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Embodied AI

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Visual Room Rearrangement

Luca Weihs, Matt Deitke, Aniruddha Kembhavi, Roozbeh Mottaghi

There has been a significant recent progress in the field of Embodied AI with researchers developing models and algorithms enabling embodied agents to navigate and interact within completely unseen environments. In this paper, we propose a new dataset and baseline models for the task of Rearrangement. We particularly focus on the task of Room Rearrangement: an agent begins by exploring a room and recording objects' initial configurations. We then remove the agent and change the poses and states (e.g., open/closed) of some objects in the room. The agent must restore the initial configurations of all objects in the room. Our dataset, named RoomR, includes 6,000 distinct rearrangement settings involving 72 different object types in 120 scenes. Our experiments show that solving this challenging interactive task that involves navigation and object interaction is beyond the capabilities of the current state-of-the-art techniques for embodied tasks and we are still very far from achieving perfect performance on these types of tasks.

Scene-Intuitive Agent for Remote Embodied Visual Grounding

Xiangru Lin, Guanbin Li, Yizhou Yu

Humans learn from life events to form intuitions towards the understanding of visual environments and languages. Envision that you are instructed by a high-level instruction, "Go to the bathroom in the master bedroom and replace the blue towel on the left wall", what would you possibly do to carry out the task? Intuitively, we comprehend the semantics of the instruction to form an overview of where a bathroom is and what a blue towel is in mind; then, we navigate to the target location by consistently matching the bathroom appearance in mind with the current scene. In this paper, we present an agent that mimics such human behaviors. Specifically, we focus on the Remote Embodied Visual Referring Expression in Real Indoor Environments task, called REVERIE, where an agent is asked to correctly localize a remote target object specified by a concise high-level natural language instruction, and propose a two-stage training pipeline. In the first stage, we pre-train the agent with two cross-modal alignment sub-tasks, namely the Scene Grounding task and the Object Grounding task. The agent learns where to stop in the Scene Grounding task and what to attend to in the Object Grounding task respectively. Then, to generate action sequences, we propose a memory-augmented attentive action decoder to smoothly fuse the pre-trained vision and language representations with the agent's past memory experiences. Without bells and whistles, experimental results show that our method outperforms previous state-of-the-art(SOTA) significantly, demonstrating the effectiveness of our method.

SOON: Scenario Oriented Object Navigation With Graph-Based Exploration

Fengda Zhu, Xiwen Liang, Yi Zhu, Qizhi Yu, Xiaojun Chang, Xiaodan Liang

The ability to navigate like a human towards a language-guided target from anywhere in a 3D embodied environment is one of the 'holy grail' goals of intelligent robots. Most visual navigation benchmarks, however, focus on navigating toward a target from a fixed starting point, guided by an elaborate set of instructions that depicts step-by-step. This approach deviates from real-world problems in which human-only describes what the object and its surrounding look like and asks the robot to start navigation from anywhere. Accordingly, in this paper, we introduce a Scenario Oriented Object Navigation (SOON) task. In this task, an agent is required to navigate from an arbitrary position in a 3D embodied environment to localize a target following a scene description. To give a promising direction to solve this task, we propose a novel graph-based exploration (GBE) method, which models the navigation state as a graph and introduces a novel graph-based exploration approach to learn knowledge from the graph and stabilize training by learning sub-optimal trajectories. We also propose a new large-scale benchmark named From Anywhere to Object (FAO) dataset. To avoid target ambiguity, the descriptions in FAO provide rich semantic scene information includes: object attribute, object relationship, region description, and nearby region description. Our experiments reveal that the proposed GBE outperforms various state-of-the-arts on both FAO and R2R datasets. And the ablation studies on FAO validates the quality of the dataset.

Room-and-Object Aware Knowledge Reasoning for Remote Embodied Referring Expression

Chen Gao, Jinyu Chen, Si Liu, Luting Wang, Qiong Zhang, Qi Wu

The Remote Embodied Referring Expression (REVERIE) is a recently raised task that requires an agent to navigate to and localise a referred remote object according to a high-level language instruction. Different from related VLN tasks, the key to REVERIE is to conduct goal-oriented exploration instead of strict instruction-following, due to the lack of step-by-step navigation guidance. In this paper, we propose a novel Cross-modality Knowledge Reasoning (CKR) model to address the unique challenges of this task. The CKR, based on a transformer-architecture, learns to generate scene memory tokens and utilise these informative history clues for exploration. Particularly, a Room-and-Object Aware Attention (ROAA) mechanism is devised to explicitly perceive the room- and object-type information from both linguistic and visual observations. Moreover, through incorporating commonsense knowledge, we propose a Knowledge-enabled Entity Relationship Reasoning (KERR) module to learn the internal-external correlations among room- and object-entities for agent to make proper action at each viewpoint. Evaluation on REVERIE benchmark demonstrates the superiority of the CKR model, which significantly boosts SPL and REVERIE-success rate by 64.67% and 46.05%, respectively. Code is available at: https://github.com/alloldman/CKR.

Pushing It Out of the Way: Interactive Visual Navigation

Kuo-Hao Zeng, Luca Weihs, Ali Farhadi, Roozbeh Mottaghi

We have observed significant progress in visual navigation for embodied agents. A common assumption in studying visual navigation is that the environments are static; this is a limiting assumption. Intelligent navigation may involve interacting with the environment beyond just moving forward/backward and turning left/right. Sometimes, the best way to navigate is to push something out of the way. In this paper, we study the problem of interactive navigation where agents learn to change the environment to navigate more efficiently to their goals. To this end, we introduce the Neural Interaction Engine (NIE) to explicitly predict the change in the environment caused by the agent's actions. By modeling the changes while planning, we find that agents exhibit significant improvements in their navigational capabilities. More specifically, we consider two downstream tasks in the physics-enabled, visually rich, AI2-THOR environment: (1) reaching a target while the path to the target is blocked (2) moving an object to a target location by pushing it. For both tasks, agents equipped with an NIE significantly outperform agents without the understanding of the effect of the actions indicating the benefits of our approach. The code and dataset are available at github.com/KuoHaoZeng/Interactive_Visual_Navigation.

ManipulaTHOR: A Framework for Visual Object Manipulation

Kiana Ehsani, Winson Han, Alvaro Herrasti, Eli VanderBilt, Luca Weihs, Eric Kolve, Aniruddha Kembhavi, Roozbeh Mottaghi

The domain of Embodied AI has recently witnessed substantial progress, particularly in navigating agents within their environments. These early successes have laid the building blocks for the community to tackle tasks that require agents to actively interact with objects in their environment. Object manipulation is an established research domain within the robotics community and poses several challenges including manipulator motion, grasping and long-horizon planning, particularly when dealing with oft-overlooked practical setups involving visually rich and complex scenes, manipulation using mobile agents (as opposed to tabletop manipulation), and generalization to unseen environments and objects. We propose a framework for object manipulation built upon the physics-enabled, visually rich AI2-THOR framework and present a new challenge to the Embodied AI community known as ArmPointNav. This task extends the popular point navigation task to object manipulation and offers new challenges including 3D obstacle avoidance, manipulating objects in the presence of occlusion, and multi-object manipulation that necessitates long term planning. Popular learning paradigms that are successful on PointNav challenges show promise, but leave a large room for improvement.

Embodied AI · CVPR 2021 | paperlist.ai