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Dinesh Manocha

Publications and source records attributed to Dinesh Manocha.

At least 217 records · Page 12Linked to original sources

PARL: A Unified Framework for Policy Alignment in Reinforcement Learning from Human Feedback

We present a novel unified bilevel optimization-based framework, \textsf{PARL}, formulated to address the recently highlighted critical issue of policy alignment in reinforcement learning using utility or preference-based feedback. We identify a major gap within current algorithmic designs for solving policy alignment due to a lack of precise characterization of the dependence of the alignment objective on the data generated by policy trajectories. This shortfall contributes to the sub-optimal performance observed in contemporary algorithms. Our framework addressed these concerns by explicitly parameterizing the distribution of the upper alignment objective (reward design) by the lower optimal variable (optimal policy for the designed reward). Interestingly, from an optimization perspective, our formulation leads to a new class of stochastic bilevel problems where the stochasticity at the upper objective depends upon the lower-level variable. {True to our best knowledge, this work presents the first formulation of the RLHF as a bilevel optimization problem which generalizes the existing RLHF formulations and addresses the existing distribution shift issues in RLHF formulations.} To demonstrate the efficacy of our formulation in resolving alignment issues in RL, we devised an algorithm named \textsf{A-PARL} to solve PARL problem, establishing sample complexity bounds of order $\mathcal{O}(1/T)$. Our empirical results substantiate that the proposed \textsf{PARL} can address the alignment concerns in RL by showing significant improvements (up to 63\% in terms of required samples) for policy alignment in large-scale environments of the Deepmind control suite and Meta world tasks.

cs.LG↗

AV-RIR: Audio-Visual Room Impulse Response Estimation

Accurate estimation of Room Impulse Response (RIR), which captures an environment's acoustic properties, is important for speech processing and AR/VR applications. We propose AV-RIR, a novel multi-modal multi-task learning approach to accurately estimate the RIR from a given reverberant speech signal and the visual cues of its corresponding environment. AV-RIR builds on a novel neural codec-based architecture that effectively captures environment geometry and materials properties and solves speech dereverberation as an auxiliary task by using multi-task learning. We also propose Geo-Mat features that augment material information into visual cues and CRIP that improves late reverberation components in the estimated RIR via image-to-RIR retrieval by 86%. Empirical results show that AV-RIR quantitatively outperforms previous audio-only and visual-only approaches by achieving 36% - 63% improvement across various acoustic metrics in RIR estimation. Additionally, it also achieves higher preference scores in human evaluation. As an auxiliary benefit, dereverbed speech from AV-RIR shows competitive performance with the state-of-the-art in various spoken language processing tasks and outperforms reverberation time error score in the real-world AVSpeech dataset. Qualitative examples of both synthesized reverberant speech and enhanced speech can be found at https://www.youtube.com/watch?v=tTsKhviukAE.

cs.SD↗

"Don't forget to put the milk back!" Dataset for Enabling Embodied Agents to Detect Anomalous Situations

Home robots intend to make their users lives easier. Our work assists in this goal by enabling robots to inform their users of dangerous or unsanitary anomalies in their home. Some examples of these anomalies include the user leaving their milk out, forgetting to turn off the stove, or leaving poison accessible to children. To move towards enabling home robots with these abilities, we have created a new dataset, which we call SafetyDetect. The SafetyDetect dataset consists of 1000 anomalous home scenes, each of which contains unsafe or unsanitary situations for an agent to detect. Our approach utilizes large language models (LLMs) alongside both a graph representation of the scene and the relationships between the objects in the scene. Our key insight is that this connected scene graph and the object relationships it encodes enables the LLM to better reason about the scene -- especially as it relates to detecting dangerous or unsanitary situations. Our most promising approach utilizes GPT-4 and pursues a categorization technique where object relations from the scene graph are classified as normal, dangerous, unsanitary, or dangerous for children. This method is able to correctly identify over 90% of anomalous scenarios in the SafetyDetect Dataset. Additionally, we conduct real world experiments on a ClearPath TurtleBot where we generate a scene graph from visuals of the real world scene, and run our approach with no modification. This setup resulted in little performance loss. The SafetyDetect Dataset and code will be released to the public upon this papers publication.

cs.RO↗

Can LLMs Generate Human-Like Wayfinding Instructions? Towards Platform-Agnostic Embodied Instruction Synthesis

We present a novel approach to automatically synthesize "wayfinding instructions" for an embodied robot agent. In contrast to prior approaches that are heavily reliant on human-annotated datasets designed exclusively for specific simulation platforms, our algorithm uses in-context learning to condition an LLM to generate instructions using just a few references. Using an LLM-based Visual Question Answering strategy, we gather detailed information about the environment which is used by the LLM for instruction synthesis. We implement our approach on multiple simulation platforms including Matterport3D, AI Habitat and ThreeDWorld, thereby demonstrating its platform-agnostic nature. We subjectively evaluate our approach via a user study and observe that 83.3% of users find the synthesized instructions accurately capture the details of the environment and show characteristics similar to those of human-generated instructions. Further, we conduct zero-shot navigation with multiple approaches on the REVERIE dataset using the generated instructions, and observe very close correlation with the baseline on standard success metrics (< 1% change in SR), quantifying the viability of generated instructions in replacing human-annotated data. We finally discuss the applicability of our approach in enabling a generalizable evaluation of embodied navigation policies. To the best of our knowledge, ours is the first LLM-driven approach capable of generating "human-like" instructions in a platform-agnostic manner, without training.

cs.RO↗

CoDa: Constrained Generation based Data Augmentation for Low-Resource NLP

We present CoDa (Constrained Generation based Data Augmentation), a controllable, effective, and training-free data augmentation technique for low-resource (data-scarce) NLP. Our approach is based on prompting off-the-shelf instruction-following Large Language Models (LLMs) for generating text that satisfies a set of constraints. Precisely, we extract a set of simple constraints from every instance in the low-resource dataset and verbalize them to prompt an LLM to generate novel and diverse training instances. Our findings reveal that synthetic data that follows simple constraints in the downstream dataset act as highly effective augmentations, and CoDa can achieve this without intricate decoding-time constrained generation techniques or fine-tuning with complex algorithms that eventually make the model biased toward the small number of training instances. Additionally, CoDa is the first framework that provides users explicit control over the augmentation generation process, thereby also allowing easy adaptation to several domains. We demonstrate the effectiveness of CoDa across 11 datasets spanning 3 tasks and 3 low-resource settings. CoDa outperforms all our baselines, qualitatively and quantitatively, with improvements of 0.12%-7.19%. Code is available here: https://github.com/Sreyan88/CoDa

cs.CL↗

Do Vision-Language Models Understand Compound Nouns?

Open-vocabulary vision-language models (VLMs) like CLIP, trained using contrastive loss, have emerged as a promising new paradigm for text-to-image retrieval. However, do VLMs understand compound nouns (CNs) (e.g., lab coat) as well as they understand nouns (e.g., lab)? We curate Compun, a novel benchmark with 400 unique and commonly used CNs, to evaluate the effectiveness of VLMs in interpreting CNs. The Compun benchmark challenges a VLM for text-to-image retrieval where, given a text prompt with a CN, the task is to select the correct image that shows the CN among a pair of distractor images that show the constituent nouns that make up the CN. Next, we perform an in-depth analysis to highlight CLIPs' limited understanding of certain types of CNs. Finally, we present an alternative framework that moves beyond hand-written templates for text prompts widely used by CLIP-like models. We employ a Large Language Model to generate multiple diverse captions that include the CN as an object in the scene described by the caption. Our proposed method improves CN understanding of CLIP by 8.25% on Compun. Code and benchmark are available at: https://github.com/sonalkum/Compun

cs.CV↗

HallusionBench: An Advanced Diagnostic Suite for Entangled Language Hallucination and Visual Illusion in Large Vision-Language Models

We introduce HallusionBench, a comprehensive benchmark designed for the evaluation of image-context reasoning. This benchmark presents significant challenges to advanced large visual-language models (LVLMs), such as GPT-4V(Vision), Gemini Pro Vision, Claude 3, and LLaVA-1.5, by emphasizing nuanced understanding and interpretation of visual data. The benchmark comprises 346 images paired with 1129 questions, all meticulously crafted by human experts. We introduce a novel structure for these visual questions designed to establish control groups. This structure enables us to conduct a quantitative analysis of the models' response tendencies, logical consistency, and various failure modes. In our evaluation on HallusionBench, we benchmarked 15 different models, highlighting a 31.42% question-pair accuracy achieved by the state-of-the-art GPT-4V. Notably, all other evaluated models achieve accuracy below 16%. Moreover, our analysis not only highlights the observed failure modes, including language hallucination and visual illusion, but also deepens an understanding of these pitfalls. Our comprehensive case studies within HallusionBench shed light on the challenges of hallucination and illusion in LVLMs. Based on these insights, we suggest potential pathways for their future improvement. The benchmark and codebase can be accessed at https://github.com/tianyi-lab/HallusionBench.

cs.CV↗

CoNVOI: Context-aware Navigation using Vision Language Models in Outdoor and Indoor Environments

We present ConVOI, a novel method for autonomous robot navigation in real-world indoor and outdoor environments using Vision Language Models (VLMs). We employ VLMs in two ways: first, we leverage their zero-shot image classification capability to identify the context or scenario (e.g., indoor corridor, outdoor terrain, crosswalk, etc) of the robot's surroundings, and formulate context-based navigation behaviors as simple text prompts (e.g. ``stay on the pavement"). Second, we utilize their state-of-the-art semantic understanding and logical reasoning capabilities to compute a suitable trajectory given the identified context. To this end, we propose a novel multi-modal visual marking approach to annotate the obstacle-free regions in the RGB image used as input to the VLM with numbers, by correlating it with a local occupancy map of the environment. The marked numbers ground image locations in the real-world, direct the VLM's attention solely to navigable locations, and elucidate the spatial relationships between them and terrains depicted in the image to the VLM. Next, we query the VLM to select numbers on the marked image that satisfy the context-based behavior text prompt, and construct a reference path using the selected numbers. Finally, we propose a method to extrapolate the reference trajectory when the robot's environmental context has not changed to prevent unnecessary VLM queries. We use the reference trajectory to guide a motion planner, and demonstrate that it leads to human-like behaviors (e.g. not cutting through a group of people, using crosswalks, etc.) in various real-world indoor and outdoor scenarios.

cs.RO↗

AMCO: Adaptive Multimodal Coupling of Vision and Proprioception for Quadruped Robot Navigation in Outdoor Environments

We present AMCO, a novel navigation method for quadruped robots that adaptively combines vision-based and proprioception-based perception capabilities. Our approach uses three cost maps: general knowledge map; traversability history map; and current proprioception map; which are derived from a robot's vision and proprioception data, and couples them to obtain a coupled traversability cost map for navigation. The general knowledge map encodes terrains semantically segmented from visual sensing, and represents a terrain's typically expected traversability. The traversability history map encodes the robot's recent proprioceptive measurements on a terrain and its semantic segmentation as a cost map. Further, the robot's present proprioceptive measurement is encoded as a cost map in the current proprioception map. As the general knowledge map and traversability history map rely on semantic segmentation, we evaluate the reliability of the visual sensory data by estimating the brightness and motion blur of input RGB images and accordingly combine the three cost maps to obtain the coupled traversability cost map used for navigation. Leveraging this adaptive coupling, the robot can depend on the most reliable input modality available. Finally, we present a novel planner that selects appropriate gaits and velocities for traversing challenging outdoor environments using the coupled traversability cost map. We demonstrate AMCO's navigation performance in different real-world outdoor environments and observe 10.8%-34.9% reduction w.r.t. two stability metrics, and up to 50% improvement in terms of success rate compared to current navigation methods.

cs.RO↗

AG-CVG: Coverage Planning with a Mobile Recharging UGV and an Energy-Constrained UAV

In this paper, we present an approach for coverage path planning for a team of an energy-constrained Unmanned Aerial Vehicle (UAV) and an Unmanned Ground Vehicle (UGV). Both the UAV and the UGV have predefined areas that they have to cover. The goal is to perform complete coverage by both robots while minimizing the coverage time. The UGV can also serve as a mobile recharging station. The UAV and UGV need to occasionally rendezvous for recharging. We propose a heuristic method to address this NP-Hard planning problem. Our approach involves initially determining coverage paths without factoring in energy constraints. Subsequently, we cluster segments of these paths and employ graph matching to assign UAV clusters to UGV clusters for efficient recharging management. We perform numerical analysis on real-world coverage applications and show that compared with a greedy approach our method reduces rendezvous overhead on average by 11.33%. We demonstrate proof-of-concept with a team of a VOXL m500 drone and a Clearpath Jackal ground vehicle, providing a complete system from the offline algorithm to the field execution.

cs.RO↗

MTG: Mapless Trajectory Generator with Traversability Coverage for Outdoor Navigation

We present a novel learning-based trajectory generation algorithm for outdoor robot navigation. Our goal is to compute collision-free paths that also satisfy the environment-specific traversability constraints. Our approach is designed for global planning using limited onboard robot perception in mapless environments while ensuring comprehensive coverage of all traversable directions. Our formulation uses a Conditional Variational Autoencoder (CVAE) generative model that is enhanced with traversability constraints and an optimization formulation used for the coverage. We highlight the benefits of our approach over state-of-the-art trajectory generation approaches and demonstrate its performance in challenging and large outdoor environments, including around buildings, across intersections, along trails, and off-road terrain, using a Clearpath Husky and a Boston Dynamics Spot robot. In practice, our approach results in a 6% improvement in coverage of traversable areas and an 89% reduction in trajectory portions residing in non-traversable regions. Our video is here: https://youtu.be/3eJ2soAzXnU

cs.RO↗

Perceptual Thresholds for Radial Optic Flow Distortion in Near-Eye Stereoscopic Displays

We provide the first perceptual quantification of user's sensitivity to radial optic flow artifacts and demonstrate a promising approach for masking this optic flow artifact via blink suppression. Near-eye HMDs allow users to feel immersed in virtual environments by providing visual cues, like motion parallax and stereoscopy, that mimic how we view the physical world. However, these systems exhibit a variety of perceptual artifacts that can limit their usability and the user's sense of presence in VR. One well-known artifact is the vergence-accommodation conflict (VAC). Varifocal displays can mitigate VAC, but bring with them other artifacts such as a change in virtual image size (radial optic flow) when the focal plane changes. We conducted a set of psychophysical studies to measure users' ability to perceive this radial flow artifact before, during, and after self-initiated blinks. Our results showed that visual sensitivity was reduced by a factor of 10 at the start and for ~70 ms after a blink was detected. Pre- and post-blink sensitivity was, on average, ~0.15% image size change during normal viewing and increased to ~1.5-2.0% during blinks. Our results imply that a rapid (under 70 ms) radial optic flow distortion can go unnoticed during a blink. Furthermore, our results provide empirical data that can be used to inform engineering requirements for both hardware design and software-based graphical correction algorithms for future varifocal near-eye displays. Our project website is available at https://gamma.umd.edu/RoF/.

cs.HC↗

Listen2Scene: Interactive material-aware binaural sound propagation for reconstructed 3D scenes

We present an end-to-end binaural audio rendering approach (Listen2Scene) for virtual reality (VR) and augmented reality (AR) applications. We propose a novel neural-network-based binaural sound propagation method to generate acoustic effects for indoor 3D models of real environments. Any clean audio or dry audio can be convolved with the generated acoustic effects to render audio corresponding to the real environment. We propose a graph neural network that uses both the material and the topology information of the 3D scenes and generates a scene latent vector. Moreover, we use a conditional generative adversarial network (CGAN) to generate acoustic effects from the scene latent vector. Our network can handle holes or other artifacts in the reconstructed 3D mesh model. We present an efficient cost function for the generator network to incorporate spatial audio effects. Given the source and the listener position, our learning-based binaural sound propagation approach can generate an acoustic effect in 0.1 milliseconds on an NVIDIA GeForce RTX 2080 Ti GPU. We have evaluated the accuracy of our approach with binaural acoustic effects generated using an interactive geometric sound propagation algorithm and captured real acoustic effects / real-world recordings. We also performed a perceptual evaluation and observed that the audio rendered by our approach is more plausible than audio rendered using prior learning-based and geometric-based sound propagation algorithms. We quantitatively evaluated the accuracy of our approach using statistical acoustic parameters, and energy decay curves. The demo videos, code and dataset are available online (https://anton-jeran.github.io/Listen2Scene/).

eess.AS↗

"May I Speak?": Multi-modal Attention Guidance in Social VR Group Conversations

In this paper, we present a novel multi-modal attention guidance method designed to address the challenges of turn-taking dynamics in meetings and enhance group conversations within virtual reality (VR) environments. Recognizing the difficulties posed by a confined field of view and the absence of detailed gesture tracking in VR, our proposed method aims to mitigate the challenges of noticing new speakers attempting to join the conversation. This approach tailors attention guidance, providing a nuanced experience for highly engaged participants while offering subtler cues for those less engaged, thereby enriching the overall meeting dynamics. Through group interview studies, we gathered insights to guide our design, resulting in a prototype that employs "light" as a diegetic guidance mechanism, complemented by spatial audio. The combination creates an intuitive and immersive meeting environment, effectively directing users' attention to new speakers. An evaluation study, comparing our method to state-of-the-art attention guidance approaches, demonstrated significantly faster response times (p < 0.001), heightened perceived conversation satisfaction (p < 0.001), and preference (p < 0.001) for our method. Our findings contribute to the understanding of design implications for VR social attention guidance, opening avenues for future research and development.

cs.HC↗

DocuBits: VR Document Decomposition for Procedural Task Completion

Reading monolithic instructional documents in VR is often challenging, especially when tasks are collaborative. Here we present DocuBits, a novel method for transforming monolithic documents into small, interactive instructional elements. Our approach allows users to:(i) create instructional elements (ii) position them within VR and (iii) use them to monitor and share progress in a multi-user VR learning environment. We describe our design methodology as well as two user studies evaluating how both individual users and pairs of users interact with DocuBits compared to monolithic documents while performing a chemistry lab task. Our analysis shows that, for both studies, DocuBits had substantially higher usability, while decreasing perceived workload (p < 0.001$. Our collaborative study showed that participants perceived higher social presence, collaborator awareness as well as immersion and presence (p < 0.001). We discuss our insights for using text-based instructions to support enhanced collaboration in VR environments.

cs.HC↗

ProNav: Proprioceptive Traversability Estimation for Legged Robot Navigation in Outdoor Environments

We propose a novel method, ProNav, which uses proprioceptive signals for traversability estimation in challenging outdoor terrains for autonomous legged robot navigation. Our approach uses sensor data from a legged robot's joint encoders, force, and current sensors to measure the joint positions, forces, and current consumption respectively to accurately assess a terrain's stability, resistance to the robot's motion, risk of entrapment, and crash. Based on these factors, we compute the appropriate robot gait to maximize stability, which leads to reduced energy consumption. Our approach can also be used to predict imminent crashes in challenging terrains and execute behaviors to preemptively avoid them. We integrate ProNav with an exteroceptive-based method to navigate real-world environments with dense vegetation, high granularity, negative obstacles, etc. Our method shows an improvement up to 40% in terms of success rate and up to 15.1% reduction in terms of energy consumption compared to exteroceptive-based methods.

cs.RO↗

Stable Distillation: Regularizing Continued Pre-training for Low-Resource Automatic Speech Recognition

Continued self-supervised (SSL) pre-training for adapting existing SSL models to the target domain has shown to be extremely effective for low-resource Automatic Speech Recognition (ASR). This paper proposes Stable Distillation, a simple and novel approach for SSL-based continued pre-training that boosts ASR performance in the target domain where both labeled and unlabeled data are limited. Stable Distillation employs self-distillation as regularization for continued pre-training, alleviating the over-fitting issue, a common problem continued pre-training faces when the source and target domains differ. Specifically, first, we perform vanilla continued pre-training on an initial SSL pre-trained model on the target domain ASR dataset and call it the teacher. Next, we take the same initial pre-trained model as a student to perform continued pre-training while enforcing its hidden representations to be close to that of the teacher (via MSE loss). This student is then used for downstream ASR fine-tuning on the target dataset. In practice, Stable Distillation outperforms all our baselines by 0.8 - 7 WER when evaluated in various experimental settings.

eess.AS↗

FusDom: Combining In-Domain and Out-of-Domain Knowledge for Continuous Self-Supervised Learning

Continued pre-training (CP) offers multiple advantages, like target domain adaptation and the potential to exploit the continuous stream of unlabeled data available online. However, continued pre-training on out-of-domain distributions often leads to catastrophic forgetting of previously acquired knowledge, leading to sub-optimal ASR performance. This paper presents FusDom, a simple and novel methodology for SSL-based continued pre-training. FusDom learns speech representations that are robust and adaptive yet not forgetful of concepts seen in the past. Instead of solving the SSL pre-text task on the output representations of a single model, FusDom leverages two identical pre-trained SSL models, a teacher and a student, with a modified pre-training head to solve the CP SSL pre-text task. This head employs a cross-attention mechanism between the representations of both models while only the student receives gradient updates and the teacher does not. Finally, the student is fine-tuned for ASR. In practice, FusDom outperforms all our baselines across settings significantly, with WER improvements in the range of 0.2 WER - 7.3 WER in the target domain while retaining the performance in the earlier domain.

eess.AS↗