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Jiafei Duan

Publications and source records attributed to Jiafei Duan.

At least 37 records · Page 2Linked to original sources

SAM2Act: Integrating Visual Foundation Model with A Memory Architecture for Robotic Manipulation

Robotic manipulation systems operating in diverse, dynamic environments must exhibit three critical abilities: multitask interaction, generalization to unseen scenarios, and spatial memory. While significant progress has been made in robotic manipulation, existing approaches often fall short in generalization to complex environmental variations and addressing memory-dependent tasks. To bridge this gap, we introduce SAM2Act, a multi-view robotic transformer-based policy that leverages multi-resolution upsampling with visual representations from large-scale foundation model. SAM2Act achieves a state-of-the-art average success rate of 86.8% across 18 tasks in the RLBench benchmark, and demonstrates robust generalization on The Colosseum benchmark, with only a 4.3% performance gap under diverse environmental perturbations. Building on this foundation, we propose SAM2Act+, a memory-based architecture inspired by SAM2, which incorporates a memory bank, an encoder, and an attention mechanism to enhance spatial memory. To address the need for evaluating memory-dependent tasks, we introduce MemoryBench, a novel benchmark designed to assess spatial memory and action recall in robotic manipulation. SAM2Act+ achieves an average success rate of 94.3% on memory-based tasks in MemoryBench, significantly outperforming existing approaches and pushing the boundaries of memory-based robotic systems. Project page: sam2act.github.io.

cs.RO↗

The One RING: a Robotic Indoor Navigation Generalist

Modern robots vary significantly in shape, size, and sensor configurations used to perceive and interact with their environments. However, most navigation policies are embodiment-specific--a policy trained on one robot typically fails to generalize to another, even with minor changes in body size or camera viewpoint. As custom hardware becomes increasingly common, there is a growing need for a single policy that generalizes across embodiments, eliminating the need to retrain for each specific robot. In this paper, we introduce RING (Robotic Indoor Navigation Generalist), an embodiment-agnostic policy that turns any mobile robot into an effective indoor semantic navigator. Trained entirely in simulation, RING leverages large-scale randomization over robot embodiments to enable robust generalization to many real-world platforms. To support this, we augment the AI2-THOR simulator to instantiate robots with controllable configurations, varying in body size, rotation pivot point, and camera parameters. On the visual object-goal navigation task, RING achieves strong cross-embodiment (XE) generalization--72.1% average success rate across five simulated embodiments (a 16.7% absolute improvement on the Chores-S benchmark) and 78.9% across four real-world platforms, including Stretch RE-1, LoCoBot, and Unitree Go1--matching or even surpassing embodiment-specific policies. We further deploy RING on the RB-Y1 wheeled humanoid in a real-world kitchen environment, showcasing its out-of-the-box potential for mobile manipulation platforms. (Project website: https://one-ring-policy.allen.ai)

cs.RO↗

PointArena: Probing Multimodal Grounding Through Language-Guided Pointing

Pointing serves as a fundamental and intuitive mechanism for grounding language within visual contexts, with applications spanning robotics, assistive technologies, and interactive AI systems. While recent multimodal models have started to support pointing capabilities, existing benchmarks typically focus only on referential object localization tasks. We introduce PointArena, a comprehensive platform for evaluating multimodal pointing across diverse reasoning scenarios. PointArena comprises three components: (1) Point-Bench, a curated dataset containing approximately 1,000 pointing tasks across five reasoning categories; (2) Point-Battle, an interactive, web-based arena facilitating blind, pairwise model comparisons, which has already gathered over 4,500 anonymized votes; and (3) Point-Act, a real-world robotic manipulation system allowing users to directly evaluate multimodal model pointing capabilities in practical settings. We conducted extensive evaluations of both state-of-the-art open-source and proprietary multimodal models. Results indicate that Molmo-72B consistently outperforms other models, though proprietary models increasingly demonstrate comparable performance. Additionally, we find that supervised training specifically targeting pointing tasks significantly enhances model performance. Across our multi-stage evaluation pipeline, we also observe strong correlations, underscoring the critical role of precise pointing capabilities in enabling multimodal models to effectively bridge abstract reasoning with concrete, real-world actions. Project page: https://pointarena.github.io/

cs.CV↗

AHA: A Vision-Language-Model for Detecting and Reasoning Over Failures in Robotic Manipulation

Robotic manipulation in open-world settings requires not only task execution but also the ability to detect and learn from failures. While recent advances in vision-language models (VLMs) and large language models (LLMs) have improved robots' spatial reasoning and problem-solving abilities, they still struggle with failure recognition, limiting their real-world applicability. We introduce AHA, an open-source VLM designed to detect and reason about failures in robotic manipulation using natural language. By framing failure detection as a free-form reasoning task, AHA identifies failures and provides detailed, adaptable explanations across different robots, tasks, and environments. We fine-tuned AHA using FailGen, a scalable framework that generates the first large-scale dataset of robotic failure trajectories, the AHA dataset. FailGen achieves this by procedurally perturbing successful demonstrations from simulation. Despite being trained solely on the AHA dataset, AHA generalizes effectively to real-world failure datasets, robotic systems, and unseen tasks. It surpasses the second-best model (GPT-4o in-context learning) by 10.3% and exceeds the average performance of six compared models including five state-of-the-art VLMs by 35.3% across multiple metrics and datasets. We integrate AHA into three manipulation frameworks that utilize LLMs/VLMs for reinforcement learning, task and motion planning, and zero-shot trajectory generation. AHA's failure feedback enhances these policies' performances by refining dense reward functions, optimizing task planning, and improving sub-task verification, boosting task success rates by an average of 21.4% across all three tasks compared to GPT-4 models.

cs.RO↗

Manipulate-Anything: Automating Real-World Robots using Vision-Language Models

Large-scale endeavors like and widespread community efforts such as Open-X-Embodiment have contributed to growing the scale of robot demonstration data. However, there is still an opportunity to improve the quality, quantity, and diversity of robot demonstration data. Although vision-language models have been shown to automatically generate demonstration data, their utility has been limited to environments with privileged state information, they require hand-designed skills, and are limited to interactions with few object instances. We propose Manipulate-Anything, a scalable automated generation method for real-world robotic manipulation. Unlike prior work, our method can operate in real-world environments without any privileged state information, hand-designed skills, and can manipulate any static object. We evaluate our method using two setups. First, Manipulate-Anything successfully generates trajectories for all 7 real-world and 14 simulation tasks, significantly outperforming existing methods like VoxPoser. Second, Manipulate-Anything's demonstrations can train more robust behavior cloning policies than training with human demonstrations, or from data generated by VoxPoser, Scaling-up, and Code-As-Policies. We believe Manipulate-Anything can be a scalable method for both generating data for robotics and solving novel tasks in a zero-shot setting. Project page: https://robot-ma.github.io/.

cs.RO↗

EVE: Enabling Anyone to Train Robots using Augmented Reality

The increasing affordability of robot hardware is accelerating the integration of robots into everyday activities. However, training a robot to automate a task requires expensive trajectory data where a trained human annotator moves a physical robot to train it. Consequently, only those with access to robots produce demonstrations to train robots. In this work, we remove this restriction with EVE, an iOS app that enables everyday users to train robots using intuitive augmented reality visualizations, without needing a physical robot. With EVE, users can collect demonstrations by specifying waypoints with their hands, visually inspecting the environment for obstacles, modifying existing waypoints, and verifying collected trajectories. In a user study (N=14, D=30) consisting of three common tabletop tasks, EVE outperformed three state-of-the-art interfaces in success rate and was comparable to kinesthetic teaching-physically moving a physical robot-in completion time, usability, motion intent communication, enjoyment, and preference (mean of p=0.30). EVE allows users to train robots for personalized tasks, such as sorting desk supplies, organizing ingredients, or setting up board games. We conclude by enumerating limitations and design considerations for future AR-based demonstration collection systems for robotics.

cs.HC↗

RoboPoint: A Vision-Language Model for Spatial Affordance Prediction for Robotics

From rearranging objects on a table to putting groceries into shelves, robots must plan precise action points to perform tasks accurately and reliably. In spite of the recent adoption of vision language models (VLMs) to control robot behavior, VLMs struggle to precisely articulate robot actions using language. We introduce an automatic synthetic data generation pipeline that instruction-tunes VLMs to robotic domains and needs. Using the pipeline, we train RoboPoint, a VLM that predicts image keypoint affordances given language instructions. Compared to alternative approaches, our method requires no real-world data collection or human demonstration, making it much more scalable to diverse environments and viewpoints. In addition, RoboPoint is a general model that enables several downstream applications such as robot navigation, manipulation, and augmented reality (AR) assistance. Our experiments demonstrate that RoboPoint outperforms state-of-the-art VLMs (GPT-4o) and visual prompting techniques (PIVOT) by 21.8% in the accuracy of predicting spatial affordance and by 30.5% in the success rate of downstream tasks. Project website: https://robo-point.github.io.

cs.RO↗

Octopi: Object Property Reasoning with Large Tactile-Language Models

Physical reasoning is important for effective robot manipulation. Recent work has investigated both vision and language modalities for physical reasoning; vision can reveal information about objects in the environment and language serves as an abstraction and communication medium for additional context. Although these works have demonstrated success on a variety of physical reasoning tasks, they are limited to physical properties that can be inferred from visual or language inputs. In this work, we investigate combining tactile perception with language, which enables embodied systems to obtain physical properties through interaction and apply commonsense reasoning. We contribute a new dataset PhysiCLeAR, which comprises both physical/property reasoning tasks and annotated tactile videos obtained using a GelSight tactile sensor. We then introduce Octopi, a system that leverages both tactile representation learning and large vision-language models to predict and reason about tactile inputs with minimal language fine-tuning. Our evaluations on PhysiCLeAR show that Octopi is able to effectively use intermediate physical property predictions to improve its performance on various tactile-related tasks. PhysiCLeAR and Octopi are available at https://github.com/clear-nus/octopi.

cs.RO↗

THE COLOSSEUM: A Benchmark for Evaluating Generalization for Robotic Manipulation

To realize effective large-scale, real-world robotic applications, we must evaluate how well our robot policies adapt to changes in environmental conditions. Unfortunately, a majority of studies evaluate robot performance in environments closely resembling or even identical to the training setup. We present THE COLOSSEUM, a novel simulation benchmark, with 20 diverse manipulation tasks, that enables systematical evaluation of models across 14 axes of environmental perturbations. These perturbations include changes in color, texture, and size of objects, table-tops, and backgrounds; we also vary lighting, distractors, physical properties perturbations and camera pose. Using THE COLOSSEUM, we compare 5 state-of-the-art manipulation models to reveal that their success rate degrades between 30-50% across these perturbation factors. When multiple perturbations are applied in unison, the success rate degrades $\geq$75%. We identify that changing the number of distractor objects, target object color, or lighting conditions are the perturbations that reduce model performance the most. To verify the ecological validity of our results, we show that our results in simulation are correlated ($\bar{R}^2 = 0.614$) to similar perturbations in real-world experiments. We open source code for others to use THE COLOSSEUM, and also release code to 3D print the objects used to replicate the real-world perturbations. Ultimately, we hope that THE COLOSSEUM will serve as a benchmark to identify modeling decisions that systematically improve generalization for manipulation. See https://robot-colosseum.github.io/ for more details.

cs.RO↗

Selective Visual Representations Improve Convergence and Generalization for Embodied AI

Embodied AI models often employ off the shelf vision backbones like CLIP to encode their visual observations. Although such general purpose representations encode rich syntactic and semantic information about the scene, much of this information is often irrelevant to the specific task at hand. This introduces noise within the learning process and distracts the agent's focus from task-relevant visual cues. Inspired by selective attention in humans-the process through which people filter their perception based on their experiences, knowledge, and the task at hand-we introduce a parameter-efficient approach to filter visual stimuli for embodied AI. Our approach induces a task-conditioned bottleneck using a small learnable codebook module. This codebook is trained jointly to optimize task reward and acts as a task-conditioned selective filter over the visual observation. Our experiments showcase state-of-the-art performance for object goal navigation and object displacement across 5 benchmarks, ProcTHOR, ArchitecTHOR, RoboTHOR, AI2-iTHOR, and ManipulaTHOR. The filtered representations produced by the codebook are also able generalize better and converge faster when adapted to other simulation environments such as Habitat. Our qualitative analyses show that agents explore their environments more effectively and their representations retain task-relevant information like target object recognition while ignoring superfluous information about other objects. Code and pretrained models are available at our project website: https://embodied-codebook.github.io.

cs.CV↗

NEWTON: Are Large Language Models Capable of Physical Reasoning?

Large Language Models (LLMs), through their contextualized representations, have been empirically proven to encapsulate syntactic, semantic, word sense, and common-sense knowledge. However, there has been limited exploration of their physical reasoning abilities, specifically concerning the crucial attributes for comprehending everyday objects. To address this gap, we introduce NEWTON, a repository and benchmark for evaluating the physics reasoning skills of LLMs. Further, to enable domain-specific adaptation of this benchmark, we present a pipeline to enable researchers to generate a variant of this benchmark that has been customized to the objects and attributes relevant for their application. The NEWTON repository comprises a collection of 2800 object-attribute pairs, providing the foundation for generating infinite-scale assessment templates. The NEWTON benchmark consists of 160K QA questions, curated using the NEWTON repository to investigate the physical reasoning capabilities of several mainstream language models across foundational, explicit, and implicit reasoning tasks. Through extensive empirical analysis, our results highlight the capabilities of LLMs for physical reasoning. We find that LLMs like GPT-4 demonstrate strong reasoning capabilities in scenario-based tasks but exhibit less consistency in object-attribute reasoning compared to humans (50% vs. 84%). Furthermore, the NEWTON platform demonstrates its potential for evaluating and enhancing language models, paving the way for their integration into physically grounded settings, such as robotic manipulation. Project site: https://newtonreasoning.github.io

cs.CL↗

AR2-D2:Training a Robot Without a Robot

Diligently gathered human demonstrations serve as the unsung heroes empowering the progression of robot learning. Today, demonstrations are collected by training people to use specialized controllers, which (tele-)operate robots to manipulate a small number of objects. By contrast, we introduce AR2-D2: a system for collecting demonstrations which (1) does not require people with specialized training, (2) does not require any real robots during data collection, and therefore, (3) enables manipulation of diverse objects with a real robot. AR2-D2 is a framework in the form of an iOS app that people can use to record a video of themselves manipulating any object while simultaneously capturing essential data modalities for training a real robot. We show that data collected via our system enables the training of behavior cloning agents in manipulating real objects. Our experiments further show that training with our AR data is as effective as training with real-world robot demonstrations. Moreover, our user study indicates that users find AR2-D2 intuitive to use and require no training in contrast to four other frequently employed methods for collecting robot demonstrations.

cs.RO↗

Good Time to Ask: A Learning Framework for Asking for Help in Embodied Visual Navigation

In reality, it is often more efficient to ask for help than to search the entire space to find an object with an unknown location. We present a learning framework that enables an agent to actively ask for help in such embodied visual navigation tasks, where the feedback informs the agent of where the goal is in its view. To emulate the real-world scenario that a teacher may not always be present, we propose a training curriculum where feedback is not always available. We formulate an uncertainty measure of where the goal is and use empirical results to show that through this approach, the agent learns to ask for help effectively while remaining robust when feedback is not available.

cs.LG↗

Read My Mind: A Multi-Modal Dataset for Human Belief Prediction

Understanding human intentions is key to enabling effective and efficient human-robot interaction (HRI) in collaborative settings. To enable developments and evaluation of the ability of artificial intelligence (AI) systems to infer human beliefs, we introduce a large-scale multi-modal video dataset for intent prediction based on object-context relations.

cs.CV↗

Robustness of Utilizing Feedback in Embodied Visual Navigation

This paper presents a framework for training an agent to actively request help in object-goal navigation tasks, with feedback indicating the location of the target object in its field of view. To make the agent more robust in scenarios where a teacher may not always be available, the proposed training curriculum includes a mix of episodes with and without feedback. The results show that this approach improves the agent's performance, even in the absence of feedback.

cs.LG↗

A Study of Comfortability between Interactive AI and Human

As the use of interactive AI systems becomes increasingly prevalent in our daily lives, it is crucial to understand how individuals feel when interacting with such systems. In this work, we investigate the comfort level of individuals when interacting with intent-predicting AI systems and identify the factors of influence. We introduce a study protocol to analyze human comfortability when interacting with intent-predicting AI systems and execute the study with over a dozen participants. The study findings suggest that users are comfortable with AI systems if they have control and their privacy is not affected. Additionally, the study found that users could differentiate between AI and human responses, but this did not significantly affect their comfort levels. This research paper's significance lies in its contribution to the growing body of literature on interactive AI systems, and it emphasizes the need to consider user perceptions in the development and deployment.

cs.HC↗

BOSS: A Benchmark for Human Belief Prediction in Object-context Scenarios

Humans with an average level of social cognition can infer the beliefs of others based solely on the nonverbal communication signals (e.g. gaze, gesture, pose and contextual information) exhibited during social interactions. This social cognitive ability to predict human beliefs and intentions is more important than ever for ensuring safe human-robot interaction and collaboration. This paper uses the combined knowledge of Theory of Mind (ToM) and Object-Context Relations to investigate methods for enhancing collaboration between humans and autonomous systems in environments where verbal communication is prohibited. We propose a novel and challenging multimodal video dataset for assessing the capability of artificial intelligence (AI) systems in predicting human belief states in an object-context scenario. The proposed dataset consists of precise labelling of human belief state ground-truth and multimodal inputs replicating all nonverbal communication inputs captured by human perception. We further evaluate our dataset with existing deep learning models and provide new insights into the effects of the various input modalities and object-context relations on the performance of the baseline models.

cs.CV↗

ABCDE: An Agent-Based Cognitive Development Environment

Children's cognitive abilities are sometimes cited as AI benchmarks. How can the most common 1,000 concepts (89\% of everyday use) be learnt in a naturalistic children's setting? Cognitive development in children is about quality, and new concepts can be conveyed via simple examples. Our approach of knowledge scaffolding uses simple objects and actions to convey concepts, like how children are taught. We introduce ABCDE, an interactive 3D environment modeled after a typical playroom for children. It comes with 300+ unique 3D object assets (mostly toys), and a large action space for child and parent agents to interact with objects and each other. ABCDE is the first environment aimed at mimicking a naturalistic setting for cognitive development in children; no other environment focuses on high-level concept learning through learner-teacher interactions. The simulator can be found at https://pypi.org/project/ABCDESim/1.0.0/

cs.AI↗