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Eric Kolve

dblp:177/9026 · DBLP profile ↗
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11ranked-venue papers
0as first author
5since 2021 · last 2022
—ORCID · none

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

Artificial intelligence and machine learning · 11 · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 7 · 2 since 2021Systems, architecture and hardware · 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
11 papers
Reinforcement learning · 28% Robot navigation and mapping · 20% Vision and language · 10%
Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 100%

Topics — the 20 heaviest of 26, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
multi-agent reinforcement learning
0.822020
A Cordial Sync: Going Beyond Marginal Policies for Multi-agent Embodied Tasks · ECCV (5) 2020
Two Body Problem: Collaborative Visual Task Completion · CVPR 2019
Natural language and speech › Information extraction and text analysis
concept expansion
0.612022
Webly Supervised Concept Expansion for General Purpose Vision Models · ECCV (36) 2022
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
Machine learning › Learning paradigms › weakly supervised learning
webly supervised learning
0.612022
Webly Supervised Concept Expansion for General Purpose Vision Models · ECCV (36) 2022
Computer vision › Vision and language
multimodal communication
0.512021
Iconary: A Pictionary-Based Game for Testing Multimodal Communication with Drawings and Text · EMNLP (1) 2021
Machine learning › Transfer learning and domain adaptation
sim-to-real transfer
0.412020
RoboTHOR: An Open Simulation-to-Real Embodied AI Platform · CVPR 2020
Knowledge, reasoning and agents › Multi-agent systems
multi-agent collaboration
0.412019
Two Body Problem: Collaborative Visual Task Completion · CVPR 2019
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › plan generation
action sequence planning
0.312017
Visual Semantic Planning Using Deep Successor Representations · ICCV 2017
Machine learning › Reinforcement learning
actor-critic methods
0.312017
Target-driven visual navigation in indoor scenes using deep reinforcement learning · ICRA 2017
Machine learning › Reinforcement learning
deep reinforcement learning
0.312017
Target-driven visual navigation in indoor scenes using deep reinforcement learning · ICRA 2017
Robotics › Robot navigation and mapping › visual navigation
image-goal navigation
0.312017
Target-driven visual navigation in indoor scenes using deep reinforcement learning · ICRA 2017
Machine learning › Reinforcement learning
imitation learning
0.312017
Visual Semantic Planning Using Deep Successor Representations · ICCV 2017
Machine learning › Reinforcement learning › function approximation › representation learning for reinforcement learning
successor representation
0.312017
Visual Semantic Planning Using Deep Successor Representations · ICCV 2017
Robotics › Robot navigation and mapping
visual navigation
0.312017
Target-driven visual navigation in indoor scenes using deep reinforcement learning · ICRA 2017
Natural language and speech › Question answering and dialogue systems › multimodal question answering
diagram question answering
0.212016
A Diagram is Worth a Dozen Images · ECCV (4) 2016
Computer vision › Vision and language › multimodal understanding
diagram understanding
0.212016
A Diagram is Worth a Dozen Images · ECCV (4) 2016
Computer vision › Vision and language
visual question answering
0.212016
A Diagram is Worth a Dozen Images · ECCV (4) 2016
Robotics › Robot navigation and mapping
embodied navigation
0.112020
RoboTHOR: An Open Simulation-to-Real Embodied AI Platform · CVPR 2020
Robotics › Robot navigation and mapping › mobile robot navigation
indoor navigation
0.112017
Target-driven visual navigation in indoor scenes using deep reinforcement learning · ICRA 2017

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

reinforcement learning · 0.9procedural generation · 0.6neural model · 0.6self-supervised learning · 0.5physics simulation · 0.5interactive gameplay · 0.5simulation · 0.4marginal policies · 0.4benchmarking · 0.4communication learning · 0.4
YearPublicationVenuePosition
2022 Webly Supervised Concept Expansion for General Purpose Vision Models
Amita Kamath, Tanmay Gupta, Eric Kolve, Derek Hoiem, Aniruddha Kembhavi
ECCV (36)4
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
NeurIPS8
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
CVPR6
2021 Iconary: A Pictionary-Based Game for Testing Multimodal Communication with Drawings and Text
abstract
Christopher Clark, Jordi Salvador, Dustin Schwenk, Derrick Bonafilia, Mark Yatskar, Eric Kolve, Alvaro Herrasti, Jonghyun Choi, Sachin Mehta, Sam Skjonsberg, Carissa Schoenick, Aaron Sarnat, Hannaneh Hajishirzi, Aniruddha Kembhavi, Oren Etzioni, Ali Farhadi. Proceedings of the 2021 Conference on Empirical Methods in Natural Language Processing. 2021.
Jordi Salvador, Dustin Schwenk, Derrick Bonafilia, Mark Yatskar, Eric Kolve, Alvaro Herrasti, Sachin Mehta, Sam Skjonsberg, Carissa Schoenick, Aaron Sarnat, Hannaneh Hajishirzi, Aniruddha Kembhavi, Oren Etzioni, Ali Farhadi
EMNLP (1)6
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
ICLR7
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
CVPR5
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)3
2019 Two Body Problem: Collaborative Visual Task Completion
abstract
Collaboration is a necessary skill to perform tasks that are beyond one agent's capabilities. Addressed extensively in both conventional and modern AI, multi-agent collaboration has often been studied in the context of simple grid worlds. We argue that there are inherently visual aspects to collaboration which should be studied in visually rich environments. A key element in collaboration is communication that can be either explicit, through messages, or implicit, through perception of the other agents and the visual world. Learning to collaborate in a visual environment entails learning (1) to perform the task, (2) when and what to communicate, and (3) how to act based on these communications and the perception of the visual world. In this paper we study the problem of learning to collaborate directly from pixels in AI2-THOR and demonstrate the benefits of explicit and implicit modes of communication to perform visual tasks. Refer to our project page for more details: https://prior.allenai.org/projects/two-body-problem.
Unnat Jain, Luca Weihs, Eric Kolve, Mohammad Rastegari, Svetlana Lazebnik, Ali Farhadi, Alexander G. Schwing, Aniruddha Kembhavi
CVPR3
2017 Visual Semantic Planning Using Deep Successor Representations
abstract
A crucial capability of real-world intelligent agents is their ability to plan a sequence of actions to achieve their goals in the visual world. In this work, we address the problem of visual semantic planning: the task of predicting a sequence of actions from visual observations that transform a dynamic environment from an initial state to a goal state. Doing so entails knowledge about objects and their affordances, as well as actions and their preconditions and effects. We propose learning these through interacting with a visual and dynamic environment. Our proposed solution involves bootstrapping reinforcement learning with imitation learning. To ensure cross task generalization, we develop a deep predictive model based on successor representations. Our experimental results show near optimal results across a wide range of tasks in the challenging THOR environment.
Yuke Zhu, Daniel Gordon, Eric Kolve, Dieter Fox, Li Fei-Fei 0001, Abhinav Gupta 0001, Roozbeh Mottaghi, Ali Farhadi
ICCV3
2017 Target-driven visual navigation in indoor scenes using deep reinforcement learning
abstract
Two less addressed issues of deep reinforcement learning are (1) lack of generalization capability to new goals, and (2) data inefficiency, i.e., the model requires several (and often costly) episodes of trial and error to converge, which makes it impractical to be applied to real-world scenarios. In this paper, we address these two issues and apply our model to target-driven visual navigation. To address the first issue, we propose an actor-critic model whose policy is a function of the goal as well as the current state, which allows better generalization. To address the second issue, we propose the AI2-THOR framework, which provides an environment with high-quality 3D scenes and a physics engine. Our framework enables agents to take actions and interact with objects. Hence, we can collect a huge number of training samples efficiently. We show that our proposed method (1) converges faster than the state-of-the-art deep reinforcement learning methods, (2) generalizes across targets and scenes, (3) generalizes to a real robot scenario with a small amount of fine-tuning (although the model is trained in simulation), (4) is end-to-end trainable and does not need feature engineering, feature matching between frames or 3D reconstruction of the environment.
Yuke Zhu, Roozbeh Mottaghi, Eric Kolve, Joseph J. Lim, Abhinav Gupta 0001, Li Fei-Fei 0001, Ali Farhadi
ICRA3
2016 A Diagram is Worth a Dozen Images
Aniruddha Kembhavi, Michael Salvato, Eric Kolve, Minjoon Seo, Hannaneh Hajishirzi, Ali Farhadi
ECCV (4)3