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Vaibhav Saxena

Publications and source records attributed to Vaibhav Saxena.

14 recordsLinked to original sources

Learning to See While Learning to Act: Diffusion Models for Active Perception in Robot Imitation

Most imitation learning methods assume full observability in table-top settings. In practice, objects are often occluded, requiring robots to both search and act, and learning this coupled behavior from limited demonstrations remains challenging. We propose See2Act, an imitation learning approach that conditions action prediction on a sequence of actively-inferred viewpoints at test time, by coupling action denoising with viewpoint refinement. The policy is trained using camera poses anchored to keyframe actions from offline demonstrations, enabling implicit learning of where to see, while learning how to act. We empirically demonstrate that in Ravens the policy recovers informative viewpoints under severe occlusions, and on RLBench tasks it improves performance by up to 34% over prior methods. In the real world, we collect 50 demonstrations in a digital twin and achieve zero-shot sim-to-real transfer on pick-and-place tasks using depth observations. The policy handles significant occlusions, showing that learned viewpoint reasoning enables robust manipulation under partial observability.

cs.RO

KinDER: A Physical Reasoning Benchmark for Robot Learning and Planning

Robotic systems that interact with the physical world must reason about kinematic and dynamic constraints imposed by their own embodiment, their environment, and the task at hand. We introduce KinDER, a benchmark for Kinematic and Dynamic Embodied Reasoning that targets physical reasoning challenges arising in robot learning and planning. KinDER comprises 25 procedurally generated environments, a Gymnasium-compatible Python library with parameterized skills and demonstrations, and a standardized evaluation suite with 13 implemented baselines spanning task and motion planning, imitation learning, reinforcement learning, and foundation-model-based approaches. The environments are designed to isolate five core physical reasoning challenges: basic spatial relations, nonprehensile multi-object manipulation, tool use, combinatorial geometric constraints, and dynamic constraints, disentangled from perception, language understanding, and application-specific complexity. Empirical evaluation shows that existing methods struggle to solve many of the environments, indicating substantial gaps in current approaches to physical reasoning. We additionally include real-to-sim-to-real experiments on a mobile manipulator to assess the correspondence between simulation and real-world physical interaction. KinDER is fully open-sourced and intended to enable systematic comparison across diverse paradigms for advancing physical reasoning in robotics. Website and code: https://prpl-group.com/kinder-site/

cs.RO

Generating Verifiable Chain of Thoughts from Exection-Traces

Getting language models to reason correctly about code requires training on data where each reasoning step can be checked. Current synthetic Chain-of-Thought (CoT) training data often consists of plausible-sounding explanations generated by teacher models, and not verifiable accounts of actual program behavior. Models trained on such data learn logically flawed reasoning patterns despite syntactic correctness. To address this, we build a pipeline that generates execution-trace-verified CoT rationales by instrumenting code to capture traces, narrating them into natural language, and cross-checking each narration against the original trace. We systematically create 54,000 verified, bi-directional rationales that teach models to reason both forward (input$\rightarrow$output) and backward (output$\rightarrow$input). Models fine-tuned on our verified data achieve substantial improvements, with a peak gain of +26.6 on LiveCodeBench-Exec, +22.2 on CruxEval, and +19.5 on HumanEval across our fine-tuned models, demonstrating that verification quality directly determines both reasoning and code generation capabilities. Complete synthesis pipeline is avilable as open-source: https://github.com/IBM/verified-code-cot/

cs.SE

What Matters in Learning from Large-Scale Datasets for Robot Manipulation

Imitation learning from large multi-task demonstration datasets has emerged as a promising path for building generally-capable robots. As a result, 1000s of hours have been spent on building such large-scale datasets around the globe. Despite the continuous growth of such efforts, we still lack a systematic understanding of what data should be collected to improve the utility of a robotics dataset and facilitate downstream policy learning. In this work, we conduct a large-scale dataset composition study to answer this question. We develop a data generation framework to procedurally emulate common sources of diversity in existing datasets (such as sensor placements and object types and arrangements), and use it to generate large-scale robot datasets with controlled compositions, enabling a suite of dataset composition studies that would be prohibitively expensive in the real world. We focus on two practical settings: (1) what types of diversity should be emphasized when future researchers collect large-scale datasets for robotics, and (2) how should current practitioners retrieve relevant demonstrations from existing datasets to maximize downstream policy performance on tasks of interest. Our study yields several critical insights -- for example, we find that camera poses and spatial arrangements are crucial dimensions for both diversity in collection and alignment in retrieval. In real-world robot learning settings, we find that not only do our insights from simulation carry over, but our retrieval strategies on existing datasets such as DROID allow us to consistently outperform existing training strategies by up to 70%. More results at https://robo-mimiclabs.github.io/

cs.RO

MimicTouch: Leveraging Multi-modal Human Tactile Demonstrations for Contact-rich Manipulation

Tactile sensing is critical to fine-grained, contact-rich manipulation tasks, such as insertion and assembly. Prior research has shown the possibility of learning tactile-guided policy from teleoperated demonstration data. However, to provide the demonstration, human users often rely on visual feedback to control the robot. This creates a gap between the sensing modality used for controlling the robot (visual) and the modality of interest (tactile). To bridge this gap, we introduce "MimicTouch", a novel framework for learning policies directly from demonstrations provided by human users with their hands. The key innovations are i) a human tactile data collection system which collects multi-modal tactile dataset for learning human's tactile-guided control strategy, ii) an imitation learning-based framework for learning human's tactile-guided control strategy through such data, and iii) an online residual RL framework to bridge the embodiment gap between the human hand and the robot gripper. Through comprehensive experiments, we highlight the efficacy of utilizing human's tactile-guided control strategy to resolve contact-rich manipulation tasks. The project website is at https://sites.google.com/view/MimicTouch.

cs.RO

Towards Robust Knowledge Representations in Multilingual LLMs for Equivalence and Inheritance based Consistent Reasoning

Reasoning and linguistic skills form the cornerstone of human intelligence, facilitating problem-solving and decision-making. Recent advances in Large Language Models (LLMs) have led to impressive linguistic capabilities and emergent reasoning behaviors, fueling widespread adoption across application domains. However, LLMs still struggle with complex reasoning tasks, highlighting their systemic limitations. In this work, we focus on evaluating whether LLMs have the requisite representations to reason using two foundational relationships: "equivalence" and "inheritance". We introduce novel tasks and benchmarks spanning six languages and observe that current SOTA LLMs often produce conflicting answers to the same questions across languages in 17.3-57.5% of cases and violate inheritance constraints in up to 37.2% cases. To enhance consistency across languages, we propose novel "Compositional Representations" where tokens are represented as composition of equivalent tokens across languages, with resulting conflict reduction (up to -4.7%) indicating benefits of shared LLM representations.

cs.CL

C3DM: Constrained-Context Conditional Diffusion Models for Imitation Learning

Behavior Cloning (BC) methods are effective at learning complex manipulation tasks. However, they are prone to spurious correlation - expressive models may focus on distractors that are irrelevant to action prediction - and are thus fragile in real-world deployment. Prior methods have addressed this challenge by exploring different model architectures and action representations. However, none were able to balance between sample efficiency and robustness against distractors for solving manipulation tasks with a complex action space. We present \textbf{C}onstrained-\textbf{C}ontext \textbf{C}onditional \textbf{D}iffusion \textbf{M}odel (C3DM), a diffusion model policy for solving 6-DoF robotic manipulation tasks with robustness to distractions that can learn deployable robot policies from as little as five demonstrations. A key component of C3DM is a fixation step that helps the action denoiser to focus on task-relevant regions around a predicted fixation point while ignoring distractors in the context. We empirically show that C3DM is robust to out-of-distribution distractors, and consistently achieves high success rates on a wide array of tasks, ranging from table-top manipulation to industrial kitting that require varying levels of precision and robustness to distractors.

cs.RO

Scaling Granite Code Models to 128K Context

This paper introduces long-context Granite code models that support effective context windows of up to 128K tokens. Our solution for scaling context length of Granite 3B/8B code models from 2K/4K to 128K consists of a light-weight continual pretraining by gradually increasing its RoPE base frequency with repository-level file packing and length-upsampled long-context data. Additionally, we also release instruction-tuned models with long-context support which are derived by further finetuning the long context base models on a mix of permissively licensed short and long-context instruction-response pairs. While comparing to the original short-context Granite code models, our long-context models achieve significant improvements on long-context tasks without any noticeable performance degradation on regular code completion benchmarks (e.g., HumanEval). We release all our long-context Granite code models under an Apache 2.0 license for both research and commercial use.

cs.AI

Generalizable Pose Estimation Using Implicit Scene Representations

6-DoF pose estimation is an essential component of robotic manipulation pipelines. However, it usually suffers from a lack of generalization to new instances and object types. Most widely used methods learn to infer the object pose in a discriminative setup where the model filters useful information to infer the exact pose of the object. While such methods offer accurate poses, the model does not store enough information to generalize to new objects. In this work, we address the generalization capability of pose estimation using models that contain enough information about the object to render it in different poses. We follow the line of work that inverts neural renderers to infer the pose. We propose i-$σ$SRN to maximize the information flowing from the input pose to the rendered scene and invert them to infer the pose given an input image. Specifically, we extend Scene Representation Networks (SRNs) by incorporating a separate network for density estimation and introduce a new way of obtaining a weighted scene representation. We investigate several ways of initial pose estimates and losses for the neural renderer. Our final evaluation shows a significant improvement in inference performance and speed compared to existing approaches.

cs.CV

Clockwork Variational Autoencoders

Deep learning has enabled algorithms to generate realistic images. However, accurately predicting long video sequences requires understanding long-term dependencies and remains an open challenge. While existing video prediction models succeed at generating sharp images, they tend to fail at accurately predicting far into the future. We introduce the Clockwork VAE (CW-VAE), a video prediction model that leverages a hierarchy of latent sequences, where higher levels tick at slower intervals. We demonstrate the benefits of both hierarchical latents and temporal abstraction on 4 diverse video prediction datasets with sequences of up to 1000 frames, where CW-VAE outperforms top video prediction models. Additionally, we propose a Minecraft benchmark for long-term video prediction. We conduct several experiments to gain insights into CW-VAE and confirm that slower levels learn to represent objects that change more slowly in the video, and faster levels learn to represent faster objects.

cs.CV

Effective Elastic Scaling of Deep Learning Workloads

The increased use of deep learning (DL) in academia, government and industry has, in turn, led to the popularity of on-premise and cloud-hosted deep learning platforms, whose goals are to enable organizations utilize expensive resources effectively, and to share said resources among multiple teams in a fair and effective manner. In this paper, we examine the elastic scaling of Deep Learning (DL) jobs over large-scale training platforms and propose a novel resource allocation strategy for DL training jobs, resulting in improved job run time performance as well as increased cluster utilization. We begin by analyzing DL workloads and exploit the fact that DL jobs can be run with a range of batch sizes without affecting their final accuracy. We formulate an optimization problem that explores a dynamic batch size allocation to individual DL jobs based on their scaling efficiency, when running on multiple nodes. We design a fast dynamic programming based optimizer to solve this problem in real-time to determine jobs that can be scaled up/down, and use this optimizer in an autoscaler to dynamically change the allocated resources and batch sizes of individual DL jobs. We demonstrate empirically that our elastic scaling algorithm can complete up to $\approx 2 \times$ as many jobs as compared to a strong baseline algorithm that also scales the number of GPUs but does not change the batch size. We also demonstrate that the average completion time with our algorithm is up to $\approx 10 \times$ faster than that of the baseline.

cs.DC

Dyna-AIL : Adversarial Imitation Learning by Planning

Adversarial methods for imitation learning have been shown to perform well on various control tasks. However, they require a large number of environment interactions for convergence. In this paper, we propose an end-to-end differentiable adversarial imitation learning algorithm in a Dyna-like framework for switching between model-based planning and model-free learning from expert data. Our results on both discrete and continuous environments show that our approach of using model-based planning along with model-free learning converges to an optimal policy with fewer number of environment interactions in comparison to the state-of-the-art learning methods.

cs.LG

Efficient Training of Convolutional Neural Nets on Large Distributed Systems

Deep Neural Networks (DNNs) have achieved im- pressive accuracy in many application domains including im- age classification. Training of DNNs is an extremely compute- intensive process and is solved using variants of the stochastic gradient descent (SGD) algorithm. A lot of recent research has focussed on improving the performance of DNN training. In this paper, we present optimization techniques to improve the performance of the data parallel synchronous SGD algorithm using the Torch framework: (i) we maintain data in-memory to avoid file I/O overheads, (ii) we present a multi-color based MPI Allreduce algorithm to minimize communication overheads, and (iii) we propose optimizations to the Torch data parallel table framework that handles multi-threading. We evaluate the performance of our optimizations on a Power 8 Minsky cluster with 32 nodes and 128 NVidia Pascal P100 GPUs. With our optimizations, we are able to train 90 epochs of the ResNet-50 model on the Imagenet-1k dataset using 256 GPUs in just 48 minutes. This significantly improves on the previously best known performance of training 90 epochs of the ResNet-50 model on the same dataset using 256 GPUs in 65 minutes. To the best of our knowledge, this is the best known training performance demonstrated for the Imagenet- 1k dataset.

cs.DC

PowerAI DDL

As deep neural networks become more complex and input datasets grow larger, it can take days or even weeks to train a deep neural network to the desired accuracy. Therefore, distributed Deep Learning at a massive scale is a critical capability, since it offers the potential to reduce the training time from weeks to hours. In this paper, we present a software-hardware co-optimized distributed Deep Learning system that can achieve near-linear scaling up to hundreds of GPUs. The core algorithm is a multi-ring communication pattern that provides a good tradeoff between latency and bandwidth and adapts to a variety of system configurations. The communication algorithm is implemented as a library for easy use. This library has been integrated into Tensorflow, Caffe, and Torch. We train Resnet-101 on Imagenet 22K with 64 IBM Power8 S822LC servers (256 GPUs) in about 7 hours to an accuracy of 33.8 % validation accuracy. Microsoft's ADAM and Google's DistBelief results did not reach 30 % validation accuracy for Imagenet 22K. Compared to Facebook AI Research's recent paper on 256 GPU training, we use a different communication algorithm, and our combined software and hardware system offers better communication overhead for Resnet-50. A PowerAI DDL enabled version of Torch completed 90 epochs of training on Resnet 50 for 1K classes in 50 minutes using 64 IBM Power8 S822LC servers (256 GPUs).

cs.DC