Embodied Question Answering (EQA) has primarily focused on indoor environments, leaving the complexities of urban settings - spanning environment, action, and perception - largely unexplored. To bridge this gap, we introduce CityEQA, a new task where an embodied agent answers open-vocabulary questions through active exploration in dynamic city spaces. To support this task, we present CityEQA-EC, the first benchmark dataset featuring 1,412 human-annotated tasks across six categories, grounded in a realistic 3D urban simulator. Moreover, we propose Planner-Manager-Actor (PMA), a novel agent tailored for CityEQA. PMA enables long-horizon planning and hierarchical task execution: the Planner breaks down the question answering into sub-tasks, the Manager maintains an object-centric cognitive map for spatial reasoning during the process control, and the specialized Actors handle navigation, exploration, and collection sub-tasks. Experiments demonstrate that PMA achieves 60.7% of human-level answering accuracy, significantly outperforming frontier-based baselines. While promising, the performance gap compared to humans highlights the need for enhanced visual reasoning in CityEQA. This work paves the way for future advancements in urban spatial intelligence. Dataset and code are available at https://github.com/BiluYong/CityEQA.git.
We introduce Tarsier2, a state-of-the-art large vision-language model (LVLM) designed for generating detailed and accurate video descriptions, while also exhibiting superior general video understanding capabilities. Tarsier2 achieves significant advancements through three key upgrades: (1) Scaling pre-training data from 11M to 40M video-text pairs, enriching both volume and diversity; (2) Performing fine-grained temporal alignment during supervised fine-tuning; (3) Using model-based sampling to automatically construct preference data and applying DPO training for optimization. Extensive experiments show that Tarsier2-7B consistently outperforms leading proprietary models, including GPT-4o and Gemini 1.5 Pro, in detailed video description tasks. On the DREAM-1K benchmark, Tarsier2-7B improves F1 by 2.8% over GPT-4o and 5.8% over Gemini-1.5-Pro. In human side-by-side evaluations, Tarsier2-7B shows a +8.6% performance advantage over GPT-4o and +24.9% over Gemini-1.5-Pro. Tarsier2-7B also sets new state-of-the-art results across 15 public benchmarks, spanning tasks such as video question-answering, video grounding, hallucination test, and embodied question-answering, demonstrating its versatility as a robust generalist vision-language model.
Research on 3D Vision-Language Models (3D-VLMs) is gaining increasing attention, which is crucial for developing embodied AI within 3D scenes, such as visual navigation and embodied question answering. Due to the high density of visual features, especially in large 3D scenes, accurately locating task-relevant visual information is challenging. Existing works attempt to segment all objects and consider their features as scene representations. However, these task-agnostic object features include much redundant information and missing details for the task-relevant area. To tackle these problems, we propose LSceneLLM, an adaptive framework that automatically identifies task-relevant areas by leveraging LLM's visual preference for different tasks, followed by a plug-and-play scene magnifier module to capture fine-grained details in focused areas. Specifically, a dense token selector examines the attention map of LLM to identify visual preferences for the instruction input. It then magnifies fine-grained details of the focusing area. An adaptive self-attention module is leveraged to fuse the coarse-grained and selected fine-grained visual information. To comprehensively evaluate the large scene understanding ability of 3D-VLMs, we further introduce a cross-room understanding benchmark, XR-Scene, which contains a series of large scene understanding tasks including XR-QA, XR-EmbodiedPlanning, and XR-SceneCaption. Experiments show that our method surpasses existing methods on both large scene understanding and existing scene understanding benchmarks. Plunging our scene magnifier module into the existing 3D-VLMs also brings significant improvement.
In recent years, Multi-modal Foundation Models (MFMs) and Embodied Artificial Intelligence (EAI) have been advancing side by side at an unprecedented pace. The integration of the two has garnered significant attention from the AI research community. In this work, we attempt to provide an in-depth and comprehensive evaluation of the performance of MFM s on embodied task planning, aiming to shed light on their capabilities and limitations in this domain. To this end, based on the characteristics of embodied task planning, we first develop a systematic evaluation framework, which encapsulates four crucial capabilities of MFMs: object understanding, spatio-temporal perception, task understanding, and embodied reasoning. Following this, we propose a new benchmark, named MFE-ETP, characterized its complex and variable task scenarios, typical yet diverse task types, task instances of varying difficulties, and rich test case types ranging from multiple embodied question answering to embodied task reasoning. Finally, we offer a simple and easy-to-use automatic evaluation platform that enables the automated testing of multiple MFMs on the proposed benchmark. Using the benchmark and evaluation platform, we evaluated several state-of-the-art MFMs and found that they significantly lag behind human-level performance. The MFE-ETP is a high-quality, large-scale, and challenging benchmark relevant to real-world tasks.
Embodied Question Answering (EQA) serves as a benchmark task to evaluate the capability of robots to navigate within novel environments and identify objects in response to human queries. However, existing EQA methods often rely on simulated environments and operate with limited vocabularies. This paper presents a map-based modular approach to EQA, enabling real-world robots to explore and map unknown environments. By leveraging foundation models, our method facilitates answering a diverse range of questions using natural language. We conducted extensive experiments in both virtual and real-world settings, demonstrating the robustness of our approach in navigating and comprehending queries within unknown environments.
With the surge in the development of large language models, embodied intelligence has attracted increasing attention. Nevertheless, prior works on embodied intelligence typically encode scene or historical memory in an unimodal manner, either visual or linguistic, which complicates the alignment of the model's action planning with embodied control. To overcome this limitation, we introduce the Multimodal Embodied Interactive Agent (MEIA), capable of translating high-level tasks expressed in natural language into a sequence of executable actions. Specifically, we propose a novel Multimodal Environment Memory (MEM) module, facilitating the integration of embodied control with large models through the visual-language memory of scenes. This capability enables MEIA to generate executable action plans based on diverse requirements and the robot's capabilities. Furthermore, we construct an embodied question answering dataset based on a dynamic virtual cafe environment with the help of the large language model. In this virtual environment, we conduct several experiments, utilizing multiple large models through zero-shot learning, and carefully design scenarios for various situations. The experimental results showcase the promising performance of our MEIA in various embodied interactive tasks.
Building a generalist agent that can interact with the world is the intriguing target of AI systems, thus spurring the research for embodied navigation, where an agent is required to navigate according to instructions or respond to queries. Despite the major progress attained, previous works primarily focus on task-specific agents and lack generalizability to unseen scenarios. Recently, LLMs have presented remarkable capabilities across various fields, and provided a promising opportunity for embodied navigation. Drawing on this, we propose the first generalist model for embodied navigation, NaviLLM. It adapts LLMs to embodied navigation by introducing schema-based instruction. The schema-based instruction flexibly casts various tasks into generation problems, thereby unifying a wide range of tasks. This approach allows us to integrate diverse data sources from various datasets into the training, equipping NaviLLM with a wide range of capabilities required by embodied navigation. We conduct extensive experiments to evaluate the performance and generalizability of our model. The experimental results demonstrate that our unified model achieves state-of-the-art performance on CVDN, SOON, and ScanQA. Specifically, it surpasses the previous stats-of-the-art method by a significant margin of 29% in goal progress on CVDN. Moreover, our model also demonstrates strong generalizability and presents impressive results on unseen tasks, e.g., embodied question answering and 3D captioning.
Artificial intelligence (AI) is expected to be embodied in software agents, robots, and cyber-physical systems that can understand the various contextual information of daily life in the home environment to support human behavior and decision making in various situations. Scene graph and knowledge graph (KG) construction technologies have attracted much attention for knowledge-based embodied question answering meeting this expectation. However, collecting and managing real data on daily activities under various experimental conditions in a physical space are quite costly, and developing AI that understands the intentions and contexts is difficult. In the future, data from both virtual spaces, where conditions can be easily modified, and physical spaces, where conditions are difficult to change, are expected to be combined to analyze daily living activities. However, studies on the KG construction of daily activities using virtual space and their application have yet to progress. The potential and challenges must still be clarified to facilitate AI development for human daily life. Thus, this study proposes the VirtualHome2KG framework to generate synthetic KGs of daily life activities in virtual space. This framework augments both the synthetic video data of daily activities and the contextual semantic data corresponding to the video contents based on the proposed event-centric schema and virtual space simulation results. Therefore, context-aware data can be analyzed, and various applications that have conventionally been difficult to develop due to the insufficient availability of relevant data and semantic information can be developed. We also demonstrate herein the utility and potential of the proposed VirtualHome2KG framework through several use cases, including the analysis of daily activities by querying, embedding, and clustering, and fall risk detection among ...
Embodied Question Answering (EQA) is a recently proposed task, where an agent is placed in a rich 3D environment and must act based solely on its egocentric input to answer a given question. The desired outcome is that the agent learns to combine capabilities such as scene understanding, navigation and language understanding in order to perform complex reasoning in the visual world. However, initial advancements combining standard vision and language methods with imitation and reinforcement learning algorithms have shown EQA might be too complex and challenging for these techniques. In order to investigate the feasibility of EQA-type tasks, we build the VideoNavQA dataset that contains pairs of questions and videos generated in the House3D environment. The goal of this dataset is to assess question-answering performance from nearly-ideal navigation paths, while considering a much more complete variety of questions than current instantiations of the EQA task. We investigate several models, adapted from popular VQA methods, on this new benchmark. This establishes an initial understanding of how well VQA-style methods can perform within this novel EQA paradigm.
Embodied Question Answering (EQA) is a relatively new task where an agent is asked to answer questions about its environment from egocentric perception. EQA makes the fundamental assumption that every question, e.g., "what color is the car?", has exactly one target ("car") being inquired about. This assumption puts a direct limitation on the abilities of the agent. We present a generalization of EQA - Multi-Target EQA (MT-EQA). Specifically, we study questions that have multiple targets in them, such as "Is the dresser in the bedroom bigger than the oven in the kitchen?", where the agent has to navigate to multiple locations ("dresser in bedroom", "oven in kitchen") and perform comparative reasoning ("dresser" bigger than "oven") before it can answer a question. Such questions require the development of entirely new modules or components in the agent. To address this, we propose a modular architecture composed of a program generator, a controller, a navigator, and a VQA module. The program generator converts the given question into sequential executable sub-programs; the navigator guides the agent to multiple locations pertinent to the navigation-related sub-programs; and the controller learns to select relevant observations along its path. These observations are then fed to the VQA module to predict the answer. We perform detailed analysis for each of the model components and show that our joint model can outperform previous methods and strong baselines by a significant margin.
We explore blindfold (question-only) baselines for Embodied Question Answering. The EmbodiedQA task requires an agent to answer a question by intelligently navigating in a simulated environment, gathering necessary visual information only through first-person vision before finally answering. Consequently, a blindfold baseline which ignores the environment and visual information is a degenerate solution, yet we show through our experiments on the EQAv1 dataset that a simple question-only baseline achieves state-of-the-art results on the EmbodiedQA task in all cases except when the agent is spawned extremely close to the object.