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arXiv:2111.14843공식 코드 · Papers with Code

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

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

arXiv:2111.14422

Agent-Centric Relation Graph for Object Visual Navigation

Object visual navigation aims to steer an agent toward a target object based on visual observations. It is highly desirable to reasonably perceive the environment and accurately control the agent. In the navigation task, we introduce an Agent-Centric Relation Graph (ACRG) for learning the visual representation based on the relationships in the environment. ACRG is a highly effective structure that consists of two relationships, i.e., the horizontal relationship among objects and the distance relationship between the agent and objects . On the one hand, we design the Object Horizontal Relationship Graph (OHRG) that stores the relative horizontal location among objects. On the other hand, we propose the Agent-Target Distance Relationship Graph (ATDRG) that enables the agent to perceive the distance between the target and objects. For ATDRG, we utilize image depth to obtain the target distance and imply the vertical location to capture the distance relationship among objects in the vertical direction. With the above graphs, the agent can perceive the environment and output navigation actions. Experimental results in the artificial environment AI2-THOR demonstrate that ACRG significantly outperforms other state-of-the-art methods in unseen testing environments.

arXiv:2111.14666

An in-depth experimental study of sensor usage and visual reasoning of robots navigating in real environments

Visual navigation by mobile robots is classically tackled through SLAM plus optimal planning, and more recently through end-to-end training of policies implemented as deep networks. While the former are often limited to waypoint planning, but have proven their efficiency even on real physical environments, the latter solutions are most frequently employed in simulation, but have been shown to be able learn more complex visual reasoning, involving complex semantical regularities. Navigation by real robots in physical environments is still an open problem. End-to-end training approaches have been thoroughly tested in simulation only, with experiments involving real robots being restricted to rare performance evaluations in simplified laboratory conditions. In this work we present an in-depth study of the performance and reasoning capacities of real physical agents, trained in simulation and deployed to two different physical environments. Beyond benchmarking, we provide insights into the generalization capabilities of different agents training in different conditions. We visualize sensor usage and the importance of the different types of signals. We show, that for the PointGoal task, an agent pre-trained on wide variety of tasks and fine-tuned on a simulated version of the target environment can reach competitive performance without modelling any sim2real transfer, i.e. by deploying the trained agent directly from simulation to a real physical robot.

arXiv:2111.00063

Polyline Generative Navigable Space Segmentation for Autonomous Visual Navigation

Detecting navigable space is a fundamental capability for mobile robots navigating in unknown or unmapped environments. In this work, we treat visual navigable space segmentation as a scene decomposition problem and propose Polyline Segmentation Variational autoencoder Network (PSV-Net), a representation learning-based framework for learning the navigable space segmentation in a self-supervised manner. Current segmentation techniques heavily rely on fully-supervised learning strategies which demand a large amount of pixel-level annotated images. In this work, we propose a framework leveraging a Variational AutoEncoder (VAE) and an AutoEncoder (AE) to learn a polyline representation that compactly outlines the desired navigable space boundary. Through extensive experiments, we validate that the proposed PSV-Net can learn the visual navigable space with no or few labels, producing an accuracy comparable to fully-supervised state-of-the-art methods that use all available labels. In addition, we show that integrating the proposed navigable space segmentation model with a visual planner can achieve efficient mapless navigation in real environments.

arXiv:2110.14143

SOAT: A Scene- and Object-Aware Transformer for Vision-and-Language Navigation

Natural language instructions for visual navigation often use scene descriptions (e.g., "bedroom") and object references (e.g., "green chairs") to provide a breadcrumb trail to a goal location. This work presents a transformer-based vision-and-language navigation (VLN) agent that uses two different visual encoders -- a scene classification network and an object detector -- which produce features that match these two distinct types of visual cues. In our method, scene features contribute high-level contextual information that supports object-level processing. With this design, our model is able to use vision-and-language pretraining (i.e., learning the alignment between images and text from large-scale web data) to substantially improve performance on the Room-to-Room (R2R) and Room-Across-Room (RxR) benchmarks. Specifically, our approach leads to improvements of 1.8% absolute in SPL on R2R and 3.7% absolute in SR on RxR. Our analysis reveals even larger gains for navigation instructions that contain six or more object references, which further suggests that our approach is better able to use object features and align them to references in the instructions.

arXiv:2110.12985공식 코드 · Papers with Code

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

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

arXiv:2110.08488

Lifelong Topological Visual Navigation

Commonly, learning-based topological navigation approaches produce a local policy while preserving some loose connectivity of the space through a topological map. Nevertheless, spurious or missing edges in the topological graph often lead to navigation failure. In this work, we propose a sampling-based graph building method, which results in sparser graphs yet with higher navigation performance compared to baseline methods. We also propose graph maintenance strategies that eliminate spurious edges and expand the graph as needed, which improves lifelong navigation performance. Unlike controllers that learn from fixed training environments, we show that our model can be fine-tuned using only a small number of collected trajectory images from a real-world environment where the agent is deployed. We demonstrate successful navigation after fine-tuning on real-world environments, and notably show significant navigation improvements over time by applying our lifelong graph maintenance strategies.

arXiv:2110.07668

Augmenting Imitation Experience via Equivariant Representations

The robustness of visual navigation policies trained through imitation often hinges on the augmentation of the training image-action pairs. Traditionally, this has been done by collecting data from multiple cameras, by using standard data augmentations from computer vision, such as adding random noise to each image, or by synthesizing training images. In this paper we show that there is another practical alternative for data augmentation for visual navigation based on extrapolating viewpoint embeddings and actions nearby the ones observed in the training data. Our method makes use of the geometry of the visual navigation problem in 2D and 3D and relies on policies that are functions of equivariant embeddings, as opposed to images. Given an image-action pair from a training navigation dataset, our neural network model predicts the latent representations of images at nearby viewpoints, using the equivariance property, and augments the dataset. We then train a policy on the augmented dataset. Our simulation results indicate that policies trained in this way exhibit reduced cross-track error, and require fewer interventions compared to policies trained using standard augmentation methods. We also show similar results in autonomous visual navigation by a real ground robot along a path of over 500m.

arXiv:2110.07184

Self-Supervised Domain Adaptation for Visual Navigation with Global Map Consistency

We propose a light-weight, self-supervised adaptation for a visual navigation agent to generalize to unseen environment. Given an embodied agent trained in a noiseless environment, our objective is to transfer the agent to a noisy environment where actuation and odometry sensor noise is present. Our method encourages the agent to maximize the consistency between the global maps generated at different time steps in a round-trip trajectory. The proposed task is completely self-supervised, not requiring any supervision from ground-truth pose data or explicit noise model. In addition, optimization of the task objective is extremely light-weight, as training terminates within a few minutes on a commodity GPU. Our experiments show that the proposed task helps the agent to successfully transfer to new, noisy environments. The transferred agent exhibits improved localization and mapping accuracy, further leading to enhanced performance in downstream visual navigation tasks. Moreover, we demonstrate test-time adaptation with our self-supervised task to show its potential applicability in real-world deployment.

arXiv:2110.07171공식 코드 · Papers with Code

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

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

arXiv:2110.05734

Learning Efficient Multi-Agent Cooperative Visual Exploration

We tackle the problem of cooperative visual exploration where multiple agents need to jointly explore unseen regions as fast as possible based on visual signals. Classical planning-based methods often suffer from expensive computation overhead at each step and a limited expressiveness of complex cooperation strategy. By contrast, reinforcement learning (RL) has recently become a popular paradigm for tackling this challenge due to its modeling capability of arbitrarily complex strategies and minimal inference overhead. In this paper, we extend the state-of-the-art single-agent visual navigation method, Active Neural SLAM (ANS), to the multi-agent setting by introducing a novel RL-based planning module, Multi-agent Spatial Planner (MSP).MSP leverages a transformer-based architecture, Spatial-TeamFormer, which effectively captures spatial relations and intra-agent interactions via hierarchical spatial self-attentions. In addition, we also implement a few multi-agent enhancements to process local information from each agent for an aligned spatial representation and more precise planning. Finally, we perform policy distillation to extract a meta policy to significantly improve the generalization capability of final policy. We call this overall solution, Multi-Agent Active Neural SLAM (MAANS). MAANS substantially outperforms classical planning-based baselines for the first time in a photo-realistic 3D simulator, Habitat. Code and videos can be found at https://sites.google.com/view/maans.

arXiv:2110.02276공식 코드 · Papers with Code

SeanNet: Semantic Understanding Network for Localization Under Object Dynamics

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

arXiv:2110.02207공식 코드 · Papers with Code

Waypoint Models for Instruction-guided Navigation in Continuous Environments

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

arXiv:2110.01382

3d sequential image mosaicing for underwater navigation and mapping

Although fully autonomous mapping methods are becoming more and more common and reliable, still the human operator is regularly employed in many 3D surveying missions. In a number of underwater applications, divers or pilots of remotely operated vehicles (ROVs) are still considered irreplaceable, and tools for real-time visualization of the mapped scene are essential to support and maximize the navigation and surveying efforts. For underwater exploration, image mosaicing has proved to be a valid and effective approach to visualize large mapped areas, often employed in conjunction with autonomous underwater vehicles (AUVs) and ROVs. In this work, we propose the use of a modified image mosaicing algorithm that coupled with image-based real-time navigation and mapping algorithms provides two visual navigation aids. The first is a classic image mosaic, where the recorded and processed images are incrementally added, named 2D sequential image mosaicing (2DSIM). The second one geometrically transform the images so that they are projected as planar point clouds in the 3D space providing an incremental point cloud mosaicing, named 3D sequential image plane projection (3DSIP). In the paper, the implemented procedure is detailed, and experiments in different underwater scenarios presented and discussed. Technical considerations about computational efforts, frame rate capabilities and scalability to different and more compact architectures (i.e. embedded systems) is also provided.

arXiv:2109.11936공식 코드 · Papers with Code

Towards Autonomous Crop-Agnostic Visual Navigation in Arable Fields

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

arXiv:2109.10493

Benchmarking Augmentation Methods for Learning Robust Navigation Agents: the Winning Entry of the 2021 iGibson Challenge

Recent advances in deep reinforcement learning and scalable photorealistic simulation have led to increasingly mature embodied AI for various visual tasks, including navigation. However, while impressive progress has been made for teaching embodied agents to navigate static environments, much less progress has been made on more dynamic environments that may include moving pedestrians or movable obstacles. In this study, we aim to benchmark different augmentation techniques for improving the agent's performance in these challenging environments. We show that adding several dynamic obstacles into the scene during training confers significant improvements in test-time generalization, achieving much higher success rates than baseline agents. We find that this approach can also be combined with image augmentation methods to achieve even higher success rates. Additionally, we show that this approach is also more robust to sim-to-sim transfer than image augmentation methods. Finally, we demonstrate the effectiveness of this dynamic obstacle augmentation approach by using it to train an agent for the 2021 iGibson Challenge at CVPR, where it achieved 1st place for Interactive Navigation. Video link: https://www.youtube.com/watch?v=HxUX2HeOSE4

arXiv:2109.07752

Deep Visual Navigation under Partial Observability

How can a robot navigate successfully in rich and diverse environments, indoors or outdoors, along office corridors or trails on the grassland, on the flat ground or the staircase? To this end, this work aims to address three challenges: (i) complex visual observations, (ii) partial observability of local visual sensing, and (iii) multimodal robot behaviors conditioned on both the local environment and the global navigation objective. We propose to train a neural network (NN) controller for local navigation via imitation learning. To tackle complex visual observations, we extract multi-scale spatial representations through CNNs. To tackle partial observability, we aggregate multi-scale spatial information over time and encode it in LSTMs. To learn multimodal behaviors, we use a separate memory module for each behavior mode. Importantly, we integrate the multiple neural network modules into a unified controller that achieves robust performance for visual navigation in complex, partially observable environments. We implemented the controller on the quadrupedal Spot robot and evaluated it on three challenging tasks: adversarial pedestrian avoidance, blind-spot obstacle avoidance, and elevator riding. The experiments show that the proposed NN architecture significantly improves navigation performance.

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:2108.04097

Deep Learning for Embodied Vision Navigation: A Survey

"Embodied visual navigation" problem requires an agent to navigate in a 3D environment mainly rely on its first-person observation. This problem has attracted rising attention in recent years due to its wide application in autonomous driving, vacuum cleaner, and rescue robot. A navigation agent is supposed to have various intelligent skills, such as visual perceiving, mapping, planning, exploring and reasoning, etc. Building such an agent that observes, thinks, and acts is a key to real intelligence. The remarkable learning ability of deep learning methods empowered the agents to accomplish embodied visual navigation tasks. Despite this, embodied visual navigation is still in its infancy since a lot of advanced skills are required, including perceiving partially observed visual input, exploring unseen areas, memorizing and modeling seen scenarios, understanding cross-modal instructions, and adapting to a new environment, etc. Recently, embodied visual navigation has attracted rising attention of the community, and numerous works has been proposed to learn these skills. This paper attempts to establish an outline of the current works in the field of embodied visual navigation by providing a comprehensive literature survey. We summarize the benchmarks and metrics, review different methods, analysis the challenges, and highlight the state-of-the-art methods. Finally, we discuss unresolved challenges in the field of embodied visual navigation and give promising directions in pursuing future research.

arXiv:2107.13628

Underwater inspection and intervention dataset

This paper presents a novel dataset for the development of visual navigation and simultaneous localisation and mapping (SLAM) algorithms as well as for underwater intervention tasks. It differs from existing datasets as it contains ground truth for the vehicle's position captured by an underwater motion tracking system. The dataset contains distortion-free and rectified stereo images along with the calibration parameters of the stereo camera setup. Furthermore, the experiments were performed and recorded in a controlled environment, where current and waves could be generated allowing the dataset to cover a wide range of conditions - from calm water to waves and currents of significant strength.