Samson Yu

AI
h-index6
6papers
747citations
Novelty56%
AI Score54

6 Papers

11.0ROJul 14, 2025Code
Demonstrating the Octopi-1.5 Visual-Tactile-Language Model

Samson Yu, Kelvin Lin, Harold Soh

Touch is recognized as a vital sense for humans and an equally important modality for robots, especially for dexterous manipulation, material identification, and scenarios involving visual occlusion. Building upon very recent work in touch foundation models, this demonstration will feature Octopi-1.5, our latest visual-tactile-language model. Compared to its predecessor, Octopi-1.5 introduces the ability to process tactile signals from multiple object parts and employs a simple retrieval-augmented generation (RAG) module to improve performance on tasks and potentially learn new objects on-the-fly. The system can be experienced live through a new handheld tactile-enabled interface, the TMI, equipped with GelSight and TAC-02 tactile sensors. This convenient and accessible setup allows users to interact with Octopi-1.5 without requiring a robot. During the demonstration, we will showcase Octopi-1.5 solving tactile inference tasks by leveraging tactile inputs and commonsense knowledge. For example, in a Guessing Game, Octopi-1.5 will identify objects being grasped and respond to follow-up queries about how to handle it (e.g., recommending careful handling for soft fruits). We also plan to demonstrate Octopi-1.5's RAG capabilities by teaching it new items. With live interactions, this demonstration aims to highlight both the progress and limitations of VTLMs such as Octopi-1.5 and to foster further interest in this exciting field. Code for Octopi-1.5 and design files for the TMI gripper are available at https://github.com/clear-nus/octopi-1.5.

9.7LGMay 13
JEDI: Joint Embedding Diffusion World Model for Online Model-Based Reinforcement Learning

Jing Yu Lim, Rushi Shah, Zarif Ikram et al.

Diffusion world models have recently become competitive for online model-based reinforcement learning, but current approaches expose a tension: pixel diffusion is effective but computationally expensive while the latest latent diffusion approach improves efficiency yet performs subpar. The latter also relies on separately trained latents rather than the end-to-end world-model objectives that have driven much of modern MBRL progress. In particular, JEPA-style predictive representation learning has emerged as an especially promising direction for world modeling and MBRL. Concurrently, diffusion-style objectives have gained traction across multiple domains, with iterative refinement as a promising approach for multimodal and stochastic targets. Taken together, these trends motivate Joint Embedding DIffusion (JEDI), the first online end-to-end latent diffusion world model. JEDI learns its latent space directly from the diffusion denoising loss with a JEPA framework, using denoising to learn and predict future latents rather than relying on reconstruction and pretrained models. We provide a theoretical motivation showing that conventional JEPA objectives induce a predictive information bottleneck, and that conditional diffusion denoising admits a closely related predictive-compression decomposition. Empirically, JEDI is competitive on Atari100k and outperforms the baseline with seperately trained latents where directly comparable. Relative to the pixel diffusion baseline, JEDI uses 43% less VRAM, over 3$\times$ faster world-model sampling, and 2.5$\times$ faster training. JEDI also exhibits a markedly different task-level performance profile from the pixel baseline, suggesting that end-to-end predictive latents change more than compute alone.

15.3AIAug 13, 2021Code
SPACE: A Simulator for Physical Interactions and Causal Learning in 3D Environments

Jiafei Duan, Samson Yu Bai Jian, Cheston Tan

Recent advancements in deep learning, computer vision, and embodied AI have given rise to synthetic causal reasoning video datasets. These datasets facilitate the development of AI algorithms that can reason about physical interactions between objects. However, datasets thus far have primarily focused on elementary physical events such as rolling or falling. There is currently a scarcity of datasets that focus on the physical interactions that humans perform daily with objects in the real world. To address this scarcity, we introduce SPACE: A Simulator for Physical Interactions and Causal Learning in 3D Environments. The SPACE simulator allows us to generate the SPACE dataset, a synthetic video dataset in a 3D environment, to systematically evaluate physics-based models on a range of physical causal reasoning tasks. Inspired by daily object interactions, the SPACE dataset comprises videos depicting three types of physical events: containment, stability and contact. These events make up the vast majority of the basic physical interactions between objects. We then further evaluate it with a state-of-the-art physics-based deep model and show that the SPACE dataset improves the learning of intuitive physics with an approach inspired by curriculum learning. Repository: https://github.com/jiafei1224/SPACE

2.2CLAug 13, 2021Code
Aspect Sentiment Triplet Extraction Using Reinforcement Learning

Samson Yu Bai Jian, Tapas Nayak, Navonil Majumder et al.

Aspect Sentiment Triplet Extraction (ASTE) is the task of extracting triplets of aspect terms, their associated sentiments, and the opinion terms that provide evidence for the expressed sentiments. Previous approaches to ASTE usually simultaneously extract all three components or first identify the aspect and opinion terms, then pair them up to predict their sentiment polarities. In this work, we present a novel paradigm, ASTE-RL, by regarding the aspect and opinion terms as arguments of the expressed sentiment in a hierarchical reinforcement learning (RL) framework. We first focus on sentiments expressed in a sentence, then identify the target aspect and opinion terms for that sentiment. This takes into account the mutual interactions among the triplet's components while improving exploration and sample efficiency. Furthermore, this hierarchical RLsetup enables us to deal with multiple and overlapping triplets. In our experiments, we evaluate our model on existing datasets from laptop and restaurant domains and show that it achieves state-of-the-art performance. The implementation of this work is publicly available at https://github.com/declare-lab/ASTE-RL.

7.5CLDec 22, 2020Code
Recognizing Emotion Cause in Conversations

Soujanya Poria, Navonil Majumder, Devamanyu Hazarika et al.

We address the problem of recognizing emotion cause in conversations, define two novel sub-tasks of this problem, and provide a corresponding dialogue-level dataset, along with strong Transformer-based baselines. The dataset is available at https://github.com/declare-lab/RECCON. Introduction: Recognizing the cause behind emotions in text is a fundamental yet under-explored area of research in NLP. Advances in this area hold the potential to improve interpretability and performance in affect-based models. Identifying emotion causes at the utterance level in conversations is particularly challenging due to the intermingling dynamics among the interlocutors. Method: We introduce the task of Recognizing Emotion Cause in CONversations with an accompanying dataset named RECCON, containing over 1,000 dialogues and 10,000 utterance cause-effect pairs. Furthermore, we define different cause types based on the source of the causes, and establish strong Transformer-based baselines to address two different sub-tasks on this dataset: causal span extraction and causal emotion entailment. Result: Our Transformer-based baselines, which leverage contextual pre-trained embeddings, such as RoBERTa, outperform the state-of-the-art emotion cause extraction approaches Conclusion: We introduce a new task highly relevant for (explainable) emotion-aware artificial intelligence: recognizing emotion cause in conversations, provide a new highly challenging publicly available dialogue-level dataset for this task, and give strong baseline results on this dataset.

43.4AIMar 8, 2021
A Survey of Embodied AI: From Simulators to Research Tasks

Jiafei Duan, Samson Yu, Hui Li Tan et al.

There has been an emerging paradigm shift from the era of "internet AI" to "embodied AI", where AI algorithms and agents no longer learn from datasets of images, videos or text curated primarily from the internet. Instead, they learn through interactions with their environments from an egocentric perception similar to humans. Consequently, there has been substantial growth in the demand for embodied AI simulators to support various embodied AI research tasks. This growing interest in embodied AI is beneficial to the greater pursuit of Artificial General Intelligence (AGI), but there has not been a contemporary and comprehensive survey of this field. This paper aims to provide an encyclopedic survey for the field of embodied AI, from its simulators to its research. By evaluating nine current embodied AI simulators with our proposed seven features, this paper aims to understand the simulators in their provision for use in embodied AI research and their limitations. Lastly, this paper surveys the three main research tasks in embodied AI -- visual exploration, visual navigation and embodied question answering (QA), covering the state-of-the-art approaches, evaluation metrics and datasets. Finally, with the new insights revealed through surveying the field, the paper will provide suggestions for simulator-for-task selections and recommendations for the future directions of the field.