EDBT 2026 Demo / reviewers in the wild / expert
Vincent-Pierre Berges
dblp:227/3339
· DBLP profile ↗
10ranked-venue papers
2as first author
8since 2021 · last 2025
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 9 · 2 first-author · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 2 since 2021Systems, architecture and hardware · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Artificial intelligence
9 papers |
Vision and language · 19% 3D vision · 19% Robot manipulation · 16% | |
| Human-computer interaction and pervasive computing
2 papers |
Human-robot interaction · 67% Games and playful interaction · 33% |
Topics — the 20 heaviest of 27, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision › 3d object detection
3d object localization |
0.9 | 1 | 2025 | LOCATE 3D: Real-World Object Localization via Self-Supervised Learning in 3D · ICML 2025 |
Computer vision › Vision and language › 3d vision and language
3d vision-language grounding |
0.9 | 1 | 2025 | From Thousands to Billions: 3D Visual Language Grounding via Render-Supervised Distillation from 2D VLMs · ICML 2025 |
Computer vision › 3D vision › 3d scene understanding › 3d instance segmentation
open-vocabulary 3d instance segmentation |
0.9 | 1 | 2025 | From Thousands to Billions: 3D Visual Language Grounding via Render-Supervised Distillation from 2D VLMs · ICML 2025 |
Computer vision › Vision and language › visual grounding
referential grounding |
0.9 | 1 | 2025 | LOCATE 3D: Real-World Object Localization via Self-Supervised Learning in 3D · ICML 2025 |
Natural language and speech › Question answering and dialogue systems › multimodal question answering
embodied question answering |
0.8 | 1 | 2024 | OpenEQA: Embodied Question Answering in the Era of Foundation Models · CVPR 2024 |
Computer vision › 3D vision
environmental understanding |
0.8 | 1 | 2024 | OpenEQA: Embodied Question Answering in the Era of Foundation Models · CVPR 2024 |
Robotics › Robot manipulation
learning from demonstration |
0.8 | 1 | 2024 | What Do We Learn from a Large-Scale Study of Pre-Trained Visual Representations in Sim and Real Environments? · ICRA 2024 |
Robotics › Robot navigation and mapping
social navigation |
0.8 | 1 | 2024 | Habitat 3.0: A Co-Habitat for Humans, Avatars, and Robots · ICLR 2024 |
Machine learning › Reinforcement learning
large-scale reinforcement learning |
0.7 | 1 | 2023 | Galactic: Scaling End-to-End Reinforcement Learning for Rearrangement at 100k Steps-Per-Second · CVPR 2023 |
Robotics › Robot manipulation
mobile manipulation |
0.7 | 1 | 2023 | Galactic: Scaling End-to-End Reinforcement Learning for Rearrangement at 100k Steps-Per-Second · CVPR 2023 |
Robotics › Robot manipulation
object rearrangement |
0.7 | 1 | 2023 | Galactic: Scaling End-to-End Reinforcement Learning for Rearrangement at 100k Steps-Per-Second · CVPR 2023 |
Machine learning › Representation and self-supervised learning › pre-training
pre-trained visual representation |
0.7 | 1 | 2023 | Where are we in the search for an Artificial Visual Cortex for Embodied Intelligence? · NeurIPS 2023 |
Machine learning › Transfer learning and domain adaptation › model adaptation
task adaptation |
0.7 | 1 | 2023 | Where are we in the search for an Artificial Visual Cortex for Embodied Intelligence? · NeurIPS 2023 |
Machine learning › Representation and self-supervised learning
visual representation |
0.7 | 1 | 2023 | Where are we in the search for an Artificial Visual Cortex for Embodied Intelligence? · NeurIPS 2023 |
Machine learning › Reinforcement learning
deep reinforcement learning |
0.4 | 1 | 2019 | Obstacle Tower: A Generalization Challenge in Vision, Control, and Planning · IJCAI 2019 |
Machine learning › Learning theory
generalization |
0.4 | 1 | 2019 | Obstacle Tower: A Generalization Challenge in Vision, Control, and Planning · IJCAI 2019 |
Computer vision › 3D vision › neural rendering
3d gaussian splatting |
0.3 | 1 | 2025 | From Thousands to Billions: 3D Visual Language Grounding via Render-Supervised Distillation from 2D VLMs · ICML 2025 |
Robotics › Robot navigation and mapping
embodied AI simulation |
0.2 | 1 | 2024 | Habitat 3.0: A Co-Habitat for Humans, Avatars, and Robots · ICLR 2024 |
Robotics › Robot navigation and mapping › mobile robot navigation
indoor navigation |
0.2 | 1 | 2024 | What Do We Learn from a Large-Scale Study of Pre-Trained Visual Representations in Sim and Real Environments? · ICRA 2024 |
Machine learning › Reinforcement learning › transfer learning in reinforcement learning
zero-shot sim-to-real transfer |
0.2 | 1 | 2024 | What Do We Learn from a Large-Scale Study of Pre-Trained Visual Representations in Sim and Real Environments? · ICRA 2024 |
Methods — techniques the papers use, named apart from their topics
vision-language model · 0.9sparse activation · 0.9self-supervised learning · 0.9masked prediction · 0.9knowledge distillation · 0.9key-value lookup · 0.9foundation model features · 0.9differentiable rendering · 0.9learned policies · 0.8large language model evaluation · 0.8humanoid simulation · 0.8foundation model · 0.8VR interface · 0.8deep reinforcement learning · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Memory Layers at ScaleabstractMemory layers use a trainable key-value lookup mechanism to add extra parameters to a model without increasing FLOPs. Conceptually, sparsely activated memory layers complement compute-heavy dense feed-forward layers, providing dedicated capacity to store and retrieve information cheaply. This work takes memory layers beyond proof-of-concept, proving their utility at contemporary scale. On downstream tasks, language models augmented with our improved memory layer outperform dense models with more than twice the computation budget, as well as mixture-of-expert models when matched for both compute and parameters. We find gains are especially pronounced for factual tasks. We provide a fully parallelizable memory layer implementation, demonstrating scaling laws with up to 128B memory parameters, pretrained to 1 trillion tokens, comparing to base models with up to 8B parameters. Vincent-Pierre Berges, Barlas Oguz, Daniel Haziza, Scott Yih, Luke Zettlemoyer, Gargi Ghosh |
ICML | 1 |
| 2025 | From Thousands to Billions: 3D Visual Language Grounding via Render-Supervised Distillation from 2D VLMsabstract3D vision-language grounding faces a fundamental data bottleneck: while 2D models train on billions of images, 3D models have access to only thousands of labeled scenes–a six-order-of-magnitude gap that severely limits performance. We introduce LIFT-GS, a practical distillation technique that overcomes this limitation by using differentiable rendering to bridge 3D and 2D supervision. LIFT-GS predicts 3D Gaussian representations from point clouds and uses them to render predicted language-conditioned 3D masks into 2D views, enabling supervision from 2D foundation models (SAM, CLIP, LLaMA) without requiring any 3D annotations. This render-supervised formulation enables end-to-end training of complete encoder-decoder architectures and is inherently model-agnostic. LIFT-GS achieves state-of-the-art results with 25.7% mAP on open-vocabulary instance segmentation (vs. 20.2% prior SOTA) and consistent 10-30% improvements on referential grounding tasks. Remarkably, pretraining effectively multiplies fine-tuning datasets by 2$\times$, demonstrating strong scaling properties that suggest 3D VLG currently operates in a severely data-scarce regime. Project page: https://liftgs.github.io. Ang Cao, Sergio Arnaud, Oleksandr Maksymets, Ada Martin, Vincent-Pierre Berges, Paul McVay, Ruslan Partsey, Aravind Rajeswaran, Franziska Meier, Justin Johnson 0001, Jeong Joon Park, Alexander Sax |
ICML | 7 |
| 2025 | LOCATE 3D: Real-World Object Localization via Self-Supervised Learning in 3DabstractWe present LOCATE 3D, a model for localizing objects in 3D scenes from referring expressions like "the small coffee table between the sofa and the lamp." LOCATE 3D sets a new state-of-the-art on standard referential grounding benchmarks and showcases robust generalization capabilities. Notably, LOCATE 3D operates directly on sensor observation streams (posed RGB-D frames), enabling real-world deployment on robots and AR devices. Key to our approach is 3D-JEPA, a novel self-supervised learning (SSL) algorithm applicable to sensor point clouds. It takes as input a 3D pointcloud featurized using 2D foundation models (CLIP, DINO). Subsequently, masked prediction in latent space is employed as a pretext task to aid the self-supervised learning of contextualized pointcloud features. Once trained, the 3D-JEPA encoder is finetuned alongside a language-conditioned decoder to jointly predict 3D masks and bounding boxes. Additionally, we introduce LOCATE 3D DATASET, a new dataset for 3D referential grounding, spanning multiple capture setups with over 130K annotations. This enables a systematic study of generalization capabilities as well as a stronger model. Code, models and dataset can be found at the project website: locate3d.atmeta.com Paul McVay, Sergio Arnaud, Ada Martin, Arjun Majumdar, Krishna Murthy Jatavallabhula, Phillip Thomas, Ruslan Partsey, Daniel Dugas, Abha Gejji, Alexander Sax, Vincent-Pierre Berges, Mikael Henaff, Ang Cao, Ishita Prasad, Mrinal Kalakrishnan, Michael G. Rabbat, Nicolas Ballas, Mido Assran, Oleksandr Maksymets, Aravind Rajeswaran |
ICML | 11 |
| 2024 | OpenEQA: Embodied Question Answering in the Era of Foundation ModelsabstractWe present a modern formulation of Embodied Question Answering (EQA) as the task of understanding an environment well enough to answer questions about it in natural language. An agent can achieve such an understanding by either drawing upon episodic memory, exemplified by agents on smart glasses, or by actively exploring the environment, as in the case of mobile robots. We accompany our formulation with OpenEQA - the first open-vocabulary benchmark dataset for EQA supporting both episodic memory and active exploration use cases. OpenEQA contains over 1600 high-quality human generated questions drawn from over 180 real-world environments. In addition to the dataset, we also provide an automatic LLM-powered evaluation protocol that has excellent correlation with human judgement. Using this dataset and evaluation protocol, we evaluate several state-of-the-art foundation models including GPT-4V, and find that they significantly lag behind human-level performance. Consequently, OpenEQA stands out as a straightforward, measurable, and practically rele-vant benchmark that poses a considerable challenge to current generation offoundation models. We hope this inspires and stimulates future research at the intersection of Embod-ied AI, conversational agents, and world models. Arjun Majumdar, Anurag Ajay, Xiaohan Zhang 0002, Pranav Putta, Sriram Yenamandra, Mikael Henaff, Sneha Silwal, Paul McVay, Oleksandr Maksymets, Sergio Arnaud, Karmesh Yadav, Qiyang Li, Ben Newman, Mohit Sharma 0001, Vincent-Pierre Berges, Shiqi Zhang 0001, Pulkit Agrawal 0001, Yonatan Bisk, Dhruv Batra, Mrinal Kalakrishnan, Franziska Meier, Chris Paxton 0001, Alexander Sax, Aravind Rajeswaran |
CVPR | 15 |
| 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 | 13 |
| 2024 | What Do We Learn from a Large-Scale Study of Pre-Trained Visual Representations in Sim and Real Environments?abstractWe present a large empirical investigation on the use of pre-trained visual representations (PVRs) for training downstream policies that execute real-world tasks. Our study involves five different PVRs, each trained for five distinct manipulation or indoor navigation tasks. We performed this evaluation using three different robots and two different policy learning paradigms. From this e ort, we can arrive at three insights: 1) the performance trends of PVRs in the simulation are generally indicative of their trends in the real world, 2) the use of PVRs enables a first-of-its-kind result with indoor ImageNav (zero-shot transfer to a held-out scene in the real world), and 3) the benefits from variations in PVRs, primarily data-augmentation and fine-tuning, also transfer to the real-world performance. See project website1for additional details and visuals. Sneha Silwal, Karmesh Yadav, Tingfan Wu, Jay Vakil, Arjun Majumdar, Sergio Arnaud, Vincent-Pierre Berges, Dhruv Batra, Aravind Rajeswaran, Mrinal Kalakrishnan, Franziska Meier, Oleksandr Maksymets |
ICRA | 8 |
| 2023 | Galactic: Scaling End-to-End Reinforcement Learning for Rearrangement at 100k Steps-Per-SecondabstractWe present Galactic, a large-scale simulation and reinforcement-learning (RL) framework for robotic mobile manipulation in indoor environments. Specifically, a Fetch robot (equipped with a mobile base, 7DoF arm, RGBD camera, egomotion, and onboard sensing) is spawned in a home environment and asked to rearrange objects - by navigating to an object, picking it up, navigating to a target location, and then placing the object at the target location. Galactic is fast. In terms of simulation speed (rendering + physics), Galactic achieves over 421,000 steps-per-second (SPS) on an 8-GPU node, which is 54x faster than Habitat 2.0 [55] (7699 SPS). More importantly, Galactic was designed to optimize the entire rendering+physics+RL interplay since any bottleneck in the interplay slows down training. In terms of simulation+RL speed (rendering + physics + inference + learning), Galactic achieves over 108,000 SPS, which 88x faster than Habitat 2.0 (1243 SPS). These massive speedups not only drastically cut the wall-clock training time of existing experiments, but also unlock an unprecedented scale of new experiments. First, Galactic can train a mobile pick skill to > 80% accuracy in under 16 minutes, a 100x speedup compared to the over 24 hours it takes to train the same skill in Habitat 2.0. Second, we use Galactic to perform the largest-scale experiment to date for rearrangement using 5B steps of experience in 46 hours, which is equivalent to 20 years of robot experience. This scaling results in a single neural network composed of task-agnostic components achieving 85% success in GeometricGoal rearrangement, compared to 0% success reported in Habitat 2.0 for the same approach. The code is available at github.com/facebookresearch/galactic. Vincent-Pierre Berges, Andrew Szot, Devendra Singh Chaplot, Aaron Gokaslan, Roozbeh Mottaghi, Dhruv Batra, Eric Undersander |
CVPR | 1 |
| 2023 | Where are we in the search for an Artificial Visual Cortex for Embodied Intelligence?abstractWe present the largest and most comprehensive empirical study of pre-trained visual representations (PVRs) or visual ‘foundation models’ for Embodied AI. First, we curate CortexBench, consisting of 17 different tasks spanning locomotion, navigation, dexterous, and mobile manipulation. Next, we systematically evaluate existing PVRs and find that none are universally dominant. To study the effect of pre-training data size and diversity, we combine over 4,000 hours of egocentric videos from 7 different sources (over 4.3M images) and ImageNet to train different-sized vision transformers using Masked Auto-Encoding (MAE) on slices of this data. Contrary to inferences from prior work, we find that scaling dataset size and diversity does not improve performance universally (but does so on average). Our largest model, named VC-1, outperforms all prior PVRs on average but does not universally dominate either. Next, we show that task- or domain-specific adaptation of VC-1 leads to substantial gains, with VC-1 (adapted) achieving competitive or superior performance than the best known results on all of the benchmarks in CortexBench. Finally, we present real-world hardware experiments, in which VC-1 and VC-1 (adapted) outperform the strongest pre-existing PVR. Overall, this paper presents no new techniques but a rigorous systematic evaluation, a broad set of findings about PVRs (that in some cases, refute those made in narrow domains in prior work), and open-sourced code and models (that required over 10,000 GPU-hours to train) for the benefit of the research community. Arjun Majumdar, Karmesh Yadav, Sergio Arnaud, Yecheng Jason Ma 0001, Sneha Silwal, Aryan Jain, Vincent-Pierre Berges, Tingfan Wu, Jay Vakil, Pieter Abbeel, Jitendra Malik, Dhruv Batra, Oleksandr Maksymets, Aravind Rajeswaran, Franziska Meier |
NeurIPS | 8 |
| 2019 | Action Spaces in Deep Reinforcement Learning to Mimic Human Input DevicesabstractEnabling agents to generally play video games requires to implement a common action space that mimics human input devices like a gamepad. Such action spaces have to support concurrent discrete and continuous actions. To solve this problem, this work investigates three approaches to examine the application of concurrent discrete and continuous actions in Deep Reinforcement Learning (DRL). One approach implements a threshold to discretize a continuous action, while another one divides a continuous action into multiple discrete actions. The third approach creates a multiagent to combine both action kinds. These approaches are benchmarked by two novel environments. In the first environment (Shooting Birds) the goal of the agent is to accurately shoot birds by controlling a cross-hair. The second environment is a simplification of the game Beastly Rivals On-slaught, where the agent is in charge of its controlled character's survival. Throughout multiple experiments, the bucket approach is recommended, because it is trained faster than the multiagent and is more stable than the threshold approach. Due to the contributions of this paper, consecutive work can start training agents using visual observations. Marco Pleines, Frank Zimmer, Vincent-Pierre Berges |
CoG | 3 |
| 2019 | Obstacle Tower: A Generalization Challenge in Vision, Control, and PlanningabstractThe rapid pace of recent research in AI has been driven in part by the presence of fast and challenging simulation environments. These environments often take the form of games; with tasks ranging from simple board games, to competitive video games. We propose a new benchmark - Obstacle Tower: a high fidelity, 3D, 3rd person, procedurally generated environment. An agent in Obstacle Tower must learn to solve both low-level control and high-level planning problems in tandem while learning from pixels and a sparse reward signal. Unlike other benchmarks such as the Arcade Learning Environment, evaluation of agent performance in Obstacle Tower is based on an agent's ability to perform well on unseen instances of the environment. In this paper we outline the environment and provide a set of baseline results produced by current state-of-the-art Deep RL methods as well as human players. These algorithms fail to produce agents capable of performing near human level. Arthur Juliani, Ahmed Khalifa 0001, Vincent-Pierre Berges, Jonathan Harper, Ervin Teng, Hunter Henry, Adam Crespi, Julian Togelius, Danny Lange |
IJCAI | 3 |