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.
We describe a system for visually guided autonomous navigation of under-canopy farm robots. Low-cost under-canopy robots can drive between crop rows under the plant canopy and accomplish tasks that are infeasible for over-the-canopy drones or larger agricultural equipment. However, autonomously navigating them under the canopy presents a number of challenges: unreliable GPS and LiDAR, high cost of sensing, challenging farm terrain, clutter due to leaves and weeds, and large variability in appearance over the season and across crop types. We address these challenges by building a modular system that leverages machine learning for robust and generalizable perception from monocular RGB images from low-cost cameras, and model predictive control for accurate control in challenging terrain. Our system, CropFollow, is able to autonomously drive 485 meters per intervention on average, outperforming a state-of-the-art LiDAR based system (286 meters per intervention) in extensive field testing spanning over 25 km.
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.
A large part of the interest in model-based reinforcement learning derives from the potential utility to acquire a forward model capable of strategic long term decision making. Assuming that an agent succeeds in learning a useful predictive model, it still requires a mechanism to harness it to generate and select among competing simulated plans. In this paper, we explore this theme combining evolutionary algorithmic planning techniques with models learned via deep learning and variational inference. We demonstrate the approach with an agent that reliably performs online planning in a set of visual navigation tasks.
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
Robots need to be able to work in multiple different environments. Even when performing similar tasks, different behaviour should be deployed to best fit the current environment. In this paper, We propose a new approach to navigation, where it is treated as a multi-task learning problem. This enables the robot to learn to behave differently in visual navigation tasks for different environments while also learning shared expertise across environments. We evaluated our approach in both simulated environments as well as real-world data. Our method allows our system to converge with a 26% reduction in training time, while also increasing accuracy.
Simultaneous localization and mapping (SLAM) remains challenging for a number of downstream applications, such as visual robot navigation, because of rapid turns, featureless walls, and poor camera quality. We introduce the Differentiable SLAM Network (SLAM-net) along with a navigation architecture to enable planar robot navigation in previously unseen indoor environments. SLAM-net encodes a particle filter based SLAM algorithm in a differentiable computation graph, and learns task-oriented neural network components by backpropagating through the SLAM algorithm. Because it can optimize all model components jointly for the end-objective, SLAM-net learns to be robust in challenging conditions. We run experiments in the Habitat platform with different real-world RGB and RGB-D datasets. SLAM-net significantly outperforms the widely adapted ORB-SLAM in noisy conditions. Our navigation architecture with SLAM-net improves the state-of-the-art for the Habitat Challenge 2020 PointNav task by a large margin (37% to 64% success). Project website: http://sites.google.com/view/slamnet
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.
The lottery ticket hypothesis questions the role of overparameterization in supervised deep learning. But how is the performance of winning lottery tickets affected by the distributional shift inherent to reinforcement learning problems? In this work, we address this question by comparing sparse agents who have to address the non-stationarity of the exploration-exploitation problem with supervised agents trained to imitate an expert. We show that feed-forward networks trained with behavioural cloning compared to reinforcement learning can be pruned to higher levels of sparsity without performance degradation. This suggests that in order to solve the RL-specific distributional shift agents require more degrees of freedom. Using a set of carefully designed baseline conditions, we find that the majority of the lottery ticket effect in both learning paradigms can be attributed to the identified mask rather than the weight initialization. The input layer mask selectively prunes entire input dimensions that turn out to be irrelevant for the task at hand. At a moderate level of sparsity the mask identified by iterative magnitude pruning yields minimal task-relevant representations, i.e., an interpretable inductive bias. Finally, we propose a simple initialization rescaling which promotes the robust identification of sparse task representations in low-dimensional control tasks.
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.
This work focuses on object goal visual navigation, aiming at finding the location of an object from a given class, where in each step the agent is provided with an egocentric RGB image of the scene. We propose to learn the agent's policy using a reinforcement learning algorithm. Our key contribution is a novel attention probability model for visual navigation tasks. This attention encodes semantic information about observed objects, as well as spatial information about their place. This combination of the "what" and the "where" allows the agent to navigate toward the sought-after object effectively. The attention model is shown to improve the agent's policy and to achieve state-of-the-art results on commonly-used datasets.
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.
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.
Visual navigation for autonomous agents is a core task in the fields of computer vision and robotics. Learning-based methods, such as deep reinforcement learning, have the potential to outperform the classical solutions developed for this task; however, they come at a significantly increased computational load. Through this work, we design a novel approach that focuses on performing better or comparable to the existing learning-based solutions but under a clear time/computational budget. To this end, we propose a method to encode vital scene semantics such as traversable paths, unexplored areas, and observed scene objects -- alongside raw visual streams such as RGB, depth, and semantic segmentation masks -- into a semantically informed, top-down egocentric map representation. Further, to enable the effective use of this information, we introduce a novel 2-D map attention mechanism, based on the successful multi-layer Transformer networks. We conduct experiments on 3-D reconstructed indoor PointGoal visual navigation and demonstrate the effectiveness of our approach. We show that by using our novel attention schema and auxiliary rewards to better utilize scene semantics, we outperform multiple baselines trained with only raw inputs or implicit semantic information while operating with an 80% decrease in the agent's experience.
In this work, we present a learning-based pipeline to realise local navigation with a quadrupedal robot in cluttered environments with static and dynamic obstacles. Given high-level navigation commands, the robot is able to safely locomote to a target location based on frames from a depth camera without any explicit mapping of the environment. First, the sequence of images and the current trajectory of the camera are fused to form a model of the world using state representation learning. The output of this lightweight module is then directly fed into a target-reaching and obstacle-avoiding policy trained with reinforcement learning. We show that decoupling the pipeline into these components results in a sample efficient policy learning stage that can be fully trained in simulation in just a dozen minutes. The key part is the state representation, which is trained to not only estimate the hidden state of the world in an unsupervised fashion, but also helps bridging the reality gap, enabling successful sim-to-real transfer. In our experiments with the quadrupedal robot ANYmal in simulation and in reality, we show that our system can handle noisy depth images, avoid dynamic obstacles unseen during training, and is endowed with local spatial awareness.
There has been an emerging paradigm shift from the era of "internet AI" to "embodied AI", where AI algorithms and agents no longer learn from datasets of images, videos or text curated primarily from the internet. Instead, they learn through interactions with their environments from an egocentric perception similar to humans. Consequently, there has been substantial growth in the demand for embodied AI simulators to support various embodied AI research tasks. This growing interest in embodied AI is beneficial to the greater pursuit of Artificial General Intelligence (AGI), but there has not been a contemporary and comprehensive survey of this field. This paper aims to provide an encyclopedic survey for the field of embodied AI, from its simulators to its research. By evaluating nine current embodied AI simulators with our proposed seven features, this paper aims to understand the simulators in their provision for use in embodied AI research and their limitations. Lastly, this paper surveys the three main research tasks in embodied AI -- visual exploration, visual navigation and embodied question answering (QA), covering the state-of-the-art approaches, evaluation metrics and datasets. Finally, with the new insights revealed through surveying the field, the paper will provide suggestions for simulator-for-task selections and recommendations for the future directions of the field.
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
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.
Visual navigation and three-dimensional (3D) scene reconstruction are essential for robotics to interact with the surrounding environment. Large-scale scenes and critical camera motions are great challenges facing the research community to achieve this goal. We raised a pose-only imaging geometry framework and algorithms that can help solve these challenges. The representation is a linear function of camera global translations, which allows for efficient and robust camera motion estimation. As a result, the spatial feature coordinates can be analytically reconstructed and do not require nonlinear optimization. Experiments demonstrate that the computational efficiency of recovering the scene and associated camera poses is significantly improved by 2-4 orders of magnitude. This solution might be promising to unlock real-time 3D visual computing in many forefront applications.
Visual navigation is often cast as a reinforcement learning (RL) problem. Current methods typically result in a suboptimal policy that learns general obstacle avoidance and search behaviours. For example, in the target-object navigation setting, the policies learnt by traditional methods often fail to complete the task, even when the target is clearly within reach from a human perspective. In order to address this issue, we propose to learn to imagine a latent representation of the successful (sub-)goal state. To do so, we have developed a module which we call Foresight Imagination (ForeSIT). ForeSIT is trained to imagine the recurrent latent representation of a future state that leads to success, e.g. either a sub-goal state that is important to reach before the target, or the goal state itself. By conditioning the policy on the generated imagination during training, our agent learns how to use this imagination to achieve its goal robustly. Our agent is able to imagine what the (sub-)goal state may look like (in the latent space) and can learn to navigate towards that state. We develop an efficient learning algorithm to train ForeSIT in an on-policy manner and integrate it into our RL objective. The integration is not trivial due to the constantly evolving state representation shared between both the imagination and the policy. We, empirically, observe that our method outperforms the state-of-the-art methods by a large margin in the commonly accepted benchmark AI2THOR environment. Our method can be readily integrated or added to other model-free RL navigation frameworks.