PointGoal navigation has seen significant recent interest and progress, spurred on by the Habitat platform and associated challenge. In this paper, we study PointGoal navigation under both a sample budget (75 million frames) and a compute budget (1 GPU for 1 day). We conduct an extensive set of experiments, cumulatively totaling over 50,000 GPU-hours, that let us identify and discuss a number of ostensibly minor but significant design choices -- the advantage estimation procedure (a key component in training), visual encoder architecture, and a seemingly minor hyper-parameter change. Overall, these design choices to lead considerable and consistent improvements over the baselines present in Savva et al. Under a sample budget, performance for RGB-D agents improves 8 SPL on Gibson (14% relative improvement) and 20 SPL on Matterport3D (38% relative improvement). Under a compute budget, performance for RGB-D agents improves by 19 SPL on Gibson (32% relative improvement) and 35 SPL on Matterport3D (220% relative improvement). We hope our findings and recommendations will make serve to make the community's experiments more efficient.
University of Illinois, Urbana-Champaign(伊利诺伊大学厄巴纳-尚佩恩分校);Georgia Institute of Technology(佐治亚理工学院);Facebook AI Research(Facebook AI研究院)
It is fundamental for personal robots to reliably navigate to a specified goal. To study this task, PointGoal navigation has been introduced in simulated Embodied AI environments. Recent advances solve this PointGoal navigation task with near-perfect accuracy (99.6% success) in photo-realistically simulated environments, assuming noiseless egocentric vision, noiseless actuation, and most importantly, perfect localization. However, under realistic noise models for visual sensors and actuation, and without access to a "GPS and Compass sensor," the 99.6%-success agents for PointGoal navigation on…
Georgia Institute of Technology(佐治亚理工学院);Facebook AI Research(Facebook人工智能研究院)
PointGoal Navigation is an embodied task that requires agents to navigate to a specified point in an unseen environment. Wijmans et al. showed that this task is solvable but their method is computationally prohibitive, requiring 2.5 billion frames and 180 GPU-days. In this work, we develop a method to significantly increase sample and time efficiency in learning PointNav using self-supervised auxiliary tasks (e.g. predicting the action taken between two egocentric observations, predicting the distance between two observations from a trajectory,etc.).We find that naively combining multiple auxi…
Georgia Institute of Technology(佐治亚理工学院);Facebook AI Research(Facebook人工智能研究院)
We propose a novel architecture and training paradigm for training realistic PointGoal Navigation -- navigating to a target coordinate in an unseen environment under actuation and sensor noise without access to ground-truth localization. Specifically, we find that the primary challenge under this setting is learning localization -- when stripped of idealized localization, agents fail to stop precisely at the goal despite reliably making progress towards it. To address this we introduce a set of auxiliary losses to help the agent learn localization. Further, we explore the idea of treating the …
Georgia Institute of Technology(佐治亚理工学院);Facebook AI Research(Facebook人工智能研究院);Oregon State University(俄勒冈州立大学);Simon Fraser University(西蒙弗雷泽大学)
We present Decentralized Distributed Proximal Policy Optimization (DD-PPO), a method for distributed reinforcement learning in resource-intensive simulated environments. DD-PPO is distributed (uses multiple machines), decentralized (lacks a centralized server), and synchronous (no computation is ever stale), making it conceptually simple and easy to implement. In our experiments on training virtual robots to navigate in Habitat-Sim, DD-PPO exhibits near-linear scaling -- achieving a speedup of 107x on 128 GPUs over a serial implementation. We leverage this scaling to train an agent for 2.5 Bil…
Ukrainian Catholic University(乌克兰天主教大学);Georgia Institute of Technology(佐治亚理工学院);Meta AI
Can an autonomous agent navigate in a new environment without building an explicit map? For the task of PointGoal navigation ('Go to $Δx$, $Δy$') under idealized settings (no RGB-D and actuation noise, perfect GPS+Compass), the answer is a clear 'yes' - map-less neural models composed of task-agnostic components (CNNs and RNNs) trained with large-scale reinforcement learning achieve 100% Success on a standard dataset (Gibson). However, for PointNav in a realistic setting (RGB-D and actuation noise, no GPS+Compass), this is an open question; one we tackle in this paper. The strongest published …
University of Illinois at Urbana-Champaign(伊利诺伊大学厄巴纳-香槟分校);Allen Institute for AI(艾伦人工智能研究所)
While deep reinforcement learning (RL) promises freedom from hand-labeled data, great successes, especially for Embodied AI, require significant work to create supervision via carefully shaped rewards. Indeed, without shaped rewards, i.e., with only terminal rewards, present-day Embodied AI results degrade significantly across Embodied AI problems from single-agent Habitat-based PointGoal Navigation (SPL drops from 55 to 0) and two-agent AI2-THOR-based Furniture Moving (success drops from 58% to 1%) to three-agent Google Football-based 3 vs. 1 with Keeper (game score drops from 0.6 to 0.1). As…
Georgia Institute of Technology(佐治亚理工学院);FAIR, Meta AI(元人工智能基础人工智能研究院);Simon Fraser University(西蒙弗雷泽大学);Google Research Atlanta(谷歌亚特兰大研究院);Oregon State University(俄勒冈州立大学)
Animal navigation research posits that organisms build and maintain internal spatial representations, or maps, of their environment. We ask if machines -- specifically, artificial intelligence (AI) navigation agents -- also build implicit (or 'mental') maps. A positive answer to this question would (a) explain the surprising phenomenon in recent literature of ostensibly map-free neural-networks achieving strong performance, and (b) strengthen the evidence of mapping as a fundamental mechanism for navigation by intelligent embodied agents, whether they be biological or artificial. Unlike animal…
Georgia Institute of Technology(佐治亚理工学院);Meta AI;Google Atlanta(谷歌亚特兰大)
We present Variable Experience Rollout (VER), a technique for efficiently scaling batched on-policy reinforcement learning in heterogenous environments (where different environments take vastly different times to generate rollouts) to many GPUs residing on, potentially, many machines. VER combines the strengths of and blurs the line between synchronous and asynchronous on-policy RL methods (SyncOnRL and AsyncOnRL, respectively). VER learns from on-policy experience (like SyncOnRL) and has no synchronization points (like AsyncOnRL). VER leads to significant and consistent speed-ups across a bro…
University of Modena and Reggio Emilia(摩德纳和雷焦艾米利亚大学)
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 a…
In recent years several learning approaches to point goal navigation in previously unseen environments have been proposed. They vary in the representations of the environments, problem decomposition, and experimental evaluation. In this work, we compare the state-of-the-art Deep Reinforcement Learning based approaches with Partially Observable Markov Decision Process (POMDP) formulation of the point goal navigation problem. We adapt the (POMDP) sub-goal framework proposed by [1] and modify the component that estimates frontier properties by using partial semantic maps of indoor scenes built fr…
IndustryNav: Exploring Spatial Reasoning of Embodied Agents in Dynamic Industrial Navigation
Michigan State University(密歇根州立大学);Independent Researcher(独立研究者);University of California, Irvine(加州大学尔湾分校);Ohio State University(俄亥俄州立大学);University of North Carolina at Chapel Hill(北卡罗来纳大学教堂山分校);University of California, Santa Barbara(加州大学圣巴巴拉分校);University of Pittsburgh(匹兹堡大学);University of Virginia(弗吉尼亚大学);Arizona State University(亚利桑那州立大学);Purdue University Northwest(普渡大学西北分校)
Consistent Attack: Universal Adversarial Perturbation on Embodied Vision Navigation
Department of Computer Science and Technology, Beijing National Research Center for Information Science and Technology, Tsinghua-Bosch Joint Center for Machine Learning, Institute for Artificial Intelligence, Tsinghua University, Beijing 100084, China(计算机科学与技术系,北京信息科学国家研究中心,清华-博世联合机器学习中心,人工智能研究院,清华大学,北京)
Facebook AI Research(Facebook人工智能研究);UT Austin(德克萨斯大学奥斯汀分校);Georgia Tech(佐治亚理工学院);Simon Fraser University(西蒙菲莎大学);Cornell University(康奈尔大学)
We present the Habitat-Matterport 3D (HM3D) dataset. HM3D is a large-scale dataset of 1,000 building-scale 3D reconstructions from a diverse set of real-world locations. Each scene in the dataset consists of a textured 3D mesh reconstruction of interiors such as multi-floor residences, stores, and other private indoor spaces. HM3D surpasses existing datasets available for academic research in terms of physical scale, completeness of the reconstruction, and visual fidelity. HM3D contains 112.5k m^2 of navigable space, which is 1.4 - 3.7x larger than other building-scale datasets such as MP3D an…
Time-to-contact (TTC), the time for an object to collide with the observer's plane, is a powerful tool for path planning: it is potentially more informative than the depth, velocity, and acceleration of objects in the scene -- even for humans. TTC presents several advantages, including requiring only a monocular, uncalibrated camera. However, regressing TTC for each pixel is not straightforward, and most existing methods make over-simplifying assumptions about the scene. We address this challenge by estimating TTC via a series of simpler, binary classifications. We predict with low latency whe…
SRI International(SRI国际);Arizona State University(亚利桑那州立大学)
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 area…
Embodied Active Learning under Limited Annotation and Navigation Budget for Object Detection
LAAS-CNRS, Universite de Toulouse, CNRS(法国国家科学研究中心图卢兹分部LAAS、图卢兹大学、法国国家科学研究中心);Department of Electrical Engineering and Automation at Aalto University(阿尔托大学电气工程与自动化系)
Where and How to Prune: An Empirical Study of Visual Token Pruning for GUI Agent Navigation
Sichuan University(四川大学);Sun Yat-sen University(中山大学);Australian National University(澳大利亚国立大学);Peking University(北京大学);University of Chinese Academy of Sciences(中国科学院大学);Shanghai Jiao Tong University(上海交通大学)