VLDB 2026 Research / reviewers in the wild / expert
Luca Weihs
dblp:203/6449
· DBLP profile ↗
27ranked-venue papers
3as first author
22since 2021 · last 2025
0000-0002-6846-6718ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 26 · 3 first-author · 21 since 2021Graphics, computer vision, multimedia, augmented reality and games · 19 · 1 first-author · 14 since 2021Systems, architecture and hardware · 2 · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Scaling Text-Rich Image Understanding via Code-Guided Synthetic Multimodal Data GenerationabstractYue Yang, Ajay Patel, Matt Deitke, Tanmay Gupta, Luca Weihs, Andrew Head, Mark Yatskar, Chris Callison-Burch, Ranjay Krishna, Aniruddha Kembhavi, Christopher Clark. Proceedings of the 63rd Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers). 2025. Yue Yang 0006, Ajay Patel, Matt Deitke, Tanmay Gupta, Luca Weihs, Andrew Head, Mark Yatskar, Chris Callison-Burch, Ranjay Krishna, Aniruddha Kembhavi |
ACL (1) | 5 |
| 2025 | Molmo and PixMo: Open Weights and Open Data for State-of-the-Art Vision-Language ModelsabstractToday’s most advanced vision-language models (VLMs) remain proprietary. The strongest open-weight models rely heavily on synthetic data from proprietary VLMs to achieve good performance, effectively distilling these closed VLMs into open ones. As a result, the community has been missing foundational knowledge about how to build performant VLMs from scratch. We present Molmo, a new family of VLMs that are state-of-the-art in their class of openness. Our key contribution is a collection of new datasets called PixMo, including a dataset of highly detailed image captions for pre-training, a free-form image Q&A dataset for fine-tuning, and an innovative 2D pointing dataset, all collected without the use of external VLMs. The success of our approach relies on careful modeling choices, a well- tuned training pipeline, and, most critically, the quality of our newly collected datasets. Our best-in-class 72B model not only outperforms others in the class of open weight and data models, but also outperforms larger proprietary models including Claude 3.5 Sonnet, and Gemini 1.5 Pro and Flash, second only to GPT-4o based on both academic benchmarks and on a large human evaluation. Our model weights, new datasets, and source code are available at https://molmo.allenai.org/blog. Matt Deitke, Sangho Lee 0008, Rohun Tripathi, Yue Yang 0006, Mohammadreza Salehi, Niklas Muennighoff, Kyle Lo, Luca Soldaini, Jiasen Lu, Taira Anderson, Erin Bransom, Kiana Ehsani, Huong Ngo, Yen-Sung Chen, Ajay Patel, Mark Yatskar, Chris Callison-Burch, Andrew Head, Rose Hendrix, Favyen Bastani, Eli VanderBilt, Nathan Lambert 0001, Yvonne Chou, Arnavi Chheda, Jenna Sparks, Sam Skjonsberg, Michael Schmitz 0002, Aaron Sarnat, Byron Bischoff, Pete Walsh 0001, Chris Newell, Piper Wolters, Tanmay Gupta, Kuo-Hao Zeng, Jon Borchardt, Dirk Groeneveld, Crystal Nam, Sophie Lebrecht, Caitlin Wittlif, Carissa Schoenick, Oscar Michel, Ranjay Krishna, Luca Weihs, Noah A. Smith, Hannaneh Hajishirzi, Ross B. Girshick, Ali Farhadi, Aniruddha Kembhavi |
CVPR | 45 |
| 2024 | SPOC: Imitating Shortest Paths in Simulation Enables Effective Navigation and Manipulation in the Real WorldabstractReinforcement learning (RL) with dense rewards and imitation learning (IL) with human-generated trajectories are the most widely used approaches for training modern embodied agents. RL requires extensive reward shaping and auxiliary losses and is often too slow and ineffective for long-horizon tasks. While IL with human supervision is effective, collecting human trajectories at scale is extremely expensive. In this work, we show that imitating shortest-path planners in simulation produces agents that, given a language instruction, can proficiently navigate, ex-plore, and manipulate objects in both simulation and in the real world using only RGB sensors (no depth map or GPS coordinates). This surprising result is enabled by our end-to-end, transformer-based, Spocarchitecture, power-ful visual encoders paired with extensive image augmentation, and the dramatic scale and diversity of our training data: millions of frames of shortest-path-expert trajectories collected inside approximately 200,000 procedu-rally generated houses containing 40,000 unique 3D as-sets. Our models, data, training code, and newly proposed 10-task benchmarking suite Choresare available in spoc-robot.github.io. Kiana Ehsani, Tanmay Gupta, Rose Hendrix, Jordi Salvador, Luca Weihs, Kuo-Hao Zeng, Kunal Pratap Singh, Yejin Kim 0003, Winson Han, Alvaro Herrasti, Ranjay Krishna, Dustin Schwenk, Eli VanderBilt, Aniruddha Kembhavi |
CVPR | 5 |
| 2024 | Promptable Behaviors: Personalizing Multi-Objective Rewards from Human PreferencesabstractCustomizing robotic behaviors to be aligned with di-verse human preferences is an underexplored challenge in the field of embodied AI. In this paper, we present Prompt-able Behaviors, a novel framework that facilitates efficient personalization of robotic agents to diverse human prefer-ences in complex environments. We use multi-objective re-inforcement learning to train a single policy adaptable to a broad spectrum of preferences. We introduce three distinct methods to infer human preferences by leveraging different types of interactions: (1) human demonstrations, (2) prefer-ence feedback on trajectory comparisons, and (3) language instructions. We evaluate the proposed method in person-alized object-goal navigation and flee navigation tasks in ProcTHOR [18] and RoboTHOR [17], demonstrating the ability to prompt agent behaviors to satisfy human prefer-ences in various scenarios. Project page: https://promptable-behaviors.github.io Minyoung Hwang, Luca Weihs, Chanwoo Park, Kimin Lee, Aniruddha Kembhavi, Kiana Ehsani |
CVPR | 2 |
| 2024 | Seeing the Unseen: Visual Common Sense for Semantic PlacementabstractComputer vision tasks typically involve describing what is present in an image (e.g. classification, detection, segmentation, and captioning). We study a visual common sense task that requires understanding ‘what is not present’. Specif-ically, given an image (e.g. of a living room) and a name of an object (“cushion ”), a vision system is asked to predict semantically-meaningful regions (masks or bounding boxes) in the image where that object could be placed or is likely be placed by humans (e.g. on the sofa). We call this task: Se-mantic Placement (SP) and believe that such common-sense visual understanding is critical for assitive robots (tidying a house), AR devices (automatically rendering an object in the user's space), and visually-grounded chatbots with common sense. Studying the invisible is hard. Datasets for image description are typically constructed by curating relevant images (e.g. via image search with object names) and asking humans to annotate the contents of the image; neither of those two steps are straightforward for objects not present in the image. We overcome this challenge by operating in the opposite direction: we start with an image of an object in context, which is easy to find online, and then remove that ob-ject from the image via inpainting. This automated pipeline converts unstructured web data into a dataset comprising pairs of images with/without the object. With this proposed data generation pipeline, we collect a novel dataset, containing ~1.3M images across 9 object categories. We then train a SP prediction model, called CLIP-UNet, on our dataset. The CLIP-UNet outperforms existing VLMs and baselines that combine semantic priors with object detectors, gener-alizes well to real-world and simulated images and exhibits semantics-aware reasoning for object placement. In our user studies, we find that the SP masks predicted by CLIP-UNet are favored 43.7% and 31.3% times when comparing against the 4 SP baselines on real and simulated images. In addition, leveraging SP mask predictions from CLIP-UNet enables downstream applications like building tidying robots in indoor environments. Ram Ramrakhya, Aniruddha Kembhavi, Dhruv Batra, Zsolt Kira, Kuo-Hao Zeng, Luca Weihs |
CVPR | 6 |
| 2024 | Holodeck: Language Guided Generation of 3D Embodied AI Environmentsabstract3D simulated environments play a critical role in Embodied AI, but their creation requires expertise and extensive manual effort, restricting their diversity and scope. To miti-gate this limitation, we present Holodeck, a system that generates 3D environments to match a user-supplied prompt fullyautomatedly. Holodeck can generate diverse scenes, e.g., arcades, spas, and museums, adjust the designs for styles, and can capture the semantics of complex queries such as “apartment for a researcher with a cat” and “office of a professor who is a fan of Star Wars”. Holodeck leverages a large language model (i.e., GPT-4) for common sense knowledge about what the scene might look like and uses a large collection of 3D assets from Objaverse to populate the scene with diverse objects. To address the challenge of positioning objects correctly, we prompt GPT-4 to generate spatial relational constraints between objects and then optimize the layout to satisfy those constraints. Our large-scale human evaluation shows that annotators prefer Holodeck over manually designed procedural baselines in residential scenes and that Holodeck can produce high-quality outputs for diverse scene types. We also demonstrate an exciting application of Holodeck in Embodied AI, training agents to navigate in novel scenes like music rooms and daycares without human-constructed data, which is a significant step forward in developing general-purpose embodied agents. Yue Yang 0006, Fan-Yun Sun, Luca Weihs, Eli VanderBilt, Alvaro Herrasti, Winson Han, Jiajun Wu 0001, Nick Haber, Ranjay Krishna, Lingjie Liu, Chris Callison-Burch, Mark Yatskar, Aniruddha Kembhavi |
CVPR | 3 |
| 2024 | Universal Visual Decomposer: Long-Horizon Manipulation Made EasyabstractReal-world robotic tasks stretch over extended horizons and encompass multiple stages. Learning long-horizon manipulation tasks, however, is a long-standing challenge, and demands decomposing the overarching task into several manageable subtasks to facilitate policy learning and generalization to unseen tasks. Prior task decomposition methods require task-specific knowledge, are computationally intensive, and cannot readily be applied to new tasks. To address these shortcomings, we propose Universal Visual Decomposer (UVD), an off-the-shelf task decomposition method for visual long-horizon manipulation using pre-trained visual representations designed for robotic control. At a high level, UVD discovers subgoals by detecting phase shifts in the embedding space of the pre-trained representation. Operating purely on visual demonstrations without auxiliary information, UVD can effectively extract visual subgoals embedded in the videos, while incurring zero additional training cost on top of standard visuomotor policy training. Goal-conditioned policies learned with UVD-discovered subgoals exhibit significantly improved compositional generalization at test time to unseen tasks. Furthermore, UVD-discovered subgoals can be used to construct goal-based reward shaping that jump-starts temporally extended exploration for reinforcement learning. We extensively evaluate UVD on both simulation and real-world tasks, and in all cases, UVD substantially outperforms baselines across imitation and reinforcement learning settings on in-domain and out-of-domain task sequences alike, validating the clear advantage of automated visual task decomposition within the simple, compact UVD framework. Zichen Zhang 0016, Yunshuang Li, Osbert Bastani, Abhishek Gupta 0004, Dinesh Jayaraman, Yecheng Jason Ma 0001, Luca Weihs |
ICRA | 7 |
| 2024 | Open X-Embodiment: Robotic Learning Datasets and RT-X Models : Open X-Embodiment CollaborationabstractLarge, high-capacity models trained on diverse datasets have shown remarkable successes on efficiently tackling downstream applications. In domains from NLP to Computer Vision, this has led to a consolidation of pretrained models, with general pretrained backbones serving as a starting point for many applications. Can such a consolidation happen in robotics? Conventionally, robotic learning methods train a separate model for every application, every robot, and even every environment. Can we instead train "generalist" X-robot policy that can be adapted efficiently to new robots, tasks, and environments? In this paper, we provide datasets in standardized data formats and models to make it possible to explore this possibility in the context of robotic manipulation, alongside experimental results that provide an example of effective X-robot policies. We assemble a dataset from 22 different robots collected through a collaboration between 21 institutions, demonstrating 527 skills (160266 tasks). We show that a high-capacity model trained on this data, which we call RT-X, exhibits positive transfer and improves the capabilities of multiple robots by leveraging experience from other platforms. The project website is robotics-transformer-x.github.io. Abigail O'Neill, Abhiram Maddukuri, Abhishek Gupta 0004, Abhishek Padalkar, Abraham Lee, Acorn Pooley, Agrim Gupta, Ajay Mandlekar, Ajinkya Jain, Albert Tung, Alex Bewley, Alex Irpan, Alexander Khazatsky, Anant Rai, Anchit Gupta, Andrew E. Wang, Anikait Singh, Animesh Garg, Aniruddha Kembhavi, Annie Xie, Anthony Brohan, Antonin Raffin, Archit Sharma, Arefeh Yavary, Arhan Jain, Ashwin Balakrishna, Ayzaan Wahid, Ben Burgess-Limerick, Bernhard Schölkopf, Blake Wulfe, Brian Ichter, Cewu Lu, Charles Xu 0003, Charlotte Le, Chelsea Finn, Chen Wang 0053, Chenfeng Xu, Cheng Chi 0001, Chenguang Huang, Christine Chan, Christopher Agia, Chuer Pan, Chuyuan Fu, Coline Devin, Danfei Xu, Daniel Morton, Danny Drieß, Daphne Chen, Deepak Pathak, Dhruv Shah, Dieter Büchler, Dinesh Jayaraman, Dmitry Kalashnikov, Dorsa Sadigh, Edward Johns, Ethan Paul Foster, Fangchen Liu, Federico Ceola, Fei Xia 0002, Feiyu Zhao, Freek Stulp, Gaoyue Zhou, Gaurav S. Sukhatme, Gautam Salhotra, Gilbert Feng, Giulio Schiavi, Glen Berseth, Gregory Kahn, Guanzhi Wang, Hao Su 0001, Haoshu Fang, Henghui Bao, Heni Ben Amor, Henrik I. Christensen, Hiroki Furuta, Homer Walke, Hongjie Fang, Huy Ha, Igor Mordatch, Ilija Radosavovic, Isabel Leal, Jacky Liang, Jad Abou-Chakra, Jaehyung Kim 0001, Jaimyn Drake, Jan Peters 0001, Jan Schneider 0007, Jasmine Hsu, Jeannette Bohg, Jeffrey T. Bingham, Jensen Gao, Jiaheng Hu, Jiajun Wu 0001, Jiankai Sun, Jianlan Luo, Jiayuan Gu, Jie Tan 0001, Jihoon Oh, Jimmy Wu, Jingpei Lu, Jitendra Malik, João Silvério, Joey Hejna, Jonathan Booher, Jonathan Tompson, Jonathan Yang, Jordi Salvador, Joseph J. Lim, Junhyek Han, Kanishka Rao, Karl Pertsch, Karol Hausman, Keegan Go, Keerthana Gopalakrishnan, Kenneth Y. Goldberg, Kendra Byrne, Kenneth Oslund, Kento Kawaharazuka, Kevin Black, Kevin Zhang 0002, Kiana Ehsani, Kiran Lekkala, Kirsty Ellis, Krishan Rana, Krishnan Srinivasan, Kuan Fang, Kunal Pratap Singh, Kuo-Hao Zeng, Kyle Hatch, Kyle Hsu, Laurent Itti, Yunliang Chen 0001, Lerrel Pinto, Li Fei-Fei 0001, Liam Tan, Linxi Fan, Lionel Ott, Lisa Lee, Luca Weihs, Magnum Chen, Marion Lepert, Marius Memmel, Masayoshi Tomizuka, Masha Itkina, Mateo Guaman Castro, Max Spero, Maximilian Du, Michael Ahn, Michael C. Yip, Mingtong Zhang 0003, Mingyu Ding, Minho Heo, Mohan Kumar Srirama, Mohit Sharma 0001, Moo Jin Kim, Naoaki Kanazawa, Nicklas Hansen 0001, Nicolas Heess, Nikhil J. Joshi, Niko Sünderhauf, Norman Di Palo, Nur Muhammad Shafiullah, Oier Mees, Oliver Kroemer, Osbert Bastani, Pannag R. Sanketi, Patrick Tree Miller, Patrick Yin, Paul Wohlhart, Peng Xu 0010, Peter David Fagan, Peter Mitrano, Pierre Sermanet, Pieter Abbeel, Priya Sundaresan, Qiuyu Chen, Rafael Rafailov, Ria Doshi, Roberto Martin Martin, Rohan Baijal, Rosario Scalise, Rose Hendrix, Roy Lin, Runjia Qian, Russell Mendonca, Rutav Shah, Ryan Hoque, Ryan Julian, Samuel Bustamante-Gomez, Sean Kirmani, Sergey Levine, Sherry Moore, Shikhar Bahl, Shivin Dass, Shubham D. Sonawani, Shuran Song, Sichun Xu, Siddhant Haldar, Siddharth Karamcheti, Simeon Adebola, Simon Guist, Soroush Nasiriany, Stefan Schaal, Stefan Welker, Stephen Tian, Subramanian Ramamoorthy, Sudeep Dasari, Suneel Belkhale, Sungjae Park, Suraj Nair 0003, Suvir Mirchandani, Takayuki Osa, Tanmay Gupta, Tatsuya Harada, Tatsuya Matsushima, Ted Xiao, Thomas Kollar, Tianhe Yu, Tianli Ding, Todor Davchev, Tony Z. Zhao, Travis Armstrong, Trevor Darrell, Trinity Chung, Vidhi Jain, Vincent Vanhoucke, Wolfram Burgard, Xiaolong Wang 0004, Xinghao Zhu, Xinyang Geng, Liangwei Xu, Yecheng Jason Ma 0001, Yejin Kim 0003, Yevgen Chebotar, Yilin Wu 0003, Yonatan Bisk, Yoonyoung Cho, Youngwoon Lee, Yuchen Cui, Yueh-Hua Wu, Yujin Tang, Yuke Zhu, Yunchu Zhang, Yunfan Jiang 0001, Yunshuang Li, Yunzhu Li, Yusuke Iwasawa, Yutaka Matsuo, Zehan Ma, Zichen Jeff Cui, Zichen Zhang 0016, Zipeng Lin |
ICRA | 149 |
| 2023 | Objaverse: A Universe of Annotated 3D ObjectsabstractMassive data corpora like WebText, Wikipedia, Conceptual Captions, WebImageText, and LAION have propelled recent dramatic progress in AI. Large neural models trained on such datasets produce impressive results and top many of today's benchmarks. A notable omisslion within this family of large-scale datasets is 3D data. Despite considerable interest and potential applications in 3D vision, datasets of high-fidelity 3D models continue to be mid-sized with limited diversity of object categories. Addressing this gap, we present Objaverse 1.0, a large dataset of objects with 800K + (and growing) 3D models with descriptive captions, tags, and animations. Objaverse improves upon present day 3D repositories in terms of scale, number of categories, and in the visual diversity of instances within a category. We demonstrate the large potential of Objaverse via four diverse applications: training generative 3D models, improving tail category segmentation on the LVIS benchmark, training open-vocabulary object-navigation models for Embodied AI, and creating a new benchmark for robustness analysis of vision models. Objaverse can open new directions for research and enable new applications across the field of AI. Matt Deitke, Dustin Schwenk, Jordi Salvador, Luca Weihs, Oscar Michel, Eli VanderBilt, Ludwig Schmidt, Kiana Ehsani, Aniruddha Kembhavi, Ali Farhadi |
CVPR | 4 |
| 2023 | EXCALIBUR: Encouraging and Evaluating Embodied ExplorationabstractExperience precedes understanding. Humans constantly explore and learn about their environment out of curiosity, gather information, and update their models of the world. On the other hand, machines are either trained to learn passively from static and fixed datasets, or taught to complete specific goal-conditioned tasks. To encourage the development of exploratory interactive agents, we present the EXCALIBUR benchmark. EXCALIBUR allows agents to explore their environment for long durations and then query their understanding of the physical world via inquiries like: “is the small heavy red bowl made from glass?” or “is there a silver spoon heavier than the egg?”. This design encourages agents to perform free-form home exploration without myopia induced by goal conditioning. Once the agents have answered a series of questions, they can renter the scene to refine their knowledge, update their beliefs, and improve their performance on the questions. Our experiments demonstrate the challenges posed by this dataset for the present-day state-of-the-art embodied systems and the headroom afforded to develop new innovative methods. Finally, we present a virtual reality interface that enables humans to seamlessly interact within the simulated world and use it to gather human performance measures. EXCALIBUR affords unique challenges in comparison to presentday benchmarks and represents the next frontier for embodied AI research. Hao Zhu 0011, Raghav Kapoor, So Yeon Min, Winson Han, Jiatai Li, Kaiwen Geng, Graham Neubig, Yonatan Bisk, Aniruddha Kembhavi, Luca Weihs |
CVPR | 10 |
| 2023 | Scene Graph Contrastive Learning for Embodied NavigationabstractTraining effective embodied AI agents often involves expert imitation, specialized components such as maps, or leveraging additional sensors for depth and localization. Another approach is to use neural architectures alongside self-supervised objectives which encourage better representation learning. However, in practice, there are few guarantees that these self-supervised objectives encode task-relevant information. We propose the Scene Graph Contrastive (SGC) loss, which uses scene graphs as training-only supervisory signals. The SGC loss does away with explicit graph decoding and instead uses contrastive learning to align an agent’s representation with a rich graphical encoding of its environment. The SGC loss is simple to implement and encourages representations that encode objects’ semantics, relationships, and history. By using the SGC loss, we attain gains on three embodied tasks: Object Navigation, Multi-Object Navigation, and Arm Point Navigation. Finally, we present studies and analyses which demonstrate the ability of our trained representation to encode semantic cues about the environment. Kunal Pratap Singh, Jordi Salvador, Luca Weihs, Aniruddha Kembhavi |
ICCV | 3 |
| 2023 | Moving Forward by Moving Backward: Embedding Action Impact over Action Semantics
Kuo-Hao Zeng, Luca Weihs, Roozbeh Mottaghi, Ali Farhadi |
ICLR | 2 |
| 2023 | Towards Disturbance-Free Visual Mobile ManipulationabstractDeep reinforcement learning has shown promising results on an abundance of robotic tasks in simulation, including visual navigation and manipulation. Prior work generally aims to build embodied agents that solve their assigned tasks as quickly as possible, while largely ignoring the problems caused by collision with objects during interaction. This lack of prioritization is understandable: there is no inherent cost in breaking virtual objects. As a result, "well-trained" agents frequently collide with objects before achieving their primary goals, a behavior that would be catastrophic in the real world. In this paper, we study the problem of training agents to complete the task of visual mobile manipulation in the ManipulaTHOR environment while avoiding unnecessary collision (disturbance) with objects. We formulate disturbance avoidance as a penalty term in the reward function, but find that directly training with such penalized rewards often results in agents being unable to escape poor local optima. Instead, we propose a two-stage training curriculum where an agent is first allowed to freely explore and build basic competencies without penalization, after which a disturbance penalty is introduced to refine the agent’s behavior. Results on testing scenes show that our curriculum not only avoids these poor local optima, but also leads to 10% absolute gains in success rate without disturbance, compared to our state-of-the-art baselines. Moreover, our curriculum is significantly more performant than a safe RL algorithm that casts collision avoidance as a constraint. Finally, we propose a novel disturbance-prediction auxiliary task that accelerates learning.1 Tianwei Ni, Kiana Ehsani, Luca Weihs, Jordi Salvador |
WACV | 3 |
| 2022 | Simple but Effective: CLIP Embeddings for Embodied AIabstractContrastive language image pretraining (CLIP) encoders have been shown to be beneficial for a range of visual tasks from classification and detection to captioning and image manipulation. We investigate the effectiveness of CLIP visual backbones for Embodied AI tasks. We build incredibly simple baselines, named EmbCLIP, with no task specific architectures, inductive biases (such as the use of semantic maps), auxiliary tasks during training, or depth maps-yet we find that our improved baselines perform very well across a range of tasks and simulators. EmbCLIP tops the RoboTHOR ObjectNav leader-board by a huge margin of 20 pts (Success Rate). It tops the iTHOR 1-Phase Rearrangement leaderboard, beating the next best submission, which employs Active Neural Mapping, and more than doubling the % Fixed Strict metric (0.08 to 0.17). It also beats the winners of the 2021 Habitat ObjectNav Challenge, which employ auxiliary tasks, depth maps, and human demonstrations, and those of the 2019 Habitat PointNav Challenge. We evaluate the ability of CLIP's visual representations at capturing semantic information about input observations-primitives that are useful for navigation-heavy embodied tasks- and find that CLIP's representations encode these primitives more effectively than ImageNet-pretrained backbones. Finally, we extend one of our baselines, producing an agent capable of zero-shot object navigation that can navigate to objects that were not used as targets during training. Our code and models are available at https://github.com/allenai/embodied-clip. Apoorv Khandelwal 0001, Luca Weihs, Roozbeh Mottaghi, Aniruddha Kembhavi |
CVPR | 2 |
| 2022 | 🏘️ ProcTHOR: Large-Scale Embodied AI Using Procedural GenerationabstractMassive datasets and high-capacity models have driven many recent advancements in computer vision and natural language understanding. This work presents a platform to enable similar success stories in Embodied AI. We propose ProcTHOR, a framework for procedural generation of Embodied AI environments. ProcTHOR enables us to sample arbitrarily large datasets of diverse, interactive, customizable, and performant virtual environments to train and evaluate embodied agents across navigation, interaction, and manipulation tasks. We demonstrate the power and potential of ProcTHOR via a sample of 10,000 generated houses and a simple neural model. Models trained using only RGB images on ProcTHOR, with no explicit mapping and no human task supervision produce state-of-the-art results across 6 embodied AI benchmarks for navigation, rearrangement, and arm manipulation, including the presently running Habitat 2022, AI2-THOR Rearrangement 2022, and RoboTHOR challenges. We also demonstrate strong 0-shot results on these benchmarks, via pre-training on ProcTHOR with no fine-tuning on the downstream benchmark, often beating previous state-of-the-art systems that access the downstream training data. Matt Deitke, Eli VanderBilt, Alvaro Herrasti, Luca Weihs, Kiana Ehsani, Jordi Salvador, Winson Han, Eric Kolve, Aniruddha Kembhavi, Roozbeh Mottaghi |
NeurIPS | 4 |
| 2022 | Ask4Help: Learning to Leverage an Expert for Embodied TasksabstractEmbodied AI agents continue to become more capable every year with the advent of new models, environments, and benchmarks, but are still far away from being performant and reliable enough to be deployed in real, user-facing, applications. In this paper, we ask: can we bridge this gap by enabling agents to ask for assistance from an expert such as a human being? To this end, we propose the Ask4Help policy that augments agents with the ability to request, and then use expert assistance. Ask4Help policies can be efficiently trained without modifying the original agent's parameters and learn a desirable trade-off between task performance and the amount of requested help, thereby reducing the cost of querying the expert. We evaluate Ask4Help on two different tasks -- object goal navigation and room rearrangement and see substantial improvements in performance using minimal help. On object navigation, an agent that achieves a $52\%$ success rate is raised to $86\%$ with $13\%$ help and for rearrangement, the state-of-the-art model with a $7\%$ success rate is dramatically improved to $90.4\%$ using $39\%$ help. Human trials with Ask4Help demonstrate the efficacy of our approach in practical scenarios. Kunal Pratap Singh, Luca Weihs, Alvaro Herrasti, Aniruddha Kembhavi, Roozbeh Mottaghi |
NeurIPS | 2 |
| 2021 | ManipulaTHOR: A Framework for Visual Object ManipulationabstractThe domain of Embodied AI has recently witnessed substantial progress, particularly in navigating agents within their environments. These early successes have laid the building blocks for the community to tackle tasks that require agents to actively interact with objects in their environment. Object manipulation is an established research domain within the robotics community and poses several challenges including manipulator motion, grasping and long-horizon planning, particularly when dealing with oft-overlooked practical setups involving visually rich and complex scenes, manipulation using mobile agents (as opposed to tabletop manipulation), and generalization to unseen environments and objects. We propose a framework for object manipulation built upon the physics-enabled, visually rich AI2-THOR framework and present a new challenge to the Embodied AI community known as ArmPointNav. This task extends the popular point navigation task [2] to object manipulation and offers new challenges including 3D obstacle avoidance, manipulating objects in the presence of occlusion, and multi-object manipulation that necessitates long term planning. Popular learning paradigms that are successful on PointNav challenges show promise, but leave a large room for improvement. Kiana Ehsani, Winson Han, Alvaro Herrasti, Eli VanderBilt, Luca Weihs, Eric Kolve, Aniruddha Kembhavi, Roozbeh Mottaghi |
CVPR | 5 |
| 2021 | Visual Room RearrangementabstractThere has been a significant recent progress in the field of Embodied AI with researchers developing models and algorithms enabling embodied agents to navigate and interact within completely unseen environments. In this paper, we propose a new dataset and baseline models for the task of Rearrangement. We particularly focus on the task of Room Rearrangement: an agent begins by exploring a room and recording objects’ initial configurations. We then remove the agent and change the poses and states (e.g., open/closed) of some objects in the room. The agent must restore the initial configurations of all objects in the room. Our dataset, named RoomR, includes 6,000 distinct rearrangement settings involving 72 different object types in 120 scenes. Our experiments show that solving this challenging interactive task that involves navigation and object interaction is beyond the capabilities of the current state-of-the-art techniques for embodied tasks and we are still very far from achieving perfect performance on these types of tasks. Luca Weihs, Matt Deitke, Aniruddha Kembhavi, Roozbeh Mottaghi |
CVPR | 1 |
| 2021 | Pushing It Out of the Way: Interactive Visual NavigationabstractWe have observed significant progress in visual navigation for embodied agents. A common assumption in studying visual navigation is that the environments are static; this is a limiting assumption. Intelligent navigation may involve interacting with the environment beyond just moving forward/backward and turning left/right. Sometimes, the best way to navigate is to push something out of the way. In this paper, we study the problem of interactive navigation where agents learn to change the environment to navigate more efficiently to their goals. To this end, we introduce the Neural Interaction Engine (NIE) to explicitly predict the change in the environment caused by the agent’s actions. By modeling the changes while planning, we find that agents exhibit significant improvements in their navigational capabilities. More specifically, we consider two downstream tasks in the physics-enabled, visually rich, AI2-THOR environment: (1) reaching a target while the path to the target is blocked (2) moving an object to a target location by pushing it. For both tasks, agents equipped with an NIE significantly outperform agents without the understanding of the effect of the actions indicating the benefits of our approach. The code and dataset are available at github.com/KuoHaoZeng/Interactive_Visual_Navigation. Kuo-Hao Zeng, Luca Weihs, Ali Farhadi, Roozbeh Mottaghi |
CVPR | 2 |
| 2021 | GridToPix: Training Embodied Agents with Minimal SupervisionabstractWhile 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 |
ICCV | 5 |
| 2021 | Learning Generalizable Visual Representations via Interactive Gameplay
Luca Weihs, Aniruddha Kembhavi, Kiana Ehsani, Sarah M. Pratt, Winson Han, Alvaro Herrasti, Eric Kolve, Dustin Schwenk, Roozbeh Mottaghi, Ali Farhadi |
ICLR | 1 |
| 2021 | Bridging the Imitation Gap by Adaptive InsubordinationabstractIn 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 |
NeurIPS | 1 |
| 2020 | RoboTHOR: An Open Simulation-to-Real Embodied AI PlatformabstractVisual recognition ecosystems (e.g. ImageNet, Pascal, COCO) have undeniably played a prevailing role in the evolution of modern computer vision. We argue that interactive and embodied visual AI has reached a stage of development similar to visual recognition prior to the advent of these ecosystems. Recently, various synthetic environments have been introduced to facilitate research in embodied AI. Notwithstanding this progress, the crucial question of how well models trained in simulation generalize to reality has remained largely unanswered. The creation of a comparable ecosystem for simulation-to-real embodied AI presents many challenges: (1) the inherently interactive nature of the problem, (2) the need for tight alignments between real and simulated worlds, (3) the difficulty of replicating physical conditions for repeatable experiments, (4) and the associated cost. In this paper, we introduce RoboTHOR to democratize research in interactive and embodied visual AI. RoboTHOR offers a framework of simulated environments paired with physical counterparts to systematically explore and overcome the challenges of simulation-to-real transfer, and a platform where researchers across the globe can remotely test their embodied models in the physical world. As a first benchmark, our experiments show there exists a significant gap between the performance of models trained in simulation when they are tested in both simulations and their carefully constructed physical analogs. We hope that RoboTHOR will spur the next stage of evolution in embodied computer vision. Matt Deitke, Winson Han, Alvaro Herrasti, Aniruddha Kembhavi, Eric Kolve, Roozbeh Mottaghi, Jordi Salvador, Dustin Schwenk, Eli VanderBilt, Matthew Wallingford, Luca Weihs, Mark Yatskar, Ali Farhadi |
CVPR | 11 |
| 2020 | Visual Reaction: Learning to Play Catch With Your DroneabstractIn this paper we address the problem of visual reaction: the task of interacting with dynamic environments where the changes in the environment are not necessarily caused by the agent itself. Visual reaction entails predicting the future changes in a visual environment and planning accordingly. We study the problem of visual reaction in the context of playing catch with a drone in visually rich synthetic environments. This is a challenging problem since the agent is required to learn (1) how objects with different physical properties and shapes move, (2) what sequence of actions should be taken according to the prediction, (3) how to adjust the actions based on the visual feedback from the dynamic environment (e.g., when objects bouncing off a wall), and (4) how to reason and act with an unexpected state change in a timely manner. We propose a new dataset for this task, which includes 30K throws of 20 types of objects in different directions with different forces. Our results show that our model that integrates a forecaster with a planner outperforms a set of strong baselines that are based on tracking as well as pure model-based and model-free RL baselines. The code and dataset are available at github.com/KuoHaoZeng/Visual_Reaction. Kuo-Hao Zeng, Roozbeh Mottaghi, Luca Weihs, Ali Farhadi |
CVPR | 3 |
| 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) | 2 |
| 2020 | Grounded Situation Recognition
Sarah M. Pratt, Mark Yatskar, Luca Weihs, Ali Farhadi, Aniruddha Kembhavi |
ECCV (4) | 3 |
| 2019 | Two Body Problem: Collaborative Visual Task CompletionabstractCollaboration 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 |
CVPR | 2 |