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Yonatan Bisk

Publications and source records attributed to Yonatan Bisk.

At least 73 records · Page 4Linked to original sources

SPRING: Studying the Paper and Reasoning to Play Games

Open-world survival games pose significant challenges for AI algorithms due to their multi-tasking, deep exploration, and goal prioritization requirements. Despite reinforcement learning (RL) being popular for solving games, its high sample complexity limits its effectiveness in complex open-world games like Crafter or Minecraft. We propose a novel approach, SPRING, to read the game's original academic paper and use the knowledge learned to reason and play the game through a large language model (LLM). Prompted with the LaTeX source as game context and a description of the agent's current observation, our SPRING framework employs a directed acyclic graph (DAG) with game-related questions as nodes and dependencies as edges. We identify the optimal action to take in the environment by traversing the DAG and calculating LLM responses for each node in topological order, with the LLM's answer to final node directly translating to environment actions. In our experiments, we study the quality of in-context "reasoning" induced by different forms of prompts under the setting of the Crafter open-world environment. Our experiments suggest that LLMs, when prompted with consistent chain-of-thought, have great potential in completing sophisticated high-level trajectories. Quantitatively, SPRING with GPT-4 outperforms all state-of-the-art RL baselines, trained for 1M steps, without any training. Finally, we show the potential of games as a test bed for LLMs.

cs.AI↗

Spatial-Language Attention Policies for Efficient Robot Learning

Despite great strides in language-guided manipulation, existing work has been constrained to table-top settings. Table-tops allow for perfect and consistent camera angles, properties are that do not hold in mobile manipulation. Task plans that involve moving around the environment must be robust to egocentric views and changes in the plane and angle of grasp. A further challenge is ensuring this is all true while still being able to learn skills efficiently from limited data. We propose Spatial-Language Attention Policies (SLAP) as a solution. SLAP uses three-dimensional tokens as the input representation to train a single multi-task, language-conditioned action prediction policy. Our method shows an 80% success rate in the real world across eight tasks with a single model, and a 47.5% success rate when unseen clutter and unseen object configurations are introduced, even with only a handful of examples per task. This represents an improvement of 30% over prior work (20% given unseen distractors and configurations). We see a 4x improvement over baseline in mobile manipulation setting. In addition, we show how SLAPs robustness allows us to execute Task Plans from open-vocabulary instructions using a large language model for multi-step mobile manipulation. For videos, see the website: https://robotslap.github.io

cs.RO↗

SPAE: Semantic Pyramid AutoEncoder for Multimodal Generation with Frozen LLMs

In this work, we introduce Semantic Pyramid AutoEncoder (SPAE) for enabling frozen LLMs to perform both understanding and generation tasks involving non-linguistic modalities such as images or videos. SPAE converts between raw pixels and interpretable lexical tokens (or words) extracted from the LLM's vocabulary. The resulting tokens capture both the semantic meaning and the fine-grained details needed for visual reconstruction, effectively translating the visual content into a language comprehensible to the LLM, and empowering it to perform a wide array of multimodal tasks. Our approach is validated through in-context learning experiments with frozen PaLM 2 and GPT 3.5 on a diverse set of image understanding and generation tasks. Our method marks the first successful attempt to enable a frozen LLM to generate image content while surpassing state-of-the-art performance in image understanding tasks, under the same setting, by over 25%.

cs.CV↗

MAEA: Multimodal Attribution for Embodied AI

Understanding multimodal perception for embodied AI is an open question because such inputs may contain highly complementary as well as redundant information for the task. A relevant direction for multimodal policies is understanding the global trends of each modality at the fusion layer. To this end, we disentangle the attributions for visual, language, and previous action inputs across different policies trained on the ALFRED dataset. Attribution analysis can be utilized to rank and group the failure scenarios, investigate modeling and dataset biases, and critically analyze multimodal EAI policies for robustness and user trust before deployment. We present MAEA, a framework to compute global attributions per modality of any differentiable policy. In addition, we show how attributions enable lower-level behavior analysis in EAI policies for language and visual attributions.

cs.LG↗

Training Vision-Language Transformers from Captions

Vision-Language Transformers can be learned without low-level human labels (e.g. class labels, bounding boxes, etc). Existing work, whether explicitly utilizing bounding boxes or patches, assumes that the visual backbone must first be trained on ImageNet class prediction before being integrated into a multimodal linguistic pipeline. We show that this is not necessary and introduce a new model Vision-Language from Captions (VLC) built on top of Masked Auto-Encoders that does not require this supervision. In fact, in a head-to-head comparison between ViLT, the current state-of-the-art patch-based vision-language transformer which is pretrained with supervised object classification, and our model, VLC, we find that our approach 1. outperforms ViLT on standard benchmarks, 2. provides more interpretable and intuitive patch visualizations, and 3. is competitive with many larger models that utilize ROIs trained on annotated bounding-boxes.

cs.CV↗

Plan, Eliminate, and Track -- Language Models are Good Teachers for Embodied Agents

Pre-trained large language models (LLMs) capture procedural knowledge about the world. Recent work has leveraged LLM's ability to generate abstract plans to simplify challenging control tasks, either by action scoring, or action modeling (fine-tuning). However, the transformer architecture inherits several constraints that make it difficult for the LLM to directly serve as the agent: e.g. limited input lengths, fine-tuning inefficiency, bias from pre-training, and incompatibility with non-text environments. To maintain compatibility with a low-level trainable actor, we propose to instead use the knowledge in LLMs to simplify the control problem, rather than solving it. We propose the Plan, Eliminate, and Track (PET) framework. The Plan module translates a task description into a list of high-level sub-tasks. The Eliminate module masks out irrelevant objects and receptacles from the observation for the current sub-task. Finally, the Track module determines whether the agent has accomplished each sub-task. On the AlfWorld instruction following benchmark, the PET framework leads to a significant 15% improvement over SOTA for generalization to human goal specifications.

cs.CL↗

Self-Supervised Object Goal Navigation with In-Situ Finetuning

A household robot should be able to navigate to target objects without requiring users to first annotate everything in their home. Most current approaches to object navigation do not test on real robots and rely solely on reconstructed scans of houses and their expensively labeled semantic 3D meshes. In this work, our goal is to build an agent that builds self-supervised models of the world via exploration, the same as a child might - thus we (1) eschew the expense of labeled 3D mesh and (2) enable self-supervised in-situ finetuning in the real world. We identify a strong source of self-supervision (Location Consistency - LocCon) that can train all components of an ObjectNav agent, using unannotated simulated houses. Our key insight is that embodied agents can leverage location consistency as a self-supervision signal - collecting images from different views/angles and applying contrastive learning. We show that our agent can perform competitively in the real world and simulation. Our results also indicate that supervised training with 3D mesh annotations causes models to learn simulation artifacts, which are not transferrable to the real world. In contrast, our LocCon shows the most robust transfer in the real world among the set of models we compare to, and that the real-world performance of all models can be further improved with self-supervised LocCon in-situ training.

cs.RO↗

Computational Language Acquisition with Theory of Mind

Unlike current state-of-the-art language models, young children actively acquire language through interactions with their surrounding environment and caretakers. One mechanism that has been argued to be critical to language learning is the ability to infer the mental states of other agents in social environments, coined Theory of Mind (ToM) by Premack & Woodruff (1978). Drawing inspiration from the modern operationalized versions of ToM implemented in Rabinowitz et al. (2018) and Zhu et al. (2021), we build language-learning agents equipped with ToM, and measure its effects on the learning process. We model ToM by giving the speaker agent an internal listener model that is trained alongside the speaker and used to rerank potential utterances. We experiment with varying task difficulty, hypothesizing that models will acquire more complex language to adapt to stronger environmental pressures. We find that training speakers with a highly weighted ToM listener component leads to performance gains in our image referential game setting. We also find some evidence that increasing task difficulty in the training process results in more fluent and precise utterances in evaluation. This suggests the potential utility of further incorporating ToM, as well as other insights from child language acquisition, into computational models of language acquisition.

cs.CL↗

Retrospectives on the Embodied AI Workshop

We present a retrospective on the state of Embodied AI research. Our analysis focuses on 13 challenges presented at the Embodied AI Workshop at CVPR. These challenges are grouped into three themes: (1) visual navigation, (2) rearrangement, and (3) embodied vision-and-language. We discuss the dominant datasets within each theme, evaluation metrics for the challenges, and the performance of state-of-the-art models. We highlight commonalities between top approaches to the challenges and identify potential future directions for Embodied AI research.

cs.CV↗

EvEntS ReaLM: Event Reasoning of Entity States via Language Models

This paper investigates models of event implications. Specifically, how well models predict entity state-changes, by targeting their understanding of physical attributes. Nominally, Large Language models (LLM) have been exposed to procedural knowledge about how objects interact, yet our benchmarking shows they fail to reason about the world. Conversely, we also demonstrate that existing approaches often misrepresent the surprising abilities of LLMs via improper task encodings and that proper model prompting can dramatically improve performance of reported baseline results across multiple tasks. In particular, our results indicate that our prompting technique is especially useful for unseen attributes (out-of-domain) or when only limited data is available.

cs.CL↗

On Advances in Text Generation from Images Beyond Captioning: A Case Study in Self-Rationalization

Combining the visual modality with pretrained language models has been surprisingly effective for simple descriptive tasks such as image captioning. More general text generation however remains elusive. We take a step back and ask: How do these models work for more complex generative tasks, i.e. conditioning on both text and images? Are multimodal models simply visually adapted language models, or do they combine they reason jointly over modalities? We investigate these questions in the context of self-rationalization (jointly generating task labels/answers and free-text explanations) of three tasks: (i) visual question answering in VQA-X, (ii) visual commonsense reasoning in VCR, and (iii) visual-textual entailment in e-SNLI-VE. We show that recent unimodal advances, CLIP image representations and scaling of language models, do not consistently improve self-rationalization in multimodal tasks. We find that no single model type works universally best across tasks, datasets, and finetuning data sizes. Our findings motivate the need for novel general backbones approach that move text generation from images and text beyond image captioning.

cs.CL↗

Don't Copy the Teacher: Data and Model Challenges in Embodied Dialogue

Embodied dialogue instruction following requires an agent to complete a complex sequence of tasks from a natural language exchange. The recent introduction of benchmarks (Padmakumar et al., 2022) raises the question of how best to train and evaluate models for this multi-turn, multi-agent, long-horizon task. This paper contributes to that conversation, by arguing that imitation learning (IL) and related low-level metrics are actually misleading and do not align with the goals of embodied dialogue research and may hinder progress. We provide empirical comparisons of metrics, analysis of three models, and make suggestions for how the field might best progress. First, we observe that models trained with IL take spurious actions during evaluation. Second, we find that existing models fail to ground query utterances, which are essential for task completion. Third, we argue evaluation should focus on higher-level semantic goals.

cs.LG↗

Transformers are Adaptable Task Planners

Every home is different, and every person likes things done in their particular way. Therefore, home robots of the future need to both reason about the sequential nature of day-to-day tasks and generalize to user's preferences. To this end, we propose a Transformer Task Planner(TTP) that learns high-level actions from demonstrations by leveraging object attribute-based representations. TTP can be pre-trained on multiple preferences and shows generalization to unseen preferences using a single demonstration as a prompt in a simulated dishwasher loading task. Further, we demonstrate real-world dish rearrangement using TTP with a Franka Panda robotic arm, prompted using a single human demonstration.

cs.RO↗

A Framework for Learning to Request Rich and Contextually Useful Information from Humans

When deployed, AI agents will encounter problems that are beyond their autonomous problem-solving capabilities. Leveraging human assistance can help agents overcome their inherent limitations and robustly cope with unfamiliar situations. We present a general interactive framework that enables an agent to request and interpret rich, contextually useful information from an assistant that has knowledge about the task and the environment. We demonstrate the practicality of our framework on a simulated human-assisted navigation problem. Aided with an assistance-requesting policy learned by our method, a navigation agent achieves up to a 7x improvement in success rate on tasks that take place in previously unseen environments, compared to fully autonomous behavior. We show that the agent can take advantage of different types of information depending on the context, and analyze the benefits and challenges of learning the assistance-requesting policy when the assistant can recursively decompose tasks into subtasks.

cs.LG↗

HEAR: Holistic Evaluation of Audio Representations

What audio embedding approach generalizes best to a wide range of downstream tasks across a variety of everyday domains without fine-tuning? The aim of the HEAR benchmark is to develop a general-purpose audio representation that provides a strong basis for learning in a wide variety of tasks and scenarios. HEAR evaluates audio representations using a benchmark suite across a variety of domains, including speech, environmental sound, and music. HEAR was launched as a NeurIPS 2021 shared challenge. In the spirit of shared exchange, each participant submitted an audio embedding model following a common API that is general-purpose, open-source, and freely available to use. Twenty-nine models by thirteen external teams were evaluated on nineteen diverse downstream tasks derived from sixteen datasets. Open evaluation code, submitted models and datasets are key contributions, enabling comprehensive and reproducible evaluation, as well as previously impossible longitudinal studies. It still remains an open question whether one single general-purpose audio representation can perform as holistically as the human ear.

cs.SD↗

Worst of Both Worlds: Biases Compound in Pre-trained Vision-and-Language Models

Numerous works have analyzed biases in vision and pre-trained language models individually - however, less attention has been paid to how these biases interact in multimodal settings. This work extends text-based bias analysis methods to investigate multimodal language models, and analyzes intra- and inter-modality associations and biases learned by these models. Specifically, we demonstrate that VL-BERT (Su et al., 2020) exhibits gender biases, often preferring to reinforce a stereotype over faithfully describing the visual scene. We demonstrate these findings on a controlled case-study and extend them for a larger set of stereotypically gendered entities.

cs.CL↗

KAT: A Knowledge Augmented Transformer for Vision-and-Language

The primary focus of recent work with largescale transformers has been on optimizing the amount of information packed into the model's parameters. In this work, we ask a different question: Can multimodal transformers leverage explicit knowledge in their reasoning? Existing, primarily unimodal, methods have explored approaches under the paradigm of knowledge retrieval followed by answer prediction, but leave open questions about the quality and relevance of the retrieved knowledge used, and how the reasoning processes over implicit and explicit knowledge should be integrated. To address these challenges, we propose a novel model - Knowledge Augmented Transformer (KAT) - which achieves a strong state-of-the-art result (+6 points absolute) on the open-domain multimodal task of OK-VQA. Our approach integrates implicit and explicit knowledge in an end to end encoder-decoder architecture, while still jointly reasoning over both knowledge sources during answer generation. An additional benefit of explicit knowledge integration is seen in improved interpretability of model predictions in our analysis.

cs.CL↗

WebQA: Multihop and Multimodal QA

Scaling Visual Question Answering (VQA) to the open-domain and multi-hop nature of web searches, requires fundamental advances in visual representation learning, knowledge aggregation, and language generation. In this work, we introduce WebQA, a challenging new benchmark that proves difficult for large-scale state-of-the-art models which lack language groundable visual representations for novel objects and the ability to reason, yet trivial for humans. WebQA mirrors the way humans use the web: 1) Ask a question, 2) Choose sources to aggregate, and 3) Produce a fluent language response. This is the behavior we should be expecting from IoT devices and digital assistants. Existing work prefers to assume that a model can either reason about knowledge in images or in text. WebQA includes a secondary text-only QA task to ensure improved visual performance does not come at the cost of language understanding. Our challenge for the community is to create unified multimodal reasoning models that answer questions regardless of the source modality, moving us closer to digital assistants that not only query language knowledge, but also the richer visual online world.

cs.CL↗