Learning to generate diverse scene-aware and goal-oriented human motions in 3D scenes remains challenging due to the mediocre characteristics of the existing datasets on Human-Scene Interaction (HSI); they only have limited scale/quality and lack semantics. To fill in the gap, we propose a large-scale and semantic-rich synthetic HSI dataset, denoted as HUMANISE, by aligning the captured human motion sequences with various 3D indoor scenes. We automatically annotate the aligned motions with language descriptions that depict the action and the unique interacting objects in the scene; e.g., sit on the armchair near the desk. HUMANISE thus enables a new generation task, language-conditioned human motion generation in 3D scenes. The proposed task is challenging as it requires joint modeling of the 3D scene, human motion, and natural language. To tackle this task, we present a novel scene-and-language conditioned generative model that can produce 3D human motions of the desirable action interacting with the specified objects. Our experiments demonstrate that our model generates diverse and semantically consistent human motions in 3D scenes.
We study embodied reference understanding, the task of locating referents using embodied gestural signals and language references. Human studies have revealed that objects referred to or pointed to do not lie on the elbow-wrist line, a common misconception; instead, they lie on the so-called virtual touch line. However, existing human pose representations fail to incorporate the virtual touch line. To tackle this problem, we devise the touch-line transformer: It takes as input tokenized visual and textual features and simultaneously predicts the referent's bounding box and a touch-line vector. Leveraging this touch-line prior, we further devise a geometric consistency loss that encourages the co-linearity between referents and touch lines. Using the touch-line as gestural information improves model performances significantly. Experiments on the YouRefIt dataset show our method achieves a +25.0% accuracy improvement under the 0.75 IoU criterion, closing 63.6% of the gap between model and human performances. Furthermore, we computationally verify prior human studies by showing that computational models more accurately locate referents when using the virtual touch line than when using the elbow-wrist line.
Is dynamics prediction indispensable for physical reasoning? If so, what kind of roles do the dynamics prediction modules play during the physical reasoning process? Most studies focus on designing dynamics prediction networks and treating physical reasoning as a downstream task without investigating the questions above, taking for granted that the designed dynamics prediction would undoubtedly help the reasoning process. In this work, we take a closer look at this assumption, exploring this fundamental hypothesis by comparing two learning mechanisms: Learning from Dynamics (LfD) and Learning from Intuition (LfI). In the first experiment, we directly examine and compare these two mechanisms. Results show a surprising finding: Simple LfI is better than or on par with state-of-the-art LfD. This observation leads to the second experiment with Ground-truth Dynamics, the ideal case of LfD wherein dynamics are obtained directly from a simulator. Results show that dynamics, if directly given instead of approximated, would achieve much higher performance than LfI alone on physical reasoning; this essentially serves as the performance upper bound. Yet practically, LfD mechanism can only predict Approximate Dynamics using dynamics learning modules that mimic the physical laws, making the following downstream physical reasoning modules degenerate into the LfI paradigm; see the third experiment. We note that this issue is hard to mitigate, as dynamics prediction errors inevitably accumulate in the long horizon. Finally, in the fourth experiment, we note that LfI, the extremely simpler strategy when done right, is more effective in learning to solve physical reasoning problems. Taken together, the results on the challenging benchmark of PHYRE show that LfI is, if not better, as good as LfD for dynamics prediction. However, the potential improvement from LfD, though challenging, remains lucrative.
Despite the tremendous success, existing machine learning models still fall short of human-like systematic generalization -- learning compositional rules from limited data and applying them to unseen combinations in various domains. We propose Neural-Symbolic Recursive Machine (NSR) to tackle this deficiency. The core representation of NSR is a Grounded Symbol System (GSS) with combinatorial syntax and semantics, which entirely emerges from training data. Akin to the neuroscience studies suggesting separate brain systems for perceptual, syntactic, and semantic processing, NSR implements analogous separate modules of neural perception, syntactic parsing, and semantic reasoning, which are jointly learned by a deduction-abduction algorithm. We prove that NSR is expressive enough to model various sequence-to-sequence tasks. Superior systematic generalization is achieved via the inductive biases of equivariance and recursiveness embedded in NSR. In experiments, NSR achieves state-of-the-art performance in three benchmarks from different domains: SCAN for semantic parsing, PCFG for string manipulation, and HINT for arithmetic reasoning. Specifically, NSR achieves 100% generalization accuracy on SCAN and PCFG and outperforms state-of-the-art models on HINT by about 23%. Our NSR demonstrates stronger generalization than pure neural networks due to its symbolic representation and inductive biases. NSR also demonstrates better transferability than existing neural-symbolic approaches due to less domain-specific knowledge required.
Generating dexterous grasping has been a long-standing and challenging robotic task. Despite recent progress, existing methods primarily suffer from two issues. First, most prior arts focus on a specific type of robot hand, lacking the generalizable capability of handling unseen ones. Second, prior arts oftentimes fail to rapidly generate diverse grasps with a high success rate. To jointly tackle these challenges with a unified solution, we propose GenDexGrasp, a novel hand-agnostic grasping algorithm for generalizable grasping. GenDexGrasp is trained on our proposed large-scale multi-hand grasping dataset MultiDex synthesized with force closure optimization. By leveraging the contact map as a hand-agnostic intermediate representation, GenDexGrasp efficiently generates diverse and plausible grasping poses with a high success rate and can transfer among diverse multi-fingered robotic hands. Compared with previous methods, GenDexGrasp achieves a three-way trade-off among success rate, inference speed, and diversity. Code is available at https://github.com/tengyu-liu/GenDexGrasp.
Tracking position and orientation independently affords more agile maneuver for over-actuated multirotor Unmanned Aerial Vehicles (UAVs) while introducing undesired downwash effects; downwash flows generated by thrust generators may counteract others due to close proximity, which significantly threatens the stability of the platform. The complexity of modeling aerodynamic airflow challenges control algorithms from properly compensating for such a side effect. Leveraging the input redundancies in over-actuated UAVs, we tackle this issue with a novel control allocation framework that considers downwash effects and explores the entire allocation space for an optimal solution. This optimal solution avoids downwash effects while providing high thrust efficiency within the hardware constraints. To the best of our knowledge, ours is the first formal derivation to investigate the downwash effects on over-actuated UAVs. We verify our framework on different hardware configurations in both simulation and experiment.
We devise a 3D scene graph representation, contact graph+ (cg+), for efficient sequential task planning. Augmented with predicate-like attributes, this contact graph-based representation abstracts scene layouts with succinct geometric information and valid robot-scene interactions. Goal configurations, naturally specified on contact graphs, can be produced by a genetic algorithm with a stochastic optimization method. A task plan is then initialized by computing the Graph Editing Distance (GED) between the initial contact graphs and the goal configurations, which generates graph edit operations corresponding to possible robot actions. We finalize the task plan by imposing constraints to regulate the temporal feasibility of graph edit operations, ensuring valid task and motion correspondences. In a series of simulations and experiments, robots successfully complete complex sequential object rearrangement tasks that are difficult to specify using conventional planning language like Planning Domain Definition Language (PDDL), demonstrating the high feasibility and potential of robot sequential task planning on contact graph.
We present a robot learning and planning framework that produces an effective tool-use strategy with the least joint efforts, capable of handling objects different from training. Leveraging a Finite Element Method (FEM)-based simulator that reproduces fine-grained, continuous visual and physical effects given observed tool-use events, the essential physical properties contributing to the effects are identified through the proposed Iterative Deepening Symbolic Regression (IDSR) algorithm. We further devise an optimal control-based motion planning scheme to integrate robot- and tool-specific kinematics and dynamics to produce an effective trajectory that enacts the learned properties. In simulation, we demonstrate that the proposed framework can produce more effective tool-use strategies, drastically different from the observed ones in two exemplar tasks.
Theoretical ideas and empirical research have shown us a seemingly surprising result: children, even very young toddlers, demonstrate learning and thinking in a strikingly similar manner to scientific reasoning in formal research. Encountering a novel phenomenon, children make hypotheses against data, conduct causal inference from observation, test their theory via experimentation, and correct the proposition if inconsistency arises. Rounds of such processes continue until the underlying mechanism is found. Towards building machines that can learn and think like people, one natural question for us to ask is: whether the intelligence we achieve today manages to perform such a scientific thinking process, and if any, at what level. In this work, we devise the EST environment for evaluating the scientific thinking ability in artificial agents. Motivated by the stream of research on causal discovery, we build our interactive EST environment based on Blicket detection. Specifically, in each episode of EST, an agent is presented with novel observations and asked to figure out all objects' Blicketness. At each time step, the agent proposes new experiments to validate its hypothesis and updates its current belief. By evaluating Reinforcement Learning (RL) agents on both a symbolic and visual version of this task, we notice clear failure of today's learning methods in reaching a level of intelligence comparable to humans. Such inefficacy of learning in scientific thinking calls for future research in building humanlike intelligence.
Latent space Energy-Based Models (EBMs), also known as energy-based priors, have drawn growing interests in generative modeling. Fueled by its flexibility in the formulation and strong modeling power of the latent space, recent works built upon it have made interesting attempts aiming at the interpretability of text modeling. However, latent space EBMs also inherit some flaws from EBMs in data space; the degenerate MCMC sampling quality in practice can lead to poor generation quality and instability in training, especially on data with complex latent structures. Inspired by the recent efforts that leverage diffusion recovery likelihood learning as a cure for the sampling issue, we introduce a novel symbiosis between the diffusion models and latent space EBMs in a variational learning framework, coined as the latent diffusion energy-based model. We develop a geometric clustering-based regularization jointly with the information bottleneck to further improve the quality of the learned latent space. Experiments on several challenging tasks demonstrate the superior performance of our model on interpretable text modeling over strong counterparts.