Recent advances in generative adversarial networks (GANs) have led to remarkable achievements in face image synthesis. While methods that use style-based GANs can generate strikingly photorealistic face images, it is often difficult to control the characteristics of the generated faces in a meaningful and disentangled way. Prior approaches aim to achieve such semantic control and disentanglement within the latent space of a previously trained GAN. In contrast, we propose a framework that a priori models physical attributes of the face such as 3D shape, albedo, pose, and lighting explicitly, thus providing disentanglement by design. Our method, MOST-GAN, integrates the expressive power and photorealism of style-based GANs with the physical disentanglement and flexibility of nonlinear 3D morphable models, which we couple with a state-of-the-art 2D hair manipulation network. MOST-GAN achieves photorealistic manipulation of portrait images with fully disentangled 3D control over their physical attributes, enabling extreme manipulation of lighting, facial expression, and pose variations up to full profile view.
We present 3DP3, a framework for inverse graphics that uses inference in a structured generative model of objects, scenes, and images. 3DP3 uses (i) voxel models to represent the 3D shape of objects, (ii) hierarchical scene graphs to decompose scenes into objects and the contacts between them, and (iii) depth image likelihoods based on real-time graphics. Given an observed RGB-D image, 3DP3's inference algorithm infers the underlying latent 3D scene, including the object poses and a parsimonious joint parametrization of these poses, using fast bottom-up pose proposals, novel involutive MCMC updates of the scene graph structure, and, optionally, neural object detectors and pose estimators. We show that 3DP3 enables scene understanding that is aware of 3D shape, occlusion, and contact structure. Our results demonstrate that 3DP3 is more accurate at 6DoF object pose estimation from real images than deep learning baselines and shows better generalization to challenging scenes with novel viewpoints, contact, and partial observability.
In this work, we propose a unified framework, called Visual Reasoning with Differ-entiable Physics (VRDP), that can jointly learn visual concepts and infer physics models of objects and their interactions from videos and language. This is achieved by seamlessly integrating three components: a visual perception module, a concept learner, and a differentiable physics engine. The visual perception module parses each video frame into object-centric trajectories and represents them as latent scene representations. The concept learner grounds visual concepts (e.g., color, shape, and material) from these object-centric representations based on the language, thus providing prior knowledge for the physics engine. The differentiable physics model, implemented as an impulse-based differentiable rigid-body simulator, performs differentiable physical simulation based on the grounded concepts to infer physical properties, such as mass, restitution, and velocity, by fitting the simulated trajectories into the video observations. Consequently, these learned concepts and physical models can explain what we have seen and imagine what is about to happen in future and counterfactual scenarios. Integrating differentiable physics into the dynamic reasoning framework offers several appealing benefits. More accurate dynamics prediction in learned physics models enables state-of-the-art performance on both synthetic and real-world benchmarks while still maintaining high transparency and interpretability; most notably, VRDP improves the accuracy of predictive and counterfactual questions by 4.5% and 11.5% compared to its best counterpart. VRDP is also highly data-efficient: physical parameters can be optimized from very few videos, and even a single video can be sufficient. Finally, with all physical parameters inferred, VRDP can quickly learn new concepts from a few examples.
Much of what we do as humans is engage socially with other agents, a skill that robots must also eventually possess. We demonstrate that a rich theory of social interactions originating from microsociology and economics can be formalized by extending a nested MDP where agents reason about arbitrary functions of each other's hidden rewards. This extended Social MDP allows us to encode the five basic interactions that underlie microsociology: cooperation, conflict, coercion, competition, and exchange. The result is a robotic agent capable of executing social interactions zero-shot in new environments; like humans it can engage socially in novel ways even without a single example of that social interaction. Moreover, the judgments of these Social MDPs align closely with those of humans when considering which social interaction is taking place in an environment. This method both sheds light on the nature of social interactions, by providing concrete mathematical definitions, and brings rich social interactions into a mathematical framework that has proven to be natural for robotics, MDPs.
Humans have mental models that allow them to plan, experiment, and reason in the physical world. How should an intelligent agent go about learning such models? In this paper, we will study if models of the world learned in an open-ended physics environment, without any specific tasks, can be reused for downstream physics reasoning tasks. To this end, we build a benchmark Open-ended Physics ENvironment (OPEn) and also design several tasks to test learning representations in this environment explicitly. This setting reflects the conditions in which real agents (i.e. rolling robots) find themselves, where they may be placed in a new kind of environment and must adapt without any teacher to tell them how this environment works. This setting is challenging because it requires solving an exploration problem in addition to a model building and representation learning problem. We test several existing RL-based exploration methods on this benchmark and find that an agent using unsupervised contrastive learning for representation learning, and impact-driven learning for exploration, achieved the best results. However, all models still fall short in sample efficiency when transferring to the downstream tasks. We expect that OPEn will encourage the development of novel rolling robot agents that can build reusable mental models of the world that facilitate many tasks.
Generalized planning accelerates classical planning by finding an algorithm-like policy that solves multiple instances of a task. A generalized plan can be learned from a few training examples and applied to an entire domain of problems. Generalized planning approaches perform well in discrete AI planning problems that involve large numbers of objects and extended action sequences to achieve the goal. In this paper, we propose an algorithm for learning features, abstractions, and generalized plans for continuous robotic task and motion planning (TAMP) and examine the unique difficulties that arise when forced to consider geometric and physical constraints as a part of the generalized plan. Additionally, we show that these simple generalized plans learned from only a handful of examples can be used to improve the search efficiency of TAMP solvers.
Tactile sensing is critical for humans to perform everyday tasks. While significant progress has been made in analyzing object grasping from vision, it remains unclear how we can utilize tactile sensing to reason about and model the dynamics of hand-object interactions. In this work, we employ a high-resolution tactile glove to perform four different interactive activities on a diversified set of objects. We build our model on a cross-modal learning framework and generate the labels using a visual processing pipeline to supervise the tactile model, which can then be used on its own during the test time. The tactile model aims to predict the 3d locations of both the hand and the object purely from the touch data by combining a predictive model and a contrastive learning module. This framework can reason about the interaction patterns from the tactile data, hallucinate the changes in the environment, estimate the uncertainty of the prediction, and generalize to unseen objects. We also provide detailed ablation studies regarding different system designs as well as visualizations of the predicted trajectories. This work takes a step on dynamics modeling in hand-object interactions from dense tactile sensing, which opens the door for future applications in activity learning, human-computer interactions, and imitation learning for robotics.
Knowledge built culturally across generations allows humans to learn far more than an individual could glean from their own experience in a lifetime. Cultural knowledge in turn rests on language: language is the richest record of what previous generations believed, valued, and practiced. The power and mechanisms of language as a means of cultural learning, however, are not well understood. We take a first step towards reverse-engineering cultural learning through language. We developed a suite of complex high-stakes tasks in the form of minimalist-style video games, which we deployed in an iterated learning paradigm. Game participants were limited to only two attempts (two lives) to beat each game and were allowed to write a message to a future participant who read the message before playing. Knowledge accumulated gradually across generations, allowing later generations to advance further in the games and perform more efficient actions. Multigenerational learning followed a strikingly similar trajectory to individuals learning alone with an unlimited number of lives. These results suggest that language provides a sufficient medium to express and accumulate the knowledge people acquire in these diverse tasks: the dynamics of the environment, valuable goals, dangerous risks, and strategies for success. The video game paradigm we pioneer here is thus a rich test bed for theories of cultural transmission and learning from language.
Reinforcement learning (RL) studies how an agent comes to achieve reward in an environment through interactions over time. Recent advances in machine RL have surpassed human expertise at the world's oldest board games and many classic video games, but they require vast quantities of experience to learn successfully -- none of today's algorithms account for the human ability to learn so many different tasks, so quickly. Here we propose a new approach to this challenge based on a particularly strong form of model-based RL which we call Theory-Based Reinforcement Learning, because it uses human-like intuitive theories -- rich, abstract, causal models of physical objects, intentional agents, and their interactions -- to explore and model an environment, and plan effectively to achieve task goals. We instantiate the approach in a video game playing agent called EMPA (the Exploring, Modeling, and Planning Agent), which performs Bayesian inference to learn probabilistic generative models expressed as programs for a game-engine simulator, and runs internal simulations over these models to support efficient object-based, relational exploration and heuristic planning. EMPA closely matches human learning efficiency on a suite of 90 challenging Atari-style video games, learning new games in just minutes of game play and generalizing robustly to new game situations and new levels. The model also captures fine-grained structure in people's exploration trajectories and learning dynamics. Its design and behavior suggest a way forward for building more general human-like AI systems.
Human reasoning can often be understood as an interplay between two systems: the intuitive and associative ("System 1") and the deliberative and logical ("System 2"). Neural sequence models -- which have been increasingly successful at performing complex, structured tasks -- exhibit the advantages and failure modes of System 1: they are fast and learn patterns from data, but are often inconsistent and incoherent. In this work, we seek a lightweight, training-free means of improving existing System 1-like sequence models by adding System 2-inspired logical reasoning. We explore several variations on this theme in which candidate generations from a neural sequence model are examined for logical consistency by a symbolic reasoning module, which can either accept or reject the generations. Our approach uses neural inference to mediate between the neural System 1 and the logical System 2. Results in robust story generation and grounded instruction-following show that this approach can increase the coherence and accuracy of neurally-based generations.