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Chengshu Li

Publications and source records attributed to Chengshu Li.

At least 37 records · Page 2Linked to original sources

BEHAVIOR Vision Suite: Customizable Dataset Generation via Simulation

The systematic evaluation and understanding of computer vision models under varying conditions require large amounts of data with comprehensive and customized labels, which real-world vision datasets rarely satisfy. While current synthetic data generators offer a promising alternative, particularly for embodied AI tasks, they often fall short for computer vision tasks due to low asset and rendering quality, limited diversity, and unrealistic physical properties. We introduce the BEHAVIOR Vision Suite (BVS), a set of tools and assets to generate fully customized synthetic data for systematic evaluation of computer vision models, based on the newly developed embodied AI benchmark, BEHAVIOR-1K. BVS supports a large number of adjustable parameters at the scene level (e.g., lighting, object placement), the object level (e.g., joint configuration, attributes such as "filled" and "folded"), and the camera level (e.g., field of view, focal length). Researchers can arbitrarily vary these parameters during data generation to perform controlled experiments. We showcase three example application scenarios: systematically evaluating the robustness of models across different continuous axes of domain shift, evaluating scene understanding models on the same set of images, and training and evaluating simulation-to-real transfer for a novel vision task: unary and binary state prediction. Project website: https://behavior-vision-suite.github.io/

cs.CV↗

BEHAVIOR-1K: A Human-Centered, Embodied AI Benchmark with 1,000 Everyday Activities and Realistic Simulation

We present BEHAVIOR-1K, a comprehensive simulation benchmark for human-centered robotics. BEHAVIOR-1K includes two components, guided and motivated by the results of an extensive survey on "what do you want robots to do for you?". The first is the definition of 1,000 everyday activities, grounded in 50 scenes (houses, gardens, restaurants, offices, etc.) with more than 9,000 objects annotated with rich physical and semantic properties. The second is OMNIGIBSON, a novel simulation environment that supports these activities via realistic physics simulation and rendering of rigid bodies, deformable bodies, and liquids. Our experiments indicate that the activities in BEHAVIOR-1K are long-horizon and dependent on complex manipulation skills, both of which remain a challenge for even state-of-the-art robot learning solutions. To calibrate the simulation-to-reality gap of BEHAVIOR-1K, we provide an initial study on transferring solutions learned with a mobile manipulator in a simulated apartment to its real-world counterpart. We hope that BEHAVIOR-1K's human-grounded nature, diversity, and realism make it valuable for embodied AI and robot learning research. Project website: https://behavior.stanford.edu.

cs.RO↗

Reviving the Lieb-Schultz-Mattis Theorem in Open Quantum Systems

In closed systems, the celebrated Lieb-Schultz-Mattis (LSM) theorem states that a one-dimensional locally interacting half-integer spin chain with translation and spin rotation symmetry cannot have a non-degenerate gapped ground state. However, the applicability of this theorem is diminished when the system interacts with a bath and loses its energy conservation. In this letter, we propose that the LSM theorem can be revived in the entanglement Hamiltonian when the coupling to bath renders the system short-range correlated. Specifically, we argue that the entanglement spectrum cannot have a non-degenerate minimum, isolated by a gap from other states. We further support the results with numerical examples where a spin-$1/2$ system is coupled to another spin-$3/2$ chain serving as the bath. Compared with the original LSM theorem which primarily addresses UV--IR correspondence, our findings unveil that the UV data and topological constraints also have a pivotal role in shaping the entanglement in open quantum many-body systems.

cond-mat.str-el↗

Principles and Guidelines for Evaluating Social Robot Navigation Algorithms

A major challenge to deploying robots widely is navigation in human-populated environments, commonly referred to as social robot navigation. While the field of social navigation has advanced tremendously in recent years, the fair evaluation of algorithms that tackle social navigation remains hard because it involves not just robotic agents moving in static environments but also dynamic human agents and their perceptions of the appropriateness of robot behavior. In contrast, clear, repeatable, and accessible benchmarks have accelerated progress in fields like computer vision, natural language processing and traditional robot navigation by enabling researchers to fairly compare algorithms, revealing limitations of existing solutions and illuminating promising new directions. We believe the same approach can benefit social navigation. In this paper, we pave the road towards common, widely accessible, and repeatable benchmarking criteria to evaluate social robot navigation. Our contributions include (a) a definition of a socially navigating robot as one that respects the principles of safety, comfort, legibility, politeness, social competency, agent understanding, proactivity, and responsiveness to context, (b) guidelines for the use of metrics, development of scenarios, benchmarks, datasets, and simulators to evaluate social navigation, and (c) a design of a social navigation metrics framework to make it easier to compare results from different simulators, robots and datasets.

cs.RO↗

Sonicverse: A Multisensory Simulation Platform for Embodied Household Agents that See and Hear

Developing embodied agents in simulation has been a key research topic in recent years. Exciting new tasks, algorithms, and benchmarks have been developed in various simulators. However, most of them assume deaf agents in silent environments, while we humans perceive the world with multiple senses. We introduce Sonicverse, a multisensory simulation platform with integrated audio-visual simulation for training household agents that can both see and hear. Sonicverse models realistic continuous audio rendering in 3D environments in real-time. Together with a new audio-visual VR interface that allows humans to interact with agents with audio, Sonicverse enables a series of embodied AI tasks that need audio-visual perception. For semantic audio-visual navigation in particular, we also propose a new multi-task learning model that achieves state-of-the-art performance. In addition, we demonstrate Sonicverse's realism via sim-to-real transfer, which has not been achieved by other simulators: an agent trained in Sonicverse can successfully perform audio-visual navigation in real-world environments. Sonicverse is available at: https://github.com/StanfordVL/Sonicverse.

cs.RO↗

Euler--Chern Correspondence via Topological Superconductivity

The Fermi sea topology is characterized by the Euler characteristics $χ_F$. In this paper, we examine how $χ_F$ of the metallic state is inhereted by the topological invariant of the superconducting state. We establish a correspondence between the Euler characteristic and the Chern number $C$ of $p$-wave topological superconductors without time-reversal symmetry in two dimensions. By rewriting the pairing potential $Δ_{\bf k}=Δ_1-iΔ_2$ as a vector field ${\bf u}=(Δ_1,Δ_2)$, we found that $χ_F=C$ when ${\bf u}$ and fermion velocity ${\bf v}$ can be smoothly deformed to be parallel or antiparallel on each Fermi surface. We also discuss a similar correspondence between Euler characteristic and 3D winding number of time-reversal-invariant $p$-wave topological superconductors in three dimensions.

cond-mat.mes-hall↗

Task-Driven Graph Attention for Hierarchical Relational Object Navigation

Embodied AI agents in large scenes often need to navigate to find objects. In this work, we study a naturally emerging variant of the object navigation task, hierarchical relational object navigation (HRON), where the goal is to find objects specified by logical predicates organized in a hierarchical structure - objects related to furniture and then to rooms - such as finding an apple on top of a table in the kitchen. Solving such a task requires an efficient representation to reason about object relations and correlate the relations in the environment and in the task goal. HRON in large scenes (e.g. homes) is particularly challenging due to its partial observability and long horizon, which invites solutions that can compactly store the past information while effectively exploring the scene. We demonstrate experimentally that scene graphs are the best-suited representation compared to conventional representations such as images or 2D maps. We propose a solution that uses scene graphs as part of its input and integrates graph neural networks as its backbone, with an integrated task-driven attention mechanism, and demonstrate its better scalability and learning efficiency than state-of-the-art baselines.

cs.AI↗

Modeling Dynamic Environments with Scene Graph Memory

Embodied AI agents that search for objects in large environments such as households often need to make efficient decisions by predicting object locations based on partial information. We pose this as a new type of link prediction problem: link prediction on partially observable dynamic graphs. Our graph is a representation of a scene in which rooms and objects are nodes, and their relationships are encoded in the edges; only parts of the changing graph are known to the agent at each timestep. This partial observability poses a challenge to existing link prediction approaches, which we address. We propose a novel state representation -- Scene Graph Memory (SGM) -- with captures the agent's accumulated set of observations, as well as a neural net architecture called a Node Edge Predictor (NEP) that extracts information from the SGM to search efficiently. We evaluate our method in the Dynamic House Simulator, a new benchmark that creates diverse dynamic graphs following the semantic patterns typically seen at homes, and show that NEP can be trained to predict the locations of objects in a variety of environments with diverse object movement dynamics, outperforming baselines both in terms of new scene adaptability and overall accuracy. The codebase and more can be found at https://www.scenegraphmemory.com.

cs.LG↗

$G_2$ Integrable Point Characterization via Isotropic Spin-3 Chains

We investigate the physical properties of $G_2$-symmetric integrable chains with local degrees of freedom in the fundamental representation; given the typical connection between integrability and critical points, we test the model's properties against a hypothesis of conformal-invariant long-distance behavior. Leveraging an embedding between the $G_2$ exceptional Lie algebra and $SU(2)$-symmetric chains with local spin-3 representations, we perform numerical analyses via exact diagonalization (ED) targeted at specific spin sectors, as well as via non-Abelian density-matrix renormalization group (DMRG). A basic study of the momentum-resolved ED spectrum suggests the low-energy system is effectively described by a $(G_2)_1$ Wess--Zumino--Witten (WZW) theory, but we find challenges in further numerical characterization of conformal data. The study and control of the phenomenology of this model may have implications for the development of accessible models for Fibonacci anyons.

cond-mat.str-el↗

Frustration induced Itinerant Ferromagnetism of Fermions in Optical Lattice

When the Fermi Hubbard model was first introduced sixty years ago, one of the original motivations was to understand correlation effects in itinerant ferromagnetism. In the past two decades, ultracold Fermi gas in an optical lattice has been used to study the Fermi Hubbard model. However, the metallic ferromagnetic correlation was observed only in a recent experiment using frustrated lattices, and its underlying mechanism is not clear yet. In this letter, we point out that, under the particle--hole transformation, the single-particle ground state can exhibit double degeneracy in such a frustrated lattice. Therefore, the low-energy state exhibits valley degeneracy, reminiscent of multi-orbit physics in ferromagnetic transition metals. The local repulsive interaction leads to the valley Hund's rule, responsible for the observed ferromagnetism. We generalize this mechanism to distorted honeycomb lattices and square lattices with flux. This mechanism was first discussed by Müller-Hartmann in a simpler one-dimension model. However, this mechanism has not been widely discussed and has not been related to experimental observations before. Hence, our study not only explains the experimental findings but also enriches our understanding of itinerant ferromagnetism.

cond-mat.quant-gas↗

Variational Approach to Quantum Spin Liquid in a Rydberg Atom Simulator

Recently the Rydberg blockade effect has been utilized to realize quantum spin liquid on the kagome lattice. Evidence of quantum spin liquid has been obtained experimentally by directly measuring non-local string order. In this letter, we report a BCS-type variational wave function study of the spin liquid state in this model. This wave function is motivated by mapping the Rydberg blockade model to a lattice gauge theory, where the local gauge conservations replace the role of constraints from the Rydberg blockade. We determine the variational parameter from the experimental measurement of the Rydberg atom population. Then we compare the predictions of this deterministic wave function with the experimental measurements of non-local string order. Combining the measurements on both open and closed strings, we extract the fluctuations only associated with the closed-loop as an indicator of the topological order. The prediction from our wave function agrees reasonably well with the experimental data without any fitting parameter. Our variational wave function provides a simple and intuitive picture of the quantum spin liquid in this system that can be generalized to various generalizations of the current model.

cond-mat.quant-gas↗

Gauge theory description of Rydberg atom arrays with a tunable blockade radius

We discuss a Rydberg atom chain with a tunable blockade radius from the gauge theoretic perspective. When the blockade radius is one lattice spacing, this system can be formulated in terms of the PXP model, and there is a $\mathbb{Z}_2$ Ising phase transition known to be equivalent to a confinement-deconfinement transition in a gauge theory, the lattice Schwinger model. Further increasing the blockade radius, one can add a next-nearest neighbor (NNN) interaction into the PXP model. We discuss the interpretation of NNN interaction in terms of the gauge theory and how finite NNN interaction alters the deconfinement behavior and propose a corresponding experimental protocol. When the blockade radius reaches two lattice spacing, the model reduces to the PPXPP model. A novel gauge theory equivalent to the PPXPP model is formulated, and the phases in the two formulations are delineated. These results are readily explored experimentally in Rydberg quantum simulators.

cond-mat.quant-gas↗

Lee-Yang zeros in the Rydberg atoms

Lee-Yang (LY) zeros play a fundamental role in the formulation of statistical physics in terms of (grand) partition functions, and assume theoretical significance for the phenomenon of phase transitions. In this paper, motivated by recent progress in cold Rydberg atom experiments, we explore the LY zeros in classical Rydberg blockade models. We find that the distribution of zeros of partition functions for these models in one dimension (1d) can be obtained analytically. We prove that all the LY zeros are real and negative for such models with arbitrary blockade radii. Therefore, no phase transitions happen in 1d classical Rydberg chains. We investigate how the zeros redistribute as one interpolates between different blockade radii. We also discuss possible experimental measurements of these zeros.

cond-mat.stat-mech↗

Retrospectives on the Embodied AI Workshop

We present a retrospective on the state of Embodied AI research. Our analysis focuses on 13 challenges presented at the Embodied AI Workshop at CVPR. These challenges are grouped into three themes: (1) visual navigation, (2) rearrangement, and (3) embodied vision-and-language. We discuss the dominant datasets within each theme, evaluation metrics for the challenges, and the performance of state-of-the-art models. We highlight commonalities between top approaches to the challenges and identify potential future directions for Embodied AI research.

cs.CV↗

The case of SU$(3)$ criticality in spin-2 chains

It was proposed in [(https://doi.org/10.1103/PhysRevLett.114.145301){Chen et al., Phys. Rev. Lett. $\mathbf{114}$, 145301 (2015)}] that spin-2 chains display an extended critical phase with enhanced SU$(3)$ symmetry. This hypothesis is highly unexpected for a spin-2 system and, as we argue, would imply an unconventional mechanism for symmetry emergence. Yet, the absence of convenient critical points for renormalization group perturbative expansions, allied with the usual difficulty in the convergence of numerical methods in critical or small-gapped phases, renders the verification of this hypothetical SU$(3)$-symmetric phase a non-trivial matter. By tracing parallels with the well-understood phase diagram of spin-1 chains and searching for signatures robust against finite-size effects, we draw criticism on the existence of this phase. We perform non-Abelian density matrix renormalization group studies of multipolar static correlation function, energy spectrum scaling, single-mode approximation, and entanglement spectrum to shed light on the problem. We determine that the hypothetical SU$(3)$ spin-2 phase is, in fact, dominated by ferro-octupolar correlations and also observe a lack of Luttinger-liquid-like behavior in correlation functions that suggests that is perhaps not critical. We further construct an infinite family of spin-$S$ systems with similar ferro-octupolar-dominated quasi-SU$(3)$-like phenomenology; curiously, we note that the spin-3 version of the problem is located in a subspace of exact G$_2$ symmetry, making this a point of interest for search of Fibonacci topological properties in magnetic systems.

cond-mat.str-el↗

iGibson 2.0: Object-Centric Simulation for Robot Learning of Everyday Household Tasks

Recent research in embodied AI has been boosted by the use of simulation environments to develop and train robot learning approaches. However, the use of simulation has skewed the attention to tasks that only require what robotics simulators can simulate: motion and physical contact. We present iGibson 2.0, an open-source simulation environment that supports the simulation of a more diverse set of household tasks through three key innovations. First, iGibson 2.0 supports object states, including temperature, wetness level, cleanliness level, and toggled and sliced states, necessary to cover a wider range of tasks. Second, iGibson 2.0 implements a set of predicate logic functions that map the simulator states to logic states like Cooked or Soaked. Additionally, given a logic state, iGibson 2.0 can sample valid physical states that satisfy it. This functionality can generate potentially infinite instances of tasks with minimal effort from the users. The sampling mechanism allows our scenes to be more densely populated with small objects in semantically meaningful locations. Third, iGibson 2.0 includes a virtual reality (VR) interface to immerse humans in its scenes to collect demonstrations. As a result, we can collect demonstrations from humans on these new types of tasks, and use them for imitation learning. We evaluate the new capabilities of iGibson 2.0 to enable robot learning of novel tasks, in the hope of demonstrating the potential of this new simulator to support new research in embodied AI. iGibson 2.0 and its new dataset are publicly available at http://svl.stanford.edu/igibson/.

cs.RO↗

iGibson 1.0: a Simulation Environment for Interactive Tasks in Large Realistic Scenes

We present iGibson 1.0, a novel simulation environment to develop robotic solutions for interactive tasks in large-scale realistic scenes. Our environment contains 15 fully interactive home-sized scenes with 108 rooms populated with rigid and articulated objects. The scenes are replicas of real-world homes, with distribution and the layout of objects aligned to those of the real world. iGibson 1.0 integrates several key features to facilitate the study of interactive tasks: i) generation of high-quality virtual sensor signals (RGB, depth, segmentation, LiDAR, flow and so on), ii) domain randomization to change the materials of the objects (both visual and physical) and/or their shapes, iii) integrated sampling-based motion planners to generate collision-free trajectories for robot bases and arms, and iv) intuitive human-iGibson interface that enables efficient collection of human demonstrations. Through experiments, we show that the full interactivity of the scenes enables agents to learn useful visual representations that accelerate the training of downstream manipulation tasks. We also show that iGibson 1.0 features enable the generalization of navigation agents, and that the human-iGibson interface and integrated motion planners facilitate efficient imitation learning of human demonstrated (mobile) manipulation behaviors. iGibson 1.0 is open-source, equipped with comprehensive examples and documentation. For more information, visit our project website: http://svl.stanford.edu/igibson/

cs.AI↗

Interactive Gibson Benchmark (iGibson 0.5): A Benchmark for Interactive Navigation in Cluttered Environments

We present Interactive Gibson Benchmark, the first comprehensive benchmark for training and evaluating Interactive Navigation: robot navigation strategies where physical interaction with objects is allowed and even encouraged to accomplish a task. For example, the robot can move objects if needed in order to clear a path leading to the goal location. Our benchmark comprises two novel elements: 1) a new experimental setup, the Interactive Gibson Environment (iGibson 0.5), which simulates high fidelity visuals of indoor scenes, and high fidelity physical dynamics of the robot and common objects found in these scenes; 2) a set of Interactive Navigation metrics which allows one to study the interplay between navigation and physical interaction. We present and evaluate multiple learning-based baselines in Interactive Gibson, and provide insights into regimes of navigation with different trade-offs between navigation path efficiency and disturbance of surrounding objects. We make our benchmark publicly available(https://sites.google.com/view/interactivegibsonenv) and encourage researchers from all disciplines in robotics (e.g. planning, learning, control) to propose, evaluate, and compare their Interactive Navigation solutions in Interactive Gibson.

cs.RO↗