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Eric Kolve

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.

3 papers
2 author rows

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3

NeurIPS Conference 2022 Conference Paper

🏘️ ProcTHOR: Large-Scale Embodied AI Using Procedural Generation

  • Matt Deitke
  • Eli VanderBilt
  • Alvaro Herrasti
  • Luca Weihs
  • Kiana Ehsani
  • Jordi Salvador
  • Winson Han
  • Eric Kolve

Massive datasets and high-capacity models have driven many recent advancements in computer vision and natural language understanding. This work presents a platform to enable similar success stories in Embodied AI. We propose ProcTHOR, a framework for procedural generation of Embodied AI environments. ProcTHOR enables us to sample arbitrarily large datasets of diverse, interactive, customizable, and performant virtual environments to train and evaluate embodied agents across navigation, interaction, and manipulation tasks. We demonstrate the power and potential of ProcTHOR via a sample of 10, 000 generated houses and a simple neural model. Models trained using only RGB images on ProcTHOR, with no explicit mapping and no human task supervision produce state-of-the-art results across 6 embodied AI benchmarks for navigation, rearrangement, and arm manipulation, including the presently running Habitat 2022, AI2-THOR Rearrangement 2022, and RoboTHOR challenges. We also demonstrate strong 0-shot results on these benchmarks, via pre-training on ProcTHOR with no fine-tuning on the downstream benchmark, often beating previous state-of-the-art systems that access the downstream training data.

ICLR Conference 2021 Conference Paper

Learning Generalizable Visual Representations via Interactive Gameplay

  • Luca Weihs
  • Aniruddha Kembhavi
  • Kiana Ehsani
  • Sarah M. Pratt
  • Winson Han
  • Alvaro Herrasti
  • Eric Kolve
  • Dustin Schwenk

A growing body of research suggests that embodied gameplay, prevalent not just in human cultures but across a variety of animal species including turtles and ravens, is critical in developing the neural flexibility for creative problem solving, decision making, and socialization. Comparatively little is known regarding the impact of embodied gameplay upon artificial agents. While recent work has produced agents proficient in abstract games, these environments are far removed the real world and thus these agents can provide little insight into the advantages of embodied play. Hiding games, such as hide-and-seek, played universally, provide a rich ground for studying the impact of embodied gameplay on representation learning in the context of perspective taking, secret keeping, and false belief understanding. Here we are the first to show that embodied adversarial reinforcement learning agents playing Cache, a variant of hide-and-seek, in a high fidelity, interactive, environment, learn generalizable representations of their observations encoding information such as object permanence, free space, and containment. Moving closer to biologically motivated learning strategies, our agents' representations, enhanced by intentionality and memory, are developed through interaction and play. These results serve as a model for studying how facets of vision develop through interaction, provide an experimental framework for assessing what is learned by artificial agents, and demonstrates the value of moving from large, static, datasets towards experiential, interactive, representation learning.

ICRA Conference 2017 Conference Paper

Target-driven visual navigation in indoor scenes using deep reinforcement learning

  • Yuke Zhu
  • Roozbeh Mottaghi
  • Eric Kolve
  • Joseph J. Lim
  • Abhinav Gupta 0001
  • Li Fei-Fei 0001
  • Ali Farhadi

Two less addressed issues of deep reinforcement learning are (1) lack of generalization capability to new goals, and (2) data inefficiency, i. e. , the model requires several (and often costly) episodes of trial and error to converge, which makes it impractical to be applied to real-world scenarios. In this paper, we address these two issues and apply our model to target-driven visual navigation. To address the first issue, we propose an actor-critic model whose policy is a function of the goal as well as the current state, which allows better generalization. To address the second issue, we propose the AI2-THOR framework, which provides an environment with high-quality 3D scenes and a physics engine. Our framework enables agents to take actions and interact with objects. Hence, we can collect a huge number of training samples efficiently. We show that our proposed method (1) converges faster than the state-of-the-art deep reinforcement learning methods, (2) generalizes across targets and scenes, (3) generalizes to a real robot scenario with a small amount of fine-tuning (although the model is trained in simulation), (4) is end-to-end trainable and does not need feature engineering, feature matching between frames or 3D reconstruction of the environment.