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Habitat-Matterport 3D Dataset (HM3D): 1000 Large-scale 3D Environments for Embodied AI

arXiv.org Artificial Intelligence

We present the Habitat-Matterport 3D (HM3D) dataset. HM3D is a large-scale dataset of 1,000 building-scale 3D reconstructions from a diverse set of real-world locations. Each scene in the dataset consists of a textured 3D mesh reconstruction of interiors such as multi-floor residences, stores, and other private indoor spaces. HM3D surpasses existing datasets available for academic research in terms of physical scale, completeness of the reconstruction, and visual fidelity. HM3D contains 112.5k m^2 of navigable space, which is 1.4 - 3.7x larger than other building-scale datasets such as MP3D and Gibson. When compared to existing photorealistic 3D datasets such as Replica, MP3D, Gibson, and ScanNet, images rendered from HM3D have 20 - 85% higher visual fidelity w.r.t. counterpart images captured with real cameras, and HM3D meshes have 34 - 91% fewer artifacts due to incomplete surface reconstruction. The increased scale, fidelity, and diversity of HM3D directly impacts the performance of embodied AI agents trained using it. In fact, we find that HM3D is `pareto optimal' in the following sense -- agents trained to perform PointGoal navigation on HM3D achieve the highest performance regardless of whether they are evaluated on HM3D, Gibson, or MP3D. No similar claim can be made about training on other datasets. HM3D-trained PointNav agents achieve 100% performance on Gibson-test dataset, suggesting that it might be time to retire that episode dataset.


Humanly Certifying Superhuman Classifiers

arXiv.org Artificial Intelligence

Estimating the performance of a machine learning system is a longstanding challenge in artificial intelligence research. Today, this challenge is especially relevant given the emergence of systems which appear to increasingly outperform human beings. In some cases, this "superhuman" performance is readily demonstrated; for example by defeating legendary human players in traditional two player games. On the other hand, it can be challenging to evaluate classification models that potentially surpass human performance. Indeed, human annotations are often treated as a ground truth, which implicitly assumes the superiority of the human over any models trained on human annotations. In reality, human annotators can make mistakes and be subjective. Evaluating the performance with respect to a genuine oracle may be more objective and reliable, even when querying the oracle is expensive or impossible. In this paper, we first raise the challenge of evaluating the performance of both humans and models with respect to an oracle which is unobserved. We develop a theory for estimating the accuracy compared to the oracle, using only imperfect human annotations for reference. Our analysis provides a simple recipe for detecting and certifying superhuman performance in this setting, which we believe will assist in understanding the stage of current research on classification. We validate the convergence of the bounds and the assumptions of our theory on carefully designed toy experiments with known oracles. Moreover, we demonstrate the utility of our theory by meta-analyzing large-scale natural language processing tasks, for which an oracle does not exist, and show that under our assumptions a number of models from recent years are with high probability superhuman.


Evolutionary Reinforcement Learning Dynamics with Irreducible Environmental Uncertainty

arXiv.org Artificial Intelligence

In this work we derive and present evolutionary reinforcement learning dynamics in which the agents are irreducibly uncertain about the current state of the environment. We evaluate the dynamics across different classes of partially observable agent-environment systems and find that irreducible environmental uncertainty can lead to better learning outcomes faster, stabilize the learning process and overcome social dilemmas. However, as expected, we do also find that partial observability may cause worse learning outcomes, for example, in the form of a catastrophic limit cycle. Compared to fully observant agents, learning with irreducible environmental uncertainty often requires more exploration and less weight on future rewards to obtain the best learning outcomes. Furthermore, we find a range of dynamical effects induced by partial observability, e.g., a critical slowing down of the learning processes between reward regimes and the separation of the learning dynamics into fast and slow directions. The presented dynamics are a practical tool for researchers in biology, social science and machine learning to systematically investigate the evolutionary effects of environmental uncertainty.


Multiagent Multimodal Categorization for Symbol Emergence: Emergent Communication via Interpersonal Cross-modal Inference

arXiv.org Artificial Intelligence

This paper describes a computational model of multiagent multimodal categorization that realizes emergent communication. We clarify whether the computational model can reproduce the following functions in a symbol emergence system, comprising two agents with different sensory modalities playing a naming game. (1) Function for forming a shared lexical system that comprises perceptual categories and corresponding signs, formed by agents through individual learning and semiotic communication between agents. (2) Function to improve the categorization accuracy in an agent via semiotic communication with another agent, even when some sensory modalities of each agent are missing. (3) Function that an agent infers unobserved sensory information based on a sign sampled from another agent in the same manner as cross-modal inference. We propose an interpersonal multimodal Dirichlet mixture (Inter-MDM), which is derived by dividing an integrative probabilistic generative model, which is obtained by integrating two Dirichlet mixtures (DMs). The Markov chain Monte Carlo algorithm realizes emergent communication. The experimental results demonstrated that Inter-MDM enables agents to form multimodal categories and appropriately share signs between agents. It is shown that emergent communication improves categorization accuracy, even when some sensory modalities are missing. Inter-MDM enables an agent to predict unobserved information based on a shared sign.


Benchmarking the Spectrum of Agent Capabilities

arXiv.org Artificial Intelligence

Evaluating the general abilities of intelligent agents requires complex simulation environments. Existing benchmarks typically evaluate only one narrow task per environment, requiring researchers to perform expensive training runs on many different environments. We introduce Crafter, an open world survival game with visual inputs that evaluates a wide range of general abilities within a single environment. Agents either learn from the provided reward signal or through intrinsic objectives and are evaluated by semantically meaningful achievements that can be unlocked during each episode, such as discovering resources and crafting tools. Consistently unlocking all achievements requires strong generalization, deep exploration, and long-term reasoning. We experimentally verify that Crafter is of appropriate difficulty to drive future research and provide baselines scores of reward agents and unsupervised agents. Furthermore, we observe sophisticated behaviors emerging from maximizing the reward signal, such as building tunnel systems, bridges, houses, and plantations. We hope that Crafter will accelerate research progress by quickly evaluating a wide spectrum of abilities. Crafter is an open world survival game for reinforcement learning research. Shown in Figure 1, Crafter features randomly generated 2D worlds with forests, lakes, mountains, and caves. The player needs to forage for food and water, find shelter to sleep, defend against monsters, collect materials, and build tools.


Deceptive Decision-Making Under Uncertainty

arXiv.org Artificial Intelligence

We study the design of autonomous agents that are capable of deceiving outside observers about their intentions while carrying out tasks in stochastic, complex environments. By modeling the agent's behavior as a Markov decision process, we consider a setting where the agent aims to reach one of multiple potential goals while deceiving outside observers about its true goal. We propose a novel approach to model observer predictions based on the principle of maximum entropy and to efficiently generate deceptive strategies via linear programming. The proposed approach enables the agent to exhibit a variety of tunable deceptive behaviors while ensuring the satisfaction of probabilistic constraints on the behavior. We evaluate the performance of the proposed approach via comparative user studies and present a case study on the streets of Manhattan, New York, using real travel time distributions.


Reactive and Safe Road User Simulations using Neural Barrier Certificates

arXiv.org Artificial Intelligence

Reactive and safe agent modelings are important for nowadays traffic simulator designs and safe planning applications. In this work, we proposed a reactive agent model which can ensure safety without comprising the original purposes, by learning only high-level decisions from expert data and a low-level decentralized controller guided by the jointly learned decentralized barrier certificates. Empirical results show that our learned road user simulation models can achieve a significant improvement in safety comparing to state-of-the-art imitation learning and pure control-based methods, while being similar to human agents by having smaller errors to the expert data. Moreover, our learned reactive agents are shown to generalize better to unseen traffic conditions, and react better to other road users and therefore can help understand challenging planning problems pragmatically.


DSDF: An approach to handle stochastic agents in collaborative multi-agent reinforcement learning

arXiv.org Artificial Intelligence

Multi-Agent reinforcement learning has received lot of attention in recent years and have applications in many different areas. Existing methods involving Centralized Training and Decentralized execution, attempts to train the agents towards learning a pattern of coordinated actions to arrive at optimal joint policy. However if some agents are stochastic to varying degrees of stochasticity, the above methods often fail to converge and provides poor coordination among agents. In this paper we show how this stochasticity of agents, which could be a result of malfunction or aging of robots, can add to the uncertainty in coordination and there contribute to unsatisfactory global coordination. In this case, the deterministic agents have to understand the behavior and limitations of the stochastic agents while arriving at optimal joint policy. Our solution, DSDF which tunes the discounted factor for the agents according to uncertainty and use the values to update the utility networks of individual agents. DSDF also helps in imparting an extent of reliability in coordination thereby granting stochastic agents tasks which are immediate and of shorter trajectory with deterministic ones taking the tasks which involve longer planning. Such an method enables joint co-ordinations of agents some of which may be partially performing and thereby can reduce or delay the investment of agent/robot replacement in many circumstances. Results on benchmark environment for different scenarios shows the efficacy of the proposed approach when compared with existing approaches.


Vision Transformer for Learning Driving Policies in Complex Multi-Agent Environments

arXiv.org Artificial Intelligence

Driving in a complex urban environment is a difficult task that requires a complex decision policy. In order to make informed decisions, one needs to gain an understanding of the long-range context and the importance of other vehicles. In this work, we propose to use Vision Transformer (ViT) to learn a driving policy in urban settings with birds-eye-view (BEV) input images. The ViT network learns the global context of the scene more effectively than with earlier proposed Convolutional Neural Networks (ConvNets). Furthermore, ViT's attention mechanism helps to learn an attention map for the scene which allows the ego car to determine which surrounding cars are important to its next decision. We demonstrate that a DQN agent with a ViT backbone outperforms baseline algorithms with ConvNet backbones pre-trained in various ways. In particular, the proposed method helps reinforcement learning algorithms to learn faster, with increased performance and less data than baselines.


MindCraft: Theory of Mind Modeling for Situated Dialogue in Collaborative Tasks

arXiv.org Artificial Intelligence

An ideal integration of autonomous agents in a human world implies that they are able to collaborate on human terms. In particular, theory of mind plays an important role in maintaining common ground during human collaboration and communication. To enable theory of mind modeling in situated interactions, we introduce a fine-grained dataset of collaborative tasks performed by pairs of human subjects in the 3D virtual blocks world of Minecraft. It provides information that captures partners' beliefs of the world and of each other as an interaction unfolds, bringing abundant opportunities to study human collaborative behaviors in situated language communication. As a first step towards our goal of developing embodied AI agents able to infer belief states of collaborative partners in situ, we build and present results on computational models for several theory of mind tasks.