igibson 2
iGibson 2.0: Object-Centric Simulation for Robot Learning of Everyday Household Tasks
Li, Chengshu, Xia, Fei, Martín-Martín, Roberto, Lingelbach, Michael, Srivastava, Sanjana, Shen, Bokui, Vainio, Kent, Gokmen, Cem, Dharan, Gokul, Jain, Tanish, Kurenkov, Andrey, Liu, C. Karen, Gweon, Hyowon, Wu, Jiajun, Fei-Fei, Li, Savarese, Silvio
Recent research in embodied AI has been boosted by the use of simulation environments to develop and train robot learning approaches. However, the use of simulation has skewed the attention to tasks that only require what robotics simulators can simulate: motion and physical contact. We present iGibson 2.0, an open-source simulation environment that supports the simulation of a more diverse set of household tasks through three key innovations. First, iGibson 2.0 supports object states, including temperature, wetness level, cleanliness level, and toggled and sliced states, necessary to cover a wider range of tasks. Second, iGibson 2.0 implements a set of predicate logic functions that map the simulator states to logic states like Cooked or Soaked. Additionally, given a logic state, iGibson 2.0 can sample valid physical states that satisfy it. This functionality can generate potentially infinite instances of tasks with minimal effort from the users. The sampling mechanism allows our scenes to be more densely populated with small objects in semantically meaningful locations. Third, iGibson 2.0 includes a virtual reality (VR) interface to immerse humans in its scenes to collect demonstrations. As a result, we can collect demonstrations from humans on these new types of tasks, and use them for imitation learning. We evaluate the new capabilities of iGibson 2.0 to enable robot learning of novel tasks, in the hope of demonstrating the potential of this new simulator to support new research in embodied AI. iGibson 2.0 and its new dataset will be publicly available at http://svl.stanford.edu/igibson/.
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BEHAVIOR: Benchmark for Everyday Household Activities in Virtual, Interactive, and Ecological Environments
Srivastava, Sanjana, Li, Chengshu, Lingelbach, Michael, Martín-Martín, Roberto, Xia, Fei, Vainio, Kent, Lian, Zheng, Gokmen, Cem, Buch, Shyamal, Liu, C. Karen, Savarese, Silvio, Gweon, Hyowon, Wu, Jiajun, Fei-Fei, Li
Embodied AI refers to the study and development of artificial agents that can perceive, reason, and interact with the environment with the capabilities and limitations of a physical body. Recently, significant progress has been made in developing solutions to embodied AI problems such as (visual) navigation [1-5], interactive Q&A [6-10], instruction following [11-15], and manipulation [16-22]. To calibrate the progress, several lines of pioneering efforts have been made towards benchmarking embodied AI in simulated environments, including Rearrangement [23, 24], TDW Transport Challenge [25], VirtualHome [26], ALFRED [11], Interactive Gibson Benchmark [27], MetaWorld [28], and RLBench [29], among others [30-32]). These efforts are inspiring, but their activities represent only a fraction of challenges that humans face in their daily lives. To develop artificial agents that can eventually perform and assist with everyday activities with human-level robustness and flexibility, we need a comprehensive benchmark with activities that are more realistic, diverse, and complex. But this is easier said than done. There are three major challenges that have prevented existing benchmarks to accommodate more realistic, diverse, and complex activities: - Definition: Identifying and defining meaningful activities for benchmarking; - Realization: Developing simulated environments that realistically support such activities; - Evaluation: Defining success and objective metrics for evaluating performance.
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