NeurIPS 2022 论文列表

Conference on Neural Information Processing Systems

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主题: 具身智能 · 14 篇论文 · 重置筛选

Embodied Scene-aware Human Pose Estimation

Zhengyi Luo, Shun Iwase, Ye Yuan, Kris M. Kitani

展开摘要

We propose embodied scene-aware human pose estimation where we estimate 3D poses based on a simulated agent's proprioception and scene awareness, along with external third-person observations. Unlike prior methods that often resort to multistage optimization, non-causal inference, and complex contact modeling to estimate human pose and human scene interactions, our method is one-stage, causal, and recovers global 3D human poses in a simulated environment. Since 2D third-person observations are coupled with the camera pose, we propose to disentangle the camera pose and use a multi-step projection gradient defined in the global coordinate frame as the movement cue for our embodied agent. Leveraging a physics simulation and prescanned scenes (e.g., 3D mesh), we simulate our agent in everyday environments (library, office, bedroom, etc.) and equip our agent with environmental sensors to intelligently navigate and interact with the geometries of the scene. Our method also relies only on 2D keypoints and can be trained on synthetic datasets derived from popular human motion databases. To evaluate, we use the popular H36M and PROX datasets and achieve high quality pose estimation on the challenging PROX dataset without ever using PROX motion sequences for training. Code and videos are available on the project page.

Accept
MineDojo: Building Open-Ended Embodied Agents with Internet-Scale Knowledge

Linxi Fan, Guanzhi Wang, Yunfan Jiang, Ajay Mandlekar, Yuncong Yang, Haoyi Zhu, Andrew Tang, De-An Huang, Yuke Zhu, Anima Anandkumar

展开摘要

Autonomous agents have made great strides in specialist domains like Atari games and Go. However, they typically learn tabula rasa in isolated environments with limited and manually conceived objectives, thus failing to generalize across a wide spectrum of tasks and capabilities. Inspired by how humans continually learn and adapt in the open world, we advocate a trinity of ingredients for building generalist agents: 1) an environment that supports a multitude of tasks and goals, 2) a large-scale database of multimodal knowledge, and 3) a flexible and scalable agent architecture. We introduce MineDojo, a new framework built on the popular Minecraft game that features a simulation suite with thousands of diverse open-ended tasks and an internet-scale knowledge base with Minecraft videos, tutorials, wiki pages, and forum discussions. Using MineDojo's data, we propose a novel agent learning algorithm that leverages large pre-trained video-language models as a learned reward function. Our agent is able to solve a variety of open-ended tasks specified in free-form language without any manually designed dense shaping reward. We open-source the simulation suite, knowledge bases, algorithm implementation, and pretrained models (https://minedojo.org) to promote research towards the goal of generally capable embodied agents.

Accept
Ask4Help: Learning to Leverage an Expert for Embodied Tasks

Kunal Pratap Singh, Luca Weihs, Alvaro Herrasti, Jonghyun Choi, Aniruddha Kembhavi, Roozbeh Mottaghi

展开摘要

Embodied AI agents continue to become more capable every year with the advent of new models, environments, and benchmarks, but are still far away from being performant and reliable enough to be deployed in real, user-facing, applications. In this paper, we ask: can we bridge this gap by enabling agents to ask for assistance from an expert such as a human being? To this end, we propose the Ask4Help policy that augments agents with the ability to request, and then use expert assistance. Ask4Help policies can be efficiently trained without modifying the original agent's parameters and learn a desirable trade-off between task performance and the amount of requested help, thereby reducing the cost of querying the expert. We evaluate Ask4Help on two different tasks -- object goal navigation and room rearrangement and see substantial improvements in performance using minimal help. On object navigation, an agent that achieves a $52\%$ success rate is raised to $86\%$ with $13\%$ help and for rearrangement, the state-of-the-art model with a $7\%$ success rate is dramatically improved to $90.4\%$ using $39\%$ help. Human trials with Ask4Help demonstrate the efficacy of our approach in practical scenarios.

Accept
Towards Versatile Embodied Navigation

Hanqing Wang, Wei Liang, Luc Van Gool, Wenguan Wang

展开摘要

With the emergence of varied visual navigation tasks (e.g., image-/object-/audio-goal and vision-language navigation) that specify the target in different ways, the community has made appealing advances in training specialized agents capable of handling individual navigation tasks well. Given plenty of embodied navigation tasks and task-specific solutions, we address a more fundamental question: can we learn a single powerful agent that masters not one but multiple navigation tasks concurrently? First, we propose VXN, a large-scale 3D dataset that instantiates~four classic navigation tasks in standardized, continuous, and audiovisual-rich environments. Second, we propose Vienna, a versatile embodied navigation agent that simultaneously learns to perform the four navigation tasks with one model. Building upon a full-attentive architecture, Vienna formulates various navigation tasks as a unified, parse-and-query procedure: the target description, augmented with four task embeddings, is comprehensively interpreted into a set of diversified goal vectors, which are refined as the navigation progresses, and used as queries to retrieve supportive context from episodic history for decision making. This enables the reuse of knowledge across navigation tasks with varying input domains/modalities. We empirically demonstrate that, compared with learning each visual navigation task individually, our multitask agent achieves comparable or even better performance with reduced complexity.

Accept
VER: Scaling On-Policy RL Leads to the Emergence of Navigation in Embodied Rearrangement

Erik Wijmans, Irfan Essa, Dhruv Batra

展开摘要

We present Variable Experience Rollout (VER), a technique for efficiently scaling batched on-policy reinforcement learning in heterogenous environments (where different environments take vastly different times to generate rollouts) to many GPUs residing on, potentially, many machines. VER combines the strengths of and blurs the line between synchronous and asynchronous on-policy RL methods (SyncOnRL and AsyncOnRL, respectively). Specifically, it learns from on-policy experience (like SyncOnRL) and has no synchronization points (like AsyncOnRL) enabling high throughput. We find that VER leads to significant and consistent speed-ups across a broad range of embodied navigation and mobile manipulation tasks in photorealistic 3D simulation environments. Specifically, for PointGoal navigation and ObjectGoal navigation in Habitat 1.0, VER is 60-100% faster (1.6-2x speedup) than DD-PPO, the current state of art for distributed SyncOnRL, with similar sample efficiency. For mobile manipulation tasks (open fridge/cabinet, pick/place objects) in Habitat 2.0 VER is 150% faster (2.5x speedup) on 1 GPU and 170% faster (2.7x speedup) on 8 GPUs than DD-PPO. Compared to SampleFactory (the current state-of-the-art AsyncOnRL), VER matches its speed on 1 GPU, and is 70% faster (1.7x speedup) on 8 GPUs with better sample efficiency. We leverage these speed-ups to train chained skills for GeometricGoal rearrangement tasks in the Home Assistant Benchmark (HAB). We find a surprising emergence of navigation in skills that do not ostensible require any navigation. Specifically, the Pick skill involves a robot picking an object from a table. During training the robot was always spawned close to the table and never needed to navigate. However, we find that if base movement is part of the action space, the robot learns to navigate then pick an object in new environments with 50% success, demonstrating surprisingly high out-of-distribution generalization.

Accept
Avalon: A Benchmark for RL Generalization Using Procedurally Generated Worlds

Joshua Albrecht, Abraham J Fetterman, Bryden Fogelman, Ellie Kitanidis, Bartosz Wróblewski, Nicole Seo, Michael Rosenthal, Maksis Knutins, Zachary Polizzi, James B Simon, Kanjun Qiu

展开摘要

Despite impressive successes, deep reinforcement learning (RL) systems still fall short of human performance on generalization to new tasks and environments that differ from their training. As a benchmark tailored for studying RL generalization, we introduce Avalon, a set of tasks in which embodied agents in highly diverse procedural 3D worlds must survive by navigating terrain, hunting or gathering food, and avoiding hazards. Avalon is unique among existing RL benchmarks in that the reward function, world dynamics, and action space are the same for every task, with tasks differentiated solely by altering the environment; its 20 tasks, ranging in complexity from eat and throw to hunt and navigate, each create worlds in which the agent must perform specific skills in order to survive. This setup enables investigations of generalization within tasks, between tasks, and to compositional tasks that require combining skills learned from previous tasks. Avalon includes a highly efficient simulator, a library of baselines, and a benchmark with scoring metrics evaluated against hundreds of hours of human performance, all of which are open-source and publicly available. We find that standard RL baselines make progress on most tasks but are still far from human performance, suggesting Avalon is challenging enough to advance the quest for generalizable RL.

Accept
CAESAR: An Embodied Simulator for Generating Multimodal Referring Expression Datasets

Md Mofijul Islam, Reza Manuel Mirzaiee, Alexi Gladstone, Haley N Green, Tariq Iqbal

展开摘要

Humans naturally use verbal utterances and nonverbal gestures to refer to various objects (known as $\textit{referring expressions}$) in different interactional scenarios. As collecting real human interaction datasets are costly and laborious, synthetic datasets are often used to train models to unambiguously detect relationships among objects. However, existing synthetic data generation tools that provide referring expressions generally neglect nonverbal gestures. Additionally, while a few small-scale datasets contain multimodal cues (verbal and nonverbal), these datasets only capture the nonverbal gestures from an exo-centric perspective (observer). As models can use complementary information from multimodal cues to recognize referring expressions, generating multimodal data from multiple views can help to develop robust models. To address these critical issues, in this paper, we present a novel embodied simulator, CAESAR, to generate multimodal referring expressions containing both verbal utterances and nonverbal cues captured from multiple views. Using our simulator, we have generated two large-scale embodied referring expression datasets, which we have released publicly. We have conducted experimental analyses on embodied spatial relation grounding using various state-of-the-art baseline models. Our experimental results suggest that visual perspective affects the models' performance; and that nonverbal cues improve spatial relation grounding accuracy. Finally, we will release the simulator publicly to allow researchers to generate new embodied interaction datasets.

Accept
VLMbench: A Compositional Benchmark for Vision-and-Language Manipulation

Kaizhi Zheng, Xiaotong Chen, Odest Jenkins, Xin Eric Wang

展开摘要

Benefiting from language flexibility and compositionality, humans naturally intend to use language to command an embodied agent for complex tasks such as navigation and object manipulation. In this work, we aim to fill the blank of the last mile of embodied agents---object manipulation by following human guidance, e.g., “move the red mug next to the box while keeping it upright.” To this end, we introduce an Automatic Manipulation Solver (AMSolver) system and build a Vision-and-Language Manipulation benchmark (VLMbench) based on it, containing various language instructions on categorized robotic manipulation tasks. Specifically, modular rule-based task templates are created to automatically generate robot demonstrations with language instructions, consisting of diverse object shapes and appearances, action types, and motion constraints. We also develop a keypoint-based model 6D-CLIPort to deal with multi-view observations and language input and output a sequence of 6 degrees of freedom (DoF) actions. We hope the new simulator and benchmark will facilitate future research on language-guided robotic manipulation.

Accept
Neural Circuit Architectural Priors for Embodied Control

Nikhil X. Bhattasali, Anthony M. Zador, Tatiana A Engel

展开摘要

Artificial neural networks for motor control usually adopt generic architectures like fully connected MLPs. While general, these tabula rasa architectures rely on large amounts of experience to learn, are not easily transferable to new bodies, and have internal dynamics that are difficult to interpret. In nature, animals are born with highly structured connectivity in their nervous systems shaped by evolution; this innate circuitry acts synergistically with learning mechanisms to provide inductive biases that enable most animals to function well soon after birth and learn efficiently. Convolutional networks inspired by visual circuitry have encoded useful biases for vision. However, it is unknown the extent to which ANN architectures inspired by neural circuitry can yield useful biases for other AI domains. In this work, we ask what advantages biologically inspired ANN architecture can provide in the domain of motor control. Specifically, we translate C. elegans locomotion circuits into an ANN model controlling a simulated Swimmer agent. On a locomotion task, our architecture achieves good initial performance and asymptotic performance comparable with MLPs, while dramatically improving data efficiency and requiring orders of magnitude fewer parameters. Our architecture is interpretable and transfers to new body designs. An ablation analysis shows that constrained excitation/inhibition is crucial for learning, while weight initialization contributes to good initial performance. Our work demonstrates several advantages of biologically inspired ANN architecture and encourages future work in more complex embodied control.

Accept
Intra-agent speech permits zero-shot task acquisition

Chen Yan, Federico Carnevale, Petko Georgiev, Adam Santoro, Aurelia Guy, Alistair Muldal, Chia-Chun Hung, Josh S Abramson, Timothy P Lillicrap, Greg Wayne

展开摘要

Human language learners are exposed to a trickle of informative, context-sensitive language, but a flood of raw sensory data. Through both social language use and internal processes of rehearsal and practice, language learners are able to build high-level, semantic representations that explain their perceptions. Here, we take inspiration from such processes of "inner speech" in humans (Vygotsky, 1934) to better understand the role of intra-agent speech in embodied behavior. First, we formally pose intra-agent speech as a semi-supervised problem and develop two algorithms that enable visually grounded captioning with little labeled language data. We then experimentally compute scaling curves over different amounts of labeled data and compare the data efficiency against a supervised learning baseline. Finally, we incorporate intra-agent speech into an embodied, mobile manipulator agent operating in a 3D virtual world, and show that with as few as 150 additional image captions, intra-agent speech endows the agent with the ability to manipulate and answer questions about a new object without any related task-directed experience (zero-shot). Taken together, our experiments suggest that modelling intra-agent speech is effective in enabling embodied agents to learn new tasks efficiently and without direct interaction experience.

Accept
Self-Supervised Learning Through Efference Copies

Franz Scherr, Qinghai Guo, Timoleon Moraitis

展开摘要

Self-supervised learning (SSL) methods aim to exploit the abundance of unlabelled data for machine learning (ML), however the underlying principles are often method-specific. An SSL framework derived from biological first principles of embodied learning could unify the various SSL methods, help elucidate learning in the brain, and possibly improve ML. SSL commonly transforms each training datapoint into a pair of views, uses the knowledge of this pairing as a positive (i.e. non-contrastive) self-supervisory sign, and potentially opposes it to unrelated, (i.e. contrastive) negative examples. Here, we show that this type of self-supervision is an incomplete implementation of a concept from neuroscience, the Efference Copy (EC). Specifically, the brain also transforms the environment through efference, i.e. motor commands, however it sends to itself an EC of the full commands, i.e. more than a mere SSL sign. In addition, its action representations are likely egocentric. From such a principled foundation we formally recover and extend SSL methods such as SimCLR, BYOL, and ReLIC under a common theoretical framework, i.e. Self-supervision Through Efference Copies (S-TEC). Empirically, S-TEC restructures meaningfully the within- and between-class representations. This manifests as improvement in recent strong SSL baselines in image classification, segmentation, object detection, and in audio. These results hypothesize a testable positive influence from the brain's motor outputs onto its sensory representations.

Accept
SoundSpaces 2.0: A Simulation Platform for Visual-Acoustic Learning

Changan Chen, Carl Schissler, Sanchit Garg, Philip Kobernik, Alexander Clegg, Paul Calamia, Dhruv Batra, Philip W Robinson, Kristen Grauman

展开摘要

We introduce SoundSpaces 2.0, a platform for on-the-fly geometry-based audio rendering for 3D environments. Given a 3D mesh of a real-world environment, SoundSpaces can generate highly realistic acoustics for arbitrary sounds captured from arbitrary microphone locations. Together with existing 3D visual assets, it supports an array of audio-visual research tasks, such as audio-visual navigation, mapping, source localization and separation, and acoustic matching. Compared to existing resources, SoundSpaces 2.0 has the advantages of allowing continuous spatial sampling, generalization to novel environments, and configurable microphone and material properties. To our knowledge, this is the first geometry-based acoustic simulation that offers high fidelity and realism while also being fast enough to use for embodied learning. We showcase the simulator's properties and benchmark its performance against real-world audio measurements. In addition, we demonstrate two downstream tasks---embodied navigation and far-field automatic speech recognition---and highlight sim2real performance for the latter. SoundSpaces 2.0 is publicly available to facilitate wider research for perceptual systems that can both see and hear.

Accept
🏘️ ProcTHOR: Large-Scale Embodied AI Using Procedural Generation

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

展开摘要

Massive datasets and high-capacity models have driven many recent advancements in computer vision and natural language understanding. This work presents a platform to enable similar success stories in Embodied AI. We propose ProcTHOR, a framework for procedural generation of Embodied AI environments. ProcTHOR enables us to sample arbitrarily large datasets of diverse, interactive, customizable, and performant virtual environments to train and evaluate embodied agents across navigation, interaction, and manipulation tasks. We demonstrate the power and potential of ProcTHOR via a sample of 10,000 generated houses and a simple neural model. Models trained using only RGB images on ProcTHOR, with no explicit mapping and no human task supervision produce state-of-the-art results across 6 embodied AI benchmarks for navigation, rearrangement, and arm manipulation, including the presently running Habitat 2022, AI2-THOR Rearrangement 2022, and RoboTHOR challenges. We also demonstrate strong 0-shot results on these benchmarks, via pre-training on ProcTHOR with no fine-tuning on the downstream benchmark, often beating previous state-of-the-art systems that access the downstream training data.

Accept
AVLEN: Audio-Visual-Language Embodied Navigation in 3D Environments

Sudipta Paul, Amit Roy-Chowdhury, Anoop Cherian

展开摘要

Recent years have seen embodied visual navigation advance in two distinct directions: (i) in equipping the AI agent to follow natural language instructions, and (ii) in making the navigable world multimodal, e.g., audio-visual navigation. However, the real world is not only multimodal, but also often complex, and thus in spite of these advances, agents still need to understand the uncertainty in their actions and seek instructions to navigate. To this end, we present AVLEN -- an interactive agent for Audio-Visual-Language Embodied Navigation. Similar to audio-visual navigation tasks, the goal of our embodied agent is to localize an audio event via navigating the 3D visual world; however, the agent may also seek help from a human (oracle), where the assistance is provided in free-form natural language. To realize these abilities, AVLEN uses a multimodal hierarchical reinforcement learning backbone that learns: (a) high-level policies to choose either audio-cues for navigation or to query the oracle, and (b) lower-level policies to select navigation actions based on its audio-visual and language inputs. The policies are trained via rewarding for the success on the navigation task while minimizing the number of queries to the oracle. To empirically evaluate AVLEN, we present experiments on the SoundSpaces framework for semantic audio-visual navigation tasks. Our results show that equipping the agent to ask for help leads to a clear improvement in performances, especially in challenging cases, e.g., when the sound is unheard during training or in the presence of distractor sounds.

Accept