Driven by large-data pre-training, Segment Anything Model (SAM) has been demonstrated as a powerful and promptable framework, revolutionizing the segmentation models. Despite the generality, customizing SAM for specific visual concepts without man-powered prompting is under explored, e.g., automatically segmenting your pet dog in different images. In this paper, we propose a training-free Personalization approach for SAM, termed as PerSAM. Given only a single image with a reference mask, PerSAM first localizes the target concept by a location prior, and segments it within other images or videos via three techniques: target-guided attention, target-semantic prompting, and cascaded post-refinement. In this way, we effectively adapt SAM for private use without any training. To further alleviate the mask ambiguity, we present an efficient one-shot fine-tuning variant, PerSAM-F. Freezing the entire SAM, we introduce two learnable weights for multi-scale masks, only training 2 parameters within 10 seconds for improved performance. To demonstrate our efficacy, we construct a new segmentation dataset, PerSeg, for personalized evaluation, and test our methods on video object segmentation with competitive performance. Besides, our approach can also enhance DreamBooth to personalize Stable Diffusion for text-to-image generation, which discards the background disturbance for better target appearance learning. Code is released at https://github.com/ZrrSkywalker/Personalize-SAM
Temporal knowledge graph (TKG) reasoning aims to predict the future missing facts based on historical information and has gained increasing research interest recently. Lots of works have been made to model the historical structural and temporal characteristics for the reasoning task. Most existing works model the graph structure mainly depending on entity representation. However, the magnitude of TKG entities in real-world scenarios is considerable, and an increasing number of new entities will arise as time goes on. Therefore, we propose a novel architecture modeling with relation feature of TKG, namely aDAptivE path-MemOry Network (DaeMon), which adaptively models the temporal path information between query subject and each object candidate across history time. It models the historical information without depending on entity representation. Specifically, DaeMon uses path memory to record the temporal path information derived from path aggregation unit across timeline considering the memory passing strategy between adjacent timestamps. Extensive experiments conducted on four real-world TKG datasets demonstrate that our proposed model obtains substantial performance improvement and outperforms the state-of-the-art up to 4.8% absolute in MRR.
Visual-audio navigation (VAN) is attracting more and more attention from the robotic community due to its broad applications, \emph{e.g.}, household robots and rescue robots. In this task, an embodied agent must search for and navigate to the sound source with egocentric visual and audio observations. However, the existing methods are limited in two aspects: 1) poor generalization to unheard sound categories; 2) sample inefficient in training. Focusing on these two problems, we propose a brain-inspired plug-and-play method to learn a semantic-agnostic and spatial-aware representation for generalizable visual-audio navigation. We meticulously design two auxiliary tasks for respectively accelerating learning representations with the above-desired characteristics. With these two auxiliary tasks, the agent learns a spatially-correlated representation of visual and audio inputs that can be applied to work on environments with novel sounds and maps. Experiment results on realistic 3D scenes (Replica and Matterport3D) demonstrate that our method achieves better generalization performance when zero-shot transferred to scenes with unseen maps and unheard sound categories.
Generating human-like behavior on robots is a great challenge especially in dexterous manipulation tasks with robotic hands. Even in simulation with no sample constraints, scripting controllers is intractable due to high degrees of freedom, and manual reward engineering can also be hard and lead to non-realistic motions. Leveraging the recent progress on Reinforcement Learning from Human Feedback (RLHF), we propose a framework to learn a universal human prior using direct human preference feedback over videos, for efficiently tuning the RL policy on 20 dual-hand robot manipulation tasks in simulation, without a single human demonstration. One task-agnostic reward model is trained through iteratively generating diverse polices and collecting human preference over the trajectories; it is then applied for regularizing the behavior of polices in the fine-tuning stage. Our method empirically demonstrates more human-like behaviors on robot hands in diverse tasks including even unseen tasks, indicating its generalization capability.
Learning a generalizable object manipulation policy is vital for an embodied agent to work in complex real-world scenes. Parts, as the shared components in different object categories, have the potential to increase the generalization ability of the manipulation policy and achieve cross-category object manipulation. In this work, we build the first large-scale, part-based cross-category object manipulation benchmark, PartManip, which is composed of 11 object categories, 494 objects, and 1432 tasks in 6 task classes. Compared to previous work, our benchmark is also more diverse and realistic, i.e., having more objects and using sparse-view point cloud as input without oracle information like part segmentation. To tackle the difficulties of vision-based policy learning, we first train a state-based expert with our proposed part-based canonicalization and part-aware rewards, and then distill the knowledge to a vision-based student. We also find an expressive backbone is essential to overcome the large diversity of different objects. For cross-category generalization, we introduce domain adversarial learning for domain-invariant feature extraction. Extensive experiments in simulation show that our learned policy can outperform other methods by a large margin, especially on unseen object categories. We also demonstrate our method can successfully manipulate novel objects in the real world.
We study building a multi-task agent in Minecraft. Without human demonstrations, solving long-horizon tasks in this open-ended environment with reinforcement learning (RL) is extremely sample inefficient. To tackle the challenge, we decompose solving Minecraft tasks into learning basic skills and planning over the skills. We propose three types of fine-grained basic skills in Minecraft, and use RL with intrinsic rewards to accomplish basic skills with high success rates. For skill planning, we use Large Language Models to find the relationships between skills and build a skill graph in advance. When the agent is solving a task, our skill search algorithm walks on the skill graph and generates the proper skill plans for the agent. In experiments, our method accomplishes 24 diverse Minecraft tasks, where many tasks require sequentially executing for more than 10 skills. Our method outperforms baselines in most tasks by a large margin. The project's website and code can be found at https://sites.google.com/view/plan4mc.
Understanding and manipulating deformable objects (e.g., ropes and fabrics) is an essential yet challenging task with broad applications. Difficulties come from complex states and dynamics, diverse configurations and high-dimensional action space of deformable objects. Besides, the manipulation tasks usually require multiple steps to accomplish, and greedy policies may easily lead to local optimal states. Existing studies usually tackle this problem using reinforcement learning or imitating expert demonstrations, with limitations in modeling complex states or requiring hand-crafted expert policies. In this paper, we study deformable object manipulation using dense visual affordance, with generalization towards diverse states, and propose a novel kind of foresightful dense affordance, which avoids local optima by estimating states' values for long-term manipulation. We propose a framework for learning this representation, with novel designs such as multi-stage stable learning and efficient self-supervised data collection without experts. Experiments demonstrate the superiority of our proposed foresightful dense affordance. Project page: https://hyperplane-lab.github.io/DeformableAffordance
Binary neural networks (BNNs) have received ever-increasing popularity for their great capability of reducing storage burden as well as quickening inference time. However, there is a severe performance drop compared with real-valued networks, due to its intrinsic frequent weight oscillation during training. In this paper, we introduce a Resilient Binary Neural Network (ReBNN) to mitigate the frequent oscillation for better BNNs' training. We identify that the weight oscillation mainly stems from the non-parametric scaling factor. To address this issue, we propose to parameterize the scaling factor and introduce a weighted reconstruction loss to build an adaptive training objective. For the first time, we show that the weight oscillation is controlled by the balanced parameter attached to the reconstruction loss, which provides a theoretical foundation to parameterize it in back propagation. Based on this, we learn our ReBNN by calculating the balanced parameter based on its maximum magnitude, which can effectively mitigate the weight oscillation with a resilient training process. Extensive experiments are conducted upon various network models, such as ResNet and Faster-RCNN for computer vision, as well as BERT for natural language processing. The results demonstrate the overwhelming performance of our ReBNN over prior arts. For example, our ReBNN achieves 66.9% Top-1 accuracy with ResNet-18 backbone on the ImageNet dataset, surpassing existing state-of-the-arts by a significant margin. Our code is open-sourced at https://github.com/SteveTsui/ReBNN.