Visual recognition ecosystems (e.g. ImageNet, Pascal, COCO) have undeniably played a prevailing role in the evolution of modern computer vision. We argue that interactive and embodied visual AI has reached a stage of development similar to visual recognition prior to the advent of these ecosystems. Recently, various synthetic environments have been introduced to facilitate research in embodied AI. Notwithstanding this progress, the crucial question of how well models trained in simulation generalize to reality has remained largely unanswered. The creation of a comparable ecosystem for simulation-to-real embodied AI presents many challenges: (1) the inherently interactive nature of the problem, (2) the need for tight alignments between real and simulated worlds, (3) the difficulty of replicating physical conditions for repeatable experiments, (4) and the associated cost. In this paper, we introduce RoboTHOR to democratize research in interactive and embodied visual AI. RoboTHOR offers a framework of simulated environments paired with physical counterparts to systematically explore and overcome the challenges of simulation-to-real transfer, and a platform where researchers across the globe can remotely test their embodied models in the physical world. As a first benchmark, our experiments show there exists a significant gap between the performance of models trained in simulation when they are tested in both simulations and their carefully constructed physical analogs. We hope that RoboTHOR will spur the next stage of evolution in embodied computer vision. RoboTHOR can be accessed at the following link: https://ai2thor.allenai.org/robothor
The ubiquity of embodied gameplay, observed in a wide variety of animal species including turtles and ravens, has led researchers to question what advantages play provides to the animals engaged in it. Mounting evidence suggests that play is critical in developing the neural flexibility for creative problem solving, socialization, and can improve the plasticity of the medial prefrontal cortex. Comparatively little is known regarding the impact of gameplay upon embodied artificial agents. While recent work has produced artificial agents proficient in abstract games, the environments these agents act within are far removed the real world and thus these agents provide little insight into the advantages of embodied play. Hiding games have arisen in multiple cultures and species, and provide a rich ground for studying the impact of embodied gameplay on representation learning in the context of perspective taking, secret keeping, and false belief understanding. Here we are the first to show that embodied adversarial reinforcement learning agents playing cache, a variant of hide-and-seek, in a high fidelity, interactive, environment, learn representations of their observations encoding information such as occlusion, object permanence, free space, and containment; on par with representations learnt by the most popular modern paradigm for visual representation learning which requires large datasets independently labeled for each new task. Our representations are enhanced by intent and memory, through interaction and play, moving closer to biologically motivated learning strategies. These results serve as a model for studying how facets of vision and perspective taking develop through play, provide an experimental framework for assessing what is learned by artificial agents, and suggest that representation learning should move from static datasets and towards experiential, interactive, learning.
In this paper we address the problem of visual reaction: the task of interacting with dynamic environments where the changes in the environment are not necessarily caused by the agents itself. Visual reaction entails predicting the future changes in a visual environment and planning accordingly. We study the problem of visual reaction in the context of playing catch with a drone in visually rich synthetic environments. This is a challenging problem since the agent is required to learn (1) how objects with different physical properties and shapes move, (2) what sequence of actions should be taken according to the prediction, (3) how to adjust the actions based on the visual feedback from the dynamic environment (e.g., when objects bouncing off a wall), and (4) how to reason and act with an unexpected state change in a timely manner. We propose a new dataset for this task, which includes 30K throws of 20 types of objects in different directions with different forces. Our results show that our model that integrates a forecaster with a planner outperforms a set of strong baselines that are based on tracking as well as pure model-based and model-free RL baselines.
We present ALFRED (Action Learning From Realistic Environments and Directives), a benchmark for learning a mapping from natural language instructions and egocentric vision to sequences of actions for household tasks. Long composition rollouts with non-reversible state changes are among the phenomena we include to shrink the gap between research benchmarks and real-world applications. ALFRED consists of expert demonstrations in interactive visual environments for 25k natural language directives. These directives contain both high-level goals like "Rinse off a mug and place it in the coffee maker." and low-level language instructions like "Walk to the coffee maker on the right." ALFRED tasks are more complex in terms of sequence length, action space, and language than existing vision-and-language task datasets. We show that a baseline model designed for recent embodied vision-and-language tasks performs poorly on ALFRED, suggesting that there is significant room for developing innovative grounded visual language understanding models with this benchmark.
Visual Question Answering (VQA) in its ideal form lets us study reasoning in the joint space of vision and language and serves as a proxy for the AI task of scene understanding. However, most VQA benchmarks to date are focused on questions such as simple counting, visual attributes, and object detection that do not require reasoning or knowledge beyond what is in the image. In this paper, we address the task of knowledge-based visual question answering and provide a benchmark, called OK-VQA, where the image content is not sufficient to answer the questions, encouraging methods that rely on external knowledge resources. Our new dataset includes more than 14,000 questions that require external knowledge to answer. We show that the performance of the state-of-the-art VQA models degrades drastically in this new setting. Our analysis shows that our knowledge-based VQA task is diverse, difficult, and large compared to previous knowledge-based VQA datasets. We hope that this dataset enables researchers to open up new avenues for research in this domain. See http://okvqa.allenai.org to download and browse the dataset.
Learning is an inherently continuous phenomenon. When humans learn a new task there is no explicit distinction between training and inference. As we learn a task, we keep learning about it while performing the task. What we learn and how we learn it varies during different stages of learning. Learning how to learn and adapt is a key property that enables us to generalize effortlessly to new settings. This is in contrast with conventional settings in machine learning where a trained model is frozen during inference. In this paper we study the problem of learning to learn at both training and test time in the context of visual navigation. A fundamental challenge in navigation is generalization to unseen scenes. In this paper we propose a self-adaptive visual navigation method (SAVN) which learns to adapt to new environments without any explicit supervision. Our solution is a meta-reinforcement learning approach where an agent learns a self-supervised interaction loss that encourages effective navigation. Our experiments, performed in the AI2-THOR framework, show major improvements in both success rate and SPL for visual navigation in novel scenes. Our code and data are available at: https://github.com/allenai/savn .
This volume represents the accepted submissions from the AAAI-2019 Workshop on Games and Simulations for Artificial Intelligence held on January 29, 2019 in Honolulu, Hawaii, USA. https://www.gamesim.ai
How do humans navigate to target objects in novel scenes? Do we use the semantic/functional priors we have built over years to efficiently search and navigate? For example, to search for mugs, we search cabinets near the coffee machine and for fruits we try the fridge. In this work, we focus on incorporating semantic priors in the task of semantic navigation. We propose to use Graph Convolutional Networks for incorporating the prior knowledge into a deep reinforcement learning framework. The agent uses the features from the knowledge graph to predict the actions. For evaluation, we use the AI2-THOR framework. Our experiments show how semantic knowledge improves performance significantly. More importantly, we show improvement in generalization to unseen scenes and/or objects. The supplementary video can be accessed at the following link: https://youtu.be/otKjuO805dE .
Skillful mobile operation in three-dimensional environments is a primary topic of study in Artificial Intelligence. The past two years have seen a surge of creative work on navigation. This creative output has produced a plethora of sometimes incompatible task definitions and evaluation protocols. To coordinate ongoing and future research in this area, we have convened a working group to study empirical methodology in navigation research. The present document summarizes the consensus recommendations of this working group. We discuss different problem statements and the role of generalization, present evaluation measures, and provide standard scenarios that can be used for benchmarking.