Abstract:We present PoliFormer (Policy Transformer), an RGB-only indoor navigation agent trained end-to-end with reinforcement learning at scale that generalizes to the real-world without adaptation despite being trained purely in simulation. PoliFormer uses a foundational vision transformer encoder with a causal transformer decoder enabling long-term memory and reasoning. It is trained for hundreds of millions of interactions across diverse environments, leveraging parallelized, multi-machine rollouts for efficient training with high throughput. PoliFormer is a masterful navigator, producing state-of-the-art results across two distinct embodiments, the LoCoBot and Stretch RE-1 robots, and four navigation benchmarks. It breaks through the plateaus of previous work, achieving an unprecedented 85.5% success rate in object goal navigation on the CHORES-S benchmark, a 28.5% absolute improvement. PoliFormer can also be trivially extended to a variety of downstream applications such as object tracking, multi-object navigation, and open-vocabulary navigation with no finetuning.
Abstract:We present CodeNav, an LLM agent that navigates and leverages previously unseen code repositories to solve user queries. In contrast to tool-use LLM agents that require ``registration'' of all relevant tools via manual descriptions within the LLM context, CodeNav automatically indexes and searches over code blocks in the target codebase, finds relevant code snippets, imports them, and uses them to iteratively generate a solution with execution feedback. To highlight the core-capabilities of CodeNav, we first showcase three case studies where we use CodeNav for solving complex user queries using three diverse codebases. Next, on three benchmarks, we quantitatively compare the effectiveness of code-use (which only has access to the target codebase) to tool-use (which has privileged access to all tool names and descriptions). Finally, we study the effect of varying kinds of tool and library descriptions on code-use performance, as well as investigate the advantage of the agent seeing source code as opposed to natural descriptions of code. All code will be made open source under a permissive license.
Abstract:Benchmarks for large multimodal language models (MLMs) now serve to simultaneously assess the general capabilities of models instead of evaluating for a specific capability. As a result, when a developer wants to identify which models to use for their application, they are overwhelmed by the number of benchmarks and remain uncertain about which benchmark's results are most reflective of their specific use case. This paper introduces Task-Me-Anything, a benchmark generation engine which produces a benchmark tailored to a user's needs. Task-Me-Anything maintains an extendable taxonomy of visual assets and can programmatically generate a vast number of task instances. Additionally, it algorithmically addresses user queries regarding MLM performance efficiently within a computational budget. It contains 113K images, 10K videos, 2K 3D object assets, over 365 object categories, 655 attributes, and 335 relationships. It can generate 750M image/video question-answering pairs, which focus on evaluating MLM perceptual capabilities. Task-Me-Anything reveals critical insights: open-source MLMs excel in object and attribute recognition but lack spatial and temporal understanding; each model exhibits unique strengths and weaknesses; larger models generally perform better, though exceptions exist; and GPT4o demonstrates challenges in recognizing rotating/moving objects and distinguishing colors.
Abstract:We present Piva (Preserving Identity with Variational Score Distillation), a novel optimization-based method for editing images and 3D models based on diffusion models. Specifically, our approach is inspired by the recently proposed method for 2D image editing - Delta Denoising Score (DDS). We pinpoint the limitations in DDS for 2D and 3D editing, which causes detail loss and over-saturation. To address this, we propose an additional score distillation term that enforces identity preservation. This results in a more stable editing process, gradually optimizing NeRF models to match target prompts while retaining crucial input characteristics. We demonstrate the effectiveness of our approach in zero-shot image and neural field editing. Our method successfully alters visual attributes, adds both subtle and substantial structural elements, translates shapes, and achieves competitive results on standard 2D and 3D editing benchmarks. Additionally, our method imposes no constraints like masking or pre-training, making it compatible with a wide range of pre-trained diffusion models. This allows for versatile editing without needing neural field-to-mesh conversion, offering a more user-friendly experience.
Abstract:A fundamental characteristic common to both human vision and natural language is their compositional nature. Yet, despite the performance gains contributed by large vision and language pretraining, recent investigations find that most-if not all-our state-of-the-art vision-language models struggle at compositionality. They are unable to distinguish between images of " a girl in white facing a man in black" and "a girl in black facing a man in white". Moreover, prior work suggests that compositionality doesn't arise with scale: larger model sizes or training data don't help. This paper develops a new iterated training algorithm that incentivizes compositionality. We draw on decades of cognitive science research that identifies cultural transmission-the need to teach a new generation-as a necessary inductive prior that incentivizes humans to develop compositional languages. Specifically, we reframe vision-language contrastive learning as the Lewis Signaling Game between a vision agent and a language agent, and operationalize cultural transmission by iteratively resetting one of the agent's weights during training. After every iteration, this training paradigm induces representations that become "easier to learn", a property of compositional languages: e.g. our model trained on CC3M and CC12M improves standard CLIP by 4.7%, 4.0% respectfully in the SugarCrepe benchmark.
Abstract:Computer vision tasks typically involve describing what is present in an image (e.g. classification, detection, segmentation, and captioning). We study a visual common sense task that requires understanding what is not present. Specifically, given an image (e.g. of a living room) and name of an object ("cushion"), a vision system is asked to predict semantically-meaningful regions (masks or bounding boxes) in the image where that object could be placed or is likely be placed by humans (e.g. on the sofa). We call this task: Semantic Placement (SP) and believe that such common-sense visual understanding is critical for assitive robots (tidying a house), and AR devices (automatically rendering an object in the user's space). Studying the invisible is hard. Datasets for image description are typically constructed by curating relevant images and asking humans to annotate the contents of the image; neither of those two steps are straightforward for objects not present in the image. We overcome this challenge by operating in the opposite direction: we start with an image of an object in context from web, and then remove that object from the image via inpainting. This automated pipeline converts unstructured web data into a dataset comprising pairs of images with/without the object. Using this, we collect a novel dataset, with ${\sim}1.3$M images across $9$ object categories, and train a SP prediction model called CLIP-UNet. CLIP-UNet outperforms existing VLMs and baselines that combine semantic priors with object detectors on real-world and simulated images. In our user studies, we find that the SP masks predicted by CLIP-UNet are favored $43.7\%$ and $31.3\%$ times when comparing against the $4$ SP baselines on real and simulated images. In addition, we demonstrate leveraging SP mask predictions from CLIP-UNet enables downstream applications like building tidying robots in indoor environments.
Abstract:We present Unified-IO 2, the first autoregressive multimodal model that is capable of understanding and generating image, text, audio, and action. To unify different modalities, we tokenize inputs and outputs -- images, text, audio, action, bounding boxes, etc., into a shared semantic space and then process them with a single encoder-decoder transformer model. Since training with such diverse modalities is challenging, we propose various architectural improvements to stabilize model training. We train our model from scratch on a large multimodal pre-training corpus from diverse sources with a multimodal mixture of denoisers objective. To learn an expansive set of skills, such as following multimodal instructions, we construct and finetune on an ensemble of 120 datasets with prompts and augmentations. With a single unified model, Unified-IO 2 achieves state-of-the-art performance on the GRIT benchmark and strong results in more than 35 benchmarks, including image generation and understanding, natural language understanding, video and audio understanding, and robotic manipulation. We release all our models to the research community.
Abstract:Customizing robotic behaviors to be aligned with diverse human preferences is an underexplored challenge in the field of embodied AI. In this paper, we present Promptable Behaviors, a novel framework that facilitates efficient personalization of robotic agents to diverse human preferences in complex environments. We use multi-objective reinforcement learning to train a single policy adaptable to a broad spectrum of preferences. We introduce three distinct methods to infer human preferences by leveraging different types of interactions: (1) human demonstrations, (2) preference feedback on trajectory comparisons, and (3) language instructions. We evaluate the proposed method in personalized object-goal navigation and flee navigation tasks in ProcTHOR and RoboTHOR, demonstrating the ability to prompt agent behaviors to satisfy human preferences in various scenarios. Project page: https://promptable-behaviors.github.io
Abstract:3D simulated environments play a critical role in Embodied AI, but their creation requires expertise and extensive manual effort, restricting their diversity and scope. To mitigate this limitation, we present Holodeck, a system that generates 3D environments to match a user-supplied prompt fully automatedly. Holodeck can generate diverse scenes, e.g., arcades, spas, and museums, adjust the designs for styles, and can capture the semantics of complex queries such as "apartment for a researcher with a cat" and "office of a professor who is a fan of Star Wars". Holodeck leverages a large language model (GPT-4) for common sense knowledge about what the scene might look like and uses a large collection of 3D assets from Objaverse to populate the scene with diverse objects. To address the challenge of positioning objects correctly, we prompt GPT-4 to generate spatial relational constraints between objects and then optimize the layout to satisfy those constraints. Our large-scale human evaluation shows that annotators prefer Holodeck over manually designed procedural baselines in residential scenes and that Holodeck can produce high-quality outputs for diverse scene types. We also demonstrate an exciting application of Holodeck in Embodied AI, training agents to navigate in novel scenes like music rooms and daycares without human-constructed data, which is a significant step forward in developing general-purpose embodied agents.
Abstract:Recent advancements in robotics have enabled robots to navigate complex scenes or manipulate diverse objects independently. However, robots are still impotent in many household tasks requiring coordinated behaviors such as opening doors. The factorization of navigation and manipulation, while effective for some tasks, fails in scenarios requiring coordinated actions. To address this challenge, we introduce, HarmonicMM, an end-to-end learning method that optimizes both navigation and manipulation, showing notable improvement over existing techniques in everyday tasks. This approach is validated in simulated and real-world environments and adapts to novel unseen settings without additional tuning. Our contributions include a new benchmark for mobile manipulation and the successful deployment in a real unseen apartment, demonstrating the potential for practical indoor robot deployment in daily life. More results are on our project site: https://rchalyang.github.io/HarmonicMM/