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Kiana Ehsani

Publications and source records attributed to Kiana Ehsani.

30 records · Page 2Linked to original sources

Object Manipulation via Visual Target Localization

Object manipulation is a critical skill required for Embodied AI agents interacting with the world around them. Training agents to manipulate objects, poses many challenges. These include occlusion of the target object by the agent's arm, noisy object detection and localization, and the target frequently going out of view as the agent moves around in the scene. We propose Manipulation via Visual Object Location Estimation (m-VOLE), an approach that explores the environment in search for target objects, computes their 3D coordinates once they are located, and then continues to estimate their 3D locations even when the objects are not visible, thus robustly aiding the task of manipulating these objects throughout the episode. Our evaluations show a massive 3x improvement in success rate over a model that has access to the same sensory suite but is trained without the object location estimator, and our analysis shows that our agent is robust to noise in depth perception and agent localization. Importantly, our proposed approach relaxes several assumptions about idealized localization and perception that are commonly employed by recent works in embodied AI -- an important step towards training agents for object manipulation in the real world.

cs.CV↗

Contrasting Contrastive Self-Supervised Representation Learning Pipelines

In the past few years, we have witnessed remarkable breakthroughs in self-supervised representation learning. Despite the success and adoption of representations learned through this paradigm, much is yet to be understood about how different training methods and datasets influence performance on downstream tasks. In this paper, we analyze contrastive approaches as one of the most successful and popular variants of self-supervised representation learning. We perform this analysis from the perspective of the training algorithms, pre-training datasets and end tasks. We examine over 700 training experiments including 30 encoders, 4 pre-training datasets and 20 diverse downstream tasks. Our experiments address various questions regarding the performance of self-supervised models compared to their supervised counterparts, current benchmarks used for evaluation, and the effect of the pre-training data on end task performance. Our Visual Representation Benchmark (ViRB) is available at: https://github.com/allenai/virb.

cs.CV↗

Act the Part: Learning Interaction Strategies for Articulated Object Part Discovery

People often use physical intuition when manipulating articulated objects, irrespective of object semantics. Motivated by this observation, we identify an important embodied task where an agent must play with objects to recover their parts. To this end, we introduce Act the Part (AtP) to learn how to interact with articulated objects to discover and segment their pieces. By coupling action selection and motion segmentation, AtP is able to isolate structures to make perceptual part recovery possible without semantic labels. Our experiments show AtP learns efficient strategies for part discovery, can generalize to unseen categories, and is capable of conditional reasoning for the task. Although trained in simulation, we show convincing transfer to real world data with no fine-tuning.

cs.CV↗

ManipulaTHOR: A Framework for Visual Object Manipulation

The domain of Embodied AI has recently witnessed substantial progress, particularly in navigating agents within their environments. These early successes have laid the building blocks for the community to tackle tasks that require agents to actively interact with objects in their environment. Object manipulation is an established research domain within the robotics community and poses several challenges including manipulator motion, grasping and long-horizon planning, particularly when dealing with oft-overlooked practical setups involving visually rich and complex scenes, manipulation using mobile agents (as opposed to tabletop manipulation), and generalization to unseen environments and objects. We propose a framework for object manipulation built upon the physics-enabled, visually rich AI2-THOR framework and present a new challenge to the Embodied AI community known as ArmPointNav. This task extends the popular point navigation task to object manipulation and offers new challenges including 3D obstacle avoidance, manipulating objects in the presence of occlusion, and multi-object manipulation that necessitates long term planning. Popular learning paradigms that are successful on PointNav challenges show promise, but leave a large room for improvement.

cs.CV↗

What Can You Learn from Your Muscles? Learning Visual Representation from Human Interactions

Learning effective representations of visual data that generalize to a variety of downstream tasks has been a long quest for computer vision. Most representation learning approaches rely solely on visual data such as images or videos. In this paper, we explore a novel approach, where we use human interaction and attention cues to investigate whether we can learn better representations compared to visual-only representations. For this study, we collect a dataset of human interactions capturing body part movements and gaze in their daily lives. Our experiments show that our "muscly-supervised" representation that encodes interaction and attention cues outperforms a visual-only state-of-the-art method MoCo (He et al.,2020), on a variety of target tasks: scene classification (semantic), action recognition (temporal), depth estimation (geometric), dynamics prediction (physics) and walkable surface estimation (affordance). Our code and dataset are available at: https://github.com/ehsanik/muscleTorch.

cs.CV↗

Learning Generalizable Visual Representations via Interactive Gameplay

A growing body of research suggests that embodied gameplay, prevalent not just in human cultures but across a variety of animal species including turtles and ravens, is critical in developing the neural flexibility for creative problem solving, decision making, and socialization. Comparatively little is known regarding the impact of embodied gameplay upon artificial agents. While recent work has produced agents proficient in abstract games, these environments are far removed from the real world and thus these agents can provide little insight into the advantages of embodied play. Hiding games, such as hide-and-seek, played universally, provide a rich ground for studying the impact of embodied gameplay on representation learning in the context of perspective taking, secret keeping, and false belief understanding. Here we are the first to show that embodied adversarial reinforcement learning agents playing Cache, a variant of hide-and-seek, in a high fidelity, interactive, environment, learn generalizable representations of their observations encoding information such as object permanence, free space, and containment. Moving closer to biologically motivated learning strategies, our agents' representations, enhanced by intentionality and memory, are developed through interaction and play. These results serve as a model for studying how facets of vision develop through interaction, provide an experimental framework for assessing what is learned by artificial agents, and demonstrates the value of moving from large, static, datasets towards experiential, interactive, representation learning.

cs.CV↗

Deconstructing the Structure of Sparse Neural Networks

Although sparse neural networks have been studied extensively, the focus has been primarily on accuracy. In this work, we focus instead on network structure, and analyze three popular algorithms. We first measure performance when structure persists and weights are reset to a different random initialization, thereby extending experiments in Deconstructing Lottery Tickets (Zhou et al., 2019). This experiment reveals that accuracy can be derived from structure alone. Second, to measure structural robustness we investigate the sensitivity of sparse neural networks to further pruning after training, finding a stark contrast between algorithms. Finally, for a recent dynamic sparsity algorithm we investigate how early in training the structure emerges. We find that even after one epoch the structure is mostly determined, allowing us to propose a more efficient algorithm which does not require dense gradients throughout training. In looking back at algorithms for sparse neural networks and analyzing their performance from a different lens, we uncover several interesting properties and promising directions for future research.

cs.LG↗

Watching the World Go By: Representation Learning from Unlabeled Videos

Recent single image unsupervised representation learning techniques show remarkable success on a variety of tasks. The basic principle in these works is instance discrimination: learning to differentiate between two augmented versions of the same image and a large batch of unrelated images. Networks learn to ignore the augmentation noise and extract semantically meaningful representations. Prior work uses artificial data augmentation techniques such as cropping, and color jitter which can only affect the image in superficial ways and are not aligned with how objects actually change e.g. occlusion, deformation, viewpoint change. In this paper, we argue that videos offer this natural augmentation for free. Videos can provide entirely new views of objects, show deformation, and even connect semantically similar but visually distinct concepts. We propose Video Noise Contrastive Estimation, a method for using unlabeled video to learn strong, transferable single image representations. We demonstrate improvements over recent unsupervised single image techniques, as well as over fully supervised ImageNet pretraining, across a variety of temporal and non-temporal tasks. Code and the Random Related Video Views dataset are available at https://www.github.com/danielgordon10/vince

cs.CV↗

Use the Force, Luke! Learning to Predict Physical Forces by Simulating Effects

When we humans look at a video of human-object interaction, we can not only infer what is happening but we can even extract actionable information and imitate those interactions. On the other hand, current recognition or geometric approaches lack the physicality of action representation. In this paper, we take a step towards a more physical understanding of actions. We address the problem of inferring contact points and the physical forces from videos of humans interacting with objects. One of the main challenges in tackling this problem is obtaining ground-truth labels for forces. We sidestep this problem by instead using a physics simulator for supervision. Specifically, we use a simulator to predict effects and enforce that estimated forces must lead to the same effect as depicted in the video. Our quantitative and qualitative results show that (a) we can predict meaningful forces from videos whose effects lead to accurate imitation of the motions observed, (b) by jointly optimizing for contact point and force prediction, we can improve the performance on both tasks in comparison to independent training, and (c) we can learn a representation from this model that generalizes to novel objects using few shot examples.

cs.CV↗

Learning to Learn How to Learn: Self-Adaptive Visual Navigation Using Meta-Learning

Learning is an inherently continuous phenomenon. When humans learn a new task there is no explicit distinction between training and inference. As we learn a task, we keep learning about it while performing the task. What we learn and how we learn it varies during different stages of learning. Learning how to learn and adapt is a key property that enables us to generalize effortlessly to new settings. This is in contrast with conventional settings in machine learning where a trained model is frozen during inference. In this paper we study the problem of learning to learn at both training and test time in the context of visual navigation. A fundamental challenge in navigation is generalization to unseen scenes. In this paper we propose a self-adaptive visual navigation method (SAVN) which learns to adapt to new environments without any explicit supervision. Our solution is a meta-reinforcement learning approach where an agent learns a self-supervised interaction loss that encourages effective navigation. Our experiments, performed in the AI2-THOR framework, show major improvements in both success rate and SPL for visual navigation in novel scenes. Our code and data are available at: https://github.com/allenai/savn .

cs.CV↗

Who Let The Dogs Out? Modeling Dog Behavior From Visual Data

We introduce the task of directly modeling a visually intelligent agent. Computer vision typically focuses on solving various subtasks related to visual intelligence. We depart from this standard approach to computer vision; instead we directly model a visually intelligent agent. Our model takes visual information as input and directly predicts the actions of the agent. Toward this end we introduce DECADE, a large-scale dataset of ego-centric videos from a dog's perspective as well as her corresponding movements. Using this data we model how the dog acts and how the dog plans her movements. We show under a variety of metrics that given just visual input we can successfully model this intelligent agent in many situations. Moreover, the representation learned by our model encodes distinct information compared to representations trained on image classification, and our learned representation can generalize to other domains. In particular, we show strong results on the task of walkable surface estimation by using this dog modeling task as representation learning.

cs.CV↗

SeGAN: Segmenting and Generating the Invisible

Objects often occlude each other in scenes; Inferring their appearance beyond their visible parts plays an important role in scene understanding, depth estimation, object interaction and manipulation. In this paper, we study the challenging problem of completing the appearance of occluded objects. Doing so requires knowing which pixels to paint (segmenting the invisible parts of objects) and what color to paint them (generating the invisible parts). Our proposed novel solution, SeGAN, jointly optimizes for both segmentation and generation of the invisible parts of objects. Our experimental results show that: (a) SeGAN can learn to generate the appearance of the occluded parts of objects; (b) SeGAN outperforms state-of-the-art segmentation baselines for the invisible parts of objects; (c) trained on synthetic photo realistic images, SeGAN can reliably segment natural images; (d) by reasoning about occluder occludee relations, our method can infer depth layering.

cs.CV↗