Diffusion models have risen as a promising approach to data-driven planning, and have demonstrated impressive robotic control, reinforcement learning, and video planning performance. Given an effective planner, an important question to consider is replanning -- when given plans should be regenerated due to both action execution error and external environment changes. Direct plan execution, without replanning, is problematic as errors from individual actions rapidly accumulate and environments are partially observable and stochastic. Simultaneously, replanning at each timestep incurs a substantial computational cost, and may prevent successful task execution, as different generated plans prevent consistent progress to any particular goal. In this paper, we explore how we may effectively replan with diffusion models. We propose a principled approach to determine when to replan, based on the diffusion model's estimated likelihood of existing generated plans. We further present an approach to replan existing trajectories to ensure that new plans follow the same goal state as the original trajectory, which may efficiently bootstrap off previously generated plans. We illustrate how a combination of our proposed additions significantly improves the performance of diffusion planners leading to 38\% gains over past diffusion planning approaches on Maze2D, and further enables the handling of stochastic and long-horizon robotic control tasks. Videos can be found on the anonymous website: \url{https://vis-www.cs.umass.edu/replandiffuser/}.
Large Language Models have excelled in remarkable reasoning capabilities with advanced prompting techniques, but they fall short on tasks that require exploration, strategic foresight, and sequential decision-making. Recent works propose to utilize external programs to define search logic, such that LLMs can perform passive tree search to solve more challenging reasoning tasks. Though impressive results have been achieved, there are several fundamental limitations of these approaches. First, passive tree searches are not efficient as they usually require multiple rounds of LLM API calls to solve one single problem. Moreover, passive search methods are not flexible since they need task-specific program designs. Then a natural question arises: can we maintain the tree-search capability of LLMs without the aid of external programs, and can still generate responses that clearly demonstrate the process of a tree-structure search? To this end, we propose a new concept called autonomous tree-search ability of LLM, which can automatically generate a response containing search trajectories for the correct answer. Concretely, we perform search trajectories using capable LLM API via a fixed system prompt, allowing them to perform autonomous tree-search (ATS) right out of the box. Experiments on 4 puzzle games demonstrate our method can achieve huge improvements. The ATS-BFS method outperforms the Chain of Thought approach by achieving an average accuracy improvement of 33%. Compared to Tree of Thoughts, it requires 65.6% or 47.7% less GPT-api cost to attain a comparable level of accuracy. Moreover, we have collected data using the ATS prompt method and fine-tuned LLaMA. This approach yield a greater improvement compared to the ones fine-tuned on CoT data. Specifically, it outperforms CoT-tuned LLaMAs by an average of 40.6% and 38.5% for LLaMA2-7B and LLaMA2-13B, respectively.
The Universal Transformer (UT) is a variant of the Transformer that shares parameters across its layers. Empirical evidence shows that UTs have better compositional generalization than Vanilla Transformers (VTs) in formal language tasks. The parameter-sharing also affords it better parameter efficiency than VTs. Despite its many advantages, scaling UT parameters is much more compute and memory intensive than scaling up a VT. This paper proposes the Sparse Universal Transformer (SUT), which leverages Sparse Mixture of Experts (SMoE) and a new stick-breaking-based dynamic halting mechanism to reduce UT's computation complexity while retaining its parameter efficiency and generalization ability. Experiments show that SUT achieves the same performance as strong baseline models while only using half computation and parameters on WMT'14 and strong generalization results on formal language tasks (Logical inference and CFQ). The new halting mechanism also enables around 50\% reduction in computation during inference with very little performance decrease on formal language tasks.
Panoptic Scene Graph has recently been proposed for comprehensive scene understanding. However, previous works adopt a fully-supervised learning manner, requiring large amounts of pixel-wise densely-annotated data, which is always tedious and expensive to obtain. To address this limitation, we study a new problem of Panoptic Scene Graph Generation from Purely Textual Descriptions (Caption-to-PSG). The key idea is to leverage the large collection of free image-caption data on the Web alone to generate panoptic scene graphs. The problem is very challenging for three constraints: 1) no location priors; 2) no explicit links between visual regions and textual entities; and 3) no pre-defined concept sets. To tackle this problem, we propose a new framework TextPSG consisting of four modules, i.e., a region grouper, an entity grounder, a segment merger, and a label generator, with several novel techniques. The region grouper first groups image pixels into different segments and the entity grounder then aligns visual segments with language entities based on the textual description of the segment being referred to. The grounding results can thus serve as pseudo labels enabling the segment merger to learn the segment similarity as well as guiding the label generator to learn object semantics and relation predicates, resulting in a fine-grained structured scene understanding. Our framework is effective, significantly outperforming the baselines and achieving strong out-of-distribution robustness. We perform comprehensive ablation studies to corroborate the effectiveness of our design choices and provide an in-depth analysis to highlight future directions. Our code, data, and results are available on our project page: https://vis-www.cs.umass.edu/TextPSG.
Supervised Fine-Tuning (SFT) on response demonstrations combined with Reinforcement Learning from Human Feedback (RLHF) constitutes a powerful paradigm for aligning LLM-based AI agents. However, a significant limitation of such an approach is its dependency on high-quality human annotations, making its application to intricate tasks challenging due to difficulties in obtaining consistent response demonstrations and in-distribution response preferences. This paper presents a novel approach, namely SALMON (Self-ALignMent with principle-fOllowiNg reward models), to align base language models with minimal human supervision, using only a small set of human-defined principles, yet achieving superior performance. Central to our approach is a principle-following reward model. Trained on synthetic preference data, this model can generate reward scores based on arbitrary human-defined principles. By merely adjusting these principles during the RL training phase, we gain full control over the preferences with the reward model, subsequently influencing the behavior of the RL-trained policies, and eliminating the reliance on the collection of online human preferences. Applying our method to the LLaMA-2-70b base language model, we developed an AI assistant named Dromedary-2. With only 6 exemplars for in-context learning and 31 human-defined principles, Dromedary-2 significantly surpasses the performance of several state-of-the-art AI systems, including LLaMA-2-Chat-70b, on various benchmark datasets. We have open-sourced the code and model weights to encourage further research into aligning LLM-based AI agents with enhanced supervision efficiency, improved controllability, and scalable oversight.
This work introduces a framework harnessing the capabilities of Large Language Models (LLMs) to generate primitive task conditions for generalizable long-horizon manipulations with novel objects and unseen tasks. These task conditions serve as guides for the generation and adjustment of Dynamic Movement Primitives (DMP) trajectories for long-horizon task execution. We further create a challenging robotic manipulation task suite based on Pybullet for long-horizon task evaluation. Extensive experiments in both simulated and real-world environments demonstrate the effectiveness of our framework on both familiar tasks involving new objects and novel but related tasks, highlighting the potential of LLMs in enhancing robotic system versatility and adaptability. Project website: https://object814.github.io/Task-Condition-With-LLM/
For robots to perform a wide variety of tasks, they require a 3D representation of the world that is semantically rich, yet compact and efficient for task-driven perception and planning. Recent approaches have attempted to leverage features from large vision-language models to encode semantics in 3D representations. However, these approaches tend to produce maps with per-point feature vectors, which do not scale well in larger environments, nor do they contain semantic spatial relationships between entities in the environment, which are useful for downstream planning. In this work, we propose ConceptGraphs, an open-vocabulary graph-structured representation for 3D scenes. ConceptGraphs is built by leveraging 2D foundation models and fusing their output to 3D by multi-view association. The resulting representations generalize to novel semantic classes, without the need to collect large 3D datasets or finetune models. We demonstrate the utility of this representation through a number of downstream planning tasks that are specified through abstract (language) prompts and require complex reasoning over spatial and semantic concepts. (Project page: https://concept-graphs.github.io/ Explainer video: https://youtu.be/mRhNkQwRYnc )
Large Multimodal Models (LMM) are built across modalities and the misalignment between two modalities can result in "hallucination", generating textual outputs that are not grounded by the multimodal information in context. To address the multimodal misalignment issue, we adapt the Reinforcement Learning from Human Feedback (RLHF) from the text domain to the task of vision-language alignment, where human annotators are asked to compare two responses and pinpoint the more hallucinated one, and the vision-language model is trained to maximize the simulated human rewards. We propose a new alignment algorithm called Factually Augmented RLHF that augments the reward model with additional factual information such as image captions and ground-truth multi-choice options, which alleviates the reward hacking phenomenon in RLHF and further improves the performance. We also enhance the GPT-4-generated training data (for vision instruction tuning) with previously available human-written image-text pairs to improve the general capabilities of our model. To evaluate the proposed approach in real-world scenarios, we develop a new evaluation benchmark MMHAL-BENCH with a special focus on penalizing hallucinations. As the first LMM trained with RLHF, our approach achieves remarkable improvement on the LLaVA-Bench dataset with the 94% performance level of the text-only GPT-4 (while previous best methods can only achieve the 87% level), and an improvement by 60% on MMHAL-BENCH over other baselines. We opensource our code, model, data at https://llava-rlhf.github.io.
We study the task of zero-shot vision-and-language navigation (ZS-VLN), a practical yet challenging problem in which an agent learns to navigate following a path described by language instructions without requiring any path-instruction annotation data. Normally, the instructions have complex grammatical structures and often contain various action descriptions (e.g., "proceed beyond", "depart from"). How to correctly understand and execute these action demands is a critical problem, and the absence of annotated data makes it even more challenging. Note that a well-educated human being can easily understand path instructions without the need for any special training. In this paper, we propose an action-aware zero-shot VLN method ($A^2$Nav) by exploiting the vision-and-language ability of foundation models. Specifically, the proposed method consists of an instruction parser and an action-aware navigation policy. The instruction parser utilizes the advanced reasoning ability of large language models (e.g., GPT-3) to decompose complex navigation instructions into a sequence of action-specific object navigation sub-tasks. Each sub-task requires the agent to localize the object and navigate to a specific goal position according to the associated action demand. To accomplish these sub-tasks, an action-aware navigation policy is learned from freely collected action-specific datasets that reveal distinct characteristics of each action demand. We use the learned navigation policy for executing sub-tasks sequentially to follow the navigation instruction. Extensive experiments show $A^2$Nav achieves promising ZS-VLN performance and even surpasses the supervised learning methods on R2R-Habitat and RxR-Habitat datasets.
Large language models (LLMs) and Vision-Language Models (VLMs) have been proven to excel at multiple tasks, such as commonsense reasoning. Powerful as these models can be, they are not grounded in the 3D physical world, which involves richer concepts such as spatial relationships, affordances, physics, layout, and so on. In this work, we propose to inject the 3D world into large language models and introduce a whole new family of 3D-LLMs. Specifically, 3D-LLMs can take 3D point clouds and their features as input and perform a diverse set of 3D-related tasks, including captioning, dense captioning, 3D question answering, task decomposition, 3D grounding, 3D-assisted dialog, navigation, and so on. Using three types of prompting mechanisms that we design, we are able to collect over 300k 3D-language data covering these tasks. To efficiently train 3D-LLMs, we first utilize a 3D feature extractor that obtains 3D features from rendered multi- view images. Then, we use 2D VLMs as our backbones to train our 3D-LLMs. By introducing a 3D localization mechanism, 3D-LLMs can better capture 3D spatial information. Experiments on ScanQA show that our model outperforms state-of-the-art baselines by a large margin (e.g., the BLEU-1 score surpasses state-of-the-art score by 9%). Furthermore, experiments on our held-in datasets for 3D captioning, task composition, and 3D-assisted dialogue show that our model outperforms 2D VLMs. Qualitative examples also show that our model could perform more tasks beyond the scope of existing LLMs and VLMs. Project Page: : https://vis-www.cs.umass.edu/3dllm/.