Searcharxiv⌕ Search

arXiv subjects

Song-Chun Zhu

Publications and source records attributed to Song-Chun Zhu.

At least 109 records · Page 6Linked to original sources

Diffusion-based Generation, Optimization, and Planning in 3D Scenes

We introduce SceneDiffuser, a conditional generative model for 3D scene understanding. SceneDiffuser provides a unified model for solving scene-conditioned generation, optimization, and planning. In contrast to prior works, SceneDiffuser is intrinsically scene-aware, physics-based, and goal-oriented. With an iterative sampling strategy, SceneDiffuser jointly formulates the scene-aware generation, physics-based optimization, and goal-oriented planning via a diffusion-based denoising process in a fully differentiable fashion. Such a design alleviates the discrepancies among different modules and the posterior collapse of previous scene-conditioned generative models. We evaluate SceneDiffuser with various 3D scene understanding tasks, including human pose and motion generation, dexterous grasp generation, path planning for 3D navigation, and motion planning for robot arms. The results show significant improvements compared with previous models, demonstrating the tremendous potential of SceneDiffuser for the broad community of 3D scene understanding.

cs.CV↗

Learning Probabilistic Models from Generator Latent Spaces with Hat EBM

This work proposes a method for using any generator network as the foundation of an Energy-Based Model (EBM). Our formulation posits that observed images are the sum of unobserved latent variables passed through the generator network and a residual random variable that spans the gap between the generator output and the image manifold. One can then define an EBM that includes the generator as part of its forward pass, which we call the Hat EBM. The model can be trained without inferring the latent variables of the observed data or calculating the generator Jacobian determinant. This enables explicit probabilistic modeling of the output distribution of any type of generator network. Experiments show strong performance of the proposed method on (1) unconditional ImageNet synthesis at 128x128 resolution, (2) refining the output of existing generators, and (3) learning EBMs that incorporate non-probabilistic generators. Code and pretrained models to reproduce our results are available at https://github.com/point0bar1/hat-ebm.

cs.CV↗

On the Complexity of Bayesian Generalization

We consider concept generalization at a large scale in the diverse and natural visual spectrum. Established computational modes (i.e., rule-based or similarity-based) are primarily studied isolated and focus on confined and abstract problem spaces. In this work, we study these two modes when the problem space scales up, and the $complexity$ of concepts becomes diverse. Specifically, at the $representational \ level$, we seek to answer how the complexity varies when a visual concept is mapped to the representation space. Prior psychology literature has shown that two types of complexities (i.e., subjective complexity and visual complexity) (Griffiths and Tenenbaum, 2003) build an inverted-U relation (Donderi, 2006; Sun and Firestone, 2021). Leveraging Representativeness of Attribute (RoA), we computationally confirm the following observation: Models use attributes with high RoA to describe visual concepts, and the description length falls in an inverted-U relation with the increment in visual complexity. At the $computational \ level$, we aim to answer how the complexity of representation affects the shift between the rule- and similarity-based generalization. We hypothesize that category-conditioned visual modeling estimates the co-occurrence frequency between visual and categorical attributes, thus potentially serving as the prior for the natural visual world. Experimental results show that representations with relatively high subjective complexity outperform those with relatively low subjective complexity in the rule-based generalization, while the trend is the opposite in the similarity-based generalization.

cs.AI↗

Learn to Explain: Multimodal Reasoning via Thought Chains for Science Question Answering

When answering a question, humans utilize the information available across different modalities to synthesize a consistent and complete chain of thought (CoT). This process is normally a black box in the case of deep learning models like large-scale language models. Recently, science question benchmarks have been used to diagnose the multi-hop reasoning ability and interpretability of an AI system. However, existing datasets fail to provide annotations for the answers, or are restricted to the textual-only modality, small scales, and limited domain diversity. To this end, we present Science Question Answering (ScienceQA), a new benchmark that consists of ~21k multimodal multiple choice questions with a diverse set of science topics and annotations of their answers with corresponding lectures and explanations. We further design language models to learn to generate lectures and explanations as the chain of thought (CoT) to mimic the multi-hop reasoning process when answering ScienceQA questions. ScienceQA demonstrates the utility of CoT in language models, as CoT improves the question answering performance by 1.20% in few-shot GPT-3 and 3.99% in fine-tuned UnifiedQA. We also explore the upper bound for models to leverage explanations by feeding those in the input; we observe that it improves the few-shot performance of GPT-3 by 18.96%. Our analysis further shows that language models, similar to humans, benefit from explanations to learn from fewer data and achieve the same performance with just 40% of the data. The data and code are available at https://scienceqa.github.io.

cs.CL↗

Towards Human-Level Bimanual Dexterous Manipulation with Reinforcement Learning

Achieving human-level dexterity is an important open problem in robotics. However, tasks of dexterous hand manipulation, even at the baby level, are challenging to solve through reinforcement learning (RL). The difficulty lies in the high degrees of freedom and the required cooperation among heterogeneous agents (e.g., joints of fingers). In this study, we propose the Bimanual Dexterous Hands Benchmark (Bi-DexHands), a simulator that involves two dexterous hands with tens of bimanual manipulation tasks and thousands of target objects. Specifically, tasks in Bi-DexHands are designed to match different levels of human motor skills according to cognitive science literature. We built Bi-DexHands in the Issac Gym; this enables highly efficient RL training, reaching 30,000+ FPS by only one single NVIDIA RTX 3090. We provide a comprehensive benchmark for popular RL algorithms under different settings; this includes Single-agent/Multi-agent RL, Offline RL, Multi-task RL, and Meta RL. Our results show that the PPO type of on-policy algorithms can master simple manipulation tasks that are equivalent up to 48-month human babies (e.g., catching a flying object, opening a bottle), while multi-agent RL can further help to master manipulations that require skilled bimanual cooperation (e.g., lifting a pot, stacking blocks). Despite the success on each single task, when it comes to acquiring multiple manipulation skills, existing RL algorithms fail to work in most of the multi-task and the few-shot learning settings, which calls for more substantial development from the RL community. Our project is open sourced at https://github.com/PKU-MARL/DexterousHands.

cs.RO↗

EgoTaskQA: Understanding Human Tasks in Egocentric Videos

Understanding human tasks through video observations is an essential capability of intelligent agents. The challenges of such capability lie in the difficulty of generating a detailed understanding of situated actions, their effects on object states (i.e., state changes), and their causal dependencies. These challenges are further aggravated by the natural parallelism from multi-tasking and partial observations in multi-agent collaboration. Most prior works leverage action localization or future prediction as an indirect metric for evaluating such task understanding from videos. To make a direct evaluation, we introduce the EgoTaskQA benchmark that provides a single home for the crucial dimensions of task understanding through question-answering on real-world egocentric videos. We meticulously design questions that target the understanding of (1) action dependencies and effects, (2) intents and goals, and (3) agents' beliefs about others. These questions are divided into four types, including descriptive (what status?), predictive (what will?), explanatory (what caused?), and counterfactual (what if?) to provide diagnostic analyses on spatial, temporal, and causal understandings of goal-oriented tasks. We evaluate state-of-the-art video reasoning models on our benchmark and show their significant gaps between humans in understanding complex goal-oriented egocentric videos. We hope this effort will drive the vision community to move onward with goal-oriented video understanding and reasoning.

cs.CV↗

IconQA: A New Benchmark for Abstract Diagram Understanding and Visual Language Reasoning

Current visual question answering (VQA) tasks mainly consider answering human-annotated questions for natural images. However, aside from natural images, abstract diagrams with semantic richness are still understudied in visual understanding and reasoning research. In this work, we introduce a new challenge of Icon Question Answering (IconQA) with the goal of answering a question in an icon image context. We release IconQA, a large-scale dataset that consists of 107,439 questions and three sub-tasks: multi-image-choice, multi-text-choice, and filling-in-the-blank. The IconQA dataset is inspired by real-world diagram word problems that highlight the importance of abstract diagram understanding and comprehensive cognitive reasoning. Thus, IconQA requires not only perception skills like object recognition and text understanding, but also diverse cognitive reasoning skills, such as geometric reasoning, commonsense reasoning, and arithmetic reasoning. To facilitate potential IconQA models to learn semantic representations for icon images, we further release an icon dataset Icon645 which contains 645,687 colored icons on 377 classes. We conduct extensive user studies and blind experiments and reproduce a wide range of advanced VQA methods to benchmark the IconQA task. Also, we develop a strong IconQA baseline Patch-TRM that applies a pyramid cross-modal Transformer with input diagram embeddings pre-trained on the icon dataset. IconQA and Icon645 are available at https://iconqa.github.io.

cs.CV↗

Towards Socially Intelligent Agents with Mental State Transition and Human Utility

Building a socially intelligent agent involves many challenges. One of which is to track the agent's mental state transition and teach the agent to make decisions guided by its value like a human. Towards this end, we propose to incorporate mental state simulation and value modeling into dialogue agents. First, we build a hybrid mental state parser that extracts information from both the dialogue and event observations and maintains a graphical representation of the agent's mind; Meanwhile, the transformer-based value model learns human preferences from the human value dataset, ValueNet. Empirical results show that the proposed model attains state-of-the-art performance on the dialogue/action/emotion prediction task in the fantasy text-adventure game dataset, LIGHT. We also show example cases to demonstrate: (i) how the proposed mental state parser can assist the agent's decision by grounding on the context like locations and objects, and (ii) how the value model can help the agent make decisions based on its personal priorities.

cs.CL↗

Learning Algebraic Representation for Systematic Generalization in Abstract Reasoning

Is intelligence realized by connectionist or classicist? While connectionist approaches have achieved superhuman performance, there has been growing evidence that such task-specific superiority is particularly fragile in systematic generalization. This observation lies in the central debate between connectionist and classicist, wherein the latter continually advocates an algebraic treatment in cognitive architectures. In this work, we follow the classicist's call and propose a hybrid approach to improve systematic generalization in reasoning. Specifically, we showcase a prototype with algebraic representation for the abstract spatial-temporal reasoning task of Raven's Progressive Matrices (RPM) and present the ALgebra-Aware Neuro-Semi-Symbolic (ALANS) learner. The ALANS learner is motivated by abstract algebra and the representation theory. It consists of a neural visual perception frontend and an algebraic abstract reasoning backend: the frontend summarizes the visual information from object-based representation, while the backend transforms it into an algebraic structure and induces the hidden operator on the fly. The induced operator is later executed to predict the answer's representation, and the choice most similar to the prediction is selected as the solution. Extensive experiments show that by incorporating an algebraic treatment, the ALANS learner outperforms various pure connectionist models in domains requiring systematic generalization. We further show the generative nature of the learned algebraic representation; it can be decoded by isomorphism to generate an answer.

cs.AI↗

Sequential Manipulation Planning on Scene Graph

We devise a 3D scene graph representation, contact graph+ (cg+), for efficient sequential task planning. Augmented with predicate-like attributes, this contact graph-based representation abstracts scene layouts with succinct geometric information and valid robot-scene interactions. Goal configurations, naturally specified on contact graphs, can be produced by a genetic algorithm with a stochastic optimization method. A task plan is then initialized by computing the Graph Editing Distance (GED) between the initial contact graphs and the goal configurations, which generates graph edit operations corresponding to possible robot actions. We finalize the task plan by imposing constraints to regulate the temporal feasibility of graph edit operations, ensuring valid task and motion correspondences. In a series of simulations and experiments, robots successfully complete complex sequential object rearrangement tasks that are difficult to specify using conventional planning language like Planning Domain Definition Language (PDDL), demonstrating the high feasibility and potential of robot sequential task planning on contact graph.

cs.RO↗

Understanding Physical Effects for Effective Tool-use

We present a robot learning and planning framework that produces an effective tool-use strategy with the least joint efforts, capable of handling objects different from training. Leveraging a Finite Element Method (FEM)-based simulator that reproduces fine-grained, continuous visual and physical effects given observed tool-use events, the essential physical properties contributing to the effects are identified through the proposed Iterative Deepening Symbolic Regression (IDSR) algorithm. We further devise an optimal control-based motion planning scheme to integrate robot- and tool-specific kinematics and dynamics to produce an effective trajectory that enacts the learned properties. In simulation, we demonstrate that the proposed framework can produce more effective tool-use strategies, drastically different from the observed ones in two exemplar tasks.

cs.RO↗

Synthesizing Diverse and Physically Stable Grasps with Arbitrary Hand Structures using Differentiable Force Closure Estimator

Existing grasp synthesis methods are either analytical or data-driven. The former one is oftentimes limited to specific application scope. The latter one depends heavily on demonstrations, thus suffers from generalization issues; e.g., models trained with human grasp data would be difficult to transfer to 3-finger grippers. To tackle these deficiencies, we formulate a fast and differentiable force closure estimation method, capable of producing diverse and physically stable grasps with arbitrary hand structures, without any training data. Although force closure has commonly served as a measure of grasp quality, it has not been widely adopted as an optimization objective for grasp synthesis primarily due to its high computational complexity; in comparison, the proposed differentiable method can test a force closure within milliseconds. In experiments, we validate the proposed method's efficacy in 6 different settings.

cs.RO↗

VRKitchen2.0-IndoorKit: A Tutorial for Augmented Indoor Scene Building in Omniverse

With the recent progress of simulations by 3D modeling software and game engines, many researchers have focused on Embodied AI tasks in the virtual environment. However, the research community lacks a platform that can easily serve both indoor scene synthesis and model benchmarking with various algorithms. Meanwhile, computer graphics-related tasks need a toolkit for implementing advanced synthesizing techniques. To facilitate the study of indoor scene building methods and their potential robotics applications, we introduce INDOORKIT: a built-in toolkit for NVIDIA OMNIVERSE that provides flexible pipelines for indoor scene building, scene randomizing, and animation controls. Besides, combining Python coding in the animation software INDOORKIT assists researchers in creating real-time training and controlling avatars and robotics. The source code for this toolkit is available at https://github.com/realvcla/VRKitchen2.0-Tutorial, and the tutorial along with the toolkit is available at https://vrkitchen20-tutorial.readthedocs.io/en/

cs.CG↗

RelViT: Concept-guided Vision Transformer for Visual Relational Reasoning

Reasoning about visual relationships is central to how humans interpret the visual world. This task remains challenging for current deep learning algorithms since it requires addressing three key technical problems jointly: 1) identifying object entities and their properties, 2) inferring semantic relations between pairs of entities, and 3) generalizing to novel object-relation combinations, i.e., systematic generalization. In this work, we use vision transformers (ViTs) as our base model for visual reasoning and make better use of concepts defined as object entities and their relations to improve the reasoning ability of ViTs. Specifically, we introduce a novel concept-feature dictionary to allow flexible image feature retrieval at training time with concept keys. This dictionary enables two new concept-guided auxiliary tasks: 1) a global task for promoting relational reasoning, and 2) a local task for facilitating semantic object-centric correspondence learning. To examine the systematic generalization of visual reasoning models, we introduce systematic splits for the standard HICO and GQA benchmarks. We show the resulting model, Concept-guided Vision Transformer (or RelViT for short) significantly outperforms prior approaches on HICO and GQA by 16% and 13% in the original split, and by 43% and 18% in the systematic split. Our ablation analyses also reveal our model's compatibility with multiple ViT variants and robustness to hyper-parameters.

cs.CV↗

EBM Life Cycle: MCMC Strategies for Synthesis, Defense, and Density Modeling

This work presents strategies to learn an Energy-Based Model (EBM) according to the desired length of its MCMC sampling trajectories. MCMC trajectories of different lengths correspond to models with different purposes. Our experiments cover three different trajectory magnitudes and learning outcomes: 1) shortrun sampling for image generation; 2) midrun sampling for classifier-agnostic adversarial defense; and 3) longrun sampling for principled modeling of image probability densities. To achieve these outcomes, we introduce three novel methods of MCMC initialization for negative samples used in Maximum Likelihood (ML) learning. With standard network architectures and an unaltered ML objective, our MCMC initialization methods alone enable significant performance gains across the three applications that we investigate. Our results include state-of-the-art FID scores for unnormalized image densities on the CIFAR-10 and ImageNet datasets; state-of-the-art adversarial defense on CIFAR-10 among purification methods and the first EBM defense on ImageNet; and scalable techniques for learning valid probability densities. Code for this project can be found at https://github.com/point0bar1/ebm-life-cycle.

stat.ML↗

Learning V1 Simple Cells with Vector Representation of Local Content and Matrix Representation of Local Motion

This paper proposes a representational model for image pairs such as consecutive video frames that are related by local pixel displacements, in the hope that the model may shed light on motion perception in primary visual cortex (V1). The model couples the following two components: (1) the vector representations of local contents of images and (2) the matrix representations of local pixel displacements caused by the relative motions between the agent and the objects in the 3D scene. When the image frame undergoes changes due to local pixel displacements, the vectors are multiplied by the matrices that represent the local displacements. Thus the vector representation is equivariant as it varies according to the local displacements. Our experiments show that our model can learn Gabor-like filter pairs of quadrature phases. The profiles of the learned filters match those of simple cells in Macaque V1. Moreover, we demonstrate that the model can learn to infer local motions in either a supervised or unsupervised manner. With such a simple model, we achieve competitive results on optical flow estimation.

cs.NE↗

MCMC Should Mix: Learning Energy-Based Model with Neural Transport Latent Space MCMC

Learning energy-based model (EBM) requires MCMC sampling of the learned model as an inner loop of the learning algorithm. However, MCMC sampling of EBMs in high-dimensional data space is generally not mixing, because the energy function, which is usually parametrized by a deep network, is highly multi-modal in the data space. This is a serious handicap for both theory and practice of EBMs. In this paper, we propose to learn an EBM with a flow-based model (or in general a latent variable model) serving as a backbone, so that the EBM is a correction or an exponential tilting of the flow-based model. We show that the model has a particularly simple form in the space of the latent variables of the backbone model, and MCMC sampling of the EBM in the latent space mixes well and traverses modes in the data space. This enables proper sampling and learning of EBMs.

stat.ML↗

SocAoG: Incremental Graph Parsing for Social Relation Inference in Dialogues

Inferring social relations from dialogues is vital for building emotionally intelligent robots to interpret human language better and act accordingly. We model the social network as an And-or Graph, named SocAoG, for the consistency of relations among a group and leveraging attributes as inference cues. Moreover, we formulate a sequential structure prediction task, and propose an $α$-$β$-$γ$ strategy to incrementally parse SocAoG for the dynamic inference upon any incoming utterance: (i) an $α$ process predicting attributes and relations conditioned on the semantics of dialogues, (ii) a $β$ process updating the social relations based on related attributes, and (iii) a $γ$ process updating individual's attributes based on interpersonal social relations. Empirical results on DialogRE and MovieGraph show that our model infers social relations more accurately than the state-of-the-art methods. Moreover, the ablation study shows the three processes complement each other, and the case study demonstrates the dynamic relational inference.

cs.CL↗