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Wensi Huang

Publications and source records attributed to Wensi Huang.

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VL-LN Bench: Towards Long-horizon Goal-oriented Navigation with Active Dialogs

In most existing embodied navigation tasks, instructions are well-defined and unambiguous, such as instruction following and object searching. Under this idealized setting, agents are required solely to produce effective navigation outputs conditioned on vision and language (VL) inputs. Real-world instructions, however, are often underspecified and require interaction to resolve ambiguity and infer user intent. To bridge this gap, we propose Interactive Instance Goal Navigation (IIGN), which extends Instance Goal Navigation (IGN) by allowing agents to freely consult an oracle in natural language while searching for a specific instance. IIGN requires agents to produce both Language and Navigation (LN) outputs, enabling interaction while moving in the environment. To support this task, we introduce VL-LN Bench, a benchmark with an automated data collection pipeline and over 41k collected long-horizon dialog-augmented trajectories for training, alongside an automatic evaluation protocol paired with a dedicated oracle for answering agent queries. Experiments reveal two core bottlenecks of IIGN: long-horizon exploration and fine-grained grounding of textual information to the correct instance among same-category distractors. Although active dialog partially alleviates these challenges, current models still lag far behind human performance. Further ablations validate the value of the data generated by our pipeline and show that the proposed oracle provides scalable assistance comparable to human support, proving VL-LN Bench as a practical testbed for dialog-enabled embodied navigation.

cs.RO

GRUtopia: Dream General Robots in a City at Scale

Recent works have been exploring the scaling laws in the field of Embodied AI. Given the prohibitive costs of collecting real-world data, we believe the Simulation-to-Real (Sim2Real) paradigm is a crucial step for scaling the learning of embodied models. This paper introduces project GRUtopia, the first simulated interactive 3D society designed for various robots. It features several advancements: (a) The scene dataset, GRScenes, includes 100k interactive, finely annotated scenes, which can be freely combined into city-scale environments. In contrast to previous works mainly focusing on home, GRScenes covers 89 diverse scene categories, bridging the gap of service-oriented environments where general robots would be initially deployed. (b) GRResidents, a Large Language Model (LLM) driven Non-Player Character (NPC) system that is responsible for social interaction, task generation, and task assignment, thus simulating social scenarios for embodied AI applications. (c) The benchmark, GRBench, supports various robots but focuses on legged robots as primary agents and poses moderately challenging tasks involving Object Loco-Navigation, Social Loco-Navigation, and Loco-Manipulation. We hope that this work can alleviate the scarcity of high-quality data in this field and provide a more comprehensive assessment of Embodied AI research. The project is available at https://github.com/OpenRobotLab/GRUtopia.

cs.RO