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arXiv:2305.08510

Fast Traversability Estimation for Wild Visual Navigation

Natural environments such as forests and grasslands are challenging for robotic navigation because of the false perception of rigid obstacles from high grass, twigs, or bushes. In this work, we propose Wild Visual Navigation (WVN), an online self-supervised learning system for traversability estimation which uses only vision. The system is able to continuously adapt from a short human demonstration in the field. It leverages high-dimensional features from self-supervised visual transformer models, with an online scheme for supervision generation that runs in real-time on the robot. We demonstrate the advantages of our approach with experiments and ablation studies in challenging environments in forests, parks, and grasslands. Our system is able to bootstrap the traversable terrain segmentation in less than 5 min of in-field training time, enabling the robot to navigate in complex outdoor terrains - negotiating obstacles in high grass as well as a 1.4 km footpath following. While our experiments were executed with a quadruped robot, ANYmal, the approach presented can generalize to any ground robot.

arXiv:2304.12289

Moving Forward by Moving Backward: Embedding Action Impact over Action Semantics

A common assumption when training embodied agents is that the impact of taking an action is stable; for instance, executing the "move ahead" action will always move the agent forward by a fixed distance, perhaps with some small amount of actuator-induced noise. This assumption is limiting; an agent may encounter settings that dramatically alter the impact of actions: a move ahead action on a wet floor may send the agent twice as far as it expects and using the same action with a broken wheel might transform the expected translation into a rotation. Instead of relying that the impact of an action stably reflects its pre-defined semantic meaning, we propose to model the impact of actions on-the-fly using latent embeddings. By combining these latent action embeddings with a novel, transformer-based, policy head, we design an Action Adaptive Policy (AAP). We evaluate our AAP on two challenging visual navigation tasks in the AI2-THOR and Habitat environments and show that our AAP is highly performant even when faced, at inference-time with missing actions and, previously unseen, perturbed action space. Moreover, we observe significant improvement in robustness against these actions when evaluating in real-world scenarios.

arXiv:2304.10246

Filter-Aware Model-Predictive Control

Partially-observable problems pose a trade-off between reducing costs and gathering information. They can be solved optimally by planning in belief space, but that is often prohibitively expensive. Model-predictive control (MPC) takes the alternative approach of using a state estimator to form a belief over the state, and then plan in state space. This ignores potential future observations during planning and, as a result, cannot actively increase or preserve the certainty of its own state estimate. We find a middle-ground between planning in belief space and completely ignoring its dynamics by only reasoning about its future accuracy. Our approach, filter-aware MPC, penalises the loss of information by what we call "trackability", the expected error of the state estimator. We show that model-based simulation allows condensing trackability into a neural network, which allows fast planning. In experiments involving visual navigation, realistic every-day environments and a two-link robot arm, we show that filter-aware MPC vastly improves regular MPC.

arXiv:2304.04907

Improving Vision-and-Language Navigation by Generating Future-View Image Semantics

Vision-and-Language Navigation (VLN) is the task that requires an agent to navigate through the environment based on natural language instructions. At each step, the agent takes the next action by selecting from a set of navigable locations. In this paper, we aim to take one step further and explore whether the agent can benefit from generating the potential future view during navigation. Intuitively, humans will have an expectation of how the future environment will look like, based on the natural language instructions and surrounding views, which will aid correct navigation. Hence, to equip the agent with this ability to generate the semantics of future navigation views, we first propose three proxy tasks during the agent's in-domain pre-training: Masked Panorama Modeling (MPM), Masked Trajectory Modeling (MTM), and Action Prediction with Image Generation (APIG). These three objectives teach the model to predict missing views in a panorama (MPM), predict missing steps in the full trajectory (MTM), and generate the next view based on the full instruction and navigation history (APIG), respectively. We then fine-tune the agent on the VLN task with an auxiliary loss that minimizes the difference between the view semantics generated by the agent and the ground truth view semantics of the next step. Empirically, our VLN-SIG achieves the new state-of-the-art on both the Room-to-Room dataset and the CVDN dataset. We further show that our agent learns to fill in missing patches in future views qualitatively, which brings more interpretability over agents' predicted actions. Lastly, we demonstrate that learning to predict future view semantics also enables the agent to have better performance on longer paths.

arXiv:2303.15453

Robustness of Utilizing Feedback in Embodied Visual Navigation

This paper presents a framework for training an agent to actively request help in object-goal navigation tasks, with feedback indicating the location of the target object in its field of view. To make the agent more robust in scenarios where a teacher may not always be available, the proposed training curriculum includes a mix of episodes with and without feedback. The results show that this approach improves the agent's performance, even in the absence of feedback.

arXiv:2303.07798

OVRL-V2: A simple state-of-art baseline for ImageNav and ObjectNav

We present a single neural network architecture composed of task-agnostic components (ViTs, convolutions, and LSTMs) that achieves state-of-art results on both the ImageNav ("go to location in <this picture>") and ObjectNav ("find a chair") tasks without any task-specific modules like object detection, segmentation, mapping, or planning modules. Such general-purpose methods offer advantages of simplicity in design, positive scaling with available compute, and versatile applicability to multiple tasks. Our work builds upon the recent success of self-supervised learning (SSL) for pre-training vision transformers (ViT). However, while the training recipes for convolutional networks are mature and robust, the recipes for ViTs are contingent and brittle, and in the case of ViTs for visual navigation, yet to be fully discovered. Specifically, we find that vanilla ViTs do not outperform ResNets on visual navigation. We propose the use of a compression layer operating over ViT patch representations to preserve spatial information along with policy training improvements. These improvements allow us to demonstrate positive scaling laws for the first time in visual navigation tasks. Consequently, our model advances state-of-the-art performance on ImageNav from 54.2% to 82.0% success and performs competitively against concurrent state-of-art on ObjectNav with success rate of 64.0% vs. 65.0%. Overall, this work does not present a fundamentally new approach, but rather recommendations for training a general-purpose architecture that achieves state-of-art performance today and could serve as a strong baseline for future methods.

arXiv:2303.07451

DRISHTI: Visual Navigation Assistant for Visually Impaired

In today's society, where independent living is becoming increasingly important, it can be extremely constricting for those who are blind. Blind and visually impaired (BVI) people face challenges because they need manual support to prompt information about their environment. In this work, we took our first step towards developing an affordable and high-performing eye wearable assistive device, DRISHTI, to provide visual navigation assistance for BVI people. This system comprises a camera module, ESP32 processor, Bluetooth module, smartphone and speakers. Using artificial intelligence, this system is proposed to detect and understand the nature of the users' path and obstacles ahead of the user in that path and then inform BVI users about it via audio output to enable them to acquire directions by themselves on their journey. This first step discussed in this paper involves establishing a proof-of-concept of achieving the right balance of affordability and performance by testing an initial software integration of a currency detection algorithm on a low-cost embedded arrangement. This work will lay the foundation for our upcoming works toward achieving the goal of assisting the maximum of BVI people around the globe in moving independently.

arXiv:2303.04077

Meta-Explore: Exploratory Hierarchical Vision-and-Language Navigation Using Scene Object Spectrum Grounding

The main challenge in vision-and-language navigation (VLN) is how to understand natural-language instructions in an unseen environment. The main limitation of conventional VLN algorithms is that if an action is mistaken, the agent fails to follow the instructions or explores unnecessary regions, leading the agent to an irrecoverable path. To tackle this problem, we propose Meta-Explore, a hierarchical navigation method deploying an exploitation policy to correct misled recent actions. We show that an exploitation policy, which moves the agent toward a well-chosen local goal among unvisited but observable states, outperforms a method which moves the agent to a previously visited state. We also highlight the demand for imagining regretful explorations with semantically meaningful clues. The key to our approach is understanding the object placements around the agent in spectral-domain. Specifically, we present a novel visual representation, called scene object spectrum (SOS), which performs category-wise 2D Fourier transform of detected objects. Combining exploitation policy and SOS features, the agent can correct its path by choosing a promising local goal. We evaluate our method in three VLN benchmarks: R2R, SOON, and REVERIE. Meta-Explore outperforms other baselines and shows significant generalization performance. In addition, local goal search using the proposed spectral-domain SOS features significantly improves the success rate by 17.1% and SPL by 20.6% for the SOON benchmark.

arXiv:2303.01859공식 코드 · Papers with Code

POPGym: Benchmarking Partially Observable Reinforcement Learning

Real world applications of Reinforcement Learning (RL) are often partially observable, thus requiring memory. Despite this, partial observability is still largely ignored by contemporary RL benchmarks and libraries. We introduce Partially Observable Process Gym (POPGym), a two-part library containing (1) a diverse collection of 15 partially observable environments, each with multiple difficulties and (2) implementations of 13 memory model baselines -- the most in a single RL library. Existing partially observable benchmarks tend to fixate on 3D visual navigation, which is computationally expensive and only one type of POMDP. In contrast, POPGym environments are diverse, produce smaller observations, use less memory, and often converge within two hours of training on a consumer-grade GPU. We implement our high-level memory API and memory baselines on top of the popular RLlib framework, providing plug-and-play compatibility with various training algorithms, exploration strategies, and distributed training paradigms. Using POPGym, we execute the largest comparison across RL memory models to date. POPGym is available at https://github.com/proroklab/popgym.

arXiv:2303.00304

Renderable Neural Radiance Map for Visual Navigation

We propose a novel type of map for visual navigation, a renderable neural radiance map (RNR-Map), which is designed to contain the overall visual information of a 3D environment. The RNR-Map has a grid form and consists of latent codes at each pixel. These latent codes are embedded from image observations, and can be converted to the neural radiance field which enables image rendering given a camera pose. The recorded latent codes implicitly contain visual information about the environment, which makes the RNR-Map visually descriptive. This visual information in RNR-Map can be a useful guideline for visual localization and navigation. We develop localization and navigation frameworks that can effectively utilize the RNR-Map. We evaluate the proposed frameworks on camera tracking, visual localization, and image-goal navigation. Experimental results show that the RNR-Map-based localization framework can find the target location based on a single query image with fast speed and competitive accuracy compared to other baselines. Also, this localization framework is robust to environmental changes, and even finds the most visually similar places when a query image from a different environment is given. The proposed navigation framework outperforms the existing image-goal navigation methods in difficult scenarios, under odometry and actuation noises. The navigation framework shows 65.7% success rate in curved scenarios of the NRNS dataset, which is an improvement of 18.6% over the current state-of-the-art. Project page: https://rllab-snu.github.io/projects/RNR-Map/

arXiv:2302.04865

ELBA: Learning by Asking for Embodied Visual Navigation and Task Completion

The research community has shown increasing interest in designing intelligent embodied agents that can assist humans in accomplishing tasks. Although there have been significant advancements in related vision-language benchmarks, most prior work has focused on building agents that follow instructions rather than endowing agents the ability to ask questions to actively resolve ambiguities arising naturally in embodied environments. To address this gap, we propose an Embodied Learning-By-Asking (ELBA) model that learns when and what questions to ask to dynamically acquire additional information for completing the task. We evaluate ELBA on the TEACh vision-dialog navigation and task completion dataset. Experimental results show that the proposed method achieves improved task performance compared to baseline models without question-answering capabilities.

arXiv:2301.07150

Embodied Agents for Efficient Exploration and Smart Scene Description

The development of embodied agents that can communicate with humans in natural language has gained increasing interest over the last years, as it facilitates the diffusion of robotic platforms in human-populated environments. As a step towards this objective, in this work, we tackle a setting for visual navigation in which an autonomous agent needs to explore and map an unseen indoor environment while portraying interesting scenes with natural language descriptions. To this end, we propose and evaluate an approach that combines recent advances in visual robotic exploration and image captioning on images generated through agent-environment interaction. Our approach can generate smart scene descriptions that maximize semantic knowledge of the environment and avoid repetitions. Further, such descriptions offer user-understandable insights into the robot's representation of the environment by highlighting the prominent objects and the correlation between them as encountered during the exploration. To quantitatively assess the performance of the proposed approach, we also devise a specific score that takes into account both exploration and description skills. The experiments carried out on both photorealistic simulated environments and real-world ones demonstrate that our approach can effectively describe the robot's point of view during exploration, improving the human-friendly interpretability of its observations.

arXiv:2212.11345

Knowledge-driven Scene Priors for Semantic Audio-Visual Embodied Navigation

Generalisation to unseen contexts remains a challenge for embodied navigation agents. In the context of semantic audio-visual navigation (SAVi) tasks, the notion of generalisation should include both generalising to unseen indoor visual scenes as well as generalising to unheard sounding objects. However, previous SAVi task definitions do not include evaluation conditions on truly novel sounding objects, resorting instead to evaluating agents on unheard sound clips of known objects; meanwhile, previous SAVi methods do not include explicit mechanisms for incorporating domain knowledge about object and region semantics. These weaknesses limit the development and assessment of models' abilities to generalise their learned experience. In this work, we introduce the use of knowledge-driven scene priors in the semantic audio-visual embodied navigation task: we combine semantic information from our novel knowledge graph that encodes object-region relations, spatial knowledge from dual Graph Encoder Networks, and background knowledge from a series of pre-training tasks -- all within a reinforcement learning framework for audio-visual navigation. We also define a new audio-visual navigation sub-task, where agents are evaluated on novel sounding objects, as opposed to unheard clips of known objects. We show improvements over strong baselines in generalisation to unseen regions and novel sounding objects, within the Habitat-Matterport3D simulation environment, under the SoundSpaces task.

arXiv:2212.08244공식 코드 · Papers with Code

Offline Reinforcement Learning for Visual Navigation

Reinforcement learning can enable robots to navigate to distant goals while optimizing user-specified reward functions, including preferences for following lanes, staying on paved paths, or avoiding freshly mowed grass. However, online learning from trial-and-error for real-world robots is logistically challenging, and methods that instead can utilize existing datasets of robotic navigation data could be significantly more scalable and enable broader generalization. In this paper, we present ReViND, the first offline RL system for robotic navigation that can leverage previously collected data to optimize user-specified reward functions in the real-world. We evaluate our system for off-road navigation without any additional data collection or fine-tuning, and show that it can navigate to distant goals using only offline training from this dataset, and exhibit behaviors that qualitatively differ based on the user-specified reward function.

arXiv:2212.04385공식 코드 · Papers with Code

BEVBert: Multimodal Map Pre-training for Language-guided Navigation

Large-scale pre-training has shown promising results on the vision-and-language navigation (VLN) task. However, most existing pre-training methods employ discrete panoramas to learn visual-textual associations. This requires the model to implicitly correlate incomplete, duplicate observations within the panoramas, which may impair an agent's spatial understanding. Thus, we propose a new map-based pre-training paradigm that is spatial-aware for use in VLN. Concretely, we build a local metric map to explicitly aggregate incomplete observations and remove duplicates, while modeling navigation dependency in a global topological map. This hybrid design can balance the demand of VLN for both short-term reasoning and long-term planning. Then, based on the hybrid map, we devise a pre-training framework to learn a multimodal map representation, which enhances spatial-aware cross-modal reasoning thereby facilitating the language-guided navigation goal. Extensive experiments demonstrate the effectiveness of the map-based pre-training route for VLN, and the proposed method achieves state-of-the-art on four VLN benchmarks.

arXiv:2212.00922

Navigating to Objects in the Real World

Semantic navigation is necessary to deploy mobile robots in uncontrolled environments like our homes, schools, and hospitals. Many learning-based approaches have been proposed in response to the lack of semantic understanding of the classical pipeline for spatial navigation, which builds a geometric map using depth sensors and plans to reach point goals. Broadly, end-to-end learning approaches reactively map sensor inputs to actions with deep neural networks, while modular learning approaches enrich the classical pipeline with learning-based semantic sensing and exploration. But learned visual navigation policies have predominantly been evaluated in simulation. How well do different classes of methods work on a robot? We present a large-scale empirical study of semantic visual navigation methods comparing representative methods from classical, modular, and end-to-end learning approaches across six homes with no prior experience, maps, or instrumentation. We find that modular learning works well in the real world, attaining a 90% success rate. In contrast, end-to-end learning does not, dropping from 77% simulation to 23% real-world success rate due to a large image domain gap between simulation and reality. For practitioners, we show that modular learning is a reliable approach to navigate to objects: modularity and abstraction in policy design enable Sim-to-Real transfer. For researchers, we identify two key issues that prevent today's simulators from being reliable evaluation benchmarks - (A) a large Sim-to-Real gap in images and (B) a disconnect between simulation and real-world error modes - and propose concrete steps forward.

arXiv:2211.15992

MoDA: Map style transfer for self-supervised Domain Adaptation of embodied agents

We propose a domain adaptation method, MoDA, which adapts a pretrained embodied agent to a new, noisy environment without ground-truth supervision. Map-based memory provides important contextual information for visual navigation, and exhibits unique spatial structure mainly composed of flat walls and rectangular obstacles. Our adaptation approach encourages the inherent regularities on the estimated maps to guide the agent to overcome the prevalent domain discrepancy in a novel environment. Specifically, we propose an efficient learning curriculum to handle the visual and dynamics corruptions in an online manner, self-supervised with pseudo clean maps generated by style transfer networks. Because the map-based representation provides spatial knowledge for the agent's policy, our formulation can deploy the pretrained policy networks from simulators in a new setting. We evaluate MoDA in various practical scenarios and show that our proposed method quickly enhances the agent's performance in downstream tasks including localization, mapping, exploration, and point-goal navigation.

arXiv:2211.15876

Instance-Specific Image Goal Navigation: Training Embodied Agents to Find Object Instances

We consider the problem of embodied visual navigation given an image-goal (ImageNav) where an agent is initialized in an unfamiliar environment and tasked with navigating to a location 'described' by an image. Unlike related navigation tasks, ImageNav does not have a standardized task definition which makes comparison across methods difficult. Further, existing formulations have two problematic properties; (1) image-goals are sampled from random locations which can lead to ambiguity (e.g., looking at walls), and (2) image-goals match the camera specification and embodiment of the agent; this rigidity is limiting when considering user-driven downstream applications. We present the Instance-specific ImageNav task (InstanceImageNav) to address these limitations. Specifically, the goal image is 'focused' on some particular object instance in the scene and is taken with camera parameters independent of the agent. We instantiate InstanceImageNav in the Habitat Simulator using scenes from the Habitat-Matterport3D dataset (HM3D) and release a standardized benchmark to measure community progress.

arXiv:2211.12649

Predicting Topological Maps for Visual Navigation in Unexplored Environments

We propose a robotic learning system for autonomous exploration and navigation in unexplored environments. We are motivated by the idea that even an unseen environment may be familiar from previous experiences in similar environments. The core of our method, therefore, is a process for building, predicting, and using probabilistic layout graphs for assisting goal-based visual navigation. We describe a navigation system that uses the layout predictions to satisfy high-level goals (e.g. "go to the kitchen") more rapidly and accurately than the prior art. Our proposed navigation framework comprises three stages: (1) Perception and Mapping: building a multi-level 3D scene graph; (2) Prediction: predicting probabilistic 3D scene graph for the unexplored environment; (3) Navigation: assisting navigation with the graphs. We test our framework in Matterport3D and show more success and efficient navigation in unseen environments.

arXiv:2211.11746공식 코드 · Papers with Code

Last-Mile Embodied Visual Navigation

Realistic long-horizon tasks like image-goal navigation involve exploratory and exploitative phases. Assigned with an image of the goal, an embodied agent must explore to discover the goal, i.e., search efficiently using learned priors. Once the goal is discovered, the agent must accurately calibrate the last-mile of navigation to the goal. As with any robust system, switches between exploratory goal discovery and exploitative last-mile navigation enable better recovery from errors. Following these intuitive guide rails, we propose SLING to improve the performance of existing image-goal navigation systems. Entirely complementing prior methods, we focus on last-mile navigation and leverage the underlying geometric structure of the problem with neural descriptors. With simple but effective switches, we can easily connect SLING with heuristic, reinforcement learning, and neural modular policies. On a standardized image-goal navigation benchmark (Hahn et al. 2021), we improve performance across policies, scenes, and episode complexity, raising the state-of-the-art from 45% to 55% success rate. Beyond photorealistic simulation, we conduct real-robot experiments in three physical scenes and find these improvements to transfer well to real environments.