Searcharxiv⌕ Search

arXiv subjects

Roozbeh Mottaghi

Publications and source records attributed to Roozbeh Mottaghi.

At least 55 records · Page 3Linked to original sources

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↗

RobustNav: Towards Benchmarking Robustness in Embodied Navigation

As an attempt towards assessing the robustness of embodied navigation agents, we propose RobustNav, a framework to quantify the performance of embodied navigation agents when exposed to a wide variety of visual - affecting RGB inputs - and dynamics - affecting transition dynamics - corruptions. Most recent efforts in visual navigation have typically focused on generalizing to novel target environments with similar appearance and dynamics characteristics. With RobustNav, we find that some standard embodied navigation agents significantly underperform (or fail) in the presence of visual or dynamics corruptions. We systematically analyze the kind of idiosyncrasies that emerge in the behavior of such agents when operating under corruptions. Finally, for visual corruptions in RobustNav, we show that while standard techniques to improve robustness such as data-augmentation and self-supervised adaptation offer some zero-shot resistance and improvements in navigation performance, there is still a long way to go in terms of recovering lost performance relative to clean "non-corrupt" settings, warranting more research in this direction. Our code is available at https://github.com/allenai/robustnav

cs.CV↗

Pushing it out of the Way: Interactive Visual Navigation

We have observed significant progress in visual navigation for embodied agents. A common assumption in studying visual navigation is that the environments are static; this is a limiting assumption. Intelligent navigation may involve interacting with the environment beyond just moving forward/backward and turning left/right. Sometimes, the best way to navigate is to push something out of the way. In this paper, we study the problem of interactive navigation where agents learn to change the environment to navigate more efficiently to their goals. To this end, we introduce the Neural Interaction Engine (NIE) to explicitly predict the change in the environment caused by the agent's actions. By modeling the changes while planning, we find that agents exhibit significant improvements in their navigational capabilities. More specifically, we consider two downstream tasks in the physics-enabled, visually rich, AI2-THOR environment: (1) reaching a target while the path to the target is blocked (2) moving an object to a target location by pushing it. For both tasks, agents equipped with an NIE significantly outperform agents without the understanding of the effect of the actions indicating the benefits of our approach.

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↗

Visual Room Rearrangement

There has been a significant recent progress in the field of Embodied AI with researchers developing models and algorithms enabling embodied agents to navigate and interact within completely unseen environments. In this paper, we propose a new dataset and baseline models for the task of Rearrangement. We particularly focus on the task of Room Rearrangement: an agent begins by exploring a room and recording objects' initial configurations. We then remove the agent and change the poses and states (e.g., open/closed) of some objects in the room. The agent must restore the initial configurations of all objects in the room. Our dataset, named RoomR, includes 6,000 distinct rearrangement settings involving 72 different object types in 120 scenes. Our experiments show that solving this challenging interactive task that involves navigation and object interaction is beyond the capabilities of the current state-of-the-art techniques for embodied tasks and we are still very far from achieving perfect performance on these types of tasks. The code and the dataset are available at: https://ai2thor.allenai.org/rearrangement

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↗

Rearrangement: A Challenge for Embodied AI

We describe a framework for research and evaluation in Embodied AI. Our proposal is based on a canonical task: Rearrangement. A standard task can focus the development of new techniques and serve as a source of trained models that can be transferred to other settings. In the rearrangement task, the goal is to bring a given physical environment into a specified state. The goal state can be specified by object poses, by images, by a description in language, or by letting the agent experience the environment in the goal state. We characterize rearrangement scenarios along different axes and describe metrics for benchmarking rearrangement performance. To facilitate research and exploration, we present experimental testbeds of rearrangement scenarios in four different simulation environments. We anticipate that other datasets will be released and new simulation platforms will be built to support training of rearrangement agents and their deployment on physical systems.

cs.AI↗

Learning About Objects by Learning to Interact with Them

Much of the remarkable progress in computer vision has been focused around fully supervised learning mechanisms relying on highly curated datasets for a variety of tasks. In contrast, humans often learn about their world with little to no external supervision. Taking inspiration from infants learning from their environment through play and interaction, we present a computational framework to discover objects and learn their physical properties along this paradigm of Learning from Interaction. Our agent, when placed within the near photo-realistic and physics-enabled AI2-THOR environment, interacts with its world and learns about objects, their geometric extents and relative masses, without any external guidance. Our experiments reveal that this agent learns efficiently and effectively; not just for objects it has interacted with before, but also for novel instances from seen categories as well as novel object categories.

cs.CV↗

ObjectNav Revisited: On Evaluation of Embodied Agents Navigating to Objects

We revisit the problem of Object-Goal Navigation (ObjectNav). In its simplest form, ObjectNav is defined as the task of navigating to an object, specified by its label, in an unexplored environment. In particular, the agent is initialized at a random location and pose in an environment and asked to find an instance of an object category, e.g., find a chair, by navigating to it. As the community begins to show increased interest in semantic goal specification for navigation tasks, a number of different often-inconsistent interpretations of this task are emerging. This document summarizes the consensus recommendations of this working group on ObjectNav. In particular, we make recommendations on subtle but important details of evaluation criteria (for measuring success when navigating towards a target object), the agent's embodiment parameters, and the characteristics of the environments within which the task is carried out. Finally, we provide a detailed description of the instantiation of these recommendations in challenges organized at the Embodied AI workshop at CVPR 2020 http://embodied-ai.org .

cs.CV↗

AllenAct: A Framework for Embodied AI Research

The domain of Embodied AI, in which agents learn to complete tasks through interaction with their environment from egocentric observations, has experienced substantial growth with the advent of deep reinforcement learning and increased interest from the computer vision, NLP, and robotics communities. This growth has been facilitated by the creation of a large number of simulated environments (such as AI2-THOR, Habitat and CARLA), tasks (like point navigation, instruction following, and embodied question answering), and associated leaderboards. While this diversity has been beneficial and organic, it has also fragmented the community: a huge amount of effort is required to do something as simple as taking a model trained in one environment and testing it in another. This discourages good science. We introduce AllenAct, a modular and flexible learning framework designed with a focus on the unique requirements of Embodied AI research. AllenAct provides first-class support for a growing collection of embodied environments, tasks and algorithms, provides reproductions of state-of-the-art models and includes extensive documentation, tutorials, start-up code, and pre-trained models. We hope that our framework makes Embodied AI more accessible and encourages new researchers to join this exciting area. The framework can be accessed at: https://allenact.org/

cs.CV↗

VisualCOMET: Reasoning about the Dynamic Context of a Still Image

Even from a single frame of a still image, people can reason about the dynamic story of the image before, after, and beyond the frame. For example, given an image of a man struggling to stay afloat in water, we can reason that the man fell into the water sometime in the past, the intent of that man at the moment is to stay alive, and he will need help in the near future or else he will get washed away. We propose VisualComet, the novel framework of visual commonsense reasoning tasks to predict events that might have happened before, events that might happen next, and the intents of the people at present. To support research toward visual commonsense reasoning, we introduce the first large-scale repository of Visual Commonsense Graphs that consists of over 1.4 million textual descriptions of visual commonsense inferences carefully annotated over a diverse set of 60,000 images, each paired with short video summaries of before and after. In addition, we provide person-grounding (i.e., co-reference links) between people appearing in the image and people mentioned in the textual commonsense descriptions, allowing for tighter integration between images and text. We establish strong baseline performances on this task and demonstrate that integration between visual and textual commonsense reasoning is the key and wins over non-integrative alternatives.

cs.CV↗

RoboTHOR: An Open Simulation-to-Real Embodied AI Platform

Visual recognition ecosystems (e.g. ImageNet, Pascal, COCO) have undeniably played a prevailing role in the evolution of modern computer vision. We argue that interactive and embodied visual AI has reached a stage of development similar to visual recognition prior to the advent of these ecosystems. Recently, various synthetic environments have been introduced to facilitate research in embodied AI. Notwithstanding this progress, the crucial question of how well models trained in simulation generalize to reality has remained largely unanswered. The creation of a comparable ecosystem for simulation-to-real embodied AI presents many challenges: (1) the inherently interactive nature of the problem, (2) the need for tight alignments between real and simulated worlds, (3) the difficulty of replicating physical conditions for repeatable experiments, (4) and the associated cost. In this paper, we introduce RoboTHOR to democratize research in interactive and embodied visual AI. RoboTHOR offers a framework of simulated environments paired with physical counterparts to systematically explore and overcome the challenges of simulation-to-real transfer, and a platform where researchers across the globe can remotely test their embodied models in the physical world. As a first benchmark, our experiments show there exists a significant gap between the performance of models trained in simulation when they are tested in both simulations and their carefully constructed physical analogs. We hope that RoboTHOR will spur the next stage of evolution in embodied computer vision. RoboTHOR can be accessed at the following link: https://ai2thor.allenai.org/robothor

cs.CV↗

Visual Reaction: Learning to Play Catch with Your Drone

In this paper we address the problem of visual reaction: the task of interacting with dynamic environments where the changes in the environment are not necessarily caused by the agent itself. Visual reaction entails predicting the future changes in a visual environment and planning accordingly. We study the problem of visual reaction in the context of playing catch with a drone in visually rich synthetic environments. This is a challenging problem since the agent is required to learn (1) how objects with different physical properties and shapes move, (2) what sequence of actions should be taken according to the prediction, (3) how to adjust the actions based on the visual feedback from the dynamic environment (e.g., when objects bouncing off a wall), and (4) how to reason and act with an unexpected state change in a timely manner. We propose a new dataset for this task, which includes 30K throws of 20 types of objects in different directions with different forces. Our results show that our model that integrates a forecaster with a planner outperforms a set of strong baselines that are based on tracking as well as pure model-based and model-free RL baselines. The code and dataset are available at github.com/KuoHaoZeng/Visual_Reaction.

cs.CV↗

ALFRED: A Benchmark for Interpreting Grounded Instructions for Everyday Tasks

We present ALFRED (Action Learning From Realistic Environments and Directives), a benchmark for learning a mapping from natural language instructions and egocentric vision to sequences of actions for household tasks. ALFRED includes long, compositional tasks with non-reversible state changes to shrink the gap between research benchmarks and real-world applications. ALFRED consists of expert demonstrations in interactive visual environments for 25k natural language directives. These directives contain both high-level goals like "Rinse off a mug and place it in the coffee maker." and low-level language instructions like "Walk to the coffee maker on the right." ALFRED tasks are more complex in terms of sequence length, action space, and language than existing vision-and-language task datasets. We show that a baseline model based on recent embodied vision-and-language tasks performs poorly on ALFRED, suggesting that there is significant room for developing innovative grounded visual language understanding models with this benchmark.

cs.CV↗

OK-VQA: A Visual Question Answering Benchmark Requiring External Knowledge

Visual Question Answering (VQA) in its ideal form lets us study reasoning in the joint space of vision and language and serves as a proxy for the AI task of scene understanding. However, most VQA benchmarks to date are focused on questions such as simple counting, visual attributes, and object detection that do not require reasoning or knowledge beyond what is in the image. In this paper, we address the task of knowledge-based visual question answering and provide a benchmark, called OK-VQA, where the image content is not sufficient to answer the questions, encouraging methods that rely on external knowledge resources. Our new dataset includes more than 14,000 questions that require external knowledge to answer. We show that the performance of the state-of-the-art VQA models degrades drastically in this new setting. Our analysis shows that our knowledge-based VQA task is diverse, difficult, and large compared to previous knowledge-based VQA datasets. We hope that this dataset enables researchers to open up new avenues for research in this domain. See http://okvqa.allenai.org to download and browse the dataset.

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↗