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Dhruv Batra

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47 papers
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47

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.

IROS Conference 2024 Conference Paper

Embodiment Randomization for Cross Embodiment Navigation

  • Pranav Putta
  • Gunjan Aggarwal
  • Roozbeh Mottaghi
  • Dhruv Batra
  • Naoki Yokoyama
  • Joanne Truong
  • Arjun Majumdar

We present Embodiment Randomization, a simple, inexpensive, and intuitive technique for training robust behavior policies that can be transferred to multiple robot embodiments. While prior works require real-world data from multiple robots, or complex algorithmic adjustments to address the challenge of embodiment generalization, our approach leverages the power of simulation and large-scale reinforcement learning and can be easily integrated within existing policy learning methods. We show that policies trained with embodiment randomization implicitly perform system identification, enabling them to adapt to new embodiments during deployment. Our approach not only shows significant improvements in adapting to novel robot configurations, but also in generalizing from simulation to reality and contending with real-world perturbations, highlighting the potential of embodiment randomization in creating versatile and adaptable robotic navigation policies.

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.

IROS Conference 2024 Conference Paper

HM3D-OVON: A Dataset and Benchmark for Open-Vocabulary Object Goal Navigation

  • Naoki Yokoyama
  • Ram Ramrakhya
  • Abhishek Das
  • Dhruv Batra
  • Sehoon Ha

We present the Habitat-Matterport 3D Open Vocabulary Object Goal Navigation dataset (HM3D-OVON), a large-scale benchmark that broadens the scope and semantic range of prior Object Goal Navigation (ObjectNav) benchmarks. Leveraging the HM3DSem dataset, HM3D-OVON incorporates over 15k annotated instances of household objects across 379 distinct categories, derived from photo-realistic 3D scans of real-world environments. In contrast to earlier ObjectNav datasets, which limit goal objects to a predefined set of 6-21 categories, HM3D-OVON facilitates the training and evaluation of models with an open-set of goals defined through free-form language at test-time. Through this open-vocabulary formulation, HM3D-OVON encourages progress towards learning visuo-semantic navigation behaviors that are capable of searching for any object specified by text in an open-vocabulary manner. Additionally, we systematically evaluate and compare several different types of approaches on HM3D-OVON. We find that HM3D-OVON can be used to train an open-vocabulary ObjectNav agent that achieves both higher performance and is more robust to localization and actuation noise than the state-of-the-art ObjectNav approach. We hope that our benchmark and baseline results will drive interest in developing embodied agents that can navigate real-world spaces to find household objects specified through free-form language, taking a step towards more flexible and human-like semantic visual navigation. Code and videos available at: naoki.io/ovon.

NeurIPS Conference 2024 Conference Paper

Pre-trained Text-to-Image Diffusion Models Are Versatile Representation Learners for Control

  • Gunshi Gupta
  • Karmesh Yadav
  • Yarin Gal
  • Zsolt Kira
  • Dhruv Batra
  • Cong Lu
  • Tim G. Rudner

Embodied AI agents require a fine-grained understanding of the physical world mediated through visual and language inputs. Such capabilities are difficult to learn solely from task-specific data. This has led to the emergence of pre-trained vision-language models as a tool for transferring representations learned from internet-scale data to downstream tasks and new domains. However, commonly used contrastively trained representations such as in CLIP have been shown to fail at enabling embodied agents to gain a sufficiently fine-grained scene understanding—a capability vital for control. To address this shortcoming, we consider representations from pre-trained text-to-image diffusion models, which are explicitly optimized to generate images from text prompts and as such, contain text-conditioned representations that reflect highly fine-grained visuo-spatial information. Using pre-trained text-to-image diffusion models, we construct Stable Control Representations which allow learning downstream control policies that generalize to complex, open-ended environments. We show that policies learned using Stable Control Representations are competitive with state-of-the-art representation learning approaches across a broad range of simulated control settings, encompassing challenging manipulation and navigation tasks. Most notably, we show that Stable Control Representations enable learning policies that exhibit state-of-the-art performance on OVMM, a difficult open-vocabulary navigation benchmark.

ICRA Conference 2024 Conference Paper

VLFM: Vision-Language Frontier Maps for Zero-Shot Semantic Navigation

  • Naoki Yokoyama
  • Sehoon Ha
  • Dhruv Batra
  • Jiuguang Wang
  • Bernadette Bucher

Understanding how humans leverage semantic knowledge to navigate unfamiliar environments and decide where to explore next is pivotal for developing robots capable of human-like search behaviors. We introduce a zero-shot navigation approach, Vision-Language Frontier Maps (VLFM), which is inspired by human reasoning and designed to navigate towards unseen semantic objects in novel environments. VLFM builds occupancy maps from depth observations to identify frontiers, and leverages RGB observations and a pre-trained vision-language model to generate a language-grounded value map. VLFM then uses this map to identify the most promising frontier to explore for finding an instance of a given target object category. We evaluate VLFM in photo-realistic environments from the Gibson, Habitat-Matterport 3D (HM3D), and Matterport 3D (MP3D) datasets within the Habitat simulator. Remarkably, VLFM achieves state-of-the-art results on all three datasets as measured by success weighted by path length (SPL) for the Object Goal Navigation task. Furthermore, we show that VLFM’s zero-shot nature enables it to be readily deployed on real-world robots such as the Boston Dynamics Spot mobile manipulation platform. We deploy VLFM on Spot and demonstrate its capability to efficiently navigate to target objects within an office building in the real world, without any prior knowledge of the environment. The accomplishments of VLFM underscore the promising potential of vision-language models in advancing the field of semantic navigation. Videos of real world deployment can be viewed at naoki.io/vlfm.

ICRA Conference 2024 Conference Paper

What Do We Learn from a Large-Scale Study of Pre-Trained Visual Representations in Sim and Real Environments?

  • Sneha Silwal
  • Karmesh Yadav
  • Tingfan Wu
  • Jay Vakil
  • Arjun Majumdar
  • Sergio Arnaud
  • Claire Chen
  • Vincent-Pierre Berges

We present a large empirical investigation on the use of pre-trained visual representations (PVRs) for training downstream policies that execute real-world tasks. Our study involves five different PVRs, each trained for five distinct manipulation or indoor navigation tasks. We performed this evaluation using three different robots and two different policy learning paradigms. From this e ort, we can arrive at three insights: 1) the performance trends of PVRs in the simulation are generally indicative of their trends in the real world, 2) the use of PVRs enables a first-of-its-kind result with indoor ImageNav (zero-shot transfer to a held-out scene in the real world), and 3) the benefits from variations in PVRs, primarily data-augmentation and fine-tuning, also transfer to the real-world performance. See project website 1 for additional details and visuals.

ICML Conference 2023 Conference Paper

Adaptive Coordination in Social Embodied Rearrangement

  • Andrew Szot
  • Unnat Jain
  • Dhruv Batra
  • Zsolt Kira
  • Ruta Desai
  • Akshara Rai

We present the task of "Social Rearrangement", consisting of cooperative everyday tasks like setting up the dinner table, tidying a house or unpacking groceries in a simulated multi-agent environment. In Social Rearrangement, two robots coordinate to complete a long-horizon task, using onboard sensing and egocentric observations, and no privileged information about the environment. We study zero-shot coordination (ZSC) in this task, where an agent collaborates with a new partner, emulating a scenario where a robot collaborates with a new human partner. Prior ZSC approaches struggle to generalize in our complex and visually rich setting, and on further analysis, we find that they fail to generate diverse coordination behaviors at training time. To counter this, we propose Behavior Diversity Play (BDP), a novel ZSC approach that encourages diversity through a discriminability objective. Our results demonstrate that BDP learns adaptive agents that can tackle visual coordination, and zero-shot generalize to new partners in unseen environments, achieving 35% higher success and 32% higher efficiency compared to baselines.

ICLR Conference 2023 Conference Paper

BC-IRL: Learning Generalizable Reward Functions from Demonstrations

  • Andrew Szot
  • Amy Zhang 0001
  • Dhruv Batra
  • Zsolt Kira
  • Franziska Meier

How well do reward functions learned with inverse reinforcement learning (IRL) generalize? We illustrate that state-of-the-art IRL algorithms, which maximize a maximum-entropy objective, learn rewards that overfit to the demonstrations. Such rewards struggle to provide meaningful rewards for states not covered by the demonstrations, a major detriment when using the reward to learn policies in new situations. We introduce BC-IRL a new inverse reinforcement learning method that learns reward functions that generalize better when compared to maximum-entropy IRL approaches. In contrast to the MaxEnt framework, which learns to maximize rewards around demonstrations, BC-IRL updates reward parameters such that the policy trained with the new reward matches the expert demonstrations better. We show that BC-IRL learns rewards that generalize better on an illustrative simple task and two continuous robotic control tasks, achieving over twice the success rate of baselines in challenging generalization settings.

ICLR Conference 2023 Conference Paper

Emergence of Maps in the Memories of Blind Navigation Agents

  • Erik Wijmans
  • Manolis Savva
  • Irfan Essa
  • Stefan Lee
  • Ari S. Morcos
  • Dhruv Batra

Animal navigation research posits that organisms build and maintain internal spa- tial representations, or maps, of their environment. We ask if machines – specifically, artificial intelligence (AI) navigation agents – also build implicit (or ‘mental’) maps. A positive answer to this question would (a) explain the surprising phenomenon in recent literature of ostensibly map-free neural-networks achieving strong performance, and (b) strengthen the evidence of mapping as a fundamental mechanism for navigation by intelligent embodied agents, whether they be biological or artificial. Unlike animal navigation, we can judiciously design the agent’s perceptual system and control the learning paradigm to nullify alternative navigation mechanisms. Specifically, we train ‘blind’ agents – with sensing limited to only egomotion and no other sensing of any kind – to perform PointGoal navigation (‘go to $\Delta$x, $\Delta$y’) via reinforcement learning. Our agents are composed of navigation-agnostic components (fully-connected and recurrent neural networks), and our experimental setup provides no inductive bias towards mapping. Despite these harsh conditions, we find that blind agents are (1) surprisingly effective navigators in new environments (∼95% success); (2) they utilize memory over long horizons (remembering ∼1,000 steps of past experience in an episode); (3) this memory enables them to exhibit intelligent behavior (following walls, detecting collisions, taking shortcuts); (4) there is emergence of maps and collision detection neurons in the representations of the environment built by a blind agent as it navigates; and (5) the emergent maps are selective and task dependent (e.g. the agent ‘forgets’ exploratory detours). Overall, this paper presents no new techniques for the AI audience, but a surprising finding, an insight, and an explanation.

AAAI Conference 2023 Conference Paper

Simple and Effective Synthesis of Indoor 3D Scenes

  • Jing Yu Koh
  • Harsh Agrawal
  • Dhruv Batra
  • Richard Tucker
  • Austin Waters
  • Honglak Lee
  • Yinfei Yang
  • Jason Baldridge

We study the problem of synthesizing immersive 3D indoor scenes from one or a few images. Our aim is to generate high-resolution images and videos from novel viewpoints, including viewpoints that extrapolate far beyond the input images while maintaining 3D consistency. Existing approaches are highly complex, with many separately trained stages and components. We propose a simple alternative: an image-to-image GAN that maps directly from reprojections of incomplete point clouds to full high-resolution RGB-D images. On the Matterport3D and RealEstate10K datasets, our approach significantly outperforms prior work when evaluated by humans, as well as on FID scores. Further, we show that our model is useful for generative data augmentation. A vision-and-language navigation (VLN) agent trained with trajectories spatially-perturbed by our model improves success rate by up to 1.5% over a state of the art baseline on the mature R2R benchmark. Our code will be made available to facilitate generative data augmentation and applications to downstream robotics and embodied AI tasks.

ICRA Conference 2023 Conference Paper

ViNL: Visual Navigation and Locomotion Over Obstacles

  • Simar Kareer
  • Naoki Yokoyama
  • Dhruv Batra
  • Sehoon Ha
  • Joanne Truong

We present Visual Navigation and Locomotion over obstacles (ViNL), which enables a quadrupedal robot to navigate unseen apartments while stepping over small obstacles that lie in its path (e. g. , shoes, toys, cables), similar to how humans and pets lift their feet over objects as they walk. ViNL consists of: (1) a visual navigation policy that outputs linear and angular velocity commands that guides the robot to a goal coordinate in unfamiliar indoor environments; and (2) a visual locomotion policy that controls the robot's joints to avoid step-ping on obstacles while following provided velocity commands. Both the policies are entirely ‘model-free’, i. e. sensors-to-actions neural networks trained end-to-end. The two are trained independently in two entirely different simulators and then seamlessly co-deployed by feeding the velocity commands from the navigator to the locomotor, entirely ‘zero-shot’ (without any co-training). While prior works have developed learning methods for visual navigation or visual locomotion, to the best of our knowledge, this is the first fully learned approach that leverages vision to accomplish both (1) intelligent navigation in new environments, and (2) intelligent visual locomotion that aims to traverse cluttered environments without disrupting obstacles. On the task of navigation to distant goals in unknown environments, ViNL using just egocentric vision significantly outperforms prior work on robust locomotion using privileged terrain maps (+32. 8% success and -4. 42 collisions per meter). Additionally, we ablate our locomotion policy to show that each aspect of our approach helps reduce obstacle collisions. Videos and code at http://www.joannetruong.com/projects/vinl.html.

NeurIPS Conference 2023 Conference Paper

Where are we in the search for an Artificial Visual Cortex for Embodied Intelligence?

  • Arjun Majumdar
  • Karmesh Yadav
  • Sergio Arnaud
  • Jason Ma
  • Claire Chen
  • Sneha Silwal
  • Aryan Jain
  • Vincent-Pierre Berges

We present the largest and most comprehensive empirical study of pre-trained visual representations (PVRs) or visual ‘foundation models’ for Embodied AI. First, we curate CortexBench, consisting of 17 different tasks spanning locomotion, navigation, dexterous, and mobile manipulation. Next, we systematically evaluate existing PVRs and find that none are universally dominant. To study the effect of pre-training data size and diversity, we combine over 4, 000 hours of egocentric videos from 7 different sources (over 4. 3M images) and ImageNet to train different-sized vision transformers using Masked Auto-Encoding (MAE) on slices of this data. Contrary to inferences from prior work, we find that scaling dataset size and diversity does not improve performance universally (but does so on average). Our largest model, named VC-1, outperforms all prior PVRs on average but does not universally dominate either. Next, we show that task- or domain-specific adaptation of VC-1 leads to substantial gains, with VC-1 (adapted) achieving competitive or superior performance than the best known results on all of the benchmarks in CortexBench. Finally, we present real-world hardware experiments, in which VC-1 and VC-1 (adapted) outperform the strongest pre-existing PVR. Overall, this paper presents no new techniques but a rigorous systematic evaluation, a broad set of findings about PVRs (that in some cases, refute those made in narrow domains in prior work), and open-sourced code and models (that required over 10, 000 GPU-hours to train) for the benefit of the research community.

IROS Conference 2022 Conference Paper

Benchmarking Augmentation Methods for Learning Robust Navigation Agents: the Winning Entry of the 2021 iGibson Challenge

  • Naoki Yokoyama
  • Qian Luo
  • Dhruv Batra
  • Sehoon Ha

Recent advances in deep reinforcement learning and scalable photorealistic simulation have led to increasingly mature embodied AI for various visual tasks, including navigation. However, while impressive progress has been made for teaching embodied agents to navigate static environments, much less progress has been made on more dynamic environments that may include moving pedestrians or movable obstacles. In this study, we aim to benchmark different augmentation techniques for improving the agent's performance in these challenging environments. We show that adding several dynamic obstacles into the scene during training confers significant improvements in test-time generalization, achieving much higher success rates than baseline agents. We find that this approach can also be combined with image augmentation methods to achieve even higher success rates. Additionally, we show that this approach is also more robust to sim-to-sim transfer than image augmentation methods. Finally, we demonstrate the effectiveness of this dynamic obstacle augmentation approach by using it to train an agent for the 2021 iGibson Challenge at CVPR, where it achieved 1 st place for Interactive Navigation.

AAMAS Conference 2022 Conference Paper

How to Train PointGoal Navigation Agents on a (Sample and Compute) Budget

  • Erik Wijmans
  • Irfan Essa
  • Dhruv Batra

PointGoal navigation has seen significant recent interest and progress, spurred on by the Habitat platform and associated challenge [21]. In this paper, we study PointGoal navigation under both a sample budget (75 million frames) and a compute budget (1 GPU for 1 day). We conduct an extensive set of experiments, cumulatively totaling over 50, 000 GPU-hours, that let us identify and discuss a number of ostensibly minor but significant design choices – the advantage estimation procedure (a key component in training), and visual encoder architecture. Overall, these design choices lead to considerable and consistent improvements. Under a sample budget, performance for RGB-D agents improves 3 SPL on Gibson (4% relative improvement) and 20 SPL on Matterport3D (43% relative improvement). Under a compute budget, performance for RGB-D agents improves by 3 SPL on Gibson (5% relative improvement) and 15 SPL on Matterport3D (50% relative improvement). Our findings and recommendations will serve to make the community’s experiments more efficient – to reach 50 SPL with RGB-D on Matterport3D, they reduce the samples needed by 3x and the training time 2x.

IROS Conference 2022 Conference Paper

Memory-Augmented Reinforcement Learning for Image-Goal Navigation

  • Lina Mezghani
  • Sainbayar Sukhbaatar
  • Thibaut Lavril
  • Oleksandr Maksymets
  • Dhruv Batra
  • Piotr Bojanowski
  • Karteek Alahari

In this work, we present a memory-augmented approach for image-goal navigation. Earlier attempts, including RL-based and SLAM-based approaches have either shown poor generalization performance, or are heavily-reliant on pose/depth sensors. Our method is based on an attention-based end-to-end model that leverages an episodic memory to learn to navigate. First, we train a state-embedding network in a self-supervised fashion, and then use it to embed previously-visited states into the agent's memory. Our navigation policy takes advantage of this information through an attention mechanism. We validate our approach with extensive evaluations, and show that our model establishes a new state of the art on the challenging Gibson dataset. Furthermore, we achieve this impressive performance from RGB input alone, without access to additional information such as position or depth, in stark contrast to related work.

NeurIPS Conference 2022 Conference Paper

SoundSpaces 2.0: A Simulation Platform for Visual-Acoustic Learning

  • Changan Chen
  • Carl Schissler
  • Sanchit Garg
  • Philip Kobernik
  • Alexander Clegg
  • Paul Calamia
  • Dhruv Batra
  • Philip Robinson

We introduce SoundSpaces 2. 0, a platform for on-the-fly geometry-based audio rendering for 3D environments. Given a 3D mesh of a real-world environment, SoundSpaces can generate highly realistic acoustics for arbitrary sounds captured from arbitrary microphone locations. Together with existing 3D visual assets, it supports an array of audio-visual research tasks, such as audio-visual navigation, mapping, source localization and separation, and acoustic matching. Compared to existing resources, SoundSpaces 2. 0 has the advantages of allowing continuous spatial sampling, generalization to novel environments, and configurable microphone and material properties. To our knowledge, this is the first geometry-based acoustic simulation that offers high fidelity and realism while also being fast enough to use for embodied learning. We showcase the simulator's properties and benchmark its performance against real-world audio measurements. In addition, we demonstrate two downstream tasks---embodied navigation and far-field automatic speech recognition---and highlight sim2real performance for the latter. SoundSpaces 2. 0 is publicly available to facilitate wider research for perceptual systems that can both see and hear.

NeurIPS Conference 2022 Conference Paper

VER: Scaling On-Policy RL Leads to the Emergence of Navigation in Embodied Rearrangement

  • Erik Wijmans
  • Irfan Essa
  • Dhruv Batra

We present Variable Experience Rollout (VER), a technique for efficiently scaling batched on-policy reinforcement learning in heterogenous environments (where different environments take vastly different times to generate rollouts) to many GPUs residing on, potentially, many machines. VER combines the strengths of and blurs the line between synchronous and asynchronous on-policy RL methods (SyncOnRL and AsyncOnRL, respectively). Specifically, it learns from on-policy experience (like SyncOnRL) and has no synchronization points (like AsyncOnRL) enabling high throughput. We find that VER leads to significant and consistent speed-ups across a broad range of embodied navigation and mobile manipulation tasks in photorealistic 3D simulation environments. Specifically, for PointGoal navigation and ObjectGoal navigation in Habitat 1. 0, VER is 60-100% faster (1. 6-2x speedup) than DD-PPO, the current state of art for distributed SyncOnRL, with similar sample efficiency. For mobile manipulation tasks (open fridge/cabinet, pick/place objects) in Habitat 2. 0 VER is 150% faster (2. 5x speedup) on 1 GPU and 170% faster (2. 7x speedup) on 8 GPUs than DD-PPO. Compared to SampleFactory (the current state-of-the-art AsyncOnRL), VER matches its speed on 1 GPU, and is 70% faster (1. 7x speedup) on 8 GPUs with better sample efficiency. We leverage these speed-ups to train chained skills for GeometricGoal rearrangement tasks in the Home Assistant Benchmark (HAB). We find a surprising emergence of navigation in skills that do not ostensible require any navigation. Specifically, the Pick skill involves a robot picking an object from a table. During training the robot was always spawned close to the table and never needed to navigate. However, we find that if base movement is part of the action space, the robot learns to navigate then pick an object in new environments with 50% success, demonstrating surprisingly high out-of-distribution generalization.

NeurIPS Conference 2022 Conference Paper

ZSON: Zero-Shot Object-Goal Navigation using Multimodal Goal Embeddings

  • Arjun Majumdar
  • Gunjan Aggarwal
  • Bhavika Devnani
  • Judy Hoffman
  • Dhruv Batra

We present a scalable approach for learning open-world object-goal navigation (ObjectNav) – the task of asking a virtual robot (agent) to find any instance of an object in an unexplored environment (e. g. , “find a sink”). Our approach is entirely zero-shot – i. e. , it does not require ObjectNav rewards or demonstrations of any kind. Instead, we train on the image-goal navigation (ImageNav) task, in which agents find the location where a picture (i. e. , goal image) was captured. Specifically, we encode goal images into a multimodal, semantic embedding space to enable training semantic-goal navigation (SemanticNav) agents at scale in unannotated 3D environments (e. g. , HM3D). After training, SemanticNav agents can be instructed to find objects described in free-form natural language (e. g. , “sink, ” “bathroom sink, ” etc. ) by projecting language goals into the same multimodal, semantic embedding space. As a result, our approach enables open-world ObjectNav. We extensively evaluate our agents on three ObjectNav datasets (Gibson, HM3D, and MP3D) and observe absolute improvements in success of 4. 2% - 20. 0% over existing zero-shot methods. For reference, these gains are similar or better than the 5% improvement in success between the Habitat 2020 and 2021 ObjectNav challenge winners. In an open-world setting, we discover that our agents can generalize to compound instructions with a room explicitly mentioned (e. g. , “Find a kitchen sink”) and when the target room can be inferred (e. g. , “Find a sink and a stove”).

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

Habitat-Matterport 3D Dataset (HM3D): 1000 Large-scale 3D Environments for Embodied AI

  • Santhosh Kumar Ramakrishnan
  • Aaron Gokaslan
  • Erik Wijmans
  • Oleksandr Maksymets
  • Alexander Clegg
  • John Turner
  • Eric Undersander
  • Wojciech Galuba

We present the Habitat-Matterport 3D (HM3D) dataset. HM3D is a large-scale dataset of 1, 000 building-scale 3D reconstructions from a diverse set of real-world locations. Each scene in the dataset consists of a textured 3D mesh reconstruction of interiors such as multi-floor residences, stores, and other private indoor spaces. HM3D surpasses existing datasets available for academic research in terms of physical scale, completeness of the reconstruction, and visual fidelity. HM3D contains 112. 5k m^2 of navigable space, which is 1. 4 - 3. 7× larger than other building-scale datasets (MP3D, Gibson). When compared to existing photorealistic 3D datasets (Replica, MP3D, Gibson, ScanNet), rendered images from HM3D have 20 - 85% higher visual fidelity w. r. t. counterpart images captured with real cameras, and HM3D meshes have 34 - 91% fewer artifacts due to incomplete surface reconstruction. The increased scale, fidelity, and diversity of HM3D directly impacts the performance of embodied AI agents trained using it. In fact, we find that HM3D is ‘pareto optimal’ in the following sense – agents trained to perform PointGoal navigation on HM3D achieve the highest performance regardless of whether they are evaluated on HM3D, Gibson, or MP3D. No similar claim can be made about training on other datasets. HM3D-trained PointNav agents achieve 100% performance on Gibson-test dataset, suggesting that it might be time to retire that episode dataset. The HM3D dataset, analysis code, and pre-trained models are publicly released: https: //aihabitat. org/datasets/hm3d/.

ICLR Conference 2021 Conference Paper

Large Batch Simulation for Deep Reinforcement Learning

  • Brennan Shacklett
  • Erik Wijmans
  • Aleksei Petrenko
  • Manolis Savva
  • Dhruv Batra
  • Vladlen Koltun
  • Kayvon Fatahalian

We accelerate deep reinforcement learning-based training in visually complex 3D environments by two orders of magnitude over prior work, realizing end-to-end training speeds of over 19,000 frames of experience per second on a single GPU and up to 72,000 frames per second on a single eight-GPU machine. The key idea of our approach is to design a 3D renderer and embodied navigation simulator around the principle of “batch simulation”: accepting and executing large batches of requests simultaneously. Beyond exposing large amounts of work at once, batch simulation allows implementations to amortize in-memory storage of scene assets, rendering work, data loading, and synchronization costs across many simulation requests, dramatically improving the number of simulated agents per GPU and overall simulation throughput. To balance DNN inference and training costs with faster simulation, we also build a computationally efficient policy DNN that maintains high task performance, and modify training algorithms to maintain sample efficiency when training with large mini-batches. By combining batch simulation and DNN performance optimizations, we demonstrate that PointGoal navigation agents can be trained in complex 3D environments on a single GPU in 1.5 days to 97% of the accuracy of agents trained on a prior state-of-the-art system using a 64-GPU cluster over three days. We provide open-source reference implementations of our batch 3D renderer and simulator to facilitate incorporation of these ideas into RL systems.

IROS Conference 2021 Conference Paper

Learning Navigation Skills for Legged Robots with Learned Robot Embeddings

  • Joanne Truong
  • Denis Yarats
  • Tianyu Li 0005
  • Franziska Meier
  • Sonia Chernova
  • Dhruv Batra
  • Akshara Rai

Recent work has shown results on learning navigation policies for idealized cylinder agents in simulation and transferring them to real wheeled robots. Deploying such navigation policies on legged robots can be challenging due to their complex dynamics, and the large dynamical difference between cylinder agents and legged systems. In this work, we learn hierarchical navigation policies that account for the low-level dynamics of legged robots, such as maximum speed, slipping, contacts, and learn to successfully navigate cluttered indoor environments. To enable transfer of policies learned in simulation to new legged robots and hardware, we learn dynamics-aware navigation policies across multiple robots with robot-specific embeddings. The learned embedding is optimized on new robots, while the rest of the policy is kept fixed, allowing for quick adaptation. We train our policies across three legged robots in simulation - 2 quadrupeds (A1, AlienGo) and a hexapod (Daisy). At test time, we study the performance of our learned policy on two new legged robots in simulation (Laikago, 4-legged Daisy), and one real-world quadrupedal robot (A1). Our experiments show that our learned policy can sample-efficiently generalize to previously unseen robots, and enable sim-to-real transfer of navigation policies for legged robots.

AAAI Conference 2021 Conference Paper

Semantic MapNet: Building Allocentric Semantic Maps and Representations from Egocentric Views

  • Vincent Cartillier
  • Zhile Ren
  • Neha Jain
  • Stefan Lee
  • Irfan Essa
  • Dhruv Batra

We study the task of semantic mapping – specifically, an embodied agent (a robot or an egocentric AI assistant) is given a tour of a new environment and asked to build an allocentric top-down semantic map (‘what is where? ’) from egocentric observations of an RGB-D camera with known pose (via localization sensors). Towards this goal, we present Semantic MapNet (SMNet), which consists of: (1) an Egocentric Visual Encoder that encodes each egocentric RGB-D frame, (2) a Feature Projector that projects egocentric features to appropriate locations on a floor-plan, (3) a Spatial Memory Tensor of size floor-plan length × width × feature-dims that learns to accumulate projected egocentric features, and (4) a Map Decoder that uses the memory tensor to produce semantic topdown maps. SMNet combines the strengths of (known) projective camera geometry and neural representation learning. On the task of semantic mapping in the Matterport3D dataset, SMNet significantly outperforms competitive baselines by 4. 01 − 16. 81% (absolute) on mean-IoU and 3. 81 − 19. 69% (absolute) on Boundary-F1 metrics. Moreover, we show how to use the neural episodic memories and spatio-semantic allocentric representations built by SMNet for subsequent tasks in the same space – navigating to objects seen during the tour (‘Find chair’) or answering questions about the space (‘How many chairs did you see in the house? ’). Project page: https: //vincentcartillier. github. io/smnet. html.

NeurIPS Conference 2021 Conference Paper

SOAT: A Scene- and Object-Aware Transformer for Vision-and-Language Navigation

  • Abhinav Moudgil
  • Arjun Majumdar
  • Harsh Agrawal
  • Stefan Lee
  • Dhruv Batra

Natural language instructions for visual navigation often use scene descriptions (e. g. , bedroom) and object references (e. g. , green chairs) to provide a breadcrumb trail to a goal location. This work presents a transformer-based vision-and-language navigation (VLN) agent that uses two different visual encoders -- a scene classification network and an object detector -- which produce features that match these two distinct types of visual cues. In our method, scene features contribute high-level contextual information that supports object-level processing. With this design, our model is able to use vision-and-language pretraining (i. e. , learning the alignment between images and text from large-scale web data) to substantially improve performance on the Room-to-Room (R2R) and Room-Across-Room (RxR) benchmarks. Specifically, our approach leads to improvements of 1. 8% absolute in SPL on R2R and 3. 7% absolute in SR on RxR. Our analysis reveals even larger gains for navigation instructions that contain six or more object references, which further suggests that our approach is better able to use object features and align them to references in the instructions.

IROS Conference 2021 Conference Paper

Success Weighted by Completion Time: A Dynamics-Aware Evaluation Criteria for Embodied Navigation

  • Naoki Yokoyama
  • Sehoon Ha
  • Dhruv Batra

We present Success weighted by Completion Time (SCT), a new metric for evaluating navigation performance for mobile robots. Several related works on navigation have used Success weighted by Path Length (SPL) as the primary method of evaluating the path an agent makes to a goal location, but SPL is limited in its ability to properly evaluate agents with complex dynamics. In contrast, SCT explicitly takes the agent’s dynamics model into consideration, and aims to accurately capture how well the agent has approximated the fastest navigation behavior afforded by its dynamics. While several embodied navigation works use point-turn dynamics, we focus on unicycle-cart dynamics for our agent, which better exempli-fies the dynamics model of popular mobile robotics platforms (e. g. , LoCoBot, TurtleBot, Fetch, etc.). We also present RRT*-Unicycle, an algorithm for unicycle dynamics that estimates the fastest collision-free path and completion time from a starting pose to a goal location in an environment containing obstacles. We experiment with deep reinforcement learning and reward shaping to train and compare the navigation performance of agents with different dynamics models. In evaluating these agents, we show that in contrast to SPL, SCT is able to capture the advantages in navigation speed a unicycle model has over a simpler point-turn model of dynamics. Lastly, we show that we can successfully deploy our trained models and algorithms outside of simulation in the real world. We embody our agents in a real robot to navigate an apartment, and show that they can generalize in a zero-shot manner. A video summary is available here: https://youtu.be/QOQ56XVIYVE

ICLR Conference 2020 Conference Paper

DD-PPO: Learning Near-Perfect PointGoal Navigators from 2. 5 Billion Frames

  • Erik Wijmans
  • Abhishek Kadian
  • Ari S. Morcos
  • Stefan Lee
  • Irfan Essa
  • Devi Parikh
  • Manolis Savva
  • Dhruv Batra

We present Decentralized Distributed Proximal Policy Optimization (DD-PPO), a method for distributed reinforcement learning in resource-intensive simulated environments. DD-PPO is distributed (uses multiple machines), decentralized (lacks a centralized server), and synchronous (no computation is ever "stale"), making it conceptually simple and easy to implement. In our experiments on training virtual robots to navigate in Habitat-Sim, DD-PPO exhibits near-linear scaling -- achieving a speedup of 107x on 128 GPUs over a serial implementation. We leverage this scaling to train an agent for 2.5 Billion steps of experience (the equivalent of 80 years of human experience) -- over 6 months of GPU-time training in under 3 days of wall-clock time with 64 GPUs. This massive-scale training not only sets the state of art on Habitat Autonomous Navigation Challenge 2019, but essentially "solves" the task -- near-perfect autonomous navigation in an unseen environment without access to a map, directly from an RGB-D camera and a GPS+Compass sensor. Fortuitously, error vs computation exhibits a power-law-like distribution; thus, 90% of peak performance is obtained relatively early (at 100 million steps) and relatively cheaply (under 1 day with 8 GPUs). Finally, we show that the scene understanding and navigation policies learned can be transferred to other navigation tasks -- the analog of "ImageNet pre-training + task-specific fine-tuning" for embodied AI. Our model outperforms ImageNet pre-trained CNNs on these transfer tasks and can serve as a universal resource (all models and code are publicly available).

NeurIPS Conference 2020 Conference Paper

Dialog without Dialog Data: Learning Visual Dialog Agents from VQA Data

  • Michael Cogswell
  • Jiasen Lu
  • Rishabh Jain
  • Stefan Lee
  • Devi Parikh
  • Dhruv Batra

Can we develop visually grounded dialog agents that can efficiently adapt to new tasks without forgetting how to talk to people? Such agents could leverage a larger variety of existing data to generalize to a new task, minimizing expensive data collection and annotation. In this work, we study a setting we call "Dialog without Dialog", which requires agents to develop visually grounded dialog models that can adapt to new tasks without language level supervision. By factorizing intention and language, our model minimizes linguistic drift after fine-tuning for new tasks. We present qualitative results, automated metrics, and human studies that all show our model can adapt to new tasks and maintain language quality. Baselines either fail to perform well at new tasks or experience language drift, becoming unintelligible to humans. Code has been made available at: https: //github. com/mcogswell/dialog without dialog.

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.

IJCAI Conference 2020 Conference Paper

IR-VIC: Unsupervised Discovery of Sub-goals for Transfer in RL

  • Nirbhay Modhe
  • Prithvijit Chattopadhyay
  • Mohit Sharma
  • Abhishek Das
  • Devi Parikh
  • Dhruv Batra
  • Ramakrishna Vedantam

We propose a novel framework to identify sub-goals useful for exploration in sequential decision making tasks under partial observability. We utilize the variational intrinsic control framework (Gregor et. al. , 2016) which maximizes empowerment -- the ability to reliably reach a diverse set of states and show how to identify sub-goals as states with high necessary option information through an information theoretic regularizer. Despite being discovered without explicit goal supervision, our sub-goals provide better exploration and sample complexity on challenging grid-world navigation tasks compared to supervised counterparts in prior work.

NeurIPS Conference 2019 Conference Paper

Chasing Ghosts: Instruction Following as Bayesian State Tracking

  • Peter Anderson
  • Ayush Shrivastava
  • Devi Parikh
  • Dhruv Batra
  • Stefan Lee

A visually-grounded navigation instruction can be interpreted as a sequence of expected observations and actions an agent following the correct trajectory would encounter and perform. Based on this intuition, we formulate the problem of finding the goal location in Vision-and-Language Navigation (VLN) within the framework of Bayesian state tracking - learning observation and motion models conditioned on these expectable events. Together with a mapper that constructs a semantic spatial map on-the-fly during navigation, we formulate an end-to-end differentiable Bayes filter and train it to identify the goal by predicting the most likely trajectory through the map according to the instructions. The resulting navigation policy constitutes a new approach to instruction following that explicitly models a probability distribution over states, encoding strong geometric and algorithmic priors while enabling greater explainability. Our experiments show that our approach outperforms a strong LingUNet baseline when predicting the goal location on the map. On the full VLN task, i. e. navigating to the goal location, our approach achieves promising results with less reliance on navigation constraints.

ICML Conference 2019 Conference Paper

Counterfactual Visual Explanations

  • Yash Goyal
  • Ziyan Wu 0001
  • Jan Ernst
  • Dhruv Batra
  • Devi Parikh
  • Stefan Lee

In this work, we develop a technique to produce counterfactual visual explanations. Given a ‘query’ image $I$ for which a vision system predicts class $c$, a counterfactual visual explanation identifies how $I$ could change such that the system would output a different specified class $c’$. To do this, we select a ‘distractor’ image $I’$ that the system predicts as class $c’$ and identify spatial regions in $I$ and $I’$ such that replacing the identified region in $I$ with the identified region in $I’$ would push the system towards classifying $I$ as $c’$. We apply our approach to multiple image classification datasets generating qualitative results showcasing the interpretability and discriminativeness of our counterfactual explanations. To explore the effectiveness of our explanations in teaching humans, we present machine teaching experiments for the task of fine-grained bird classification. We find that users trained to distinguish bird species fare better when given access to counterfactual explanations in addition to training examples.

ICML Conference 2019 Conference Paper

Probabilistic Neural Symbolic Models for Interpretable Visual Question Answering

  • Ramakrishna Vedantam
  • Karan Desai
  • Stefan Lee
  • Marcus Rohrbach
  • Dhruv Batra
  • Devi Parikh

We propose a new class of probabilistic neural-symbolic models, that have symbolic functional programs as a latent, stochastic variable. Instantiated in the context of visual question answering, our probabilistic formulation offers two key conceptual advantages over prior neural-symbolic models for VQA. Firstly, the programs generated by our model are more understandable while requiring less number of teaching examples. Secondly, we show that one can pose counterfactual scenarios to the model, to probe its beliefs on the programs that could lead to a specified answer given an image. Our results on the CLEVR and SHAPES datasets verify our hypotheses, showing that the model gets better program (and answer) prediction accuracy even in the low data regime, and allows one to probe the coherence and consistency of reasoning performed.

ICML Conference 2019 Conference Paper

TarMAC: Targeted Multi-Agent Communication

  • Abhishek Das
  • Théophile Gervet
  • Joshua Romoff
  • Dhruv Batra
  • Devi Parikh
  • Mike Rabbat
  • Joelle Pineau

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.

ICML Conference 2019 Conference Paper

Trainable Decoding of Sets of Sequences for Neural Sequence Models

  • Ashwin Kalyan
  • Peter Anderson
  • Stefan Lee
  • Dhruv Batra

Many sequence prediction tasks admit multiple correct outputs and so, it is often useful to decode a set of outputs that maximize some task-specific set-level metric. However, retooling standard sequence prediction procedures tailored towards predicting the single best output leads to the decoding of sets containing very similar sequences; failing to capture the variation in the output space. To address this, we propose $\nabla$BS, a trainable decoding procedure that outputs a set of sequences, highly valued according to the metric. Our method tightly integrates the training and decoding phases and further allows for the optimization of the task-specific metric addressing the shortcomings of standard sequence prediction. Further, we discuss the trade-offs of commonly used set-level metrics and motivate a new set-level metric that naturally evaluates the notion of “capturing the variation in the output space”. Finally, we show results on the image captioning task and find that our model outperforms standard techniques and natural ablations.

NeurIPS Conference 2019 Conference Paper

ViLBERT: Pretraining Task-Agnostic Visiolinguistic Representations for Vision-and-Language Tasks

  • Jiasen Lu
  • Dhruv Batra
  • Devi Parikh
  • Stefan Lee

We present ViLBERT (short for Vision-and-Language BERT), a model for learning task-agnostic joint representations of image content and natural language. We extend the popular BERT architecture to a multi-modal two-stream model, processing both visual and textual inputs in separate streams that interact through co-attentional transformer layers. We pretrain our model through two proxy tasks on the large, automatically collected Conceptual Captions dataset and then transfer it to multiple established vision-and-language tasks -- visual question answering, visual commonsense reasoning, referring expressions, and caption-based image retrieval -- by making only minor additions to the base architecture. We observe significant improvements across tasks compared to existing task-specific models -- achieving state-of-the-art on all four tasks. Our work represents a shift away from learning groundings between vision and language only as part of task training and towards treating visual grounding as a pretrainable and transferable capability.

AAAI Conference 2018 Conference Paper

Diverse Beam Search for Improved Description of Complex Scenes

  • Ashwin Vijayakumar
  • Michael Cogswell
  • Ramprasaath Selvaraju
  • Qing Sun
  • Stefan Lee
  • David Crandall
  • Dhruv Batra

A single image captures the appearance and position of multiple entities in a scene as well as their complex interactions. As a consequence, natural language grounded in visual contexts tends to be diverse – with utterances differing as focus shifts to specific objects, interactions, or levels of detail. Recently, neural sequence models such as RNNs and LSTMs have been employed to produce visually-grounded language. Beam Search, the standard work-horse for decoding sequences from these models, is an approximate inference algorithm that decodes the top-B sequences in a greedy left-to-right fashion. In practice, the resulting sequences are often minor rewordings of a common utterance, failing to capture the multimodal nature of source images. To address this shortcoming, we propose Diverse Beam Search (DBS), a diversity promoting alternative to BS for approximate inference. DBS produces sequences that are significantly different from each other by incorporating diversity constraints within groups of candidate sequences during decoding; moreover, it achieves this with minimal computational or memory overhead. We demonstrate that our method improves both diversity and quality of decoded sequences over existing techniques on two visually-grounded language generation tasks – image captioning and visual question generation – particularly on complex scenes containing diverse visual content. We also show similar improvements at language-only machine translation tasks, highlighting the generality of our approach.

ICML Conference 2018 Conference Paper

Learn from Your Neighbor: Learning Multi-modal Mappings from Sparse Annotations

  • Ashwin Kalyan
  • Stefan Lee
  • Anitha Kannan
  • Dhruv Batra

Many structured prediction problems (particularly in vision and language domains) are ambiguous, with multiple outputs being ‘correct’ for an input {–} e. g. there are many ways of describing an image, multiple ways of translating a sentence; however, exhaustively annotating the applicability of all possible outputs is intractable due to exponentially large output spaces (e. g. all English sentences). In practice, these problems are cast as multi-class prediction, with the likelihood of only a sparse set of annotations being maximized {–} unfortunately penalizing for placing beliefs on plausible but unannotated outputs. We make and test the following hypothesis {–} for a given input, the annotations of its neighbors may serve as an additional supervisory signal. Specifically, we propose an objective that transfers supervision from neighboring examples. We first study the properties of our developed method in a controlled toy setup before reporting results on multi-label classification and two image-grounded sequence modeling tasks {–} captioning and question generation. We evaluate using standard task-specific metrics and measures of output diversity, finding consistent improvements over standard maximum likelihood training and other baselines.

NeurIPS Conference 2017 Conference Paper

Best of Both Worlds: Transferring Knowledge from Discriminative Learning to a Generative Visual Dialog Model

  • Jiasen Lu
  • Anitha Kannan
  • Jianwei Yang
  • Devi Parikh
  • Dhruv Batra

We present a novel training framework for neural sequence models, particularly for grounded dialog generation. The standard training paradigm for these models is maximum likelihood estimation (MLE), or minimizing the cross-entropy of the human responses. Across a variety of domains, a recurring problem with MLE trained generative neural dialog models (G) is that they tend to produce 'safe' and generic responses like "I don't know", "I can't tell"). In contrast, discriminative dialog models (D) that are trained to rank a list of candidate human responses outperform their generative counterparts; in terms of automatic metrics, diversity, and informativeness of the responses. However, D is not useful in practice since it can not be deployed to have real conversations with users. Our work aims to achieve the best of both worlds -- the practical usefulness of G and the strong performance of D -- via knowledge transfer from D to G. Our primary contribution is an end-to-end trainable generative visual dialog model, where G receives gradients from D as a perceptual (not adversarial) loss of the sequence sampled from G. We leverage the recently proposed Gumbel-Softmax (GS) approximation to the discrete distribution -- specifically, a RNN is augmented with a sequence of GS samplers, which coupled with the straight-through gradient estimator enables end-to-end differentiability. We also introduce a stronger encoder for visual dialog, and employ a self-attention mechanism for answer encoding along with a metric learning loss to aid D in better capturing semantic similarities in answer responses. Overall, our proposed model outperforms state-of-the-art on the VisDial dataset by a significant margin (2. 67% on recall@10). The source code can be downloaded from https: //github. com/jiasenlu/visDial. pytorch

NeurIPS Conference 2016 Conference Paper

Hierarchical Question-Image Co-Attention for Visual Question Answering

  • Jiasen Lu
  • Jianwei Yang
  • Dhruv Batra
  • Devi Parikh

A number of recent works have proposed attention models for Visual Question Answering (VQA) that generate spatial maps highlighting image regions relevant to answering the question. In this paper, we argue that in addition to modeling "where to look" or visual attention, it is equally important to model "what words to listen to" or question attention. We present a novel co-attention model for VQA that jointly reasons about image and question attention. In addition, our model reasons about the question (and consequently the image via the co-attention mechanism) in a hierarchical fashion via a novel 1-dimensional convolution neural networks (CNN). Our model improves the state-of-the-art on the VQA dataset from 60. 3% to 60. 5%, and from 61. 6% to 63. 3% on the COCO-QA dataset. By using ResNet, the performance is further improved to 62. 1% for VQA and 65. 4% for COCO-QA.

NeurIPS Conference 2016 Conference Paper

Stochastic Multiple Choice Learning for Training Diverse Deep Ensembles

  • Stefan Lee
  • Senthil Purushwalkam Shiva Prakash
  • Michael Cogswell
  • Viresh Ranjan
  • David Crandall
  • Dhruv Batra

Many practical perception systems exist within larger processes which often include interactions with users or additional components that are capable of evaluating the quality of predicted solutions. In these contexts, it is beneficial to provide these oracle mechanisms with multiple highly likely hypotheses rather than a single prediction. In this work, we pose the task of producing multiple outputs as a learning problem over an ensemble of deep networks -- introducing a novel stochastic gradient descent based approach to minimize the loss with respect to an oracle. Our method is simple to implement, agnostic to both architecture and loss function, and parameter-free. Our approach achieves lower oracle error compared to existing methods on a wide range of tasks and deep architectures. We also show qualitatively that solutions produced from our approach often provide interpretable representations of task ambiguity.

NeurIPS Conference 2015 Conference Paper

SubmodBoxes: Near-Optimal Search for a Set of Diverse Object Proposals

  • Qing Sun
  • Dhruv Batra

This paper formulates the search for a set of bounding boxes (as needed in object proposal generation) as a monotone submodular maximization problem over the space of all possible bounding boxes in an image. Since the number of possible bounding boxes in an image is very large $O(#pixels^2)$, even a single linear scan to perform the greedy augmentation for submodular maximization is intractable. Thus, we formulate the greedy augmentation step as a Branch-and-Bound scheme. In order to speed up repeated application of B\&B, we propose a novel generalization of Minoux’s ‘lazy greedy’ algorithm to the B\&B tree. Theoretically, our proposed formulation provides a new understanding to the problem, and contains classic heuristic approaches such as Sliding Window+Non-Maximal Suppression (NMS) and and Efficient Subwindow Search (ESS) as special cases. Empirically, we show that our approach leads to a state-of-art performance on object proposal generation via a novel diversity measure.

NeurIPS Conference 2014 Conference Paper

Submodular meets Structured: Finding Diverse Subsets in Exponentially-Large Structured Item Sets

  • Adarsh Prasad
  • Stefanie Jegelka
  • Dhruv Batra

To cope with the high level of ambiguity faced in domains such as Computer Vision or Natural Language processing, robust prediction methods often search for a diverse set of high-quality candidate solutions or proposals. In structured prediction problems, this becomes a daunting task, as the solution space (image labelings, sentence parses, etc. ) is exponentially large. We study greedy algorithms for finding a diverse subset of solutions in structured-output spaces by drawing new connections between submodular functions over combinatorial item sets and High-Order Potentials (HOPs) studied for graphical models. Specifically, we show via examples that when marginal gains of submodular diversity functions allow structured representations, this enables efficient (sub-linear time) approximate maximization by reducing the greedy augmentation step to inference in a factor graph with appropriately constructed HOPs. We discuss benefits, tradeoffs, and show that our constructions lead to significantly better proposals.

UAI Conference 2012 Conference Paper

An Efficient Message-Passing Algorithm for the M-Best MAP Problem

  • Dhruv Batra

Much effort has been directed at algorithms for obtaining the highest probability configuration in a probabilistic random field model – known as the maximum a posteriori (MAP) inference problem. In many situations, one could benefit from having not just a single solution, but the top M most probable solutions – known as the M-Best MAP problem. In this paper, we propose an efficient message-passing based algorithm for solving the M-Best MAP problem. Specifically, our algorithm solves the recently proposed Linear Programming (LP) formulation of M- Best MAP [7], while being orders of magnitude faster than a generic LP-solver. Our approach relies on studying a particular partial Lagrangian relaxation of the M-Best MAP LP which exposes a natural combinatorial structure of the problem that we exploit.

NeurIPS Conference 2012 Conference Paper

Multiple Choice Learning: Learning to Produce Multiple Structured Outputs

  • Abner Guzmán-rivera
  • Dhruv Batra
  • Pushmeet Kohli

The paper addresses the problem of generating multiple hypotheses for prediction tasks that involve interaction with users or successive components in a cascade. Given a set of multiple hypotheses, such components/users have the ability to automatically rank the results and thus retrieve the best one. The standard approach for handling this scenario is to learn a single model and then produce M-best Maximum a Posteriori (MAP) hypotheses from this model. In contrast, we formulate this multiple {\em choice} learning task as a multiple-output structured-output prediction problem with a loss function that captures the natural setup of the problem. We present a max-margin formulation that minimizes an upper-bound on this loss-function. Experimental results on the problems of image co-segmentation and protein side-chain prediction show that our method outperforms conventional approaches used for this scenario and leads to substantial improvements in prediction accuracy.

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