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Winson Han

dblp:255/5528 · DBLP profile ↗
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8ranked-venue papers
0as first author
6since 2021 · last 2024
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 8 · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 6 · 4 since 2021

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
8 papers
Robot navigation and mapping · 32% Reinforcement learning · 22% Motion planning and robot control · 8%

Topics — the 13 heaviest of 19, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Robotics › Robot navigation and mapping
embodied navigation
0.922024
Holodeck: Language Guided Generation of 3D Embodied AI Environments · CVPR 2024
RoboTHOR: An Open Simulation-to-Real Embodied AI Platform · CVPR 2020
Computer vision › 3D vision › 3d generation
3d scene generation
0.812024
Holodeck: Language Guided Generation of 3D Embodied AI Environments · CVPR 2024
Machine learning › Reinforcement learning
imitation learning
0.812024
SPOC: Imitating Shortest Paths in Simulation Enables Effective Navigation and Manipulation in the Real World · CVPR 2024
Robotics › Motion planning and robot control › robot learning › manipulation learning
language-conditioned manipulation
0.812024
SPOC: Imitating Shortest Paths in Simulation Enables Effective Navigation and Manipulation in the Real World · CVPR 2024
Robotics › Robot navigation and mapping
visual navigation
0.812024
SPOC: Imitating Shortest Paths in Simulation Enables Effective Navigation and Manipulation in the Real World · CVPR 2024
Machine learning › Reinforcement learning › exploration
embodied exploration
0.712023
EXCALIBUR: Encouraging and Evaluating Embodied Exploration · CVPR 2023
Natural language and speech › Question answering and dialogue systems › multimodal question answering
embodied question answering
0.712023
EXCALIBUR: Encouraging and Evaluating Embodied Exploration · CVPR 2023
Machine learning › Reinforcement learning › reinforcement learning environment › environment design
procedural environment generation
0.612022
🏘️ ProcTHOR: Large-Scale Embodied AI Using Procedural Generation · NeurIPS 2022
Robotics › Robot navigation and mapping
robotic navigation and manipulation
0.612022
🏘️ ProcTHOR: Large-Scale Embodied AI Using Procedural Generation · NeurIPS 2022
Robotics › Robot navigation and mapping
embodied instruction following
0.412020
ALFRED: A Benchmark for Interpreting Grounded Instructions for Everyday Tasks · CVPR 2020
Machine learning › Transfer learning and domain adaptation
sim-to-real transfer
0.412020
RoboTHOR: An Open Simulation-to-Real Embodied AI Platform · CVPR 2020
Computer vision › Vision and language
vision-and-language navigation
0.412020
ALFRED: A Benchmark for Interpreting Grounded Instructions for Everyday Tasks · CVPR 2020
Knowledge, reasoning and agents › Multi-agent systems › human-agent interaction
interactive agents
0.212023
EXCALIBUR: Encouraging and Evaluating Embodied Exploration · CVPR 2023

Methods — techniques the papers use, named apart from their topics

transformer architecture · 0.8spatial relation constraint optimization · 0.8shortest-path planning · 0.8large language model · 0.8image augmentation · 0.8virtual reality interface · 0.7procedural generation · 0.6neural model · 0.6reinforcement learning · 0.5physics simulation · 0.5
YearPublicationVenuePosition
2024 SPOC: Imitating Shortest Paths in Simulation Enables Effective Navigation and Manipulation in the Real World
abstract
Reinforcement 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
CVPR9
2024 Holodeck: Language Guided Generation of 3D Embodied AI Environments
abstract
3D 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
CVPR6
2023 EXCALIBUR: Encouraging and Evaluating Embodied Exploration
abstract
Experience 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
CVPR4
2022 🏘️ ProcTHOR: Large-Scale Embodied AI Using Procedural Generation
abstract
Massive 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
NeurIPS7
2021 ManipulaTHOR: A Framework for Visual Object Manipulation
abstract
The 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
CVPR2
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
ICLR5
2020 RoboTHOR: An Open Simulation-to-Real Embodied AI Platform
abstract
Visual 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
CVPR2
2020 ALFRED: A Benchmark for Interpreting Grounded Instructions for Everyday Tasks
abstract
We present ALFRED (Action Learning From Realistic Environments and Directives), a benchmark for learning a mapping from natural language instructions and egocentric vision to sequences of actions for household tasks. ALFRED includes long, compositional tasks with non-reversible state changes to shrink the gap between research benchmarks and real-world applications. ALFRED consists of expert demonstrations in interactive visual environments for 25k natural language directives. These directives contain both high-level goals like “Rinse off a mug and place it in the coffee maker.” and low-level language instructions like “Walk to the coffee maker on the right.” ALFRED tasks are more complex in terms of sequence length, action space, and language than existing vision- and-language task datasets. We show that a baseline model based on recent embodied vision-and-language tasks performs poorly on ALFRED, suggesting that there is significant room for developing innovative grounded visual language understanding models with this benchmark.
Mohit Shridhar, Jesse Thomason, Daniel Gordon, Yonatan Bisk, Winson Han, Roozbeh Mottaghi, Luke Zettlemoyer, Dieter Fox
CVPR5