Robotic manipulation of ungraspable objects with two-finger grippers presents significant challenges due to the paucity of graspable features, while traditional pre-grasping techniques, which rely on repositioning objects and leveraging external aids like table edges, lack the adaptability across object categories and scenes. Addressing this, we introduce PreAfford, a novel pre-grasping planning framework that utilizes a point-level affordance representation and a relay training approach to enhance adaptability across a broad range of environments and object types, including those previously unseen. Demonstrated on the ShapeNet-v2 dataset, PreAfford significantly improves grasping success rates by 69% and validates its practicality through real-world experiments. This work offers a robust and adaptable solution for manipulating ungraspable objects.
Despite significant advancements in text-to-motion synthesis, generating language-guided human motion within 3D environments poses substantial challenges. These challenges stem primarily from (i) the absence of powerful generative models capable of jointly modeling natural language, 3D scenes, and human motion, and (ii) the generative models' intensive data requirements contrasted with the scarcity of comprehensive, high-quality, language-scene-motion datasets. To tackle these issues, we introduce a novel two-stage framework that employs scene affordance as an intermediate representation, effectively linking 3D scene grounding and conditional motion generation. Our framework comprises an Affordance Diffusion Model (ADM) for predicting explicit affordance map and an Affordance-to-Motion Diffusion Model (AMDM) for generating plausible human motions. By leveraging scene affordance maps, our method overcomes the difficulty in generating human motion under multimodal condition signals, especially when training with limited data lacking extensive language-scene-motion pairs. Our extensive experiments demonstrate that our approach consistently outperforms all baselines on established benchmarks, including HumanML3D and HUMANISE. Additionally, we validate our model's exceptional generalization capabilities on a specially curated evaluation set featuring previously unseen descriptions and scenes.
Traditional approaches in physics-based motion generation, centered around imitation learning and reward shaping, often struggle to adapt to new scenarios. To tackle this limitation, we propose AnySkill, a novel hierarchical method that learns physically plausible interactions following open-vocabulary instructions. Our approach begins by developing a set of atomic actions via a low-level controller trained via imitation learning. Upon receiving an open-vocabulary textual instruction, AnySkill employs a high-level policy that selects and integrates these atomic actions to maximize the CLIP similarity between the agent's rendered images and the text. An important feature of our method is the use of image-based rewards for the high-level policy, which allows the agent to learn interactions with objects without manual reward engineering. We demonstrate AnySkill's capability to generate realistic and natural motion sequences in response to unseen instructions of varying lengths, marking it the first method capable of open-vocabulary physical skill learning for interactive humanoid agents.
Objects in the real world are often not naturally positioned for functional grasping, which usually requires repositioning and reorientation before they can be grasped, a process known as pre-grasp manipulation. However, effective learning of universal dexterous functional pre-grasp manipulation necessitates precise control over relative position, relative orientation, and contact between the hand and object, while generalizing to diverse dynamic scenarios with varying objects and goal poses. We address the challenge by using teacher-student learning. We propose a novel mutual reward that incentivizes agents to jointly optimize three key criteria. Furthermore, we introduce a pipeline that leverages a mixture-of-experts strategy to learn diverse manipulation policies, followed by a diffusion policy to capture complex action distributions from these experts. Our method achieves a success rate of 72.6% across 30+ object categories encompassing 1400+ objects and 10k+ goal poses. Notably, our method relies solely on object pose information for universal dexterous functional pre-grasp manipulation by using extrinsic dexterity and adjusting from feedback. Additional experiments under noisy object pose observation showcase the robustness of our method and its potential for real-world applications. The demonstrations can be viewed at https://unidexfpm.github.io.
Correspondences emerge from large-scale vision models trained for generative and discriminative tasks. This has been revealed and benchmarked by computing correspondence maps between pairs of images, using nearest neighbors on the feature grids. Existing work has attempted to improve the quality of these correspondence maps by carefully mixing features from different sources, such as by combining the features of different layers or networks. We point out that a better correspondence strategy is available, which directly imposes structure on the correspondence field: the functional map. Wielding this simple mathematical tool, we lift the correspondence problem from the pixel space to the function space and directly optimize for mappings that are globally coherent. We demonstrate that our technique yields correspondences that are not only smoother but also more accurate, with the possibility of better reflecting the knowledge embedded in the large-scale vision models that we are studying. Our approach sets a new state-of-the-art on various dense correspondence tasks. We also demonstrate our effectiveness in keypoint correspondence and affordance map transfer.
Confronting the challenges of data scarcity and advanced motion synthesis in human-scene interaction modeling, we introduce the TRUMANS dataset alongside a novel HSI motion synthesis method. TRUMANS stands as the most comprehensive motion-captured HSI dataset currently available, encompassing over 15 hours of human interactions across 100 indoor scenes. It intricately captures whole-body human motions and part-level object dynamics, focusing on the realism of contact. This dataset is further scaled up by transforming physical environments into exact virtual models and applying extensive augmentations to appearance and motion for both humans and objects while maintaining interaction fidelity. Utilizing TRUMANS, we devise a diffusion-based autoregressive model that efficiently generates HSI sequences of any length, taking into account both scene context and intended actions. In experiments, our approach shows remarkable zero-shot generalizability on a range of 3D scene datasets (e.g., PROX, Replica, ScanNet, ScanNet++), producing motions that closely mimic original motion-captured sequences, as confirmed by quantitative experiments and human studies.
Integrating robotics into human-centric environments such as homes, necessitates advanced manipulation skills as robotic devices will need to engage with articulated objects like doors and drawers. Key challenges in robotic manipulation are the unpredictability and diversity of these objects' internal structures, which render models based on priors, both explicit and implicit, inadequate. Their reliability is significantly diminished by pre-interaction ambiguities, imperfect structural parameters, encounters with unknown objects, and unforeseen disturbances. Here, we present a prior-free strategy, Tac-Man, focusing on maintaining stable robot-object contact during manipulation. Utilizing tactile feedback, but independent of object priors, Tac-Man enables robots to proficiently handle a variety of articulated objects, including those with complex joints, even when influenced by unexpected disturbances. Demonstrated in both real-world experiments and extensive simulations, it consistently achieves near-perfect success in dynamic and varied settings, outperforming existing methods. Our results indicate that tactile sensing alone suffices for managing diverse articulated objects, offering greater robustness and generalization than prior-based approaches. This underscores the importance of detailed contact modeling in complex manipulation tasks, especially with articulated objects. Advancements in tactile sensors significantly expand the scope of robotic applications in human-centric environments, particularly where accurate models are difficult to obtain.
Current evaluation protocols predominantly assess physical reasoning in stationary scenes, creating a gap in evaluating agents' abilities to interact with dynamic events. While contemporary methods allow agents to modify initial scene configurations and observe consequences, they lack the capability to interact with events in real time. To address this, we introduce I-PHYRE, a framework that challenges agents to simultaneously exhibit intuitive physical reasoning, multi-step planning, and in-situ intervention. Here, intuitive physical reasoning refers to a quick, approximate understanding of physics to address complex problems; multi-step denotes the need for extensive sequence planning in I-PHYRE, considering each intervention can significantly alter subsequent choices; and in-situ implies the necessity for timely object manipulation within a scene, where minor timing deviations can result in task failure. We formulate four game splits to scrutinize agents' learning and generalization of essential principles of interactive physical reasoning, fostering learning through interaction with representative scenarios. Our exploration involves three planning strategies and examines several supervised and reinforcement agents' zero-shot generalization proficiency on I-PHYRE. The outcomes highlight a notable gap between existing learning algorithms and human performance, emphasizing the imperative for more research in enhancing agents with interactive physical reasoning capabilities. The environment and baselines will be made publicly available.
Recent advances in vision-language learning have achieved notable success on complete-information question-answering datasets through the integration of extensive world knowledge. Yet, most models operate passively, responding to questions based on pre-stored knowledge. In stark contrast, humans possess the ability to actively explore, accumulate, and reason using both newfound and existing information to tackle incomplete-information questions. In response to this gap, we introduce $Conan$, an interactive open-world environment devised for the assessment of active reasoning. $Conan$ facilitates active exploration and promotes multi-round abductive inference, reminiscent of rich, open-world settings like Minecraft. Diverging from previous works that lean primarily on single-round deduction via instruction following, $Conan$ compels agents to actively interact with their surroundings, amalgamating new evidence with prior knowledge to elucidate events from incomplete observations. Our analysis on $Conan$ underscores the shortcomings of contemporary state-of-the-art models in active exploration and understanding complex scenarios. Additionally, we explore Abduction from Deduction, where agents harness Bayesian rules to recast the challenge of abduction as a deductive process. Through $Conan$, we aim to galvanize advancements in active reasoning and set the stage for the next generation of artificial intelligence agents adept at dynamically engaging in environments.
The challenge of replicating research results has posed a significant impediment to the field of molecular biology. The advent of modern intelligent systems has led to notable progress in various domains. Consequently, we embarked on an investigation of intelligent monitoring systems as a means of tackling the issue of the reproducibility crisis. Specifically, we first curate a comprehensive multimodal dataset, named ProBio, as an initial step towards this objective. This dataset comprises fine-grained hierarchical annotations intended for the purpose of studying activity understanding in BioLab. Next, we devise two challenging benchmarks, transparent solution tracking and multimodal action recognition, to emphasize the unique characteristics and difficulties associated with activity understanding in BioLab settings. Finally, we provide a thorough experimental evaluation of contemporary video understanding models and highlight their limitations in this specialized domain to identify potential avenues for future research. We hope ProBio with associated benchmarks may garner increased focus on modern AI techniques in the realm of molecular biology.