Answering questions about complex situations in videos requires not only capturing the presence of actors, objects, and their relations but also the evolution of these relationships over time. A situation hyper-graph is a representation that describes situations as scene sub-graphs for video frames and hyper-edges for connected sub-graphs and has been proposed to capture all such information in a compact structured form. In this work, we propose an architecture for Video Question Answering (VQA) that enables answering questions related to video content by predicting situation hyper-graphs, coined Situation Hyper-Graph based Video Question Answering (SHG-VQA). To this end, we train a situation hyper-graph decoder to implicitly identify graph representations with actions and object/human-object relationships from the input video clip. and to use cross-attention between the predicted situation hyper-graphs and the question embedding to predict the correct answer. The proposed method is trained in an end-to-end manner and optimized by a VQA loss with the cross-entropy function and a Hungarian matching loss for the situation graph prediction. The effectiveness of the proposed architecture is extensively evaluated on two challenging benchmarks: AGQA and STAR. Our results show that learning the underlying situation hyper-graphs helps the system to significantly improve its performance for novel challenges of video question-answering tasks.
Decision Transformers (DT) have demonstrated strong performances in offline reinforcement learning settings, but quickly adapting to unseen novel tasks remains challenging. To address this challenge, we propose a new framework, called Hyper-Decision Transformer (HDT), that can generalize to novel tasks from a handful of demonstrations in a data- and parameter-efficient manner. To achieve such a goal, we propose to augment the base DT with an adaptation module, whose parameters are initialized by a hyper-network. When encountering unseen tasks, the hyper-network takes a handful of demonstrations as inputs and initializes the adaptation module accordingly. This initialization enables HDT to efficiently adapt to novel tasks by only fine-tuning the adaptation module. We validate HDT's generalization capability on object manipulation tasks. We find that with a single expert demonstration and fine-tuning only 0.5% of DT parameters, HDT adapts faster to unseen tasks than fine-tuning the whole DT model. Finally, we explore a more challenging setting where expert actions are not available, and we show that HDT outperforms state-of-the-art baselines in terms of task success rates by a large margin.
Modeling sounds emitted from physical object interactions is critical for immersive perceptual experiences in real and virtual worlds. Traditional methods of impact sound synthesis use physics simulation to obtain a set of physics parameters that could represent and synthesize the sound. However, they require fine details of both the object geometries and impact locations, which are rarely available in the real world and can not be applied to synthesize impact sounds from common videos. On the other hand, existing video-driven deep learning-based approaches could only capture the weak correspondence between visual content and impact sounds since they lack of physics knowledge. In this work, we propose a physics-driven diffusion model that can synthesize high-fidelity impact sound for a silent video clip. In addition to the video content, we propose to use additional physics priors to guide the impact sound synthesis procedure. The physics priors include both physics parameters that are directly estimated from noisy real-world impact sound examples without sophisticated setup and learned residual parameters that interpret the sound environment via neural networks. We further implement a novel diffusion model with specific training and inference strategies to combine physics priors and visual information for impact sound synthesis. Experimental results show that our model outperforms several existing systems in generating realistic impact sounds. More importantly, the physics-based representations are fully interpretable and transparent, thus enabling us to perform sound editing flexibly.
Humans, even at a very early age, can learn visual concepts and understand geometry and layout through active interaction with the environment, and generalize their compositions to complete tasks described by natural languages in novel scenes. To mimic such capability, we propose Embodied Concept Learner (ECL) in an interactive 3D environment. Specifically, a robot agent can ground visual concepts, build semantic maps and plan actions to complete tasks by learning purely from human demonstrations and language instructions, without access to ground-truth semantic and depth supervisions from simulations. ECL consists of: (i) an instruction parser that translates the natural languages into executable programs; (ii) an embodied concept learner that grounds visual concepts based on language descriptions; (iii) a map constructor that estimates depth and constructs semantic maps by leveraging the learned concepts; and (iv) a program executor with deterministic policies to execute each program. ECL has several appealing benefits thanks to its modularized design. Firstly, it enables the robotic agent to learn semantics and depth unsupervisedly acting like babies, e.g., ground concepts through active interaction and perceive depth by disparities when moving forward. Secondly, ECL is fully transparent and step-by-step interpretable in long-term planning. Thirdly, ECL could be beneficial for the embodied instruction following (EIF), outperforming previous works on the ALFRED benchmark when the semantic label is not provided. Also, the learned concept can be reused for other downstream tasks, such as reasoning of object states. Project page: http://ecl.csail.mit.edu/
Humans possess a versatile mechanism for extracting structured representations of our visual world. When looking at an image, we can decompose the scene into entities and their parts as well as obtain the dependencies between them. To mimic such capability, we propose Visual Dependency Transformers (DependencyViT) that can induce visual dependencies without any labels. We achieve that with a novel neural operator called \emph{reversed attention} that can naturally capture long-range visual dependencies between image patches. Specifically, we formulate it as a dependency graph where a child token in reversed attention is trained to attend to its parent tokens and send information following a normalized probability distribution rather than gathering information in conventional self-attention. With such a design, hierarchies naturally emerge from reversed attention layers, and a dependency tree is progressively induced from leaf nodes to the root node unsupervisedly. DependencyViT offers several appealing benefits. (i) Entities and their parts in an image are represented by different subtrees, enabling part partitioning from dependencies; (ii) Dynamic visual pooling is made possible. The leaf nodes which rarely send messages can be pruned without hindering the model performance, based on which we propose the lightweight DependencyViT-Lite to reduce the computational and memory footprints; (iii) DependencyViT works well on both self- and weakly-supervised pretraining paradigms on ImageNet, and demonstrates its effectiveness on 8 datasets and 5 tasks, such as unsupervised part and saliency segmentation, recognition, and detection.
In this work, we aim to learn dexterous manipulation of deformable objects using multi-fingered hands. Reinforcement learning approaches for dexterous rigid object manipulation would struggle in this setting due to the complexity of physics interaction with deformable objects. At the same time, previous trajectory optimization approaches with differentiable physics for deformable manipulation would suffer from local optima caused by the explosion of contact modes from hand-object interactions. To address these challenges, we propose DexDeform, a principled framework that abstracts dexterous manipulation skills from human demonstration and refines the learned skills with differentiable physics. Concretely, we first collect a small set of human demonstrations using teleoperation. And we then train a skill model using demonstrations for planning over action abstractions in imagination. To explore the goal space, we further apply augmentations to the existing deformable shapes in demonstrations and use a gradient optimizer to refine the actions planned by the skill model. Finally, we adopt the refined trajectories as new demonstrations for finetuning the skill model. To evaluate the effectiveness of our approach, we introduce a suite of six challenging dexterous deformable object manipulation tasks. Compared with baselines, DexDeform is able to better explore and generalize across novel goals unseen in the initial human demonstrations.
Humans are able to accurately reason in 3D by gathering multi-view observations of the surrounding world. Inspired by this insight, we introduce a new large-scale benchmark for 3D multi-view visual question answering (3DMV-VQA). This dataset is collected by an embodied agent actively moving and capturing RGB images in an environment using the Habitat simulator. In total, it consists of approximately 5k scenes, 600k images, paired with 50k questions. We evaluate various state-of-the-art models for visual reasoning on our benchmark and find that they all perform poorly. We suggest that a principled approach for 3D reasoning from multi-view images should be to infer a compact 3D representation of the world from the multi-view images, which is further grounded on open-vocabulary semantic concepts, and then to execute reasoning on these 3D representations. As the first step towards this approach, we propose a novel 3D concept learning and reasoning (3D-CLR) framework that seamlessly combines these components via neural fields, 2D pre-trained vision-language models, and neural reasoning operators. Experimental results suggest that our framework outperforms baseline models by a large margin, but the challenge remains largely unsolved. We further perform an in-depth analysis of the challenges and highlight potential future directions.
While significant research progress has been made in robot learning for control, unique challenges arise when simultaneously co-optimizing morphology. Existing work has typically been tailored for particular environments or representations. In order to more fully understand inherent design and performance tradeoffs and accelerate the development of new breeds of soft robots, a comprehensive virtual platform with well-established tasks, environments, and evaluation metrics is needed. In this work, we introduce SoftZoo, a soft robot co-design platform for locomotion in diverse environments. SoftZoo supports an extensive, naturally-inspired material set, including the ability to simulate environments such as flat ground, desert, wetland, clay, ice, snow, shallow water, and ocean. Further, it provides a variety of tasks relevant for soft robotics, including fast locomotion, agile turning, and path following, as well as differentiable design representations for morphology and control. Combined, these elements form a feature-rich platform for analysis and development of soft robot co-design algorithms. We benchmark prevalent representations and co-design algorithms, and shed light on 1) the interplay between environment, morphology, and behavior; 2) the importance of design space representations; 3) the ambiguity in muscle formation and controller synthesis; and 4) the value of differentiable physics. We envision that SoftZoo will serve as a standard platform and template an approach toward the development of novel representations and algorithms for co-designing soft robots' behavioral and morphological intelligence.
Correspondence identification (CoID) is an essential component for collaborative perception in multi-robot systems, such as connected autonomous vehicles. The goal of CoID is to identify the correspondence of objects observed by multiple robots in their own field of view in order for robots to consistently refer to the same objects. CoID is challenging due to perceptual aliasing, object non-covisibility, and noisy sensing. In this paper, we introduce a novel deep masked graph matching approach to enable CoID and address the challenges. Our approach formulates CoID as a graph matching problem and we design a masked neural network to integrate the multimodal visual, spatial, and GPS information to perform CoID. In addition, we design a new technique to explicitly address object non-covisibility caused by occlusion and the vehicle's limited field of view. We evaluate our approach in a variety of street environments using a high-fidelity simulation that integrates the CARLA and SUMO simulators. The experimental results show that our approach outperforms the previous approaches and achieves state-of-the-art CoID performance in connected autonomous driving applications. Our work is available at: https://github.com/gaopeng5/DMGM.git.