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Seth Alter

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
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3

ICRA Conference 2022 Conference Paper

The ThreeDWorld Transport Challenge: A Visually Guided Task-and-Motion Planning Benchmark Towards Physically Realistic Embodied AI

  • Chuang Gan 0001
  • Siyuan Zhou
  • Jeremy Schwartz
  • Seth Alter
  • Abhishek Bhandwaldar
  • Dan Gutfreund
  • Daniel L. K. Yamins
  • James J. DiCarlo

We introduce a visually-guided task-and-motion planning benchmark, which we call the ThreeDWorld Trans-port Challenge. In this challenge, an embodied agent is spawned randomly in a simulated physical home environment and required to transport a small set of objects scattered around the house with containers. We build this benchmark challenge using the ThreeDWorld simulation: a virtual 3D environment where all objects respond to physics, and a robot agent can be controlled using a fully physics-driven navigation and interaction API. We evaluate several existing agents on this benchmark. Experimental results suggest that: 1) a pure RL model struggles on this challenge; 2) state-of-the-art hierarchical planning-based agents can transport some objects but are still far from solving this task. We anticipate that this benchmark will empower researchers to develop more intelligent physics-aware robot learning algorithms.

NeurIPS Conference 2021 Conference Paper

ThreeDWorld: A Platform for Interactive Multi-Modal Physical Simulation

  • Chuang Gan
  • Jeremy Schwartz
  • Seth Alter
  • Damian Mrowca
  • Martin Schrimpf
  • James Traer
  • Julian De Freitas
  • Jonas Kubilius

We introduce ThreeDWorld (TDW), a platform for interactive multi-modal physical simulation. TDW enables the simulation of high-fidelity sensory data and physical interactions between mobile agents and objects in rich 3D environments. Unique properties include real-time near-photo-realistic image rendering; a library of objects and environments, and routines for their customization; generative procedures for efficiently building classes of new environments; high-fidelity audio rendering; realistic physical interactions for a variety of material types, including cloths, liquid, and deformable objects; customizable ``avatars” that embody AI agents; and support for human interactions with VR devices. TDW’s API enables multiple agents to interact within a simulation and returns a range of sensor and physics data representing the state of the world. We present initial experiments enabled by TDW in emerging research directions in computer vision, machine learning, and cognitive science, including multi-modal physical scene understanding, physical dynamics predictions, multi-agent interactions, models that ‘learn like a child’, and attention studies in humans and neural networks.

NeurIPS Conference 2020 Conference Paper

Learning Physical Graph Representations from Visual Scenes

  • Daniel Bear
  • Chaofei Fan
  • Damian Mrowca
  • Yunzhu Li
  • Seth Alter
  • Aran Nayebi
  • Jeremy Schwartz
  • Li F. Fei-Fei

Convolutional Neural Networks (CNNs) have proved exceptional at learning representations for visual object categorization. However, CNNs do not explicitly encode objects, parts, and their physical properties, which has limited CNNs' success on tasks that require structured understanding of visual scenes. To overcome these limitations, we introduce the idea of ``Physical Scene Graphs'' (PSGs), which represent scenes as hierarchical graphs, with nodes in the hierarchy corresponding intuitively to object parts at different scales, and edges to physical connections between parts. Bound to each node is a vector of latent attributes that intuitively represent object properties such as surface shape and texture. We also describe PSGNet, a network architecture that learns to extract PSGs by reconstructing scenes through a PSG-structured bottleneck. PSGNet augments standard CNNs by including: recurrent feedback connections to combine low and high-level image information; graph pooling and vectorization operations that convert spatially-uniform feature maps into object-centric graph structures; and perceptual grouping principles to encourage the identification of meaningful scene elements. We show that PSGNet outperforms alternative self-supervised scene representation algorithms at scene segmentation tasks, especially on complex real-world images, and generalizes well to unseen object types and scene arrangements. PSGNet is also able learn from physical motion, enhancing scene estimates even for static images. We present a series of ablation studies illustrating the importance of each component of the PSGNet architecture, analyses showing that learned latent attributes capture intuitive scene properties, and illustrate the use of PSGs for compositional scene inference.

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