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arXiv:2210.16822공식 코드 · Papers with Code

Towards Versatile Embodied Navigation

With the emergence of varied visual navigation tasks (e.g, image-/object-/audio-goal and vision-language navigation) that specify the target in different ways, the community has made appealing advances in training specialized agents capable of handling individual navigation tasks well. Given plenty of embodied navigation tasks and task-specific solutions, we address a more fundamental question: can we learn a single powerful agent that masters not one but multiple navigation tasks concurrently? First, we propose VXN, a large-scale 3D dataset that instantiates four classic navigation tasks in standardized, continuous, and audiovisual-rich environments. Second, we propose Vienna, a versatile embodied navigation agent that simultaneously learns to perform the four navigation tasks with one model. Building upon a full-attentive architecture, Vienna formulates various navigation tasks as a unified, parse-and-query procedure: the target description, augmented with four task embeddings, is comprehensively interpreted into a set of diversified goal vectors, which are refined as the navigation progresses, and used as queries to retrieve supportive context from episodic history for decision making. This enables the reuse of knowledge across navigation tasks with varying input domains/modalities. We empirically demonstrate that, compared with learning each visual navigation task individually, our multitask agent achieves comparable or even better performance with reduced complexity.

arXiv:2210.14791공식 코드 · Papers with Code

ViNL: Visual Navigation and Locomotion Over Obstacles

We present Visual Navigation and Locomotion over obstacles (ViNL), which enables a quadrupedal robot to navigate unseen apartments while stepping over small obstacles that lie in its path (e.g., shoes, toys, cables), similar to how humans and pets lift their feet over objects as they walk. ViNL consists of: (1) a visual navigation policy that outputs linear and angular velocity commands that guides the robot to a goal coordinate in unfamiliar indoor environments; and (2) a visual locomotion policy that controls the robot's joints to avoid stepping on obstacles while following provided velocity commands. Both the policies are entirely "model-free", i.e. sensors-to-actions neural networks trained end-to-end. The two are trained independently in two entirely different simulators and then seamlessly co-deployed by feeding the velocity commands from the navigator to the locomotor, entirely "zero-shot" (without any co-training). While prior works have developed learning methods for visual navigation or visual locomotion, to the best of our knowledge, this is the first fully learned approach that leverages vision to accomplish both (1) intelligent navigation in new environments, and (2) intelligent visual locomotion that aims to traverse cluttered environments without disrupting obstacles. On the task of navigation to distant goals in unknown environments, ViNL using just egocentric vision significantly outperforms prior work on robust locomotion using privileged terrain maps (+32.8% success and -4.42 collisions per meter). Additionally, we ablate our locomotion policy to show that each aspect of our approach helps reduce obstacle collisions. Videos and code at http://www.joannetruong.com/projects/vinl.html

arXiv:2208.11781공식 코드 · Papers with Code

Learning from Unlabeled 3D Environments for Vision-and-Language Navigation

In vision-and-language navigation (VLN), an embodied agent is required to navigate in realistic 3D environments following natural language instructions. One major bottleneck for existing VLN approaches is the lack of sufficient training data, resulting in unsatisfactory generalization to unseen environments. While VLN data is typically collected manually, such an approach is expensive and prevents scalability. In this work, we address the data scarcity issue by proposing to automatically create a large-scale VLN dataset from 900 unlabeled 3D buildings from HM3D. We generate a navigation graph for each building and transfer object predictions from 2D to generate pseudo 3D object labels by cross-view consistency. We then fine-tune a pretrained language model using pseudo object labels as prompts to alleviate the cross-modal gap in instruction generation. Our resulting HM3D-AutoVLN dataset is an order of magnitude larger than existing VLN datasets in terms of navigation environments and instructions. We experimentally demonstrate that HM3D-AutoVLN significantly increases the generalization ability of resulting VLN models. On the SPL metric, our approach improves over state of the art by 7.1% and 8.1% on the unseen validation splits of REVERIE and SOON datasets respectively.

arXiv:2207.00052공식 코드 · Papers with Code

Visual Pre-training for Navigation: What Can We Learn from Noise?

One powerful paradigm in visual navigation is to predict actions from observations directly. Training such an end-to-end system allows representations useful for downstream tasks to emerge automatically. However, the lack of inductive bias makes this system data inefficient. We hypothesize a sufficient representation of the current view and the goal view for a navigation policy can be learned by predicting the location and size of a crop of the current view that corresponds to the goal. We further show that training such random crop prediction in a self-supervised fashion purely on synthetic noise images transfers well to natural home images. The learned representation can then be bootstrapped to learn a navigation policy efficiently with little interaction data. The code is available at https://yanweiw.github.io/noise2ptz

arXiv:2206.10606공식 코드 · Papers with Code

Good Time to Ask: A Learning Framework for Asking for Help in Embodied Visual Navigation

In reality, it is often more efficient to ask for help than to search the entire space to find an object with an unknown location. We present a learning framework that enables an agent to actively ask for help in such embodied visual navigation tasks, where the feedback informs the agent of where the goal is in its view. To emulate the real-world scenario that a teacher may not always be present, we propose a training curriculum where feedback is not always available. We formulate an uncertainty measure of where the goal is and use empirical results to show that through this approach, the agent learns to ask for help effectively while remaining robust when feedback is not available.

arXiv:2206.08500공식 코드 · Papers with Code

What do navigation agents learn about their environment?

Today's state of the art visual navigation agents typically consist of large deep learning models trained end to end. Such models offer little to no interpretability about the learned skills or the actions of the agent taken in response to its environment. While past works have explored interpreting deep learning models, little attention has been devoted to interpreting embodied AI systems, which often involve reasoning about the structure of the environment, target characteristics and the outcome of one's actions. In this paper, we introduce the Interpretability System for Embodied agEnts (iSEE) for Point Goal and Object Goal navigation agents. We use iSEE to probe the dynamic representations produced by these agents for the presence of information about the agent as well as the environment. We demonstrate interesting insights about navigation agents using iSEE, including the ability to encode reachable locations (to avoid obstacles), visibility of the target, progress from the initial spawn location as well as the dramatic effect on the behaviors of agents when we mask out critical individual neurons. The code is available at: https://github.com/allenai/iSEE

arXiv:2206.08312공식 코드 · Papers with Code

SoundSpaces 2.0: A Simulation Platform for Visual-Acoustic Learning

We introduce SoundSpaces 2.0, a platform for on-the-fly geometry-based audio rendering for 3D environments. Given a 3D mesh of a real-world environment, SoundSpaces can generate highly realistic acoustics for arbitrary sounds captured from arbitrary microphone locations. Together with existing 3D visual assets, it supports an array of audio-visual research tasks, such as audio-visual navigation, mapping, source localization and separation, and acoustic matching. Compared to existing resources, SoundSpaces 2.0 has the advantages of allowing continuous spatial sampling, generalization to novel environments, and configurable microphone and material properties. To our knowledge, this is the first geometry-based acoustic simulation that offers high fidelity and realism while also being fast enough to use for embodied learning. We showcase the simulator's properties and benchmark its performance against real-world audio measurements. In addition, we demonstrate two downstream tasks -- embodied navigation and far-field automatic speech recognition -- and highlight sim2real performance for the latter. SoundSpaces 2.0 is publicly available to facilitate wider research for perceptual systems that can both see and hear.

arXiv:2206.07423공식 코드 · Papers with Code

Zero-shot object goal visual navigation

Object goal visual navigation is a challenging task that aims to guide a robot to find the target object based on its visual observation, and the target is limited to the classes pre-defined in the training stage. However, in real households, there may exist numerous target classes that the robot needs to deal with, and it is hard for all of these classes to be contained in the training stage. To address this challenge, we study the zero-shot object goal visual navigation task, which aims at guiding robots to find targets belonging to novel classes without any training samples. To this end, we also propose a novel zero-shot object navigation framework called semantic similarity network (SSNet). Our framework use the detection results and the cosine similarity between semantic word embeddings as input. Such type of input data has a weak correlation with classes and thus our framework has the ability to generalize the policy to novel classes. Extensive experiments on the AI2-THOR platform show that our model outperforms the baseline models in the zero-shot object navigation task, which proves the generalization ability of our model. Our code is available at: https://github.com/pioneer-innovation/Zero-Shot-Object-Navigation.

arXiv:2203.13572공식 코드 · Papers with Code

A Visual Navigation Perspective for Category-Level Object Pose Estimation

This paper studies category-level object pose estimation based on a single monocular image. Recent advances in pose-aware generative models have paved the way for addressing this challenging task using analysis-by-synthesis. The idea is to sequentially update a set of latent variables, e.g., pose, shape, and appearance, of the generative model until the generated image best agrees with the observation. However, convergence and efficiency are two challenges of this inference procedure. In this paper, we take a deeper look at the inference of analysis-by-synthesis from the perspective of visual navigation, and investigate what is a good navigation policy for this specific task. We evaluate three different strategies, including gradient descent, reinforcement learning and imitation learning, via thorough comparisons in terms of convergence, robustness and efficiency. Moreover, we show that a simple hybrid approach leads to an effective and efficient solution. We further compare these strategies to state-of-the-art methods, and demonstrate superior performance on synthetic and real-world datasets leveraging off-the-shelf pose-aware generative models.

arXiv:2203.13048공식 코드 · Papers with Code

Benchmarking Visual Localization for Autonomous Navigation

This work introduces a simulator-based benchmark for visual localization in the autonomous navigation context. The dynamic benchmark enables investigation of how variables such as the time of day, weather, and camera perspective affect the navigation performance of autonomous agents that utilize visual localization for closed-loop control. The experimental part of the paper studies the effects of four such variables by evaluating state-of-the-art visual localization methods as part of the motion planning module of an autonomous navigation stack. The results show major variation in the suitability of the different methods for vision-based navigation. To the authors' best knowledge, the proposed benchmark is the first to study modern visual localization methods as part of a complete navigation stack. We make the benchmark available at https://github.com/lasuomela/carla_vloc_benchmark.

arXiv:2203.11591공식 코드 · Papers with Code

HOP: History-and-Order Aware Pre-training for Vision-and-Language Navigation

Pre-training has been adopted in a few of recent works for Vision-and-Language Navigation (VLN). However, previous pre-training methods for VLN either lack the ability to predict future actions or ignore the trajectory contexts, which are essential for a greedy navigation process. In this work, to promote the learning of spatio-temporal visual-textual correspondence as well as the agent's capability of decision making, we propose a novel history-and-order aware pre-training paradigm (HOP) with VLN-specific objectives that exploit the past observations and support future action prediction. Specifically, in addition to the commonly used Masked Language Modeling (MLM) and Trajectory-Instruction Matching (TIM), we design two proxy tasks to model temporal order information: Trajectory Order Modeling (TOM) and Group Order Modeling (GOM). Moreover, our navigation action prediction is also enhanced by introducing the task of Action Prediction with History (APH), which takes into account the history visual perceptions. Extensive experimental results on four downstream VLN tasks (R2R, REVERIE, NDH, RxR) demonstrate the effectiveness of our proposed method compared against several state-of-the-art agents.

arXiv:2202.10910공식 코드 · Papers with Code

Sound Adversarial Audio-Visual Navigation

Audio-visual navigation task requires an agent to find a sound source in a realistic, unmapped 3D environment by utilizing egocentric audio-visual observations. Existing audio-visual navigation works assume a clean environment that solely contains the target sound, which, however, would not be suitable in most real-world applications due to the unexpected sound noise or intentional interference. In this work, we design an acoustically complex environment in which, besides the target sound, there exists a sound attacker playing a zero-sum game with the agent. More specifically, the attacker can move and change the volume and category of the sound to make the agent suffer from finding the sounding object while the agent tries to dodge the attack and navigate to the goal under the intervention. Under certain constraints to the attacker, we can improve the robustness of the agent towards unexpected sound attacks in audio-visual navigation. For better convergence, we develop a joint training mechanism by employing the property of a centralized critic with decentralized actors. Experiments on two real-world 3D scan datasets, Replica, and Matterport3D, verify the effectiveness and the robustness of the agent trained under our designed environment when transferred to the clean environment or the one containing sound attackers with random policy. Project: \url{https://yyf17.github.io/SAAVN}.

arXiv:2201.02798공식 코드 · Papers with Code

RARA: Zero-shot Sim2Real Visual Navigation with Following Foreground Cues

The gap between simulation and the real-world restrains many machine learning breakthroughs in computer vision and reinforcement learning from being applicable in the real world. In this work, we tackle this gap for the specific case of camera-based navigation, formulating it as following a visual cue in the foreground with arbitrary backgrounds. The visual cue in the foreground can often be simulated realistically, such as a line, gate or cone. The challenge then lies in coping with the unknown backgrounds and integrating both. As such, the goal is to train a visual agent on data captured in an empty simulated environment except for this foreground cue and test this model directly in a visually diverse real world. In order to bridge this big gap, we show it's crucial to combine following techniques namely: Randomized augmentation of the fore- and background, regularization with both deep supervision and triplet loss and finally abstraction of the dynamics by using waypoints rather than direct velocity commands. The various techniques are ablated in our experimental results both qualitatively and quantitatively finally demonstrating a successful transfer from simulation to the real world.

arXiv:2112.12612공식 코드 · Papers with Code

Towards Disturbance-Free Visual Mobile Manipulation

Deep reinforcement learning has shown promising results on an abundance of robotic tasks in simulation, including visual navigation and manipulation. Prior work generally aims to build embodied agents that solve their assigned tasks as quickly as possible, while largely ignoring the problems caused by collision with objects during interaction. This lack of prioritization is understandable: there is no inherent cost in breaking virtual objects. As a result, "well-trained" agents frequently collide with objects before achieving their primary goals, a behavior that would be catastrophic in the real world. In this paper, we study the problem of training agents to complete the task of visual mobile manipulation in the ManipulaTHOR environment while avoiding unnecessary collision (disturbance) with objects. We formulate disturbance avoidance as a penalty term in the reward function, but find that directly training with such penalized rewards often results in agents being unable to escape poor local optima. Instead, we propose a two-stage training curriculum where an agent is first allowed to freely explore and build basic competencies without penalization, after which a disturbance penalty is introduced to refine the agent's behavior. Results on testing scenes show that our curriculum not only avoids these poor local optima, but also leads to 10% absolute gains in success rate without disturbance, compared to our state-of-the-art baselines. Moreover, our curriculum is significantly more performant than a safe RL algorithm that casts collision avoidance as a constraint. Finally, we propose a novel disturbance-prediction auxiliary task that accelerates learning.

arXiv:2111.14843공식 코드 · Papers with Code

Catch Me If You Hear Me: Audio-Visual Navigation in Complex Unmapped Environments with Moving Sounds

Audio-visual navigation combines sight and hearing to navigate to a sound-emitting source in an unmapped environment. While recent approaches have demonstrated the benefits of audio input to detect and find the goal, they focus on clean and static sound sources and struggle to generalize to unheard sounds. In this work, we propose the novel dynamic audio-visual navigation benchmark which requires catching a moving sound source in an environment with noisy and distracting sounds, posing a range of new challenges. We introduce a reinforcement learning approach that learns a robust navigation policy for these complex settings. To achieve this, we propose an architecture that fuses audio-visual information in the spatial feature space to learn correlations of geometric information inherent in both local maps and audio signals. We demonstrate that our approach consistently outperforms the current state-of-the-art by a large margin across all tasks of moving sounds, unheard sounds, and noisy environments, on two challenging 3D scanned real-world environments, namely Matterport3D and Replica. The benchmark is available at http://dav-nav.cs.uni-freiburg.de.

arXiv:2110.12985공식 코드 · Papers with Code

Goal-Aware Cross-Entropy for Multi-Target Reinforcement Learning

Learning in a multi-target environment without prior knowledge about the targets requires a large amount of samples and makes generalization difficult. To solve this problem, it is important to be able to discriminate targets through semantic understanding. In this paper, we propose goal-aware cross-entropy (GACE) loss, that can be utilized in a self-supervised way using auto-labeled goal states alongside reinforcement learning. Based on the loss, we then devise goal-discriminative attention networks (GDAN) which utilize the goal-relevant information to focus on the given instruction. We evaluate the proposed methods on visual navigation and robot arm manipulation tasks with multi-target environments and show that GDAN outperforms the state-of-the-art methods in terms of task success ratio, sample efficiency, and generalization. Additionally, qualitative analyses demonstrate that our proposed method can help the agent become aware of and focus on the given instruction clearly, promoting goal-directed behavior.

arXiv:2110.07171공식 코드 · Papers with Code

SGoLAM: Simultaneous Goal Localization and Mapping for Multi-Object Goal Navigation

We present SGoLAM, short for simultaneous goal localization and mapping, which is a simple and efficient algorithm for Multi-Object Goal navigation. Given an agent equipped with an RGB-D camera and a GPS/Compass sensor, our objective is to have the agent navigate to a sequence of target objects in realistic 3D environments. Our pipeline fully leverages the strength of classical approaches for visual navigation, by decomposing the problem into two key components: mapping and goal localization. The mapping module converts the depth observations into an occupancy map, and the goal localization module marks the locations of goal objects. The agent's policy is determined using the information provided by the two modules: if a current goal is found, plan towards the goal and otherwise, perform exploration. As our approach does not require any training of neural networks, it could be used in an off-the-shelf manner, and amenable for fast generalization in new, unseen environments. Nonetheless, our approach performs on par with the state-of-the-art learning-based approaches. SGoLAM is ranked 2nd in the CVPR 2021 MultiON (Multi-Object Goal Navigation) challenge. We have made our code publicly available at \emph{https://github.com/eunsunlee/SGoLAM}.

arXiv:2110.02276공식 코드 · Papers with Code

SeanNet: Semantic Understanding Network for Localization Under Object Dynamics

We aim for domestic robots to perform long-term indoor service. Under the object-level scene dynamics induced by daily human activities, a robot needs to robustly localize itself in the environment subject to scene uncertainties. Previous works have addressed visual-based localization in static environments, yet the object-level scene dynamics challenge existing methods for the long-term deployment of the robot. This paper proposes a SEmantic understANding Network (SeanNet) architecture that enables an effective learning process with coupled visual and semantic inputs. With a dataset that contains object dynamics, we propose a cascaded contrastive learning scheme to train the SeanNet for learning a vector scene embedding. Subsequently, we can measure the similarity between the current observed scene and the target scene, whereby enables robust localization under object-level dynamics. In our experiments, we benchmark SeanNet against state-of-the-art image-encoding networks (baselines) on scene similarity measures. The SeanNet architecture with the proposed training method can achieve an 85.02\% accuracy which is higher than baselines. We further integrate the SeanNet and the other networks as the localizers into a visual navigation application. We demonstrate that SeanNet achieves higher success rates compared to the baselines.

arXiv:2110.02207공식 코드 · Papers with Code

Waypoint Models for Instruction-guided Navigation in Continuous Environments

Little inquiry has explicitly addressed the role of action spaces in language-guided visual navigation -- either in terms of its effect on navigation success or the efficiency with which a robotic agent could execute the resulting trajectory. Building on the recently released VLN-CE setting for instruction following in continuous environments, we develop a class of language-conditioned waypoint prediction networks to examine this question. We vary the expressivity of these models to explore a spectrum between low-level actions and continuous waypoint prediction. We measure task performance and estimated execution time on a profiled LoCoBot robot. We find more expressive models result in simpler, faster to execute trajectories, but lower-level actions can achieve better navigation metrics by approximating shortest paths better. Further, our models outperform prior work in VLN-CE and set a new state-of-the-art on the public leaderboard -- increasing success rate by 4% with our best model on this challenging task.

arXiv:2109.11936공식 코드 · Papers with Code

Towards Autonomous Crop-Agnostic Visual Navigation in Arable Fields

Autonomous navigation of a robot in agricultural fields is essential for every task from crop monitoring to weed management and fertilizer application. Many current approaches rely on accurate GPS, however, such technology is expensive and also prone to failure (e.g. through lack of coverage). As such, autonomous navigation through sensors that can interpret their environment (such as cameras) is important to achieve the goal of autonomy in agriculture. In this paper, we introduce a purely vision-based navigation scheme that is able to reliably guide the robot through row-crop fields without manual intervention. Independent of any global localization or mapping, this approach is able to accurately follow the crop-rows and switch between the rows, only using onboard cameras. With the help of a novel crop-row detection and a novel crop-row switching technique, our navigation scheme can be deployed in a wide range of fields with different canopy types in various growth stages with limited parameter tuning, creating a crop agnostic navigation approach. We have extensively evaluated our approach in three different fields under various illumination conditions using our agricultural robotic platform (BonnBot-I). For navigation, our approach is evaluated on five crop types and achieves an average navigation accuracy of 3.82cm relative to manual teleoperation.