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Devendra Singh Chaplot

Possible papers associated with this exact author name in Arrow. This page groups case-insensitive exact name matches and is not a full identity disambiguation profile.

17 papers
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17

IROS Conference 2024 Conference Paper

AutoNeRF: Training Implicit Scene Representations with Autonomous Agents

  • Pierre Marza
  • Laëtitia Matignon
  • Olivier Simonin 0001
  • Dhruv Batra
  • Christian Wolf 0001
  • Devendra Singh Chaplot

Implicit representations such as Neural Radiance Fields (NeRF) allow to map color, density and semantics in a 3D scene through a continuous neural function. However, these models typically require manual and careful human data collection for training. This paper addresses the problem of active exploration for autonomous NeRF construction. We study how an agent can learn to efficiently explore an unknown 3D environment so that the data collected during autonomous exploration enables the learning of a high-quality neural implicit map representation. The quality of the learned representation is evaluated on four robotics-related downstream tasks: classical viewpoint rendering, map reconstruction, planning, and pose refinement. We compare the impact of different exploration strategies including frontier-based and learning-based approaches (end-to-end and modular) with different reward functions tailored to this problem. Empirical results show that NeRFs can be trained on actively collected data using just a single episode of experience in an unseen environment and that AutoNeRF, a modular exploration policy trained with reinforcement learning, enables obtaining a higher-quality NeRF for the considered downstream robotic tasks. Finally, we show that with AutoNeRF an agent can be deployed to a previously unknown scene and then automatically improve its navigation performance by adapting to the scene through a cycle of exploration, reconstruction, and policy finetuning.

ICLR Conference 2024 Conference Paper

Habitat 3. 0: A Co-Habitat for Humans, Avatars, and Robots

  • Xavier Puig
  • Eric Undersander
  • Andrew Szot
  • Mikael Dallaire Cote
  • Tsung-Yen Yang
  • Ruslan Partsey
  • Ruta Desai
  • Alexander Clegg

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. For more details and visualizations, visit: https://aihabitat.org/habitat3.

ICLR Conference 2024 Conference Paper

Plan-Seq-Learn: Language Model Guided RL for Solving Long Horizon Robotics Tasks

  • Murtaza Dalal
  • Tarun Chiruvolu
  • Devendra Singh Chaplot
  • Ruslan Salakhutdinov

Large Language Models (LLMs) are highly capable of performing planning for long-horizon robotics tasks, yet existing methods require access to a pre-defined skill library (*e.g.* picking, placing, pulling, pushing, navigating). However, LLM planning does not address how to design or learn those behaviors, which remains challenging particularly in long-horizon settings. Furthermore, for many tasks of interest, the robot needs to be able to adjust its behavior in a fine-grained manner, requiring the agent to be capable of modifying *low-level* control actions. Can we instead use the internet-scale knowledge from LLMs for high-level policies, guiding reinforcement learning (RL) policies to efficiently solve robotic control tasks online without requiring a pre-determined set of skills? In this paper, we propose **Plan-Seq-Learn** (PSL): a modular approach that uses motion planning to bridge the gap between abstract language and learned low-level control for solving long-horizon robotics tasks from scratch. We demonstrate that PSL is capable of solving 20+ challenging single and multi-stage robotics tasks on four benchmarks at success rates of over 80% from raw visual input, out-performing language-based, classical, and end-to-end approaches. Video results and code at https://planseqlearn.github.io/

ICLR Conference 2023 Conference Paper

Multi-skill Mobile Manipulation for Object Rearrangement

  • Jiayuan Gu
  • Devendra Singh Chaplot
  • Hao Su 0001
  • Jitendra Malik

We study a modular approach to tackle long-horizon mobile manipulation tasks for object rearrangement, which decomposes a full task into a sequence of subtasks. To tackle the entire task, prior work chains multiple stationary manipulation skills with a point-goal navigation skill, which are learned individually on subtasks. Although more effective than monolithic end-to-end RL policies, this framework suffers from compounding errors in skill chaining, e.g., navigating to a bad location where a stationary manipulation skill can not reach its target to manipulate. To this end, we propose that the manipulation skills should include mobility to have flexibility in interacting with the target object from multiple locations and at the same time the navigation skill could have multiple end points which lead to successful manipulation. We operationalize these ideas by implementing mobile manipulation skills rather than stationary ones and training a navigation skill trained with region goal instead of point goal. We evaluate our multi-skill mobile manipulation method M3 on 3 challenging long-horizon mobile manipulation tasks in the Home Assistant Benchmark (HAB), and show superior performance as compared to the baselines.

ICLR Conference 2022 Conference Paper

FILM: Following Instructions in Language with Modular Methods

  • So Yeon Min
  • Devendra Singh Chaplot
  • Pradeep Ravikumar
  • Yonatan Bisk
  • Ruslan Salakhutdinov

Recent methods for embodied instruction following are typically trained end-to-end using imitation learning. This often requires the use of expert trajectories and low-level language instructions. Such approaches assume that neural states will integrate multimodal semantics to perform state tracking, building spatial memory, exploration, and long-term planning. In contrast, we propose a modular method with structured representations that (1) builds a semantic map of the scene and (2) performs exploration with a semantic search policy, to achieve the natural language goal. Our modular method achieves SOTA performance (24.46 %) with a substantial (8.17 % absolute) gap from previous work while using less data by eschewing both expert trajectories and low-level instructions. Leveraging low-level language, however, can further increase our performance (26.49 %). Our findings suggest that an explicit spatial memory and a semantic search policy can provide a stronger and more general representation for state-tracking and guidance, even in the absence of expert trajectories or low-level instructions.

ICML Conference 2021 Conference Paper

Differentiable Spatial Planning using Transformers

  • Devendra Singh Chaplot
  • Deepak Pathak
  • Jitendra Malik

We consider the problem of spatial path planning. In contrast to the classical solutions which optimize a new plan from scratch and assume access to the full map with ground truth obstacle locations, we learn a planner from the data in a differentiable manner that allows us to leverage statistical regularities from past data. We propose Spatial Planning Transformers (SPT), which given an obstacle map learns to generate actions by planning over long-range spatial dependencies, unlike prior data-driven planners that propagate information locally via convolutional structure in an iterative manner. In the setting where the ground truth map is not known to the agent, we leverage pre-trained SPTs in an end-to-end framework that has the structure of mapper and planner built into it which allows seamless generalization to out-of-distribution maps and goals. SPTs outperform prior state-of-the-art differentiable planners across all the setups for both manipulation and navigation tasks, leading to an absolute improvement of 7-19%.

NeurIPS Conference 2021 Conference Paper

Habitat 2.0: Training Home Assistants to Rearrange their Habitat

  • Andrew Szot
  • Alexander Clegg
  • Eric Undersander
  • Erik Wijmans
  • Yili Zhao
  • John Turner
  • Noah Maestre
  • Mustafa Mukadam

We introduce Habitat 2. 0 (H2. 0), a simulation platform for training virtual robots in interactive 3D environments and complex physics-enabled scenarios. We make comprehensive contributions to all levels of the embodied AI stack – data, simulation, and benchmark tasks. Specifically, we present: (i) ReplicaCAD: an artist-authored, annotated, reconfigurable 3D dataset of apartments (matching real spaces) with articulated objects (e. g. cabinets and drawers that can open/close); (ii) H2. 0: a high-performance physics-enabled 3D simulator with speeds exceeding 25, 000 simulation steps per second (850x real-time) on an 8-GPU node, representing 100x speed-ups over prior work; and, (iii) Home Assistant Benchmark (HAB): a suite of common tasks for assistive robots (tidy the house, stock groceries, set the table) that test a range of mobile manipulation capabilities. These large-scale engineering contributions allow us to systematically compare deep reinforcement learning (RL) at scale and classical sense-plan-act (SPA) pipelines in long-horizon structured tasks, with an emphasis on generalization to new objects, receptacles, and layouts. We find that (1) flat RL policies struggle on HAB compared to hierarchical ones; (2) a hierarchy with independent skills suffers from ‘hand-off problems’, and (3) SPA pipelines are more brittle than RL policies.

NeurIPS Conference 2021 Conference Paper

No RL, No Simulation: Learning to Navigate without Navigating

  • Meera Hahn
  • Devendra Singh Chaplot
  • Shubham Tulsiani
  • Mustafa Mukadam
  • James M. Rehg
  • Abhinav Gupta

Most prior methods for learning navigation policies require access to simulation environments, as they need online policy interaction and rely on ground-truth maps for rewards. However, building simulators is expensive (requires manual effort for each and every scene) and creates challenges in transferring learned policies to robotic platforms in the real-world, due to the sim-to-real domain gap. In this paper, we pose a simple question: Do we really need active interaction, ground-truth maps or even reinforcement-learning (RL) in order to solve the image-goal navigation task? We propose a self-supervised approach to learn to navigate from only passive videos of roaming. Our approach, No RL, No Simulator (NRNS), is simple and scalable, yet highly effective. NRNS outperforms RL-based formulations by a significant margin. We present NRNS as a strong baseline for any future image-based navigation tasks that use RL or Simulation.

NeurIPS Conference 2021 Conference Paper

SEAL: Self-supervised Embodied Active Learning using Exploration and 3D Consistency

  • Devendra Singh Chaplot
  • Murtaza Dalal
  • Saurabh Gupta
  • Jitendra Malik
  • Russ R. Salakhutdinov

In this paper, we explore how we can build upon the data and models of Internet images and use them to adapt to robot vision without requiring any extra labels. We present a framework called Self-supervised Embodied Active Learning (SEAL). It utilizes perception models trained on internet images to learn an active exploration policy. The observations gathered by this exploration policy are labelled using 3D consistency and used to improve the perception model. We build and utilize 3D semantic maps to learn both action and perception in a completely self-supervised manner. The semantic map is used to compute an intrinsic motivation reward for training the exploration policy and for labelling the agent observations using spatio-temporal 3D consistency and label propagation. We demonstrate that the SEAL framework can be used to close the action-perception loop: it improves object detection and instance segmentation performance of a pretrained perception model by just moving around in training environments and the improved perception model can be used to improve Object Goal Navigation.

IJCAI Conference 2020 Conference Paper

Embodied Multimodal Multitask Learning

  • Devendra Singh Chaplot
  • Lisa Lee
  • Ruslan Salakhutdinov
  • Devi Parikh
  • Dhruv Batra

Visually-grounded embodied language learning models have recently shown to be effective at learning multiple multimodal tasks such as following navigational instructions and answering questions. In this paper, we address two key limitations of these models, (a) the inability to transfer the grounded knowledge across different tasks and (b) the inability to transfer to new words and concepts not seen during training using only a few examples. We propose a multitask model which facilitates knowledge transfer across tasks by disentangling the knowledge of words and visual attributes in the intermediate representations. We create scenarios and datasets to quantify cross-task knowledge transfer and show that the proposed model outperforms a range of baselines in simulated 3D environments. We also show that this disentanglement of representations makes our model modular and interpretable which allows for transfer to instructions containing new concepts.

ICLR Conference 2020 Conference Paper

Learning To Explore Using Active Neural SLAM

  • Devendra Singh Chaplot
  • Dhiraj Gandhi
  • Saurabh Gupta 0001
  • Abhinav Gupta 0001
  • Ruslan Salakhutdinov

This work presents a modular and hierarchical approach to learn policies for exploring 3D environments, called `Active Neural SLAM'. Our approach leverages the strengths of both classical and learning-based methods, by using analytical path planners with learned SLAM module, and global and local policies. The use of learning provides flexibility with respect to input modalities (in the SLAM module), leverages structural regularities of the world (in global policies), and provides robustness to errors in state estimation (in local policies). Such use of learning within each module retains its benefits, while at the same time, hierarchical decomposition and modular training allow us to sidestep the high sample complexities associated with training end-to-end policies. Our experiments in visually and physically realistic simulated 3D environments demonstrate the effectiveness of our approach over past learning and geometry-based approaches. The proposed model can also be easily transferred to the PointGoal task and was the winning entry of the CVPR 2019 Habitat PointGoal Navigation Challenge.

NeurIPS Conference 2020 Conference Paper

Object Goal Navigation using Goal-Oriented Semantic Exploration

  • Devendra Singh Chaplot
  • Dhiraj Prakashchand Gandhi
  • Abhinav Gupta
  • Russ R. Salakhutdinov

This work studies the problem of object goal navigation which involves navigating to an instance of the given object category in unseen environments. End-to-end learning-based navigation methods struggle at this task as they are ineffective at exploration and long-term planning. We propose a modular system called, `Goal-Oriented Semantic Exploration' which builds an episodic semantic map and uses it to explore the environment efficiently based on the goal object category. Empirical results in visually realistic simulation environments show that the proposed model outperforms a wide range of baselines including end-to-end learning-based methods as well as modular map-based methods and led to the winning entry of the CVPR-2020 Habitat ObjectNav Challenge. Ablation analysis indicates that the proposed model learns semantic priors of the relative arrangement of objects in a scene, and uses them to explore efficiently. Domain-agnostic module design allows us to transfer our model to a mobile robot platform and achieve similar performance for object goal navigation in the real-world.

ICML Conference 2018 Conference Paper

Gated Path Planning Networks

  • Lisa Lee
  • Emilio Parisotto
  • Devendra Singh Chaplot
  • Eric P. Xing
  • Ruslan Salakhutdinov

Value Iteration Networks (VINs) are effective differentiable path planning modules that can be used by agents to perform navigation while still maintaining end-to-end differentiability of the entire architecture. Despite their effectiveness, they suffer from several disadvantages including training instability, random seed sensitivity, and other optimization problems. In this work, we reframe VINs as recurrent-convolutional networks which demonstrates that VINs couple recurrent convolutions with an unconventional max-pooling activation. From this perspective, we argue that standard gated recurrent update equations could potentially alleviate the optimization issues plaguing VIN. The resulting architecture, which we call the Gated Path Planning Network, is shown to empirically outperform VIN on a variety of metrics such as learning speed, hyperparameter sensitivity, iteration count, and even generalization. Furthermore, we show that this performance gap is consistent across different maze transition types, maze sizes and even show success on a challenging 3D environment, where the planner is only provided with first-person RGB images.

AAAI Conference 2018 Conference Paper

Gated-Attention Architectures for Task-Oriented Language Grounding

  • Devendra Singh Chaplot
  • Kanthashree Mysore Sathyendra
  • Rama Kumar Pasumarthi
  • Dheeraj Rajagopal
  • Ruslan Salakhutdinov

To perform tasks specified by natural language instructions, autonomous agents need to extract semantically meaningful representations of language and map it to visual elements and actions in the environment. This problem is called task-oriented language grounding. We propose an end-to-end trainable neural architecture for task-oriented language grounding in 3D environments which assumes no prior linguistic or perceptual knowledge and requires only raw pixels from the environment and the natural language instruction as input. The proposed model combines the image and text representations using a Gated-Attention mechanism and learns a policy to execute the natural language instruction using standard reinforcement and imitation learning methods. We show the effectiveness of the proposed model on unseen instructions as well as unseen maps, both quantitatively and qualitatively. We also introduce a novel environment based on a 3D game engine to simulate the challenges of task-oriented language grounding over a rich set of instructions and environment states.

AAAI Conference 2018 Conference Paper

Knowledge-based Word Sense Disambiguation using Topic Models

  • Devendra Singh Chaplot
  • Ruslan Salakhutdinov

Word Sense Disambiguation is an open problem in Natural Language Processing which is particularly challenging and useful in the unsupervised setting where all the words in any given text need to be disambiguated without using any labeled data. Typically WSD systems use the sentence or a small window of words around the target word as the context for disambiguation because their computational complexity scales exponentially with the size of the context. In this paper, we leverage the formalism of topic model to design a WSD system that scales linearly with the number of words in the context. As a result, our system is able to utilize the whole document as the context for a word to be disambiguated. The proposed method is a variant of Latent Dirichlet Allocation in which the topic proportions for a document are replaced by synset proportions. We further utilize the information in the WordNet by assigning a non-uniform prior to synset distribution over words and a logistic-normal prior for document distribution over synsets. We evaluate the proposed method on Senseval-2, Senseval-3, SemEval-2007, SemEval- 2013 and SemEval-2015 English All-Word WSD datasets and show that it outperforms the state-of-the-art unsupervised knowledge-based WSD system by a significant margin.

AAAI Conference 2017 System Paper

Arnold: An Autonomous Agent to Play FPS Games

  • Devendra Singh Chaplot
  • Guillaume Lample

Advances in deep reinforcement learning have allowed autonomous agents to perform well on Atari games, often outperforming humans, using only raw pixels to make their decisions. However, most of these games take place in 2D environments that are fully observable to the agent. In this paper, we present Arnold, a completely autonomous agent to play First-Person Shooter Games using only screen pixel data and demonstrate its effectiveness on Doom, a classical firstperson shooter game. Arnold is trained with deep reinforcement learning using a recent Action-Navigation architecture, which uses separate deep neural networks for exploring the map and fighting enemies. Furthermore, it utilizes a lot of techniques such as augmenting high-level game features, reward shaping and sequential updates for efficient training and effective performance. Arnold outperforms average humans as well as in-built game bots on different variations of the deathmatch. It also obtained the highest kill-to-death ratio in both the tracks of the Visual Doom AI Competition and placed second in terms of the number of frags.

AAAI Conference 2017 Conference Paper

Playing FPS Games with Deep Reinforcement Learning

  • Guillaume Lample
  • Devendra Singh Chaplot

Advances in deep reinforcement learning have allowed autonomous agents to perform well on Atari games, often outperforming humans, using only raw pixels to make their decisions. However, most of these games take place in 2D environments that are fully observable to the agent. In this paper, we present the first architecture to tackle 3D environments in first-person shooter games, that involve partially observable states. Typically, deep reinforcement learning methods only utilize visual input for training. We present a method to augment these models to exploit game feature information such as the presence of enemies or items, during the training phase. Our model is trained to simultaneously learn these features along with minimizing a Q-learning objective, which is shown to dramatically improve the training speed and performance of our agent. Our architecture is also modularized to allow different models to be independently trained for different phases of the game. We show that the proposed architecture substantially outperforms built-in AI agents of the game as well as average humans in deathmatch scenarios.

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