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Kiana Ehsani

Publications and source records attributed to Kiana Ehsani.

At least 19 recordsLinked to original sources

SAT: Dynamic Spatial Aptitude Training for Multimodal Language Models

Reasoning about motion and space is a fundamental cognitive capability that is required by multiple real-world applications. While many studies highlight that large multimodal language models (MLMs) struggle to reason about space, they only focus on static spatial relationships, and not dynamic awareness of motion and space, i.e., reasoning about the effect of egocentric and object motions on spatial relationships. Manually annotating such object and camera movements is expensive. Hence, we introduce SAT, a simulated spatial aptitude training dataset utilizing 3D simulators, comprising both static and dynamic spatial reasoning across 175K question-answer (QA) pairs and 20K scenes. Complementing this, we also construct a small (150 image-QAs) yet challenging dynamic spatial test set using real-world images. Leveraging our SAT datasets and 6 existing static spatial benchmarks, we systematically investigate what improves both static and dynamic spatial awareness. Our results reveal that simulations are surprisingly effective at imparting spatial aptitude to MLMs that translate to real images. We show that perfect annotations in simulation are more effective than existing approaches of pseudo-annotating real images. For instance, SAT training improves a LLaVA-13B model by an average 11% and a LLaVA-Video-7B model by an average 8% on multiple spatial benchmarks, including our real-image dynamic test set and spatial reasoning on long videos -- even outperforming some large proprietary models. While reasoning over static relationships improves with synthetic training data, there is still considerable room for improvement for dynamic reasoning questions.

cs.CV

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

Harmonic Mobile Manipulation

Recent advancements in robotics have enabled robots to navigate complex scenes or manipulate diverse objects independently. However, robots are still impotent in many household tasks requiring coordinated behaviors such as opening doors. The factorization of navigation and manipulation, while effective for some tasks, fails in scenarios requiring coordinated actions. To address this challenge, we introduce, HarmonicMM, an end-to-end learning method that optimizes both navigation and manipulation, showing notable improvement over existing techniques in everyday tasks. This approach is validated in simulated and real-world environments and adapts to novel unseen settings without additional tuning. Our contributions include a new benchmark for mobile manipulation and the successful deployment with only RGB visual observation in a real unseen apartment, demonstrating the potential for practical indoor robot deployment in daily life. More results are on our project site: https://rchalyang.github.io/HarmonicMM/

cs.RO

Molmo and PixMo: Open Weights and Open Data for State-of-the-Art Vision-Language Models

Today's most advanced vision-language models (VLMs) remain proprietary. The strongest open-weight models rely heavily on synthetic data from proprietary VLMs to achieve good performance, effectively distilling these closed VLMs into open ones. As a result, the community has been missing foundational knowledge about how to build performant VLMs from scratch. We present Molmo, a new family of VLMs that are state-of-the-art in their class of openness. Our key contribution is a collection of new datasets called PixMo, including a dataset of highly detailed image captions for pre-training, a free-form image Q&A dataset for fine-tuning, and an innovative 2D pointing dataset, all collected without the use of external VLMs. The success of our approach relies on careful modeling choices, a well-tuned training pipeline, and, most critically, the quality of our newly collected datasets. Our best-in-class 72B model not only outperforms others in the class of open weight and data models, but also outperforms larger proprietary models including Claude 3.5 Sonnet, and Gemini 1.5 Pro and Flash, second only to GPT-4o based on both academic benchmarks and on a large human evaluation. Our model weights, new datasets, and source code are available at https://molmo.allenai.org/blog.

cs.CV

FLaRe: Achieving Masterful and Adaptive Robot Policies with Large-Scale Reinforcement Learning Fine-Tuning

In recent years, the Robotics field has initiated several efforts toward building generalist robot policies through large-scale multi-task Behavior Cloning. However, direct deployments of these policies have led to unsatisfactory performance, where the policy struggles with unseen states and tasks. How can we break through the performance plateau of these models and elevate their capabilities to new heights? In this paper, we propose FLaRe, a large-scale Reinforcement Learning fine-tuning framework that integrates robust pre-trained representations, large-scale training, and gradient stabilization techniques. Our method aligns pre-trained policies towards task completion, achieving state-of-the-art (SoTA) performance both on previously demonstrated and on entirely novel tasks and embodiments. Specifically, on a set of long-horizon mobile manipulation tasks, FLaRe achieves an average success rate of 79.5% in unseen environments, with absolute improvements of +23.6% in simulation and +30.7% on real robots over prior SoTA methods. By utilizing only sparse rewards, our approach can enable generalizing to new capabilities beyond the pretraining data with minimal human effort. Moreover, we demonstrate rapid adaptation to new embodiments and behaviors with less than a day of fine-tuning. Videos can be found on the project website at https://robot-flare.github.io/

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

SPOC: Imitating Shortest Paths in Simulation Enables Effective Navigation and Manipulation in the Real World

Reinforcement learning (RL) with dense rewards and imitation learning (IL) with human-generated trajectories are the most widely used approaches for training modern embodied agents. RL requires extensive reward shaping and auxiliary losses and is often too slow and ineffective for long-horizon tasks. While IL with human supervision is effective, collecting human trajectories at scale is extremely expensive. In this work, we show that imitating shortest-path planners in simulation produces agents that, given a language instruction, can proficiently navigate, explore, and manipulate objects in both simulation and in the real world using only RGB sensors (no depth map or GPS coordinates). This surprising result is enabled by our end-to-end, transformer-based, SPOC architecture, powerful visual encoders paired with extensive image augmentation, and the dramatic scale and diversity of our training data: millions of frames of shortest-path-expert trajectories collected inside approximately 200,000 procedurally generated houses containing 40,000 unique 3D assets. Our models, data, training code, and newly proposed 10-task benchmarking suite CHORES are available in https://spoc-robot.github.io.

cs.RO

PoliFormer: Scaling On-Policy RL with Transformers Results in Masterful Navigators

We present PoliFormer (Policy Transformer), an RGB-only indoor navigation agent trained end-to-end with reinforcement learning at scale that generalizes to the real-world without adaptation despite being trained purely in simulation. PoliFormer uses a foundational vision transformer encoder with a causal transformer decoder enabling long-term memory and reasoning. It is trained for hundreds of millions of interactions across diverse environments, leveraging parallelized, multi-machine rollouts for efficient training with high throughput. PoliFormer is a masterful navigator, producing state-of-the-art results across two distinct embodiments, the LoCoBot and Stretch RE-1 robots, and four navigation benchmarks. It breaks through the plateaus of previous work, achieving an unprecedented 85.5% success rate in object goal navigation on the CHORES-S benchmark, a 28.5% absolute improvement. PoliFormer can also be trivially extended to a variety of downstream applications such as object tracking, multi-object navigation, and open-vocabulary navigation with no finetuning.

cs.RO

Promptable Behaviors: Personalizing Multi-Objective Rewards from Human Preferences

Customizing robotic behaviors to be aligned with diverse human preferences is an underexplored challenge in the field of embodied AI. In this paper, we present Promptable Behaviors, a novel framework that facilitates efficient personalization of robotic agents to diverse human preferences in complex environments. We use multi-objective reinforcement learning to train a single policy adaptable to a broad spectrum of preferences. We introduce three distinct methods to infer human preferences by leveraging different types of interactions: (1) human demonstrations, (2) preference feedback on trajectory comparisons, and (3) language instructions. We evaluate the proposed method in personalized object-goal navigation and flee navigation tasks in ProcTHOR and RoboTHOR, demonstrating the ability to prompt agent behaviors to satisfy human preferences in various scenarios. Project page: https://promptable-behaviors.github.io

cs.CV

Objaverse-XL: A Universe of 10M+ 3D Objects

Natural language processing and 2D vision models have attained remarkable proficiency on many tasks primarily by escalating the scale of training data. However, 3D vision tasks have not seen the same progress, in part due to the challenges of acquiring high-quality 3D data. In this work, we present Objaverse-XL, a dataset of over 10 million 3D objects. Our dataset comprises deduplicated 3D objects from a diverse set of sources, including manually designed objects, photogrammetry scans of landmarks and everyday items, and professional scans of historic and antique artifacts. Representing the largest scale and diversity in the realm of 3D datasets, Objaverse-XL enables significant new possibilities for 3D vision. Our experiments demonstrate the improvements enabled with the scale provided by Objaverse-XL. We show that by training Zero123 on novel view synthesis, utilizing over 100 million multi-view rendered images, we achieve strong zero-shot generalization abilities. We hope that releasing Objaverse-XL will enable further innovations in the field of 3D vision at scale.

cs.CV

Structure from Action: Learning Interactions for Articulated Object 3D Structure Discovery

We introduce Structure from Action (SfA), a framework to discover 3D part geometry and joint parameters of unseen articulated objects via a sequence of inferred interactions. Our key insight is that 3D interaction and perception should be considered in conjunction to construct 3D articulated CAD models, especially for categories not seen during training. By selecting informative interactions, SfA discovers parts and reveals occluded surfaces, like the inside of a closed drawer. By aggregating visual observations in 3D, SfA accurately segments multiple parts, reconstructs part geometry, and infers all joint parameters in a canonical coordinate frame. Our experiments demonstrate that a SfA model trained in simulation can generalize to many unseen object categories with diverse structures and to real-world objects. Empirically, SfA outperforms a pipeline of state-of-the-art components by 25.4 3D IoU percentage points on unseen categories, while matching already performant joint estimation baselines.

cs.CV

Objaverse: A Universe of Annotated 3D Objects

Massive data corpora like WebText, Wikipedia, Conceptual Captions, WebImageText, and LAION have propelled recent dramatic progress in AI. Large neural models trained on such datasets produce impressive results and top many of today's benchmarks. A notable omission within this family of large-scale datasets is 3D data. Despite considerable interest and potential applications in 3D vision, datasets of high-fidelity 3D models continue to be mid-sized with limited diversity of object categories. Addressing this gap, we present Objaverse 1.0, a large dataset of objects with 800K+ (and growing) 3D models with descriptive captions, tags, and animations. Objaverse improves upon present day 3D repositories in terms of scale, number of categories, and in the visual diversity of instances within a category. We demonstrate the large potential of Objaverse via four diverse applications: training generative 3D models, improving tail category segmentation on the LVIS benchmark, training open-vocabulary object-navigation models for Embodied AI, and creating a new benchmark for robustness analysis of vision models. Objaverse can open new directions for research and enable new applications across the field of AI.

cs.CV

Phone2Proc: Bringing Robust Robots Into Our Chaotic World

Training embodied agents in simulation has become mainstream for the embodied AI community. However, these agents often struggle when deployed in the physical world due to their inability to generalize to real-world environments. In this paper, we present Phone2Proc, a method that uses a 10-minute phone scan and conditional procedural generation to create a distribution of training scenes that are semantically similar to the target environment. The generated scenes are conditioned on the wall layout and arrangement of large objects from the scan, while also sampling lighting, clutter, surface textures, and instances of smaller objects with randomized placement and materials. Leveraging just a simple RGB camera, training with Phone2Proc shows massive improvements from 34.7% to 70.7% success rate in sim-to-real ObjectNav performance across a test suite of over 200 trials in diverse real-world environments, including homes, offices, and RoboTHOR. Furthermore, Phone2Proc's diverse distribution of generated scenes makes agents remarkably robust to changes in the real world, such as human movement, object rearrangement, lighting changes, or clutter.

cs.RO

Retrospectives on the Embodied AI Workshop

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

cs.CV

Towards Disturbance-Free Visual Mobile Manipulation

Deep reinforcement learning has shown promising results on an abundance of robotic tasks in simulation, including visual navigation and manipulation. Prior work generally aims to build embodied agents that solve their assigned tasks as quickly as possible, while largely ignoring the problems caused by collision with objects during interaction. This lack of prioritization is understandable: there is no inherent cost in breaking virtual objects. As a result, "well-trained" agents frequently collide with objects before achieving their primary goals, a behavior that would be catastrophic in the real world. In this paper, we study the problem of training agents to complete the task of visual mobile manipulation in the ManipulaTHOR environment while avoiding unnecessary collision (disturbance) with objects. We formulate disturbance avoidance as a penalty term in the reward function, but find that directly training with such penalized rewards often results in agents being unable to escape poor local optima. Instead, we propose a two-stage training curriculum where an agent is first allowed to freely explore and build basic competencies without penalization, after which a disturbance penalty is introduced to refine the agent's behavior. Results on testing scenes show that our curriculum not only avoids these poor local optima, but also leads to 10% absolute gains in success rate without disturbance, compared to our state-of-the-art baselines. Moreover, our curriculum is significantly more performant than a safe RL algorithm that casts collision avoidance as a constraint. Finally, we propose a novel disturbance-prediction auxiliary task that accelerates learning.

cs.RO

AI2-THOR: An Interactive 3D Environment for Visual AI

We introduce The House Of inteRactions (THOR), a framework for visual AI research, available at http://ai2thor.allenai.org. AI2-THOR consists of near photo-realistic 3D indoor scenes, where AI agents can navigate in the scenes and interact with objects to perform tasks. AI2-THOR enables research in many different domains including but not limited to deep reinforcement learning, imitation learning, learning by interaction, planning, visual question answering, unsupervised representation learning, object detection and segmentation, and learning models of cognition. The goal of AI2-THOR is to facilitate building visually intelligent models and push the research forward in this domain.

cs.CV

ProcTHOR: Large-Scale Embodied AI Using Procedural Generation

Massive datasets and high-capacity models have driven many recent advancements in computer vision and natural language understanding. This work presents a platform to enable similar success stories in Embodied AI. We propose ProcTHOR, a framework for procedural generation of Embodied AI environments. ProcTHOR enables us to sample arbitrarily large datasets of diverse, interactive, customizable, and performant virtual environments to train and evaluate embodied agents across navigation, interaction, and manipulation tasks. We demonstrate the power and potential of ProcTHOR via a sample of 10,000 generated houses and a simple neural model. Models trained using only RGB images on ProcTHOR, with no explicit mapping and no human task supervision produce state-of-the-art results across 6 embodied AI benchmarks for navigation, rearrangement, and arm manipulation, including the presently running Habitat 2022, AI2-THOR Rearrangement 2022, and RoboTHOR challenges. We also demonstrate strong 0-shot results on these benchmarks, via pre-training on ProcTHOR with no fine-tuning on the downstream benchmark, often beating previous state-of-the-art systems that access the downstream training data.

cs.AI

Continuous Scene Representations for Embodied AI

We propose Continuous Scene Representations (CSR), a scene representation constructed by an embodied agent navigating within a space, where objects and their relationships are modeled by continuous valued embeddings. Our method captures feature relationships between objects, composes them into a graph structure on-the-fly, and situates an embodied agent within the representation. Our key insight is to embed pair-wise relationships between objects in a latent space. This allows for a richer representation compared to discrete relations (e.g., [support], [next-to]) commonly used for building scene representations. CSR can track objects as the agent moves in a scene, update the representation accordingly, and detect changes in room configurations. Using CSR, we outperform state-of-the-art approaches for the challenging downstream task of visual room rearrangement, without any task specific training. Moreover, we show the learned embeddings capture salient spatial details of the scene and show applicability to real world data. A summery video and code is available at https://prior.allenai.org/projects/csr.

cs.CV