Artem Zholus

LG
h-index75
20papers
644citations
Novelty42%
AI Score52

20 Papers

CLMay 5, 2022
Interactive Grounded Language Understanding in a Collaborative Environment: IGLU 2021

Julia Kiseleva, Ziming Li, Mohammad Aliannejadi et al. · meta-ai, mit

Human intelligence has the remarkable ability to quickly adapt to new tasks and environments. Starting from a very young age, humans acquire new skills and learn how to solve new tasks either by imitating the behavior of others or by following provided natural language instructions. To facilitate research in this direction, we propose \emph{IGLU: Interactive Grounded Language Understanding in a Collaborative Environment}. The primary goal of the competition is to approach the problem of how to build interactive agents that learn to solve a task while provided with grounded natural language instructions in a collaborative environment. Understanding the complexity of the challenge, we split it into sub-tasks to make it feasible for participants.

CLMay 27, 2022
IGLU 2022: Interactive Grounded Language Understanding in a Collaborative Environment at NeurIPS 2022

Julia Kiseleva, Alexey Skrynnik, Artem Zholus et al. · meta-ai, microsoft-research

Human intelligence has the remarkable ability to adapt to new tasks and environments quickly. Starting from a very young age, humans acquire new skills and learn how to solve new tasks either by imitating the behavior of others or by following provided natural language instructions. To facilitate research in this direction, we propose IGLU: Interactive Grounded Language Understanding in a Collaborative Environment. The primary goal of the competition is to approach the problem of how to develop interactive embodied agents that learn to solve a task while provided with grounded natural language instructions in a collaborative environment. Understanding the complexity of the challenge, we split it into sub-tasks to make it feasible for participants. This research challenge is naturally related, but not limited, to two fields of study that are highly relevant to the NeurIPS community: Natural Language Understanding and Generation (NLU/G) and Reinforcement Learning (RL). Therefore, the suggested challenge can bring two communities together to approach one of the crucial challenges in AI. Another critical aspect of the challenge is the dedication to perform a human-in-the-loop evaluation as a final evaluation for the agents developed by contestants.

CLNov 12, 2022
Collecting Interactive Multi-modal Datasets for Grounded Language Understanding

Shrestha Mohanty, Negar Arabzadeh, Milagro Teruel et al. · meta-ai, microsoft-research

Human intelligence can remarkably adapt quickly to new tasks and environments. Starting from a very young age, humans acquire new skills and learn how to solve new tasks either by imitating the behavior of others or by following provided natural language instructions. To facilitate research which can enable similar capabilities in machines, we made the following contributions (1) formalized the collaborative embodied agent using natural language task; (2) developed a tool for extensive and scalable data collection; and (3) collected the first dataset for interactive grounded language understanding.

LGMay 31, 2022
IGLU Gridworld: Simple and Fast Environment for Embodied Dialog Agents

Artem Zholus, Alexey Skrynnik, Shrestha Mohanty et al. · microsoft-research, mit

We present the IGLU Gridworld: a reinforcement learning environment for building and evaluating language conditioned embodied agents in a scalable way. The environment features visual agent embodiment, interactive learning through collaboration, language conditioned RL, and combinatorically hard task (3d blocks building) space.

AINov 1, 2022
Learning to Solve Voxel Building Embodied Tasks from Pixels and Natural Language Instructions

Alexey Skrynnik, Zoya Volovikova, Marc-Alexandre Côté et al. · microsoft-research, mit

The adoption of pre-trained language models to generate action plans for embodied agents is a promising research strategy. However, execution of instructions in real or simulated environments requires verification of the feasibility of actions as well as their relevance to the completion of a goal. We propose a new method that combines a language model and reinforcement learning for the task of building objects in a Minecraft-like environment according to the natural language instructions. Our method first generates a set of consistently achievable sub-goals from the instructions and then completes associated sub-tasks with a pre-trained RL policy. The proposed method formed the RL baseline at the IGLU 2022 competition.

AIJul 16, 2024Code
Interpretability in Action: Exploratory Analysis of VPT, a Minecraft Agent

Karolis Jucys, George Adamopoulos, Mehrab Hamidi et al.

Understanding the mechanisms behind decisions taken by large foundation models in sequential decision making tasks is critical to ensuring that such systems operate transparently and safely. In this work, we perform exploratory analysis on the Video PreTraining (VPT) Minecraft playing agent, one of the largest open-source vision-based agents. We aim to illuminate its reasoning mechanisms by applying various interpretability techniques. First, we analyze the attention mechanism while the agent solves its training task - crafting a diamond pickaxe. The agent pays attention to the last four frames and several key-frames further back in its six-second memory. This is a possible mechanism for maintaining coherence in a task that takes 3-10 minutes, despite the short memory span. Secondly, we perform various interventions, which help us uncover a worrying case of goal misgeneralization: VPT mistakenly identifies a villager wearing brown clothes as a tree trunk when the villager is positioned stationary under green tree leaves, and punches it to death.

AIJul 12, 2024
IDAT: A Multi-Modal Dataset and Toolkit for Building and Evaluating Interactive Task-Solving Agents

Shrestha Mohanty, Negar Arabzadeh, Andrea Tupini et al. · meta-ai, microsoft-research

Seamless interaction between AI agents and humans using natural language remains a key goal in AI research. This paper addresses the challenges of developing interactive agents capable of understanding and executing grounded natural language instructions through the IGLU competition at NeurIPS. Despite advancements, challenges such as a scarcity of appropriate datasets and the need for effective evaluation platforms persist. We introduce a scalable data collection tool for gathering interactive grounded language instructions within a Minecraft-like environment, resulting in a Multi-Modal dataset with around 9,000 utterances and over 1,000 clarification questions. Additionally, we present a Human-in-the-Loop interactive evaluation platform for qualitative analysis and comparison of agent performance through multi-turn communication with human annotators. We offer to the community these assets referred to as IDAT (IGLU Dataset And Toolkit) which aim to advance the development of intelligent, interactive AI agents and provide essential resources for further research.

86.5CVApr 12
TAPNext++: What's Next for Tracking Any Point (TAP)?

Sebastian Jung, Artem Zholus, Martin Sundermeyer et al.

Tracking-Any-Point (TAP) models aim to track any point through a video which is a crucial task in AR/XR and robotics applications. The recently introduced TAPNext approach proposes an end-to-end, recurrent transformer architecture to track points frame-by-frame in a purely online fashion -- demonstrating competitive performance at minimal latency. However, we show that TAPNext struggles with longer video sequences and also frequently fails to re-detect query points that reappear after being occluded or leaving the frame. In this work, we present TAPNext++, a model that tracks points in sequences that are orders of magnitude longer while preserving the low memory and compute footprint of the architecture. We train the recurrent video transformer using several data-driven solutions, including training on long 1024-frame sequences enabled by sequence parallelism techniques. We highlight that re-detection performance is a blind spot in the current literature and introduce a new metric, Re-Detection Average Jaccard ($AJ_{RD}$), to explicitly evaluate tracking on re-appearing points. To improve re-detection of points, we introduce tailored geometric augmentations, such as periodic roll that simulates point re-entries, and supervising occluded points. We demonstrate that recurrent transformers can be substantially improved for point tracking and set a new state-of-the-art on multiple benchmarks. Model and code can be found at https://tap-next-plus-plus.github.io.

CVDec 18, 2024Code
TRecViT: A Recurrent Video Transformer

Viorica Pătrăucean, Xu Owen He, Joseph Heyward et al. · deepmind

We propose a novel block for video modelling. It relies on a time-space-channel factorisation with dedicated blocks for each dimension: gated linear recurrent units (LRUs) perform information mixing over time, self-attention layers perform mixing over space, and MLPs over channels. The resulting architecture TRecViT performs well on sparse and dense tasks, trained in supervised or self-supervised regimes. Notably, our model is causal and outperforms or is on par with a pure attention model ViViT-L on large scale video datasets (SSv2, Kinetics400), while having $3\times$ less parameters, $12\times$ smaller memory footprint, and $5\times$ lower FLOPs count. Code and checkpoints will be made available online at https://github.com/google-deepmind/trecvit.

AIJun 11, 2025
V-JEPA 2: Self-Supervised Video Models Enable Understanding, Prediction and Planning

Mido Assran, Adrien Bardes, David Fan et al. · meta-ai

A major challenge for modern AI is to learn to understand the world and learn to act largely by observation. This paper explores a self-supervised approach that combines internet-scale video data with a small amount of interaction data (robot trajectories), to develop models capable of understanding, predicting, and planning in the physical world. We first pre-train an action-free joint-embedding-predictive architecture, V-JEPA 2, on a video and image dataset comprising over 1 million hours of internet video. V-JEPA 2 achieves strong performance on motion understanding (77.3 top-1 accuracy on Something-Something v2) and state-of-the-art performance on human action anticipation (39.7 recall-at-5 on Epic-Kitchens-100) surpassing previous task-specific models. Additionally, after aligning V-JEPA 2 with a large language model, we demonstrate state-of-the-art performance on multiple video question-answering tasks at the 8 billion parameter scale (e.g., 84.0 on PerceptionTest, 76.9 on TempCompass). Finally, we show how self-supervised learning can be applied to robotic planning tasks by post-training a latent action-conditioned world model, V-JEPA 2-AC, using less than 62 hours of unlabeled robot videos from the Droid dataset. We deploy V-JEPA 2-AC zero-shot on Franka arms in two different labs and enable picking and placing of objects using planning with image goals. Notably, this is achieved without collecting any data from the robots in these environments, and without any task-specific training or reward. This work demonstrates how self-supervised learning from web-scale data and a small amount of robot interaction data can yield a world model capable of planning in the physical world.

63.1CVMay 7
Reconstruction or Semantics? What Makes a Latent Space Useful for Robotic World Models

Nilaksh, Saurav Jha, Artem Zholus et al.

World model-based policy evaluation is a practical proxy for testing real-world robot control by rolling out candidate actions in action-conditioned video diffusion models. As these models increasingly adopt latent diffusion modeling (LDM), choosing the right latent space becomes critical. While the status quo uses autoencoding latent spaces like VAEs that are primarily trained for pixel reconstruction, recent work suggests benefits from pretrained encoders with representation-aligned semantic latent spaces. We systematically evaluate these latent spaces for action-conditioned LDM by comparing six reconstruction and semantic encoders to train world model variants under a fixed protocol on BridgeV2 dataset, and show effective world model training in high-dimensional representation spaces with and without dimension compression. We then propose three axes to assess robotic world model performance: visual fidelity, planning and downstream policy performance, and latent representation quality. Our results show visual fidelity alone is insufficient for world model selection. While reconstruction encoders like VAE and Cosmos achieve strong pixel-level scores, semantic encoders such as V-JEPA 2.1 (strongest overall on policy), Web-DINO, and SigLIP 2 generally excel across the other two axes at all model scales. Our study advocates semantic latent space as stronger foundation for policy-relevant robotics diffusion world models.

LGMar 7, 2024
Mastering Memory Tasks with World Models

Mohammad Reza Samsami, Artem Zholus, Janarthanan Rajendran et al.

Current model-based reinforcement learning (MBRL) agents struggle with long-term dependencies. This limits their ability to effectively solve tasks involving extended time gaps between actions and outcomes, or tasks demanding the recalling of distant observations to inform current actions. To improve temporal coherence, we integrate a new family of state space models (SSMs) in world models of MBRL agents to present a new method, Recall to Imagine (R2I). This integration aims to enhance both long-term memory and long-horizon credit assignment. Through a diverse set of illustrative tasks, we systematically demonstrate that R2I not only establishes a new state-of-the-art for challenging memory and credit assignment RL tasks, such as BSuite and POPGym, but also showcases superhuman performance in the complex memory domain of Memory Maze. At the same time, it upholds comparable performance in classic RL tasks, such as Atari and DMC, suggesting the generality of our method. We also show that R2I is faster than the state-of-the-art MBRL method, DreamerV3, resulting in faster wall-time convergence.

CVApr 8, 2025
TAPNext: Tracking Any Point (TAP) as Next Token Prediction

Artem Zholus, Carl Doersch, Yi Yang et al.

Tracking Any Point (TAP) in a video is a challenging computer vision problem with many demonstrated applications in robotics, video editing, and 3D reconstruction. Existing methods for TAP rely heavily on complex tracking-specific inductive biases and heuristics, limiting their generality and potential for scaling. To address these challenges, we present TAPNext, a new approach that casts TAP as sequential masked token decoding. Our model is causal, tracks in a purely online fashion, and removes tracking-specific inductive biases. This enables TAPNext to run with minimal latency, and removes the temporal windowing required by many existing state of art trackers. Despite its simplicity, TAPNext achieves a new state-of-the-art tracking performance among both online and offline trackers. Finally, we present evidence that many widely used tracking heuristics emerge naturally in TAPNext through end-to-end training. The TAPNext model and code can be found at https://tap-next.github.io/.

92.4LGApr 3
Hierarchical Planning with Latent World Models

Wancong Zhang, Basile Terver, Artem Zholus et al.

Model predictive control (MPC) with learned world models has emerged as a promising paradigm for embodied control, particularly for its ability to generalize zero-shot when deployed in new environments. However, learned world models often struggle with long-horizon control due to the accumulation of prediction errors and the exponentially growing search space. In this work, we address these challenges by learning latent world models at multiple temporal scales and performing hierarchical planning across these scales, enabling long-horizon reasoning while substantially reducing inference-time planning complexity. Our approach serves as a modular planning abstraction that applies across diverse latent world-model architectures and domains. We demonstrate that this hierarchical approach enables zero-shot control on real-world non-greedy robotic tasks, achieving a 70% success rate on pick-&-place using only a final goal specification, compared to 0% for a single-level world model. In addition, across physics-based simulated environments including push manipulation and maze navigation, hierarchical planning achieves higher success while requiring up to 4x less planning-time compute.

LGDec 9, 2024
Unraveling the Complexity of Memory in RL Agents: an Approach for Classification and Evaluation

Egor Cherepanov, Nikita Kachaev, Artem Zholus et al.

The incorporation of memory into agents is essential for numerous tasks within the domain of Reinforcement Learning (RL). In particular, memory is paramount for tasks that require the utilization of past information, adaptation to novel environments, and improved sample efficiency. However, the term ``memory'' encompasses a wide range of concepts, which, coupled with the lack of a unified methodology for validating an agent's memory, leads to erroneous judgments about agents' memory capabilities and prevents objective comparison with other memory-enhanced agents. This paper aims to streamline the concept of memory in RL by providing practical precise definitions of agent memory types, such as long-term versus short-term memory and declarative versus procedural memory, inspired by cognitive science. Using these definitions, we categorize different classes of agent memory, propose a robust experimental methodology for evaluating the memory capabilities of RL agents, and standardize evaluations. Furthermore, we empirically demonstrate the importance of adhering to the proposed methodology when evaluating different types of agent memory by conducting experiments with different RL agents and what its violation leads to.

LGJun 6, 2024
BindGPT: A Scalable Framework for 3D Molecular Design via Language Modeling and Reinforcement Learning

Artem Zholus, Maksim Kuznetsov, Roman Schutski et al.

Generating novel active molecules for a given protein is an extremely challenging task for generative models that requires an understanding of the complex physical interactions between the molecule and its environment. In this paper, we present a novel generative model, BindGPT which uses a conceptually simple but powerful approach to create 3D molecules within the protein's binding site. Our model produces molecular graphs and conformations jointly, eliminating the need for an extra graph reconstruction step. We pretrain BindGPT on a large-scale dataset and fine-tune it with reinforcement learning using scores from external simulation software. We demonstrate how a single pretrained language model can serve at the same time as a 3D molecular generative model, conformer generator conditioned on the molecular graph, and a pocket-conditioned 3D molecule generator. Notably, the model does not make any representational equivariance assumptions about the domain of generation. We show how such simple conceptual approach combined with pretraining and scaling can perform on par or better than the current best specialized diffusion models, language models, and graph neural networks while being two orders of magnitude cheaper to sample.

AIMay 18, 2023
Transforming Human-Centered AI Collaboration: Redefining Embodied Agents Capabilities through Interactive Grounded Language Instructions

Shrestha Mohanty, Negar Arabzadeh, Julia Kiseleva et al.

Human intelligence's adaptability is remarkable, allowing us to adjust to new tasks and multi-modal environments swiftly. This skill is evident from a young age as we acquire new abilities and solve problems by imitating others or following natural language instructions. The research community is actively pursuing the development of interactive "embodied agents" that can engage in natural conversations with humans and assist them with real-world tasks. These agents must possess the ability to promptly request feedback in case communication breaks down or instructions are unclear. Additionally, they must demonstrate proficiency in learning new vocabulary specific to a given domain. In this paper, we made the following contributions: (1) a crowd-sourcing tool for collecting grounded language instructions; (2) the largest dataset of grounded language instructions; and (3) several state-of-the-art baselines. These contributions are suitable as a foundation for further research.

LGOct 25, 2021
Multitask Adaptation by Retrospective Exploration with Learned World Models

Artem Zholus, Aleksandr I. Panov

Model-based reinforcement learning (MBRL) allows solving complex tasks in a sample-efficient manner. However, no information is reused between the tasks. In this work, we propose a meta-learned addressing model called RAMa that provides training samples for the MBRL agent taken from continuously growing task-agnostic storage. The model is trained to maximize the expected agent's performance by selecting promising trajectories solving prior tasks from the storage. We show that such retrospective exploration can accelerate the learning process of the MBRL agent by better informing learned dynamics and prompting agent with exploratory trajectories. We test the performance of our approach on several domains from the DeepMind control suite, from Metaworld multitask benchmark, and from our bespoke environment implemented with a robotic NVIDIA Isaac simulator to test the ability of the model to act in a photorealistic, ray-traced environment.

AIOct 13, 2021
NeurIPS 2021 Competition IGLU: Interactive Grounded Language Understanding in a Collaborative Environment

Julia Kiseleva, Ziming Li, Mohammad Aliannejadi et al.

Human intelligence has the remarkable ability to adapt to new tasks and environments quickly. Starting from a very young age, humans acquire new skills and learn how to solve new tasks either by imitating the behavior of others or by following provided natural language instructions. To facilitate research in this direction, we propose IGLU: Interactive Grounded Language Understanding in a Collaborative Environment. The primary goal of the competition is to approach the problem of how to build interactive agents that learn to solve a task while provided with grounded natural language instructions in a collaborative environment. Understanding the complexity of the challenge, we split it into sub-tasks to make it feasible for participants. This research challenge is naturally related, but not limited, to two fields of study that are highly relevant to the NeurIPS community: Natural Language Understanding and Generation (NLU/G) and Reinforcement Learning (RL). Therefore, the suggested challenge can bring two communities together to approach one of the important challenges in AI. Another important aspect of the challenge is the dedication to perform a human-in-the-loop evaluation as a final evaluation for the agents developed by contestants.

LGApr 6, 2020
Continuous Histogram Loss: Beyond Neural Similarity

Artem Zholus, Eugene Lane

Similarity learning has gained a lot of attention from researches in recent years and tons of successful approaches have been recently proposed. However, the majority of the state-of-the-art similarity learning methods consider only a binary similarity. In this paper we introduce a new loss function called Continuous Histogram Loss (CHL) which generalizes recently proposed Histogram loss to multiple-valued similarities, i.e. allowing the acceptable values of similarity to be continuously distributed within some range. The novel loss function is computed by aggregating pairwise distances and similarities into 2D histograms in a differentiable manner and then computing the probability of condition that pairwise distances will not decrease as the similarities increase. The novel loss is capable of solving a wider range of tasks including similarity learning, representation learning and data visualization.