CVJul 21, 2022
TIDEE: Tidying Up Novel Rooms using Visuo-Semantic Commonsense PriorsGabriel Sarch, Zhaoyuan Fang, Adam W. Harley et al.
We introduce TIDEE, an embodied agent that tidies up a disordered scene based on learned commonsense object placement and room arrangement priors. TIDEE explores a home environment, detects objects that are out of their natural place, infers plausible object contexts for them, localizes such contexts in the current scene, and repositions the objects. Commonsense priors are encoded in three modules: i) visuo-semantic detectors that detect out-of-place objects, ii) an associative neural graph memory of objects and spatial relations that proposes plausible semantic receptacles and surfaces for object repositions, and iii) a visual search network that guides the agent's exploration for efficiently localizing the receptacle-of-interest in the current scene to reposition the object. We test TIDEE on tidying up disorganized scenes in the AI2THOR simulation environment. TIDEE carries out the task directly from pixel and raw depth input without ever having observed the same room beforehand, relying only on priors learned from a separate set of training houses. Human evaluations on the resulting room reorganizations show TIDEE outperforms ablative versions of the model that do not use one or more of the commonsense priors. On a related room rearrangement benchmark that allows the agent to view the goal state prior to rearrangement, a simplified version of our model significantly outperforms a top-performing method by a large margin. Code and data are available at the project website: https://tidee-agent.github.io/.
AIOct 23, 2023
Open-Ended Instructable Embodied Agents with Memory-Augmented Large Language ModelsGabriel Sarch, Yue Wu, Michael J. Tarr et al.
Pre-trained and frozen large language models (LLMs) can effectively map simple scene rearrangement instructions to programs over a robot's visuomotor functions through appropriate few-shot example prompting. To parse open-domain natural language and adapt to a user's idiosyncratic procedures, not known during prompt engineering time, fixed prompts fall short. In this paper, we introduce HELPER, an embodied agent equipped with an external memory of language-program pairs that parses free-form human-robot dialogue into action programs through retrieval-augmented LLM prompting: relevant memories are retrieved based on the current dialogue, instruction, correction, or VLM description, and used as in-context prompt examples for LLM querying. The memory is expanded during deployment to include pairs of user's language and action plans, to assist future inferences and personalize them to the user's language and routines. HELPER sets a new state-of-the-art in the TEACh benchmark in both Execution from Dialog History (EDH) and Trajectory from Dialogue (TfD), with a 1.7x improvement over the previous state-of-the-art for TfD. Our models, code, and video results can be found in our project's website: https://helper-agent-llm.github.io.
CVSep 4, 2023
3D View Prediction Models of the Dorsal Visual StreamGabriel Sarch, Hsiao-Yu Fish Tung, Aria Wang et al.
Deep neural network representations align well with brain activity in the ventral visual stream. However, the primate visual system has a distinct dorsal processing stream with different functional properties. To test if a model trained to perceive 3D scene geometry aligns better with neural responses in dorsal visual areas, we trained a self-supervised geometry-aware recurrent neural network (GRNN) to predict novel camera views using a 3D feature memory. We compared GRNN to self-supervised baseline models that have been shown to align well with ventral regions using the large-scale fMRI Natural Scenes Dataset (NSD). We found that while the baseline models accounted better for ventral brain regions, GRNN accounted for a greater proportion of variance in dorsal brain regions. Our findings demonstrate the potential for using task-relevant models to probe representational differences across visual streams.
CVJan 4, 2024Code
ODIN: A Single Model for 2D and 3D SegmentationAyush Jain, Pushkal Katara, Nikolaos Gkanatsios et al.
State-of-the-art models on contemporary 3D segmentation benchmarks like ScanNet consume and label dataset-provided 3D point clouds, obtained through post processing of sensed multiview RGB-D images. They are typically trained in-domain, forego large-scale 2D pre-training and outperform alternatives that featurize the posed RGB-D multiview images instead. The gap in performance between methods that consume posed images versus post-processed 3D point clouds has fueled the belief that 2D and 3D perception require distinct model architectures. In this paper, we challenge this view and propose ODIN (Omni-Dimensional INstance segmentation), a model that can segment and label both 2D RGB images and 3D point clouds, using a transformer architecture that alternates between 2D within-view and 3D cross-view information fusion. Our model differentiates 2D and 3D feature operations through the positional encodings of the tokens involved, which capture pixel coordinates for 2D patch tokens and 3D coordinates for 3D feature tokens. ODIN achieves state-of-the-art performance on ScanNet200, Matterport3D and AI2THOR 3D instance segmentation benchmarks, and competitive performance on ScanNet, S3DIS and COCO. It outperforms all previous works by a wide margin when the sensed 3D point cloud is used in place of the point cloud sampled from 3D mesh. When used as the 3D perception engine in an instructable embodied agent architecture, it sets a new state-of-the-art on the TEACh action-from-dialogue benchmark. Our code and checkpoints can be found at the project website (https://odin-seg.github.io).
96.1LGMay 1
Odysseus: Scaling VLMs to 100+ Turn Decision-Making in Games via Reinforcement LearningChengshuai Shi, Wenzhe Li, Xinran Liang et al.
Given the rapidly growing capabilities of vision-language models (VLMs), extending them to interactive decision-making tasks such as video games has emerged as a promising frontier. However, existing approaches either rely on large-scale supervised fine-tuning (SFT) on human trajectories or apply reinforcement learning (RL) only in relatively short-horizon settings (typically around 20--30 turns). In this work, we study RL-based training of VLMs for long-horizon decision-making in Super Mario Land, a visually grounded environment requiring 100+ turns of interaction with coordinated perception, reasoning, and action. We begin with a systematic investigation of key algorithmic components and propose an adapted variant of PPO with a lightweight turn-level critic, which substantially improves training stability and sample efficiency over critic-free methods such as GRPO and Reinforce++. We further show that pretrained VLMs provide strong action priors, significantly improving sample efficiency during RL training and reducing the need for manual design choices such as action engineering, compared to classical deep RL trained from scratch. Building on these insights, we introduce Odysseus, an open training framework for VLM agents, achieving substantial gains across multiple levels of the game and at least 3 times average game progresses than frontier models. Moreover, the trained models exhibit consistent improvements under both in-game and cross-game generalization settings, while maintaining general-domain capabilities. Overall, our results identify key ingredients for making RL stable and effective in long-horizon, multi-modal settings, and provide practical guidance for developing VLMs as embodied agents.
CVMay 29, 2025
Grounded Reinforcement Learning for Visual ReasoningGabriel Sarch, Snigdha Saha, Naitik Khandelwal et al.
While reinforcement learning (RL) over chains of thought has significantly advanced language models in tasks such as mathematics and coding, visual reasoning introduces added complexity by requiring models to direct visual attention, interpret perceptual inputs, and ground abstract reasoning in spatial evidence. We introduce ViGoRL (Visually Grounded Reinforcement Learning), a vision-language model trained with RL to explicitly anchor each reasoning step to specific visual coordinates. Inspired by human visual decision-making, ViGoRL learns to produce spatially grounded reasoning traces, guiding visual attention to task-relevant regions at each step. When fine-grained exploration is required, our novel multi-turn RL framework enables the model to dynamically zoom into predicted coordinates as reasoning unfolds. Across a diverse set of visual reasoning benchmarks--including SAT-2 and BLINK for spatial reasoning, V*bench for visual search, and ScreenSpot and VisualWebArena for web-based grounding--ViGoRL consistently outperforms both supervised fine-tuning and conventional RL baselines that lack explicit grounding mechanisms. Incorporating multi-turn RL with zoomed-in visual feedback significantly improves ViGoRL's performance on localizing small GUI elements and visual search, achieving 86.4% on V*Bench. Additionally, we find that grounding amplifies other visual behaviors such as region exploration, grounded subgoal setting, and visual verification. Finally, human evaluations show that the model's visual references are not only spatially accurate but also helpful for understanding model reasoning steps. Our results show that visually grounded RL is a strong paradigm for imbuing models with general-purpose visual reasoning.
AIApr 29, 2024
HELPER-X: A Unified Instructable Embodied Agent to Tackle Four Interactive Vision-Language Domains with Memory-Augmented Language ModelsGabriel Sarch, Sahil Somani, Raghav Kapoor et al.
Recent research on instructable agents has used memory-augmented Large Language Models (LLMs) as task planners, a technique that retrieves language-program examples relevant to the input instruction and uses them as in-context examples in the LLM prompt to improve the performance of the LLM in inferring the correct action and task plans. In this technical report, we extend the capabilities of HELPER, by expanding its memory with a wider array of examples and prompts, and by integrating additional APIs for asking questions. This simple expansion of HELPER into a shared memory enables the agent to work across the domains of executing plans from dialogue, natural language instruction following, active question asking, and commonsense room reorganization. We evaluate the agent on four diverse interactive visual-language embodied agent benchmarks: ALFRED, TEACh, DialFRED, and the Tidy Task. HELPER-X achieves few-shot, state-of-the-art performance across these benchmarks using a single agent, without requiring in-domain training, and remains competitive with agents that have undergone in-domain training.
95.2CVApr 6
Vero: An Open RL Recipe for General Visual ReasoningGabriel Sarch, Linrong Cai, Qunzhong Wang et al.
What does it take to build a visual reasoner that works across charts, science, spatial understanding, and open-ended tasks? The strongest vision-language models (VLMs) show such broad visual reasoning is within reach, but the recipe behind them remains unclear, locked behind proprietary reinforcement learning (RL) pipelines with non-public data. We introduce Vero, a family of fully open VLMs that matches or exceeds existing open-weight models across diverse visual reasoning tasks. We scale RL data and rewards across six broad task categories, constructing Vero-600K, a 600K-sample dataset from 59 datasets, and designing task-routed rewards that handle heterogeneous answer formats. Vero achieves state-of-the-art performance, improving over four base models by 3.7-5.5 points on average across VeroEval, our suite of 30 challenging benchmarks. Starting from Qwen3-VL-8B-Instruct, Vero outperforms Qwen3-VL-8B-Thinking on 23 of 30 benchmarks without additional proprietary thinking data. When trained from the same base model, Vero-600K exceeds existing RL datasets across task categories. Systematic ablations reveal that different task categories elicit qualitatively distinct reasoning patterns that transfer poorly in isolation, suggesting that broad data coverage is the primary driver of strong RL scaling. All data, code, and models are released.
CVMay 30, 2025
Out of Sight, Not Out of Context? Egocentric Spatial Reasoning in VLMs Across Disjoint FramesSahithya Ravi, Gabriel Sarch, Vibhav Vineet et al.
An embodied AI assistant operating on egocentric video must integrate spatial cues across time - for instance, determining where an object A, glimpsed a few moments ago lies relative to an object B encountered later. We introduce Disjoint-3DQA , a generative QA benchmark that evaluates this ability of VLMs by posing questions about object pairs that are not co-visible in the same frame. We evaluated seven state-of-the-art VLMs and found that models lag behind human performance by 28%, with steeper declines in accuracy (60% to 30 %) as the temporal gap widens. Our analysis further reveals that providing trajectories or bird's-eye-view projections to VLMs results in only marginal improvements, whereas providing oracle 3D coordinates leads to a substantial 20% performance increase. This highlights a core bottleneck of multi-frame VLMs in constructing and maintaining 3D scene representations over time from visual signals. Disjoint-3DQA therefore sets a clear, measurable challenge for long-horizon spatial reasoning and aims to catalyze future research at the intersection of vision, language, and embodied AI.
CVMay 2, 2025
Grounding Task Assistance with Multimodal Cues from a Single DemonstrationGabriel Sarch, Balasaravanan Thoravi Kumaravel, Sahithya Ravi et al.
A person's demonstration often serves as a key reference for others learning the same task. However, RGB video, the dominant medium for representing these demonstrations, often fails to capture fine-grained contextual cues such as intent, safety-critical environmental factors, and subtle preferences embedded in human behavior. This sensory gap fundamentally limits the ability of Vision Language Models (VLMs) to reason about why actions occur and how they should adapt to individual users. To address this, we introduce MICA (Multimodal Interactive Contextualized Assistance), a framework that improves conversational agents for task assistance by integrating eye gaze and speech cues. MICA segments demonstrations into meaningful sub-tasks and extracts keyframes and captions that capture fine-grained intent and user-specific cues, enabling richer contextual grounding for visual question answering. Evaluations on questions derived from real-time chat-assisted task replication show that multimodal cues significantly improve response quality over frame-based retrieval. Notably, gaze cues alone achieves 93% of speech performance, and their combination yields the highest accuracy. Task type determines the effectiveness of implicit (gaze) vs. explicit (speech) cues, underscoring the need for adaptable multimodal models. These results highlight the limitations of frame-based context and demonstrate the value of multimodal signals for real-world AI task assistance.
CVJun 20, 2024
VLM Agents Generate Their Own Memories: Distilling Experience into Embodied Programs of ThoughtGabriel Sarch, Lawrence Jang, Michael J. Tarr et al.
Large-scale generative language and vision-language models (LLMs and VLMs) excel in few-shot learning but require high-quality demonstrations. We propose In-Context Abstraction Learning (ICAL), enabling VLM agents to transform suboptimal trajectories into high-quality training data through self-reflection and human feedback. Given imperfect task demonstrations, a VLM abstracts trajectories into generalized strategies and action annotations by correcting inefficiencies and annotating cognitive abstractions: causal relationships, object state changes, temporal subgoals, and task-relevant visual elements. These annotations are iteratively refined through human feedback during execution in similar environments. The resulting examples significantly improve decision-making when used for retrieval-augmented generation or fine-tuning. As the agent's example library grows, it becomes more efficient at abstracting new examples, requiring less human feedback and fewer environment interactions. ICAL achieves state-of-the-art results across multiple benchmarks. In TEACh dialogue-based instruction following, combining fine-tuning and retrieval on ICAL examples outperforms raw human demonstrations and expert examples by 17.5% in goal-condition success. In VisualWebArena, retrieval-augmented GPT-4V with ICAL improves task success 1.6x, while fine-tuned Qwen2-VL achieves 2.8x improvement over the base model. In Ego4D action forecasting, we surpass few-shot GPT-4V and remain competitive with supervised models. Our approach scales 2x better than raw demonstrations and significantly reduces manual prompt engineering requirements.
NCJun 4, 2024
Reanimating Images using Neural Representations of Dynamic StimuliJacob Yeung, Andrew F. Luo, Gabriel Sarch et al.
While computer vision models have made incredible strides in static image recognition, they still do not match human performance in tasks that require the understanding of complex, dynamic motion. This is notably true for real-world scenarios where embodied agents face complex and motion-rich environments. Our approach, BrainNRDS (Brain-Neural Representations of Dynamic Stimuli), leverages state-of-the-art video diffusion models to decouple static image representation from motion generation, enabling us to utilize fMRI brain activity for a deeper understanding of human responses to dynamic visual stimuli. Conversely, we also demonstrate that information about the brain's representation of motion can enhance the prediction of optical flow in artificial systems. Our novel approach leads to four main findings: (1) Visual motion, represented as fine-grained, object-level resolution optical flow, can be decoded from brain activity generated by participants viewing video stimuli; (2) Video encoders outperform image-based models in predicting video-driven brain activity; (3) Brain-decoded motion signals enable realistic video reanimation based only on the initial frame of the video; and (4) We extend prior work to achieve full video decoding from video-driven brain activity. BrainNRDS advances our understanding of how the brain represents spatial and temporal information in dynamic visual scenes. Our findings demonstrate the potential of combining brain imaging with video diffusion models for developing more robust and biologically-inspired computer vision systems. We show additional decoding and encoding examples on this site: https://brain-nrds.github.io/.
CVNov 30, 2020
Move to See Better: Self-Improving Embodied Object DetectionZhaoyuan Fang, Ayush Jain, Gabriel Sarch et al.
Passive methods for object detection and segmentation treat images of the same scene as individual samples and do not exploit object permanence across multiple views. Generalization to novel or difficult viewpoints thus requires additional training with lots of annotations. In contrast, humans often recognize objects by simply moving around, to get more informative viewpoints. In this paper, we propose a method for improving object detection in testing environments, assuming nothing but an embodied agent with a pre-trained 2D object detector. Our agent collects multi-view data, generates 2D and 3D pseudo-labels, and fine-tunes its detector in a self-supervised manner. Experiments on both indoor and outdoor datasets show that (1) our method obtains high-quality 2D and 3D pseudo-labels from multi-view RGB-D data; (2) fine-tuning with these pseudo-labels improves the 2D detector significantly in the test environment; (3) training a 3D detector with our pseudo-labels outperforms a prior self-supervised method by a large margin; (4) given weak supervision, our method can generate better pseudo-labels for novel objects.