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Paxton, Chris
GraphEQA: Using 3D Semantic Scene Graphs for Real-time Embodied Question Answering
Saxena, Saumya, Buchanan, Blake, Paxton, Chris, Chen, Bingqing, Vaskevicius, Narunas, Palmieri, Luigi, Francis, Jonathan, Kroemer, Oliver
For example, to answer explore and develop a semantic understanding of an unseen the question "How many chairs are there at the dining environment in order to answer a situated question table?", the agent might rely on commonsense knowledge with confidence. This remains a challenging problem in to understand that dining tables are often associated with robotics, due to the difficulties in obtaining useful semantic dining rooms and dining rooms are usually near the kitchen representations, updating these representations online, and towards the back of a home. A reasonable navigation strategy leveraging prior world knowledge for efficient exploration would involve navigating to the back of the house to and planning. Aiming to address these limitations, we propose locate a kitchen. To ground this search in the current environment, GraphEQA, a novel approach that utilizes real-time however, requires the agent to continually maintain 3D metric-semantic scene graphs (3DSGs) and task relevant an understanding of where it is, memory of where it images as multi-modal memory for grounding Vision-has been, and what further exploratory actions will lead it Language Models (VLMs) to perform EQA tasks in unseen to relevant regions. Finally, the agent needs to observe the environments. We employ a hierarchical planning approach target object(s) and perform visual grounding, in order to that exploits the hierarchical nature of 3DSGs for structured reason about the number of chairs around the dining table, planning and semantic-guided exploration. Through experiments and confidently answer the question correctly.
DynaMem: Online Dynamic Spatio-Semantic Memory for Open World Mobile Manipulation
Liu, Peiqi, Guo, Zhanqiu, Warke, Mohit, Chintala, Soumith, Paxton, Chris, Shafiullah, Nur Muhammad Mahi, Pinto, Lerrel
Significant progress has been made in open-vocabulary mobile manipulation, where the goal is for a robot to perform tasks in any environment given a natural language description. However, most current systems assume a static environment, which limits the system's applicability in real-world scenarios where environments frequently change due to human intervention or the robot's own actions. In this work, we present DynaMem, a new approach to open-world mobile manipulation that uses a dynamic spatio-semantic memory to represent a robot's environment. DynaMem constructs a 3D data structure to maintain a dynamic memory of point clouds, and answers open-vocabulary object localization queries using multimodal LLMs or open-vocabulary features generated by state-of-the-art vision-language models. Powered by DynaMem, our robots can explore novel environments, search for objects not found in memory, and continuously update the memory as objects move, appear, or disappear in the scene. We run extensive experiments on the Stretch SE3 robots in three real and nine offline scenes, and achieve an average pick-and-drop success rate of 70% on non-stationary objects, which is more than a 2x improvement over state-of-the-art static systems. Our code as well as our experiment and deployment videos are open sourced and can be found on our project website: https://dynamem.github.io/
DegustaBot: Zero-Shot Visual Preference Estimation for Personalized Multi-Object Rearrangement
Newman, Benjamin A., Gupta, Pranay, Kitani, Kris, Bisk, Yonatan, Admoni, Henny, Paxton, Chris
De gustibus non est disputandum ("there is no accounting for others' tastes") is a common Latin maxim describing how many solutions in life are determined by people's personal preferences. Many household tasks, in particular, can only be considered fully successful when they account for personal preferences such as the visual aesthetic of the scene. For example, setting a table could be optimized by arranging utensils according to traditional rules of Western table setting decorum, without considering the color, shape, or material of each object, but this may not be a completely satisfying solution for a given person. Toward this end, we present DegustaBot, an algorithm for visual preference learning that solves household multi-object rearrangement tasks according to personal preference. To do this, we use internet-scale pre-trained vision-and-language foundation models (VLMs) with novel zero-shot visual prompting techniques. To evaluate our method, we collect a large dataset of naturalistic personal preferences in a simulated table-setting task, and conduct a user study in order to develop two novel metrics for determining success based on personal preference. This is a challenging problem and we find that 50% of our model's predictions are likely to be found acceptable by at least 20% of people.
HACMan++: Spatially-Grounded Motion Primitives for Manipulation
Jiang, Bowen, Wu, Yilin, Zhou, Wenxuan, Paxton, Chris, Held, David
Although end-to-end robot learning has shown some success for robot manipulation, the learned policies are often not sufficiently robust to variations in object pose or geometry. To improve the policy generalization, we introduce spatially-grounded parameterized motion primitives in our method HACMan++. Specifically, we propose an action representation consisting of three components: what primitive type (such as grasp or push) to execute, where the primitive will be grounded (e.g. where the gripper will make contact with the world), and how the primitive motion is executed, such as parameters specifying the push direction or grasp orientation. These three components define a novel discrete-continuous action space for reinforcement learning. Our framework enables robot agents to learn to chain diverse motion primitives together and select appropriate primitive parameters to complete long-horizon manipulation tasks. By grounding the primitives on a spatial location in the environment, our method is able to effectively generalize across object shape and pose variations. Our approach significantly outperforms existing methods, particularly in complex scenarios demanding both high-level sequential reasoning and object generalization. With zero-shot sim-to-real transfer, our policy succeeds in challenging real-world manipulation tasks, with generalization to unseen objects. Videos can be found on the project website: https://sgmp-rss2024.github.io.
Towards Open-World Mobile Manipulation in Homes: Lessons from the Neurips 2023 HomeRobot Open Vocabulary Mobile Manipulation Challenge
Yenamandra, Sriram, Ramachandran, Arun, Khanna, Mukul, Yadav, Karmesh, Vakil, Jay, Melnik, Andrew, Büttner, Michael, Harz, Leon, Brown, Lyon, Nandi, Gora Chand, PS, Arjun, Yadav, Gaurav Kumar, Kala, Rahul, Haschke, Robert, Luo, Yang, Zhu, Jinxin, Han, Yansen, Lu, Bingyi, Gu, Xuan, Liu, Qinyuan, Zhao, Yaping, Ye, Qiting, Dou, Chenxiao, Chua, Yansong, Kuzma, Volodymyr, Humennyy, Vladyslav, Partsey, Ruslan, Francis, Jonathan, Chaplot, Devendra Singh, Chhablani, Gunjan, Clegg, Alexander, Gervet, Theophile, Jain, Vidhi, Ramrakhya, Ram, Szot, Andrew, Wang, Austin, Yang, Tsung-Yen, Edsinger, Aaron, Kemp, Charlie, Shah, Binit, Kira, Zsolt, Batra, Dhruv, Mottaghi, Roozbeh, Bisk, Yonatan, Paxton, Chris
In order to develop robots that can effectively serve as versatile and capable home assistants, it is crucial for them to reliably perceive and interact with a wide variety of objects across diverse environments. To this end, we proposed Open Vocabulary Mobile Manipulation as a key benchmark task for robotics: finding any object in a novel environment and placing it on any receptacle surface within that environment. We organized a NeurIPS 2023 competition featuring both simulation and real-world components to evaluate solutions to this task. Our baselines on the most challenging version of this task, using real perception in simulation, achieved only an 0.8% success rate; by the end of the competition, the best participants achieved an 10.8\% success rate, a 13x improvement. We observed that the most successful teams employed a variety of methods, yet two common threads emerged among the best solutions: enhancing error detection and recovery, and improving the integration of perception with decision-making processes. In this paper, we detail the results and methodologies used, both in simulation and real-world settings. We discuss the lessons learned and their implications for future research. Additionally, we compare performance in real and simulated environments, emphasizing the necessity for robust generalization to novel settings.
Bootstrapping Linear Models for Fast Online Adaptation in Human-Agent Collaboration
Newman, Benjamin A, Paxton, Chris, Kitani, Kris, Admoni, Henny
Agents that assist people need to have well-initialized policies that can adapt quickly to align with their partners' reward functions. Initializing policies to maximize performance with unknown partners can be achieved by bootstrapping nonlinear models using imitation learning over large, offline datasets. Such policies can require prohibitive computation to fine-tune in-situ and therefore may miss critical run-time information about a partner's reward function as expressed through their immediate behavior. In contrast, online logistic regression using low-capacity models performs rapid inference and fine-tuning updates and thus can make effective use of immediate in-task behavior for reward function alignment. However, these low-capacity models cannot be bootstrapped as effectively by offline datasets and thus have poor initializations. We propose BLR-HAC, Bootstrapped Logistic Regression for Human Agent Collaboration, which bootstraps large nonlinear models to learn the parameters of a low-capacity model which then uses online logistic regression for updates during collaboration. We test BLR-HAC in a simulated surface rearrangement task and demonstrate that it achieves higher zero-shot accuracy than shallow methods and takes far less computation to adapt online while still achieving similar performance to fine-tuned, large nonlinear models. For code, please see our project page https://sites.google.com/view/blr-hac.
Real-World Robot Applications of Foundation Models: A Review
Kawaharazuka, Kento, Matsushima, Tatsuya, Gambardella, Andrew, Guo, Jiaxian, Paxton, Chris, Zeng, Andy
Recent developments in foundation models, like Large Language Models (LLMs) and Vision-Language Models (VLMs), trained on extensive data, facilitate flexible application across different tasks and modalities. Their impact spans various fields, including healthcare, education, and robotics. This paper provides an overview of the practical application of foundation models in real-world robotics, with a primary emphasis on the replacement of specific components within existing robot systems. The summary encompasses the perspective of input-output relationships in foundation models, as well as their role in perception, motion planning, and control within the field of robotics. This paper concludes with a discussion of future challenges and implications for practical robot applications.
OK-Robot: What Really Matters in Integrating Open-Knowledge Models for Robotics
Liu, Peiqi, Orru, Yaswanth, Paxton, Chris, Shafiullah, Nur Muhammad Mahi, Pinto, Lerrel
Remarkable progress has been made in recent years in the fields of vision, language, and robotics. We now have vision models capable of recognizing objects based on language queries, navigation systems that can effectively control mobile systems, and grasping models that can handle a wide range of objects. Despite these advancements, general-purpose applications of robotics still lag behind, even though they rely on these fundamental capabilities of recognition, navigation, and grasping. In this paper, we adopt a systems-first approach to develop a new Open Knowledge-based robotics framework called OK-Robot. By combining Vision-Language Models (VLMs) for object detection, navigation primitives for movement, and grasping primitives for object manipulation, OK-Robot offers a integrated solution for pick-and-drop operations without requiring any training. To evaluate its performance, we run OK-Robot in 10 real-world home environments. The results demonstrate that OK-Robot achieves a 58.5% success rate in open-ended pick-and-drop tasks, representing a new state-of-the-art in Open Vocabulary Mobile Manipulation (OVMM) with nearly 1.8x the performance of prior work. On cleaner, uncluttered environments, OK-Robot's performance increases to 82%. However, the most important insight gained from OK-Robot is the critical role of nuanced details when combining Open Knowledge systems like VLMs with robotic modules. Videos of our experiments are available on our website: https://ok-robot.github.io
HomeRobot: Open-Vocabulary Mobile Manipulation
Yenamandra, Sriram, Ramachandran, Arun, Yadav, Karmesh, Wang, Austin, Khanna, Mukul, Gervet, Theophile, Yang, Tsung-Yen, Jain, Vidhi, Clegg, Alexander William, Turner, John, Kira, Zsolt, Savva, Manolis, Chang, Angel, Chaplot, Devendra Singh, Batra, Dhruv, Mottaghi, Roozbeh, Bisk, Yonatan, Paxton, Chris
HomeRobot (noun): An affordable compliant robot that navigates homes and manipulates a wide range of objects in order to complete everyday tasks. Open-Vocabulary Mobile Manipulation (OVMM) is the problem of picking any object in any unseen environment, and placing it in a commanded location. This is a foundational challenge for robots to be useful assistants in human environments, because it involves tackling sub-problems from across robotics: perception, language understanding, navigation, and manipulation are all essential to OVMM. In addition, integration of the solutions to these sub-problems poses its own substantial challenges. To drive research in this area, we introduce the HomeRobot OVMM benchmark, where an agent navigates household environments to grasp novel objects and place them on target receptacles. HomeRobot has two components: a simulation component, which uses a large and diverse curated object set in new, high-quality multi-room home environments; and a real-world component, providing a software stack for the low-cost Hello Robot Stretch to encourage replication of real-world experiments across labs. We implement both reinforcement learning and heuristic (model-based) baselines and show evidence of sim-to-real transfer. Our baselines achieve a 20% success rate in the real world; our experiments identify ways future research work improve performance. See videos on our website: https://ovmm.github.io/.
GOAT: GO to Any Thing
Chang, Matthew, Gervet, Theophile, Khanna, Mukul, Yenamandra, Sriram, Shah, Dhruv, Min, So Yeon, Shah, Kavit, Paxton, Chris, Gupta, Saurabh, Batra, Dhruv, Mottaghi, Roozbeh, Malik, Jitendra, Chaplot, Devendra Singh
In deployment scenarios such as homes and warehouses, mobile robots are expected to autonomously navigate for extended periods, seamlessly executing tasks articulated in terms that are intuitively understandable by human operators. We present GO To Any Thing (GOAT), a universal navigation system capable of tackling these requirements with three key features: a) Multimodal: it can tackle goals specified via category labels, target images, and language descriptions, b) Lifelong: it benefits from its past experience in the same environment, and c) Platform Agnostic: it can be quickly deployed on robots with different embodiments. GOAT is made possible through a modular system design and a continually augmented instance-aware semantic memory that keeps track of the appearance of objects from different viewpoints in addition to category-level semantics. This enables GOAT to distinguish between different instances of the same category to enable navigation to targets specified by images and language descriptions. In experimental comparisons spanning over 90 hours in 9 different homes consisting of 675 goals selected across 200+ different object instances, we find GOAT achieves an overall success rate of 83%, surpassing previous methods and ablations by 32% (absolute improvement). GOAT improves with experience in the environment, from a 60% success rate at the first goal to a 90% success after exploration. In addition, we demonstrate that GOAT can readily be applied to downstream tasks such as pick and place and social navigation.