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arXiv:2108.05713공식 코드 · Papers with Code

Towards real-world navigation with deep differentiable planners

We train embodied neural networks to plan and navigate unseen complex 3D environments, emphasising real-world deployment. Rather than requiring prior knowledge of the agent or environment, the planner learns to model the state transitions and rewards. To avoid the potentially hazardous trial-and-error of reinforcement learning, we focus on differentiable planners such as Value Iteration Networks (VIN), which are trained offline from safe expert demonstrations. Although they work well in small simulations, we address two major limitations that hinder their deployment. First, we observed that current differentiable planners struggle to plan long-term in environments with a high branching complexity. While they should ideally learn to assign low rewards to obstacles to avoid collisions, we posit that the constraints imposed on the network are not strong enough to guarantee the network to learn sufficiently large penalties for every possible collision. We thus impose a structural constraint on the value iteration, which explicitly learns to model any impossible actions. Secondly, we extend the model to work with a limited perspective camera under translation and rotation, which is crucial for real robot deployment. Many VIN-like planners assume a 360 degrees or overhead view without rotation. In contrast, our method uses a memory-efficient lattice map to aggregate CNN embeddings of partial observations, and models the rotational dynamics explicitly using a 3D state-space grid (translation and rotation). Our proposals significantly improve semantic navigation and exploration on several 2D and 3D environments, succeeding in settings that are otherwise challenging for this class of methods. As far as we know, we are the first to successfully perform differentiable planning on the difficult Active Vision Dataset, consisting of real images captured from a robot.

arXiv:2107.06011공식 코드 · Papers with Code

Teaching Agents how to Map: Spatial Reasoning for Multi-Object Navigation

In the context of visual navigation, the capacity to map a novel environment is necessary for an agent to exploit its observation history in the considered place and efficiently reach known goals. This ability can be associated with spatial reasoning, where an agent is able to perceive spatial relationships and regularities, and discover object characteristics. Recent work introduces learnable policies parametrized by deep neural networks and trained with Reinforcement Learning (RL). In classical RL setups, the capacity to map and reason spatially is learned end-to-end, from reward alone. In this setting, we introduce supplementary supervision in the form of auxiliary tasks designed to favor the emergence of spatial perception capabilities in agents trained for a goal-reaching downstream objective. We show that learning to estimate metrics quantifying the spatial relationships between an agent at a given location and a goal to reach has a high positive impact in Multi-Object Navigation settings. Our method significantly improves the performance of different baseline agents, that either build an explicit or implicit representation of the environment, even matching the performance of incomparable oracle agents taking ground-truth maps as input. A learning-based agent from the literature trained with the proposed auxiliary losses was the winning entry to the Multi-Object Navigation Challenge, part of the CVPR 2021 Embodied AI Workshop.

arXiv:2107.01151공식 코드 · Papers with Code

Collaborative Visual Navigation

As a fundamental problem for Artificial Intelligence, multi-agent system (MAS) is making rapid progress, mainly driven by multi-agent reinforcement learning (MARL) techniques. However, previous MARL methods largely focused on grid-world like or game environments; MAS in visually rich environments has remained less explored. To narrow this gap and emphasize the crucial role of perception in MAS, we propose a large-scale 3D dataset, CollaVN, for multi-agent visual navigation (MAVN). In CollaVN, multiple agents are entailed to cooperatively navigate across photo-realistic environments to reach target locations. Diverse MAVN variants are explored to make our problem more general. Moreover, a memory-augmented communication framework is proposed. Each agent is equipped with a private, external memory to persistently store communication information. This allows agents to make better use of their past communication information, enabling more efficient collaboration and robust long-term planning. In our experiments, several baselines and evaluation metrics are designed. We also empirically verify the efficacy of our proposed MARL approach across different MAVN task settings.

arXiv:2106.04531공식 코드 · Papers with Code

RobustNav: Towards Benchmarking Robustness in Embodied Navigation

As an attempt towards assessing the robustness of embodied navigation agents, we propose RobustNav, a framework to quantify the performance of embodied navigation agents when exposed to a wide variety of visual - affecting RGB inputs - and dynamics - affecting transition dynamics - corruptions. Most recent efforts in visual navigation have typically focused on generalizing to novel target environments with similar appearance and dynamics characteristics. With RobustNav, we find that some standard embodied navigation agents significantly underperform (or fail) in the presence of visual or dynamics corruptions. We systematically analyze the kind of idiosyncrasies that emerge in the behavior of such agents when operating under corruptions. Finally, for visual corruptions in RobustNav, we show that while standard techniques to improve robustness such as data-augmentation and self-supervised adaptation offer some zero-shot resistance and improvements in navigation performance, there is still a long way to go in terms of recovering lost performance relative to clean "non-corrupt" settings, warranting more research in this direction. Our code is available at https://github.com/allenai/robustnav

arXiv:2105.05873공식 코드 · Papers with Code

Out of the Box: Embodied Navigation in the Real World

The research field of Embodied AI has witnessed substantial progress in visual navigation and exploration thanks to powerful simulating platforms and the availability of 3D data of indoor and photorealistic environments. These two factors have opened the doors to a new generation of intelligent agents capable of achieving nearly perfect PointGoal Navigation. However, such architectures are commonly trained with millions, if not billions, of frames and tested in simulation. Together with great enthusiasm, these results yield a question: how many researchers will effectively benefit from these advances? In this work, we detail how to transfer the knowledge acquired in simulation into the real world. To that end, we describe the architectural discrepancies that damage the Sim2Real adaptation ability of models trained on the Habitat simulator and propose a novel solution tailored towards the deployment in real-world scenarios. We then deploy our models on a LoCoBot, a Low-Cost Robot equipped with a single Intel RealSense camera. Different from previous work, our testing scene is unavailable to the agent in simulation. The environment is also inaccessible to the agent beforehand, so it cannot count on scene-specific semantic priors. In this way, we reproduce a setting in which a research group (potentially from other fields) needs to employ the agent visual navigation capabilities as-a-Service. Our experiments indicate that it is possible to achieve satisfying results when deploying the obtained model in the real world. Our code and models are available at https://github.com/aimagelab/LoCoNav.

arXiv:2104.14040공식 코드 · Papers with Code

Pushing it out of the Way: Interactive Visual Navigation

We have observed significant progress in visual navigation for embodied agents. A common assumption in studying visual navigation is that the environments are static; this is a limiting assumption. Intelligent navigation may involve interacting with the environment beyond just moving forward/backward and turning left/right. Sometimes, the best way to navigate is to push something out of the way. In this paper, we study the problem of interactive navigation where agents learn to change the environment to navigate more efficiently to their goals. To this end, we introduce the Neural Interaction Engine (NIE) to explicitly predict the change in the environment caused by the agent's actions. By modeling the changes while planning, we find that agents exhibit significant improvements in their navigational capabilities. More specifically, we consider two downstream tasks in the physics-enabled, visually rich, AI2-THOR environment: (1) reaching a target while the path to the target is blocked (2) moving an object to a target location by pushing it. For both tasks, agents equipped with an NIE significantly outperform agents without the understanding of the effect of the actions indicating the benefits of our approach.

arXiv:2103.17138공식 코드 · Papers with Code

SOON: Scenario Oriented Object Navigation with Graph-based Exploration

The ability to navigate like a human towards a language-guided target from anywhere in a 3D embodied environment is one of the 'holy grail' goals of intelligent robots. Most visual navigation benchmarks, however, focus on navigating toward a target from a fixed starting point, guided by an elaborate set of instructions that depicts step-by-step. This approach deviates from real-world problems in which human-only describes what the object and its surrounding look like and asks the robot to start navigation from anywhere. Accordingly, in this paper, we introduce a Scenario Oriented Object Navigation (SOON) task. In this task, an agent is required to navigate from an arbitrary position in a 3D embodied environment to localize a target following a scene description. To give a promising direction to solve this task, we propose a novel graph-based exploration (GBE) method, which models the navigation state as a graph and introduces a novel graph-based exploration approach to learn knowledge from the graph and stabilize training by learning sub-optimal trajectories. We also propose a new large-scale benchmark named From Anywhere to Object (FAO) dataset. To avoid target ambiguity, the descriptions in FAO provide rich semantic scene information includes: object attribute, object relationship, region description, and nearby region description. Our experiments reveal that the proposed GBE outperforms various state-of-the-arts on both FAO and R2R datasets. And the ablation studies on FAO validates the quality of the dataset.

arXiv:2103.16732공식 코드 · Papers with Code

Simultaneous Navigation and Construction Benchmarking Environments

We need intelligent robots for mobile construction, the process of navigating in an environment and modifying its structure according to a geometric design. In this task, a major robot vision and learning challenge is how to exactly achieve the design without GPS, due to the difficulty caused by the bi-directional coupling of accurate robot localization and navigation together with strategic environment manipulation. However, many existing robot vision and learning tasks such as visual navigation and robot manipulation address only one of these two coupled aspects. To stimulate the pursuit of a generic and adaptive solution, we reasonably simplify mobile construction as a partially observable Markov decision process (POMDP) in 1/2/3D grid worlds and benchmark the performance of a handcrafted policy with basic localization and planning, and state-of-the-art deep reinforcement learning (RL) methods. Our extensive experiments show that the coupling makes this problem very challenging for those methods, and emphasize the need for novel task-specific solutions.

arXiv:2103.02074공식 코드 · Papers with Code

Sequential Place Learning: Heuristic-Free High-Performance Long-Term Place Recognition

Sequential matching using hand-crafted heuristics has been standard practice in route-based place recognition for enhancing pairwise similarity results for nearly a decade. However, precision-recall performance of these algorithms dramatically degrades when searching on short temporal window (TW) lengths, while demanding high compute and storage costs on large robotic datasets for autonomous navigation research. Here, influenced by biological systems that robustly navigate spacetime scales even without vision, we develop a joint visual and positional representation learning technique, via a sequential process, and design a learning-based CNN+LSTM architecture, trainable via backpropagation through time, for viewpoint- and appearance-invariant place recognition. Our approach, Sequential Place Learning (SPL), is based on a CNN function that visually encodes an environment from a single traversal, thus reducing storage capacity, while an LSTM temporally fuses each visual embedding with corresponding positional data -- obtained from any source of motion estimation -- for direct sequential inference. Contrary to classical two-stage pipelines, e.g., match-then-temporally-filter, our network directly eliminates false-positive rates while jointly learning sequence matching from a single monocular image sequence, even using short TWs. Hence, we demonstrate that our model outperforms 15 classical methods while setting new state-of-the-art performance standards on 4 challenging benchmark datasets, where one of them can be considered solved with recall rates of 100% at 100% precision, correctly matching all places under extreme sunlight-darkness changes. In addition, we show that SPL can be up to 70x faster to deploy than classical methods on a 729 km route comprising 35,768 consecutive frames. Extensive experiments demonstrate the... Baseline code available at https://github.com/mchancan/deepseqslam

arXiv:2103.01350공식 코드 · Papers with Code

Hierarchical and Partially Observable Goal-driven Policy Learning with Goals Relational Graph

We present a novel two-layer hierarchical reinforcement learning approach equipped with a Goals Relational Graph (GRG) for tackling the partially observable goal-driven task, such as goal-driven visual navigation. Our GRG captures the underlying relations of all goals in the goal space through a Dirichlet-categorical process that facilitates: 1) the high-level network raising a sub-goal towards achieving a designated final goal; 2) the low-level network towards an optimal policy; and 3) the overall system generalizing unseen environments and goals. We evaluate our approach with two settings of partially observable goal-driven tasks -- a grid-world domain and a robotic object search task. Our experimental results show that our approach exhibits superior generalization performance on both unseen environments and new goals.

arXiv:2102.13008공식 코드 · Papers with Code

Imitation Learning with Human Eye Gaze via Multi-Objective Prediction

Approaches for teaching learning agents via human demonstrations have been widely studied and successfully applied to multiple domains. However, the majority of imitation learning work utilizes only behavioral information from the demonstrator, i.e. which actions were taken, and ignores other useful information. In particular, eye gaze information can give valuable insight towards where the demonstrator is allocating visual attention, and holds the potential to improve agent performance and generalization. In this work, we propose Gaze Regularized Imitation Learning (GRIL), a novel context-aware, imitation learning architecture that learns concurrently from both human demonstrations and eye gaze to solve tasks where visual attention provides important context. We apply GRIL to a visual navigation task, in which an unmanned quadrotor is trained to search for and navigate to a target vehicle in a photorealistic simulated environment. We show that GRIL outperforms several state-of-the-art gaze-based imitation learning algorithms, simultaneously learns to predict human visual attention, and generalizes to scenarios not present in the training data. Supplemental videos and code can be found at https://sites.google.com/view/gaze-regularized-il/.

arXiv:2102.07764공식 코드 · Papers with Code

End-to-End Egospheric Spatial Memory

Spatial memory, or the ability to remember and recall specific locations and objects, is central to autonomous agents' ability to carry out tasks in real environments. However, most existing artificial memory modules are not very adept at storing spatial information. We propose a parameter-free module, Egospheric Spatial Memory (ESM), which encodes the memory in an ego-sphere around the agent, enabling expressive 3D representations. ESM can be trained end-to-end via either imitation or reinforcement learning, and improves both training efficiency and final performance against other memory baselines on both drone and manipulator visuomotor control tasks. The explicit egocentric geometry also enables us to seamlessly combine the learned controller with other non-learned modalities, such as local obstacle avoidance. We further show applications to semantic segmentation on the ScanNet dataset, where ESM naturally combines image-level and map-level inference modalities. Through our broad set of experiments, we show that ESM provides a general computation graph for embodied spatial reasoning, and the module forms a bridge between real-time mapping systems and differentiable memory architectures. Implementation at: https://github.com/ivy-dl/memory.

arXiv:2011.13922공식 코드 · Papers with Code

A Recurrent Vision-and-Language BERT for Navigation

Accuracy of many visiolinguistic tasks has benefited significantly from the application of vision-and-language(V&L) BERT. However, its application for the task of vision-and-language navigation (VLN) remains limited. One reason for this is the difficulty adapting the BERT architecture to the partially observable Markov decision process present in VLN, requiring history-dependent attention and decision making. In this paper we propose a recurrent BERT model that is time-aware for use in VLN. Specifically, we equip the BERT model with a recurrent function that maintains cross-modal state information for the agent. Through extensive experiments on R2R and REVERIE we demonstrate that our model can replace more complex encoder-decoder models to achieve state-of-the-art results. Moreover, our approach can be generalised to other transformer-based architectures, supports pre-training, and is capable of solving navigation and referring expression tasks simultaneously.

arXiv:2011.08518공식 코드 · Papers with Code

DeepSeqSLAM: A Trainable CNN+RNN for Joint Global Description and Sequence-based Place Recognition

Sequence-based place recognition methods for all-weather navigation are well-known for producing state-of-the-art results under challenging day-night or summer-winter transitions. These systems, however, rely on complex handcrafted heuristics for sequential matching - which are applied on top of a pre-computed pairwise similarity matrix between reference and query image sequences of a single route - to further reduce false-positive rates compared to single-frame retrieval methods. As a result, performing multi-frame place recognition can be extremely slow for deployment on autonomous vehicles or evaluation on large datasets, and fail when using relatively short parameter values such as a sequence length of 2 frames. In this paper, we propose DeepSeqSLAM: a trainable CNN+RNN architecture for jointly learning visual and positional representations from a single monocular image sequence of a route. We demonstrate our approach on two large benchmark datasets, Nordland and Oxford RobotCar - recorded over 728 km and 10 km routes, respectively, each during 1 year with multiple seasons, weather, and lighting conditions. On Nordland, we compare our method to two state-of-the-art sequence-based methods across the entire route under summer-winter changes using a sequence length of 2 and show that our approach can get over 72% AUC compared to 27% AUC for Delta Descriptors and 2% AUC for SeqSLAM; while drastically reducing the deployment time from around 1 hour to 1 minute against both. The framework code and video are available at https://mchancan.github.io/deepseqslam

arXiv:2010.13439공식 코드 · Papers with Code

On Embodied Visual Navigation in Real Environments Through Habitat

Visual navigation models based on deep learning can learn effective policies when trained on large amounts of visual observations through reinforcement learning. Unfortunately, collecting the required experience in the real world requires the deployment of a robotic platform, which is expensive and time-consuming. To deal with this limitation, several simulation platforms have been proposed in order to train visual navigation policies on virtual environments efficiently. Despite the advantages they offer, simulators present a limited realism in terms of appearance and physical dynamics, leading to navigation policies that do not generalize in the real world. In this paper, we propose a tool based on the Habitat simulator which exploits real world images of the environment, together with sensor and actuator noise models, to produce more realistic navigation episodes. We perform a range of experiments to assess the ability of such policies to generalize using virtual and real-world images, as well as observations transformed with unsupervised domain adaptation approaches. We also assess the impact of sensor and actuation noise on the navigation performance and investigate whether it allows to learn more robust navigation policies. We show that our tool can effectively help to train and evaluate navigation policies on real-world observations without running navigation pisodes in the real world.

arXiv:2010.10903공식 코드 · Papers with Code

Visual Navigation in Real-World Indoor Environments Using End-to-End Deep Reinforcement Learning

Visual navigation is essential for many applications in robotics, from manipulation, through mobile robotics to automated driving. Deep reinforcement learning (DRL) provides an elegant map-free approach integrating image processing, localization, and planning in one module, which can be trained and therefore optimized for a given environment. However, to date, DRL-based visual navigation was validated exclusively in simulation, where the simulator provides information that is not available in the real world, e.g., the robot's position or image segmentation masks. This precludes the use of the learned policy on a real robot. Therefore, we propose a novel approach that enables a direct deployment of the trained policy on real robots. We have designed visual auxiliary tasks, a tailored reward scheme, and a new powerful simulator to facilitate domain randomization. The policy is fine-tuned on images collected from real-world environments. We have evaluated the method on a mobile robot in a real office environment. The training took ~30 hours on a single GPU. In 30 navigation experiments, the robot reached a 0.3-meter neighborhood of the goal in more than 86.7% of cases. This result makes the proposed method directly applicable to tasks like mobile manipulation.

arXiv:2008.09622공식 코드 · Papers with Code

Learning to Set Waypoints for Audio-Visual Navigation

In audio-visual navigation, an agent intelligently travels through a complex, unmapped 3D environment using both sights and sounds to find a sound source (e.g., a phone ringing in another room). Existing models learn to act at a fixed granularity of agent motion and rely on simple recurrent aggregations of the audio observations. We introduce a reinforcement learning approach to audio-visual navigation with two key novel elements: 1) waypoints that are dynamically set and learned end-to-end within the navigation policy, and 2) an acoustic memory that provides a structured, spatially grounded record of what the agent has heard as it moves. Both new ideas capitalize on the synergy of audio and visual data for revealing the geometry of an unmapped space. We demonstrate our approach on two challenging datasets of real-world 3D scenes, Replica and Matterport3D. Our model improves the state of the art by a substantial margin, and our experiments reveal that learning the links between sights, sounds, and space is essential for audio-visual navigation. Project: http://vision.cs.utexas.edu/projects/audio_visual_waypoints.

arXiv:2008.02790공식 코드 · Papers with Code

Decoupling Exploration and Exploitation for Meta-Reinforcement Learning without Sacrifices

The goal of meta-reinforcement learning (meta-RL) is to build agents that can quickly learn new tasks by leveraging prior experience on related tasks. Learning a new task often requires both exploring to gather task-relevant information and exploiting this information to solve the task. In principle, optimal exploration and exploitation can be learned end-to-end by simply maximizing task performance. However, such meta-RL approaches struggle with local optima due to a chicken-and-egg problem: learning to explore requires good exploitation to gauge the exploration's utility, but learning to exploit requires information gathered via exploration. Optimizing separate objectives for exploration and exploitation can avoid this problem, but prior meta-RL exploration objectives yield suboptimal policies that gather information irrelevant to the task. We alleviate both concerns by constructing an exploitation objective that automatically identifies task-relevant information and an exploration objective to recover only this information. This avoids local optima in end-to-end training, without sacrificing optimal exploration. Empirically, DREAM substantially outperforms existing approaches on complex meta-RL problems, such as sparse-reward 3D visual navigation. Videos of DREAM: https://ezliu.github.io/dream/

arXiv:2006.10034공식 코드 · Papers with Code

Semantic Visual Navigation by Watching YouTube Videos

Semantic cues and statistical regularities in real-world environment layouts can improve efficiency for navigation in novel environments. This paper learns and leverages such semantic cues for navigating to objects of interest in novel environments, by simply watching YouTube videos. This is challenging because YouTube videos don't come with labels for actions or goals, and may not even showcase optimal behavior. Our method tackles these challenges through the use of Q-learning on pseudo-labeled transition quadruples (image, action, next image, reward). We show that such off-policy Q-learning from passive data is able to learn meaningful semantic cues for navigation. These cues, when used in a hierarchical navigation policy, lead to improved efficiency at the ObjectGoal task in visually realistic simulations. We observe a relative improvement of 15-83% over end-to-end RL, behavior cloning, and classical methods, while using minimal direct interaction.

arXiv:2003.10010공식 코드 · Papers with Code

One-Shot Informed Robotic Visual Search in the Wild

We consider the task of underwater robot navigation for the purpose of collecting scientifically relevant video data for environmental monitoring. The majority of field robots that currently perform monitoring tasks in unstructured natural environments navigate via path-tracking a pre-specified sequence of waypoints. Although this navigation method is often necessary, it is limiting because the robot does not have a model of what the scientist deems to be relevant visual observations. Thus, the robot can neither visually search for particular types of objects, nor focus its attention on parts of the scene that might be more relevant than the pre-specified waypoints and viewpoints. In this paper we propose a method that enables informed visual navigation via a learned visual similarity operator that guides the robot's visual search towards parts of the scene that look like an exemplar image, which is given by the user as a high-level specification for data collection. We propose and evaluate a weakly supervised video representation learning method that outperforms ImageNet embeddings for similarity tasks in the underwater domain. We also demonstrate the deployment of this similarity operator during informed visual navigation in collaborative environmental monitoring scenarios, in large-scale field trials, where the robot and a human scientist collaboratively search for relevant visual content.