameters) by comparing their performance against much larger open- and closed-sourced models. Using 150K comments from 15 popular Reddit communities, we find that SLMs outperform LLMs at content moderation -- 11.5% higher accuracy and 25.7% higher recall on average across all communities. We further show the promise of cross-community content moderation, which has implications for new communities and the development of cross-platform moderation techniques. Finally, we outline directions for future work on language model based content moderation. Code and links to HuggingFace models can be found at https://github.com/AGoyal0512/SLM-Mod.
Abstract:3D visual grounding is crucial for robots, requiring integration of natural language and 3D scene understanding. Traditional methods depending on supervised learning with 3D point clouds are limited by scarce datasets. Recently zero-shot methods leveraging LLMs have been proposed to address the data issue. While effective, these methods only use object-centric information, limiting their ability to handle complex queries. In this work, we present VLM-Grounder, a novel framework using vision-language models (VLMs) for zero-shot 3D visual grounding based solely on 2D images. VLM-Grounder dynamically stitches image sequences, employs a grounding and feedback scheme to find the target object, and uses a multi-view ensemble projection to accurately estimate 3D bounding boxes. Experiments on ScanRefer and Nr3D datasets show VLM-Grounder outperforms previous zero-shot methods, achieving 51.6% Acc@0.25 on ScanRefer and 48.0% Acc on Nr3D, without relying on 3D geometry or object priors. Codes are available at https://github.com/OpenRobotLab/VLM-Grounder .
Abstract:Automatic Emergency Braking (AEB) systems are a crucial component in ensuring the safety of passengers in autonomous vehicles. Conventional AEB systems primarily rely on closed-set perception modules to recognize traffic conditions and assess collision risks. To enhance the adaptability of AEB systems in open scenarios, we propose Dual-AEB, a system combines an advanced multimodal large language model (MLLM) for comprehensive scene understanding and a conventional rule-based rapid AEB to ensure quick response times. To the best of our knowledge, Dual-AEB is the first method to incorporate MLLMs within AEB systems. Through extensive experimentation, we have validated the effectiveness of our method. The source code will be available at https://github.com/ChipsICU/Dual-AEB.
Abstract:Recent works have been exploring the scaling laws in the field of Embodied AI. Given the prohibitive costs of collecting real-world data, we believe the Simulation-to-Real (Sim2Real) paradigm is a crucial step for scaling the learning of embodied models. This paper introduces project GRUtopia, the first simulated interactive 3D society designed for various robots. It features several advancements: (a) The scene dataset, GRScenes, includes 100k interactive, finely annotated scenes, which can be freely combined into city-scale environments. In contrast to previous works mainly focusing on home, GRScenes covers 89 diverse scene categories, bridging the gap of service-oriented environments where general robots would be initially deployed. (b) GRResidents, a Large Language Model (LLM) driven Non-Player Character (NPC) system that is responsible for social interaction, task generation, and task assignment, thus simulating social scenarios for embodied AI applications. (c) The benchmark, GRBench, supports various robots but focuses on legged robots as primary agents and poses moderately challenging tasks involving Object Loco-Navigation, Social Loco-Navigation, and Loco-Manipulation. We hope that this work can alleviate the scarcity of high-quality data in this field and provide a more comprehensive assessment of Embodied AI research. The project is available at https://github.com/OpenRobotLab/GRUtopia.
Abstract:Object-oriented embodied navigation aims to locate specific objects, defined by category or depicted in images. Existing methods often struggle to generalize to open vocabulary goals without extensive training data. While recent advances in Vision-Language Models (VLMs) offer a promising solution by extending object recognition beyond predefined categories, efficient goal-oriented exploration becomes more challenging in an open vocabulary setting. We introduce OVExp, a learning-based framework that integrates VLMs for Open-Vocabulary Exploration. OVExp constructs scene representations by encoding observations with VLMs and projecting them onto top-down maps for goal-conditioned exploration. Goals are encoded in the same VLM feature space, and a lightweight transformer-based decoder predicts target locations while maintaining versatile representation abilities. To address the impracticality of fusing dense pixel embeddings with full 3D scene reconstruction for training, we propose constructing maps using low-cost semantic categories and transforming them into CLIP's embedding space via the text encoder. The simple but effective design of OVExp significantly reduces computational costs and demonstrates strong generalization abilities to various navigation settings. Experiments on established benchmarks show OVExp outperforms previous zero-shot methods, can generalize to diverse scenes, and handle different goal modalities.