33.7ROJun 20, 2023
HomeRobot: Open-Vocabulary Mobile ManipulationSriram Yenamandra, Arun Ramachandran, Karmesh Yadav et al. · cmu
HomeRobot (noun): An affordable compliant robot that navigates homes and manipulates a wide range of objects in order to complete everyday tasks. Open-Vocabulary Mobile Manipulation (OVMM) is the problem of picking any object in any unseen environment, and placing it in a commanded location. This is a foundational challenge for robots to be useful assistants in human environments, because it involves tackling sub-problems from across robotics: perception, language understanding, navigation, and manipulation are all essential to OVMM. In addition, integration of the solutions to these sub-problems poses its own substantial challenges. To drive research in this area, we introduce the HomeRobot OVMM benchmark, where an agent navigates household environments to grasp novel objects and place them on target receptacles. HomeRobot has two components: a simulation component, which uses a large and diverse curated object set in new, high-quality multi-room home environments; and a real-world component, providing a software stack for the low-cost Hello Robot Stretch to encourage replication of real-world experiments across labs. We implement both reinforcement learning and heuristic (model-based) baselines and show evidence of sim-to-real transfer. Our baselines achieve a 20% success rate in the real world; our experiments identify ways future research work improve performance. See videos on our website: https://ovmm.github.io/.
11.4ROJul 9, 2024
Towards Open-World Mobile Manipulation in Homes: Lessons from the Neurips 2023 HomeRobot Open Vocabulary Mobile Manipulation ChallengeSriram Yenamandra, Arun Ramachandran, Mukul Khanna et al. · cmu
In order to develop robots that can effectively serve as versatile and capable home assistants, it is crucial for them to reliably perceive and interact with a wide variety of objects across diverse environments. To this end, we proposed Open Vocabulary Mobile Manipulation as a key benchmark task for robotics: finding any object in a novel environment and placing it on any receptacle surface within that environment. We organized a NeurIPS 2023 competition featuring both simulation and real-world components to evaluate solutions to this task. Our baselines on the most challenging version of this task, using real perception in simulation, achieved only an 0.8% success rate; by the end of the competition, the best participants achieved an 10.8\% success rate, a 13x improvement. We observed that the most successful teams employed a variety of methods, yet two common threads emerged among the best solutions: enhancing error detection and recovery, and improving the integration of perception with decision-making processes. In this paper, we detail the results and methodologies used, both in simulation and real-world settings. We discuss the lessons learned and their implications for future research. Additionally, we compare performance in real and simulated environments, emphasizing the necessity for robust generalization to novel settings.
42.1HCOct 19, 2023
Habitat 3.0: A Co-Habitat for Humans, Avatars and RobotsXavier Puig, Eric Undersander, Andrew Szot et al.
We present Habitat 3.0: a simulation platform for studying collaborative human-robot tasks in home environments. Habitat 3.0 offers contributions across three dimensions: (1) Accurate humanoid simulation: addressing challenges in modeling complex deformable bodies and diversity in appearance and motion, all while ensuring high simulation speed. (2) Human-in-the-loop infrastructure: enabling real human interaction with simulated robots via mouse/keyboard or a VR interface, facilitating evaluation of robot policies with human input. (3) Collaborative tasks: studying two collaborative tasks, Social Navigation and Social Rearrangement. Social Navigation investigates a robot's ability to locate and follow humanoid avatars in unseen environments, whereas Social Rearrangement addresses collaboration between a humanoid and robot while rearranging a scene. These contributions allow us to study end-to-end learned and heuristic baselines for human-robot collaboration in-depth, as well as evaluate them with humans in the loop. Our experiments demonstrate that learned robot policies lead to efficient task completion when collaborating with unseen humanoid agents and human partners that might exhibit behaviors that the robot has not seen before. Additionally, we observe emergent behaviors during collaborative task execution, such as the robot yielding space when obstructing a humanoid agent, thereby allowing the effective completion of the task by the humanoid agent. Furthermore, our experiments using the human-in-the-loop tool demonstrate that our automated evaluation with humanoids can provide an indication of the relative ordering of different policies when evaluated with real human collaborators. Habitat 3.0 unlocks interesting new features in simulators for Embodied AI, and we hope it paves the way for a new frontier of embodied human-AI interaction capabilities.
36.4RODec 2, 2022
Navigating to Objects in the Real WorldTheophile Gervet, Soumith Chintala, Dhruv Batra et al.
Semantic navigation is necessary to deploy mobile robots in uncontrolled environments like our homes, schools, and hospitals. Many learning-based approaches have been proposed in response to the lack of semantic understanding of the classical pipeline for spatial navigation, which builds a geometric map using depth sensors and plans to reach point goals. Broadly, end-to-end learning approaches reactively map sensor inputs to actions with deep neural networks, while modular learning approaches enrich the classical pipeline with learning-based semantic sensing and exploration. But learned visual navigation policies have predominantly been evaluated in simulation. How well do different classes of methods work on a robot? We present a large-scale empirical study of semantic visual navigation methods comparing representative methods from classical, modular, and end-to-end learning approaches across six homes with no prior experience, maps, or instrumentation. We find that modular learning works well in the real world, attaining a 90% success rate. In contrast, end-to-end learning does not, dropping from 77% simulation to 23% real-world success rate due to a large image domain gap between simulation and reality. For practitioners, we show that modular learning is a reliable approach to navigate to objects: modularity and abstraction in policy design enable Sim-to-Real transfer. For researchers, we identify two key issues that prevent today's simulators from being reliable evaluation benchmarks - (A) a large Sim-to-Real gap in images and (B) a disconnect between simulation and real-world error modes - and propose concrete steps forward.
24.1CVApr 3, 2023
Navigating to Objects Specified by ImagesJacob Krantz, Theophile Gervet, Karmesh Yadav et al.
Images are a convenient way to specify which particular object instance an embodied agent should navigate to. Solving this task requires semantic visual reasoning and exploration of unknown environments. We present a system that can perform this task in both simulation and the real world. Our modular method solves sub-tasks of exploration, goal instance re-identification, goal localization, and local navigation. We re-identify the goal instance in egocentric vision using feature-matching and localize the goal instance by projecting matched features to a map. Each sub-task is solved using off-the-shelf components requiring zero fine-tuning. On the HM3D InstanceImageNav benchmark, this system outperforms a baseline end-to-end RL policy 7x and a state-of-the-art ImageNav model 2.3x (56% vs 25% success). We deploy this system to a mobile robot platform and demonstrate effective real-world performance, achieving an 88% success rate across a home and an office environment.
Act3D: 3D Feature Field Transformers for Multi-Task Robotic ManipulationTheophile Gervet, Zhou Xian, Nikolaos Gkanatsios et al.
3D perceptual representations are well suited for robot manipulation as they easily encode occlusions and simplify spatial reasoning. Many manipulation tasks require high spatial precision in end-effector pose prediction, which typically demands high-resolution 3D feature grids that are computationally expensive to process. As a result, most manipulation policies operate directly in 2D, foregoing 3D inductive biases. In this paper, we introduce Act3D, a manipulation policy transformer that represents the robot's workspace using a 3D feature field with adaptive resolutions dependent on the task at hand. The model lifts 2D pre-trained features to 3D using sensed depth, and attends to them to compute features for sampled 3D points. It samples 3D point grids in a coarse to fine manner, featurizes them using relative-position attention, and selects where to focus the next round of point sampling. In this way, it efficiently computes 3D action maps of high spatial resolution. Act3D sets a new state-of-the-art in RL-Bench, an established manipulation benchmark, where it achieves 10% absolute improvement over the previous SOTA 2D multi-view policy on 74 RLBench tasks and 22% absolute improvement with 3x less compute over the previous SOTA 3D policy. We quantify the importance of relative spatial attention, large-scale vision-language pre-trained 2D backbones, and weight tying across coarse-to-fine attentions in ablative experiments. Code and videos are available on our project website: https://act3d.github.io/.
67.8LGJan 8, 2024
Mixtral of ExpertsAlbert Q. Jiang, Alexandre Sablayrolles, Antoine Roux et al.
We introduce Mixtral 8x7B, a Sparse Mixture of Experts (SMoE) language model. Mixtral has the same architecture as Mistral 7B, with the difference that each layer is composed of 8 feedforward blocks (i.e. experts). For every token, at each layer, a router network selects two experts to process the current state and combine their outputs. Even though each token only sees two experts, the selected experts can be different at each timestep. As a result, each token has access to 47B parameters, but only uses 13B active parameters during inference. Mixtral was trained with a context size of 32k tokens and it outperforms or matches Llama 2 70B and GPT-3.5 across all evaluated benchmarks. In particular, Mixtral vastly outperforms Llama 2 70B on mathematics, code generation, and multilingual benchmarks. We also provide a model fine-tuned to follow instructions, Mixtral 8x7B - Instruct, that surpasses GPT-3.5 Turbo, Claude-2.1, Gemini Pro, and Llama 2 70B - chat model on human benchmarks. Both the base and instruct models are released under the Apache 2.0 license.
GOAT-Bench: A Benchmark for Multi-Modal Lifelong NavigationMukul Khanna, Ram Ramrakhya, Gunjan Chhablani et al.
The Embodied AI community has made significant strides in visual navigation tasks, exploring targets from 3D coordinates, objects, language descriptions, and images. However, these navigation models often handle only a single input modality as the target. With the progress achieved so far, it is time to move towards universal navigation models capable of handling various goal types, enabling more effective user interaction with robots. To facilitate this goal, we propose GOAT-Bench, a benchmark for the universal navigation task referred to as GO to AnyThing (GOAT). In this task, the agent is directed to navigate to a sequence of targets specified by the category name, language description, or image in an open-vocabulary fashion. We benchmark monolithic RL and modular methods on the GOAT task, analyzing their performance across modalities, the role of explicit and implicit scene memories, their robustness to noise in goal specifications, and the impact of memory in lifelong scenarios.
12.5ROMay 17, 2023
Towards Generalist Robots: A Promising Paradigm via Generative SimulationZhou Xian, Theophile Gervet, Zhenjia Xu et al.
This document serves as a position paper that outlines the authors' vision for a potential pathway towards generalist robots. The purpose of this document is to share the excitement of the authors with the community and highlight a promising research direction in robotics and AI. The authors believe the proposed paradigm is a feasible path towards accomplishing the long-standing goal of robotics research: deploying robots, or embodied AI agents more broadly, in various non-factory real-world settings to perform diverse tasks. This document presents a specific idea for mining knowledge in the latest large-scale foundation models for robotics research. Instead of directly using or adapting these models to produce low-level policies and actions, it advocates for a fully automated generative pipeline (termed as generative simulation), which uses these models to generate diversified tasks, scenes and training supervisions at scale, thereby scaling up low-level skill learning and ultimately leading to a foundation model for robotics that empowers generalist robots. The authors are actively pursuing this direction, but in the meantime, they recognize that the ambitious goal of building generalist robots with large-scale policy training demands significant resources such as computing power and hardware, and research groups in academia alone may face severe resource constraints in implementing the entire vision. Therefore, the authors believe sharing their thoughts at this early stage could foster discussions, attract interest towards the proposed pathway and related topics from industry groups, and potentially spur significant technical advancements in the field.
Autonomous Graph Mining Algorithm Search with Best Speed/Accuracy Trade-offMinji Yoon, Théophile Gervet, Bryan Hooi et al.
Graph data is ubiquitous in academia and industry, from social networks to bioinformatics. The pervasiveness of graphs today has raised the demand for algorithms that can answer various questions: Which products would a user like to purchase given her order list? Which users are buying fake followers to increase their public reputation? Myriads of new graph mining algorithms are proposed every year to answer such questions - each with a distinct problem formulation, computational time, and memory footprint. This lack of unity makes it difficult for a practitioner to compare different algorithms and pick the most suitable one for a specific application. These challenges - even more severe for non-experts - create a gap in which state-of-the-art techniques developed in academic settings fail to be optimally deployed in real-world applications. To bridge this gap, we propose AUTOGM, an automated system for graph mining algorithm development. We first define a unified framework UNIFIEDGM that integrates various message-passing based graph algorithms, ranging from conventional algorithms like PageRank to graph neural networks. Then UNIFIEDGM defines a search space in which five parameters are required to determine a graph algorithm. Under this search space, AUTOGM explicitly optimizes for the optimal parameter set of UNIFIEDGM using Bayesian Optimization. AUTOGM defines a novel budget-aware objective function for the optimization to incorporate a practical issue - finding the best speed-accuracy trade-off under a computation budget - into the graph algorithm generation problem. Experiments on real-world benchmark datasets demonstrate that AUTOGM generates novel graph mining algorithms with the best speed/accuracy trade-off compared to existing models with heuristic parameters.
33.3LGOct 26, 2018
TarMAC: Targeted Multi-Agent CommunicationAbhishek Das, Théophile Gervet, Joshua Romoff et al.
We propose a targeted communication architecture for multi-agent reinforcement learning, where agents learn both what messages to send and whom to address them to while performing cooperative tasks in partially-observable environments. This targeting behavior is learnt solely from downstream task-specific reward without any communication supervision. We additionally augment this with a multi-round communication approach where agents coordinate via multiple rounds of communication before taking actions in the environment. We evaluate our approach on a diverse set of cooperative multi-agent tasks, of varying difficulties, with varying number of agents, in a variety of environments ranging from 2D grid layouts of shapes and simulated traffic junctions to 3D indoor environments, and demonstrate the benefits of targeted and multi-round communication. Moreover, we show that the targeted communication strategies learned by agents are interpretable and intuitive. Finally, we show that our architecture can be easily extended to mixed and competitive environments, leading to improved performance and sample complexity over recent state-of-the-art approaches.