Majumdar, Arjun
Stretch with Stretch: Physical Therapy Exercise Games Led by a Mobile Manipulator
Lamsey, Matthew, Tan, You Liang, Wells, Meredith D., Beatty, Madeline, Liu, Zexuan, Majumdar, Arjun, Washington, Kendra, Feldman, Jerry, Kuppuswamy, Naveen, Nguyen, Elizabeth, Wallenstein, Arielle, Hackney, Madeleine E., Kemp, Charles C.
Physical therapy (PT) is a key component of many rehabilitation regimens, such as treatments for Parkinson's disease (PD). However, there are shortages of physical therapists and adherence to self-guided PT is low. Robots have the potential to support physical therapists and increase adherence to self-guided PT, but prior robotic systems have been large and immobile, which can be a barrier to use in homes and clinics. We present Stretch with Stretch (SWS), a novel robotic system for leading stretching exercise games for older adults with PD. SWS consists of a compact and lightweight mobile manipulator (Hello Robot Stretch RE1) that visually and verbally guides users through PT exercises. The robot's soft end effector serves as a target that users repetitively reach towards and press with a hand, foot, or knee. For each exercise, target locations are customized for the individual via a visually estimated kinematic model, a haptically estimated range of motion, and the person's exercise performance. The system includes sound effects and verbal feedback from the robot to keep users engaged throughout a session and augment physical exercise with cognitive exercise. We conducted a user study for which people with PD (n=10) performed 6 exercises with the system. Participants perceived the SWS to be useful and easy to use. They also reported mild to moderate perceived exertion (RPE).
ZSON: Zero-Shot Object-Goal Navigation using Multimodal Goal Embeddings
Majumdar, Arjun, Aggarwal, Gunjan, Devnani, Bhavika, Hoffman, Judy, Batra, Dhruv
We present a scalable approach for learning open-world object-goal navigation (ObjectNav) -- the task of asking a virtual robot (agent) to find any instance of an object in an unexplored environment (e.g., "find a sink"). Our approach is entirely zero-shot -- i.e., it does not require ObjectNav rewards or demonstrations of any kind. Instead, we train on the image-goal navigation (ImageNav) task, in which agents find the location where a picture (i.e., goal image) was captured. Specifically, we encode goal images into a multimodal, semantic embedding space to enable training semantic-goal navigation (SemanticNav) agents at scale in unannotated 3D environments (e.g., HM3D). After training, SemanticNav agents can be instructed to find objects described in free-form natural language (e.g., "sink", "bathroom sink", etc.) by projecting language goals into the same multimodal, semantic embedding space. As a result, our approach enables open-world ObjectNav. We extensively evaluate our agents on three ObjectNav datasets (Gibson, HM3D, and MP3D) and observe absolute improvements in success of 4.2% - 20.0% over existing zero-shot methods. For reference, these gains are similar or better than the 5% improvement in success between the Habitat 2020 and 2021 ObjectNav challenge winners. In an open-world setting, we discover that our agents can generalize to compound instructions with a room explicitly mentioned (e.g., "Find a kitchen sink") and when the target room can be inferred (e.g., "Find a sink and a stove").
What do we learn from a large-scale study of pre-trained visual representations in sim and real environments?
Silwal, Sneha, Yadav, Karmesh, Wu, Tingfan, Vakil, Jay, Majumdar, Arjun, Arnaud, Sergio, Chen, Claire, Berges, Vincent-Pierre, Batra, Dhruv, Rajeswaran, Aravind, Kalakrishnan, Mrinal, Meier, Franziska, Maksymets, Oleksandr
We 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 spans five different PVRs, two different policy-learning paradigms (imitation and reinforcement learning), and three different robots for 5 distinct manipulation and indoor navigation tasks. From this effort, 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 website for additional details and visuals.
Behavioral Analysis of Vision-and-Language Navigation Agents
Yang, Zijiao, Majumdar, Arjun, Lee, Stefan
To be successful, Vision-and-Language Navigation (VLN) agents must be able to ground instructions to actions based on their surroundings. In this work, we develop a methodology to study agent behavior on a skill-specific basis -- examining how well existing agents ground instructions about stopping, turning, and moving towards specified objects or rooms. Our approach is based on generating skill-specific interventions and measuring changes in agent predictions. We present a detailed case study analyzing the behavior of a recent agent and then compare multiple agents in terms of skill-specific competency scores. This analysis suggests that biases from training have lasting effects on agent behavior and that existing models are able to ground simple referring expressions. Our comparisons between models show that skill-specific scores correlate with improvements in overall VLN task performance.
Masked Trajectory Models for Prediction, Representation, and Control
Wu, Philipp, Majumdar, Arjun, Stone, Kevin, Lin, Yixin, Mordatch, Igor, Abbeel, Pieter, Rajeswaran, Aravind
We introduce Masked Trajectory Models (MTM) as a generic abstraction for sequential decision making. MTM takes a trajectory, such as a state-action sequence, and aims to reconstruct the trajectory conditioned on random subsets of the same trajectory. By training with a highly randomized masking pattern, MTM learns versatile networks that can take on different roles or capabilities, by simply choosing appropriate masks at inference time. For example, the same MTM network can be used as a forward dynamics model, inverse dynamics model, or even an offline RL agent. Through extensive experiments in several continuous control tasks, we show that the same MTM network -- i.e. same weights -- can match or outperform specialized networks trained for the aforementioned capabilities. Additionally, we find that state representations learned by MTM can significantly accelerate the learning speed of traditional RL algorithms. Finally, in offline RL benchmarks, we find that MTM is competitive with specialized offline RL algorithms, despite MTM being a generic self-supervised learning method without any explicit RL components. Code is available at https://github.com/facebookresearch/mtm
Where are we in the search for an Artificial Visual Cortex for Embodied Intelligence?
Majumdar, Arjun, Yadav, Karmesh, Arnaud, Sergio, Ma, Yecheng Jason, Chen, Claire, Silwal, Sneha, Jain, Aryan, Berges, Vincent-Pierre, Abbeel, Pieter, Malik, Jitendra, Batra, Dhruv, Lin, Yixin, Maksymets, Oleksandr, Rajeswaran, Aravind, Meier, Franziska
We 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 scale and diversity, we combine over 4,000 hours of egocentric videos from 7 different sources (over 5.6M 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. Finally, 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. These models required over 10,000 GPU-hours to train and can be found on our website for the benefit of the research community.
OVRL-V2: A simple state-of-art baseline for ImageNav and ObjectNav
Yadav, Karmesh, Majumdar, Arjun, Ramrakhya, Ram, Yokoyama, Naoki, Baevski, Alexei, Kira, Zsolt, Maksymets, Oleksandr, Batra, Dhruv
We present a single neural network architecture composed of task-agnostic components (ViTs, convolutions, and LSTMs) that achieves state-of-art results on both the ImageNav ("go to location in