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.
We propose Filtering Inversion (FINV), a learning framework and optimization process that predicts a renderable 3D object representation from one or few partial views. FINV addresses the challenge of synthesizing novel views of objects from partial observations, spanning cases where the object is not entirely in view, is partially occluded, or is only observed from similar views. To achieve this, FINV learns shape priors by training a 3D generative model. At inference, given one or more views of a novel real-world object, FINV first finds a set of latent codes for the object by inverting the generative model from multiple initial seeds. Maintaining the set of latent codes, FINV filters and resamples them after receiving each new observation, akin to particle filtering. The generator is then finetuned for each latent code on the available views in order to adapt to novel objects. We show that FINV successfully synthesizes novel views of real-world objects (e.g., chairs, tables, and cars), even if the generative prior is trained only on synthetic objects. The ability to address the sim-to-real problem allows FINV to be used for object categories without real-world datasets. FINV achieves state-of-the-art performance on multiple real-world datasets, recovers object shape and texture from partial and sparse views, is robust to occlusion, and is able to incrementally improve its representation with more observations.
Modeling multi-agent systems requires understanding how agents interact. Such systems are often difficult to model because they can involve a variety of types of interactions that layer together to drive rich social behavioral dynamics. Here we introduce a method for accurately modeling multi-agent systems. We present Interaction Modeling with Multiplex Attention (IMMA), a forward prediction model that uses a multiplex latent graph to represent multiple independent types of interactions and attention to account for relations of different strengths. We also introduce Progressive Layer Training, a training strategy for this architecture. We show that our approach outperforms state-of-the-art models in trajectory forecasting and relation inference, spanning three multi-agent scenarios: social navigation, cooperative task achievement, and team sports. We further demonstrate that our approach can improve zero-shot generalization and allows us to probe how different interactions impact agent behavior.
Several indices used in a factor graph data structure can be permuted without changing the underlying probability distribution. An algorithm that performs inference on a factor graph should ideally be equivariant or invariant to permutations of global indices of nodes, variable orderings within a factor, and variable assignment orderings. However, existing neural network-based inference procedures fail to take advantage of this inductive bias. In this paper, we precisely characterize these isomorphic properties of factor graphs and propose two inference models: Factor-Equivariant Neural Belief Propagation (FE-NBP) and Factor-Equivariant Graph Neural Networks (FE-GNN). FE-NBP is a neural network that generalizes BP and respects each of the above properties of factor graphs while FE-GNN is an expressive GNN model that relaxes an isomorphic property in favor of greater expressivity. Empirically, we demonstrate on both real-world and synthetic datasets, for both marginal inference and MAP inference, that FE-NBP and FE-GNN together cover a range of sample complexity regimes: FE-NBP achieves state-of-the-art performance on small datasets while FE-GNN achieves state-of-the-art performance on large datasets.
While machine learning algorithms excel at many challenging visual tasks, it is unclear that they can make predictions about commonplace real world physical events. Here, we present a visual and physical prediction benchmark that precisely measures this capability. In realistically simulating a wide variety of physical phenomena -- rigid and soft-body collisions, stable multi-object configurations, rolling and sliding, projectile motion -- our dataset presents a more comprehensive challenge than existing benchmarks. Moreover, we have collected human responses for our stimuli so that model predictions can be directly compared to human judgments. We compare an array of algorithms -- varying in their architecture, learning objective, input-output structure, and training data -- on their ability to make diverse physical predictions. We find that graph neural networks with access to the physical state best capture human behavior, whereas among models that receive only visual input, those with object-centric representations or pretraining do best but fall far short of human accuracy. This suggests that extracting physically meaningful representations of scenes is the main bottleneck to achieving human-like visual prediction. We thus demonstrate how our benchmark can identify areas for improvement and measure progress on this key aspect of physical understanding.
With the development of image segmentation in computer vision, biomedical image segmentation have achieved remarkable progress on brain tumor segmentation and Organ At Risk (OAR) segmentation. However, most of the research only uses single modality such as Computed Tomography (CT) scans while in real world scenario doctors often use multiple modalities to get more accurate result. To better leverage different modalities, we have collected a large dataset consists of 136 cases with CT and MR images which diagnosed with nasopharyngeal cancer. In this paper, we propose to use Generative Adversarial Network to perform CT to MR transformation to synthesize MR images instead of aligning two modalities. The synthesized MR can be jointly trained with CT to achieve better performance. In addition, we use instance segmentation model to extend the OAR segmentation task to segment both organs and tumor region. The collected dataset will be made public soon.
This paper studies learning the representations of whole graphs in both unsupervised and semi-supervised scenarios. Graph-level representations are critical in a variety of real-world applications such as predicting the properties of molecules and community analysis in social networks. Traditional graph kernel based methods are simple, yet effective for obtaining fixed-length representations for graphs but they suffer from poor generalization due to hand-crafted designs. There are also some recent methods based on language models (e.g. graph2vec) but they tend to only consider certain substructures (e.g. subtrees) as graph representatives. Inspired by recent progress of unsupervised representation learning, in this paper we proposed a novel method called InfoGraph for learning graph-level representations. We maximize the mutual information between the graph-level representation and the representations of substructures of different scales (e.g., nodes, edges, triangles). By doing so, the graph-level representations encode aspects of the data that are shared across different scales of substructures. Furthermore, we further propose InfoGraph*, an extension of InfoGraph for semi-supervised scenarios. InfoGraph* maximizes the mutual information between unsupervised graph representations learned by InfoGraph and the representations learned by existing supervised methods. As a result, the supervised encoder learns from unlabeled data while preserving the latent semantic space favored by the current supervised task. Experimental results on the tasks of graph classification and molecular property prediction show that InfoGraph is superior to state-of-the-art baselines and InfoGraph* can achieve performance competitive with state-of-the-art semi-supervised models.
This paper focuses on two fundamental tasks of graph analysis: community detection and node representation learning, which capture the global and local structures of graphs, respectively. In the current literature, these two tasks are usually independently studied while they are actually highly correlated. We propose a probabilistic generative model called vGraph to learn community membership and node representation collaboratively. Specifically, we assume that each node can be represented as a mixture of communities, and each community is defined as a multinomial distribution over nodes. Both the mixing coefficients and the community distribution are parameterized by the low-dimensional representations of the nodes and communities. We designed an effective variational inference algorithm which regularizes the community membership of neighboring nodes to be similar in the latent space. Experimental results on multiple real-world graphs show that vGraph is very effective in both community detection and node representation learning, outperforming many competitive baselines in both tasks. We show that the framework of vGraph is quite flexible and can be easily extended to detect hierarchical communities.
Human behaviors are regularized by a variety of norms or regulations, either to maintain orders or to enhance social welfare. If artificial intelligent (AI) agents make decisions on behalf of human beings, we would hope they can also follow established regulations while interacting with humans or other AI agents. However, it is possible that an AI agent can opt to disobey the regulations for self-interests. This paper attempts to design a mechanism that discourages the agents from not obeying the global regulation setup for every agent. We first introduce the problem Regulation Enforcement and formulate it using reinforcement learning and game theory under the scenario where agents make decisions in complete isolation of other agents. The key idea is that, although we could not alter how defective agents choose to behave, we can, however, leverage the aggregated power of compliant agents to boycott the defective ones. Based on the idea, we proposed a solution to the problem and conducted simulated experiments on two scenarios: Replenishing Resource Management Dilemma and Diminishing Reward Shaping Enforcement, using deep multi-agent reinforcement learning algorithms. We further use empirical game-theoretic analysis to show that how the method alters the resulting empirical payoff matrices in a way that promotes compliance (making mutual compliant a Nash Equilibrium).
This work provides a thorough study on how reward scaling can affect performance of deep reinforcement learning agents. In particular, we would like to answer the question that how does reward scaling affect non-saturating ReLU networks in RL? This question matters because ReLU is one of the most effective activation functions for deep learning models. We also propose an Adaptive Network Scaling framework to find a suitable scale of the rewards during learning for better performance. We conducted empirical studies to justify the solution.