VLDB 2026 Research / reviewers in the wild / expert
Xavier Puig
dblp:50/8429
· DBLP profile ↗
15ranked-venue papers
4as first author
10since 2021 · last 2025
0000-0001-6525-0498ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 14 · 4 first-author · 9 since 2021Graphics, computer vision, multimedia, augmented reality and games · 7 · 1 first-author · 3 since 2021Systems, architecture and hardware · 1 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | PARTNR: A Benchmark for Planning and Reasoning in Embodied Multi-agent TasksabstractWe present a benchmark for Planning And Reasoning Tasks in humaN-Robot collaboration (PARTNR) designed to study human-robot coordination in household activities. PARTNR tasks exhibit characteristics of everyday tasks, such as spatial, temporal, and heterogeneous agent capability constraints. We employ a semi-automated task generation pipeline using Large Language Models (LLMs), incorporating simulation-in-the-loop for the grounding and verification. PARTNR stands as the largest benchmark of its kind, comprising 100,000 natural language tasks, spanning 60 houses and 5,819 unique objects. We analyze state-of-the-art LLMs on PARTNR tasks, across the axes of planning, perception and skill execution. The analysis reveals significant limitations in SoTA models, such as poor coordination and failures in task tracking and recovery from errors. When LLMs are paired with 'real' humans, they require 1.5x as many steps as two humans collaborating and 1.1x more steps than a single human, underscoring the potential for improvement in these models. We further show that fine-tuning smaller LLMs with planning data can achieve performance on par with models 9 times larger, while being 8.6x faster at inference. Overall, PARTNR highlights significant challenges facing collaborative embodied agents and aims to drive research in this direction. Matthew Chang, Gunjan Chhablani, Alexander Clegg, Mikael Dallaire Cote, Ruta Desai, Michal Hlavac, Vladimir Karashchuk, Jacob Krantz, Roozbeh Mottaghi, Priyam Parashar, Siddharth Patki, Ishita Prasad, Xavier Puig, Akshara Rai, Ram Ramrakhya, Daniel Tran, Joanne Truong, John M. Turner, Eric Undersander, Tsung-Yen Yang |
ICLR | 13 |
| 2025 | COOPERA: Continual Open-Ended Human-Robot AssistanceabstractTo understand and collaborate with humans, robots must account for individual human traits, habits, and activities over time. However, most robotic assistants lack these abilities, as they primarily focus on predefined tasks in structured environments and lack a human model to learn from. This work introduces COOPERA, a novel framework for COntinual, OPen-Ended human-Robot Assistance, where simulated humans, driven by psychological traits and long-term intentions, interact with robots in complex environments. By integrating continuous human feedback, our framework, for the first time, enables the study of long-term, open-ended human-robot collaboration (HRC) in different collaborative tasks across various time-scales. Within COOPERA, we introduce a benchmark and an approach to personalize the robot's collaborative actions by learning human traits and context-dependent intents. Experiments validate the extent to which our simulated humans reflect realistic human behaviors and demonstrate the value of inferring and personalizing to human intents for open-ended and long-term HRC. Kai Lu 0003, Ruta Desai, Xavier Puig, Andrew Markham, Agathoniki Trigoni |
NeurIPS | 4 |
| 2024 | Generating Continual Human Motion in Diverse 3D ScenesabstractWe introduce a method to synthesize animator guided human motion across 3D scenes. Given a set of sparse (3 or 4) joint locations (such as the location of a person’s hand and two feet) and a seed motion sequence in a 3D scene, our method generates a plausible motion sequence starting from the seed motion while satisfying the constraints imposed by the provided keypoints. We decompose the continual motion synthesis problem into walking along paths and transitioning in and out of the actions specified by the keypoints, which enables long generation of motions that satisfy scene constraints without explicitly incorporating scene information. Our method is trained only using scene agnostic mocap data. As a result, our approach is deployable across 3D scenes with various geometries. For achieving plausible continual motion synthesis without drift, our key contribution is to iteratively generate motion in a goal-centric canonical coordinate frame where the next immediate target is situated at the origin. Our model can generate long sequences of diverse actions such as grabbing, sitting and leaning chained together in arbitrary order, demonstrated on scenes of varying geometry: HPS, Replica, Matterport, ScanNet scenes. Several experiments demonstrate that our method outperforms existing methods that navigate paths in 3D scenes. Aymen Mir, Xavier Puig, Angjoo Kanazawa, Gerard Pons-Moll |
3DV | 2 |
| 2024 | Controllable Human-Object Interaction Synthesis
Jiaman Li, Alexander Clegg, Roozbeh Mottaghi, Jiajun Wu 0001, Xavier Puig, C. Karen Liu |
ECCV (41) | 5 |
| 2024 | Situated Instruction Following
So Yeon Min, Xavier Puig, Devendra Singh Chaplot, Tsung-Yen Yang, Akshara Rai, Priyam Parashar, Ruslan Salakhutdinov, Yonatan Bisk, Roozbeh Mottaghi |
ECCV (61) | 2 |
| 2024 | Habitat 3.0: A Co-Habitat for Humans, Avatars, and RobotsabstractWe 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 |
ICLR | 1 |
| 2023 | NOPA: Neurally-guided Online Probabilistic Assistance for Building Socially Intelligent Home AssistantsabstractIn this work, we study how to build socially intelligent robots to assist people in their homes. In particular, we focus on assistance with online goal inference, where robots must simultaneously infer humans' goals and how to help them achieve those goals. Prior assistance methods either lack the adaptivity to adjust helping strategies (i.e., when and how to help) in response to uncertainty about goals or the scalability to conduct fast inference in a large goal space. Our NOPA (Neurally-guided Online Probabilistic Assistance) method addresses both of these challenges. NOPA consists of (1) an online goal inference module combining neural goal proposals with inverse planning and particle filtering for robust inference under uncertainty, and (2) a helping planner that discovers valuable subgoals to help with and is aware of the uncertainty in goal inference. We compare NOPA against multiple baselines in a new embodied AI assistance challenge: Online Watch-And-Help, in which a helper agent needs to simultaneously watch a main agent's action, infer its goal, and help perform a common household task faster in realistic virtual home environments. Experiments show that our helper agent robustly updates its goal inference and adapts its helping plans to the changing level of uncertainty.11Code and a supplementary video are available at https://www.tshu.io/online_watch_and_help. Xavier Puig, Tianmin Shu, Josh Tenenbaum, Antonio Torralba 0001 |
ICRA | 1 |
| 2022 | Generative Models as a Data Source for Multiview Representation Learning
Ali Jahanian 0002, Xavier Puig, Yonglong Tian, Phillip Isola |
ICLR | 2 |
| 2022 | Pre-Trained Language Models for Interactive Decision-MakingabstractLanguage model (LM) pre-training is useful in many language processing tasks. But can pre-trained LMs be further leveraged for more general machine learning problems? We propose an approach for using LMs to scaffold learning and generalization in general sequential decision-making problems. In this approach, goals and observations are represented as a sequence of embeddings, and a policy network initialized with a pre-trained LM predicts the next action. We demonstrate that this framework enables effective combinatorial generalization across different environments and supervisory modalities. We begin by assuming access to a set of expert demonstrations, and show that initializing policies with LMs and fine-tuning them via behavior cloning improves task completion rates by 43.6% in the VirtualHome environment. Next, we integrate an active data gathering procedure in which agents iteratively interact with the environment, relabel past "failed" experiences with new goals, and update their policies in a self-supervised loop. Active data gathering further improves combinatorial generalization, outperforming the best baseline by 25.1%. Finally, we explain these results by investigating three possible factors underlying the effectiveness of the LM-based policy. We find that sequential input representations (vs. fixed-dimensional feature vectors) and LM-based weight initialization are both important for generalization. Surprisingly, however, the format of the policy inputs encoding (e.g. as a natural language string vs. an arbitrary sequential encoding) has little influence. Together, these results suggest that language modeling induces representations that are useful for modeling not just language, but also goals and plans; these representations can aid learning and generalization even outside of language processing. Shuang Li 0013, Xavier Puig, Chris Paxton 0001, Yilun Du, Clinton Wang, Linxi Fan, Tao Chen 0046, De-An Huang, Ekin Akyürek, Anima Anandkumar, Jacob Andreas, Igor Mordatch, Antonio Torralba 0001, Yuke Zhu |
NeurIPS | 2 |
| 2021 | Watch-And-Help: A Challenge for Social Perception and Human-AI Collaboration
Xavier Puig, Tianmin Shu, Shuang Li 0013, Yuan-Hong Liao, Josh Tenenbaum, Sanja Fidler, Antonio Torralba 0001 |
ICLR | 1 |
| 2019 | Synthesizing Environment-Aware Activities via Activity SketchesabstractIn order to learn to perform activities from demonstrations or descriptions, agents need to distill what the essence of the given activity is, and how it can be adapted to new environments. In this work, we address the problem: environment-aware program generation. Given a visual demonstration or a description of an activity, we generate program sketches representing the essential instructions and propose a model to flesh these into full programs representing the actions needed to perform the activity under the presented environmental constraints. To this end, we build upon VirtualHome, to create a new dataset VirtualHome-Env, where we collect program sketches to represent activities and match programs with environments that can afford them. Furthermore, we construct a knowledge base to sample realistic environments and another knowledge base to seek out the programs under the sampled environments. Finally, we propose RNN-ResActGraph, a network that generates a program from a given sketch and an environment graph and tracks the changes in the environment induced by the program. Yuan-Hong Liao, Xavier Puig, Marko Boben, Antonio Torralba 0001, Sanja Fidler |
CVPR | 2 |
| 2019 | Semantic Understanding of Scenes Through the ADE20K Dataset
Bolei Zhou, Hang Zhao 0021, Xavier Puig, Tete Xiao, Sanja Fidler, Adela Barriuso, Antonio Torralba 0001 |
Int. J. Comput. Vis. | 3 |
| 2018 | VirtualHome: Simulating Household Activities via ProgramsabstractIn this paper, we are interested in modeling complex activities that occur in a typical household. We propose to use programs, i.e., sequences of atomic actions and interactions, as a high level representation of complex tasks. Programs are interesting because they provide a non-ambiguous representation of a task, and allow agents to execute them. However, nowadays, there is no database providing this type of information. Towards this goal, we first crowd-source programs for a variety of activities that happen in people's homes, via a game-like interface used for teaching kids how to code. Using the collected dataset, we show how we can learn to extract programs directly from natural language descriptions or from videos. We then implement the most common atomic (inter)actions in the Unity3D game engine, and use our programs to "drive" an artificial agent to execute tasks in a simulated household environment. Our VirtualHome simulator allows us to create a large activity video dataset with rich ground-truth, enabling training and testing of video understanding models. We further showcase examples of our agent performing tasks in our VirtualHome based on language descriptions. Xavier Puig, Kevin Ra, Marko Boben, Jiaman Li, Tingwu Wang, Sanja Fidler, Antonio Torralba 0001 |
CVPR | 1 |
| 2017 | Scene Parsing through ADE20K DatasetabstractScene parsing, or recognizing and segmenting objects and stuff in an image, is one of the key problems in computer vision. Despite the communitys efforts in data collection, there are still few image datasets covering a wide range of scenes and object categories with dense and detailed annotations for scene parsing. In this paper, we introduce and analyze the ADE20K dataset, spanning diverse annotations of scenes, objects, parts of objects, and in some cases even parts of parts. A scene parsing benchmark is built upon the ADE20K with 150 object and stuff classes included. Several segmentation baseline models are evaluated on the benchmark. A novel network design called Cascade Segmentation Module is proposed to parse a scene into stuff, objects, and object parts in a cascade and improve over the baselines. We further show that the trained scene parsing networks can lead to applications such as image content removal and scene synthesis1. Bolei Zhou, Hang Zhao 0021, Xavier Puig, Sanja Fidler, Adela Barriuso, Antonio Torralba 0001 |
CVPR | 3 |
| 2017 | Open Vocabulary Scene ParsingabstractRecognizing arbitrary objects in the wild has been a challenging problem due to the limitations of existing classification models and datasets. In this paper, we propose a new task that aims at parsing scenes with a large and open vocabulary, and several evaluation metrics are explored for this problem. Our approach is a joint image pixel and word concept embeddings framework, where word concepts are connected by semantic relations. We validate the open vocabulary prediction ability of our framework on ADE20K dataset which covers a wide variety of scenes and objects. We further explore the trained joint embedding space to show its interpretability. Hang Zhao 0021, Xavier Puig, Bolei Zhou, Sanja Fidler, Antonio Torralba 0001 |
ICCV | 2 |