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Dhruv Batra

Publications and source records attributed to Dhruv Batra.

At least 55 records · Page 3Linked to original sources

Simple and Effective Synthesis of Indoor 3D Scenes

We study the problem of synthesizing immersive 3D indoor scenes from one or more 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 R2R benchmark. Our code will be made available to facilitate generative data augmentation and applications to downstream robotics and embodied AI tasks.

cs.CV↗

Instance-Specific Image Goal Navigation: Training Embodied Agents to Find Object Instances

We consider the problem of embodied visual navigation given an image-goal (ImageNav) where an agent is initialized in an unfamiliar environment and tasked with navigating to a location 'described' by an image. Unlike related navigation tasks, ImageNav does not have a standardized task definition which makes comparison across methods difficult. Further, existing formulations have two problematic properties; (1) image-goals are sampled from random locations which can lead to ambiguity (e.g., looking at walls), and (2) image-goals match the camera specification and embodiment of the agent; this rigidity is limiting when considering user-driven downstream applications. We present the Instance-specific ImageNav task (InstanceImageNav) to address these limitations. Specifically, the goal image is 'focused' on some particular object instance in the scene and is taken with camera parameters independent of the agent. We instantiate InstanceImageNav in the Habitat Simulator using scenes from the Habitat-Matterport3D dataset (HM3D) and release a standardized benchmark to measure community progress.

cs.CV↗

Rethinking Sim2Real: Lower Fidelity Simulation Leads to Higher Sim2Real Transfer in Navigation

If we want to train robots in simulation before deploying them in reality, it seems natural and almost self-evident to presume that reducing the sim2real gap involves creating simulators of increasing fidelity (since reality is what it is). We challenge this assumption and present a contrary hypothesis -- sim2real transfer of robots may be improved with lower (not higher) fidelity simulation. We conduct a systematic large-scale evaluation of this hypothesis on the problem of visual navigation -- in the real world, and on 2 different simulators (Habitat and iGibson) using 3 different robots (A1, AlienGo, Spot). Our results show that, contrary to expectation, adding fidelity does not help with learning; performance is poor due to slow simulation speed (preventing large-scale learning) and overfitting to inaccuracies in simulation physics. Instead, building simple models of the robot motion using real-world data can improve learning and generalization.

cs.RO↗

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

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). VER learns from on-policy experience (like SyncOnRL) and has no synchronization points (like AsyncOnRL). 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 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.

cs.LG↗

Memory-Augmented Reinforcement Learning for Image-Goal Navigation

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.

cs.CV↗

Habitat 2.0: Training Home Assistants to Rearrange their Habitat

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, prepare 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.

cs.LG↗

Is Mapping Necessary for Realistic PointGoal Navigation?

Can an autonomous agent navigate in a new environment without building an explicit map? For the task of PointGoal navigation ('Go to $Δx$, $Δy$') under idealized settings (no RGB-D and actuation noise, perfect GPS+Compass), the answer is a clear 'yes' - map-less neural models composed of task-agnostic components (CNNs and RNNs) trained with large-scale reinforcement learning achieve 100% Success on a standard dataset (Gibson). However, for PointNav in a realistic setting (RGB-D and actuation noise, no GPS+Compass), this is an open question; one we tackle in this paper. The strongest published result for this task is 71.7% Success. First, we identify the main (perhaps, only) cause of the drop in performance: the absence of GPS+Compass. An agent with perfect GPS+Compass faced with RGB-D sensing and actuation noise achieves 99.8% Success (Gibson-v2 val). This suggests that (to paraphrase a meme) robust visual odometry is all we need for realistic PointNav; if we can achieve that, we can ignore the sensing and actuation noise. With that as our operating hypothesis, we scale the dataset and model size, and develop human-annotation-free data-augmentation techniques to train models for visual odometry. We advance the state of art on the Habitat Realistic PointNav Challenge from 71% to 94% Success (+23, 31% relative) and 53% to 74% SPL (+21, 40% relative). While our approach does not saturate or 'solve' this dataset, this strong improvement combined with promising zero-shot sim2real transfer (to a LoCoBot) provides evidence consistent with the hypothesis that explicit mapping may not be necessary for navigation, even in a realistic setting.

cs.CV↗

Housekeep: Tidying Virtual Households using Commonsense Reasoning

We introduce Housekeep, a benchmark to evaluate commonsense reasoning in the home for embodied AI. In Housekeep, an embodied agent must tidy a house by rearranging misplaced objects without explicit instructions specifying which objects need to be rearranged. Instead, the agent must learn from and is evaluated against human preferences of which objects belong where in a tidy house. Specifically, we collect a dataset of where humans typically place objects in tidy and untidy houses constituting 1799 objects, 268 object categories, 585 placements, and 105 rooms. Next, we propose a modular baseline approach for Housekeep that integrates planning, exploration, and navigation. It leverages a fine-tuned large language model (LLM) trained on an internet text corpus for effective planning. We show that our baseline agent generalizes to rearranging unseen objects in unknown environments. See our webpage for more details: https://yashkant.github.io/housekeep/

cs.CV↗

Episodic Memory Question Answering

Egocentric augmented reality devices such as wearable glasses passively capture visual data as a human wearer tours a home environment. We envision a scenario wherein the human communicates with an AI agent powering such a device by asking questions (e.g., where did you last see my keys?). In order to succeed at this task, the egocentric AI assistant must (1) construct semantically rich and efficient scene memories that encode spatio-temporal information about objects seen during the tour and (2) possess the ability to understand the question and ground its answer into the semantic memory representation. Towards that end, we introduce (1) a new task - Episodic Memory Question Answering (EMQA) wherein an egocentric AI assistant is provided with a video sequence (the tour) and a question as an input and is asked to localize its answer to the question within the tour, (2) a dataset of grounded questions designed to probe the agent's spatio-temporal understanding of the tour, and (3) a model for the task that encodes the scene as an allocentric, top-down semantic feature map and grounds the question into the map to localize the answer. We show that our choice of episodic scene memory outperforms naive, off-the-shelf solutions for the task as well as a host of very competitive baselines and is robust to noise in depth, pose as well as camera jitter. The project page can be found at: https://samyak-268.github.io/emqa .

cs.CV↗

Offline Visual Representation Learning for Embodied Navigation

How should we learn visual representations for embodied agents that must see and move? The status quo is tabula rasa in vivo, i.e. learning visual representations from scratch while also learning to move, potentially augmented with auxiliary tasks (e.g. predicting the action taken between two successive observations). In this paper, we show that an alternative 2-stage strategy is far more effective: (1) offline pretraining of visual representations with self-supervised learning (SSL) using large-scale pre-rendered images of indoor environments (Omnidata), and (2) online finetuning of visuomotor representations on specific tasks with image augmentations under long learning schedules. We call this method Offline Visual Representation Learning (OVRL). We conduct large-scale experiments - on 3 different 3D datasets (Gibson, HM3D, MP3D), 2 tasks (ImageNav, ObjectNav), and 2 policy learning algorithms (RL, IL) - and find that the OVRL representations lead to significant across-the-board improvements in state of art, on ImageNav from 29.2% to 54.2% (+25% absolute, 86% relative) and on ObjectNav from 18.1% to 23.2% (+5.1% absolute, 28% relative). Importantly, both results were achieved by the same visual encoder generalizing to datasets that were not seen during pretraining. While the benefits of pretraining sometimes diminish (or entirely disappear) with long finetuning schedules, we find that OVRL's performance gains continue to increase (not decrease) as the agent is trained for 2 billion frames of experience.

cs.CV↗

Habitat-Web: Learning Embodied Object-Search Strategies from Human Demonstrations at Scale

We present a large-scale study of imitating human demonstrations on tasks that require a virtual robot to search for objects in new environments -- (1) ObjectGoal Navigation (e.g. 'find & go to a chair') and (2) Pick&Place (e.g. 'find mug, pick mug, find counter, place mug on counter'). First, we develop a virtual teleoperation data-collection infrastructure -- connecting Habitat simulator running in a web browser to Amazon Mechanical Turk, allowing remote users to teleoperate virtual robots, safely and at scale. We collect 80k demonstrations for ObjectNav and 12k demonstrations for Pick&Place, which is an order of magnitude larger than existing human demonstration datasets in simulation or on real robots. Second, we attempt to answer the question -- how does large-scale imitation learning (IL) (which hasn't been hitherto possible) compare to reinforcement learning (RL) (which is the status quo)? On ObjectNav, we find that IL (with no bells or whistles) using 70k human demonstrations outperforms RL using 240k agent-gathered trajectories. The IL-trained agent demonstrates efficient object-search behavior -- it peeks into rooms, checks corners for small objects, turns in place to get a panoramic view -- none of these are exhibited as prominently by the RL agent, and to induce these behaviors via RL would require tedious reward engineering. Finally, accuracy vs. training data size plots show promising scaling behavior, suggesting that simply collecting more demonstrations is likely to advance the state of art further. On Pick&Place, the comparison is starker -- IL agents achieve ${\sim}$18% success on episodes with new object-receptacle locations when trained with 9.5k human demonstrations, while RL agents fail to get beyond 0%. Overall, our work provides compelling evidence for investing in large-scale imitation learning. Project page: https://ram81.github.io/projects/habitat-web.

cs.AI↗

Ego4D: Around the World in 3,000 Hours of Egocentric Video

We introduce Ego4D, a massive-scale egocentric video dataset and benchmark suite. It offers 3,670 hours of daily-life activity video spanning hundreds of scenarios (household, outdoor, workplace, leisure, etc.) captured by 931 unique camera wearers from 74 worldwide locations and 9 different countries. The approach to collection is designed to uphold rigorous privacy and ethics standards with consenting participants and robust de-identification procedures where relevant. Ego4D dramatically expands the volume of diverse egocentric video footage publicly available to the research community. Portions of the video are accompanied by audio, 3D meshes of the environment, eye gaze, stereo, and/or synchronized videos from multiple egocentric cameras at the same event. Furthermore, we present a host of new benchmark challenges centered around understanding the first-person visual experience in the past (querying an episodic memory), present (analyzing hand-object manipulation, audio-visual conversation, and social interactions), and future (forecasting activities). By publicly sharing this massive annotated dataset and benchmark suite, we aim to push the frontier of first-person perception. Project page: https://ego4d-data.org/

cs.CV↗

Model-Advantage and Value-Aware Models for Model-Based Reinforcement Learning: Bridging the Gap in Theory and Practice

This work shows that value-aware model learning, known for its numerous theoretical benefits, is also practically viable for solving challenging continuous control tasks in prevalent model-based reinforcement learning algorithms. First, we derive a novel value-aware model learning objective by bounding the model-advantage i.e. model performance difference, between two MDPs or models given a fixed policy, achieving superior performance to prior value-aware objectives in most continuous control environments. Second, we identify the issue of stale value estimates in naively substituting value-aware objectives in place of maximum-likelihood in dyna-style model-based RL algorithms. Our proposed remedy to this issue bridges the long-standing gap in theory and practice of value-aware model learning by enabling successful deployment of all value-aware objectives in solving several continuous control robotic manipulation and locomotion tasks. Our results are obtained with minimal modifications to two popular and open-source model-based RL algorithms -- SLBO and MBPO, without tuning any existing hyper-parameters, while also demonstrating better performance of value-aware objectives than these baseline in some environments.

cs.LG↗

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

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.

cs.CV↗

Waypoint Models for Instruction-guided Navigation in Continuous Environments

Little inquiry has explicitly addressed the role of action spaces in language-guided visual navigation -- either in terms of its effect on navigation success or the efficiency with which a robotic agent could execute the resulting trajectory. Building on the recently released VLN-CE setting for instruction following in continuous environments, we develop a class of language-conditioned waypoint prediction networks to examine this question. We vary the expressivity of these models to explore a spectrum between low-level actions and continuous waypoint prediction. We measure task performance and estimated execution time on a profiled LoCoBot robot. We find more expressive models result in simpler, faster to execute trajectories, but lower-level actions can achieve better navigation metrics by approximating shortest paths better. Further, our models outperform prior work in VLN-CE and set a new state-of-the-art on the public leaderboard -- increasing success rate by 4% with our best model on this challenging task.

cs.CV↗

Realistic PointGoal Navigation via Auxiliary Losses and Information Bottleneck

We propose a novel architecture and training paradigm for training realistic PointGoal Navigation -- navigating to a target coordinate in an unseen environment under actuation and sensor noise without access to ground-truth localization. Specifically, we find that the primary challenge under this setting is learning localization -- when stripped of idealized localization, agents fail to stop precisely at the goal despite reliably making progress towards it. To address this we introduce a set of auxiliary losses to help the agent learn localization. Further, we explore the idea of treating the precise location of the agent as privileged information -- it is unavailable during test time, however, it is available during training time in simulation. We grant the agent restricted access to ground-truth localization readings during training via an information bottleneck. Under this setting, the agent incurs a penalty for using this privileged information, encouraging the agent to only leverage this information when it is crucial to learning. This enables the agent to first learn navigation and then learn localization instead of conflating these two objectives in training. We evaluate our proposed method both in a semi-idealized (noiseless simulation without Compass+GPS) and realistic (addition of noisy simulation) settings. Specifically, our method outperforms existing baselines on the semi-idealized setting by 18\%/21\% SPL/Success and by 15\%/20\% SPL in the realistic setting. Our improved Success and SPL metrics indicate our agent's improved ability to accurately self-localize while maintaining a strong navigation policy. Our implementation can be found at https://github.com/NicoGrande/habitat-pointnav-via-ib.

cs.CV↗

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

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 - 3.7x larger than other building-scale datasets such as MP3D and Gibson. When compared to existing photorealistic 3D datasets such as Replica, MP3D, Gibson, and ScanNet, images rendered 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.

cs.CV↗

Learning Navigation Skills for Legged Robots with Learned Robot Embeddings

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.

cs.RO↗