Search arXiv⌕ Search

arXiv subjects

Li Fei-Fei

Publications and source records attributed to Li Fei-Fei.

At least 163 records · Page 9Linked to original sources

DualSMC: Tunneling Differentiable Filtering and Planning under Continuous POMDPs

A major difficulty of solving continuous POMDPs is to infer the multi-modal distribution of the unobserved true states and to make the planning algorithm dependent on the perceived uncertainty. We cast POMDP filtering and planning problems as two closely related Sequential Monte Carlo (SMC) processes, one over the real states and the other over the future optimal trajectories, and combine the merits of these two parts in a new model named the DualSMC network. In particular, we first introduce an adversarial particle filter that leverages the adversarial relationship between its internal components. Based on the filtering results, we then propose a planning algorithm that extends the previous SMC planning approach [Piche et al., 2018] to continuous POMDPs with an uncertainty-dependent policy. Crucially, not only can DualSMC handle complex observations such as image input but also it remains highly interpretable. It is shown to be effective in three continuous POMDP domains: the floor positioning domain, the 3D light-dark navigation domain, and a modified Reacher domain.

cs.LG↗

Procedure Planning in Instructional Videos

In this paper, we study the problem of procedure planning in instructional videos, which can be seen as a step towards enabling autonomous agents to plan for complex tasks in everyday settings such as cooking. Given the current visual observation of the world and a visual goal, we ask the question "What actions need to be taken in order to achieve the goal?". The key technical challenge is to learn structured and plannable state and action spaces directly from unstructured videos. We address this challenge by proposing Dual Dynamics Networks (DDN), a framework that explicitly leverages the structured priors imposed by the conjugate relationships between states and actions in a learned plannable latent space. We evaluate our method on real-world instructional videos. Our experiments show that DDN learns plannable representations that lead to better planning performance compared to existing planning approaches and neural network policies.

cs.CV↗

Dynamics Learning with Cascaded Variational Inference for Multi-Step Manipulation

The fundamental challenge of planning for multi-step manipulation is to find effective and plausible action sequences that lead to the task goal. We present Cascaded Variational Inference (CAVIN) Planner, a model-based method that hierarchically generates plans by sampling from latent spaces. To facilitate planning over long time horizons, our method learns latent representations that decouple the prediction of high-level effects from the generation of low-level motions through cascaded variational inference. This enables us to model dynamics at two different levels of temporal resolutions for hierarchical planning. We evaluate our approach in three multi-step robotic manipulation tasks in cluttered tabletop environments given high-dimensional observations. Empirical results demonstrate that the proposed method outperforms state-of-the-art model-based methods by strategically interacting with multiple objects.

cs.RO↗

IRIS: Implicit Reinforcement without Interaction at Scale for Learning Control from Offline Robot Manipulation Data

Learning from offline task demonstrations is a problem of great interest in robotics. For simple short-horizon manipulation tasks with modest variation in task instances, offline learning from a small set of demonstrations can produce controllers that successfully solve the task. However, leveraging a fixed batch of data can be problematic for larger datasets and longer-horizon tasks with greater variations. The data can exhibit substantial diversity and consist of suboptimal solution approaches. In this paper, we propose Implicit Reinforcement without Interaction at Scale (IRIS), a novel framework for learning from large-scale demonstration datasets. IRIS factorizes the control problem into a goal-conditioned low-level controller that imitates short demonstration sequences and a high-level goal selection mechanism that sets goals for the low-level and selectively combines parts of suboptimal solutions leading to more successful task completions. We evaluate IRIS across three datasets, including the RoboTurk Cans dataset collected by humans via crowdsourcing, and show that performant policies can be learned from purely offline learning. Additional results at https://sites.google.com/stanford.edu/iris/ .

cs.RO↗

Towards Fairer Datasets: Filtering and Balancing the Distribution of the People Subtree in the ImageNet Hierarchy

Computer vision technology is being used by many but remains representative of only a few. People have reported misbehavior of computer vision models, including offensive prediction results and lower performance for underrepresented groups. Current computer vision models are typically developed using datasets consisting of manually annotated images or videos; the data and label distributions in these datasets are critical to the models' behavior. In this paper, we examine ImageNet, a large-scale ontology of images that has spurred the development of many modern computer vision methods. We consider three key factors within the "person" subtree of ImageNet that may lead to problematic behavior in downstream computer vision technology: (1) the stagnant concept vocabulary of WordNet, (2) the attempt at exhaustive illustration of all categories with images, and (3) the inequality of representation in the images within concepts. We seek to illuminate the root causes of these concerns and take the first steps to mitigate them constructively.

cs.CV↗

Action Genome: Actions as Composition of Spatio-temporal Scene Graphs

Action recognition has typically treated actions and activities as monolithic events that occur in videos. However, there is evidence from Cognitive Science and Neuroscience that people actively encode activities into consistent hierarchical part structures. However in Computer Vision, few explorations on representations encoding event partonomies have been made. Inspired by evidence that the prototypical unit of an event is an action-object interaction, we introduce Action Genome, a representation that decomposes actions into spatio-temporal scene graphs. Action Genome captures changes between objects and their pairwise relationships while an action occurs. It contains 10K videos with 0.4M objects and 1.7M visual relationships annotated. With Action Genome, we extend an existing action recognition model by incorporating scene graphs as spatio-temporal feature banks to achieve better performance on the Charades dataset. Next, by decomposing and learning the temporal changes in visual relationships that result in an action, we demonstrate the utility of a hierarchical event decomposition by enabling few-shot action recognition, achieving 42.7% mAP using as few as 10 examples. Finally, we benchmark existing scene graph models on the new task of spatio-temporal scene graph prediction.

cs.CV↗

Deep Bayesian Active Learning for Multiple Correct Outputs

Typical active learning strategies are designed for tasks, such as classification, with the assumption that the output space is mutually exclusive. The assumption that these tasks always have exactly one correct answer has resulted in the creation of numerous uncertainty-based measurements, such as entropy and least confidence, which operate over a model's outputs. Unfortunately, many real-world vision tasks, like visual question answering and image captioning, have multiple correct answers, causing these measurements to overestimate uncertainty and sometimes perform worse than a random sampling baseline. In this paper, we propose a new paradigm that estimates uncertainty in the model's internal hidden space instead of the model's output space. We specifically study a manifestation of this problem for visual question answer generation (VQA), where the aim is not to classify the correct answer but to produce a natural language answer, given an image and a question. Our method overcomes the paraphrastic nature of language. It requires a semantic space that structures the model's output concepts and that enables the usage of techniques like dropout-based Bayesian uncertainty. We build a visual-semantic space that embeds paraphrases close together for any existing VQA model. We empirically show state-of-art active learning results on the task of VQA on two datasets, being 5 times more cost-efficient on Visual Genome and 3 times more cost-efficient on VQA 2.0.

cs.CV↗

Learning Predicates as Functions to Enable Few-shot Scene Graph Prediction

Scene graph prediction --- classifying the set of objects and predicates in a visual scene --- requires substantial training data. However, most predicates only occur a handful of times making them difficult to learn. We introduce the first scene graph prediction model that supports few-shot learning of predicates. Existing scene graph generation models represent objects using pretrained object detectors or word embeddings that capture semantic object information at the cost of encoding information about which relationships they afford. So, these object representations are unable to generalize to new few-shot relationships. We introduce a framework that induces object representations that are structured according to their visual relationships. Unlike past methods, our framework embeds objects that afford similar relationships closer together. This property allows our model to perform well in the few-shot setting. For example, applying the 'riding' predicate transformation to 'person' modifies the representation towards objects like 'skateboard' and 'horse' that enable riding. We generate object representations by learning predicates trained as message passing functions within a new graph convolution framework. The object representations are used to build few-shot predicate classifiers for rare predicates with as few as 1 labeled example. We achieve a 5-shot performance of 22.70 recall@50, a 3.7 increase when compared to strong transfer learning baselines.

cs.CV↗

Scene Graph Prediction with Limited Labels

Visual knowledge bases such as Visual Genome power numerous applications in computer vision, including visual question answering and captioning, but suffer from sparse, incomplete relationships. All scene graph models to date are limited to training on a small set of visual relationships that have thousands of training labels each. Hiring human annotators is expensive, and using textual knowledge base completion methods are incompatible with visual data. In this paper, we introduce a semi-supervised method that assigns probabilistic relationship labels to a large number of unlabeled images using few labeled examples. We analyze visual relationships to suggest two types of image-agnostic features that are used to generate noisy heuristics, whose outputs are aggregated using a factor graph-based generative model. With as few as 10 labeled examples per relationship, the generative model creates enough training data to train any existing state-of-the-art scene graph model. We demonstrate that our method outperforms all baseline approaches on scene graph prediction by 5.16 recall@100 for PREDCLS. In our limited label setting, we define a complexity metric for relationships that serves as an indicator (R^2 = 0.778) for conditions under which our method succeeds over transfer learning, the de-facto approach for training with limited labels.

cs.CV↗

Motion Reasoning for Goal-Based Imitation Learning

We address goal-based imitation learning, where the aim is to output the symbolic goal from a third-person video demonstration. This enables the robot to plan for execution and reproduce the same goal in a completely different environment. The key challenge is that the goal of a video demonstration is often ambiguous at the level of semantic actions. The human demonstrators might unintentionally achieve certain subgoals in the demonstrations with their actions. Our main contribution is to propose a motion reasoning framework that combines task and motion planning to disambiguate the true intention of the demonstrator in the video demonstration. This allows us to robustly recognize the goals that cannot be disambiguated by previous action-based approaches. We evaluate our approach by collecting a dataset of 96 video demonstrations in a mockup kitchen environment. We show that our motion reasoning plays an important role in recognizing the actual goal of the demonstrator and improves the success rate by over 20%. We further show that by using the automatically inferred goal from the video demonstration, our robot is able to reproduce the same task in a real kitchen environment.

cs.RO↗

Scaling Robot Supervision to Hundreds of Hours with RoboTurk: Robotic Manipulation Dataset through Human Reasoning and Dexterity

Large, richly annotated datasets have accelerated progress in fields such as computer vision and natural language processing, but replicating these successes in robotics has been challenging. While prior data collection methodologies such as self-supervision have resulted in large datasets, the data can have poor signal-to-noise ratio. By contrast, previous efforts to collect task demonstrations with humans provide better quality data, but they cannot reach the same data magnitude. Furthermore, neither approach places guarantees on the diversity of the data collected, in terms of solution strategies. In this work, we leverage and extend the RoboTurk platform to scale up data collection for robotic manipulation using remote teleoperation. The primary motivation for our platform is two-fold: (1) to address the shortcomings of prior work and increase the total quantity of manipulation data collected through human supervision by an order of magnitude without sacrificing the quality of the data and (2) to collect data on challenging manipulation tasks across several operators and observe a diverse set of emergent behaviors and solutions. We collected over 111 hours of robot manipulation data across 54 users and 3 challenging manipulation tasks in 1 week, resulting in the largest robot dataset collected via remote teleoperation. We evaluate the quality of our platform, the diversity of demonstrations in our dataset, and the utility of our dataset via quantitative and qualitative analysis. For additional results, supplementary videos, and to download our dataset, visit http://roboturk.stanford.edu/realrobotdataset .

cs.RO↗

Continuous Relaxation of Symbolic Planner for One-Shot Imitation Learning

We address one-shot imitation learning, where the goal is to execute a previously unseen task based on a single demonstration. While there has been exciting progress in this direction, most of the approaches still require a few hundred tasks for meta-training, which limits the scalability of the approaches. Our main contribution is to formulate one-shot imitation learning as a symbolic planning problem along with the symbol grounding problem. This formulation disentangles the policy execution from the inter-task generalization and leads to better data efficiency. The key technical challenge is that the symbol grounding is prone to error with limited training data and leads to subsequent symbolic planning failures. We address this challenge by proposing a continuous relaxation of the discrete symbolic planner that directly plans on the probabilistic outputs of the symbol grounding model. Our continuous relaxation of the planner can still leverage the information contained in the probabilistic symbol grounding and significantly improve over the baseline planner for the one-shot imitation learning tasks without using large training data.

cs.AI↗

HYPE: A Benchmark for Human eYe Perceptual Evaluation of Generative Models

Generative models often use human evaluations to measure the perceived quality of their outputs. Automated metrics are noisy indirect proxies, because they rely on heuristics or pretrained embeddings. However, up until now, direct human evaluation strategies have been ad-hoc, neither standardized nor validated. Our work establishes a gold standard human benchmark for generative realism. We construct Human eYe Perceptual Evaluation (HYPE) a human benchmark that is (1) grounded in psychophysics research in perception, (2) reliable across different sets of randomly sampled outputs from a model, (3) able to produce separable model performances, and (4) efficient in cost and time. We introduce two variants: one that measures visual perception under adaptive time constraints to determine the threshold at which a model's outputs appear real (e.g. 250ms), and the other a less expensive variant that measures human error rate on fake and real images sans time constraints. We test HYPE across six state-of-the-art generative adversarial networks and two sampling techniques on conditional and unconditional image generation using four datasets: CelebA, FFHQ, CIFAR-10, and ImageNet. We find that HYPE can track model improvements across training epochs, and we confirm via bootstrap sampling that HYPE rankings are consistent and replicable.

cs.CV↗

KETO: Learning Keypoint Representations for Tool Manipulation

We aim to develop an algorithm for robots to manipulate novel objects as tools for completing different task goals. An efficient and informative representation would facilitate the effectiveness and generalization of such algorithms. For this purpose, we present KETO, a framework of learning keypoint representations of tool-based manipulation. For each task, a set of task-specific keypoints is jointly predicted from 3D point clouds of the tool object by a deep neural network. These keypoints offer a concise and informative description of the object to determine grasps and subsequent manipulation actions. The model is learned from self-supervised robot interactions in the task environment without the need for explicit human annotations. We evaluate our framework in three manipulation tasks with tool use. Our model consistently outperforms state-of-the-art methods in terms of task success rates. Qualitative results of keypoint prediction and tool generation are shown to visualize the learned representations.

cs.RO↗

6-PACK: Category-level 6D Pose Tracker with Anchor-Based Keypoints

We present 6-PACK, a deep learning approach to category-level 6D object pose tracking on RGB-D data. Our method tracks in real-time novel object instances of known object categories such as bowls, laptops, and mugs. 6-PACK learns to compactly represent an object by a handful of 3D keypoints, based on which the interframe motion of an object instance can be estimated through keypoint matching. These keypoints are learned end-to-end without manual supervision in order to be most effective for tracking. Our experiments show that our method substantially outperforms existing methods on the NOCS category-level 6D pose estimation benchmark and supports a physical robot to perform simple vision-based closed-loop manipulation tasks. Our code and video are available at https://sites.google.com/view/6packtracking.

cs.CV↗

SURREAL-System: Fully-Integrated Stack for Distributed Deep Reinforcement Learning

We present an overview of SURREAL-System, a reproducible, flexible, and scalable framework for distributed reinforcement learning (RL). The framework consists of a stack of four layers: Provisioner, Orchestrator, Protocol, and Algorithms. The Provisioner abstracts away the machine hardware and node pools across different cloud providers. The Orchestrator provides a unified interface for scheduling and deploying distributed algorithms by high-level description, which is capable of deploying to a wide range of hardware from a personal laptop to full-fledged cloud clusters. The Protocol provides network communication primitives optimized for RL. Finally, the SURREAL algorithms, such as Proximal Policy Optimization (PPO) and Evolution Strategies (ES), can easily scale to 1000s of CPU cores and 100s of GPUs. The learning performances of our distributed algorithms establish new state-of-the-art on OpenAI Gym and Robotics Suites tasks.

cs.LG↗

Causal Induction from Visual Observations for Goal Directed Tasks

Causal reasoning has been an indispensable capability for humans and other intelligent animals to interact with the physical world. In this work, we propose to endow an artificial agent with the capability of causal reasoning for completing goal-directed tasks. We develop learning-based approaches to inducing causal knowledge in the form of directed acyclic graphs, which can be used to contextualize a learned goal-conditional policy to perform tasks in novel environments with latent causal structures. We leverage attention mechanisms in our causal induction model and goal-conditional policy, enabling us to incrementally generate the causal graph from the agent's visual observations and to selectively use the induced graph for determining actions. Our experiments show that our method effectively generalizes towards completing new tasks in novel environments with previously unseen causal structures.

cs.LG↗

Regression Planning Networks

Recent learning-to-plan methods have shown promising results on planning directly from observation space. Yet, their ability to plan for long-horizon tasks is limited by the accuracy of the prediction model. On the other hand, classical symbolic planners show remarkable capabilities in solving long-horizon tasks, but they require predefined symbolic rules and symbolic states, restricting their real-world applicability. In this work, we combine the benefits of these two paradigms and propose a learning-to-plan method that can directly generate a long-term symbolic plan conditioned on high-dimensional observations. We borrow the idea of regression (backward) planning from classical planning literature and introduce Regression Planning Networks (RPN), a neural network architecture that plans backward starting at a task goal and generates a sequence of intermediate goals that reaches the current observation. We show that our model not only inherits many favorable traits from symbolic planning, e.g., the ability to solve previously unseen tasks but also can learn from visual inputs in an end-to-end manner. We evaluate the capabilities of RPN in a grid world environment and a simulated 3D kitchen environment featuring complex visual scenes and long task horizons, and show that it achieves near-optimal performance in completely new task instances.

cs.AI↗