Unnat Jain

dblp:199/2043 · DBLP profile ↗
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20ranked-venue papers
5as first author
13since 2021 · last 2025
—ORCID · none

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Artificial intelligence and machine learning · 19 · 5 first-author · 12 since 2021Graphics, computer vision, multimedia, augmented reality and games · 10 · 5 first-author · 5 since 2021Systems, architecture and hardware · 1 · 1 since 2021
YearPublicationVenuePosition
2025 An Image is Worth More Than 16x16 Patches: Exploring Transformers on Individual Pixels
abstract
This work does not introduce a new method. Instead, we present an interesting finding that questions the necessity of the inductive bias of locality in modern computer vision architectures. Concretely, we find that vanilla Transformers can operate by directly treating each individual pixel as a token and achieve highly performant results. This is substantially different from the popular design in Vision Transformer, which maintains the inductive bias from ConvNets towards local neighborhoods (e.g., by treating each 16x16 patch as a token). We showcase the effectiveness of pixels-as-tokens across three well-studied computer vision tasks: supervised learning for classification and regression, self-supervised learning via masked autoencoding, and image generation with diffusion models. Although it's computationally less practical to directly operate on individual pixels, we believe the community must be made aware of this surprising piece of knowledge when devising the next generation of neural network architectures for computer vision.
Duy-Kien Nguyen, Mido Assran, Unnat Jain, Martin R. Oswald, Cees Snoek, Xinlei Chen
ICLR3
2024 Habitat 3.0: A Co-Habitat for Humans, Avatars, and Robots
abstract
We present Habitat 3.0: a simulation platform for studying collaborative human-robot tasks in home environments. Habitat 3.0 offers contributions across three dimensions: (1) Accurate humanoid simulation: addressing challenges in modeling complex deformable bodies and diversity in appearance and motion, all while ensuring high simulation speed. (2) Human-in-the-loop infrastructure: enabling real human interaction with simulated robots via mouse/keyboard or a VR interface, facilitating evaluation of robot policies with human input. (3) Collaborative tasks: studying two collaborative tasks, Social Navigation and Social Rearrangement. Social Navigation investigates a robot's ability to locate and follow humanoid avatars in unseen environments, whereas Social Rearrangement addresses collaboration between a humanoid and robot while rearranging a scene. These contributions allow us to study end-to-end learned and heuristic baselines for human-robot collaboration in-depth, as well as evaluate them with humans in the loop. Our experiments demonstrate that learned robot policies lead to efficient task completion when collaborating with unseen humanoid agents and human partners that might exhibit behaviors that the robot has not seen before. Additionally, we observe emergent behaviors during collaborative task execution, such as the robot yielding space when obstructing a humanoid agent, thereby allowing the effective completion of the task by the humanoid agent. Furthermore, our experiments using the human-in-the-loop tool demonstrate that our automated evaluation with humanoids can provide an indication of the relative ordering of different policies when evaluated with real human collaborators. Habitat 3.0 unlocks interesting new features in simulators for Embodied AI, and we hope it paves the way for a new frontier of embodied human-AI interaction capabilities. For more details and visualizations, visit: https://aihabitat.org/habitat3.
Xavier Puig, Eric Undersander, Andrew Szot, Mikael Dallaire Cote, Tsung-Yen Yang, Ruslan Partsey, Ruta Desai, Alexander Clegg, Michal Hlavac, So Yeon Min, Vladimir Vondrus, Théophile Gervet, Vincent-Pierre Berges, John M. Turner, Oleksandr Maksymets, Zsolt Kira, Mrinal Kalakrishnan, Jitendra Malik, Devendra Singh Chaplot, Unnat Jain, Dhruv Batra, Akshara Rai, Roozbeh Mottaghi
ICLR20
2024 Exploitation-Guided Exploration for Semantic Embodied Navigation
abstract
In the recent progress in embodied navigation and sim-to-robot transfer, modular policies have emerged as a de facto framework. However, there is more to compositionality beyond the decomposition of the learning load into modular components. In this work, we investigate a principled way to syntactically combine these components. Particularly, we propose Exploitation-Guided Exploration (XgX) where separate modules for exploration and exploitation come together in a novel and intuitive manner. We configure the exploitation module to take over in the deterministic final steps of navigation i.e. when the goal becomes visible. Crucially, an exploitation module teacher-forces the exploration module and continues driving an overridden policy optimization. XgX, with effective decomposition and novel guidance, improves the state-of-the-art performance on the challenging object navigation task from 70% to 73%. Along with better accuracy, through targeted analysis, we show that XgX is also more efficient at goal-conditioned exploration. Finally, we show sim-to-real transfer to robot hardware and XgX performs over two-fold better than the best baseline from simulation benchmarking. Project page: xgxvisnav.github.io
Justin Wasserman, Girish Chowdhary 0001, Abhinav Gupta 0001, Unnat Jain
ICRA4
2024 MOPA: Modular Object Navigation with PointGoal Agents
abstract
We propose a simple but effective modular approach MOPA (Modular ObjectNav with PointGoal agents) to systematically investigate the inherent modularity of the object navigation task in Embodied AI. MOPA consists of four modules: (a) an object detection module trained to identify objects from RGB images, (b) a map building module to build a semantic map of the observed objects, (c) an exploration module enabling the agent to explore the environment, and (d) a navigation module to move to identified target objects. We show that we can effectively reuse a pretrained PointGoal agent as the navigation model instead of learning to navigate from scratch, thus saving time and compute. We also compare various exploration strategies for MOPA and find that a simple uniform strategy significantly outperforms more advanced exploration methods.
Sonia Raychaudhuri, Tommaso Campari, Unnat Jain, Manolis Savva, Angel X. Chang
WACV3
2023 Affordances from Human Videos as a Versatile Representation for Robotics
abstract
Building a robot that can understand and learn to interact by watching humans has inspired several vision problems. However, despite some successful results on static datasets, it remains unclear how current models can be used on a robot directly. In this paper, we aim to bridge this gap by leveraging videos of human interactions in an environment centric manner. Utilizing internet videos of human behavior, we train a visual affordance model that estimates where and how in the scene a human is likely to interact. The structure of these behavioral affordances directly enables the robot to perform many complex tasks. We show how to seamlessly integrate our affordance model with four robot learning paradigms including offline imitation learning, exploration, goal-conditioned learning, and action parameterization for reinforcement learning. We show the efficacy of our approach, which we call Vision-Robotics Bridge (VRB) across 4 real world environments, over 10 different tasks, and 2 robotic platforms operating in the wild.
Shikhar Bahl, Russell Mendonca, Unnat Jain, Deepak Pathak
CVPR4
2023 Pretrained Language Models as Visual Planners for Human Assistance
abstract
In our pursuit of advancing multi-modal AI assistants capable of guiding users to achieve complex multi-step goals, we propose the task of ‘Visual Planning for Assistance (VPA)’. Given a succinct natural language goal, e.g., "make a shelf", and a video of the user’s progress so far, the aim of VPA is to devise a plan, i.e. a sequence of actions such as "sand shelf", "paint shelf", etc. to realize the specified goal. This requires assessing the user’s progress from the (untrimmed) video, and relating it to the requirements of natural language goal, i.e. which actions to select and in what order? Consequently, this requires handling long video history and arbitrarily complex action dependencies. To address these challenges, we decompose VPA into video action segmentation and forecasting. Importantly, we experiment by formulating the forecasting step as a multimodal sequence modeling problem, allowing us to leverage the strength of pre-trained LMs (as the sequence model). This novel approach, which we call Visual Language Model based Planner (VLaMP), outperforms baselines across a suite of metrics that gauge the quality of the generated plans. Furthermore, through comprehensive ablations, we also isolate the value of each component – language pre-training, visual observations, and goal information. We have open-sourced all the data, model checkpoints, and training code.
Dhruvesh Patel, Hamid Eghbalzadeh, Nitin Kamra, Michael L. Iuzzolino, Unnat Jain, Ruta Desai
ICCV5
2023 Adaptive Coordination in Social Embodied Rearrangement
abstract
We present the task of "Social Rearrangement", consisting of cooperative everyday tasks like setting up the dinner table, tidying a house or unpacking groceries in a simulated multi-agent environment. In Social Rearrangement, two robots coordinate to complete a long-horizon task, using onboard sensing and egocentric observations, and no privileged information about the environment. We study zero-shot coordination (ZSC) in this task, where an agent collaborates with a new partner, emulating a scenario where a robot collaborates with a new human partner. Prior ZSC approaches struggle to generalize in our complex and visually rich setting, and on further analysis, we find that they fail to generate diverse coordination behaviors at training time. To counter this, we propose Behavior Diversity Play (BDP), a novel ZSC approach that encourages diversity through a discriminability objective. Our results demonstrate that BDP learns adaptive agents that can tackle visual coordination, and zero-shot generalize to new partners in unseen environments, achieving 35% higher success and 32% higher efficiency compared to baselines.
Andrew Szot, Unnat Jain, Dhruv Batra, Zsolt Kira, Ruta Desai, Akshara Rai
ICML2
2022 Learning State-Aware Visual Representations from Audible Interactions
abstract
We propose a self-supervised algorithm to learn representations from egocentric video data. Recently, significant efforts have been made to capture humans interacting with their own environments as they go about their daily activities. In result, several large egocentric datasets of interaction-rich multi-modal data have emerged. However, learning representations from videos can be challenging. First, given the uncurated nature of long-form continuous videos, learning effective representations require focusing on moments in time when interactions take place. Second, visual representations of daily activities should be sensitive to changes in the state of the environment. However, current successful multi-modal learning frameworks encourage representation invariance over time. To address these challenges, we leverage audio signals to identify moments of likely interactions which are conducive to better learning. We also propose a novel self-supervised objective that learns from audible state changes caused by interactions. We validate these contributions extensively on two large-scale egocentric datasets, EPIC-Kitchens-100 and the recently released Ego4D, and show improvements on several downstream tasks, including action recognition, long-term action anticipation, and object state change classification.
Himangi Mittal, Pedro Morgado 0001, Unnat Jain, Abhinav Gupta 0001
NeurIPS3
2021 Language-Aligned Waypoint (LAW) Supervision for Vision-and-Language Navigation in Continuous Environments
abstract
In the Vision-and-Language Navigation (VLN) task an embodied agent navigates a 3D environment, following natural language instructions.A challenge in this task is how to handle 'off the path' scenarios where an agent veers from a reference path.Prior work supervises the agent with actions based on the shortest path from the agent's location to the goal, but such goal-oriented supervision is often not in alignment with the instruction.Furthermore, the evaluation metrics employed by prior work do not measure how much of a language instruction the agent is able to follow.In this work, we propose a simple and effective language-aligned supervision scheme, and a new metric that measures the number of sub-instructions the agent has completed during navigation.
Sonia Raychaudhuri, Saim Wani, Shivansh Patel, Unnat Jain, Angel X. Chang
EMNLP (1)4
2021 GridToPix: Training Embodied Agents with Minimal Supervision
abstract
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 training from shaped rewards doesn’t scale to more realistic tasks, the community needs to improve the success of training with terminal rewards. For this we propose GRIDTOPIX: 1) train agents with terminal rewards in gridworlds that generically mirror Embodied AI environments, i.e., they are independent of the task; 2) distill the learned policy into agents that reside in complex visual worlds. Despite learning from only terminal rewards with identical models and RL algorithms, GRIDTOPIX significantly improves results across tasks: from PointGoal Navigation (SPL improves from 0 to 64) and Furniture Moving (success improves from 1% to 25%) to football gameplay (game score improves from 0.1 to 0.6). GRIDTOPIX even helps to improve the results of shaped reward training.
Unnat Jain, Iou-Jen Liu, Svetlana Lazebnik, Aniruddha Kembhavi, Luca Weihs, Alexander G. Schwing
ICCV1
2021 Interpretation of Emergent Communication in Heterogeneous Collaborative Embodied Agents
abstract
Communication between embodied AI agents has received increasing attention in recent years. Despite its use, it is still unclear whether the learned communication is interpretable and grounded in perception. To study the grounding of emergent forms of communication, we first introduce the collaborative multi-object navigation task ‘CoMON.' In this task, an ‘oracle agent' has detailed environment information in the form of a map. It communicates with a ‘navigator agent' that perceives the environment visually and is tasked to find a sequence of goals. To succeed at the task, effective communication is essential. CoMON hence serves as a basis to study different communication mechanisms between heterogeneous agents, that is, agents with different capabilities and roles. We study two common communication mechanisms and analyze their communication patterns through an egocentric and spatial lens. We show that the emergent communication can be grounded to the agent observations and the spatial structure of the 3D environment.
Shivansh Patel, Saim Wani, Unnat Jain, Alexander G. Schwing, Svetlana Lazebnik, Manolis Savva, Angel X. Chang
ICCV3
2021 Cooperative Exploration for Multi-Agent Deep Reinforcement Learning
abstract
Exploration is critical for good results in deep reinforcement learning and has attracted much attention. However, existing multi-agent deep reinforcement learning algorithms still use mostly noise-based techniques. Very recently, exploration methods that consider cooperation among multiple agents have been developed. However, existing methods suffer from a common challenge: agents struggle to identify states that are worth exploring, and hardly coordinate exploration efforts toward those states. To address this shortcoming, in this paper, we propose cooperative multi-agent exploration (CMAE): agents share a common goal while exploring. The goal is selected from multiple projected state spaces by a normalized entropy-based technique. Then, agents are trained to reach the goal in a coordinated manner. We demonstrate that CMAE consistently outperforms baselines on various tasks, including a sparse-reward version of multiple-particle environment (MPE) and the Starcraft multi-agent challenge (SMAC).
Iou-Jen Liu, Unnat Jain, Raymond A. Yeh, Alexander G. Schwing
ICML2
2021 Bridging the Imitation Gap by Adaptive Insubordination
abstract
In practice, imitation learning is preferred over pure reinforcement learning whenever it is possible to design a teaching agent to provide expert supervision. However, we show that when the teaching agent makes decisions with access to privileged information that is unavailable to the student, this information is marginalized during imitation learning, resulting in an "imitation gap" and, potentially, poor results. Prior work bridges this gap via a progression from imitation learning to reinforcement learning. While often successful, gradual progression fails for tasks that require frequent switches between exploration and memorization. To better address these tasks and alleviate the imitation gap we propose 'Adaptive Insubordination' (ADVISOR). ADVISOR dynamically weights imitation and reward-based reinforcement learning losses during training, enabling on-the-fly switching between imitation and exploration. On a suite of challenging tasks set within gridworlds, multi-agent particle environments, and high-fidelity 3D simulators, we show that on-the-fly switching with ADVISOR outperforms pure imitation, pure reinforcement learning, as well as their sequential and parallel combinations.
Luca Weihs, Unnat Jain, Iou-Jen Liu, Jordi Salvador, Svetlana Lazebnik, Aniruddha Kembhavi, Alexander G. Schwing
NeurIPS2
2020 SoundSpaces: Audio-Visual Navigation in 3D Environments
Changan Chen, Unnat Jain, Carl Schissler, Sebastià Vicenc Amengual Garí, Ziad Al-Halah, Vamsi K. Ithapu, Philip W. Robinson, Kristen Grauman
ECCV (6)2
2020 A Cordial Sync: Going Beyond Marginal Policies for Multi-agent Embodied Tasks
Unnat Jain, Luca Weihs, Eric Kolve, Ali Farhadi, Svetlana Lazebnik, Aniruddha Kembhavi, Alexander G. Schwing
ECCV (5)1
2020 MultiON: Benchmarking Semantic Map Memory using Multi-Object Navigation
abstract
Navigation tasks in photorealistic 3D environments are challenging because they require perception and effective planning under partial observability. Recent work shows that map-like memory is useful for long-horizon navigation tasks. However, a focused investigation of the impact of maps on navigation tasks of varying complexity has not yet been performed. We propose the multiON task, which requires navigation to an episode-specific sequence of objects in a realistic environment. MultiON generalizes the ObjectGoal navigation task and explicitly tests the ability of navigation agents to locate previously observed goal objects. We perform a set of multiON experiments to examine how a variety of agent models perform across a spectrum of navigation task complexities. Our experiments show that: i) navigation performance degrades dramatically with escalating task complexity; ii) a simple semantic map agent performs surprisingly well relative to more complex neural image feature map agents; and iii) even oracle map agents achieve relatively low performance, indicating the potential for future work in training embodied navigation agents using maps.
Saim Wani, Shivansh Patel, Unnat Jain, Angel X. Chang, Manolis Savva
NeurIPS3
2019 Two Body Problem: Collaborative Visual Task Completion
abstract
Collaboration is a necessary skill to perform tasks that are beyond one agent's capabilities. Addressed extensively in both conventional and modern AI, multi-agent collaboration has often been studied in the context of simple grid worlds. We argue that there are inherently visual aspects to collaboration which should be studied in visually rich environments. A key element in collaboration is communication that can be either explicit, through messages, or implicit, through perception of the other agents and the visual world. Learning to collaborate in a visual environment entails learning (1) to perform the task, (2) when and what to communicate, and (3) how to act based on these communications and the perception of the visual world. In this paper we study the problem of learning to collaborate directly from pixels in AI2-THOR and demonstrate the benefits of explicit and implicit modes of communication to perform visual tasks. Refer to our project page for more details: https://prior.allenai.org/projects/two-body-problem.
Unnat Jain, Luca Weihs, Eric Kolve, Mohammad Rastegari, Svetlana Lazebnik, Ali Farhadi, Alexander G. Schwing, Aniruddha Kembhavi
CVPR1
2019 TAB-VCR: Tags and Attributes based VCR Baselines
abstract
Reasoning is an important ability that we learn from a very early age. Yet, reasoning is extremely hard for algorithms. Despite impressive recent progress that has been reported on tasks that necessitate reasoning, such as visual question answering and visual dialog, models often exploit biases in datasets. To develop models with better reasoning abilities, recently, the new visual commonsense reasoning(VCR) task has been introduced. Not only do models have to answer questions, but also do they have to provide a reason for the given answer. The proposed baseline achieved compelling results, leveraging a meticulously designed model composed of LSTM modules and attention nets. Here we show that a much simpler model obtained by ablating and pruning the existing intricate baseline can perform better with half the number of trainable parameters. By associating visual features with attribute information and better text to image grounding, we obtain further improvements for our simpler & effective baseline, TAB-VCR. We show that this approach results in a 5.3%, 4.4% and 6.5% absolute improvement over the previous state-of-the-art on question answering, answer justification and holistic VCR. Webpage: https://deanplayerljx.github.io/tabvcr/
Jingxiang Lin, Unnat Jain, Alexander G. Schwing
NeurIPS2
2018 Two Can Play This Game: Visual Dialog With Discriminative Question Generation and Answering
abstract
Human conversation is a complex mechanism with subtle nuances. It is hence an ambitious goal to develop artificial intelligence agents that can participate fluently in a conversation. While we are still far from achieving this goal, recent progress in visual question answering, image captioning, and visual question generation shows that dialog systems may be realizable in the not too distant future. To this end, a novel dataset was introduced recently and encouraging results were demonstrated, particularly for question answering. In this paper, we demonstrate a simple symmetric discriminative baseline, that can be applied to both predicting an answer as well as predicting a question. We show that this method performs on par with the state of the art, even memory net based methods. In addition, for the first time on the visual dialog dataset, we assess the performance of a system asking questions, and demonstrate how visual dialog can be generated from discriminative question generation and question answering.
Unnat Jain, Svetlana Lazebnik, Alexander G. Schwing
CVPR1
2017 Creativity: Generating Diverse Questions Using Variational Autoencoders
abstract
Generating diverse questions for given images is an important task for computational education, entertainment and AI assistants. Different from many conventional prediction techniques is the need for algorithms to generate a diverse set of plausible questions, which we refer to as creativity. In this paper we propose a creative algorithm for visual question generation which combines the advantages of variational autoencoders with long short-term memory networks. We demonstrate that our framework is able to generate a large set of varying questions given a single input image.
Unnat Jain, Alexander G. Schwing
CVPR1