Wang, Hongcheng
MO-DDN: A Coarse-to-Fine Attribute-based Exploration Agent for Multi-object Demand-driven Navigation
Wang, Hongcheng, Liu, Peiqi, Cai, Wenzhe, Wu, Mingdong, Qian, Zhengyu, Dong, Hao
The process of satisfying daily demands is a fundamental aspect of humans' daily lives. With the advancement of embodied AI, robots are increasingly capable of satisfying human demands. Demand-driven navigation (DDN) is a task in which an agent must locate an object to satisfy a specified demand instruction, such as ``I am thirsty.'' The previous study typically assumes that each demand instruction requires only one object to be fulfilled and does not consider individual preferences. However, the realistic human demand may involve multiple objects. In this paper, we introduce the Multi-object Demand-driven Navigation (MO-DDN) benchmark, which addresses these nuanced aspects, including multi-object search and personal preferences, thus making the MO-DDN task more reflective of real-life scenarios compared to DDN. Building upon previous work, we employ the concept of ``attribute'' to tackle this new task. However, instead of solely relying on attribute features in an end-to-end manner like DDN, we propose a modular method that involves constructing a coarse-to-fine attribute-based exploration agent (C2FAgent). Our experimental results illustrate that this coarse-to-fine exploration strategy capitalizes on the advantages of attributes at various decision-making levels, resulting in superior performance compared to baseline methods. Code and video can be found at https://sites.google.com/view/moddn.
InstructNav: Zero-shot System for Generic Instruction Navigation in Unexplored Environment
Long, Yuxing, Cai, Wenzhe, Wang, Hongcheng, Zhan, Guanqi, Dong, Hao
Enabling robots to navigate following diverse language instructions in unexplored environments is an attractive goal for human-robot interaction. However, this goal is challenging because different navigation tasks require different strategies. The scarcity of instruction navigation data hinders training an instruction navigation model with varied strategies. Therefore, previous methods are all constrained to one specific type of navigation instruction. In this work, we propose InstructNav, a generic instruction navigation system. InstructNav makes the first endeavor to handle various instruction navigation tasks without any navigation training or pre-built maps. To reach this goal, we introduce Dynamic Chain-of-Navigation (DCoN) to unify the planning process for different types of navigation instructions. Furthermore, we propose Multi-sourced Value Maps to model key elements in instruction navigation so that linguistic DCoN planning can be converted into robot actionable trajectories. With InstructNav, we complete the R2R-CE task in a zero-shot way for the first time and outperform many task-training methods. Besides, InstructNav also surpasses the previous SOTA method by 10.48% on the zero-shot Habitat ObjNav and by 86.34% on demand-driven navigation DDN. Real robot experiments on diverse indoor scenes further demonstrate our method's robustness in coping with the environment and instruction variations.
Skill Reinforcement Learning and Planning for Open-World Long-Horizon Tasks
Yuan, Haoqi, Zhang, Chi, Wang, Hongcheng, Xie, Feiyang, Cai, Penglin, Dong, Hao, Lu, Zongqing
We study building multi-task agents in open-world environments. Without human demonstrations, learning to accomplish long-horizon tasks in a large open-world environment with reinforcement learning (RL) is extremely inefficient. To tackle this challenge, we convert the multi-task learning problem into learning basic skills and planning over the skills. Using the popular open-world game Minecraft as the testbed, we propose three types of fine-grained basic skills, and use RL with intrinsic rewards to acquire skills. A novel Finding-skill that performs exploration to find diverse items provides better initialization for other skills, improving the sample efficiency for skill learning. In skill planning, we leverage the prior knowledge in Large Language Models to find the relationships between skills and build a skill graph. When the agent is solving a task, our skill search algorithm walks on the skill graph and generates the proper skill plans for the agent. In experiments, our method accomplishes 40 diverse Minecraft tasks, where many tasks require sequentially executing for more than 10 skills. Our method outperforms baselines by a large margin and is the most sample-efficient demonstration-free RL method to solve Minecraft Tech Tree tasks. The project's website and code can be found at https://sites.google.com/view/plan4mc.
Find What You Want: Learning Demand-conditioned Object Attribute Space for Demand-driven Navigation
Wang, Hongcheng, Chen, Andy Guan Hong, Li, Xiaoqi, Wu, Mingdong, Dong, Hao
The task of Visual Object Navigation (VON) involves an agent's ability to locate a particular object within a given scene. In order to successfully accomplish the VON task, two essential conditions must be fulfilled:1) the user must know the name of the desired object; and 2) the user-specified object must actually be present within the scene. To meet these conditions, a simulator can incorporate pre-defined object names and positions into the metadata of the scene. However, in real-world scenarios, it is often challenging to ensure that these conditions are always met. Human in an unfamiliar environment may not know which objects are present in the scene, or they may mistakenly specify an object that is not actually present. Nevertheless, despite these challenges, human may still have a demand for an object, which could potentially be fulfilled by other objects present within the scene in an equivalent manner. Hence, we propose Demand-driven Navigation (DDN), which leverages the user's demand as the task instruction and prompts the agent to find the object matches the specified demand. DDN aims to relax the stringent conditions of VON by focusing on fulfilling the user's demand rather than relying solely on predefined object categories or names. We propose a method first acquire textual attribute features of objects by extracting common knowledge from a large language model. These textual attribute features are subsequently aligned with visual attribute features using Contrastive Language-Image Pre-training (CLIP). By incorporating the visual attribute features as prior knowledge, we enhance the navigation process. Experiments on AI2Thor with the ProcThor dataset demonstrate the visual attribute features improve the agent's navigation performance and outperform the baseline methods commonly used in VON.
Learning Semantic-Agnostic and Spatial-Aware Representation for Generalizable Visual-Audio Navigation
Wang, Hongcheng, Wang, Yuxuan, Zhong, Fangwei, Wu, Mingdong, Zhang, Jianwei, Wang, Yizhou, Dong, Hao
Visual-audio navigation (VAN) is attracting more and more attention from the robotic community due to its broad applications, \emph{e.g.}, household robots and rescue robots. In this task, an embodied agent must search for and navigate to the sound source with egocentric visual and audio observations. However, the existing methods are limited in two aspects: 1) poor generalization to unheard sound categories; 2) sample inefficient in training. Focusing on these two problems, we propose a brain-inspired plug-and-play method to learn a semantic-agnostic and spatial-aware representation for generalizable visual-audio navigation. We meticulously design two auxiliary tasks for respectively accelerating learning representations with the above-desired characteristics. With these two auxiliary tasks, the agent learns a spatially-correlated representation of visual and audio inputs that can be applied to work on environments with novel sounds and maps. Experiment results on realistic 3D scenes (Replica and Matterport3D) demonstrate that our method achieves better generalization performance when zero-shot transferred to scenes with unseen maps and unheard sound categories.
Inclusive Speaker Verification with Adaptive thresholding
Jain, Navdeep, Wang, Hongcheng
While using a speaker verification (SV) based system in a commercial application, it is important that customers have an inclusive experience irrespective of their gender, age, or ethnicity. In this paper, we analyze the impact of gender and age on SV and find that for a desired common False Acceptance Rate (FAR) across different gender and age groups, the False Rejection Rate (FRR) is different for different gender and age groups. To optimize FRR for all users for a desired FAR, we propose a context (e.g. gender, age) adaptive thresholding framework for SV. The context can be available as prior information for many practical applications. We also propose a concatenated gender/age detection model to algorithmically derive the context in absence of such prior information. We experimentally show that our context-adaptive thresholding method is effective in building a more efficient inclusive SV system. Specifically, we show that we can reduce FRR for specific gender for a desired FAR on the voxceleb1 test set by using gender-specific thresholds. Similar analysis on OGI kids' speech corpus shows that by using an age-specific threshold, we can significantly reduce FRR for certain age groups for desired FAR.
Optimization of operation parameters towards sustainable WWTP based on deep reinforcement learning
Chena, Kehua, Wang, Hongcheng, Perezc, Borja Valverde, Vezzaro, Luca, Wang, Aijie
A large amount of wastewater has been produced nowadays. Wastewater treatment plants (WWTPs) are designed to eliminate pollutants and alleviate environmental pollution resulting from human activities. However, the construction and operation of WWTPs still have negative impacts. WWTPs are complex to control and optimize because of high nonlinearity and variation. This study used a novel technique, multi-agent deep reinforcement learning (DRL), to optimize dissolved oxygen (DO) and dosage in a hypothetical WWTP. The reward function is specially designed as LCA-based form to achieve sustainability optimization. Four scenarios: baseline, LCA-oriented, cost-oriented and effluent-oriented are considered. The result shows that optimization based on LCA has lowest environmental impacts. The comparison of different SRT indicates that a proper SRT can reduce negative impacts greatly. It is worth mentioning that the retrofitting of WWTPs should be implemented with the consideration of other environmental impacts except cost. Moreover, the comparison between DRL and genetic algorithm (GA) indicates that DRL can solve optimization problems effectively and has great extendibility. In a nutshell, there are still limits and shortcomings of this work, future studies are required.