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Chuang Gan

Publications and source records attributed to Chuang Gan.

At least 127 records · Page 7Linked to original sources

Learning Vision-and-Language Navigation from YouTube Videos

Vision-and-language navigation (VLN) requires an embodied agent to navigate in realistic 3D environments using natural language instructions. Existing VLN methods suffer from training on small-scale environments or unreasonable path-instruction datasets, limiting the generalization to unseen environments. There are massive house tour videos on YouTube, providing abundant real navigation experiences and layout information. However, these videos have not been explored for VLN before. In this paper, we propose to learn an agent from these videos by creating a large-scale dataset which comprises reasonable path-instruction pairs from house tour videos and pre-training the agent on it. To achieve this, we have to tackle the challenges of automatically constructing path-instruction pairs and exploiting real layout knowledge from raw and unlabeled videos. To address these, we first leverage an entropy-based method to construct the nodes of a path trajectory. Then, we propose an action-aware generator for generating instructions from unlabeled trajectories. Last, we devise a trajectory judgment pretext task to encourage the agent to mine the layout knowledge. Experimental results show that our method achieves state-of-the-art performance on two popular benchmarks (R2R and REVERIE). Code is available at https://github.com/JeremyLinky/YouTube-VLN

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Reparameterized Policy Learning for Multimodal Trajectory Optimization

We investigate the challenge of parametrizing policies for reinforcement learning (RL) in high-dimensional continuous action spaces. Our objective is to develop a multimodal policy that overcomes limitations inherent in the commonly-used Gaussian parameterization. To achieve this, we propose a principled framework that models the continuous RL policy as a generative model of optimal trajectories. By conditioning the policy on a latent variable, we derive a novel variational bound as the optimization objective, which promotes exploration of the environment. We then present a practical model-based RL method, called Reparameterized Policy Gradient (RPG), which leverages the multimodal policy parameterization and learned world model to achieve strong exploration capabilities and high data efficiency. Empirical results demonstrate that our method can help agents evade local optima in tasks with dense rewards and solve challenging sparse-reward environments by incorporating an object-centric intrinsic reward. Our method consistently outperforms previous approaches across a range of tasks. Code and supplementary materials are available on the project page https://haosulab.github.io/RPG/

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Physics-Driven Diffusion Models for Impact Sound Synthesis from Videos

Modeling sounds emitted from physical object interactions is critical for immersive perceptual experiences in real and virtual worlds. Traditional methods of impact sound synthesis use physics simulation to obtain a set of physics parameters that could represent and synthesize the sound. However, they require fine details of both the object geometries and impact locations, which are rarely available in the real world and can not be applied to synthesize impact sounds from common videos. On the other hand, existing video-driven deep learning-based approaches could only capture the weak correspondence between visual content and impact sounds since they lack of physics knowledge. In this work, we propose a physics-driven diffusion model that can synthesize high-fidelity impact sound for a silent video clip. In addition to the video content, we propose to use additional physics priors to guide the impact sound synthesis procedure. The physics priors include both physics parameters that are directly estimated from noisy real-world impact sound examples without sophisticated setup and learned residual parameters that interpret the sound environment via neural networks. We further implement a novel diffusion model with specific training and inference strategies to combine physics priors and visual information for impact sound synthesis. Experimental results show that our model outperforms several existing systems in generating realistic impact sounds. More importantly, the physics-based representations are fully interpretable and transparent, thus enabling us to perform sound editing flexibly.

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An Efficient General-Purpose Modular Vision Model via Multi-Task Heterogeneous Training

We present a model that can perform multiple vision tasks and can be adapted to other downstream tasks efficiently. Despite considerable progress in multi-task learning, most efforts focus on learning from multi-label data: a single image set with multiple task labels. Such multi-label data sets are rare, small, and expensive. We say heterogeneous to refer to image sets with different task labels, or to combinations of single-task datasets. Few have explored training on such heterogeneous datasets. General-purpose vision models are still dominated by single-task pretraining, and it remains unclear how to scale up multi-task models by leveraging mainstream vision datasets designed for different purposes. The challenges lie in managing large intrinsic differences among vision tasks, including data distribution, architectures, task-specific modules, dataset scales, and sampling strategies. To address these challenges, we propose to modify and scale up mixture-of-experts (MoE) vision transformers, so that they can simultaneously learn classification, detection, and segmentation on diverse mainstream vision datasets including ImageNet, COCO, and ADE20K. Our approach achieves comparable results to single-task state-of-the-art models and demonstrates strong generalization on downstream tasks. Due to its emergent modularity, this general-purpose model decomposes into high-performing components, efficiently adapting to downstream tasks. We can fine-tune it with fewer training parameters, fewer model parameters, and less computation. Additionally, its modularity allows for easy expansion in continual-learning-without-forgetting scenarios. Finally, these functions can be controlled and combined to meet various demands of downstream tasks.

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Planning with Spatial-Temporal Abstraction from Point Clouds for Deformable Object Manipulation

Effective planning of long-horizon deformable object manipulation requires suitable abstractions at both the spatial and temporal levels. Previous methods typically either focus on short-horizon tasks or make strong assumptions that full-state information is available, which prevents their use on deformable objects. In this paper, we propose PlAnning with Spatial-Temporal Abstraction (PASTA), which incorporates both spatial abstraction (reasoning about objects and their relations to each other) and temporal abstraction (reasoning over skills instead of low-level actions). Our framework maps high-dimension 3D observations such as point clouds into a set of latent vectors and plans over skill sequences on top of the latent set representation. We show that our method can effectively perform challenging sequential deformable object manipulation tasks in the real world, which require combining multiple tool-use skills such as cutting with a knife, pushing with a pusher, and spreading the dough with a roller.

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Learning Neural Constitutive Laws From Motion Observations for Generalizable PDE Dynamics

We propose a hybrid neural network (NN) and PDE approach for learning generalizable PDE dynamics from motion observations. Many NN approaches learn an end-to-end model that implicitly models both the governing PDE and constitutive models (or material models). Without explicit PDE knowledge, these approaches cannot guarantee physical correctness and have limited generalizability. We argue that the governing PDEs are often well-known and should be explicitly enforced rather than learned. Instead, constitutive models are particularly suitable for learning due to their data-fitting nature. To this end, we introduce a new framework termed "Neural Constitutive Laws" (NCLaw), which utilizes a network architecture that strictly guarantees standard constitutive priors, including rotation equivariance and undeformed state equilibrium. We embed this network inside a differentiable simulation and train the model by minimizing a loss function based on the difference between the simulation and the motion observation. We validate NCLaw on various large-deformation dynamical systems, ranging from solids to fluids. After training on a single motion trajectory, our method generalizes to new geometries, initial/boundary conditions, temporal ranges, and even multi-physics systems. On these extremely out-of-distribution generalization tasks, NCLaw is orders-of-magnitude more accurate than previous NN approaches. Real-world experiments demonstrate our method's ability to learn constitutive laws from videos.

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On the Forward Invariance of Neural ODEs

We propose a new method to ensure neural ordinary differential equations (ODEs) satisfy output specifications by using invariance set propagation. Our approach uses a class of control barrier functions to transform output specifications into constraints on the parameters and inputs of the learning system. This setup allows us to achieve output specification guarantees simply by changing the constrained parameters/inputs both during training and inference. Moreover, we demonstrate that our invariance set propagation through data-controlled neural ODEs not only maintains generalization performance but also creates an additional degree of robustness by enabling causal manipulation of the system's parameters/inputs. We test our method on a series of representation learning tasks, including modeling physical dynamics and convexity portraits, as well as safe collision avoidance for autonomous vehicles.

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SafeDiffuser: Safe Planning with Diffusion Probabilistic Models

Diffusion model-based approaches have shown promise in data-driven planning, but there are no safety guarantees, thus making it hard to be applied for safety-critical applications. To address these challenges, we propose a new method, called SafeDiffuser, to ensure diffusion probabilistic models satisfy specifications by using a class of control barrier functions. The key idea of our approach is to embed the proposed finite-time diffusion invariance into the denoising diffusion procedure, which enables trustworthy diffusion data generation. Moreover, we demonstrate that our finite-time diffusion invariance method through generative models not only maintains generalization performance but also creates robustness in safe data generation. We test our method on a series of safe planning tasks, including maze path generation, legged robot locomotion, and 3D space manipulation, with results showing the advantages of robustness and guarantees over vanilla diffusion models.

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JECC: Commonsense Reasoning Tasks Derived from Interactive Fictions

Commonsense reasoning simulates the human ability to make presumptions about our physical world, and it is an essential cornerstone in building general AI systems. We propose a new commonsense reasoning dataset based on human's Interactive Fiction (IF) gameplay walkthroughs as human players demonstrate plentiful and diverse commonsense reasoning. The new dataset provides a natural mixture of various reasoning types and requires multi-hop reasoning. Moreover, the IF game-based construction procedure requires much less human interventions than previous ones. Different from existing benchmarks, our dataset focuses on the assessment of functional commonsense knowledge rules rather than factual knowledge. Hence, in order to achieve higher performance on our tasks, models need to effectively utilize such functional knowledge to infer the outcomes of actions, rather than relying solely on memorizing facts. Experiments show that the introduced dataset is challenging to previous machine reading models as well as the new large language models with a significant 20% performance gap compared to human experts.

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Learning Situation Hyper-Graphs for Video Question Answering

Answering questions about complex situations in videos requires not only capturing the presence of actors, objects, and their relations but also the evolution of these relationships over time. A situation hyper-graph is a representation that describes situations as scene sub-graphs for video frames and hyper-edges for connected sub-graphs and has been proposed to capture all such information in a compact structured form. In this work, we propose an architecture for Video Question Answering (VQA) that enables answering questions related to video content by predicting situation hyper-graphs, coined Situation Hyper-Graph based Video Question Answering (SHG-VQA). To this end, we train a situation hyper-graph decoder to implicitly identify graph representations with actions and object/human-object relationships from the input video clip. and to use cross-attention between the predicted situation hyper-graphs and the question embedding to predict the correct answer. The proposed method is trained in an end-to-end manner and optimized by a VQA loss with the cross-entropy function and a Hungarian matching loss for the situation graph prediction. The effectiveness of the proposed architecture is extensively evaluated on two challenging benchmarks: AGQA and STAR. Our results show that learning the underlying situation hyper-graphs helps the system to significantly improve its performance for novel challenges of video question-answering tasks.

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EC^2: Emergent Communication for Embodied Control

Embodied control requires agents to leverage multi-modal pre-training to quickly learn how to act in new environments, where video demonstrations contain visual and motion details needed for low-level perception and control, and language instructions support generalization with abstract, symbolic structures. While recent approaches apply contrastive learning to force alignment between the two modalities, we hypothesize better modeling their complementary differences can lead to more holistic representations for downstream adaption. To this end, we propose Emergent Communication for Embodied Control (EC^2), a novel scheme to pre-train video-language representations for few-shot embodied control. The key idea is to learn an unsupervised "language" of videos via emergent communication, which bridges the semantics of video details and structures of natural language. We learn embodied representations of video trajectories, emergent language, and natural language using a language model, which is then used to finetune a lightweight policy network for downstream control. Through extensive experiments in Metaworld and Franka Kitchen embodied benchmarks, EC^2 is shown to consistently outperform previous contrastive learning methods for both videos and texts as task inputs. Further ablations confirm the importance of the emergent language, which is beneficial for both video and language learning, and significantly superior to using pre-trained video captions. We also present a quantitative and qualitative analysis of the emergent language and discuss future directions toward better understanding and leveraging emergent communication in embodied tasks.

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Hyper-Decision Transformer for Efficient Online Policy Adaptation

Decision Transformers (DT) have demonstrated strong performances in offline reinforcement learning settings, but quickly adapting to unseen novel tasks remains challenging. To address this challenge, we propose a new framework, called Hyper-Decision Transformer (HDT), that can generalize to novel tasks from a handful of demonstrations in a data- and parameter-efficient manner. To achieve such a goal, we propose to augment the base DT with an adaptation module, whose parameters are initialized by a hyper-network. When encountering unseen tasks, the hyper-network takes a handful of demonstrations as inputs and initializes the adaptation module accordingly. This initialization enables HDT to efficiently adapt to novel tasks by only fine-tuning the adaptation module. We validate HDT's generalization capability on object manipulation tasks. We find that with a single expert demonstration and fine-tuning only 0.5% of DT parameters, HDT adapts faster to unseen tasks than fine-tuning the whole DT model. Finally, we explore a more challenging setting where expert actions are not available, and we show that HDT outperforms state-of-the-art baselines in terms of task success rates by a large margin.

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Embodied Concept Learner: Self-supervised Learning of Concepts and Mapping through Instruction Following

Humans, even at a very early age, can learn visual concepts and understand geometry and layout through active interaction with the environment, and generalize their compositions to complete tasks described by natural languages in novel scenes. To mimic such capability, we propose Embodied Concept Learner (ECL) in an interactive 3D environment. Specifically, a robot agent can ground visual concepts, build semantic maps and plan actions to complete tasks by learning purely from human demonstrations and language instructions, without access to ground-truth semantic and depth supervisions from simulations. ECL consists of: (i) an instruction parser that translates the natural languages into executable programs; (ii) an embodied concept learner that grounds visual concepts based on language descriptions; (iii) a map constructor that estimates depth and constructs semantic maps by leveraging the learned concepts; and (iv) a program executor with deterministic policies to execute each program. ECL has several appealing benefits thanks to its modularized design. Firstly, it enables the robotic agent to learn semantics and depth unsupervisedly acting like babies, e.g., ground concepts through active interaction and perceive depth by disparities when moving forward. Secondly, ECL is fully transparent and step-by-step interpretable in long-term planning. Thirdly, ECL could be beneficial for the embodied instruction following (EIF), outperforming previous works on the ALFRED benchmark when the semantic label is not provided. Also, the learned concept can be reused for other downstream tasks, such as reasoning of object states. Project page: http://ecl.csail.mit.edu/

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Visual Dependency Transformers: Dependency Tree Emerges from Reversed Attention

Humans possess a versatile mechanism for extracting structured representations of our visual world. When looking at an image, we can decompose the scene into entities and their parts as well as obtain the dependencies between them. To mimic such capability, we propose Visual Dependency Transformers (DependencyViT) that can induce visual dependencies without any labels. We achieve that with a novel neural operator called \emph{reversed attention} that can naturally capture long-range visual dependencies between image patches. Specifically, we formulate it as a dependency graph where a child token in reversed attention is trained to attend to its parent tokens and send information following a normalized probability distribution rather than gathering information in conventional self-attention. With such a design, hierarchies naturally emerge from reversed attention layers, and a dependency tree is progressively induced from leaf nodes to the root node unsupervisedly. DependencyViT offers several appealing benefits. (i) Entities and their parts in an image are represented by different subtrees, enabling part partitioning from dependencies; (ii) Dynamic visual pooling is made possible. The leaf nodes which rarely send messages can be pruned without hindering the model performance, based on which we propose the lightweight DependencyViT-Lite to reduce the computational and memory footprints; (iii) DependencyViT works well on both self- and weakly-supervised pretraining paradigms on ImageNet, and demonstrates its effectiveness on 8 datasets and 5 tasks, such as unsupervised part and saliency segmentation, recognition, and detection.

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DexDeform: Dexterous Deformable Object Manipulation with Human Demonstrations and Differentiable Physics

In this work, we aim to learn dexterous manipulation of deformable objects using multi-fingered hands. Reinforcement learning approaches for dexterous rigid object manipulation would struggle in this setting due to the complexity of physics interaction with deformable objects. At the same time, previous trajectory optimization approaches with differentiable physics for deformable manipulation would suffer from local optima caused by the explosion of contact modes from hand-object interactions. To address these challenges, we propose DexDeform, a principled framework that abstracts dexterous manipulation skills from human demonstration and refines the learned skills with differentiable physics. Concretely, we first collect a small set of human demonstrations using teleoperation. And we then train a skill model using demonstrations for planning over action abstractions in imagination. To explore the goal space, we further apply augmentations to the existing deformable shapes in demonstrations and use a gradient optimizer to refine the actions planned by the skill model. Finally, we adopt the refined trajectories as new demonstrations for finetuning the skill model. To evaluate the effectiveness of our approach, we introduce a suite of six challenging dexterous deformable object manipulation tasks. Compared with baselines, DexDeform is able to better explore and generalize across novel goals unseen in the initial human demonstrations.

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Masked Motion Encoding for Self-Supervised Video Representation Learning

How to learn discriminative video representation from unlabeled videos is challenging but crucial for video analysis. The latest attempts seek to learn a representation model by predicting the appearance contents in the masked regions. However, simply masking and recovering appearance contents may not be sufficient to model temporal clues as the appearance contents can be easily reconstructed from a single frame. To overcome this limitation, we present Masked Motion Encoding (MME), a new pre-training paradigm that reconstructs both appearance and motion information to explore temporal clues. In MME, we focus on addressing two critical challenges to improve the representation performance: 1) how to well represent the possible long-term motion across multiple frames; and 2) how to obtain fine-grained temporal clues from sparsely sampled videos. Motivated by the fact that human is able to recognize an action by tracking objects' position changes and shape changes, we propose to reconstruct a motion trajectory that represents these two kinds of change in the masked regions. Besides, given the sparse video input, we enforce the model to reconstruct dense motion trajectories in both spatial and temporal dimensions. Pre-trained with our MME paradigm, the model is able to anticipate long-term and fine-grained motion details. Code is available at https://github.com/XinyuSun/MME.

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3D Concept Learning and Reasoning from Multi-View Images

Humans are able to accurately reason in 3D by gathering multi-view observations of the surrounding world. Inspired by this insight, we introduce a new large-scale benchmark for 3D multi-view visual question answering (3DMV-VQA). This dataset is collected by an embodied agent actively moving and capturing RGB images in an environment using the Habitat simulator. In total, it consists of approximately 5k scenes, 600k images, paired with 50k questions. We evaluate various state-of-the-art models for visual reasoning on our benchmark and find that they all perform poorly. We suggest that a principled approach for 3D reasoning from multi-view images should be to infer a compact 3D representation of the world from the multi-view images, which is further grounded on open-vocabulary semantic concepts, and then to execute reasoning on these 3D representations. As the first step towards this approach, we propose a novel 3D concept learning and reasoning (3D-CLR) framework that seamlessly combines these components via neural fields, 2D pre-trained vision-language models, and neural reasoning operators. Experimental results suggest that our framework outperforms baseline models by a large margin, but the challenge remains largely unsolved. We further perform an in-depth analysis of the challenges and highlight potential future directions.

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SoftZoo: A Soft Robot Co-design Benchmark For Locomotion In Diverse Environments

While significant research progress has been made in robot learning for control, unique challenges arise when simultaneously co-optimizing morphology. Existing work has typically been tailored for particular environments or representations. In order to more fully understand inherent design and performance tradeoffs and accelerate the development of new breeds of soft robots, a comprehensive virtual platform with well-established tasks, environments, and evaluation metrics is needed. In this work, we introduce SoftZoo, a soft robot co-design platform for locomotion in diverse environments. SoftZoo supports an extensive, naturally-inspired material set, including the ability to simulate environments such as flat ground, desert, wetland, clay, ice, snow, shallow water, and ocean. Further, it provides a variety of tasks relevant for soft robotics, including fast locomotion, agile turning, and path following, as well as differentiable design representations for morphology and control. Combined, these elements form a feature-rich platform for analysis and development of soft robot co-design algorithms. We benchmark prevalent representations and co-design algorithms, and shed light on 1) the interplay between environment, morphology, and behavior; 2) the importance of design space representations; 3) the ambiguity in muscle formation and controller synthesis; and 4) the value of differentiable physics. We envision that SoftZoo will serve as a standard platform and template an approach toward the development of novel representations and algorithms for co-designing soft robots' behavioral and morphological intelligence.

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