ROFeb 24, 2023
Language-Driven Representation Learning for RoboticsSiddharth Karamcheti, Suraj Nair, Annie S. Chen et al. · stanford
Recent work in visual representation learning for robotics demonstrates the viability of learning from large video datasets of humans performing everyday tasks. Leveraging methods such as masked autoencoding and contrastive learning, these representations exhibit strong transfer to policy learning for visuomotor control. But, robot learning encompasses a diverse set of problems beyond control including grasp affordance prediction, language-conditioned imitation learning, and intent scoring for human-robot collaboration, amongst others. First, we demonstrate that existing representations yield inconsistent results across these tasks: masked autoencoding approaches pick up on low-level spatial features at the cost of high-level semantics, while contrastive learning approaches capture the opposite. We then introduce Voltron, a framework for language-driven representation learning from human videos and associated captions. Voltron trades off language-conditioned visual reconstruction to learn low-level visual patterns, and visually-grounded language generation to encode high-level semantics. We also construct a new evaluation suite spanning five distinct robot learning problems $\unicode{x2013}$ a unified platform for holistically evaluating visual representations for robotics. Through comprehensive, controlled experiments across all five problems, we find that Voltron's language-driven representations outperform the prior state-of-the-art, especially on targeted problems requiring higher-level features.
ROJan 6, 2023
"No, to the Right" -- Online Language Corrections for Robotic Manipulation via Shared AutonomyYuchen Cui, Siddharth Karamcheti, Raj Palleti et al. · stanford
Systems for language-guided human-robot interaction must satisfy two key desiderata for broad adoption: adaptivity and learning efficiency. Unfortunately, existing instruction-following agents cannot adapt, lacking the ability to incorporate online natural language supervision, and even if they could, require hundreds of demonstrations to learn even simple policies. In this work, we address these problems by presenting Language-Informed Latent Actions with Corrections (LILAC), a framework for incorporating and adapting to natural language corrections - "to the right," or "no, towards the book" - online, during execution. We explore rich manipulation domains within a shared autonomy paradigm. Instead of discrete turn-taking between a human and robot, LILAC splits agency between the human and robot: language is an input to a learned model that produces a meaningful, low-dimensional control space that the human can use to guide the robot. Each real-time correction refines the human's control space, enabling precise, extended behaviors - with the added benefit of requiring only a handful of demonstrations to learn. We evaluate our approach via a user study where users work with a Franka Emika Panda manipulator to complete complex manipulation tasks. Compared to existing learned baselines covering both open-loop instruction following and single-turn shared autonomy, we show that our corrections-aware approach obtains higher task completion rates, and is subjectively preferred by users because of its reliability, precision, and ease of use.
IRJun 21, 2023
OBELICS: An Open Web-Scale Filtered Dataset of Interleaved Image-Text DocumentsHugo Laurençon, Lucile Saulnier, Léo Tronchon et al. · stanford
Large multimodal models trained on natural documents, which interleave images and text, outperform models trained on image-text pairs on various multimodal benchmarks. However, the datasets used to train these models have not been released, and the collection process has not been fully specified. We introduce the OBELICS dataset, an open web-scale filtered dataset of interleaved image-text documents comprising 141 million web pages extracted from Common Crawl, 353 million associated images, and 115 billion text tokens. We describe the dataset creation process, present comprehensive filtering rules, and provide an analysis of the dataset's content. To show the viability of OBELICS, we train vision and language models of 9 and 80 billion parameters named IDEFICS, and obtain competitive performance on different multimodal benchmarks. We release our dataset, models and code.
ROOct 14, 2022
Eliciting Compatible Demonstrations for Multi-Human Imitation LearningKanishk Gandhi, Siddharth Karamcheti, Madeline Liao et al. · stanford
Imitation learning from human-provided demonstrations is a strong approach for learning policies for robot manipulation. While the ideal dataset for imitation learning is homogenous and low-variance -- reflecting a single, optimal method for performing a task -- natural human behavior has a great deal of heterogeneity, with several optimal ways to demonstrate a task. This multimodality is inconsequential to human users, with task variations manifesting as subconscious choices; for example, reaching down, then across to grasp an object, versus reaching across, then down. Yet, this mismatch presents a problem for interactive imitation learning, where sequences of users improve on a policy by iteratively collecting new, possibly conflicting demonstrations. To combat this problem of demonstrator incompatibility, this work designs an approach for 1) measuring the compatibility of a new demonstration given a base policy, and 2) actively eliciting more compatible demonstrations from new users. Across two simulation tasks requiring long-horizon, dexterous manipulation and a real-world "food plating" task with a Franka Emika Panda arm, we show that we can both identify incompatible demonstrations via post-hoc filtering, and apply our compatibility measure to actively elicit compatible demonstrations from new users, leading to improved task success rates across simulated and real environments.
ROJun 14, 2023
Toward Grounded Commonsense ReasoningMinae Kwon, Hengyuan Hu, Vivek Myers et al. · stanford
Consider a robot tasked with tidying a desk with a meticulously constructed Lego sports car. A human may recognize that it is not appropriate to disassemble the sports car and put it away as part of the "tidying." How can a robot reach that conclusion? Although large language models (LLMs) have recently been used to enable commonsense reasoning, grounding this reasoning in the real world has been challenging. To reason in the real world, robots must go beyond passively querying LLMs and actively gather information from the environment that is required to make the right decision. For instance, after detecting that there is an occluded car, the robot may need to actively perceive the car to know whether it is an advanced model car made out of Legos or a toy car built by a toddler. We propose an approach that leverages an LLM and vision language model (VLM) to help a robot actively perceive its environment to perform grounded commonsense reasoning. To evaluate our framework at scale, we release the MessySurfaces dataset which contains images of 70 real-world surfaces that need to be cleaned. We additionally illustrate our approach with a robot on 2 carefully designed surfaces. We find an average 12.9% improvement on the MessySurfaces benchmark and an average 15% improvement on the robot experiments over baselines that do not use active perception. The dataset, code, and videos of our approach can be found at https://minaek.github.io/grounded_commonsense_reasoning.
ROMar 18
ReSteer: Quantifying and Refining the Steerability of Multitask Robot PoliciesZhenyang Chen, Alan Tian, Liquan Wang et al.
Despite strong multi-task pretraining, existing policies often exhibit poor task steerability. For example, a robot may fail to respond to a new instruction ``put the bowl in the sink" when moving towards the oven, executing ``close the oven", even though it can complete both tasks when executed separately. We propose ReSteer, a framework to quantify and improve task steerability in multitask robot policies. We conduct an exhaustive evaluation of state-of-the-art policies, revealing a common lack of steerability. We find that steerability is associated with limited overlap among training task trajectory distributions, and introduce a proxy metric to measure this overlap from policy behavior. Building on this insight, ReSteer improves steerability via three components: (i) a steerability estimator that identifies low-steerability states without full-rollout evaluation, (ii) a steerable data generator that synthesizes motion segments from these states, and (iii) a self-refinement pipeline that improves policy steerability using the generated data. In simulation on LIBERO, ReSteer improves steerability by 11\% over 18k rollouts. In real-world experiments, we show that improved steerability is critical for interactive use, enabling users to instruct robots to perform any task at any time. We hope this work motivates further study on quantifying steerability and data collection strategies for large robot policies.
CVFeb 12, 2024
Prismatic VLMs: Investigating the Design Space of Visually-Conditioned Language ModelsSiddharth Karamcheti, Suraj Nair, Ashwin Balakrishna et al. · stanford
Visually-conditioned language models (VLMs) have seen growing adoption in applications such as visual dialogue, scene understanding, and robotic task planning; adoption that has fueled a wealth of new models such as LLaVa, InstructBLIP, and PaLI-3. Despite the volume of new releases, key design decisions around image preprocessing, architecture, and optimization are under-explored, making it challenging to understand what factors account for model performance $-$ a challenge further complicated by the lack of objective, consistent evaluations. To address these gaps, we first compile a suite of standardized evaluations spanning visual question answering, object localization, and challenge sets that probe properties such as hallucination; evaluations that provide fine-grained insight VLM capabilities. Second, we rigorously investigate VLMs along key design axes, including pretrained visual representations and training from base vs. instruct-tuned language models, amongst others. We couple our analysis with three resource contributions: (1) a unified framework for evaluating VLMs, (2) optimized, flexible training code, and (3) checkpoints for all models, including a family of VLMs at the 7-13B scale that strictly outperform InstructBLIP and LLaVa v1.5, the state-of-the-art in open VLMs.
ROJun 13, 2024Code
OpenVLA: An Open-Source Vision-Language-Action ModelMoo Jin Kim, Karl Pertsch, Siddharth Karamcheti et al.
Large policies pretrained on a combination of Internet-scale vision-language data and diverse robot demonstrations have the potential to change how we teach robots new skills: rather than training new behaviors from scratch, we can fine-tune such vision-language-action (VLA) models to obtain robust, generalizable policies for visuomotor control. Yet, widespread adoption of VLAs for robotics has been challenging as 1) existing VLAs are largely closed and inaccessible to the public, and 2) prior work fails to explore methods for efficiently fine-tuning VLAs for new tasks, a key component for adoption. Addressing these challenges, we introduce OpenVLA, a 7B-parameter open-source VLA trained on a diverse collection of 970k real-world robot demonstrations. OpenVLA builds on a Llama 2 language model combined with a visual encoder that fuses pretrained features from DINOv2 and SigLIP. As a product of the added data diversity and new model components, OpenVLA demonstrates strong results for generalist manipulation, outperforming closed models such as RT-2-X (55B) by 16.5% in absolute task success rate across 29 tasks and multiple robot embodiments, with 7x fewer parameters. We further show that we can effectively fine-tune OpenVLA for new settings, with especially strong generalization results in multi-task environments involving multiple objects and strong language grounding abilities, and outperform expressive from-scratch imitation learning methods such as Diffusion Policy by 20.4%. We also explore compute efficiency; as a separate contribution, we show that OpenVLA can be fine-tuned on consumer GPUs via modern low-rank adaptation methods and served efficiently via quantization without a hit to downstream success rate. Finally, we release model checkpoints, fine-tuning notebooks, and our PyTorch codebase with built-in support for training VLAs at scale on Open X-Embodiment datasets.
RONov 4, 2024
Vocal Sandbox: Continual Learning and Adaptation for Situated Human-Robot CollaborationJennifer Grannen, Siddharth Karamcheti, Suvir Mirchandani et al. · stanford
We introduce Vocal Sandbox, a framework for enabling seamless human-robot collaboration in situated environments. Systems in our framework are characterized by their ability to adapt and continually learn at multiple levels of abstraction from diverse teaching modalities such as spoken dialogue, object keypoints, and kinesthetic demonstrations. To enable such adaptation, we design lightweight and interpretable learning algorithms that allow users to build an understanding and co-adapt to a robot's capabilities in real-time, as they teach new behaviors. For example, after demonstrating a new low-level skill for "tracking around" an object, users are provided with trajectory visualizations of the robot's intended motion when asked to track a new object. Similarly, users teach high-level planning behaviors through spoken dialogue, using pretrained language models to synthesize behaviors such as "packing an object away" as compositions of low-level skills $-$ concepts that can be reused and built upon. We evaluate Vocal Sandbox in two settings: collaborative gift bag assembly and LEGO stop-motion animation. In the first setting, we run systematic ablations and user studies with 8 non-expert participants, highlighting the impact of multi-level teaching. Across 23 hours of total robot interaction time, users teach 17 new high-level behaviors with an average of 16 novel low-level skills, requiring 22.1% less active supervision compared to baselines and yielding more complex autonomous performance (+19.7%) with fewer failures (-67.1%). Qualitatively, users strongly prefer Vocal Sandbox systems due to their ease of use (+20.6%) and overall performance (+13.9%). Finally, we pair an experienced system-user with a robot to film a stop-motion animation; over two hours of continuous collaboration, the user teaches progressively more complex motion skills to shoot a 52 second (232 frame) movie.
ROJun 13, 2025
ProVox: Personalization and Proactive Planning for Situated Human-Robot CollaborationJennifer Grannen, Siddharth Karamcheti, Blake Wulfe et al. · stanford
Collaborative robots must quickly adapt to their partner's intent and preferences to proactively identify helpful actions. This is especially true in situated settings where human partners can continually teach robots new high-level behaviors, visual concepts, and physical skills (e.g., through demonstration), growing the robot's capabilities as the human-robot pair work together to accomplish diverse tasks. In this work, we argue that robots should be able to infer their partner's goals from early interactions and use this information to proactively plan behaviors ahead of explicit instructions from the user. Building from the strong commonsense priors and steerability of large language models, we introduce ProVox ("Proactive Voice"), a novel framework that enables robots to efficiently personalize and adapt to individual collaborators. We design a meta-prompting protocol that empowers users to communicate their distinct preferences, intent, and expected robot behaviors ahead of starting a physical interaction. ProVox then uses the personalized prompt to condition a proactive language model task planner that anticipates a user's intent from the current interaction context and robot capabilities to suggest helpful actions; in doing so, we alleviate user burden, minimizing the amount of time partners spend explicitly instructing and supervising the robot. We evaluate ProVox through user studies grounded in household manipulation tasks (e.g., assembling lunch bags) that measure the efficiency of the collaboration, as well as features such as perceived helpfulness, ease of use, and reliability. Our analysis suggests that both meta-prompting and proactivity are critical, resulting in 38.7% faster task completion times and 31.9% less user burden relative to non-active baselines. Supplementary material, code, and videos can be found at https://provox-2025.github.io.
RONov 5, 2021
LILA: Language-Informed Latent ActionsSiddharth Karamcheti, Megha Srivastava, Percy Liang et al.
We introduce Language-Informed Latent Actions (LILA), a framework for learning natural language interfaces in the context of human-robot collaboration. LILA falls under the shared autonomy paradigm: in addition to providing discrete language inputs, humans are given a low-dimensional controller $-$ e.g., a 2 degree-of-freedom (DoF) joystick that can move left/right and up/down $-$ for operating the robot. LILA learns to use language to modulate this controller, providing users with a language-informed control space: given an instruction like "place the cereal bowl on the tray," LILA may learn a 2-DoF space where one dimension controls the distance from the robot's end-effector to the bowl, and the other dimension controls the robot's end-effector pose relative to the grasp point on the bowl. We evaluate LILA with real-world user studies, where users can provide a language instruction while operating a 7-DoF Franka Emika Panda Arm to complete a series of complex manipulation tasks. We show that LILA models are not only more sample efficient and performant than imitation learning and end-effector control baselines, but that they are also qualitatively preferred by users.
LGAug 16, 2021
On the Opportunities and Risks of Foundation ModelsRishi Bommasani, Drew A. Hudson, Ehsan Adeli et al.
AI is undergoing a paradigm shift with the rise of models (e.g., BERT, DALL-E, GPT-3) that are trained on broad data at scale and are adaptable to a wide range of downstream tasks. We call these models foundation models to underscore their critically central yet incomplete character. This report provides a thorough account of the opportunities and risks of foundation models, ranging from their capabilities (e.g., language, vision, robotics, reasoning, human interaction) and technical principles(e.g., model architectures, training procedures, data, systems, security, evaluation, theory) to their applications (e.g., law, healthcare, education) and societal impact (e.g., inequity, misuse, economic and environmental impact, legal and ethical considerations). Though foundation models are based on standard deep learning and transfer learning, their scale results in new emergent capabilities,and their effectiveness across so many tasks incentivizes homogenization. Homogenization provides powerful leverage but demands caution, as the defects of the foundation model are inherited by all the adapted models downstream. Despite the impending widespread deployment of foundation models, we currently lack a clear understanding of how they work, when they fail, and what they are even capable of due to their emergent properties. To tackle these questions, we believe much of the critical research on foundation models will require deep interdisciplinary collaboration commensurate with their fundamentally sociotechnical nature.
CLJul 6, 2021
Mind Your Outliers! Investigating the Negative Impact of Outliers on Active Learning for Visual Question AnsweringSiddharth Karamcheti, Ranjay Krishna, Li Fei-Fei et al.
Active learning promises to alleviate the massive data needs of supervised machine learning: it has successfully improved sample efficiency by an order of magnitude on traditional tasks like topic classification and object recognition. However, we uncover a striking contrast to this promise: across 5 models and 4 datasets on the task of visual question answering, a wide variety of active learning approaches fail to outperform random selection. To understand this discrepancy, we profile 8 active learning methods on a per-example basis, and identify the problem as collective outliers -- groups of examples that active learning methods prefer to acquire but models fail to learn (e.g., questions that ask about text in images or require external knowledge). Through systematic ablation experiments and qualitative visualizations, we verify that collective outliers are a general phenomenon responsible for degrading pool-based active learning. Notably, we show that active learning sample efficiency increases significantly as the number of collective outliers in the active learning pool decreases. We conclude with a discussion and prescriptive recommendations for mitigating the effects of these outliers in future work.
AIJun 14, 2021
Targeted Data Acquisition for Evolving Negotiation AgentsMinae Kwon, Siddharth Karamcheti, Mariano-Florentino Cuellar et al.
Successful negotiators must learn how to balance optimizing for self-interest and cooperation. Yet current artificial negotiation agents often heavily depend on the quality of the static datasets they were trained on, limiting their capacity to fashion an adaptive response balancing self-interest and cooperation. For this reason, we find that these agents can achieve either high utility or cooperation, but not both. To address this, we introduce a targeted data acquisition framework where we guide the exploration of a reinforcement learning agent using annotations from an expert oracle. The guided exploration incentivizes the learning agent to go beyond its static dataset and develop new negotiation strategies. We show that this enables our agents to obtain higher-reward and more Pareto-optimal solutions when negotiating with both simulated and human partners compared to standard supervised learning and reinforcement learning methods. This trend additionally holds when comparing agents using our targeted data acquisition framework to variants of agents trained with a mix of supervised learning and reinforcement learning, or to agents using tailored reward functions that explicitly optimize for utility and Pareto-optimality.
ROMay 2, 2021
Learning Visually Guided Latent Actions for Assistive TeleoperationSiddharth Karamcheti, Albert J. Zhai, Dylan P. Losey et al.
It is challenging for humans -- particularly those living with physical disabilities -- to control high-dimensional, dexterous robots. Prior work explores learning embedding functions that map a human's low-dimensional inputs (e.g., via a joystick) to complex, high-dimensional robot actions for assistive teleoperation; however, a central problem is that there are many more high-dimensional actions than available low-dimensional inputs. To extract the correct action and maximally assist their human controller, robots must reason over their context: for example, pressing a joystick down when interacting with a coffee cup indicates a different action than when interacting with knife. In this work, we develop assistive robots that condition their latent embeddings on visual inputs. We explore a spectrum of visual encoders and show that incorporating object detectors pretrained on small amounts of cheap, easy-to-collect structured data enables i) accurately and robustly recognizing the current context and ii) generalizing control embeddings to new objects and tasks. In user studies with a high-dimensional physical robot arm, participants leverage this approach to perform new tasks with unseen objects. Our results indicate that structured visual representations improve few-shot performance and are subjectively preferred by users.
CLMar 10, 2021
ELLA: Exploration through Learned Language AbstractionSuvir Mirchandani, Siddharth Karamcheti, Dorsa Sadigh
Building agents capable of understanding language instructions is critical to effective and robust human-AI collaboration. Recent work focuses on training these agents via reinforcement learning in environments with synthetic language; however, instructions often define long-horizon, sparse-reward tasks, and learning policies requires many episodes of experience. We introduce ELLA: Exploration through Learned Language Abstraction, a reward shaping approach geared towards boosting sample efficiency in sparse reward environments by correlating high-level instructions with simpler low-level constituents. ELLA has two key elements: 1) A termination classifier that identifies when agents complete low-level instructions, and 2) A relevance classifier that correlates low-level instructions with success on high-level tasks. We learn the termination classifier offline from pairs of instructions and terminal states. Notably, in departure from prior work in language and abstraction, we learn the relevance classifier online, without relying on an explicit decomposition of high-level instructions to low-level instructions. On a suite of complex BabyAI environments with varying instruction complexities and reward sparsity, ELLA shows gains in sample efficiency relative to language-based shaping and traditional RL methods.
CLOct 11, 2020
Learning Adaptive Language Interfaces through DecompositionSiddharth Karamcheti, Dorsa Sadigh, Percy Liang
Our goal is to create an interactive natural language interface that efficiently and reliably learns from users to complete tasks in simulated robotics settings. We introduce a neural semantic parsing system that learns new high-level abstractions through decomposition: users interactively teach the system by breaking down high-level utterances describing novel behavior into low-level steps that it can understand. Unfortunately, existing methods either rely on grammars which parse sentences with limited flexibility, or neural sequence-to-sequence models that do not learn efficiently or reliably from individual examples. Our approach bridges this gap, demonstrating the flexibility of modern neural systems, as well as the one-shot reliable generalization of grammar-based methods. Our crowdsourced interactive experiments suggest that over time, users complete complex tasks more efficiently while using our system by leveraging what they just taught. At the same time, getting users to trust the system enough to be incentivized to teach high-level utterances is still an ongoing challenge. We end with a discussion of some of the obstacles we need to overcome to fully realize the potential of the interactive paradigm.
AINov 20, 2019
Generating Interactive Worlds with TextAngela Fan, Jack Urbanek, Pratik Ringshia et al.
Procedurally generating cohesive and interesting game environments is challenging and time-consuming. In order for the relationships between the game elements to be natural, common-sense has to be encoded into arrangement of the elements. In this work, we investigate a machine learning approach for world creation using content from the multi-player text adventure game environment LIGHT. We introduce neural network based models to compositionally arrange locations, characters, and objects into a coherent whole. In addition to creating worlds based on existing elements, our models can generate new game content. Humans can also leverage our models to interactively aid in worldbuilding. We show that the game environments created with our approach are cohesive, diverse, and preferred by human evaluators compared to other machine learning based world construction algorithms.
CLSep 12, 2019
Finding Generalizable Evidence by Learning to Convince Q&A ModelsEthan Perez, Siddharth Karamcheti, Rob Fergus et al.
We propose a system that finds the strongest supporting evidence for a given answer to a question, using passage-based question-answering (QA) as a testbed. We train evidence agents to select the passage sentences that most convince a pretrained QA model of a given answer, if the QA model received those sentences instead of the full passage. Rather than finding evidence that convinces one model alone, we find that agents select evidence that generalizes; agent-chosen evidence increases the plausibility of the supported answer, as judged by other QA models and humans. Given its general nature, this approach improves QA in a robust manner: using agent-selected evidence (i) humans can correctly answer questions with only ~20% of the full passage and (ii) QA models can generalize to longer passages and harder questions.
CLMar 7, 2019
Learning to Speak and Act in a Fantasy Text Adventure GameJack Urbanek, Angela Fan, Siddharth Karamcheti et al.
We introduce a large scale crowdsourced text adventure game as a research platform for studying grounded dialogue. In it, agents can perceive, emote, and act whilst conducting dialogue with other agents. Models and humans can both act as characters within the game. We describe the results of training state-of-the-art generative and retrieval models in this setting. We show that in addition to using past dialogue, these models are able to effectively use the state of the underlying world to condition their predictions. In particular, we show that grounding on the details of the local environment, including location descriptions, and the objects (and their affordances) and characters (and their previous actions) present within it allows better predictions of agent behavior and dialogue. We analyze the ingredients necessary for successful grounding in this setting, and how each of these factors relate to agents that can talk and act successfully.
AINov 21, 2018
Improving Grey-Box Fuzzing by Modeling Program BehaviorSiddharth Karamcheti, Gideon Mann, David Rosenberg
Grey-box fuzzers such as American Fuzzy Lop (AFL) are popular tools for finding bugs and potential vulnerabilities in programs. While these fuzzers have been able to find vulnerabilities in many widely used programs, they are not efficient; of the millions of inputs executed by AFL in a typical fuzzing run, only a handful discover unseen behavior or trigger a crash. The remaining inputs are redundant, exhibiting behavior that has already been observed. Here, we present an approach to increase the efficiency of fuzzers like AFL by applying machine learning to directly model how programs behave. We learn a forward prediction model that maps program inputs to execution traces, training on the thousands of inputs collected during standard fuzzing. This learned model guides exploration by focusing on fuzzing inputs on which our model is the most uncertain (measured via the entropy of the predicted execution trace distribution). By focusing on executing inputs our learned model is unsure about, and ignoring any input whose behavior our model is certain about, we show that we can significantly limit wasteful execution. Through testing our approach on a set of binaries released as part of the DARPA Cyber Grand Challenge, we show that our approach is able to find a set of inputs that result in more code coverage and discovered crashes than baseline fuzzers with significantly fewer executions.
AIAug 24, 2018
Adaptive Grey-Box Fuzz-Testing with Thompson SamplingSiddharth Karamcheti, Gideon Mann, David Rosenberg
Fuzz testing, or "fuzzing," refers to a widely deployed class of techniques for testing programs by generating a set of inputs for the express purpose of finding bugs and identifying security flaws. Grey-box fuzzing, the most popular fuzzing strategy, combines light program instrumentation with a data driven process to generate new program inputs. In this work, we present a machine learning approach that builds on AFL, the preeminent grey-box fuzzer, by adaptively learning a probability distribution over its mutation operators on a program-specific basis. These operators, which are selected uniformly at random in AFL and mutational fuzzers in general, dictate how new inputs are generated, a core part of the fuzzer's efficacy. Our main contributions are two-fold: First, we show that a sampling distribution over mutation operators estimated from training programs can significantly improve performance of AFL. Second, we introduce a Thompson Sampling, bandit-based optimization approach that fine-tunes the mutator distribution adaptively, during the course of fuzzing an individual program. A set of experiments across complex programs demonstrates that tuning the mutational operator distribution generates sets of inputs that yield significantly higher code coverage and finds more crashes faster and more reliably than both baseline versions of AFL as well as other AFL-based learning approaches.
AIJul 26, 2017
A Tale of Two DRAGGNs: A Hybrid Approach for Interpreting Action-Oriented and Goal-Oriented InstructionsSiddharth Karamcheti, Edward C. Williams, Dilip Arumugam et al.
Robots operating alongside humans in diverse, stochastic environments must be able to accurately interpret natural language commands. These instructions often fall into one of two categories: those that specify a goal condition or target state, and those that specify explicit actions, or how to perform a given task. Recent approaches have used reward functions as a semantic representation of goal-based commands, which allows for the use of a state-of-the-art planner to find a policy for the given task. However, these reward functions cannot be directly used to represent action-oriented commands. We introduce a new hybrid approach, the Deep Recurrent Action-Goal Grounding Network (DRAGGN), for task grounding and execution that handles natural language from either category as input, and generalizes to unseen environments. Our robot-simulation results demonstrate that a system successfully interpreting both goal-oriented and action-oriented task specifications brings us closer to robust natural language understanding for human-robot interaction.
AIJun 2, 2017
Modeling Latent Attention Within Neural NetworksChristopher Grimm, Dilip Arumugam, Siddharth Karamcheti et al.
Deep neural networks are able to solve tasks across a variety of domains and modalities of data. Despite many empirical successes, we lack the ability to clearly understand and interpret the learned internal mechanisms that contribute to such effective behaviors or, more critically, failure modes. In this work, we present a general method for visualizing an arbitrary neural network's inner mechanisms and their power and limitations. Our dataset-centric method produces visualizations of how a trained network attends to components of its inputs. The computed "attention masks" support improved interpretability by highlighting which input attributes are critical in determining output. We demonstrate the effectiveness of our framework on a variety of deep neural network architectures in domains from computer vision, natural language processing, and reinforcement learning. The primary contribution of our approach is an interpretable visualization of attention that provides unique insights into the network's underlying decision-making process irrespective of the data modality.
AIApr 21, 2017
Accurately and Efficiently Interpreting Human-Robot Instructions of Varying GranularitiesDilip Arumugam, Siddharth Karamcheti, Nakul Gopalan et al.
Humans can ground natural language commands to tasks at both abstract and fine-grained levels of specificity. For instance, a human forklift operator can be instructed to perform a high-level action, like "grab a pallet" or a low-level action like "tilt back a little bit." While robots are also capable of grounding language commands to tasks, previous methods implicitly assume that all commands and tasks reside at a single, fixed level of abstraction. Additionally, methods that do not use multiple levels of abstraction encounter inefficient planning and execution times as they solve tasks at a single level of abstraction with large, intractable state-action spaces closely resembling real world complexity. In this work, by grounding commands to all the tasks or subtasks available in a hierarchical planning framework, we arrive at a model capable of interpreting language at multiple levels of specificity ranging from coarse to more granular. We show that the accuracy of the grounding procedure is improved when simultaneously inferring the degree of abstraction in language used to communicate the task. Leveraging hierarchy also improves efficiency: our proposed approach enables a robot to respond to a command within one second on 90% of our tasks, while baselines take over twenty seconds on half the tasks. Finally, we demonstrate that a real, physical robot can ground commands at multiple levels of abstraction allowing it to efficiently plan different subtasks within the same planning hierarchy.