Abstract:Differentiable rendering methods have emerged as a promising means for generating photo-realistic and physically plausible adversarial attacks by manipulating 3D objects and scenes that can deceive deep neural networks (DNNs). Recently, differentiable rendering capabilities have evolved significantly into a diverse landscape of libraries, such as Mitsuba, PyTorch3D, and methods like Neural Radiance Fields and 3D Gaussian Splatting for solving inverse rendering problems that share conceptually similar properties commonly used to attack DNNs, such as back-propagation and optimization. However, the adversarial machine learning research community has not yet fully explored or understood such capabilities for generating attacks. Some key reasons are that researchers often have different attack goals, such as misclassification or misdetection, and use different tasks to accomplish these goals by manipulating different representation in a scene, such as the mesh or texture of an object. This survey adopts a task-oriented unifying framework that systematically summarizes common tasks, such as manipulating textures, altering illumination, and modifying 3D meshes to exploit vulnerabilities in DNNs. Our framework enables easy comparison of existing works, reveals research gaps and spotlights exciting future research directions in this rapidly evolving field. Through focusing on how these tasks enable attacks on various DNNs such as image classification, facial recognition, object detection, optical flow and depth estimation, our survey helps researchers and practitioners better understand the vulnerabilities of computer vision systems against photorealistic adversarial attacks that could threaten real-world applications.
Abstract:Modern optimizers such as AdamW, equipped with momentum and adaptive learning rate, are designed to escape local minima and explore the vast parameter space. This exploration is beneficial for finding good loss basins when training from scratch. It is not necessarily ideal when resuming from a powerful foundation model because it can lead to large deviations from the pre-trained initialization and, consequently, worse robustness and generalization. At the same time, strong regularization on all parameters can lead to under-fitting. We hypothesize that selectively regularizing the parameter space is the key to fitting and retraining the pre-trained knowledge. This paper proposes a new weight decay technique, Selective Projection Decay (SPD), that selectively imposes a strong penalty on certain layers while allowing others to change freely. Intuitively, SPD expands and contracts the parameter search space for layers with consistent and inconsistent loss reduction, respectively. Experimentally, when equipped with SPD, Adam consistently provides better in-distribution generalization and out-of-distribution robustness performance on multiple popular vision and language benchmarks. Code available at~\url{https://github.com/GT-RIPL/Selective-Projection-Decay.git}
Abstract:Neural Fields have emerged as a transformative approach for 3D scene representation in computer vision and robotics, enabling accurate inference of geometry, 3D semantics, and dynamics from posed 2D data. Leveraging differentiable rendering, Neural Fields encompass both continuous implicit and explicit neural representations enabling high-fidelity 3D reconstruction, integration of multi-modal sensor data, and generation of novel viewpoints. This survey explores their applications in robotics, emphasizing their potential to enhance perception, planning, and control. Their compactness, memory efficiency, and differentiability, along with seamless integration with foundation and generative models, make them ideal for real-time applications, improving robot adaptability and decision-making. This paper provides a thorough review of Neural Fields in robotics, categorizing applications across various domains and evaluating their strengths and limitations, based on over 200 papers. First, we present four key Neural Fields frameworks: Occupancy Networks, Signed Distance Fields, Neural Radiance Fields, and Gaussian Splatting. Second, we detail Neural Fields' applications in five major robotics domains: pose estimation, manipulation, navigation, physics, and autonomous driving, highlighting key works and discussing takeaways and open challenges. Finally, we outline the current limitations of Neural Fields in robotics and propose promising directions for future research. Project page: https://robonerf.github.io
Abstract:Intelligent embodied agents need to quickly adapt to new scenarios by integrating long histories of experience into decision-making. For instance, a robot in an unfamiliar house initially wouldn't know the locations of objects needed for tasks and might perform inefficiently. However, as it gathers more experience, it should learn the layout of its environment and remember where objects are, allowing it to complete new tasks more efficiently. To enable such rapid adaptation to new tasks, we present ReLIC, a new approach for in-context reinforcement learning (RL) for embodied agents. With ReLIC, agents are capable of adapting to new environments using 64,000 steps of in-context experience with full attention while being trained through self-generated experience via RL. We achieve this by proposing a novel policy update scheme for on-policy RL called "partial updates'' as well as a Sink-KV mechanism that enables effective utilization of a long observation history for embodied agents. Our method outperforms a variety of meta-RL baselines in adapting to unseen houses in an embodied multi-object navigation task. In addition, we find that ReLIC is capable of few-shot imitation learning despite never being trained with expert demonstrations. We also provide a comprehensive analysis of ReLIC, highlighting that the combination of large-scale RL training, the proposed partial updates scheme, and the Sink-KV are essential for effective in-context learning. The code for ReLIC and all our experiments is at https://github.com/aielawady/relic
Abstract:In order to develop robots that can effectively serve as versatile and capable home assistants, it is crucial for them to reliably perceive and interact with a wide variety of objects across diverse environments. To this end, we proposed Open Vocabulary Mobile Manipulation as a key benchmark task for robotics: finding any object in a novel environment and placing it on any receptacle surface within that environment. We organized a NeurIPS 2023 competition featuring both simulation and real-world components to evaluate solutions to this task. Our baselines on the most challenging version of this task, using real perception in simulation, achieved only an 0.8% success rate; by the end of the competition, the best participants achieved an 10.8\% success rate, a 13x improvement. We observed that the most successful teams employed a variety of methods, yet two common threads emerged among the best solutions: enhancing error detection and recovery, and improving the integration of perception with decision-making processes. In this paper, we detail the results and methodologies used, both in simulation and real-world settings. We discuss the lessons learned and their implications for future research. Additionally, we compare performance in real and simulated environments, emphasizing the necessity for robust generalization to novel settings.
Abstract:We present Reinforcement Learning via Auxiliary Task Distillation (AuxDistill), a new method that enables reinforcement learning (RL) to perform long-horizon robot control problems by distilling behaviors from auxiliary RL tasks. AuxDistill achieves this by concurrently carrying out multi-task RL with auxiliary tasks, which are easier to learn and relevant to the main task. A weighted distillation loss transfers behaviors from these auxiliary tasks to solve the main task. We demonstrate that AuxDistill can learn a pixels-to-actions policy for a challenging multi-stage embodied object rearrangement task from the environment reward without demonstrations, a learning curriculum, or pre-trained skills. AuxDistill achieves $2.3 \times$ higher success than the previous state-of-the-art baseline in the Habitat Object Rearrangement benchmark and outperforms methods that use pre-trained skills and expert demonstrations.
Abstract:Recently many techniques have emerged to create high quality 3D assets and scenes. When it comes to editing of these objects, however, existing approaches are either slow, compromise on quality, or do not provide enough customization. We introduce a novel approach to quickly edit a 3D model from a single reference view. Our technique first segments the edit image, and then matches semantically corresponding regions across chosen segmented dataset views using DINO features. A color or texture change from a particular region of the edit image can then be applied to other views automatically in a semantically sensible manner. These edited views act as an updated dataset to further train and re-style the 3D scene. The end-result is therefore an edited 3D model. Our framework enables a wide variety of editing tasks such as manual local edits, correspondence based style transfer from any example image, and a combination of different styles from multiple example images. We use Gaussian Splats as our primary 3D representation due to their speed and ease of local editing, but our technique works for other methods such as NeRFs as well. We show through multiple examples that our method produces higher quality results while offering fine-grained control of editing. Project page: ice-gaussian.github.io
Abstract:Multimodal Large Language Models (MLLMs) have demonstrated a wide range of capabilities across many domains, including Embodied AI. In this work, we study how to best ground a MLLM into different embodiments and their associated action spaces, with the goal of leveraging the multimodal world knowledge of the MLLM. We first generalize a number of methods through a unified architecture and the lens of action space adaptors. For continuous actions, we show that a learned tokenization allows for sufficient modeling precision, yielding the best performance on downstream tasks. For discrete actions, we demonstrate that semantically aligning these actions with the native output token space of the MLLM leads to the strongest performance. We arrive at these lessons via a thorough study of seven action space adapters on five different environments, encompassing over 114 embodied tasks.
Abstract:Embodied AI agents require a fine-grained understanding of the physical world mediated through visual and language inputs. Such capabilities are difficult to learn solely from task-specific data. This has led to the emergence of pre-trained vision-language models as a tool for transferring representations learned from internet-scale data to downstream tasks and new domains. However, commonly used contrastively trained representations such as in CLIP have been shown to fail at enabling embodied agents to gain a sufficiently fine-grained scene understanding -- a capability vital for control. To address this shortcoming, we consider representations from pre-trained text-to-image diffusion models, which are explicitly optimized to generate images from text prompts and as such, contain text-conditioned representations that reflect highly fine-grained visuo-spatial information. Using pre-trained text-to-image diffusion models, we construct Stable Control Representations which allow learning downstream control policies that generalize to complex, open-ended environments. We show that policies learned using Stable Control Representations are competitive with state-of-the-art representation learning approaches across a broad range of simulated control settings, encompassing challenging manipulation and navigation tasks. Most notably, we show that Stable Control Representations enable learning policies that exhibit state-of-the-art performance on OVMM, a difficult open-vocabulary navigation benchmark.
Abstract:Foundation Models (FMs) have become the hallmark of modern AI, however, these models are trained on massive data, leading to financially expensive training. Updating FMs as new data becomes available is important, however, can lead to `catastrophic forgetting', where models underperform on tasks related to data sub-populations observed too long ago. This continual learning (CL) phenomenon has been extensively studied, but primarily in a setting where only a small amount of past data can be stored. We advocate for the paradigm where memory is abundant, allowing us to keep all previous data, but computational resources are limited. In this setting, traditional replay-based CL approaches are outperformed by a simple baseline which replays past data selected uniformly at random, indicating that this setting necessitates a new approach. We address this by introducing a framework of adaptive memory replay for continual learning, where sampling of past data is phrased as a multi-armed bandit problem. We utilize Bolzmann sampling to derive a method which dynamically selects past data for training conditioned on the current task, assuming full data access and emphasizing training efficiency. Through extensive evaluations on both vision and language pre-training tasks, we demonstrate the effectiveness of our approach, which maintains high performance while reducing forgetting by up to 10% at no training efficiency cost.