ROJun 29, 2023
Principles and Guidelines for Evaluating Social Robot Navigation AlgorithmsAnthony Francis, Claudia Pérez-D'Arpino, Chengshu Li et al. · cmu, mit
A major challenge to deploying robots widely is navigation in human-populated environments, commonly referred to as social robot navigation. While the field of social navigation has advanced tremendously in recent years, the fair evaluation of algorithms that tackle social navigation remains hard because it involves not just robotic agents moving in static environments but also dynamic human agents and their perceptions of the appropriateness of robot behavior. In contrast, clear, repeatable, and accessible benchmarks have accelerated progress in fields like computer vision, natural language processing and traditional robot navigation by enabling researchers to fairly compare algorithms, revealing limitations of existing solutions and illuminating promising new directions. We believe the same approach can benefit social navigation. In this paper, we pave the road towards common, widely accessible, and repeatable benchmarking criteria to evaluate social robot navigation. Our contributions include (a) a definition of a socially navigating robot as one that respects the principles of safety, comfort, legibility, politeness, social competency, agent understanding, proactivity, and responsiveness to context, (b) guidelines for the use of metrics, development of scenarios, benchmarks, datasets, and simulators to evaluate social navigation, and (c) a design of a social navigation metrics framework to make it easier to compare results from different simulators, robots and datasets.
LGJul 4, 2024Code
Learning Lagrangian Interaction Dynamics with Sampling-Based Model Order ReductionHrishikesh Viswanath, Yue Chang, Aleksey Panas et al.
Simulating physical systems governed by Lagrangian dynamics often entails solving partial differential equations (PDEs) over high-resolution spatial domains, leading to significant computational expense. Reduced-order modeling (ROM) mitigates this cost by evolving low-dimensional latent representations of the underlying system. While neural ROMs enable querying solutions from latent states at arbitrary spatial points, their latent states typically represent the global domain and struggle to capture localized, highly dynamic behaviors such as fluids. We propose a sampling-based reduction framework that evolves Lagrangian systems directly in physical space over the particles themselves, reducing the number of active degrees of freedom via data-driven neural PDE operators. To enable querying at arbitrary spatial locations, we introduce a learnable kernel parameterization that uses local spatial information from time-evolved sample particles to infer the underlying solution manifold. Empirically, our approach achieves a 6.6x to 32x reduction in input dimensionality while maintaining high-fidelity evaluations across diverse Lagrangian regimes, including fluid flows, granular media, and elastoplastic dynamics. We refer to this framework as GIOROM (Geometry-Informed Reduced-Order Modeling). All code and data are available at: https://github.com/HrishikeshVish/GIOROM
CVMar 2, 2023
AZTR: Aerial Video Action Recognition with Auto Zoom and Temporal ReasoningXijun Wang, Ruiqi Xian, Tianrui Guan et al.
We propose a novel approach for aerial video action recognition. Our method is designed for videos captured using UAVs and can run on edge or mobile devices. We present a learning-based approach that uses customized auto zoom to automatically identify the human target and scale it appropriately. This makes it easier to extract the key features and reduces the computational overhead. We also present an efficient temporal reasoning algorithm to capture the action information along the spatial and temporal domains within a controllable computational cost. Our approach has been implemented and evaluated both on the desktop with high-end GPUs and on the low power Robotics RB5 Platform for robots and drones. In practice, we achieve 6.1-7.4% improvement over SOTA in Top-1 accuracy on the RoCoG-v2 dataset, 8.3-10.4% improvement on the UAV-Human dataset and 3.2% improvement on the Drone Action dataset.
ROMay 24
Logic-Guided Socially-aware Robot Navigation World ModelWeizheng Wang, Obi Ike, Soyun Choi et al.
Social robot navigation increasingly relies on large language models for reasoning, path planning, and enabling movement in dynamic human spaces. However, relying solely on LLMs for planning often leads to unpredictable and unsafe behaviors, especially in dynamic human spaces, due to limited physical grounding and weak logical consistency. In this work, we introduce NaviWM, a socially-aware robot Navigation World Model that augments LLM reasoning with a structured world model and a logic-driven chain-of-thought process. NaviWM consists of two main components: (1) a spatial-temporal world model that captures the positions, velocities, and activities of agents in the environment, and (2) a deductive reasoning module that guides LLMs through a multi-step, logic-based inference process. This integration enables the robot to generate navigation decisions that are both socially compliant and physically safe, under well-defined constraints such as personal space, collision avoidance, and timing. Unlike previous methods based on prompting or fine-tuning, NaviWM encodes social norms as first-order logic, enabling interpretable and verifiable reasoning. Experiments show that NaviWM improves success rates and reduces social violations, particularly in crowded environments. These results demonstrate the benefit of combining formal reasoning with LLMs for robust social navigation. Additional experimental details and demo videos for this work can be found at: https://sites.google.com/view/NaviWM.
CVMar 28, 2022
3MASSIV: Multilingual, Multimodal and Multi-Aspect dataset of Social Media Short VideosVikram Gupta, Trisha Mittal, Puneet Mathur et al.
We present 3MASSIV, a multilingual, multimodal and multi-aspect, expertly-annotated dataset of diverse short videos extracted from short-video social media platform - Moj. 3MASSIV comprises of 50k short videos (20 seconds average duration) and 100K unlabeled videos in 11 different languages and captures popular short video trends like pranks, fails, romance, comedy expressed via unique audio-visual formats like self-shot videos, reaction videos, lip-synching, self-sung songs, etc. 3MASSIV presents an opportunity for multimodal and multilingual semantic understanding on these unique videos by annotating them for concepts, affective states, media types, and audio language. We present a thorough analysis of 3MASSIV and highlight the variety and unique aspects of our dataset compared to other contemporary popular datasets with strong baselines. We also show how the social media content in 3MASSIV is dynamic and temporal in nature, which can be used for semantic understanding tasks and cross-lingual analysis.
CVSep 13, 2022
Placing Human Animations into 3D Scenes by Learning Interaction- and Geometry-Driven KeyframesJames F. Mullen, Divya Kothandaraman, Aniket Bera et al.
We present a novel method for placing a 3D human animation into a 3D scene while maintaining any human-scene interactions in the animation. We use the notion of computing the most important meshes in the animation for the interaction with the scene, which we call "keyframes." These keyframes allow us to better optimize the placement of the animation into the scene such that interactions in the animations (standing, laying, sitting, etc.) match the affordances of the scene (e.g., standing on the floor or laying in a bed). We compare our method, which we call PAAK, with prior approaches, including POSA, PROX ground truth, and a motion synthesis method, and highlight the benefits of our method with a perceptual study. Human raters preferred our PAAK method over the PROX ground truth data 64.6\% of the time. Additionally, in direct comparisons, the raters preferred PAAK over competing methods including 61.5\% compared to POSA.
LGFeb 26Code
Physics Informed Viscous Value RepresentationsHrishikesh Viswanath, Juanwu Lu, S. Talha Bukhari et al.
Offline goal-conditioned reinforcement learning (GCRL) learns goal-conditioned policies from static pre-collected datasets. However, accurate value estimation remains a challenge due to the limited coverage of the state-action space. Recent physics-informed approaches have sought to address this by imposing physical and geometric constraints on the value function through regularization defined over first-order partial differential equations (PDEs), such as the Eikonal equation. However, these formulations can often be ill-posed in complex, high-dimensional environments. In this work, we propose a physics-informed regularization derived from the viscosity solution of the Hamilton-Jacobi-Bellman (HJB) equation. By providing a physics-based inductive bias, our approach grounds the learning process in optimal control theory, explicitly regularizing and bounding updates during value iterations. Furthermore, we leverage the Feynman-Kac theorem to recast the PDE solution as an expectation, enabling a tractable Monte Carlo estimation of the objective that avoids numerical instability in higher-order gradients. Experiments demonstrate that our method improves geometric consistency, making it broadly applicable to navigation and high-dimensional, complex manipulation tasks. Open-source codes are available at https://github.com/HrishikeshVish/phys-fk-value-GCRL.
ROSep 28, 2024Code
SELP: Generating Safe and Efficient Task Plans for Robot Agents with Large Language ModelsYi Wu, Zikang Xiong, Yiran Hu et al.
Despite significant advancements in large language models (LLMs) that enhance robot agents' understanding and execution of natural language (NL) commands, ensuring the agents adhere to user-specified constraints remains challenging, particularly for complex commands and long-horizon tasks. To address this challenge, we present three key insights, equivalence voting, constrained decoding, and domain-specific fine-tuning, which significantly enhance LLM planners' capability in handling complex tasks. Equivalence voting ensures consistency by generating and sampling multiple Linear Temporal Logic (LTL) formulas from NL commands, grouping equivalent LTL formulas, and selecting the majority group of formulas as the final LTL formula. Constrained decoding then uses the generated LTL formula to enforce the autoregressive inference of plans, ensuring the generated plans conform to the LTL. Domain-specific fine-tuning customizes LLMs to produce safe and efficient plans within specific task domains. Our approach, Safe Efficient LLM Planner (SELP), combines these insights to create LLM planners to generate plans adhering to user commands with high confidence. We demonstrate the effectiveness and generalizability of SELP across different robot agents and tasks, including drone navigation and robot manipulation. For drone navigation tasks, SELP outperforms state-of-the-art planners by 10.8% in safety rate (i.e., finishing tasks conforming to NL commands) and by 19.8% in plan efficiency. For robot manipulation tasks, SELP achieves 20.4% improvement in safety rate. Our datasets for evaluating NL-to-LTL and robot task planning will be released in github.com/lt-asset/selp.
CVNov 25, 2022
PaCMO: Partner Dependent Human Motion Generation in Dyadic Human Activity using Neural OperatorsMd Ashiqur Rahman, Jasorsi Ghosh, Hrishikesh Viswanath et al.
We address the problem of generating 3D human motions in dyadic activities. In contrast to the concurrent works, which mainly focus on generating the motion of a single actor from the textual description, we generate the motion of one of the actors from the motion of the other participating actor in the action. This is a particularly challenging, under-explored problem, that requires learning intricate relationships between the motion of two actors participating in an action and also identifying the action from the motion of one actor. To address these, we propose partner conditioned motion operator (PaCMO), a neural operator-based generative model which learns the distribution of human motion conditioned by the partner's motion in function spaces through adversarial training. Our model can handle long unlabeled action sequences at arbitrary time resolution. We also introduce the "Functional Frechet Inception Distance" ($F^2ID$) metric for capturing similarity between real and generated data for function spaces. We test PaCMO on NTU RGB+D and DuetDance datasets and our model produces realistic results evidenced by the $F^2ID$ score and the conducted user study.
CVSep 12, 2023
DF-TransFusion: Multimodal Deepfake Detection via Lip-Audio Cross-Attention and Facial Self-AttentionAaditya Kharel, Manas Paranjape, Aniket Bera
With the rise in manipulated media, deepfake detection has become an imperative task for preserving the authenticity of digital content. In this paper, we present a novel multi-modal audio-video framework designed to concurrently process audio and video inputs for deepfake detection tasks. Our model capitalizes on lip synchronization with input audio through a cross-attention mechanism while extracting visual cues via a fine-tuned VGG-16 network. Subsequently, a transformer encoder network is employed to perform facial self-attention. We conduct multiple ablation studies highlighting different strengths of our approach. Our multi-modal methodology outperforms state-of-the-art multi-modal deepfake detection techniques in terms of F-1 and per-video AUC scores.
ROMar 8, 2023
SG-LSTM: Social Group LSTM for Robot Navigation Through Dense CrowdsRashmi Bhaskara, Maurice Chiu, Aniket Bera
With the increasing availability and affordability of personal robots, they will no longer be confined to large corporate warehouses or factories but will instead be expected to operate in less controlled environments alongside larger groups of people. In addition to ensuring safety and efficiency, it is crucial to minimize any negative psychological impact robots may have on humans and follow unwritten social norms in these situations. Our research aims to develop a model that can predict the movements of pedestrians and perceptually-social groups in crowded environments. We introduce a new Social Group Long Short-term Memory (SG-LSTM) model that models human groups and interactions in dense environments using a socially-aware LSTM to produce more accurate trajectory predictions. Our approach enables navigation algorithms to calculate collision-free paths faster and more accurately in crowded environments. Additionally, we also release a large video dataset with labeled pedestrian groups for the broader social navigation community. We show comparisons with different metrics on different datasets (ETH, Hotel, MOT15) and different prediction approaches (LIN, LSTM, O-LSTM, S-LSTM) as well as runtime performance.
AIJan 30, 2023
Neural Operator: Is data all you need to model the world? An insight into the impact of Physics Informed Machine LearningHrishikesh Viswanath, Md Ashiqur Rahman, Abhijeet Vyas et al.
Numerical approximations of partial differential equations (PDEs) are routinely employed to formulate the solution of physics, engineering and mathematical problems involving functions of several variables, such as the propagation of heat or sound, fluid flow, elasticity, electrostatics, electrodynamics, and more. While this has led to solving many complex phenomena, there are some limitations. Conventional approaches such as Finite Element Methods (FEMs) and Finite Differential Methods (FDMs) require considerable time and are computationally expensive. In contrast, data driven machine learning-based methods such as neural networks provide a faster, fairly accurate alternative, and have certain advantages such as discretization invariance and resolution invariance. This article aims to provide a comprehensive insight into how data-driven approaches can complement conventional techniques to solve engineering and physics problems, while also noting some of the major pitfalls of machine learning-based approaches. Furthermore, we highlight, a novel and fast machine learning-based approach (~1000x) to learning the solution operator of a PDE operator learning. We will note how these new computational approaches can bring immense advantages in tackling many problems in fundamental and applied physics.
LGMar 1Code
Operator Learning Using Weak Supervision from Walk-on-SpheresHrishikesh Viswanath, Hong Chul Nam, Xi Deng et al.
Training neural PDE solvers is often bottlenecked by expensive data generation or unstable physics-informed neural network (PINN) involving challenging optimization landscapes due to higher-order derivatives. To tackle this issue, we propose an alternative approach using Monte Carlo approaches to estimate the solution to the PDE as a stochastic process for weak supervision during training. Leveraging the Walk-on-Spheres method, we introduce a learning scheme called \emph{Walk-on-Spheres Neural Operator (WoS-NO)} which uses weak supervision from WoS to train any given neural operator. We propose to amortize the cost of Monte Carlo walks across the distribution of PDE instances using stochastic representations from the WoS algorithm to generate cheap, noisy, estimates of the PDE solution during training. This is formulated into a data-free physics-informed objective where a neural operator is trained to regress against these weak supervisions, allowing the operator to learn a generalized solution map for an entire family of PDEs. This strategy does not require expensive pre-computed datasets, avoids computing higher-order derivatives for loss functions that are memory-intensive and unstable, and demonstrates zero-shot generalization to novel PDE parameters and domains. Experiments show that for the same number of training steps, our method exhibits up to 8.75$\times$ improvement in $L_2$-error compared to standard physics-informed training schemes, up to 6.31$\times$ improvement in training speed, and reductions of up to 2.97$\times$ in GPU memory consumption. We present the code at https://github.com/neuraloperator/WoS-NO
ROMar 8, 2023
DroNeRF: Real-time Multi-agent Drone Pose Optimization for Computing Neural Radiance FieldsDipam Patel, Phu Pham, Aniket Bera
We present a novel optimization algorithm called DroNeRF for the autonomous positioning of monocular camera drones around an object for real-time 3D reconstruction using only a few images. Neural Radiance Fields or NeRF, is a novel view synthesis technique used to generate new views of an object or scene from a set of input images. Using drones in conjunction with NeRF provides a unique and dynamic way to generate novel views of a scene, especially with limited scene capabilities of restricted movements. Our approach focuses on calculating optimized pose for individual drones while solely depending on the object geometry without using any external localization system. The unique camera positioning during the data-capturing phase significantly impacts the quality of the 3D model. To evaluate the quality of our generated novel views, we compute different perceptual metrics like the Peak Signal-to-Noise Ratio (PSNR) and Structural Similarity Index Measure(SSIM). Our work demonstrates the benefit of using an optimal placement of various drones with limited mobility to generate perceptually better results.
RONov 1, 2023
MTAC: Hierarchical Reinforcement Learning-based Multi-gait Terrain-adaptive Quadruped ControllerNishaant Shah, Kshitij Tiwari, Aniket Bera
Urban search and rescue missions require rapid first response to minimize loss of life and damage. Often, such efforts are assisted by humanitarian robots which need to handle dynamic operational conditions such as uneven and rough terrains, especially during mass casualty incidents like an earthquake. Quadruped robots, owing to their versatile design, have the potential to assist in such scenarios. However, control of quadruped robots in dynamic and rough terrain environments is a challenging problem due to the many degrees of freedom of these robots. Current locomotion controllers for quadrupeds are limited in their ability to produce multiple adaptive gaits, solve tasks in a time and resource-efficient manner, and require tedious training and manual tuning procedures. To address these challenges, we propose MTAC: a multi-gait terrain-adaptive controller, which utilizes a Hierarchical reinforcement learning (HRL) approach while being time and memory-efficient. We show that our proposed method scales well to a diverse range of environments with similar compute times as state-of-the-art methods. Our method showed greater than 75% on most tasks, outperforming previous work on the majority of test cases.
ROSep 19, 2023
Optimizing Crowd-Aware Multi-Agent Path Finding through Local Communication with Graph Neural NetworksPhu Pham, Aniket Bera
Multi-Agent Path Finding (MAPF) in crowded environments presents a challenging problem in motion planning, aiming to find collision-free paths for all agents in the system. MAPF finds a wide range of applications in various domains, including aerial swarms, autonomous warehouse robotics, and self-driving vehicles. Current approaches to MAPF generally fall into two main categories: centralized and decentralized planning. Centralized planning suffers from the curse of dimensionality when the number of agents or states increases and thus does not scale well in large and complex environments. On the other hand, decentralized planning enables agents to engage in real-time path planning within a partially observable environment, demonstrating implicit coordination. However, they suffer from slow convergence and performance degradation in dense environments. In this paper, we introduce CRAMP, a novel crowd-aware decentralized reinforcement learning approach to address this problem by enabling efficient local communication among agents via Graph Neural Networks (GNNs), facilitating situational awareness and decision-making capabilities in congested environments. We test CRAMP on simulated environments and demonstrate that our method outperforms the state-of-the-art decentralized methods for MAPF on various metrics. CRAMP improves the solution quality up to 59% measured in makespan and collision count, and up to 35% improvement in success rate in comparison to previous methods.
CVNov 19, 2022
AdaFNIO: Adaptive Fourier Neural Interpolation Operator for video frame interpolationHrishikesh Viswanath, Md Ashiqur Rahman, Rashmi Bhaskara et al.
We present, AdaFNIO - Adaptive Fourier Neural Interpolation Operator, a neural operator-based architecture to perform video frame interpolation. Current deep learning based methods rely on local convolutions for feature learning and suffer from not being scale-invariant, thus requiring training data to be augmented through random flipping and re-scaling. On the other hand, AdaFNIO, learns the features in the frames, independent of input resolution, through token mixing and global convolution in the Fourier space or the spectral domain by using Fast Fourier Transform (FFT). We show that AdaFNIO can produce visually smooth and accurate results. To evaluate the visual quality of our interpolated frames, we calculate the structural similarity index (SSIM) and Peak Signal to Noise Ratio (PSNR) between the generated frame and the ground truth frame. We provide the quantitative performance of our model on Vimeo-90K dataset, DAVIS, UCF101 and DISFA+ dataset.
ROSep 25, 2024Code
Scalable Multi-Robot Informative Path Planning for Target Mapping via Deep Reinforcement LearningApoorva Vashisth, Manav Kulshrestha, Damon Conover et al.
Autonomous robots are widely utilized for mapping and exploration tasks due to their cost-effectiveness. Multi-robot systems offer scalability and efficiency, especially in terms of the number of robots deployed in more complex environments. These tasks belong to the set of Multi-Robot Informative Path Planning (MRIPP) problems. In this paper, we propose a deep reinforcement learning approach for the MRIPP problem. We aim to maximize the number of discovered stationary targets in an unknown 3D environment while operating under resource constraints (such as path length). Here, each robot aims to maximize discovered targets, avoid unknown static obstacles, and prevent inter-robot collisions while operating under communication and resource constraints. We utilize the centralized training and decentralized execution paradigm to train a single policy neural network. A key aspect of our approach is our coordination graph that prioritizes visiting regions not yet explored by other robots. Our learned policy can be copied onto any number of robots for deployment in more complex environments not seen during training. Our approach outperforms state-of-the-art approaches by at least 26.2% in terms of the number of discovered targets while requiring a planning time of less than 2 sec per step. We present results for more complex environments with up to 64 robots and compare success rates against baseline planners. Our code and trained model are available at - https://github.com/AccGen99/marl_ipp
ROSep 29, 2023
DREAM: Decentralized Reinforcement Learning for Exploration and Efficient Energy Management in Multi-Robot SystemsDipam Patel, Phu Pham, Kshitij Tiwari et al.
Resource-constrained robots often suffer from energy inefficiencies, underutilized computational abilities due to inadequate task allocation, and a lack of robustness in dynamic environments, all of which strongly affect their performance. This paper introduces DREAM - Decentralized Reinforcement Learning for Exploration and Efficient Energy Management in Multi-Robot Systems, a comprehensive framework that optimizes the allocation of resources for efficient exploration. It advances beyond conventional heuristic-based task planning as observed conventionally. The framework incorporates Operational Range Estimation using Reinforcement Learning to perform exploration and obstacle avoidance in unfamiliar terrains. DREAM further introduces an Energy Consumption Model for goal allocation, thereby ensuring mission completion under constrained resources using a Graph Neural Network. This approach also ensures that the entire Multi-Robot System can survive for an extended period of time for further missions compared to the conventional approach of randomly allocating goals, which compromises one or more agents. Our approach adapts to prioritizing agents in real-time, showcasing remarkable resilience against dynamic environments. This robust solution was evaluated in various simulated environments, demonstrating adaptability and applicability across diverse scenarios. We observed a substantial improvement of about 25% over the baseline method, leading the way for future research in resource-constrained robotics.
SDAug 16, 2023
AffectEcho: Speaker Independent and Language-Agnostic Emotion and Affect Transfer for Speech SynthesisHrishikesh Viswanath, Aneesh Bhattacharya, Pascal Jutras-Dubé et al.
Affect is an emotional characteristic encompassing valence, arousal, and intensity, and is a crucial attribute for enabling authentic conversations. While existing text-to-speech (TTS) and speech-to-speech systems rely on strength embedding vectors and global style tokens to capture emotions, these models represent emotions as a component of style or represent them in discrete categories. We propose AffectEcho, an emotion translation model, that uses a Vector Quantized codebook to model emotions within a quantized space featuring five levels of affect intensity to capture complex nuances and subtle differences in the same emotion. The quantized emotional embeddings are implicitly derived from spoken speech samples, eliminating the need for one-hot vectors or explicit strength embeddings. Experimental results demonstrate the effectiveness of our approach in controlling the emotions of generated speech while preserving identity, style, and emotional cadence unique to each speaker. We showcase the language-independent emotion modeling capability of the quantized emotional embeddings learned from a bilingual (English and Chinese) speech corpus with an emotion transfer task from a reference speech to a target speech. We achieve state-of-art results on both qualitative and quantitative metrics.
CLDec 7, 2023Code
LaMPilot: An Open Benchmark Dataset for Autonomous Driving with Language Model ProgramsYunsheng Ma, Can Cui, Xu Cao et al.
Autonomous driving (AD) has made significant strides in recent years. However, existing frameworks struggle to interpret and execute spontaneous user instructions, such as "overtake the car ahead." Large Language Models (LLMs) have demonstrated impressive reasoning capabilities showing potential to bridge this gap. In this paper, we present LaMPilot, a novel framework that integrates LLMs into AD systems, enabling them to follow user instructions by generating code that leverages established functional primitives. We also introduce LaMPilot-Bench, the first benchmark dataset specifically designed to quantitatively evaluate the efficacy of language model programs in AD. Adopting the LaMPilot framework, we conduct extensive experiments to assess the performance of off-the-shelf LLMs on LaMPilot-Bench. Our results demonstrate the potential of LLMs in handling diverse driving scenarios and following user instructions in driving. To facilitate further research in this area, we release our code and data at https://github.com/PurdueDigitalTwin/LaMPilot.
ROApr 7
LatentMimic: Terrain-Adaptive Locomotion via Latent Space ImitationZhiquan Wang, Yunyu Liu, Dipam Patel et al.
Developing natural and diverse locomotion controllers for quadruped robots that can adapt to complex terrains while preserving motion style remains a significant challenge. Existing imitation-based methods face a fundamental optimization trade-off: strict adherence to motion capture (mocap) references penalizes the geometric deviations required for terrain adaptability, whereas terrain-centric policies often compromise stylistic fidelity. We introduce LatentMimic, a novel locomotion learning framework that decouples stylistic fidelity from geometric constraints. By minimizing the marginal latent divergence between the policy's state-action distribution and a learned mocap prior, our approach provides a conditional relaxation of rigid pose-tracking objectives. This formulation preserves gait topology while permitting independent end-effector adaptations for irregular terrains. We further introduce a terrain adaptation module with a dynamic replay buffer to resolve the policy's distribution shifts across different terrains. We validate our method across four locomotion styles and four terrains, demonstrating that LatentMimic enables effective terrain-adaptive locomotion, achieving higher terrain traversal success rates than state-of-the-art motion-tracking methods while maintaining high stylistic fidelity.
ROOct 26, 2024Code
EfficientEQA: An Efficient Approach to Open-Vocabulary Embodied Question AnsweringKai Cheng, Zhengyuan Li, Xingpeng Sun et al.
Embodied Question Answering (EQA) is an essential yet challenging task for robot assistants. Large vision-language models (VLMs) have shown promise for EQA, but existing approaches either treat it as static video question answering without active exploration or restrict answers to a closed set of choices. These limitations hinder real-world applicability, where a robot must explore efficiently and provide accurate answers in open-vocabulary settings. To overcome these challenges, we introduce EfficientEQA, a novel framework that couples efficient exploration with free-form answer generation. EfficientEQA features three key innovations: (1) Semantic-Value-Weighted Frontier Exploration (SFE) with Verbalized Confidence (VC) from a black-box VLM to prioritize semantically important areas to explore, enabling the agent to gather relevant information faster; (2) a BLIP relevancy-based mechanism to stop adaptively by flagging highly relevant observations as outliers to indicate whether the agent has collected enough information; and (3) a Retrieval-Augmented Generation (RAG) method for the VLM to answer accurately based on pertinent images from the agent's observation history without relying on predefined choices. Our experimental results show that EfficientEQA achieves over 15% higher answer accuracy and requires over 20% fewer exploration steps than state-of-the-art methods. Our code is available at: https://github.com/chengkaiAcademyCity/EfficientEQA
CVApr 4, 2024Code
Quantifying Uncertainty in Motion Prediction with Variational Bayesian MixtureJuanwu Lu, Can Cui, Yunsheng Ma et al.
Safety and robustness are crucial factors in developing trustworthy autonomous vehicles. One essential aspect of addressing these factors is to equip vehicles with the capability to predict future trajectories for all moving objects in the surroundings and quantify prediction uncertainties. In this paper, we propose the Sequential Neural Variational Agent (SeNeVA), a generative model that describes the distribution of future trajectories for a single moving object. Our approach can distinguish Out-of-Distribution data while quantifying uncertainty and achieving competitive performance compared to state-of-the-art methods on the Argoverse 2 and INTERACTION datasets. Specifically, a 0.446 meters minimum Final Displacement Error, a 0.203 meters minimum Average Displacement Error, and a 5.35% Miss Rate are achieved on the INTERACTION test set. Extensive qualitative and quantitative analysis is also provided to evaluate the proposed model. Our open-source code is available at https://github.com/PurdueDigitalTwin/seneva.
ROApr 19
HAVEN: Hierarchical Adversary-aware Visibility-Enabled Navigation with Cover Utilization using Deep Transformer Q-NetworksMihir Chauhan, Damon Conover, Aniket Bera
Autonomous navigation in partially observable environments requires agents to reason beyond immediate sensor input, exploit occlusion, and ensure safety while progressing toward a goal. These challenges arise in many robotics domains, from urban driving and warehouse automation to defense and surveillance. Classical path planning approaches and memoryless reinforcement learning often fail under limited fields of view (FoVs) and occlusions, committing to unsafe or inefficient maneuvers. We propose a hierarchical navigation framework that integrates a Deep Transformer Q-Network (DTQN) as a high-level subgoal selector with a modular low-level controller for waypoint execution. The DTQN consumes short histories of task-aware features, encoding odometry, goal direction, obstacle proximity, and visibility cues, and outputs Q-values to rank candidate subgoals. Visibility-aware candidate generation introduces masking and exposure penalties, rewarding the use of cover and anticipatory safety. A low-level potential field controller then tracks the selected subgoal, ensuring smooth short-horizon obstacle avoidance. We validate our approach in 2D simulation and extend it directly to a 3D Unity-ROS environment by projecting point-cloud perception into the same feature schema, enabling transfer without architectural changes. Results show consistent improvements over classical planners and RL baselines in success rate, safety margins, and time to goal, with ablations confirming the value of temporal memory and visibility-aware candidate design. These findings highlight a generalizable framework for safe navigation under uncertainty, with broad relevance across robotic platforms.
ROAug 2, 2024
Adaptive Planning with Generative Models under UncertaintyPascal Jutras-Dubé, Ruqi Zhang, Aniket Bera
Planning with generative models has emerged as an effective decision-making paradigm across a wide range of domains, including reinforcement learning and autonomous navigation. While continuous replanning at each timestep might seem intuitive because it allows decisions to be made based on the most recent environmental observations, it results in substantial computational challenges, primarily due to the complexity of the generative model's underlying deep learning architecture. Our work addresses this challenge by introducing a simple adaptive planning policy that leverages the generative model's ability to predict long-horizon state trajectories, enabling the execution of multiple actions consecutively without the need for immediate replanning. We propose to use the predictive uncertainty derived from a Deep Ensemble of inverse dynamics models to dynamically adjust the intervals between planning sessions. In our experiments conducted on locomotion tasks within the OpenAI Gym framework, we demonstrate that our adaptive planning policy allows for a reduction in replanning frequency to only about 10% of the steps without compromising the performance. Our results underscore the potential of generative modeling as an efficient and effective tool for decision-making.
ROSep 25, 2024
Go-SLAM: Grounded Object Segmentation and Localization with Gaussian Splatting SLAMPhu Pham, Dipam Patel, Damon Conover et al.
We introduce Go-SLAM, a novel framework that utilizes 3D Gaussian Splatting SLAM to reconstruct dynamic environments while embedding object-level information within the scene representations. This framework employs advanced object segmentation techniques, assigning a unique identifier to each Gaussian splat that corresponds to the object it represents. Consequently, our system facilitates open-vocabulary querying, allowing users to locate objects using natural language descriptions. Furthermore, the framework features an optimal path generation module that calculates efficient navigation paths for robots toward queried objects, considering obstacles and environmental uncertainties. Comprehensive evaluations in various scene settings demonstrate the effectiveness of our approach in delivering high-fidelity scene reconstructions, precise object segmentation, flexible object querying, and efficient robot path planning. This work represents an additional step forward in bridging the gap between 3D scene reconstruction, semantic object understanding, and real-time environment interactions.
CVSep 10, 2024
MVGaussian: High-Fidelity text-to-3D Content Generation with Multi-View Guidance and Surface DensificationPhu Pham, Aradhya N. Mathur, Ojaswa Sharma et al.
The field of text-to-3D content generation has made significant progress in generating realistic 3D objects, with existing methodologies like Score Distillation Sampling (SDS) offering promising guidance. However, these methods often encounter the "Janus" problem-multi-face ambiguities due to imprecise guidance. Additionally, while recent advancements in 3D gaussian splitting have shown its efficacy in representing 3D volumes, optimization of this representation remains largely unexplored. This paper introduces a unified framework for text-to-3D content generation that addresses these critical gaps. Our approach utilizes multi-view guidance to iteratively form the structure of the 3D model, progressively enhancing detail and accuracy. We also introduce a novel densification algorithm that aligns gaussians close to the surface, optimizing the structural integrity and fidelity of the generated models. Extensive experiments validate our approach, demonstrating that it produces high-quality visual outputs with minimal time cost. Notably, our method achieves high-quality results within half an hour of training, offering a substantial efficiency gain over most existing methods, which require hours of training time to achieve comparable results.
ROSep 25, 2024
Dynamic Obstacle Avoidance through Uncertainty-Based Adaptive Planning with DiffusionVineet Punyamoorty, Pascal Jutras-Dubé, Ruqi Zhang et al.
By framing reinforcement learning as a sequence modeling problem, recent work has enabled the use of generative models, such as diffusion models, for planning. While these models are effective in predicting long-horizon state trajectories in deterministic environments, they face challenges in dynamic settings with moving obstacles. Effective collision avoidance demands continuous monitoring and adaptive decision-making. While replanning at every timestep could ensure safety, it introduces substantial computational overhead due to the repetitive prediction of overlapping state sequences -- a process that is particularly costly with diffusion models, known for their intensive iterative sampling procedure. We propose an adaptive generative planning approach that dynamically adjusts replanning frequency based on the uncertainty of action predictions. Our method minimizes the need for frequent, computationally expensive, and redundant replanning while maintaining robust collision avoidance performance. In experiments, we obtain a 13.5% increase in the mean trajectory length and a 12.7% increase in mean reward over long-horizon planning, indicating a reduction in collision rates and an improved ability to navigate the environment safely.
LGSep 30, 2024
COLLAGE: Collaborative Human-Agent Interaction Generation using Hierarchical Latent Diffusion and Language ModelsDivyanshu Daiya, Damon Conover, Aniket Bera
We propose a novel framework COLLAGE for generating collaborative agent-object-agent interactions by leveraging large language models (LLMs) and hierarchical motion-specific vector-quantized variational autoencoders (VQ-VAEs). Our model addresses the lack of rich datasets in this domain by incorporating the knowledge and reasoning abilities of LLMs to guide a generative diffusion model. The hierarchical VQ-VAE architecture captures different motion-specific characteristics at multiple levels of abstraction, avoiding redundant concepts and enabling efficient multi-resolution representation. We introduce a diffusion model that operates in the latent space and incorporates LLM-generated motion planning cues to guide the denoising process, resulting in prompt-specific motion generation with greater control and diversity. Experimental results on the CORE-4D, and InterHuman datasets demonstrate the effectiveness of our approach in generating realistic and diverse collaborative human-object-human interactions, outperforming state-of-the-art methods. Our work opens up new possibilities for modeling complex interactions in various domains, such as robotics, graphics and computer vision.
ROFeb 23
To Move or Not to Move: Constraint-based Planning Enables Zero-Shot Generalization for Interactive NavigationApoorva Vashisth, Manav Kulshrestha, Pranav Bakshi et al.
Visual navigation typically assumes the existence of at least one obstacle-free path between start and goal, which must be discovered/planned by the robot. However, in real-world scenarios, such as home environments and warehouses, clutter can block all routes. Targeted at such cases, we introduce the Lifelong Interactive Navigation problem, where a mobile robot with manipulation abilities can move clutter to forge its own path to complete sequential object- placement tasks - each involving placing an given object (eg. Alarm clock, Pillow) onto a target object (eg. Dining table, Desk, Bed). To address this lifelong setting - where effects of environment changes accumulate and have long-term effects - we propose an LLM-driven, constraint-based planning framework with active perception. Our framework allows the LLM to reason over a structured scene graph of discovered objects and obstacles, deciding which object to move, where to place it, and where to look next to discover task-relevant information. This coupling of reasoning and active perception allows the agent to explore the regions expected to contribute to task completion rather than exhaustively mapping the environment. A standard motion planner then executes the corresponding navigate-pick-place, or detour sequence, ensuring reliable low-level control. Evaluated in physics-enabled ProcTHOR-10k simulator, our approach outperforms non-learning and learning-based baselines. We further demonstrate our approach qualitatively on real-world hardware.
MMJan 21
HCVR Scene Generation: High Compatibility Virtual Reality Environment Generation for Extended Redirected WalkingYiran Zhang, Xingpeng Sun, Aniket Bera
Natural walking enhances immersion in virtual environments (VEs), but physical space limitations and obstacles hinder exploration, especially in large virtual scenes. Redirected Walking (RDW) techniques mitigate this by subtly manipulating the virtual camera to guide users away from physical collisions within pre-defined VEs. However, RDW efficacy diminishes significantly when substantial geometric divergence exists between the physical and virtual environments, leading to unavoidable collisions. Existing scene generation methods primarily focus on object relationships or layout aesthetics, often neglecting the crucial aspect of physical compatibility required for effective RDW. To address this, we introduce HCVR (High Compatibility Virtual Reality Environment Generation), a novel framework that generates virtual scenes inherently optimized for alignment-based RDW controllers. HCVR first employs ENI++, a novel, boundary-sensitive metric to evaluate the incompatibility between physical and virtual spaces by comparing rotation-sensitive visibility polygons. Guided by the ENI++ compatibility map and user prompts, HCVR utilizes a Large Language Model (LLM) for context-aware 3D asset retrieval and initial layout generation. The framework then strategically adjusts object selection, scaling, and placement to maximize coverage of virtually incompatible regions, effectively guiding users towards RDW-feasible paths. User studies evaluating physical collisions and layout quality demonstrate HCVR's effectiveness with HCVR-generated scenes, resulting in 22.78 times fewer physical collisions and received 35.89\% less on ENI++ score compared to LLM-based generation with RDW, while also receiving 12.5\% higher scores on user feedback to layout design.
HCApr 9
Game Master LLM: Task-Based Role-Playing for Natural Slang LearningAmir Tahmasbi, Milad Esrafilian, Judson Wright et al.
Natural and idiomatic expressions are essential for fluent, everyday communication, yet many second-language learners struggle to acquire and spontaneously use casual slang despite strong formal proficiency. To address this gap, we designed and evaluated an LLM-powered, task-based role-playing game in which a GPT-4o-based Game Master guides learners through an immersive, three-phase spoken narrative. After selecting five unfamiliar slang phrases to practice, participants engage in open-ended dialogue with non-player characters; the Game Master naturally incorporates the target phrases in rich semantic contexts (implicit input enhancement) while a dedicated Practice Box provides real-time explicit tracking and encouragement. Post-session, learners receive multi-level formative feedback analyzing the entire interaction. We evaluated the system in a between-subjects study with 14 international graduate students, randomly assigned to either the RPG condition or a control condition consisting of a traditional AI-led virtual classroom. Results from an immediate post-test show that the RPG group achieved greater gains in both comprehension of the target phrases and their accurate, contextual use in sentences. A one-week delayed post-test further demonstrates that these gains are retained over time, with the RPG group showing a 21-27% improvement, indicating the effectiveness of our approach in supporting longer-term learning. Qualitative survey responses assessing engagement and perceived effectiveness further indicate that the game-based approach provided more practice opportunities and a more natural learning experience. These findings highlight the potential of narrative-driven LLM interactions in vocabulary acquisition.
CVDec 26, 2023
DL3DV-10K: A Large-Scale Scene Dataset for Deep Learning-based 3D VisionLu Ling, Yichen Sheng, Zhi Tu et al.
We have witnessed significant progress in deep learning-based 3D vision, ranging from neural radiance field (NeRF) based 3D representation learning to applications in novel view synthesis (NVS). However, existing scene-level datasets for deep learning-based 3D vision, limited to either synthetic environments or a narrow selection of real-world scenes, are quite insufficient. This insufficiency not only hinders a comprehensive benchmark of existing methods but also caps what could be explored in deep learning-based 3D analysis. To address this critical gap, we present DL3DV-10K, a large-scale scene dataset, featuring 51.2 million frames from 10,510 videos captured from 65 types of point-of-interest (POI) locations, covering both bounded and unbounded scenes, with different levels of reflection, transparency, and lighting. We conducted a comprehensive benchmark of recent NVS methods on DL3DV-10K, which revealed valuable insights for future research in NVS. In addition, we have obtained encouraging results in a pilot study to learn generalizable NeRF from DL3DV-10K, which manifests the necessity of a large-scale scene-level dataset to forge a path toward a foundation model for learning 3D representation. Our DL3DV-10K dataset, benchmark results, and models will be publicly accessible at https://dl3dv-10k.github.io/DL3DV-10K/.
CVDec 11, 2025
TransLocNet: Cross-Modal Attention for Aerial-Ground Vehicle Localization with Contrastive LearningPhu Pham, Damon Conover, Aniket Bera
Aerial-ground localization is difficult due to large viewpoint and modality gaps between ground-level LiDAR and overhead imagery. We propose TransLocNet, a cross-modal attention framework that fuses LiDAR geometry with aerial semantic context. LiDAR scans are projected into a bird's-eye-view representation and aligned with aerial features through bidirectional attention, followed by a likelihood map decoder that outputs spatial probability distributions over position and orientation. A contrastive learning module enforces a shared embedding space to improve cross-modal alignment. Experiments on CARLA and KITTI show that TransLocNet outperforms state-of-the-art baselines, reducing localization error by up to 63% and achieving sub-meter, sub-degree accuracy. These results demonstrate that TransLocNet provides robust and generalizable aerial-ground localization in both synthetic and real-world settings.
AIDec 31, 2025
From Building Blocks to Planning: Multi-Step Spatial Reasoning in LLMs with Reinforcement LearningAmir Tahmasbi, Sadegh Majidi, Kazem Taram et al.
Spatial reasoning in large language models (LLMs) has gained increasing attention due to applications in navigation and planning. Despite strong general language capabilities, LLMs still struggle with spatial transformations and multi-step planning in structured environments. We propose a two-stage approach that decomposes spatial reasoning into atomic building blocks and their composition. First, we apply supervised fine-tuning on elementary spatial transformations, such as rotation, translation, and scaling, to equip the model with basic spatial physics. We then freeze this physics-aware model and train lightweight LoRA adapters within the GRPO framework to learn policies that compose these building blocks for multi-step planning in puzzle-based environments, in a closed-loop manner. To support this pipeline, we synthesize an ASCII-art dataset and construct a corresponding ASCII-based reinforcement learning environment. Our method consistently outperforms baselines, including the generic backbone, physics-aware model, and end-to-end RL models, under both Dynamic environments with explicit state updates and Static environments where the model must rely on its internal state across steps. In addition, the proposed approach converges faster and exhibits more stable training compared to end-to-end reinforcement learning from scratch. Finally, we analyze attention patterns to assess whether fine-tuning induces meaningful improvements in spatial understanding.
GRMar 11, 2025Code
HessianForge: Scalable LiDAR reconstruction with Physics-Informed Neural Representation and Smoothness Energy ConstraintsHrishikesh Viswanath, Md Ashiqur Rahman, Chi Lin et al.
Accurate and efficient 3D mapping of large-scale outdoor environments from LiDAR measurements is a fundamental challenge in robotics, particularly towards ensuring smooth and artifact-free surface reconstructions. Although the state-of-the-art methods focus on memory-efficient neural representations for high-fidelity surface generation, they often fail to produce artifact-free manifolds, with artifacts arising due to noisy and sparse inputs. To address this issue, we frame surface mapping as a physics-informed energy optimization problem, enforcing surface smoothness by optimizing an energy functional that penalizes sharp surface ridges. Specifically, we propose a deep learning based approach that learns the signed distance field (SDF) of the surface manifold from raw LiDAR point clouds using a physics-informed loss function that optimizes the $L_2$-Hessian energy of the surface. Our learning framework includes a hierarchical octree based input feature encoding and a multi-scale neural network to iteratively refine the signed distance field at different scales of resolution. Lastly, we introduce a test-time refinement strategy to correct topological inconsistencies and edge distortions that can arise in the generated mesh. We propose a \texttt{CUDA}-accelerated least-squares optimization that locally adjusts vertex positions to enforce feature-preserving smoothing. We evaluate our approach on large-scale outdoor datasets and demonstrate that our approach outperforms current state-of-the-art methods in terms of improved accuracy and smoothness. Our code is available at \href{https://github.com/HrishikeshVish/HessianForge/}{https://github.com/HrishikeshVish/HessianForge/}
CVMar 2
Sketch2Colab: Sketch-Conditioned Multi-Human Animation via Controllable Flow DistillationDivyanshu Daiya, Aniket Bera
We present Sketch2Colab, which turns storyboard-style 2D sketches into coherent, object-aware 3D multi-human motion with fine-grained control over agents, joints, timing, and contacts. Conventional diffusion-based motion generators have advanced realism; however, achieving precise adherence to rich interaction constraints typically demands extensive training and/or costly posterior guidance, and performance can degrade under strong multi-entity conditioning. Sketch2Colab instead first learns a sketch-driven diffusion prior and then distills it into an efficient rectified-flow student operating in latent space for fast, stable sampling. Differentiable energies over keyframes, trajectories, and physics-based constraints directly shape the student's transport field, steering samples toward motions that faithfully satisfy the storyboard while remaining physically plausible. To capture coordinated interaction, we augment the continuous flow with a continuous-time Markov chain (CTMC) planner that schedules discrete events such as touches, grasps, and handoffs, modulating the dynamics to produce crisp, well-phased human-object-human collaborations. Experiments on CORE4D and InterHuman show that Sketch2Colab achieves state-of-the-art constraint adherence and perceptual quality while offering significantly faster inference than diffusion-only baselines.
RONov 8, 2025
VLAD-Grasp: Zero-shot Grasp Detection via Vision-Language ModelsManav Kulshrestha, S. Talha Bukhari, Damon Conover et al.
Robotic grasping is a fundamental capability for autonomous manipulation; however, most existing methods rely on large-scale expert annotations and necessitate retraining to handle new objects. We present VLAD-Grasp, a Vision-Language model Assisted zero-shot approach for Detecting grasps. From a single RGB-D image, our method (1) prompts a large vision-language model to generate a goal image where a straight rod "impales" the object, representing an antipodal grasp, (2) predicts depth and segmentation to lift this generated image into 3D, and (3) aligns generated and observed object point clouds via principal component analysis and correspondence-free optimization to recover an executable grasp pose. Unlike prior work, our approach is training-free and does not rely on curated grasp datasets. Despite this, VLAD-Grasp achieves performance that is competitive with or superior to that of state-of-the-art supervised models on the Cornell and Jacquard datasets. We further demonstrate zero-shot generalization to novel real-world objects on a Franka Research 3 robot, highlighting vision-language foundation models as powerful priors for robotic manipulation.
CVMay 5, 2025
Scenethesis: A Language and Vision Agentic Framework for 3D Scene GenerationLu Ling, Chen-Hsuan Lin, Tsung-Yi Lin et al.
Synthesizing interactive 3D scenes from text is essential for gaming, virtual reality, and embodied AI. However, existing methods face several challenges. Learning-based approaches depend on small-scale indoor datasets, limiting the scene diversity and layout complexity. While large language models (LLMs) can leverage diverse text-domain knowledge, they struggle with spatial realism, often producing unnatural object placements that fail to respect common sense. Our key insight is that vision perception can bridge this gap by providing realistic spatial guidance that LLMs lack. To this end, we introduce Scenethesis, a training-free agentic framework that integrates LLM-based scene planning with vision-guided layout refinement. Given a text prompt, Scenethesis first employs an LLM to draft a coarse layout. A vision module then refines it by generating an image guidance and extracting scene structure to capture inter-object relations. Next, an optimization module iteratively enforces accurate pose alignment and physical plausibility, preventing artifacts like object penetration and instability. Finally, a judge module verifies spatial coherence. Comprehensive experiments show that Scenethesis generates diverse, realistic, and physically plausible 3D interactive scenes, making it valuable for virtual content creation, simulation environments, and embodied AI research.
AIFeb 5, 2024
Beyond Text: Utilizing Vocal Cues to Improve Decision Making in LLMs for Robot Navigation TasksXingpeng Sun, Haoming Meng, Souradip Chakraborty et al.
While LLMs excel in processing text in these human conversations, they struggle with the nuances of verbal instructions in scenarios like social navigation, where ambiguity and uncertainty can erode trust in robotic and other AI systems. We can address this shortcoming by moving beyond text and additionally focusing on the paralinguistic features of these audio responses. These features are the aspects of spoken communication that do not involve the literal wording (lexical content) but convey meaning and nuance through how something is said. We present Beyond Text: an approach that improves LLM decision-making by integrating audio transcription along with a subsection of these features, which focus on the affect and more relevant in human-robot conversations.This approach not only achieves a 70.26% winning rate, outperforming existing LLMs by 22.16% to 48.30% (gemini-1.5-pro and gpt-3.5 respectively), but also enhances robustness against token manipulation adversarial attacks, highlighted by a 22.44% less decrease ratio than the text-only language model in winning rate. Beyond Text' marks an advancement in social robot navigation and broader Human-Robot interactions, seamlessly integrating text-based guidance with human-audio-informed language models.
CVMar 23, 2025
SimMotionEdit: Text-Based Human Motion Editing with Motion Similarity PredictionZhengyuan Li, Kai Cheng, Anindita Ghosh et al.
Text-based 3D human motion editing is a critical yet challenging task in computer vision and graphics. While training-free approaches have been explored, the recent release of the MotionFix dataset, which includes source-text-motion triplets, has opened new avenues for training, yielding promising results. However, existing methods struggle with precise control, often leading to misalignment between motion semantics and language instructions. In this paper, we introduce a related task, motion similarity prediction, and propose a multi-task training paradigm, where we train the model jointly on motion editing and motion similarity prediction to foster the learning of semantically meaningful representations. To complement this task, we design an advanced Diffusion-Transformer-based architecture that separately handles motion similarity prediction and motion editing. Extensive experiments demonstrate the state-of-the-art performance of our approach in both editing alignment and fidelity.
ROMar 22, 2024
Unifying Large Language Model and Deep Reinforcement Learning for Human-in-Loop Interactive Socially-aware NavigationWeizheng Wang, Ike Obi, Aniket Bera et al.
Navigating human-filled spaces is crucial for the interactive social robots to support advanced services, such as cooperative carrying, which enables service provision in complex and crowded environments while adapting behavior based on real-time human language commands or feedback. However, existing social robot navigation planners face two major challenges: managing real-time user inputs and ensuring socially compliant behaviors in unfamiliar, zero-shot environments. In response, we introduce SALM, an interactive, human-in-loop Socially-Aware navigation Large Language Model framework that dynamically integrates deep reinforcement learning (DRL) with large language model (LLM) capabilities. SALM leverages contextual semantic understanding from real-time human-robot interactions to convert high-level user commands into precise, low-level control actions. A high-level LLM module parses user input, guiding the simultaneous generation of navigation commands by both a large language navigation model (LNM) and a DRL-based navigation model (RLNM). A memory mechanism archives temporal data for continuous refinement, while a multi-step graph-of-thoughts inference-based large language feedback model adaptively fuses the strengths of both planning approaches. Experimental evaluations demonstrate that SALM not only enhances navigational precision in crowded, dynamic environments but also significantly improves system adaptability, offering tailored behaviors that align with individual user preferences and real-time feedback. More details and videos about this work are available at: https://sites.google.com/view/navi-salm.
ROOct 31, 2024
Zonal RL-RRT: Integrated RL-RRT Path Planning with Collision Probability and Zone ConnectivityAmirMohammad Tahmasbi, MohammadSaleh Faghfoorian, Saeed Khodaygan et al.
Path planning in high-dimensional spaces poses significant challenges, particularly in achieving both time efficiency and a fair success rate. To address these issues, we introduce a novel path-planning algorithm, Zonal RL-RRT, that leverages kd-tree partitioning to segment the map into zones while addressing zone connectivity, ensuring seamless transitions between zones. By breaking down the complex environment into multiple zones and using Q-learning as the high-level decision-maker, our algorithm achieves a 3x improvement in time efficiency compared to basic sampling methods such as RRT and RRT* in forest-like maps. Our approach outperforms heuristic-guided methods like BIT* and Informed RRT* by 1.5x in terms of runtime while maintaining robust and reliable success rates across 2D to 6D environments. Compared to learning-based methods like NeuralRRT* and MPNetSMP, as well as the heuristic RRT*J, our algorithm demonstrates, on average, 1.5x better performance in the same environments. We also evaluate the effectiveness of our approach through simulations of the UR10e arm manipulator in the MuJoCo environment. A key observation of our approach lies in its use of zone partitioning and Reinforcement Learning (RL) for adaptive high-level planning allowing the algorithm to accommodate flexible policies across diverse environments, making it a versatile tool for advanced path planning.
CVDec 1, 2024
FlashSLAM: Accelerated RGB-D SLAM for Real-Time 3D Scene Reconstruction with Gaussian SplattingPhu Pham, Damon Conover, Aniket Bera
We present FlashSLAM, a novel SLAM approach that leverages 3D Gaussian Splatting for efficient and robust 3D scene reconstruction. Existing 3DGS-based SLAM methods often fall short in sparse view settings and during large camera movements due to their reliance on gradient descent-based optimization, which is both slow and inaccurate. FlashSLAM addresses these limitations by combining 3DGS with a fast vision-based camera tracking technique, utilizing a pretrained feature matching model and point cloud registration for precise pose estimation in under 80 ms - a 90% reduction in tracking time compared to SplaTAM - without costly iterative rendering. In sparse settings, our method achieves up to a 92% improvement in average tracking accuracy over previous methods. Additionally, it accounts for noise in depth sensors, enhancing robustness when using unspecialized devices such as smartphones. Extensive experiments show that FlashSLAM performs reliably across both sparse and dense settings, in synthetic and real-world environments. Evaluations on benchmark datasets highlight its superior accuracy and efficiency, establishing FlashSLAM as a versatile and high-performance solution for SLAM, advancing the state-of-the-art in 3D reconstruction across diverse applications.
RODec 6, 2023
MIRACLE: Inverse Reinforcement and Curriculum Learning Model for Human-inspired Mobile Robot NavigationNihal Gunukula, Kshitij Tiwari, Aniket Bera
In emergency scenarios, mobile robots must navigate like humans, interpreting stimuli to locate potential victims rapidly without interfering with first responders. Existing socially-aware navigation algorithms face computational and adaptability challenges. To overcome these, we propose a solution, MIRACLE -- an inverse reinforcement and curriculum learning model, that employs gamified learning to gather stimuli-driven human navigational data. This data is then used to train a Deep Inverse Maximum Entropy Reinforcement Learning model, reducing reliance on demonstrator abilities. Testing reveals a low loss of 2.7717 within a 400-sized environment, signifying human-like response replication. Current databases lack comprehensive stimuli-driven data, necessitating our approach. By doing so, we enable robots to navigate emergency situations with human-like perception, enhancing their life-saving capabilities.
CVDec 15, 2025
I-Scene: 3D Instance Models are Implicit Generalizable Spatial LearnersLu Ling, Yunhao Ge, Yichen Sheng et al.
Generalization remains the central challenge for interactive 3D scene generation. Existing learning-based approaches ground spatial understanding in limited scene dataset, restricting generalization to new layouts. We instead reprogram a pre-trained 3D instance generator to act as a scene level learner, replacing dataset-bounded supervision with model-centric spatial supervision. This reprogramming unlocks the generator transferable spatial knowledge, enabling generalization to unseen layouts and novel object compositions. Remarkably, spatial reasoning still emerges even when the training scenes are randomly composed objects. This demonstrates that the generator's transferable scene prior provides a rich learning signal for inferring proximity, support, and symmetry from purely geometric cues. Replacing widely used canonical space, we instantiate this insight with a view-centric formulation of the scene space, yielding a fully feed-forward, generalizable scene generator that learns spatial relations directly from the instance model. Quantitative and qualitative results show that a 3D instance generator is an implicit spatial learner and reasoner, pointing toward foundation models for interactive 3D scene understanding and generation. Project page: https://luling06.github.io/I-Scene-project/
CVSep 28, 2025
Unified Multi-Modal Interactive & Reactive 3D Motion Generation via Rectified FlowPrerit Gupta, Shourya Verma, Ananth Grama et al.
Generating realistic, context-aware two-person motion conditioned on diverse modalities remains a central challenge in computer graphics, animation, and human-computer interaction. We introduce DualFlow, a unified and efficient framework for multi-modal two-person motion generation. DualFlow conditions 3D motion synthesis on diverse inputs, including text, music, and prior motion sequences. Leveraging rectified flow, it achieves deterministic straight-line sampling paths between noise and data, reducing inference time and mitigating error accumulation common in diffusion-based models. To enhance semantic grounding, DualFlow employs a Retrieval-Augmented Generation (RAG) module that retrieves motion exemplars using music features and LLM-based text decompositions of spatial relations, body movements, and rhythmic patterns. We use contrastive objective that further strengthens alignment with conditioning signals and introduce synchronization loss that improves inter-person coordination. Extensive evaluations across text-to-motion, music-to-motion, and multi-modal interactive benchmarks show consistent gains in motion quality, responsiveness, and efficiency. DualFlow produces temporally coherent and rhythmically synchronized motions, setting state-of-the-art in multi-modal human motion generation.
GRAug 23, 2025
MDD: A Dataset for Text-and-Music Conditioned Duet Dance GenerationPrerit Gupta, Jason Alexander Fotso-Puepi, Zhengyuan Li et al.
We introduce Multimodal DuetDance (MDD), a diverse multimodal benchmark dataset designed for text-controlled and music-conditioned 3D duet dance motion generation. Our dataset comprises 620 minutes of high-quality motion capture data performed by professional dancers, synchronized with music, and detailed with over 10K fine-grained natural language descriptions. The annotations capture a rich movement vocabulary, detailing spatial relationships, body movements, and rhythm, making MDD the first dataset to seamlessly integrate human motions, music, and text for duet dance generation. We introduce two novel tasks supported by our dataset: (1) Text-to-Duet, where given music and a textual prompt, both the leader and follower dance motion are generated (2) Text-to-Dance Accompaniment, where given music, textual prompt, and the leader's motion, the follower's motion is generated in a cohesive, text-aligned manner. We include baseline evaluations on both tasks to support future research.
CVAug 21, 2025
Adversarial Agent Behavior Learning in Autonomous Driving Using Deep Reinforcement LearningArjun Srinivasan, Anubhav Paras, Aniket Bera
Existing approaches in reinforcement learning train an agent to learn desired optimal behavior in an environment with rule based surrounding agents. In safety critical applications such as autonomous driving it is crucial that the rule based agents are modelled properly. Several behavior modelling strategies and IDM models are used currently to model the surrounding agents. We present a learning based method to derive the adversarial behavior for the rule based agents to cause failure scenarios. We evaluate our adversarial agent against all the rule based agents and show the decrease in cumulative reward.