Florian Golemo

LG
h-index9
22papers
1,619citations
Novelty44%
AI Score44

22 Papers

CVMar 7, 2022Code
Kubric: A scalable dataset generator

Klaus Greff, Francois Belletti, Lucas Beyer et al. · deepmind, mila

Data is the driving force of machine learning, with the amount and quality of training data often being more important for the performance of a system than architecture and training details. But collecting, processing and annotating real data at scale is difficult, expensive, and frequently raises additional privacy, fairness and legal concerns. Synthetic data is a powerful tool with the potential to address these shortcomings: 1) it is cheap 2) supports rich ground-truth annotations 3) offers full control over data and 4) can circumvent or mitigate problems regarding bias, privacy and licensing. Unfortunately, software tools for effective data generation are less mature than those for architecture design and training, which leads to fragmented generation efforts. To address these problems we introduce Kubric, an open-source Python framework that interfaces with PyBullet and Blender to generate photo-realistic scenes, with rich annotations, and seamlessly scales to large jobs distributed over thousands of machines, and generating TBs of data. We demonstrate the effectiveness of Kubric by presenting a series of 13 different generated datasets for tasks ranging from studying 3D NeRF models to optical flow estimation. We release Kubric, the used assets, all of the generation code, as well as the rendered datasets for reuse and modification.

MLDec 3, 2022
Visual Question Answering From Another Perspective: CLEVR Mental Rotation Tests

Christopher Beckham, Martin Weiss, Florian Golemo et al.

Different types of mental rotation tests have been used extensively in psychology to understand human visual reasoning and perception. Understanding what an object or visual scene would look like from another viewpoint is a challenging problem that is made even harder if it must be performed from a single image. We explore a controlled setting whereby questions are posed about the properties of a scene if that scene was observed from another viewpoint. To do this we have created a new version of the CLEVR dataset that we call CLEVR Mental Rotation Tests (CLEVR-MRT). Using CLEVR-MRT we examine standard methods, show how they fall short, then explore novel neural architectures that involve inferring volumetric representations of a scene. These volumes can be manipulated via camera-conditioned transformations to answer the question. We examine the efficacy of different model variants through rigorous ablations and demonstrate the efficacy of volumetric representations.

LGMar 19, 2022
The Sandbox Environment for Generalizable Agent Research (SEGAR)

R Devon Hjelm, Bogdan Mazoure, Florian Golemo et al. · mila

A broad challenge of research on generalization for sequential decision-making tasks in interactive environments is designing benchmarks that clearly landmark progress. While there has been notable headway, current benchmarks either do not provide suitable exposure nor intuitive control of the underlying factors, are not easy-to-implement, customizable, or extensible, or are computationally expensive to run. We built the Sandbox Environment for Generalizable Agent Research (SEGAR) with all of these things in mind. SEGAR improves the ease and accountability of generalization research in RL, as generalization objectives can be easy designed by specifying task distributions, which in turns allows the researcher to measure the nature of the generalization objective. We present an overview of SEGAR and how it contributes to these goals, as well as experiments that demonstrate a few types of research questions SEGAR can help answer.

CLJul 22, 2024
DStruct2Design: Data and Benchmarks for Data Structure Driven Generative Floor Plan Design

Zhi Hao Luo, Luis Lara, Ge Ya Luo et al.

Text conditioned generative models for images have yielded impressive results. Text conditioned floorplan generation as a special type of raster image generation task also received particular attention. However there are many use cases in floorpla generation where numerical properties of the generated result are more important than the aesthetics. For instance, one might want to specify sizes for certain rooms in a floorplan and compare the generated floorplan with given specifications Current approaches, datasets and commonly used evaluations do not support these kinds of constraints. As such, an attractive strategy is to generate an intermediate data structure that contains numerical properties of a floorplan which can be used to generate the final floorplan image. To explore this setting we (1) construct a new dataset for this data-structure to data-structure formulation of floorplan generation using two popular image based floorplan datasets RPLAN and ProcTHOR-10k, and provide the tools to convert further procedurally generated ProcTHOR floorplan data into our format. (2) We explore the task of floorplan generation given a partial or complete set of constraints and we design a series of metrics and benchmarks to enable evaluating how well samples generated from models respect the constraints. (3) We create multiple baselines by finetuning a large language model (LLM), Llama3, and demonstrate the feasibility of using floorplan data structure conditioned LLMs for the problem of floorplan generation respecting numerical constraints. We hope that our new datasets and benchmarks will encourage further research on different ways to improve the performance of LLMs and other generative modelling techniques for generating designs where quantitative constraints are only partially specified, but must be respected.

54.4CLMay 13
Generative Floor Plan Design with LLMs via Reinforcement Learning with Verifiable Rewards

Luis Lara, Aristides Milios, Zhi Hao Luo et al.

An AI system for professional floor plan design must precisely control room dimensions and areas while respecting the desired connectivity between rooms and maintaining functional and aesthetic quality. Existing generative approaches focus primarily on respecting the requested connectivity between rooms, but do not support generating floor plans that respect numerical constraints. We introduce a text-based floor plan generation approach that fine-tunes a large language model (LLM) on real plans and then applies reinforcement learning with verifiable rewards (RLVR) to improve adherence to topological and numerical constraints while discouraging invalid or overlapping outputs. Furthermore, we design a set of constraint adherence metrics to systematically measure how generated floor plans align with user-defined constraints. Our model generates floor plans that satisfy user-defined connectivity and numerical constraints and outperforms existing methods on Realism, Compatibility, and Diversity metrics. Across all tasks, our approach achieves at least a 94% relative reduction in Compatibility compared with existing methods. Our results demonstrate that LLMs can effectively handle constraints in this setting, suggesting broader applications for text-based generative modeling.

LGAug 2, 2021Code
Sequoia: A Software Framework to Unify Continual Learning Research

Fabrice Normandin, Florian Golemo, Oleksiy Ostapenko et al.

The field of Continual Learning (CL) seeks to develop algorithms that accumulate knowledge and skills over time through interaction with non-stationary environments. In practice, a plethora of evaluation procedures (settings) and algorithmic solutions (methods) exist, each with their own potentially disjoint set of assumptions. This variety makes measuring progress in CL difficult. We propose a taxonomy of settings, where each setting is described as a set of assumptions. A tree-shaped hierarchy emerges from this view, where more general settings become the parents of those with more restrictive assumptions. This makes it possible to use inheritance to share and reuse research, as developing a method for a given setting also makes it directly applicable onto any of its children. We instantiate this idea as a publicly available software framework called Sequoia, which features a wide variety of settings from both the Continual Supervised Learning (CSL) and Continual Reinforcement Learning (CRL) domains. Sequoia also includes a growing suite of methods which are easy to extend and customize, in addition to more specialized methods from external libraries. We hope that this new paradigm and its first implementation can help unify and accelerate research in CL. You can help us grow the tree by visiting www.github.com/lebrice/Sequoia.

AINov 29, 2017Code
HoME: a Household Multimodal Environment

Simon Brodeur, Ethan Perez, Ankesh Anand et al.

We introduce HoME: a Household Multimodal Environment for artificial agents to learn from vision, audio, semantics, physics, and interaction with objects and other agents, all within a realistic context. HoME integrates over 45,000 diverse 3D house layouts based on the SUNCG dataset, a scale which may facilitate learning, generalization, and transfer. HoME is an open-source, OpenAI Gym-compatible platform extensible to tasks in reinforcement learning, language grounding, sound-based navigation, robotics, multi-agent learning, and more. We hope HoME better enables artificial agents to learn as humans do: in an interactive, multimodal, and richly contextualized setting.

ROMar 29, 2024
CtRL-Sim: Reactive and Controllable Driving Agents with Offline Reinforcement Learning

Luke Rowe, Roger Girgis, Anthony Gosselin et al.

Evaluating autonomous vehicle stacks (AVs) in simulation typically involves replaying driving logs from real-world recorded traffic. However, agents replayed from offline data are not reactive and hard to intuitively control. Existing approaches address these challenges by proposing methods that rely on heuristics or generative models of real-world data but these approaches either lack realism or necessitate costly iterative sampling procedures to control the generated behaviours. In this work, we take an alternative approach and propose CtRL-Sim, a method that leverages return-conditioned offline reinforcement learning (RL) to efficiently generate reactive and controllable traffic agents. Specifically, we process real-world driving data through a physics-enhanced Nocturne simulator to generate a diverse offline RL dataset, annotated with various rewards. With this dataset, we train a return-conditioned multi-agent behaviour model that allows for fine-grained manipulation of agent behaviours by modifying the desired returns for the various reward components. This capability enables the generation of a wide range of driving behaviours beyond the scope of the initial dataset, including adversarial behaviours. We show that CtRL-Sim can generate realistic safety-critical scenarios while providing fine-grained control over agent behaviours.

CVMay 30, 2025
Ctrl-Crash: Controllable Diffusion for Realistic Car Crashes

Anthony Gosselin, Ge Ya Luo, Luis Lara et al.

Video diffusion techniques have advanced significantly in recent years; however, they struggle to generate realistic imagery of car crashes due to the scarcity of accident events in most driving datasets. Improving traffic safety requires realistic and controllable accident simulations. To tackle the problem, we propose Ctrl-Crash, a controllable car crash video generation model that conditions on signals such as bounding boxes, crash types, and an initial image frame. Our approach enables counterfactual scenario generation where minor variations in input can lead to dramatically different crash outcomes. To support fine-grained control at inference time, we leverage classifier-free guidance with independently tunable scales for each conditioning signal. Ctrl-Crash achieves state-of-the-art performance across quantitative video quality metrics (e.g., FVD and JEDi) and qualitative measurements based on a human-evaluation of physical realism and video quality compared to prior diffusion-based methods.

LGOct 15, 2021
GrowSpace: Learning How to Shape Plants

Yasmeen Hitti, Ionelia Buzatu, Manuel Del Verme et al.

Plants are dynamic systems that are integral to our existence and survival. Plants face environment changes and adapt over time to their surrounding conditions. We argue that plant responses to an environmental stimulus are a good example of a real-world problem that can be approached within a reinforcement learning (RL)framework. With the objective of controlling a plant by moving the light source, we propose GrowSpace, as a new RL benchmark. The back-end of the simulator is implemented using the Space Colonisation Algorithm, a plant growing model based on competition for space. Compared to video game RL environments, this simulator addresses a real-world problem and serves as a test bed to visualize plant growth and movement in a faster way than physical experiments. GrowSpace is composed of a suite of challenges that tackle several problems such as control, multi-stage learning,fairness and multi-objective learning. We provide agent baselines alongside case studies to demonstrate the difficulty of the proposed benchmark.

CVApr 6, 2021
gradSim: Differentiable simulation for system identification and visuomotor control

Krishna Murthy Jatavallabhula, Miles Macklin, Florian Golemo et al.

We consider the problem of estimating an object's physical properties such as mass, friction, and elasticity directly from video sequences. Such a system identification problem is fundamentally ill-posed due to the loss of information during image formation. Current solutions require precise 3D labels which are labor-intensive to gather, and infeasible to create for many systems such as deformable solids or cloth. We present gradSim, a framework that overcomes the dependence on 3D supervision by leveraging differentiable multiphysics simulation and differentiable rendering to jointly model the evolution of scene dynamics and image formation. This novel combination enables backpropagation from pixels in a video sequence through to the underlying physical attributes that generated them. Moreover, our unified computation graph -- spanning from the dynamics and through the rendering process -- enables learning in challenging visuomotor control tasks, without relying on state-based (3D) supervision, while obtaining performance competitive to or better than techniques that rely on precise 3D labels.

LGApr 1, 2021
Touch-based Curiosity for Sparse-Reward Tasks

Sai Rajeswar, Cyril Ibrahim, Nitin Surya et al.

Robots in many real-world settings have access to force/torque sensors in their gripper and tactile sensing is often necessary in tasks that involve contact-rich motion. In this work, we leverage surprise from mismatches in touch feedback to guide exploration in hard sparse-reward reinforcement learning tasks. Our approach, Touch-based Curiosity (ToC), learns what visible objects interactions are supposed to "feel" like. We encourage exploration by rewarding interactions where the expectation and the experience don't match. In our proposed method, an initial task-independent exploration phase is followed by an on-task learning phase, in which the original interactions are relabeled with on-task rewards. We test our approach on a range of touch-intensive robot arm tasks (e.g. pushing objects, opening doors), which we also release as part of this work. Across multiple experiments in a simulated setting, we demonstrate that our method is able to learn these difficult tasks through sparse reward and curiosity alone. We compare our cross-modal approach to single-modality (touch- or vision-only) approaches as well as other curiosity-based methods and find that our method performs better and is more sample-efficient.

ROFeb 19, 2021
Latent Variable Sequential Set Transformers For Joint Multi-Agent Motion Prediction

Roger Girgis, Florian Golemo, Felipe Codevilla et al.

Robust multi-agent trajectory prediction is essential for the safe control of robotic systems. A major challenge is to efficiently learn a representation that approximates the true joint distribution of contextual, social, and temporal information to enable planning. We propose Latent Variable Sequential Set Transformers which are encoder-decoder architectures that generate scene-consistent multi-agent trajectories. We refer to these architectures as "AutoBots". The encoder is a stack of interleaved temporal and social multi-head self-attention (MHSA) modules which alternately perform equivariant processing across the temporal and social dimensions. The decoder employs learnable seed parameters in combination with temporal and social MHSA modules allowing it to perform inference over the entire future scene in a single forward pass efficiently. AutoBots can produce either the trajectory of one ego-agent or a distribution over the future trajectories for all agents in the scene. For the single-agent prediction case, our model achieves top results on the global nuScenes vehicle motion prediction leaderboard, and produces strong results on the Argoverse vehicle prediction challenge. In the multi-agent setting, we evaluate on the synthetic partition of TrajNet++ dataset to showcase the model's socially-consistent predictions. We also demonstrate our model on general sequences of sets and provide illustrative experiments modelling the sequential structure of the multiple strokes that make up symbols in the Omniglot data. A distinguishing feature of AutoBots is that all models are trainable on a single desktop GPU (1080 Ti) in under 48h.

RODec 7, 2020
Perspectives on Sim2Real Transfer for Robotics: A Summary of the R:SS 2020 Workshop

Sebastian Höfer, Kostas Bekris, Ankur Handa et al.

This report presents the debates, posters, and discussions of the Sim2Real workshop held in conjunction with the 2020 edition of the "Robotics: Science and System" conference. Twelve leaders of the field took competing debate positions on the definition, viability, and importance of transferring skills from simulation to the real world in the context of robotics problems. The debaters also joined a large panel discussion, answering audience questions and outlining the future of Sim2Real in robotics. Furthermore, we invited extended abstracts to this workshop which are summarized in this report. Based on the workshop, this report concludes with directions for practitioners exploiting this technology and for researchers further exploring open problems in this area.

CVNov 11, 2020
Unsupervised Learning of Dense Visual Representations

Pedro O. Pinheiro, Amjad Almahairi, Ryan Y. Benmalek et al.

Contrastive self-supervised learning has emerged as a promising approach to unsupervised visual representation learning. In general, these methods learn global (image-level) representations that are invariant to different views (i.e., compositions of data augmentation) of the same image. However, many visual understanding tasks require dense (pixel-level) representations. In this paper, we propose View-Agnostic Dense Representation (VADeR) for unsupervised learning of dense representations. VADeR learns pixelwise representations by forcing local features to remain constant over different viewing conditions. Specifically, this is achieved through pixel-level contrastive learning: matching features (that is, features that describes the same location of the scene on different views) should be close in an embedding space, while non-matching features should be apart. VADeR provides a natural representation for dense prediction tasks and transfers well to downstream tasks. Our method outperforms ImageNet supervised pretraining (and strong unsupervised baselines) in multiple dense prediction tasks.

CVMar 23, 2020
Pix2Shape: Towards Unsupervised Learning of 3D Scenes from Images using a View-based Representation

Sai Rajeswar, Fahim Mannan, Florian Golemo et al.

We infer and generate three-dimensional (3D) scene information from a single input image and without supervision. This problem is under-explored, with most prior work relying on supervision from, e.g., 3D ground-truth, multiple images of a scene, image silhouettes or key-points. We propose Pix2Shape, an approach to solve this problem with four components: (i) an encoder that infers the latent 3D representation from an image, (ii) a decoder that generates an explicit 2.5D surfel-based reconstruction of a scene from the latent code (iii) a differentiable renderer that synthesizes a 2D image from the surfel representation, and (iv) a critic network trained to discriminate between images generated by the decoder-renderer and those from a training distribution. Pix2Shape can generate complex 3D scenes that scale with the view-dependent on-screen resolution, unlike representations that capture world-space resolution, i.e., voxels or meshes. We show that Pix2Shape learns a consistent scene representation in its encoded latent space and that the decoder can then be applied to this latent representation in order to synthesize the scene from a novel viewpoint. We evaluate Pix2Shape with experiments on the ShapeNet dataset as well as on a novel benchmark we developed, called 3D-IQTT, to evaluate models based on their ability to enable 3d spatial reasoning. Qualitative and quantitative evaluation demonstrate Pix2Shape's ability to solve scene reconstruction, generation, and understanding tasks.

LGFeb 18, 2020
Generating Automatic Curricula via Self-Supervised Active Domain Randomization

Sharath Chandra Raparthy, Bhairav Mehta, Florian Golemo et al.

Goal-directed Reinforcement Learning (RL) traditionally considers an agent interacting with an environment, prescribing a real-valued reward to an agent proportional to the completion of some goal. Goal-directed RL has seen large gains in sample efficiency, due to the ease of reusing or generating new experience by proposing goals. One approach,self-play, allows an agent to "play" against itself by alternatively setting and accomplishing goals, creating a learned curriculum through which an agent can learn to accomplish progressively more difficult goals. However, self-play has been limited to goal curriculum learning or learning progressively harder goals within a single environment. Recent work on robotic agents has shown that varying the environment during training, for example with domain randomization, leads to more robust transfer. As a result, we extend the self-play framework to jointly learn a goal and environment curriculum, leading to an approach that learns the most fruitful domain randomization strategy with self-play. Our method, Self-Supervised Active Domain Randomization(SS-ADR), generates a coupled goal-task curriculum, where agents learn through progressively more difficult tasks and environment variations. By encouraging the agent to try tasks that are just outside of its current capabilities, SS-ADR builds a domain randomization curriculum that enables state-of-the-art results on varioussim2real transfer tasks. Our results show that a curriculum of co-evolving the environment difficulty together with the difficulty of goals set in each environment provides practical benefits in the goal-directed tasks tested.

LGNov 9, 2019
Robo-PlaNet: Learning to Poke in a Day

Maxime Chevalier-Boisvert, Guillaume Alain, Florian Golemo et al.

Recently, the Deep Planning Network (PlaNet) approach was introduced as a model-based reinforcement learning method that learns environment dynamics directly from pixel observations. This architecture is useful for learning tasks in which either the agent does not have access to meaningful states (like position/velocity of robotic joints) or where the observed states significantly deviate from the physical state of the agent (which is commonly the case in low-cost robots in the form of backlash or noisy joint readings). PlaNet, by design, interleaves phases of training the dynamics model with phases of collecting more data on the target environment, leading to long training times. In this work, we introduce Robo-PlaNet, an asynchronous version of PlaNet. This algorithm consistently reaches higher performance in the same amount of time, which we demonstrate in both a simulated and a real robotic experiment.

CVOct 29, 2019
Navigation Agents for the Visually Impaired: A Sidewalk Simulator and Experiments

Martin Weiss, Simon Chamorro, Roger Girgis et al.

Millions of blind and visually-impaired (BVI) people navigate urban environments every day, using smartphones for high-level path-planning and white canes or guide dogs for local information. However, many BVI people still struggle to travel to new places. In our endeavor to create a navigation assistant for the BVI, we found that existing Reinforcement Learning (RL) environments were unsuitable for the task. This work introduces SEVN, a sidewalk simulation environment and a neural network-based approach to creating a navigation agent. SEVN contains panoramic images with labels for house numbers, doors, and street name signs, and formulations for several navigation tasks. We study the performance of an RL algorithm (PPO) in this setting. Our policy model fuses multi-modal observations in the form of variable resolution images, visible text, and simulated GPS data to navigate to a goal door. We hope that this dataset, simulator, and experimental results will provide a foundation for further research into the creation of agents that can assist members of the BVI community with outdoor navigation.

LGApr 9, 2019
Active Domain Randomization

Bhairav Mehta, Manfred Diaz, Florian Golemo et al.

Domain randomization is a popular technique for improving domain transfer, often used in a zero-shot setting when the target domain is unknown or cannot easily be used for training. In this work, we empirically examine the effects of domain randomization on agent generalization. Our experiments show that domain randomization may lead to suboptimal, high-variance policies, which we attribute to the uniform sampling of environment parameters. We propose Active Domain Randomization, a novel algorithm that learns a parameter sampling strategy. Our method looks for the most informative environment variations within the given randomization ranges by leveraging the discrepancies of policy rollouts in randomized and reference environment instances. We find that training more frequently on these instances leads to better overall agent generalization. Our experiments across various physics-based simulated and real-robot tasks show that this enhancement leads to more robust, consistent policies.

ROMar 6, 2019
The AI Driving Olympics at NeurIPS 2018

Julian Zilly, Jacopo Tani, Breandan Considine et al.

Despite recent breakthroughs, the ability of deep learning and reinforcement learning to outperform traditional approaches to control physically embodied robotic agents remains largely unproven. To help bridge this gap, we created the 'AI Driving Olympics' (AI-DO), a competition with the objective of evaluating the state of the art in machine learning and artificial intelligence for mobile robotics. Based on the simple and well specified autonomous driving and navigation environment called 'Duckietown', AI-DO includes a series of tasks of increasing complexity -- from simple lane-following to fleet management. For each task, we provide tools for competitors to use in the form of simulators, logs, code templates, baseline implementations and low-cost access to robotic hardware. We evaluate submissions in simulation online, on standardized hardware environments, and finally at the competition event. The first AI-DO, AI-DO 1, occurred at the Neural Information Processing Systems (NeurIPS) conference in December 2018. The results of AI-DO 1 highlight the need for better benchmarks, which are lacking in robotics, as well as improved mechanisms to bridge the gap between simulation and reality.

LGJan 22, 2019
Towards Learning to Imitate from a Single Video Demonstration

Glen Berseth, Florian Golemo, Christopher Pal

Agents that can learn to imitate given video observation -- \emph{without direct access to state or action information} are more applicable to learning in the natural world. However, formulating a reinforcement learning (RL) agent that facilitates this goal remains a significant challenge. We approach this challenge using contrastive training to learn a reward function comparing an agent's behaviour with a single demonstration. We use a Siamese recurrent neural network architecture to learn rewards in space and time between motion clips while training an RL policy to minimize this distance. Through experimentation, we also find that the inclusion of multi-task data and additional image encoding losses improve the temporal consistency of the learned rewards and, as a result, significantly improves policy learning. We demonstrate our approach on simulated humanoid, dog, and raptor agents in 2D and a quadruped and a humanoid in 3D. We show that our method outperforms current state-of-the-art techniques in these environments and can learn to imitate from a single video demonstration.