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Silvio Savarese

Publications and source records attributed to Silvio Savarese.

At least 163 records · Page 9Linked to original sources

JRDB-Act: A Large-scale Dataset for Spatio-temporal Action, Social Group and Activity Detection

The availability of large-scale video action understanding datasets has facilitated advances in the interpretation of visual scenes containing people. However, learning to recognise human actions and their social interactions in an unconstrained real-world environment comprising numerous people, with potentially highly unbalanced and long-tailed distributed action labels from a stream of sensory data captured from a mobile robot platform remains a significant challenge, not least owing to the lack of a reflective large-scale dataset. In this paper, we introduce JRDB-Act, as an extension of the existing JRDB, which is captured by a social mobile manipulator and reflects a real distribution of human daily-life actions in a university campus environment. JRDB-Act has been densely annotated with atomic actions, comprises over 2.8M action labels, constituting a large-scale spatio-temporal action detection dataset. Each human bounding box is labeled with one pose-based action label and multiple~(optional) interaction-based action labels. Moreover JRDB-Act provides social group annotation, conducive to the task of grouping individuals based on their interactions in the scene to infer their social activities~(common activities in each social group). Each annotated label in JRDB-Act is tagged with the annotators' confidence level which contributes to the development of reliable evaluation strategies. In order to demonstrate how one can effectively utilise such annotations, we develop an end-to-end trainable pipeline to learn and infer these tasks, i.e. individual action and social group detection. The data and the evaluation code is publicly available at https://jrdb.erc.monash.edu/.

cs.CV↗

iGibson 2.0: Object-Centric Simulation for Robot Learning of Everyday Household Tasks

Recent research in embodied AI has been boosted by the use of simulation environments to develop and train robot learning approaches. However, the use of simulation has skewed the attention to tasks that only require what robotics simulators can simulate: motion and physical contact. We present iGibson 2.0, an open-source simulation environment that supports the simulation of a more diverse set of household tasks through three key innovations. First, iGibson 2.0 supports object states, including temperature, wetness level, cleanliness level, and toggled and sliced states, necessary to cover a wider range of tasks. Second, iGibson 2.0 implements a set of predicate logic functions that map the simulator states to logic states like Cooked or Soaked. Additionally, given a logic state, iGibson 2.0 can sample valid physical states that satisfy it. This functionality can generate potentially infinite instances of tasks with minimal effort from the users. The sampling mechanism allows our scenes to be more densely populated with small objects in semantically meaningful locations. Third, iGibson 2.0 includes a virtual reality (VR) interface to immerse humans in its scenes to collect demonstrations. As a result, we can collect demonstrations from humans on these new types of tasks, and use them for imitation learning. We evaluate the new capabilities of iGibson 2.0 to enable robot learning of novel tasks, in the hope of demonstrating the potential of this new simulator to support new research in embodied AI. iGibson 2.0 and its new dataset are publicly available at http://svl.stanford.edu/igibson/.

cs.RO↗

Learning Language-Conditioned Robot Behavior from Offline Data and Crowd-Sourced Annotation

We study the problem of learning a range of vision-based manipulation tasks from a large offline dataset of robot interaction. In order to accomplish this, humans need easy and effective ways of specifying tasks to the robot. Goal images are one popular form of task specification, as they are already grounded in the robot's observation space. However, goal images also have a number of drawbacks: they are inconvenient for humans to provide, they can over-specify the desired behavior leading to a sparse reward signal, or under-specify task information in the case of non-goal reaching tasks. Natural language provides a convenient and flexible alternative for task specification, but comes with the challenge of grounding language in the robot's observation space. To scalably learn this grounding we propose to leverage offline robot datasets (including highly sub-optimal, autonomously collected data) with crowd-sourced natural language labels. With this data, we learn a simple classifier which predicts if a change in state completes a language instruction. This provides a language-conditioned reward function that can then be used for offline multi-task RL. In our experiments, we find that on language-conditioned manipulation tasks our approach outperforms both goal-image specifications and language conditioned imitation techniques by more than 25%, and is able to perform visuomotor tasks from natural language, such as "open the right drawer" and "move the stapler", on a Franka Emika Panda robot.

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What Matters in Learning from Offline Human Demonstrations for Robot Manipulation

Imitating human demonstrations is a promising approach to endow robots with various manipulation capabilities. While recent advances have been made in imitation learning and batch (offline) reinforcement learning, a lack of open-source human datasets and reproducible learning methods make assessing the state of the field difficult. In this paper, we conduct an extensive study of six offline learning algorithms for robot manipulation on five simulated and three real-world multi-stage manipulation tasks of varying complexity, and with datasets of varying quality. Our study analyzes the most critical challenges when learning from offline human data for manipulation. Based on the study, we derive a series of lessons including the sensitivity to different algorithmic design choices, the dependence on the quality of the demonstrations, and the variability based on the stopping criteria due to the different objectives in training and evaluation. We also highlight opportunities for learning from human datasets, such as the ability to learn proficient policies on challenging, multi-stage tasks beyond the scope of current reinforcement learning methods, and the ability to easily scale to natural, real-world manipulation scenarios where only raw sensory signals are available. We have open-sourced our datasets and all algorithm implementations to facilitate future research and fair comparisons in learning from human demonstration data. Codebase, datasets, trained models, and more available at https://arise-initiative.github.io/robomimic-web/

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Merlion: A Machine Learning Library for Time Series

We introduce Merlion, an open-source machine learning library for time series. It features a unified interface for many commonly used models and datasets for anomaly detection and forecasting on both univariate and multivariate time series, along with standard pre/post-processing layers. It has several modules to improve ease-of-use, including visualization, anomaly score calibration to improve interpetability, AutoML for hyperparameter tuning and model selection, and model ensembling. Merlion also provides a unique evaluation framework that simulates the live deployment and re-training of a model in production. This library aims to provide engineers and researchers a one-stop solution to rapidly develop models for their specific time series needs and benchmark them across multiple time series datasets. In this technical report, we highlight Merlion's architecture and major functionalities, and we report benchmark numbers across different baseline models and ensembles.

cs.LG↗

TRiPOD: Human Trajectory and Pose Dynamics Forecasting in the Wild

Joint forecasting of human trajectory and pose dynamics is a fundamental building block of various applications ranging from robotics and autonomous driving to surveillance systems. Predicting body dynamics requires capturing subtle information embedded in the humans' interactions with each other and with the objects present in the scene. In this paper, we propose a novel TRajectory and POse Dynamics (nicknamed TRiPOD) method based on graph attentional networks to model the human-human and human-object interactions both in the input space and the output space (decoded future output). The model is supplemented by a message passing interface over the graphs to fuse these different levels of interactions efficiently. Furthermore, to incorporate a real-world challenge, we propound to learn an indicator representing whether an estimated body joint is visible/invisible at each frame, e.g. due to occlusion or being outside the sensor field of view. Finally, we introduce a new benchmark for this joint task based on two challenging datasets (PoseTrack and 3DPW) and propose evaluation metrics to measure the effectiveness of predictions in the global space, even when there are invisible cases of joints. Our evaluation shows that TRiPOD outperforms all prior work and state-of-the-art specifically designed for each of the trajectory and pose forecasting tasks.

cs.CV↗

Generalization Through Hand-Eye Coordination: An Action Space for Learning Spatially-Invariant Visuomotor Control

Imitation Learning (IL) is an effective framework to learn visuomotor skills from offline demonstration data. However, IL methods often fail to generalize to new scene configurations not covered by training data. On the other hand, humans can manipulate objects in varying conditions. Key to such capability is hand-eye coordination, a cognitive ability that enables humans to adaptively direct their movements at task-relevant objects and be invariant to the objects' absolute spatial location. In this work, we present a learnable action space, Hand-eye Action Networks (HAN), that can approximate human's hand-eye coordination behaviors by learning from human teleoperated demonstrations. Through a set of challenging multi-stage manipulation tasks, we show that a visuomotor policy equipped with HAN is able to inherit the key spatial invariance property of hand-eye coordination and achieve zero-shot generalization to new scene configurations. Additional materials available at https://sites.google.com/stanford.edu/han

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iGibson 1.0: a Simulation Environment for Interactive Tasks in Large Realistic Scenes

We present iGibson 1.0, a novel simulation environment to develop robotic solutions for interactive tasks in large-scale realistic scenes. Our environment contains 15 fully interactive home-sized scenes with 108 rooms populated with rigid and articulated objects. The scenes are replicas of real-world homes, with distribution and the layout of objects aligned to those of the real world. iGibson 1.0 integrates several key features to facilitate the study of interactive tasks: i) generation of high-quality virtual sensor signals (RGB, depth, segmentation, LiDAR, flow and so on), ii) domain randomization to change the materials of the objects (both visual and physical) and/or their shapes, iii) integrated sampling-based motion planners to generate collision-free trajectories for robot bases and arms, and iv) intuitive human-iGibson interface that enables efficient collection of human demonstrations. Through experiments, we show that the full interactivity of the scenes enables agents to learn useful visual representations that accelerate the training of downstream manipulation tasks. We also show that iGibson 1.0 features enable the generalization of navigation agents, and that the human-iGibson interface and integrated motion planners facilitate efficient imitation learning of human demonstrated (mobile) manipulation behaviors. iGibson 1.0 is open-source, equipped with comprehensive examples and documentation. For more information, visit our project website: http://svl.stanford.edu/igibson/

cs.AI↗

Interactive Gibson Benchmark (iGibson 0.5): A Benchmark for Interactive Navigation in Cluttered Environments

We present Interactive Gibson Benchmark, the first comprehensive benchmark for training and evaluating Interactive Navigation: robot navigation strategies where physical interaction with objects is allowed and even encouraged to accomplish a task. For example, the robot can move objects if needed in order to clear a path leading to the goal location. Our benchmark comprises two novel elements: 1) a new experimental setup, the Interactive Gibson Environment (iGibson 0.5), which simulates high fidelity visuals of indoor scenes, and high fidelity physical dynamics of the robot and common objects found in these scenes; 2) a set of Interactive Navigation metrics which allows one to study the interplay between navigation and physical interaction. We present and evaluate multiple learning-based baselines in Interactive Gibson, and provide insights into regimes of navigation with different trade-offs between navigation path efficiency and disturbance of surrounding objects. We make our benchmark publicly available(https://sites.google.com/view/interactivegibsonenv) and encourage researchers from all disciplines in robotics (e.g. planning, learning, control) to propose, evaluate, and compare their Interactive Navigation solutions in Interactive Gibson.

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BEHAVIOR: Benchmark for Everyday Household Activities in Virtual, Interactive, and Ecological Environments

We introduce BEHAVIOR, a benchmark for embodied AI with 100 activities in simulation, spanning a range of everyday household chores such as cleaning, maintenance, and food preparation. These activities are designed to be realistic, diverse, and complex, aiming to reproduce the challenges that agents must face in the real world. Building such a benchmark poses three fundamental difficulties for each activity: definition (it can differ by time, place, or person), instantiation in a simulator, and evaluation. BEHAVIOR addresses these with three innovations. First, we propose an object-centric, predicate logic-based description language for expressing an activity's initial and goal conditions, enabling generation of diverse instances for any activity. Second, we identify the simulator-agnostic features required by an underlying environment to support BEHAVIOR, and demonstrate its realization in one such simulator. Third, we introduce a set of metrics to measure task progress and efficiency, absolute and relative to human demonstrators. We include 500 human demonstrations in virtual reality (VR) to serve as the human ground truth. Our experiments demonstrate that even state of the art embodied AI solutions struggle with the level of realism, diversity, and complexity imposed by the activities in our benchmark. We make BEHAVIOR publicly available at behavior.stanford.edu to facilitate and calibrate the development of new embodied AI solutions.

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Situational Fusion of Visual Representation for Visual Navigation

A complex visual navigation task puts an agent in different situations which call for a diverse range of visual perception abilities. For example, to "go to the nearest chair", the agent might need to identify a chair in a living room using semantics, follow along a hallway using vanishing point cues, and avoid obstacles using depth. Therefore, utilizing the appropriate visual perception abilities based on a situational understanding of the visual environment can empower these navigation models in unseen visual environments. We propose to train an agent to fuse a large set of visual representations that correspond to diverse visual perception abilities. To fully utilize each representation, we develop an action-level representation fusion scheme, which predicts an action candidate from each representation and adaptively consolidate these action candidates into the final action. Furthermore, we employ a data-driven inter-task affinity regularization to reduce redundancies and improve generalization. Our approach leads to a significantly improved performance in novel environments over ImageNet-pretrained baseline and other fusion methods.

cs.CV↗

Discovering Generalizable Skills via Automated Generation of Diverse Tasks

The learning efficiency and generalization ability of an intelligent agent can be greatly improved by utilizing a useful set of skills. However, the design of robot skills can often be intractable in real-world applications due to the prohibitive amount of effort and expertise that it requires. In this work, we introduce Skill Learning In Diversified Environments (SLIDE), a method to discover generalizable skills via automated generation of a diverse set of tasks. As opposed to prior work on unsupervised discovery of skills which incentivizes the skills to produce different outcomes in the same environment, our method pairs each skill with a unique task produced by a trainable task generator. To encourage generalizable skills to emerge, our method trains each skill to specialize in the paired task and maximizes the diversity of the generated tasks. A task discriminator defined on the robot behaviors in the generated tasks is jointly trained to estimate the evidence lower bound of the diversity objective. The learned skills can then be composed in a hierarchical reinforcement learning algorithm to solve unseen target tasks. We demonstrate that the proposed method can effectively learn a variety of robot skills in two tabletop manipulation domains. Our results suggest that the learned skills can effectively improve the robot's performance in various unseen target tasks compared to existing reinforcement learning and skill learning methods.

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Learning to Generalize Across Long-Horizon Tasks from Human Demonstrations

Imitation learning is an effective and safe technique to train robot policies in the real world because it does not depend on an expensive random exploration process. However, due to the lack of exploration, learning policies that generalize beyond the demonstrated behaviors is still an open challenge. We present a novel imitation learning framework to enable robots to 1) learn complex real world manipulation tasks efficiently from a small number of human demonstrations, and 2) synthesize new behaviors not contained in the collected demonstrations. Our key insight is that multi-task domains often present a latent structure, where demonstrated trajectories for different tasks intersect at common regions of the state space. We present Generalization Through Imitation (GTI), a two-stage offline imitation learning algorithm that exploits this intersecting structure to train goal-directed policies that generalize to unseen start and goal state combinations. In the first stage of GTI, we train a stochastic policy that leverages trajectory intersections to have the capacity to compose behaviors from different demonstration trajectories together. In the second stage of GTI, we collect a small set of rollouts from the unconditioned stochastic policy of the first stage, and train a goal-directed agent to generalize to novel start and goal configurations. We validate GTI in both simulated domains and a challenging long-horizon robotic manipulation domain in the real world. Additional results and videos are available at https://sites.google.com/view/gti2020/ .

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Deep Affordance Foresight: Planning Through What Can Be Done in the Future

Planning in realistic environments requires searching in large planning spaces. Affordances are a powerful concept to simplify this search, because they model what actions can be successful in a given situation. However, the classical notion of affordance is not suitable for long horizon planning because it only informs the robot about the immediate outcome of actions instead of what actions are best for achieving a long-term goal. In this paper, we introduce a new affordance representation that enables the robot to reason about the long-term effects of actions through modeling what actions are afforded in the future, thereby informing the robot the best actions to take next to achieve a task goal. Based on the new representation, we develop a learning-to-plan method, Deep Affordance Foresight (DAF), that learns partial environment models of affordances of parameterized motor skills through trial-and-error. We evaluate DAF on two challenging manipulation domains and show that it can effectively learn to carry out multi-step tasks, share learned affordance representations among different tasks, and learn to plan with high-dimensional image inputs. Additional material is available at https://sites.google.com/stanford.edu/daf

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Semantic and Geometric Modeling with Neural Message Passing in 3D Scene Graphs for Hierarchical Mechanical Search

Searching for objects in indoor organized environments such as homes or offices is part of our everyday activities. When looking for a target object, we jointly reason about the rooms and containers the object is likely to be in; the same type of container will have a different probability of having the target depending on the room it is in. We also combine geometric and semantic information to infer what container is best to search, or what other objects are best to move, if the target object is hidden from view. We propose to use a 3D scene graph representation to capture the hierarchical, semantic, and geometric aspects of this problem. To exploit this representation in a search process, we introduce Hierarchical Mechanical Search (HMS), a method that guides an agent's actions towards finding a target object specified with a natural language description. HMS is based on a novel neural network architecture that uses neural message passing of vectors with visual, geometric, and linguistic information to allow HMS to reason across layers of the graph while combining semantic and geometric cues. HMS is evaluated on a novel dataset of 500 3D scene graphs with dense placements of semantically related objects in storage locations, and is shown to be significantly better than several baselines at finding objects and close to the oracle policy in terms of the median number of actions required. Additional qualitative results can be found at https://ai.stanford.edu/mech-search/hms.

cs.CV↗

JRDB: A Dataset and Benchmark of Egocentric Robot Visual Perception of Humans in Built Environments

We present JRDB, a novel egocentric dataset collected from our social mobile manipulator JackRabbot. The dataset includes 64 minutes of annotated multimodal sensor data including stereo cylindrical 360$^\circ$ RGB video at 15 fps, 3D point clouds from two Velodyne 16 Lidars, line 3D point clouds from two Sick Lidars, audio signal, RGB-D video at 30 fps, 360$^\circ$ spherical image from a fisheye camera and encoder values from the robot's wheels. Our dataset incorporates data from traditionally underrepresented scenes such as indoor environments and pedestrian areas, all from the ego-perspective of the robot, both stationary and navigating. The dataset has been annotated with over 2.3 million bounding boxes spread over 5 individual cameras and 1.8 million associated 3D cuboids around all people in the scenes totaling over 3500 time consistent trajectories. Together with our dataset and the annotations, we launch a benchmark and metrics for 2D and 3D person detection and tracking. With this dataset, which we plan on extending with further types of annotation in the future, we hope to provide a new source of data and a test-bench for research in the areas of egocentric robot vision, autonomous navigation, and all perceptual tasks around social robotics in human environments.

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LASER: Learning a Latent Action Space for Efficient Reinforcement Learning

The process of learning a manipulation task depends strongly on the action space used for exploration: posed in the incorrect action space, solving a task with reinforcement learning can be drastically inefficient. Additionally, similar tasks or instances of the same task family impose latent manifold constraints on the most effective action space: the task family can be best solved with actions in a manifold of the entire action space of the robot. Combining these insights we present LASER, a method to learn latent action spaces for efficient reinforcement learning. LASER factorizes the learning problem into two sub-problems, namely action space learning and policy learning in the new action space. It leverages data from similar manipulation task instances, either from an offline expert or online during policy learning, and learns from these trajectories a mapping from the original to a latent action space. LASER is trained as a variational encoder-decoder model to map raw actions into a disentangled latent action space while maintaining action reconstruction and latent space dynamic consistency. We evaluate LASER on two contact-rich robotic tasks in simulation, and analyze the benefit of policy learning in the generated latent action space. We show improved sample efficiency compared to the original action space from better alignment of the action space to the task space, as we observe with visualizations of the learned action space manifold. Additional details: https://www.pair.toronto.edu/laser

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ReLMoGen: Leveraging Motion Generation in Reinforcement Learning for Mobile Manipulation

Many Reinforcement Learning (RL) approaches use joint control signals (positions, velocities, torques) as action space for continuous control tasks. We propose to lift the action space to a higher level in the form of subgoals for a motion generator (a combination of motion planner and trajectory executor). We argue that, by lifting the action space and by leveraging sampling-based motion planners, we can efficiently use RL to solve complex, long-horizon tasks that could not be solved with existing RL methods in the original action space. We propose ReLMoGen -- a framework that combines a learned policy to predict subgoals and a motion generator to plan and execute the motion needed to reach these subgoals. To validate our method, we apply ReLMoGen to two types of tasks: 1) Interactive Navigation tasks, navigation problems where interactions with the environment are required to reach the destination, and 2) Mobile Manipulation tasks, manipulation tasks that require moving the robot base. These problems are challenging because they are usually long-horizon, hard to explore during training, and comprise alternating phases of navigation and interaction. Our method is benchmarked on a diverse set of seven robotics tasks in photo-realistic simulation environments. In all settings, ReLMoGen outperforms state-of-the-art Reinforcement Learning and Hierarchical Reinforcement Learning baselines. ReLMoGen also shows outstanding transferability between different motion generators at test time, indicating a great potential to transfer to real robots.

cs.AI↗