Image and text retrieval is one of the foundational tasks in the vision and language domain with multiple real-world applications. State-of-the-art approaches, e.g. CLIP, ALIGN, represent images and texts as dense embeddings and calculate the similarity in the dense embedding space as the matching score. On the other hand, sparse semantic features like bag-of-words models are more interpretable, but believed to suffer from inferior accuracy than dense representations. In this work, we show that it is possible to build a sparse semantic representation that is as powerful as, or even better than, dense presentations. We extend the CLIP model and build a sparse text and image representation (STAIR), where the image and text are mapped to a sparse token space. Each token in the space is a (sub-)word in the vocabulary, which is not only interpretable but also easy to integrate with existing information retrieval systems. STAIR model significantly outperforms a CLIP model with +$4.9\%$ and +$4.3\%$ absolute Recall@1 improvement on COCO-5k text$\rightarrow$image and image$\rightarrow$text retrieval respectively. It also achieved better performance on both of ImageNet zero-shot and linear probing compared to CLIP.
Recent advances in zero-shot image recognition suggest that vision-language models learn generic visual representations with a high degree of semantic information that may be arbitrarily probed with natural language phrases. Understanding an image, however, is not just about understanding what content resides within an image, but importantly, where that content resides. In this work we examine how well vision-language models are able to understand where objects reside within an image and group together visually related parts of the imagery. We demonstrate how contemporary vision and language representation learning models based on contrastive losses and large web-based data capture limited object localization information. We propose a minimal set of modifications that results in models that uniquely learn both semantic and spatial information. We measure this performance in terms of zero-shot image recognition, unsupervised bottom-up and top-down semantic segmentations, as well as robustness analyses. We find that the resulting model achieves state-of-the-art results in terms of unsupervised segmentation, and demonstrate that the learned representations are uniquely robust to spurious correlations in datasets designed to probe the causal behavior of vision models.
We present a retrospective on the state of Embodied AI research. Our analysis focuses on 13 challenges presented at the Embodied AI Workshop at CVPR. These challenges are grouped into three themes: (1) visual navigation, (2) rearrangement, and (3) embodied vision-and-language. We discuss the dominant datasets within each theme, evaluation metrics for the challenges, and the performance of state-of-the-art models. We highlight commonalities between top approaches to the challenges and identify potential future directions for Embodied AI research.
As robots increasingly enter human-centered environments, they must not only be able to navigate safely around humans, but also adhere to complex social norms. Humans often rely on non-verbal communication through gestures and facial expressions when navigating around other people, especially in densely occupied spaces. Consequently, robots also need to be able to interpret gestures as part of solving social navigation tasks. To this end, we present Gesture2Path, a novel social navigation approach that combines image-based imitation learning with model-predictive control. Gestures are interpreted based on a neural network that operates on streams of images, while we use a state-of-the-art model predictive control algorithm to solve point-to-point navigation tasks. We deploy our method on real robots and showcase the effectiveness of our approach for the four gestures-navigation scenarios: left/right, follow me, and make a circle. Our experiments indicate that our method is able to successfully interpret complex human gestures and to use them as a signal to generate socially compliant trajectories for navigation tasks. We validated our method based on in-situ ratings of participants interacting with the robots.
We introduce GAUDI, a generative model capable of capturing the distribution of complex and realistic 3D scenes that can be rendered immersively from a moving camera. We tackle this challenging problem with a scalable yet powerful approach, where we first optimize a latent representation that disentangles radiance fields and camera poses. This latent representation is then used to learn a generative model that enables both unconditional and conditional generation of 3D scenes. Our model generalizes previous works that focus on single objects by removing the assumption that the camera pose distribution can be shared across samples. We show that GAUDI obtains state-of-the-art performance in the unconditional generative setting across multiple datasets and allows for conditional generation of 3D scenes given conditioning variables like sparse image observations or text that describes the scene.
Enabling socially acceptable behavior for situated agents is a major goal of recent robotics research. Robots should not only operate safely around humans, but also abide by complex social norms. A key challenge for developing socially-compliant policies is measuring the quality of their behavior. Social behavior is enormously complex, making it difficult to create reliable metrics to gauge the performance of algorithms. In this paper, we propose a protocol for social navigation benchmarking that defines a set of canonical social navigation scenarios and an in-situ metric for evaluating performance on these scenarios using questionnaires. Our experiments show this protocol is realistic, scalable, and repeatable across runs and physical spaces. Our protocol can be replicated verbatim or it can be used to define a social navigation benchmark for novel scenarios. Our goal is to introduce a protocol for benchmarking social scenarios that is homogeneous and comparable.
Large language models can encode a wealth of semantic knowledge about the world. Such knowledge could be extremely useful to robots aiming to act upon high-level, temporally extended instructions expressed in natural language. However, a significant weakness of language models is that they lack real-world experience, which makes it difficult to leverage them for decision making within a given embodiment. For example, asking a language model to describe how to clean a spill might result in a reasonable narrative, but it may not be applicable to a particular agent, such as a robot, that needs to perform this task in a particular environment. We propose to provide real-world grounding by means of pretrained skills, which are used to constrain the model to propose natural language actions that are both feasible and contextually appropriate. The robot can act as the language model's "hands and eyes," while the language model supplies high-level semantic knowledge about the task. We show how low-level skills can be combined with large language models so that the language model provides high-level knowledge about the procedures for performing complex and temporally-extended instructions, while value functions associated with these skills provide the grounding necessary to connect this knowledge to a particular physical environment. We evaluate our method on a number of real-world robotic tasks, where we show the need for real-world grounding and that this approach is capable of completing long-horizon, abstract, natural language instructions on a mobile manipulator. The project's website and the video can be found at https://say-can.github.io/
Social navigation is the capability of an autonomous agent, such as a robot, to navigate in a 'socially compliant' manner in the presence of other intelligent agents such as humans. With the emergence of autonomously navigating mobile robots in human populated environments (e.g., domestic service robots in homes and restaurants and food delivery robots on public sidewalks), incorporating socially compliant navigation behaviors on these robots becomes critical to ensuring safe and comfortable human robot coexistence. To address this challenge, imitation learning is a promising framework, since it is easier for humans to demonstrate the task of social navigation rather than to formulate reward functions that accurately capture the complex multi objective setting of social navigation. The use of imitation learning and inverse reinforcement learning to social navigation for mobile robots, however, is currently hindered by a lack of large scale datasets that capture socially compliant robot navigation demonstrations in the wild. To fill this gap, we introduce Socially CompliAnt Navigation Dataset (SCAND) a large scale, first person view dataset of socially compliant navigation demonstrations. Our dataset contains 8.7 hours, 138 trajectories, 25 miles of socially compliant, human teleoperated driving demonstrations that comprises multi modal data streams including 3D lidar, joystick commands, odometry, visual and inertial information, collected on two morphologically different mobile robots a Boston Dynamics Spot and a Clearpath Jackal by four different human demonstrators in both indoor and outdoor environments. We additionally perform preliminary analysis and validation through real world robot experiments and show that navigation policies learned by imitation learning on SCAND generate socially compliant behaviors
Reinforcement learning can train policies that effectively perform complex tasks. However for long-horizon tasks, the performance of these methods degrades with horizon, often necessitating reasoning over and composing lower-level skills. Hierarchical reinforcement learning aims to enable this by providing a bank of low-level skills as action abstractions. Hierarchies can further improve on this by abstracting the space states as well. We posit that a suitable state abstraction should depend on the capabilities of the available lower-level policies. We propose Value Function Spaces: a simple approach that produces such a representation by using the value functions corresponding to each lower-level skill. These value functions capture the affordances of the scene, thus forming a representation that compactly abstracts task relevant information and robustly ignores distractors. Empirical evaluations for maze-solving and robotic manipulation tasks demonstrate that our approach improves long-horizon performance and enables better zero-shot generalization than alternative model-free and model-based methods.