Recent studies in Vision-and-Language Navigation (VLN) train RL agents to execute natural-language navigation instructions in photorealistic environments, as a step towards robots that can follow human instructions. However, given the scarcity of human instruction data and limited diversity in the training environments, these agents still struggle with complex language grounding and spatial language understanding. Pretraining on large text and image-text datasets from the web has been extensively explored but the improvements are limited. We investigate large-scale augmentation with synthetic instructions. We take 500+ indoor environments captured in densely-sampled 360 degree panoramas, construct navigation trajectories through these panoramas, and generate a visually-grounded instruction for each trajectory using Marky, a high-quality multilingual navigation instruction generator. We also synthesize image observations from novel viewpoints using an image-to-image GAN. The resulting dataset of 4.2M instruction-trajectory pairs is two orders of magnitude larger than existing human-annotated datasets, and contains a wider variety of environments and viewpoints. To efficiently leverage data at this scale, we train a simple transformer agent with imitation learning. On the challenging RxR dataset, our approach outperforms all existing RL agents, improving the state-of-the-art NDTW from 71.1 to 79.1 in seen environments, and from 64.6 to 66.8 in unseen test environments. Our work points to a new path to improving instruction-following agents, emphasizing large-scale imitation learning and the development of synthetic instruction generation capabilities.
The research community has shown increasing interest in designing intelligent embodied agents that can assist humans in accomplishing tasks. Despite recent progress on 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 empower embodied agents with the ability to interact with humans, in this work, 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 our model on the TEACH vision-dialog navigation and task completion dataset. Experimental results show that ELBA achieves improved task performance compared to baseline models without question-answering capabilities.
Autonomous UAV path planning for 3D reconstruction has been actively studied in various applications for high-quality 3D models. However, most existing works have adopted explore-then-exploit, prior-based or exploration-based strategies, demonstrating inefficiency with repeated flight and low autonomy. In this paper, we propose PredRecon, a prediction-boosted planning framework that can autonomously generate paths for high 3D reconstruction quality. We obtain inspiration from humans can roughly infer the complete construction structure from partial observation. Hence, we devise a surface prediction module (SPM) to predict the coarse complete surfaces of the target from the current partial reconstruction. Then, the uncovered surfaces are produced by online volumetric mapping waiting for observation by UAV. Lastly, a hierarchical planner plans motions for 3D reconstruction, which sequentially finds efficient global coverage paths, plans local paths for maximizing the performance of Multi-View Stereo (MVS), and generates smooth trajectories for image-pose pairs acquisition. We conduct benchmarks in the realistic simulator, which validates the performance of PredRecon compared with the classical and state-of-the-art methods. The open-source code is released at //github.com/HKUST-Aerial-Robotics/PredRecon.
High sample complexity has long been a challenge for RL. On the other hand, humans learn to perform tasks not only from interaction or demonstrations, but also by reading unstructured text documents, e.g., instruction manuals. Instruction manuals and wiki pages are among the most abundant data that could inform agents of valuable features and policies or task-specific environmental dynamics and reward structures. Therefore, we hypothesize that the ability to utilize human-written instruction manuals to assist learning policies for specific tasks should lead to a more efficient and better-performing agent. We propose the Read and Reward framework. Read and Reward speeds up RL algorithms on Atari games by reading manuals released by the Atari game developers. Our framework consists of a QA Extraction module that extracts and summarizes relevant information from the manual and a Reasoning module that evaluates object-agent interactions based on information from the manual. Auxiliary reward is then provided to a standard A2C RL agent, when interaction is detected. When assisted by our design, A2C improves on 4 games in the Atari environment with sparse rewards, and requires 1000x less training frames compared to the previous SOTA Agent 57 on Skiing, the hardest game in Atari.
State of the art reinforcement learning has enabled training agents on tasks of ever increasing complexity. However, the current paradigm tends to favor training agents from scratch on every new task or on collections of tasks with a view towards generalizing to novel task configurations. The former suffers from poor data efficiency while the latter is difficult when test tasks are out-of-distribution. Agents that can effectively transfer their knowledge about the world pose a potential solution to these issues. In this paper, we investigate transfer learning in the context of model-based agents. Specifically, we aim to understand when exactly environment models have an advantage and why. We find that a model-based approach outperforms controlled model-free baselines for transfer learning. Through ablations, we show that both the policy and dynamics model learnt through exploration matter for successful transfer. We demonstrate our results across three domains which vary in their requirements for transfer: in-distribution procedural (Crafter), in-distribution identical (RoboDesk), and out-of-distribution (Meta-World). Our results show that intrinsic exploration combined with environment models present a viable direction towards agents that are self-supervised and able to generalize to novel reward functions.
A central challenge in 3D scene perception via inverse graphics is robustly modeling the gap between 3D graphics and real-world data. We propose a novel 3D Neural Embedding Likelihood (3DNEL) over RGB-D images to address this gap. 3DNEL uses neural embeddings to predict 2D-3D correspondences from RGB and combines this with depth in a principled manner. 3DNEL is trained entirely from synthetic images and generalizes to real-world data. To showcase this capability, we develop a multi-stage inverse graphics pipeline that uses 3DNEL for 6D object pose estimation from real RGB-D images. Our method outperforms the previous state-of-the-art in sim-to-real pose estimation on the YCB-Video dataset, and improves robustness, with significantly fewer large-error predictions. Unlike existing bottom-up, discriminative approaches that are specialized for pose estimation, 3DNEL adopts a probabilistic generative formulation that jointly models multi-object scenes. This generative formulation enables easy extension of 3DNEL to additional tasks like object and camera tracking from video, using principled inference in the same probabilistic model without task specific retraining.
Text-to-image models, which can generate high-quality images based on textual input, have recently enabled various content-creation tools. Despite significantly affecting a wide range of downstream applications, the distributions of these generated images are still not fully understood, especially when it comes to the potential stereotypical attributes of different genders. In this work, we propose a paradigm (Gender Presentation Differences) that utilizes fine-grained self-presentation attributes to study how gender is presented differently in text-to-image models. By probing gender indicators in the input text (e.g., "a woman" or "a man"), we quantify the frequency differences of presentation-centric attributes (e.g., "a shirt" and "a dress") through human annotation and introduce a novel metric: GEP. Furthermore, we propose an automatic method to estimate such differences. The automatic GEP metric based on our approach yields a higher correlation with human annotations than that based on existing CLIP scores, consistently across three state-of-the-art text-to-image models. Finally, we demonstrate the generalization ability of our metrics in the context of gender stereotypes related to occupations.
The content based image retrieval aims to find the similar images from a large scale dataset against a query image. Generally, the similarity between the representative features of the query image and dataset images is used to rank the images for retrieval. In early days, various hand designed feature descriptors have been investigated based on the visual cues such as color, texture, shape, etc. that represent the images. However, the deep learning has emerged as a dominating alternative of hand-designed feature engineering from a decade. It learns the features automatically from the data. This paper presents a comprehensive survey of deep learning based developments in the past decade for content based image retrieval. The categorization of existing state-of-the-art methods from different perspectives is also performed for greater understanding of the progress. The taxonomy used in this survey covers different supervision, different networks, different descriptor type and different retrieval type. A performance analysis is also performed using the state-of-the-art methods. The insights are also presented for the benefit of the researchers to observe the progress and to make the best choices. The survey presented in this paper will help in further research progress in image retrieval using deep learning.
Graph Neural Networks (GNNs), which generalize deep neural networks to graph-structured data, have drawn considerable attention and achieved state-of-the-art performance in numerous graph related tasks. However, existing GNN models mainly focus on designing graph convolution operations. The graph pooling (or downsampling) operations, that play an important role in learning hierarchical representations, are usually overlooked. In this paper, we propose a novel graph pooling operator, called Hierarchical Graph Pooling with Structure Learning (HGP-SL), which can be integrated into various graph neural network architectures. HGP-SL incorporates graph pooling and structure learning into a unified module to generate hierarchical representations of graphs. More specifically, the graph pooling operation adaptively selects a subset of nodes to form an induced subgraph for the subsequent layers. To preserve the integrity of graph's topological information, we further introduce a structure learning mechanism to learn a refined graph structure for the pooled graph at each layer. By combining HGP-SL operator with graph neural networks, we perform graph level representation learning with focus on graph classification task. Experimental results on six widely used benchmarks demonstrate the effectiveness of our proposed model.
Distant supervision can effectively label data for relation extraction, but suffers from the noise labeling problem. Recent works mainly perform soft bag-level noise reduction strategies to find the relatively better samples in a sentence bag, which is suboptimal compared with making a hard decision of false positive samples in sentence level. In this paper, we introduce an adversarial learning framework, which we named DSGAN, to learn a sentence-level true-positive generator. Inspired by Generative Adversarial Networks, we regard the positive samples generated by the generator as the negative samples to train the discriminator. The optimal generator is obtained until the discrimination ability of the discriminator has the greatest decline. We adopt the generator to filter distant supervision training dataset and redistribute the false positive instances into the negative set, in which way to provide a cleaned dataset for relation classification. The experimental results show that the proposed strategy significantly improves the performance of distant supervision relation extraction comparing to state-of-the-art systems.
We propose a new method for event extraction (EE) task based on an imitation learning framework, specifically, inverse reinforcement learning (IRL) via generative adversarial network (GAN). The GAN estimates proper rewards according to the difference between the actions committed by the expert (or ground truth) and the agent among complicated states in the environment. EE task benefits from these dynamic rewards because instances and labels yield to various extents of difficulty and the gains are expected to be diverse -- e.g., an ambiguous but correctly detected trigger or argument should receive high gains -- while the traditional RL models usually neglect such differences and pay equal attention on all instances. Moreover, our experiments also demonstrate that the proposed framework outperforms state-of-the-art methods, without explicit feature engineering.