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2,942篇论文匹配“Robotics”
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Robotics

Yanmin Wu, Jiarui Meng, Haijie LI, Chenming Wu, Yahao Shi, Xinhua Cheng, Chen Zhao, Haocheng Feng, Errui Ding, Jingdong Wang 等

This paper introduces OpenGaussian, a method based on 3D Gaussian Splatting (3DGS) that possesses the capability for 3D point-level open vocabulary understanding. Our primary motivation stems from observing that existing 3DGS-based open vocabulary methods mainly focus on 2D pixel-level parsing. These methods struggle with 3D point-level tasks due to weak feature expressiveness and inaccurate 2D-3D feature associations. To ensure robust feature presentation and 3D point-level understanding, we first employ SAM masks without cross-frame associations to train instance features with 3D consistency. These features exhibit both intra-object consistency and inter-object distinction. Then, we propose a two-stage codebook to discretize these features from coarse to fine levels. At the coarse level, we consider the positional information of 3D points to achieve location-based clustering, which is then refined at the fine level.Finally, we introduce an instance-level 3D-2D feature association method that links 3D points to 2D masks, which are further associated with 2D CLIP features. Extensive experiments, including open vocabulary-based 3D object selection, 3D point cloud understanding, click-based 3D object selection, and ablation studies, demonstrate the effectiveness of our proposed method. The source code is available at our project page https://3d-aigc.github.io/OpenGaussian.

Human-computer interaction

Zunnan Xu, Yukang Lin, Haonan Han, Sicheng Yang, Ronghui Li, Yachao Zhang, Xiu Li

Gesture synthesis is a vital realm of human-computer interaction, with wide-ranging applications across various fields like film, robotics, and virtual reality. Recent advancements have utilized the diffusion model to improve gesture synthesis. However, the high computational complexity of these techniques limits the application in reality. In this study, we explore the potential of state space models (SSMs).Direct application of SSMs in gesture synthesis encounters difficulties, which stem primarily from the diverse movement dynamics of various body parts. The generated gestures may also exhibit unnatural jittering issues.To address these, we implement a two-stage modeling strategy with discrete motion priors to enhance the quality of gestures.Built upon the selective scan mechanism, we introduce MambaTalk, which integrates hybrid fusion modules, local and global scans to refine latent space representations.Subjective and objective experiments demonstrate that our method surpasses the performance of state-of-the-art models. Our project is publicly available at~\url{https://kkakkkka.github.io/MambaTalk/}.

Reinforcement Learning · Everything Else

Dylan J Foster, Adam Block, Dipendra Misra

Imitation learning (IL) aims to mimic the behavior of an expert in a sequential decision making task by learning from demonstrations, and has been widely applied to robotics, autonomous driving, and autoregressive text generation. The simplest approach to IL, behavior cloning (BC) is thought to incur sample complexity with unfavorable quadratic dependence on the problem horizon, motivating a variety of different online algorithms that attain improved linear horizon dependence under stronger assumptions on the data and the learner’s access to the expert. We revisit the apparent gap between offline and online IL from a learning-theoretic perspective, with a focus on general policy classes up to and including deep neural networks. Through a new analysis of BC with the logarithmic loss, we show that it is possible to achieve horizon-independent sample complexity in offline IL whenever (i) the range of the cumulative payoffs is controlled, and (ii) an appropriate notion of supervised learning complexity for the policy class is controlled. Specializing our results to deterministic, stationary policies, we show that the gap between offline and online IL is not fundamental: (i) it is possible to achieve linear dependence on horizon in offline IL under dense rewards (matching what was previously only known to be achievable in online IL); and (ii) without further assumptions on the policy class, online IL cannot improve over offline IL with the logarithmic loss, even in benign MDPs. We complement our theoretical results with experiments on standard RL tasks and autoregressive language generation to validate the practical relevance of our findings.

Wenzhuo Liu, Fei Zhu, Shijie Ma, Cheng-lin Liu

Although Vision Transformers (ViTs) have recently advanced computer vision tasks significantly, an important real-world problem was overlooked: adapting to variable input resolutions. Typically, images are resized to a fixed resolution, such as 224x224, for efficiency during training and inference. However, uniform input size conflicts with real-world scenarios where images naturally vary in resolution. Modifying the preset resolution of a model may severely degrade the performance. In this work, we propose to enhance the model adaptability to resolution variation by optimizing the patch embedding. The proposed method, called Multi-Scale Patch Embedding (MSPE), substitutes the standard patch embedding with multiple variable-sized patch kernels and selects the best parameters for different resolutions, eliminating the need to resize the original image. Our method does not require high-cost training or modifications to other parts, making it easy to apply to most ViT models. Experiments in image classification, segmentation, and detection tasks demonstrate the effectiveness of MSPE, yielding superior performance on low-resolution inputs and performing comparably on high-resolution inputs with existing methods.

Computer Vision

Kai Chen, Yiyao Ma, Xingyu Lin, Stephen James, Jianshu Zhou, Yun-Hui Liu, Pieter Abbeel, DOU QI

Object pose estimation plays a crucial role in robotic manipulation, however, its practical applicability still suffers from limited generalizability. This paper addresses the challenge of generalizable object pose estimation, particularly focusing on category-level object pose estimation for unseen object categories. Current methods either require impractical instance-level training or are confined to predefined categories, limiting their applicability. We propose VFM-6D, a novel framework that explores harnessing existing vision and language models, to elaborate object pose estimation into two stages: category-level object viewpoint estimation and object coordinate map estimation. Based on the two-stage framework, we introduce a 2D-to-3D feature lifting module and a shape-matching module, both of which leverage pre-trained vision foundation models to improve object representation and matching accuracy. VFM-6D is trained on cost-effective synthetic data and exhibits superior generalization capabilities. It can be applied to both instance-level unseen object pose estimation and category-level object pose estimation for novel categories. Evaluations on benchmark datasets demonstrate the effectiveness and versatility of VFM-6D in various real-world scenarios.

Robotics

Ilija Radosavovic, Bike Zhang, Baifeng Shi, Jathushan Rajasegaran, Sarthak Kamat, Trevor Darrell, Koushil Sreenath, Jitendra Malik

We cast real-world humanoid control as a next token prediction problem, akin to predicting the next word in language. Our model is a causal transformer trained via autoregressive prediction of sensorimotor sequences. To account for the multi-modal nature of the data, we perform prediction in a modality-aligned way, and for each input token predict the next token from the same modality. This general formulation enables us to leverage data with missing modalities, such as videos without actions. We train our model on a dataset of sequences from a prior neural network policy, a model-based controller, motion capture, and YouTube videos of humans. We show that our model enables a real humanoid robot to walk in San Francisco zero-shot. Our model can transfer to the real world even when trained on only 27 hours of walking data, and can generalize to commands not seen during training. These findings suggest a promising path toward learning challenging real-world control tasks by generative modeling of sensorimotor sequences.

Robotics

Jiaming Liu, Mengzhen Liu, Zhenyu Wang, Pengju An, Xiaoqi Li, Kaichen Zhou, Senqiao Yang, Renrui Zhang, Yandong Guo, Shanghang Zhang

A fundamental objective in robot manipulation is to enable models to comprehend visual scenes and execute actions. Although existing Vision-Language-Action (VLA) models for robots can handle a range of basic tasks, they still face challenges in two areas: (1) insufficient reasoning ability to tackle complex tasks, and (2) high computational costs for VLA model fine-tuning and inference. The recently proposed state space model (SSM) known as Mamba demonstrates promising capabilities in non-trivial sequence modeling with linear inference complexity. Inspired by this, we introduce RoboMamba, an end-to-end robotic VLA model that leverages Mamba to deliver both robotic reasoning and action capabilities, while maintaining efficient fine-tuning and inference. Specifically, we first integrate the vision encoder with Mamba, aligning visual tokens with language embedding through co-training, empowering our model with visual common sense and robotic-related reasoning. To further equip RoboMamba with SE(3) pose prediction abilities, we explore an efficient fine-tuning strategy with a simple policy head. We find that once RoboMamba possesses sufficient reasoning capability, it can acquire manipulation skills with minimal fine-tuning parameters (0.1\% of the model) and time. In experiments, RoboMamba demonstrates outstanding reasoning capabilities on general and robotic evaluation benchmarks. Meanwhile, our model showcases impressive pose prediction results in both simulation and real-world experiments, achieving inference speeds 3 times faster than existing VLA models.

Robotics

Hongcheng Wang, Peiqi Liu, Wenzhe Cai, Mingdong Wu, Zhengyu Qian, Hao Dong

The process of satisfying daily demands is a fundamental aspect of humans' daily lives. With the advancement of embodied AI, robots are increasingly capable of satisfying human demands. Demand-driven navigation (DDN) is a task in which an agent must locate an object to satisfy a specified demand instruction, such as "I am thirsty." The previous study typically assumes that each demand instruction requires only one object to be fulfilled and does not consider individual preferences. However, the realistic human demand may involve multiple objects. In this paper, we introduce the Multi-object Demand-driven Navigation (MO-DDN) benchmark, which addresses these nuanced aspects, including multi-object search and personal preferences, thus making the MO-DDN task more reflective of real-life scenarios compared to DDN. Building upon previous work, we employ the concept of ``attribute'' to tackle this new task. However, instead of solely relying on attribute features in an end-to-end manner like DDN, we propose a modular method that involves constructing a coarse-to-fine attribute-based exploration agent (C2FAgent). Our experimental results illustrate that this coarse-to-fine exploration strategy capitalizes on the advantages of attributes at various decision-making levels, resulting in superior performance compared to baseline methods. Code and video can be found at https://sites.google.com/view/moddn.

Robotics

Kaidong Zhang, Pengzhen Ren, Bingqian Lin, Junfan Lin, Shikui Ma, Hang Xu, Xiaodan Liang

Language-guided robotic manipulation is a challenging task that requires an embodied agent to follow abstract user instructions to accomplish various complex manipulation tasks. Previous work generally maps instructions and visual perceptions directly to low-level executable actions, neglecting the modeling of critical waypoints (e.g., key states of “close to/grab/move up” in action trajectories) in manipulation tasks.To address this issue, we propose a PImitive-driVen waypOinT-aware world model for Robotic manipulation (PIVOT-R) that focuses solely on the prediction of task-relevant waypoints. Specifically, PIVOT-R consists of a Waypoint-aware World Model (WAWM) and a lightweight action prediction module. The former performs primitive action parsing and primitive-driven waypoint prediction, while the latter focuses on decoding low-level actions. Additionally, we also design an asynchronous hierarchical executor (AHE) for PIVOT-R, which can use different execution frequencies for different modules of the model, thereby helping the model reduce computational redundancy and improve model execution efficiency. Our PIVOT-R outperforms state-of-the-art (SoTA) open-source models on the SeaWave benchmark, achieving an average relative improvement of 19.45% across four levels of instruction tasks. Moreover, compared to the synchronously executed PIVOT-R, the execution efficiency of PIVOT-R with AHE is increased by 28-fold, with only a 2.9% drop in performance. These results provide compelling evidence that our PIVOT-R can significantly improve both the performance and efficiency of robotic manipulation.

Miscellaneous Aspects of Machine Learning · Unsupervised and Semi-supervised Learning

Shijie Ma, Fei Zhu, Zhun Zhong, Wenzhuo Liu, Xu-yao Zhang, Cheng-lin Liu

Constantly discovering novel concepts is crucial in evolving environments. This paper explores the underexplored task of Continual Generalized Category Discovery (C-GCD), which aims to incrementally discover new classes from *unlabeled* data while maintaining the ability to recognize previously learned classes. Although several settings are proposed to study the C-GCD task, they have limitations that do not reflect real-world scenarios. We thus study a more practical C-GCD setting, which includes more new classes to be discovered over a longer period, without storing samples of past classes. In C-GCD, the model is initially trained on labeled data of known classes, followed by multiple incremental stages where the model is fed with unlabeled data containing both old and new classes. The core challenge involves two conflicting objectives: discover new classes and prevent forgetting old ones. We delve into the conflicts and identify that models are susceptible to *prediction bias* and *hardness bias*. To address these issues, we introduce a debiased learning framework, namely **Happy**, characterized by **H**ardness-**a**ware **p**rototype sampling and soft entro**py** regularization. For the *prediction bias*, we first introduce clustering-guided initialization to provide robust features. In addition, we propose soft entropy regularization to assign appropriate probabilities to new classes, which can significantly enhance the clustering performance of new classes. For the *harness bias*, we present the hardness-aware prototype sampling, which can effectively reduce the forgetting issue for previously seen classes, especially for difficult classes. Experimental results demonstrate our method proficiently manages the conflicts of C-GCD and achieves remarkable performance across various datasets, e.g., 7.5% overall gains on ImageNet-100. Our code is publicly available at https://github.com/mashijie1028/Happy-CGCD.

Robotics

Haoyu Dong, Huiqiao Fu, Wentao Xu, Zhehao Zhou, Chunlin Chen

Reinforcement Learning (RL) controllers have demonstrated remarkable performance in complex robot control tasks. However, the presence of reality gap often leads to poor performance when deploying policies trained in simulation directly onto real robots. Previous sim-to-real algorithms like Domain Randomization (DR) requires domain-specific expertise and suffers from issues such as reduced control performance and high training costs. In this work, we introduce Evolutionary Adversarial Simulator Identification (EASI), a novel approach that combines Generative Adversarial Network (GAN) and Evolutionary Strategy (ES) to address sim-to-real challenges. Specifically, we consider the problem of sim-to-real as a search problem, where ES acts as a generator in adversarial competition with a neural network discriminator, aiming to find physical parameter distributions that make the state transitions between simulation and reality as similar as possible. The discriminator serves as the fitness function, guiding the evolution of the physical parameter distributions. EASI features simplicity, low cost, and high fidelity, enabling the construction of a more realistic simulator with minimal requirements for real-world data, thus aiding in transferring simulated-trained policies to the real world. We demonstrate the performance of EASI in both sim-to-sim and sim-to-real tasks, showing superior performance compared to existing sim-to-real algorithms.

Huy Hoang, Tien Mai, Pradeep Varakantham

We focus on offline imitation learning (IL), which aims to mimic an expert's behavior using demonstrations without any interaction with the environment. One of the main challenges in offline IL is the limited support of expert demonstrations, which typically cover only a small fraction of the state-action space. While it may not be feasible to obtain numerous expert demonstrations, it is often possible to gather a larger set of sub-optimal demonstrations. For example, in treatment optimization problems, there are varying levels of doctor treatments available for different chronic conditions. These range from treatment specialists and experienced general practitioners to less experienced general practitioners. Similarly, when robots are trained to imitate humans in routine tasks, they might learn from individuals with different levels of expertise and efficiency. In this paper, we propose an offline IL approach that leverages the larger set of sub-optimal demonstrations while effectively mimicking expert trajectories. Existing offline IL methods based on behavior cloning or distribution matching often face issues such as overfitting to the limited set of expert demonstrations or inadvertently imitating sub-optimal trajectories from the larger dataset. Our approach, which is based on inverse soft-Q learning, learns from both expert and sub-optimal demonstrations. It assigns higher importance (through learned weights) to aligning with expert demonstrations and lower importance to aligning with sub-optimal ones. A key contribution of our approach, called SPRINQL, is transforming the offline IL problem into a convex optimization over the space of Q functions. Through comprehensive experimental evaluations, we demonstrate that the SPRINQL algorithm achieves state-of-the-art (SOTA) performance on offline IL benchmarks. Code is available at https://github.com/hmhuy0/SPRINQL .

Reinforcement Learning · Multi-agent

Vivek Myers, Evan Ellis, Sergey Levine, Benjamin Eysenbach, Anca Dragan

Assistive agents should make humans' lives easier. Classically, such assistance is studied through the lens of inverse reinforcement learning, where an assistive agent (e.g., a chatbot, a robot) infers a human's intention and then selects actions to help the human reach that goal. This approach requires inferring intentions, which can be difficult in high-dimensional settings. We build upon prior work that studies assistance through the lens of empowerment: an assistive agent aims to maximize the influence of the human's actions such that they exert a greater control over the environmental outcomes and can solve tasks in fewer steps. We lift the major limitation of prior work in this area—scalability to high-dimensional settings—with contrastive successor representations. We formally prove that these representations estimate a similar notion of empowerment to that studied by prior work and provide a ready-made mechanism for optimizing it. Empirically, our proposed method outperforms prior methods on synthetic benchmarks, and scales to Overcooked, a cooperative game setting. Theoretically, our work connects ideas from information theory, neuroscience, and reinforcement learning, and charts a path for representations to play a critical role in solving assistive problems. Our code is available at https://github.com/vivekmyers/empowerment_successor_representations.

Generative Models · Diffusion models

ZHOU FANG, Yong-Lu Li, Lixin Yang, Cewu Lu

Articulated object manipulation in real images is a fundamental step in computer and robotic vision tasks. Recently, several image editing methods based on diffusion models have been proposed to manipulate articulated objects according to text prompts. However, these methods often generate weird artifacts or even fail in real images. To this end, we introduce the Part-Aware Diffusion Model to approach the manipulation of articulated objects in real images. First, we develop Abstract 3D Models to represent and manipulate articulated objects efficiently. Then we propose dynamic feature maps to transfer the appearance of objects from input images to edited ones, meanwhile generating the novel-appearing parts reasonably. Extensive experiments are provided to illustrate the advanced manipulation capabilities of our method concerning state-of-the-art editing works. Additionally, we verify our method on 3D articulated object understanding forembodied robot scenarios and the promising results prove that our method supports this task strongly. The project page is https://mvig-rhos.com/pa_diffusion.

Learning Theory

Negin Musavi, Ziyao Guo, Geir Dullerud, Yingying Li

This paper focuses on the system identification of an important class of nonlinear systems: nonlinear systems that are linearly parameterized, which enjoy wide applications in robotics and other mechanical systems. We consider two system identification methods: least-squares estimation (LSE), which is a point estimation method; and set-membership estimation (SME), which estimates an uncertainty set that contains the true parameters. We provide non-asymptotic convergence rates for LSE and SME under i.i.d. control inputs and control policies with i.i.d. random perturbations, both of which are considered as non-active-exploration inputs. Compared with the counter-example based on piecewise-affine systems in the literature, the success of non-active exploration in our setting relies on a key assumption about the system dynamics: we require the system functions to be real-analytic. Our results, together with the piecewise-affine counter-example, reveal the importance of differentiability in nonlinear system identification through non-active exploration. Lastly, we numerically compare our theoretical bounds with the empirical performance of LSE and SME on a pendulum example and a quadrotor example.

Yichen Zhu, Zhicai Ou, Feifei Feng, Jian Tang

Humans can communicate and observe media with different modalities, such as texts, sounds, and images. For robots to be more generalizable embodied agents, they should be capable of following instructions and perceiving the world with adaptation to diverse modalities. Current robotic learning methodologies often focus on single-modal task specification and observation, thereby limiting their ability to process rich multi-modal information. Addressing this limitation, we present an end-to-end general-purpose multi-modal system named Any-to-Policy Embodied Agents. This system empowers robots to handle tasks using various modalities, whether in combinations like text-image, audio-image, text-point cloud, or in isolation. Our innovative approach involves training a versatile modality network that adapts to various inputs and connects with policy networks for effective control. Because of the lack of existing multi-modal robotics datasets for evaluation, we assembled a comprehensive real-world dataset encompassing 30 robotic tasks. Each task in this dataset is richly annotated across multiple modalities, providing a robust foundation for assessment. We conducted extensive validation of our proposed unified modality embodied agent using several simulation benchmarks, including Franka Kitchen, Meta-World, and Maniskill2, as well as in our real-world settings. Our experiments showcase the promising capability of building embodied agents that can adapt to diverse multi-modal in a unified framework.

Reinforcement Learning · Deep RL

Alexander Bukharin, Ilgee Hong, Haoming Jiang, Zichong Li, Qingru Zhang, Zixuan Zhang, Tuo Zhao

Reinforcement learning from human feedback (RLHF) provides a principled framework for aligning AI systems with human preference data. For various reasons, e.g., personal bias, context ambiguity, lack of training, etc, human annotators may give incorrect or inconsistent preference labels. To tackle this challenge, we propose a robust RLHF approach -- $R^3M$, which models the potentially corrupted preference label as sparse outliers. Accordingly, we formulate the robust reward learning as an $\ell_1$-regularized maximum likelihood estimation problem. Computationally, we develop an efficient alternating optimization algorithm, which only incurs negligible computational overhead compared with the standard RLHF approach. Theoretically, we prove that under proper regularity conditions, $R^3M$ can consistently learn the underlying reward and identify outliers, provided that the number of outlier labels scales sublinearly with the preference sample size. Furthermore, we remark that $R^3M$ is versatile and can be extended to various preference optimization methods, including direct preference optimization (DPO). Our experiments on robotic control and natural language generation with large language models (LLMs) show that $R^3M$ improves robustness of the reward against several types of perturbations to the preference data.

Jinliang Zheng, Jianxiong Li, Sijie Cheng, Yinan Zheng, Jiaming Li, Jihao Liu, Yu Liu, Jingjing Liu, Xianyuan Zhan

Instruction following is crucial in contemporary LLM. However, when extended to multimodal setting, it often suffers from misalignment between specific textual instruction and targeted local region of an image. To achieve more accurate and nuanced multimodal instruction following, we introduce Instruction-guided Visual Masking (IVM), a new versatile visual grounding model that is compatible with diverse multimodal models, such as LMM and robot model. By constructing visual masks for instruction-irrelevant regions, IVM-enhanced multimodal models can effectively focus on task-relevant image regions to better align with complex instructions. Specifically, we design a visual masking data generation pipeline and create an IVM-Mix-1M dataset with 1 million image-instruction pairs. We further introduce a new learning technique, Discriminator Weighted Supervised Learning (DWSL) for preferential IVM training that prioritizes high-quality data samples. Experimental results on generic multimodal tasks such as VQA and embodied robotic control demonstrate the versatility of IVM, which as a plug-and-play tool, significantly boosts the performance of diverse multimodal models, yielding new state-of-the-art results across challenging multimodal benchmarks. Code, model and data are available at https://github.com/2toinf/IVM.

Robotics

shuaihang yuan, Hao Huang, Yu Hao, Congcong Wen, Anthony Tzes, Yi Fang

Zero-Shot Object Goal Navigation (ZS-OGN) enables robots to navigate toward objects of unseen categories without prior training. Traditional approaches often leverage categorical semantic information for navigation guidance, which struggles when only partial objects are observed or detailed and functional representations of the environment are lacking. To resolve the above two issues, we propose \textit{Geometric-part and Affordance Maps} (GAMap), a novel method that integrates object parts and affordance attributes for navigation guidance. Our method includes a multi-scale scoring approach to capture geometric-part and affordance attributes of objects at different scales. Comprehensive experiments conducted on the HM3D and Gibson benchmark datasets demonstrate improvements in Success Rates and Success weighted by Path Length, underscoring the efficacy of our geometric-part and affordance-guided navigation approach in enhancing robot autonomy and versatility, without any additional task-specific training or fine-tuning with the semantics of unseen objects and/or the locomotions of the robot.

Robotics

Yi-Lin Wei, Jian-Jian Jiang, Chengyi Xing, Xian-Tuo Tan, Xiao-Ming Wu, Hao Li, Mark Cutkosky, Wei-Shi Zheng

This paper explores a novel task "Dexterous Grasp as You Say'' (DexGYS), enabling robots to perform dexterous grasping based on human commands expressed in natural language. However, the development of this field is hindered by the lack of datasets with natural human guidance; thus, we propose a language-guided dexterous grasp dataset, named DexGYSNet, offering high-quality dexterous grasp annotations along with flexible and fine-grained human language guidance. Our dataset construction is cost-efficient, with the carefully-design hand-object interaction retargeting strategy, and the LLM-assisted language guidance annotation system. Equipped with this dataset, we introduce the DexGYSGrasp framework for generating dexterous grasps based on human language instructions, with the capability of producing grasps that are intent-aligned, high quality and diversity. To achieve this capability, our framework decomposes the complex learning process into two manageable progressive objectives and introduce two components to realize them. The first component learns the grasp distribution focusing on intention alignment and generation diversity. And the second component refines the grasp quality while maintaining intention consistency. Extensive experiments are conducted on DexGYSNet and real world environments for validation.