AutoNeRF: Training Implicit Scene Representations with Autonomous AgentsPierre Marza, Laetitia Matignon, Olivier Simonin et al.
Implicit representations such as Neural Radiance Fields (NeRF) have been shown to be very effective at novel view synthesis. However, these models typically require manual and careful human data collection for training. In this paper, we present AutoNeRF, a method to collect data required to train NeRFs using autonomous embodied agents. Our method allows an agent to explore an unseen environment efficiently and use the experience to build an implicit map representation autonomously. We compare the impact of different exploration strategies including handcrafted frontier-based exploration, end-to-end and modular approaches composed of trained high-level planners and classical low-level path followers. We train these models with different reward functions tailored to this problem and evaluate the quality of the learned representations on four different downstream tasks: classical viewpoint rendering, map reconstruction, planning, and pose refinement. Empirical results show that NeRFs can be trained on actively collected data using just a single episode of experience in an unseen environment, and can be used for several downstream robotic tasks, and that modular trained exploration models outperform other classical and end-to-end baselines. Finally, we show that AutoNeRF can reconstruct large-scale scenes, and is thus a useful tool to perform scene-specific adaptation as the produced 3D environment models can be loaded into a simulator to fine-tune a policy of interest.
26.9LGFeb 16, 2023
Eagle: Large-Scale Learning of Turbulent Fluid Dynamics with Mesh TransformersSteeven Janny, Aurélien Béneteau, Madiha Nadri et al.
Estimating fluid dynamics is classically done through the simulation and integration of numerical models solving the Navier-Stokes equations, which is computationally complex and time-consuming even on high-end hardware. This is a notoriously hard problem to solve, which has recently been addressed with machine learning, in particular graph neural networks (GNN) and variants trained and evaluated on datasets of static objects in static scenes with fixed geometry. We attempt to go beyond existing work in complexity and introduce a new model, method and benchmark. We propose EAGLE, a large-scale dataset of 1.1 million 2D meshes resulting from simulations of unsteady fluid dynamics caused by a moving flow source interacting with nonlinear scene structure, comprised of 600 different scenes of three different types. To perform future forecasting of pressure and velocity on the challenging EAGLE dataset, we introduce a new mesh transformer. It leverages node clustering, graph pooling and global attention to learn long-range dependencies between spatially distant data points without needing a large number of iterations, as existing GNN methods do. We show that our transformer outperforms state-of-the-art performance on, both, existing synthetic and real datasets and on EAGLE. Finally, we highlight that our approach learns to attend to airflow, integrating complex information in a single iteration.
Multi-Object Navigation with dynamically learned neural implicit representationsPierre Marza, Laetitia Matignon, Olivier Simonin et al.
Understanding and mapping a new environment are core abilities of any autonomously navigating agent. While classical robotics usually estimates maps in a stand-alone manner with SLAM variants, which maintain a topological or metric representation, end-to-end learning of navigation keeps some form of memory in a neural network. Networks are typically imbued with inductive biases, which can range from vectorial representations to birds-eye metric tensors or topological structures. In this work, we propose to structure neural networks with two neural implicit representations, which are learned dynamically during each episode and map the content of the scene: (i) the Semantic Finder predicts the position of a previously seen queried object; (ii) the Occupancy and Exploration Implicit Representation encapsulates information about explored area and obstacles, and is queried with a novel global read mechanism which directly maps from function space to a usable embedding space. Both representations are leveraged by an agent trained with Reinforcement Learning (RL) and learned online during each episode. We evaluate the agent on Multi-Object Navigation and show the high impact of using neural implicit representations as a memory source.
7.2SEMay 20
Transforming Privacy Artifacts into Accessible Reports for Non-Technical StakeholdersZoe Pfister, Clemens Sauerwein, Benedikt Dornauer et al.
The transition toward Industry 5.0 is reshaping industrial work environments with an emphasis on human-centricity, enabling close collaboration between humans and machines to enhance productivity and flexibility. However, such systems typically require monitoring of human workers and operators, often involving sensitive data, raising significant privacy concerns. As a result, affected workers and unions frequently reject human-machine collaboration features due to a lack of transparency regarding privacy threats and implemented mitigation strategies. To enable early stakeholder involvement, establish trust, and support informed decision-making, privacy implications must be communicated in a way understandable to non-technical stakeholders. Yet, current Requirements Engineering (RE) practices provide limited methodological support for making privacy threats and mitigations accessible to non-technical stakeholders (e.g., individual workers or their representative unions). In this RE@Next paper, we propose a conceptual framework that guides software design from human monitoring-related use cases and requirements to informed decision-making guidance focusing on non-technical stakeholders. Building on principles such as Privacy by Design, the framework leverages Large Language Models (LLMs) to transform technical artifacts into accessible privacy reports. We share initial insights from two industry use cases, evaluate the quality of the generated reports, and outline future research directions toward integrating privacy transparency into RE processes for human-centric industrial systems.
2.3SYApr 19, 2022
Learning Reduced Nonlinear State-Space Models: an Output-Error Based Canonical ApproachSteeven Janny, Quentin Possamai, Laurent Bako et al.
The identification of a nonlinear dynamic model is an open topic in control theory, especially from sparse input-output measurements. A fundamental challenge of this problem is that very few to zero prior knowledge is available on both the state and the nonlinear system model. To cope with this challenge, we investigate the effectiveness of deep learning in the modeling of dynamic systems with nonlinear behavior by advocating an approach which relies on three main ingredients: (i) we show that under some structural conditions on the to-be-identified model, the state can be expressed in function of a sequence of the past inputs and outputs; (ii) this relation which we call the state map can be modelled by resorting to the well-documented approximation power of deep neural networks; (iii) taking then advantage of existing learning schemes, a state-space model can be finally identified. After the formulation and analysis of the approach, we show its ability to identify three different nonlinear systems. The performances are evaluated in terms of open-loop prediction on test data generated in simulation as well as a real world data-set of unmanned aerial vehicle flight measurements.
10.3ROJun 6, 2023
Learning with a Mole: Transferable latent spatial representations for navigation without reconstructionGuillaume Bono, Leonid Antsfeld, Assem Sadek et al.
Agents navigating in 3D environments require some form of memory, which should hold a compact and actionable representation of the history of observations useful for decision taking and planning. In most end-to-end learning approaches the representation is latent and usually does not have a clearly defined interpretation, whereas classical robotics addresses this with scene reconstruction resulting in some form of map, usually estimated with geometry and sensor models and/or learning. In this work we propose to learn an actionable representation of the scene independently of the targeted downstream task and without explicitly optimizing reconstruction. The learned representation is optimized by a blind auxiliary agent trained to navigate with it on multiple short sub episodes branching out from a waypoint and, most importantly, without any direct visual observation. We argue and show that the blindness property is important and forces the (trained) latent representation to be the only means for planning. With probing experiments we show that the learned representation optimizes navigability and not reconstruction. On downstream tasks we show that it is robust to changes in distribution, in particular the sim2real gap, which we evaluate with a real physical robot in a real office building, significantly improving performance.
Godot Reinforcement Learning AgentsEdward Beeching, Jilles Debangoye, Olivier Simonin et al.
We present Godot Reinforcement Learning (RL) Agents, an open-source interface for developing environments and agents in the Godot Game Engine. The Godot RL Agents interface allows the design, creation and learning of agent behaviors in challenging 2D and 3D environments with various on-policy and off-policy Deep RL algorithms. We provide a standard Gym interface, with wrappers for learning in the Ray RLlib and Stable Baselines RL frameworks. This allows users access to over 20 state of the art on-policy, off-policy and multi-agent RL algorithms. The framework is a versatile tool that allows researchers and game designers the ability to create environments with discrete, continuous and mixed action spaces. The interface is relatively performant, with 12k interactions per second on a high end laptop computer, when parallized on 4 CPU cores. An overview video is available here: https://youtu.be/g1MlZSFqIj4
Glimpse Clouds: Human Activity Recognition from Unstructured Feature PointsFabien Baradel, Christian Wolf, Julien Mille et al.
We propose a method for human activity recognition from RGB data that does not rely on any pose information during test time and does not explicitly calculate pose information internally. Instead, a visual attention module learns to predict glimpse sequences in each frame. These glimpses correspond to interest points in the scene that are relevant to the classified activities. No spatial coherence is forced on the glimpse locations, which gives the module liberty to explore different points at each frame and better optimize the process of scrutinizing visual information. Tracking and sequentially integrating this kind of unstructured data is a challenge, which we address by separating the set of glimpses from a set of recurrent tracking/recognition workers. These workers receive glimpses, jointly performing subsequent motion tracking and activity prediction. The glimpses are soft-assigned to the workers, optimizing coherence of the assignments in space, time and feature space using an external memory module. No hard decisions are taken, i.e. each glimpse point is assigned to all existing workers, albeit with different importance. Our methods outperform state-of-the-art methods on the largest human activity recognition dataset available to-date; NTU RGB+D Dataset, and on a smaller human action recognition dataset Northwestern-UCLA Multiview Action 3D Dataset. Our code is publicly available at https://github.com/fabienbaradel/glimpse_clouds.
6.5CVFeb 12, 2024
Task-conditioned adaptation of visual features in multi-task policy learningPierre Marza, Laetitia Matignon, Olivier Simonin et al.
Successfully addressing a wide variety of tasks is a core ability of autonomous agents, requiring flexibly adapting the underlying decision-making strategies and, as we argue in this work, also adapting the perception modules. An analogical argument would be the human visual system, which uses top-down signals to focus attention determined by the current task. Similarly, we adapt pre-trained large vision models conditioned on specific downstream tasks in the context of multi-task policy learning. We introduce task-conditioned adapters that do not require finetuning any pre-trained weights, combined with a single policy trained with behavior cloning and capable of addressing multiple tasks. We condition the visual adapters on task embeddings, which can be selected at inference if the task is known, or alternatively inferred from a set of example demonstrations. To this end, we propose a new optimization-based estimator. We evaluate the method on a wide variety of tasks from the CortexBench benchmark and show that, compared to existing work, it can be addressed with a single policy. In particular, we demonstrate that adapting visual features is a key design choice and that the method generalizes to unseen tasks given a few demonstrations.
5.7ROOct 23, 2025
Kinaema: a recurrent sequence model for memory and pose in motionMert Bulent Sariyildiz, Philippe Weinzaepfel, Guillaume Bono et al.
One key aspect of spatially aware robots is the ability to "find their bearings", ie. to correctly situate themselves in previously seen spaces. In this work, we focus on this particular scenario of continuous robotics operations, where information observed before an actual episode start is exploited to optimize efficiency. We introduce a new model, Kinaema, and agent, capable of integrating a stream of visual observations while moving in a potentially large scene, and upon request, processing a query image and predicting the relative position of the shown space with respect to its current position. Our model does not explicitly store an observation history, therefore does not have hard constraints on context length. It maintains an implicit latent memory, which is updated by a transformer in a recurrent way, compressing the history of sensor readings into a compact representation. We evaluate the impact of this model in a new downstream task we call "Mem-Nav". We show that our large-capacity recurrent model maintains a useful representation of the scene, navigates to goals observed before the actual episode start, and is computationally efficient, in particular compared to classical transformers with attention over an observation history.
2.6CVFeb 14, 2022
An experimental study of the vision-bottleneck in VQAPierre Marza, Corentin Kervadec, Grigory Antipov et al.
As in many tasks combining vision and language, both modalities play a crucial role in Visual Question Answering (VQA). To properly solve the task, a given model should both understand the content of the proposed image and the nature of the question. While the fusion between modalities, which is another obviously important part of the problem, has been highly studied, the vision part has received less attention in recent work. Current state-of-the-art methods for VQA mainly rely on off-the-shelf object detectors delivering a set of object bounding boxes and embeddings, which are then combined with question word embeddings through a reasoning module. In this paper, we propose an in-depth study of the vision-bottleneck in VQA, experimenting with both the quantity and quality of visual objects extracted from images. We also study the impact of two methods to incorporate the information about objects necessary for answering a question, in the reasoning module directly, and earlier in the object selection stage. This work highlights the importance of vision in the context of VQA, and the interest of tailoring vision methods used in VQA to the task at hand.
2.2ROFeb 1, 2022
MoCap-less Quantitative Evaluation of Ego-Pose Estimation Without Ground Truth MeasurementsQuentin Possamaï, Steeven Janny, Guillaume Bono et al.
The emergence of data-driven approaches for control and planning in robotics have highlighted the need for developing experimental robotic platforms for data collection. However, their implementation is often complex and expensive, in particular for flying and terrestrial robots where the precise estimation of the position requires motion capture devices (MoCap) or Lidar. In order to simplify the use of a robotic platform dedicated to research on a wide range of indoor and outdoor environments, we present a data validation tool for ego-pose estimation that does not require any equipment other than the on-board camera. The method and tool allow a rapid, visual and quantitative evaluation of the quality of ego-pose sensors and are sensitive to different sources of flaws in the acquisition chain, ranging from desynchronization of the sensor flows to misevaluation of the geometric parameters of the robotic platform. Using computer vision, the information from the sensors is used to calculate the motion of a semantic scene point through its projection to the 2D image space of the on-board camera. The deviations of these keypoints from references created with a semi-automatic tool allow rapid and simple quality assessment of the data collected on the platform. To demonstrate the performance of our method, we evaluate it on two challenging standard UAV datasets as well as one dataset taken from a terrestrial robot.
7.3CVFeb 1, 2022
Filtered-CoPhy: Unsupervised Learning of Counterfactual Physics in Pixel SpaceSteeven Janny, Fabien Baradel, Natalia Neverova et al.
Learning causal relationships in high-dimensional data (images, videos) is a hard task, as they are often defined on low dimensional manifolds and must be extracted from complex signals dominated by appearance, lighting, textures and also spurious correlations in the data. We present a method for learning counterfactual reasoning of physical processes in pixel space, which requires the prediction of the impact of interventions on initial conditions. Going beyond the identification of structural relationships, we deal with the challenging problem of forecasting raw video over long horizons. Our method does not require the knowledge or supervision of any ground truth positions or other object or scene properties. Our model learns and acts on a suitable hybrid latent representation based on a combination of dense features, sets of 2D keypoints and an additional latent vector per keypoint. We show that this better captures the dynamics of physical processes than purely dense or sparse representations. We introduce a new challenging and carefully designed counterfactual benchmark for predictions in pixel space and outperform strong baselines in physics-inspired ML and video prediction.
5.5LGDec 22, 2021
Graph augmented Deep Reinforcement Learning in the GameRLand3D environmentEdward Beeching, Maxim Peter, Philippe Marcotte et al.
We address planning and navigation in challenging 3D video games featuring maps with disconnected regions reachable by agents using special actions. In this setting, classical symbolic planners are not applicable or difficult to adapt. We introduce a hybrid technique combining a low level policy trained with reinforcement learning and a graph based high level classical planner. In addition to providing human-interpretable paths, the approach improves the generalization performance of an end-to-end approach in unseen maps, where it achieves a 20% absolute increase in success rate over a recurrent end-to-end agent on a point to point navigation task in yet unseen large-scale maps of size 1km x 1km. In an in-depth experimental study, we quantify the limitations of end-to-end Deep RL approaches in vast environments and we also introduce "GameRLand3D", a new benchmark and soon to be released environment can generate complex procedural 3D maps for navigation tasks.
10.1AINov 29, 2021
An in-depth experimental study of sensor usage and visual reasoning of robots navigating in real environmentsAssem Sadek, Guillaume Bono, Boris Chidlovskii et al.
Visual navigation by mobile robots is classically tackled through SLAM plus optimal planning, and more recently through end-to-end training of policies implemented as deep networks. While the former are often limited to waypoint planning, but have proven their efficiency even on real physical environments, the latter solutions are most frequently employed in simulation, but have been shown to be able learn more complex visual reasoning, involving complex semantical regularities. Navigation by real robots in physical environments is still an open problem. End-to-end training approaches have been thoroughly tested in simulation only, with experiments involving real robots being restricted to rare performance evaluations in simplified laboratory conditions. In this work we present an in-depth study of the performance and reasoning capacities of real physical agents, trained in simulation and deployed to two different physical environments. Beyond benchmarking, we provide insights into the generalization capabilities of different agents training in different conditions. We visualize sensor usage and the importance of the different types of signals. We show, that for the PointGoal task, an agent pre-trained on wide variety of tasks and fine-tuned on a simulated version of the target environment can reach competitive performance without modelling any sim2real transfer, i.e. by deploying the trained agent directly from simulation to a real physical robot.
4.5AIJul 29, 2021
Underwater Acoustic Networks for Security Risk Assessment in Public Drinking Water ReservoirsJörg Stork, Philip Wenzel, Severin Landwein et al.
We have built a novel system for the surveillance of drinking water reservoirs using underwater sensor networks. We implement an innovative AI-based approach to detect, classify and localize underwater events. In this paper, we describe the technology and cognitive AI architecture of the system based on one of the sensor networks, the hydrophone network. We discuss the challenges of installing and using the hydrophone network in a water reservoir where traffic, visitors, and variable water conditions create a complex, varying environment. Our AI solution uses an autoencoder for unsupervised learning of latent encodings for classification and anomaly detection, and time delay estimates for sound localization. Finally, we present the results of experiments carried out in a laboratory pool and the water reservoir and discuss the system's potential.
Teaching Agents how to Map: Spatial Reasoning for Multi-Object NavigationPierre Marza, Laetitia Matignon, Olivier Simonin et al.
In the context of visual navigation, the capacity to map a novel environment is necessary for an agent to exploit its observation history in the considered place and efficiently reach known goals. This ability can be associated with spatial reasoning, where an agent is able to perceive spatial relationships and regularities, and discover object characteristics. Recent work introduces learnable policies parametrized by deep neural networks and trained with Reinforcement Learning (RL). In classical RL setups, the capacity to map and reason spatially is learned end-to-end, from reward alone. In this setting, we introduce supplementary supervision in the form of auxiliary tasks designed to favor the emergence of spatial perception capabilities in agents trained for a goal-reaching downstream objective. We show that learning to estimate metrics quantifying the spatial relationships between an agent at a given location and a goal to reach has a high positive impact in Multi-Object Navigation settings. Our method significantly improves the performance of different baseline agents, that either build an explicit or implicit representation of the environment, even matching the performance of incomparable oracle agents taking ground-truth maps as input. A learning-based agent from the literature trained with the proposed auxiliary losses was the winning entry to the Multi-Object Navigation Challenge, part of the CVPR 2021 Embodied AI Workshop.
4.8LGApr 16, 2019
Learning 3D Navigation Protocols on Touch Interfaces with Cooperative Multi-Agent Reinforcement LearningQuentin Debard, Jilles Steeve Dibangoye, Stéphane Canu et al.
Using touch devices to navigate in virtual 3D environments such as computer assisted design (CAD) models or geographical information systems (GIS) is inherently difficult for humans, as the 3D operations have to be performed by the user on a 2D touch surface. This ill-posed problem is classically solved with a fixed and handcrafted interaction protocol, which must be learned by the user. We propose to automatically learn a new interaction protocol allowing to map a 2D user input to 3D actions in virtual environments using reinforcement learning (RL). A fundamental problem of RL methods is the vast amount of interactions often required, which are difficult to come by when humans are involved. To overcome this limitation, we make use of two collaborative agents. The first agent models the human by learning to perform the 2D finger trajectories. The second agent acts as the interaction protocol, interpreting and translating to 3D operations the 2D finger trajectories from the first agent. We restrict the learned 2D trajectories to be similar to a training set of collected human gestures by first performing state representation learning, prior to reinforcement learning. This state representation learning is addressed by projecting the gestures into a latent space learned by a variational auto encoder (VAE).
Deep Reinforcement Learning on a Budget: 3D Control and Reasoning Without a SupercomputerEdward Beeching, Christian Wolf, Jilles Dibangoye et al.
An important goal of research in Deep Reinforcement Learning in mobile robotics is to train agents capable of solving complex tasks, which require a high level of scene understanding and reasoning from an egocentric perspective. When trained from simulations, optimal environments should satisfy a currently unobtainable combination of high-fidelity photographic observations, massive amounts of different environment configurations and fast simulation speeds. In this paper we argue that research on training agents capable of complex reasoning can be simplified by decoupling from the requirement of high fidelity photographic observations. We present a suite of tasks requiring complex reasoning and exploration in continuous, partially observable 3D environments. The objective is to provide challenging scenarios and a robust baseline agent architecture that can be trained on mid-range consumer hardware in under 24h. Our scenarios combine two key advantages: (i) they are based on a simple but highly efficient 3D environment (ViZDoom) which allows high speed simulation (12000fps); (ii) the scenarios provide the user with a range of difficulty settings, in order to identify the limitations of current state of the art algorithms and network architectures. We aim to increase accessibility to the field of Deep-RL by providing baselines for challenging scenarios where new ideas can be iterated on quickly. We argue that the community should be able to address challenging problems in reasoning of mobile agents without the need for a large compute infrastructure.
24.0CVJul 25, 2017
Residual Conv-Deconv Grid Network for Semantic SegmentationDamien Fourure, Rémi Emonet, Elisa Fromont et al.
This paper presents GridNet, a new Convolutional Neural Network (CNN) architecture for semantic image segmentation (full scene labelling). Classical neural networks are implemented as one stream from the input to the output with subsampling operators applied in the stream in order to reduce the feature maps size and to increase the receptive field for the final prediction. However, for semantic image segmentation, where the task consists in providing a semantic class to each pixel of an image, feature maps reduction is harmful because it leads to a resolution loss in the output prediction. To tackle this problem, our GridNet follows a grid pattern allowing multiple interconnected streams to work at different resolutions. We show that our network generalizes many well known networks such as conv-deconv, residual or U-Net networks. GridNet is trained from scratch and achieves competitive results on the Cityscapes dataset.