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Collaborating Authors

 Pajarinen, Joni


RGB-Th-Bench: A Dense benchmark for Visual-Thermal Understanding of Vision Language Models

arXiv.org Artificial Intelligence

We introduce RGB-Th-Bench, the first benchmark designed to evaluate the ability of Vision-Language Models (VLMs) to comprehend RGB-Thermal image pairs. While VLMs have demonstrated remarkable progress in visual reasoning and multimodal understanding, their evaluation has been predominantly limited to RGB-based benchmarks, leaving a critical gap in assessing their capabilities in infrared vision tasks. Existing visible-infrared datasets are either task-specific or lack high-quality annotations necessary for rigorous model evaluation. To address these limitations, RGB-Th-Bench provides a comprehensive evaluation framework covering 14 distinct skill dimensions, with a total of 1,600+ expert-annotated Yes/No questions. The benchmark employs two accuracy metrics: a standard question-level accuracy and a stricter skill-level accuracy, which evaluates model robustness across multiple questions within each skill dimension. This design ensures a thorough assessment of model performance, including resilience to adversarial and hallucinated responses. We conduct extensive evaluations on 19 state-of-the-art VLMs, revealing significant performance gaps in RGB-Thermal understanding. Our results show that even the strongest models struggle with thermal image comprehension, with performance heavily constrained by their RGB-based capabilities. Additionally, the lack of large-scale application-specific and expert-annotated thermal-caption-pair datasets in pre-training is an important reason of the observed performance gap. RGB-Th-Bench highlights the urgent need for further advancements in multimodal learning to bridge the gap between visible and thermal image understanding. The dataset is available through this link, and the evaluation code will also be made publicly available.


Discrete Contrastive Learning for Diffusion Policies in Autonomous Driving

arXiv.org Artificial Intelligence

Learning to perform accurate and rich simulations of human driving behaviors from data for autonomous vehicle testing remains challenging due to human driving styles' high diversity and variance. We address this challenge by proposing a novel approach that leverages contrastive learning to extract a dictionary of driving styles from pre-existing human driving data. We discretize these styles with quantization, and the styles are used to learn a conditional diffusion policy for simulating human drivers. Our empirical evaluation confirms that the behaviors generated by our approach are both safer and more human-like than those of the machine-learning-based baseline methods. We believe this has the potential to enable higher realism and more effective techniques for evaluating and improving the performance of autonomous vehicles.


Discrete Codebook World Models for Continuous Control

arXiv.org Artificial Intelligence

In reinforcement learning (RL), world models serve as internal simulators, enabling agents to predict environment dynamics and future outcomes in order to make informed decisions. While previous approaches leveraging discrete latent spaces, such as DreamerV3, have demonstrated strong performance in discrete action settings and visual control tasks, their comparative performance in state-based continuous control remains underexplored. In contrast, methods with continuous latent spaces, such as TD-MPC2, have shown notable success in state-based continuous control benchmarks. In this paper, we demonstrate that modeling discrete latent states has benefits over continuous latent states and that discrete codebook encodings are more effective representations for continuous control, compared to alternative encodings, such as one-hot and label-based encodings. Based on these insights, we introduce DCWM: Discrete Codebook World Model, a self-supervised world model with a discrete and stochastic latent space, where latent states are codes from a codebook. We combine DCWM with decision-time planning to get our model-based RL algorithm, named DC-MPC: Discrete Codebook Model Predictive Control, which performs competitively against recent state-of-the-art algorithms, including TD-MPC2 and DreamerV3, on continuous control benchmarks. See our project website www.aidanscannell.com/dcmpc.


Generalist World Model Pre-Training for Efficient Reinforcement Learning

arXiv.org Artificial Intelligence

Sample-efficient robot learning is a longstanding goal in robotics. Inspired by the success of scaling in vision and language, the robotics community is now investigating large-scale offline datasets for robot learning. However, existing methods often require expert and/or reward-labeled task-specific data, which can be costly and limit their application in practice. In this paper, we consider a more realistic setting where the offline data consists of reward-free and non-expert multi-embodiment offline data. We show that generalist world model pre-training (WPT), together with retrieval-based experience rehearsal and execution guidance, enables efficient reinforcement learning (RL) and fast task adaptation with such non-curated data. In experiments over 72 visuomotor tasks, spanning 6 different embodiments, covering hard exploration, complex dynamics, and various visual properties, WPT achieves 35.65% and 35% higher aggregated score compared to widely used learning-from-scratch baselines, respectively.


Cooperative Multi-Agent Planning with Adaptive Skill Synthesis

arXiv.org Artificial Intelligence

Despite much progress in training distributed artificial intelligence (AI), building cooperative multi-agent systems with multi-agent reinforcement learning (MARL) faces challenges in sample efficiency, interpretability, and transferability. Unlike traditional learning-based methods that require extensive interaction with the environment, large language models (LLMs) demonstrate remarkable capabilities in zero-shot planning and complex reasoning. However, existing LLM-based approaches heavily rely on text-based observations and struggle with the non-Markovian nature of multi-agent interactions under partial observability. We present COMPASS, a novel multi-agent architecture that integrates vision-language models (VLMs) with a dynamic skill library and structured communication for decentralized closed-loop decision-making. The skill library, bootstrapped from demonstrations, evolves via planner-guided tasks to enable adaptive strategies. COMPASS propagates entity information through multi-hop communication under partial observability. Evaluations on the improved StarCraft Multi-Agent Challenge (SMACv2) demonstrate COMPASS achieves up to 30\% higher win rates than state-of-the-art MARL algorithms in symmetric scenarios.


Entropy Regularized Task Representation Learning for Offline Meta-Reinforcement Learning

arXiv.org Artificial Intelligence

Offline meta-reinforcement learning aims to equip agents with the ability to rapidly adapt to new tasks by training on data from a set of different tasks. Context-based approaches utilize a history of state-action-reward transitions -- referred to as the context -- to infer representations of the current task, and then condition the agent, i.e., the policy and value function, on the task representations. Intuitively, the better the task representations capture the underlying tasks, the better the agent can generalize to new tasks. Unfortunately, context-based approaches suffer from distribution mismatch, as the context in the offline data does not match the context at test time, limiting their ability to generalize to the test tasks. This leads to the task representations overfitting to the offline training data. Intuitively, the task representations should be independent of the behavior policy used to collect the offline data. To address this issue, we approximately minimize the mutual information between the distribution over the task representations and behavior policy by maximizing the entropy of behavior policy conditioned on the task representations. We validate our approach in MuJoCo environments, showing that compared to baselines, our task representations more faithfully represent the underlying tasks, leading to outperforming prior methods in both in-distribution and out-of-distribution tasks.


Grouped Discrete Representation for Object-Centric Learning

arXiv.org Artificial Intelligence

Object-Centric Learning (OCL) can discover objects in images or videos by simply reconstructing the input. For better object discovery, representative OCL methods reconstruct the input as its Variational Autoencoder (VAE) intermediate representation, which suppresses pixel noises and promotes object separability by discretizing continuous super-pixels with template features. However, treating features as units overlooks their composing attributes, thus impeding model generalization; indexing features with scalar numbers loses attribute-level similarities and differences, thus hindering model convergence. We propose \textit{Grouped Discrete Representation} (GDR) for OCL. We decompose features into combinatorial attributes via organized channel grouping, and compose these attributes into discrete representation via tuple indexes. Experiments show that our GDR improves both Transformer- and Diffusion-based OCL methods consistently on various datasets. Visualizations show that our GDR captures better object separability.


Bi-Level Motion Imitation for Humanoid Robots

arXiv.org Artificial Intelligence

Imitation learning from human motion capture (MoCap) data provides a promising way to train humanoid robots. However, due to differences in morphology, such as varying degrees of joint freedom and force limits, exact replication of human behaviors may not be feasible for humanoid robots. Consequently, incorporating physically infeasible MoCap data in training datasets can adversely affect the performance of the robot policy. To address this issue, we propose a bi-level optimization-based imitation learning framework that alternates between optimizing both the robot policy and the target MoCap data. Specifically, we first develop a generative latent dynamics model using a novel self-consistent auto-encoder, which learns sparse and structured motion representations while capturing desired motion patterns in the dataset. The dynamics model is then utilized to generate reference motions while the latent representation regularizes the bi-level motion imitation process. Simulations conducted with a realistic model of a humanoid robot demonstrate that our method enhances the robot policy by modifying reference motions to be physically consistent.


ROER: Regularized Optimal Experience Replay

arXiv.org Artificial Intelligence

Experience replay serves as a key component in the success of online reinforcement learning (RL). Prioritized experience replay (PER) reweights experiences by the temporal difference (TD) error empirically enhancing the performance. However, few works have explored the motivation of using TD error. In this work, we provide an alternative perspective on TD-error-based reweighting. We show the connections between the experience prioritization and occupancy optimization. By using a regularized RL objective with $f-$divergence regularizer and employing its dual form, we show that an optimal solution to the objective is obtained by shifting the distribution of off-policy data in the replay buffer towards the on-policy optimal distribution using TD-error-based occupancy ratios. Our derivation results in a new pipeline of TD error prioritization. We specifically explore the KL divergence as the regularizer and obtain a new form of prioritization scheme, the regularized optimal experience replay (ROER). We evaluate the proposed prioritization scheme with the Soft Actor-Critic (SAC) algorithm in continuous control MuJoCo and DM Control benchmark tasks where our proposed scheme outperforms baselines in 6 out of 11 tasks while the results of the rest match with or do not deviate far from the baselines. Further, using pretraining, ROER achieves noticeable improvement on difficult Antmaze environment where baselines fail, showing applicability to offline-to-online fine-tuning. Code is available at \url{https://github.com/XavierChanglingLi/Regularized-Optimal-Experience-Replay}.


Probabilistic Subgoal Representations for Hierarchical Reinforcement learning

arXiv.org Artificial Intelligence

In goal-conditioned hierarchical reinforcement learning (HRL), a high-level policy specifies a subgoal for the low-level policy to reach. Effective HRL hinges on a suitable subgoal represen tation function, abstracting state space into latent subgoal space and inducing varied low-level behaviors. Existing methods adopt a subgoal representation that provides a deterministic mapping from state space to latent subgoal space. Instead, this paper utilizes Gaussian Processes (GPs) for the first probabilistic subgoal representation. Our method employs a GP prior on the latent subgoal space to learn a posterior distribution over the subgoal representation functions while exploiting the long-range correlation in the state space through learnable kernels. This enables an adaptive memory that integrates long-range subgoal information from prior planning steps allowing to cope with stochastic uncertainties. Furthermore, we propose a novel learning objective to facilitate the simultaneous learning of probabilistic subgoal representations and policies within a unified framework. In experiments, our approach outperforms state-of-the-art baselines in standard benchmarks but also in environments with stochastic elements and under diverse reward conditions. Additionally, our model shows promising capabilities in transferring low-level policies across different tasks.