SearcharxivSearch

arXiv subjects

Ruta Desai

Publications and source records attributed to Ruta Desai.

At least 19 recordsLinked to original sources

Learning to Interrupt in Language-based Multi-agent Communication

When a colleague starts explaining something you already understand, you interrupt them. This simple act, a listener taking control of the conversation, is natural in human communication but absent in current verbose LLM multi-agent systems. Current approaches address communication efficiency only from the speaker side, compressing messages before they are sent. We flip the perspective: rather than making speakers more concise, we let listeners decide when they have heard enough. We propose a new communication paradigm in which the listener can interrupt the speaker mid-generation. We find that LLMs, given this ability, are overconfident and interrupt too early before receiving sufficient information. This finding motivates HANDRAISER, a learning method that predicts the right moment to interrupt based on estimated future reward and communication cost. We evaluate our framework on three multi-agent tasks: 2-agent text pictionary, 3-agent meeting scheduling, and 3-agent debate. HANDRAISER reduces communication cost by 32.2% over the non-interruptible baseline while achieving comparable or superior task performance, with interruption behavior that generalizes across different agents and tasks.

cs.CL

Interactive Program Synthesis for Modeling Collaborative Physical Activities from Narrated Demonstrations

Teaching systems physical tasks is a long standing goal in HCI, yet most prior work has focused on non collaborative physical activities. Collaborative tasks introduce added complexity, requiring systems to infer users assumptions about their teammates intent, which is an inherently ambiguous and dynamic process. This necessitates representations that are interpretable and correctable, enabling users to inspect and refine system behavior. We address this challenge by framing collaborative task learning as a program synthesis problem. Our system represents behavior as editable programs and uses narrated demonstrations, i.e. paired physical actions and natural language, as a unified modality for teaching, inspecting, and correcting system logic without requiring users to see or write code. The same modality is used for the system to communicate its learning to users. In a within subjects study, 20 users taught multiplayer soccer tactics to our system. 70 percent (14/20) of participants successfully refined learned programs to match their intent and 90 percent (18/20) found it easy to correct the programs. The study surfaced unique challenges in representing learning as programs and in enabling users to teach collaborative physical activities. We discuss these issues and outline mitigation strategies.

cs.AI

EgoTV: Egocentric Task Verification from Natural Language Task Descriptions

To enable progress towards egocentric agents capable of understanding everyday tasks specified in natural language, we propose a benchmark and a synthetic dataset called Egocentric Task Verification (EgoTV). The goal in EgoTV is to verify the execution of tasks from egocentric videos based on the natural language description of these tasks. EgoTV contains pairs of videos and their task descriptions for multi-step tasks -- these tasks contain multiple sub-task decompositions, state changes, object interactions, and sub-task ordering constraints. In addition, EgoTV also provides abstracted task descriptions that contain only partial details about ways to accomplish a task. Consequently, EgoTV requires causal, temporal, and compositional reasoning of video and language modalities, which is missing in existing datasets. We also find that existing vision-language models struggle at such all round reasoning needed for task verification in EgoTV. Inspired by the needs of EgoTV, we propose a novel Neuro-Symbolic Grounding (NSG) approach that leverages symbolic representations to capture the compositional and temporal structure of tasks. We demonstrate NSG's capability towards task tracking and verification on our EgoTV dataset and a real-world dataset derived from CrossTask (CTV). We open-source the EgoTV and CTV datasets and the NSG model for future research on egocentric assistive agents.

cs.CV

COOPERA: Continual Open-Ended Human-Robot Assistance

To understand and collaborate with humans, robots must account for individual human traits, habits, and activities over time. However, most robotic assistants lack these abilities, as they primarily focus on predefined tasks in structured environments and lack a human model to learn from. This work introduces COOPERA, a novel framework for COntinual, OPen-Ended human-Robot Assistance, where simulated humans, driven by psychological traits and long-term intentions, interact with robots in complex environments. By integrating continuous human feedback, our framework, for the first time, enables the study of long-term, open-ended human-robot collaboration (HRC) in different collaborative tasks across various time-scales. Within COOPERA, we introduce a benchmark and an approach to personalize the robot's collaborative actions by learning human traits and context-dependent intents. Experiments validate the extent to which our simulated humans reflect realistic human behaviors and demonstrate the value of inferring and personalizing to human intents for open-ended and long-term HRC. Project Page: https://dannymcy.github.io/coopera/

cs.RO

Grounding Multimodal LLMs to Embodied Agents that Ask for Help with Reinforcement Learning

Embodied agents operating in household environments must interpret ambiguous and under-specified human instructions. A capable household robot should recognize ambiguity and ask relevant clarification questions to infer the user intent accurately, leading to more effective task execution. To study this problem, we introduce the Ask-to-Act task, where an embodied agent is tasked with a single or multi-object rearrangement task using an under-specified instruction in a home environment. The agent must strategically ask minimal, yet relevant, clarification questions to resolve ambiguity while navigating under partial observability. To address this challenge, we propose a novel approach that fine-tunes multi-modal large language models (MLLMs) as vision-language-action (VLA) policies using online reinforcement learning (RL) with LLM-generated rewards. Our method eliminates the need for large-scale human demonstrations or manually engineered rewards for training such agents. We benchmark against strong zero-shot baselines including GPT-4o as well as supervised fine-tuned MLLMs on our task. Our results show that our RL-finetuned MLLM outperforms all baselines by a significant margin (10.4-16.5%), generalizing well to novel scenes and tasks. To the best of our knowledge, this is the first demonstration of adapting MLLMs as VLA agents that can act and ask for help using LLM-generated rewards with online RL.

cs.AI

Enhancing Visual Planning with Auxiliary Tasks and Multi-token Prediction

Visual Planning for Assistance (VPA) aims to predict a sequence of user actions required to achieve a specified goal based on a video showing the user's progress. Although recent advances in multimodal large language models (MLLMs) have shown promising results in video understanding, long-horizon visual planning remains a challenging problem. We identify two challenges in training large MLLMs for video-based planning tasks: (1) scarcity of procedural annotations, limiting the model's ability to learn procedural task dynamics effectively, and (2) inefficiency of next-token prediction objective to explicitly capture the structured action space for visual planning when compared to free-form, natural language. To tackle data scarcity, we introduce Auxiliary Task Augmentation. We design and train our model on auxiliary tasks relevant to long-horizon video-based planning (e.g., goal prediction) to augment the model's planning ability. To more explicitly model the structured action space unique to visual planning tasks, we leverage Multi-token Prediction, extending traditional next-token prediction by using multiple heads to predict multiple future tokens during training. Our approach, VideoPlan, achieves state-of-the-art VPA performance on the COIN and CrossTask datasets, surpassing prior methods by 7.3% and 3.4%, respectively, when predicting 3 future actions. We further extend our method to the challenging Ego4D Long-term Action Anticipation task, and show that it is on par with the state-of-the-art approaches despite not using specialized egocentric features. Code will be made available.

cs.CV

ADAPT: Actively Discovering and Adapting to Preferences for any Task

Assistive agents should be able to perform under-specified long-horizon tasks while respecting user preferences. We introduce Actively Discovering and Adapting to Preferences for any Task (ADAPT) -- a benchmark designed to evaluate agents' ability to adhere to user preferences across various household tasks through active questioning. Next, we propose Reflection-DPO, a novel training approach for adapting large language models (LLMs) to the task of active questioning. Reflection-DPO finetunes a 'student' LLM to follow the actions of a privileged 'teacher' LLM, and optionally ask a question to gather necessary information to better predict the teacher action. We find that prior approaches that use state-of-the-art LLMs fail to sufficiently follow user preferences in ADAPT due to insufficient questioning and poor adherence to elicited preferences. In contrast, Reflection-DPO achieves a higher rate of satisfying user preferences, outperforming a zero-shot chain-of-thought baseline by 6.1% on unseen users.

cs.AI

PARTNR: A Benchmark for Planning and Reasoning in Embodied Multi-agent Tasks

We present a benchmark for Planning And Reasoning Tasks in humaN-Robot collaboration (PARTNR) designed to study human-robot coordination in household activities. PARTNR tasks exhibit characteristics of everyday tasks, such as spatial, temporal, and heterogeneous agent capability constraints. We employ a semi-automated task generation pipeline using Large Language Models (LLMs), incorporating simulation in the loop for grounding and verification. PARTNR stands as the largest benchmark of its kind, comprising 100,000 natural language tasks, spanning 60 houses and 5,819 unique objects. We analyze state-of-the-art LLMs on PARTNR tasks, across the axes of planning, perception and skill execution. The analysis reveals significant limitations in SoTA models, such as poor coordination and failures in task tracking and recovery from errors. When LLMs are paired with real humans, they require 1.5x as many steps as two humans collaborating and 1.1x more steps than a single human, underscoring the potential for improvement in these models. We further show that fine-tuning smaller LLMs with planning data can achieve performance on par with models 9 times larger, while being 8.6x faster at inference. Overall, PARTNR highlights significant challenges facing collaborative embodied agents and aims to drive research in this direction.

cs.RO

Human Action Anticipation: A Survey

Predicting future human behavior is an increasingly popular topic in computer vision, driven by the interest in applications such as autonomous vehicles, digital assistants and human-robot interactions. The literature on behavior prediction spans various tasks, including action anticipation, activity forecasting, intent prediction, goal prediction, and so on. Our survey aims to tie together this fragmented literature, covering recent technical innovations as well as the development of new large-scale datasets for model training and evaluation. We also summarize the widely-used metrics for different tasks and provide a comprehensive performance comparison of existing approaches on eleven action anticipation datasets. This survey serves as not only a reference for contemporary methodologies in action anticipation, but also a guideline for future research direction of this evolving landscape.

cs.CV

User-in-the-loop Evaluation of Multimodal LLMs for Activity Assistance

Our research investigates the capability of modern multimodal reasoning models, powered by Large Language Models (LLMs), to facilitate vision-powered assistants for multi-step daily activities. Such assistants must be able to 1) encode relevant visual history from the assistant's sensors, e.g., camera, 2) forecast future actions for accomplishing the activity, and 3) replan based on the user in the loop. To evaluate the first two capabilities, grounding visual history and forecasting in short and long horizons, we conduct benchmarking of two prominent classes of multimodal LLM approaches -- Socratic Models and Vision Conditioned Language Models (VCLMs) on video-based action anticipation tasks using offline datasets. These offline benchmarks, however, do not allow us to close the loop with the user, which is essential to evaluate the replanning capabilities and measure successful activity completion in assistive scenarios. To that end, we conduct a first-of-its-kind user study, with 18 participants performing 3 different multi-step cooking activities while wearing an egocentric observation device called Aria and following assistance from multimodal LLMs. We find that the Socratic approach outperforms VCLMs in both offline and online settings. We further highlight how grounding long visual history, common in activity assistance, remains challenging in current models, especially for VCLMs, and demonstrate that offline metrics do not indicate online performance.

cs.CV

Learning Human Preferences Over Robot Behavior as Soft Planning Constraints

Preference learning has long been studied in Human-Robot Interaction (HRI) in order to adapt robot behavior to specific user needs and desires. Typically, human preferences are modeled as a scalar function; however, such a formulation confounds critical considerations on how the robot should behave for a given task, with desired -- but not required -- robot behavior. In this work, we distinguish between such required and desired robot behavior by leveraging a planning framework. Specifically, we propose a novel problem formulation for preference learning in HRI where various types of human preferences are encoded as soft planning constraints. Then, we explore a data-driven method to enable a robot to infer preferences by querying users, which we instantiate in rearrangement tasks in the Habitat 2.0 simulator. We show that the proposed approach is promising at inferring three types of preferences even under varying levels of noise in simulated user choices between potential robot behaviors. Our contributions open up doors to adaptable planning-based robot behavior in the future.

cs.RO

EgoEnv: Human-centric environment representations from egocentric video

First-person video highlights a camera-wearer's activities in the context of their persistent environment. However, current video understanding approaches reason over visual features from short video clips that are detached from the underlying physical space and capture only what is immediately visible. To facilitate human-centric environment understanding, we present an approach that links egocentric video and the environment by learning representations that are predictive of the camera-wearer's (potentially unseen) local surroundings. We train such models using videos from agents in simulated 3D environments where the environment is fully observable, and test them on human-captured real-world videos from unseen environments. On two human-centric video tasks, we show that models equipped with our environment-aware features consistently outperform their counterparts with traditional clip features. Moreover, despite being trained exclusively on simulated videos, our approach successfully handles real-world videos from HouseTours and Ego4D, and achieves state-of-the-art results on the Ego4D NLQ challenge. Project page: https://vision.cs.utexas.edu/projects/ego-env/

cs.CV

Human-Centered Planning

LLMs have recently made impressive inroads on tasks whose output is structured, such as coding, robotic planning and querying databases. The vision of creating AI-powered personal assistants also involves creating structured outputs, such as a plan for one's day, or for an overseas trip. Here, since the plan is executed by a human, the output doesn't have to satisfy strict syntactic constraints. A useful assistant should also be able to incorporate vague constraints specified by the user in natural language. This makes LLMs an attractive option for planning. We consider the problem of planning one's day. We develop an LLM-based planner (LLMPlan) extended with the ability to self-reflect on its output and a symbolic planner (SymPlan) with the ability to translate text constraints into a symbolic representation. Despite no formal specification of constraints, we find that LLMPlan performs explicit constraint satisfaction akin to the traditional symbolic planners on average (2% performance difference), while retaining the reasoning of implicit requirements. Consequently, LLM-based planners outperform their symbolic counterparts in user satisfaction (70.5% vs. 40.4%) during interactive evaluation with 40 users.

cs.AI

Habitat 3.0: A Co-Habitat for Humans, Avatars and Robots

We present Habitat 3.0: a simulation platform for studying collaborative human-robot tasks in home environments. Habitat 3.0 offers contributions across three dimensions: (1) Accurate humanoid simulation: addressing challenges in modeling complex deformable bodies and diversity in appearance and motion, all while ensuring high simulation speed. (2) Human-in-the-loop infrastructure: enabling real human interaction with simulated robots via mouse/keyboard or a VR interface, facilitating evaluation of robot policies with human input. (3) Collaborative tasks: studying two collaborative tasks, Social Navigation and Social Rearrangement. Social Navigation investigates a robot's ability to locate and follow humanoid avatars in unseen environments, whereas Social Rearrangement addresses collaboration between a humanoid and robot while rearranging a scene. These contributions allow us to study end-to-end learned and heuristic baselines for human-robot collaboration in-depth, as well as evaluate them with humans in the loop. Our experiments demonstrate that learned robot policies lead to efficient task completion when collaborating with unseen humanoid agents and human partners that might exhibit behaviors that the robot has not seen before. Additionally, we observe emergent behaviors during collaborative task execution, such as the robot yielding space when obstructing a humanoid agent, thereby allowing the effective completion of the task by the humanoid agent. Furthermore, our experiments using the human-in-the-loop tool demonstrate that our automated evaluation with humanoids can provide an indication of the relative ordering of different policies when evaluated with real human collaborators. Habitat 3.0 unlocks interesting new features in simulators for Embodied AI, and we hope it paves the way for a new frontier of embodied human-AI interaction capabilities.

cs.HC

Pretrained Language Models as Visual Planners for Human Assistance

In our pursuit of advancing multi-modal AI assistants capable of guiding users to achieve complex multi-step goals, we propose the task of "Visual Planning for Assistance (VPA)". Given a succinct natural language goal, e.g., "make a shelf", and a video of the user's progress so far, the aim of VPA is to devise a plan, i.e., a sequence of actions such as "sand shelf", "paint shelf", etc. to realize the specified goal. This requires assessing the user's progress from the (untrimmed) video, and relating it to the requirements of natural language goal, i.e., which actions to select and in what order? Consequently, this requires handling long video history and arbitrarily complex action dependencies. To address these challenges, we decompose VPA into video action segmentation and forecasting. Importantly, we experiment by formulating the forecasting step as a multi-modal sequence modeling problem, allowing us to leverage the strength of pre-trained LMs (as the sequence model). This novel approach, which we call Visual Language Model based Planner (VLaMP), outperforms baselines across a suite of metrics that gauge the quality of the generated plans. Furthermore, through comprehensive ablations, we also isolate the value of each component--language pre-training, visual observations, and goal information. We have open-sourced all the data, model checkpoints, and training code.

cs.CV

Adaptive Coordination in Social Embodied Rearrangement

We present the task of "Social Rearrangement", consisting of cooperative everyday tasks like setting up the dinner table, tidying a house or unpacking groceries in a simulated multi-agent environment. In Social Rearrangement, two robots coordinate to complete a long-horizon task, using onboard sensing and egocentric observations, and no privileged information about the environment. We study zero-shot coordination (ZSC) in this task, where an agent collaborates with a new partner, emulating a scenario where a robot collaborates with a new human partner. Prior ZSC approaches struggle to generalize in our complex and visually rich setting, and on further analysis, we find that they fail to generate diverse coordination behaviors at training time. To counter this, we propose Behavior Diversity Play (BDP), a novel ZSC approach that encourages diversity through a discriminability objective. Our results demonstrate that BDP learns adaptive agents that can tackle visual coordination, and zero-shot generalize to new partners in unseen environments, achieving 35% higher success and 32% higher efficiency compared to baselines.

cs.LG

Effective Baselines for Multiple Object Rearrangement Planning in Partially Observable Mapped Environments

Many real-world tasks, from house-cleaning to cooking, can be formulated as multi-object rearrangement problems -- where an agent needs to get specific objects into appropriate goal states. For such problems, we focus on the setting that assumes a pre-specified goal state, availability of perfect manipulation and object recognition capabilities, and a static map of the environment but unknown initial location of objects to be rearranged. Our goal is to enable home-assistive intelligent agents to efficiently plan for rearrangement under such partial observability. This requires efficient trade-offs between exploration of the environment and planning for rearrangement, which is challenging because of long-horizon nature of the problem. To make progress on this problem, we first analyze the effects of various factors such as number of objects and receptacles, agent carrying capacity, environment layouts etc. on exploration and planning for rearrangement using classical methods. We then investigate both monolithic and modular deep reinforcement learning (DRL) methods for planning in our setting. We find that monolithic DRL methods do not succeed at long-horizon planning needed for multi-object rearrangement. Instead, modular greedy approaches surprisingly perform reasonably well and emerge as competitive baselines for planning with partial observability in multi-object rearrangement problems. We also show that our greedy modular agents are empirically optimal when the objects that need to be rearranged are uniformly distributed in the environment -- thereby contributing baselines with strong performance for future work on multi-object rearrangement planning in partially observable settings.

cs.RO

Action Dynamics Task Graphs for Learning Plannable Representations of Procedural Tasks

Given video demonstrations and paired narrations of an at-home procedural task such as changing a tire, we present an approach to extract the underlying task structure -- relevant actions and their temporal dependencies -- via action-centric task graphs. Learnt structured representations from our method, Action Dynamics Task Graphs (ADTG), can then be used for understanding such tasks in unseen videos of humans performing them. Furthermore, ADTG can enable providing user-centric guidance to humans in these tasks, either for performing them better or for learning new tasks. Specifically, we show how ADTG can be used for: (1) tracking an ongoing task, (2) recommending next actions, and (3) planning a sequence of actions to accomplish a procedural task. We compare against state-of-the-art Neural Task Graph method and demonstrate substantial gains on 18 procedural tasks from the CrossTask dataset, including 30.1% improvement in task tracking accuracy and 20.3% accuracy gain in next action prediction.

cs.CV