In this paper, we propose a method to create visuomotor mobile manipulation solutions for long-horizon activities. We propose to leverage the recent advances in simulation to train visual solutions for mobile manipulation. While previous works have shown success applying this procedure to autonomous visual navigation and stationary manipulation, applying it to long-horizon visuomotor mobile manipulation is still an open challenge that demands both perceptual and compositional generalization of multiple skills. In this work, we develop Mobile-EMBER, or M-EMBER, a factorized method that decomposes a long-horizon mobile manipulation activity into a repertoire of primitive visual skills, reinforcement-learns each skill, and composes these skills to a long-horizon mobile manipulation activity. On a mobile manipulation robot, we find that M-EMBER completes a long-horizon mobile manipulation activity, cleaning_kitchen, achieving a 53% success rate. This requires successfully planning and executing five factorized, learned visual skills.
Imitation Learning from human demonstrations is a promising paradigm to teach robots manipulation skills in the real world, but learning complex long-horizon tasks often requires an unattainable amount of demonstrations. To reduce the high data requirement, we resort to human play data - video sequences of people freely interacting with the environment using their hands. We hypothesize that even with different morphologies, human play data contain rich and salient information about physical interactions that can readily facilitate robot policy learning. Motivated by this, we introduce a hierarchical learning framework named MimicPlay that learns latent plans from human play data to guide low-level visuomotor control trained on a small number of teleoperated demonstrations. With systematic evaluations of 14 long-horizon manipulation tasks in the real world, we show that MimicPlay dramatically outperforms state-of-the-art imitation learning methods in task success rate, generalization ability, and robustness to disturbances. More details and video results could be found at https://mimic-play.github.io
Humans use all of their senses to accomplish different tasks in everyday activities. In contrast, existing work on robotic manipulation mostly relies on one, or occasionally two modalities, such as vision and touch. In this work, we systematically study how visual, auditory, and tactile perception can jointly help robots to solve complex manipulation tasks. We build a robot system that can see with a camera, hear with a contact microphone, and feel with a vision-based tactile sensor, with all three sensory modalities fused with a self-attention model. Results on two challenging tasks, dense packing and pouring, demonstrate the necessity and power of multisensory perception for robotic manipulation: vision displays the global status of the robot but can often suffer from occlusion, audio provides immediate feedback of key moments that are even invisible, and touch offers precise local geometry for decision making. Leveraging all three modalities, our robotic system significantly outperforms prior methods.
Solving real-world sequential manipulation tasks requires robots to have a repertoire of skills applicable to a wide range of circumstances. To acquire such skills using data-driven approaches, we need massive and diverse training data which is often labor-intensive and non-trivial to collect and curate. In this work, we introduce Active Task Randomization (ATR), an approach that learns visuomotor skills for sequential manipulation by automatically creating feasible and novel tasks in simulation. During training, our approach procedurally generates tasks using a graph-based task parameterization. To adaptively estimate the feasibility and novelty of sampled tasks, we develop a relational neural network that maps each task parameter into a compact embedding. We demonstrate that our approach can automatically create suitable tasks for efficiently training the skill policies to handle diverse scenarios with a variety of objects. We evaluate our method on simulated and real-world sequential manipulation tasks by composing the learned skills using a task planner. Compared to baseline methods, the skills learned using our approach consistently achieve better success rates.
We present a retrospective on the state of Embodied AI research. Our analysis focuses on 13 challenges presented at the Embodied AI Workshop at CVPR. These challenges are grouped into three themes: (1) visual navigation, (2) rearrangement, and (3) embodied vision-and-language. We discuss the dominant datasets within each theme, evaluation metrics for the challenges, and the performance of state-of-the-art models. We highlight commonalities between top approaches to the challenges and identify potential future directions for Embodied AI research.
Modern multi-agent reinforcement learning frameworks rely on centralized training and reward shaping to perform well. However, centralized training and dense rewards are not readily available in the real world. Current multi-agent algorithms struggle to learn in the alternative setup of decentralized training or sparse rewards. To address these issues, we propose a self-supervised intrinsic reward ELIGN - expectation alignment - inspired by the self-organization principle in Zoology. Similar to how animals collaborate in a decentralized manner with those in their vicinity, agents trained with expectation alignment learn behaviors that match their neighbors' expectations. This allows the agents to learn collaborative behaviors without any external reward or centralized training. We demonstrate the efficacy of our approach across 6 tasks in the multi-agent particle and the complex Google Research football environments, comparing ELIGN to sparse and curiosity-based intrinsic rewards. When the number of agents increases, ELIGN scales well in all multi-agent tasks except for one where agents have different capabilities. We show that agent coordination improves through expectation alignment because agents learn to divide tasks amongst themselves, break coordination symmetries, and confuse adversaries. These results identify tasks where expectation alignment is a more useful strategy than curiosity-driven exploration for multi-agent coordination, enabling agents to do zero-shot coordination.
Prompt-based learning has emerged as a successful paradigm in natural language processing, where a single general-purpose language model can be instructed to perform any task specified by input prompts. Yet task specification in robotics comes in various forms, such as imitating one-shot demonstrations, following language instructions, and reaching visual goals. They are often considered different tasks and tackled by specialized models. This work shows that we can express a wide spectrum of robot manipulation tasks with multimodal prompts, interleaving textual and visual tokens. We design a transformer-based generalist robot agent, VIMA, that processes these prompts and outputs motor actions autoregressively. To train and evaluate VIMA, we develop a new simulation benchmark with thousands of procedurally-generated tabletop tasks with multimodal prompts, 600K+ expert trajectories for imitation learning, and four levels of evaluation protocol for systematic generalization. VIMA achieves strong scalability in both model capacity and data size. It outperforms prior SOTA methods in the hardest zero-shot generalization setting by up to $2.9\times$ task success rate given the same training data. With $10\times$ less training data, VIMA still performs $2.7\times$ better than the top competing approach. We open-source all code, pretrained models, dataset, and simulation benchmark at https://vimalabs.github.io
Parkinson's disease (PD) is a neurological disorder that has a variety of observable motor-related symptoms such as slow movement, tremor, muscular rigidity, and impaired posture. PD is typically diagnosed by evaluating the severity of motor impairments according to scoring systems such as the Movement Disorder Society Unified Parkinson's Disease Rating Scale (MDS-UPDRS). Automated severity prediction using video recordings of individuals provides a promising route for non-intrusive monitoring of motor impairments. However, the limited size of PD gait data hinders model ability and clinical potential. Because of this clinical data scarcity and inspired by the recent advances in self-supervised large-scale language models like GPT-3, we use human motion forecasting as an effective self-supervised pre-training task for the estimation of motor impairment severity. We introduce GaitForeMer, Gait Forecasting and impairment estimation transforMer, which is first pre-trained on public datasets to forecast gait movements and then applied to clinical data to predict MDS-UPDRS gait impairment severity. Our method outperforms previous approaches that rely solely on clinical data by a large margin, achieving an F1 score of 0.76, precision of 0.79, and recall of 0.75. Using GaitForeMer, we show how public human movement data repositories can assist clinical use cases through learning universal motion representations. The code is available at https://github.com/markendo/GaitForeMer .
The ability to predict future visual observations conditioned on past observations and motor commands can enable embodied agents to plan solutions to a variety of tasks in complex environments. This work shows that we can create good video prediction models by pre-training transformers via masked visual modeling. Our approach, named MaskViT, is based on two simple design decisions. First, for memory and training efficiency, we use two types of window attention: spatial and spatiotemporal. Second, during training, we mask a variable percentage of tokens instead of a fixed mask ratio. For inference, MaskViT generates all tokens via iterative refinement where we incrementally decrease the masking ratio following a mask scheduling function. On several datasets we demonstrate that MaskViT outperforms prior works in video prediction, is parameter efficient, and can generate high-resolution videos (256x256). Further, we demonstrate the benefits of inference speedup (up to 512x) due to iterative decoding by using MaskViT for planning on a real robot. Our work suggests that we can endow embodied agents with powerful predictive models by leveraging the general framework of masked visual modeling with minimal domain knowledge.
Robots excel in performing repetitive and precision-sensitive tasks in controlled environments such as warehouses and factories, but have not been yet extended to embodied AI agents providing assistance in household tasks. Inspired by the catalyzing effect that benchmarks have played in the AI fields such as computer vision and natural language processing, the community is looking for new benchmarks for embodied AI. Prior work in embodied AI benchmark defines tasks using a different formalism, often specific to one environment, simulator or domain, making it hard to develop general and comparable solutions. In this work, we bring a subset of BEHAVIOR activities into Habitat 2.0 to benefit from its fast simulation speed, as a first step towards demonstrating the ease of adapting activities defined in the logic space into different simulators.