
Dhruv Batra- Indian Institute of Management Bangalore
Dhruv Batra
- Indian Institute of Management Bangalore
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Publications (298)
Intelligent embodied agents need to quickly adapt to new scenarios by integrating long histories of experience into decision-making. For instance, a robot in an unfamiliar house initially wouldn't know the locations of objects needed for tasks and might perform inefficiently. However, as it gathers more experience, it should learn the layout of its...
We present the Habitat-Matterport 3D Open Vocabulary Object Goal Navigation dataset (HM3D-OVON), a large-scale benchmark that broadens the scope and semantic range of prior Object Goal Navigation (ObjectNav) benchmarks. Leveraging the HM3DSem dataset, HM3D-OVON incorporates over 15k annotated instances of household objects across 379 distinct categ...
We introduce Ego4D, a massive-scale egocentric video dataset and benchmark suite. It offers 3,670 hours of daily-life activity video spanning hundreds of scenarios (household, outdoor, workplace, leisure, etc.) captured by 931 unique camera wearers from 74 worldwide locations and 9 different countries. The approach to collection is designed to upho...
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 environm...
We present IndoorSim-to-OutdoorReal (I2O), an end-to-end learned visual navigation approach, trained solely in simulated short-range indoor environments, and demonstrate zero-shot sim-to-real transfer to the outdoors for long-range navigation on the Spot robot. Our method uses zero real-world experience (indoor or outdoor), and requires the simulat...
Decades of research into intelligent animal navigation posits that organisms build and maintain internal spatial representations (or maps) ¹ of their environment, that enables the organism to determine and follow task-appropriate paths (Epstein, Patai, Julian, & Spiers, 2017; O'keefe & Nadel, 1978; Tollman, 1948). Hamsters, wolves, chimpanzees, and...
We present Skill Transformer, an approach for solving long-horizon robotic tasks by combining conditional sequence modeling and skill modularity. Conditioned on egocentric and proprioceptive observations of a robot, Skill Transformer is trained end-to-end to predict both a high-level skill (e.g., navigation, picking, placing), and a whole-body low-...
Offline reinforcement learning (RL) methods strike a balance between exploration and exploitation by conservative value estimation -- penalizing values of unseen states and actions. Model-free methods penalize values at all unseen actions, while model-based methods are able to further exploit unseen states via model rollouts. However, such methods...
Training AI agents to perform complex tasks in simulated worlds requires millions to billions of steps of experience. To achieve high performance, today's fastest simulators for training AI agents adopt the idea of batch simulation: using a single simulation engine to simultaneously step many environments in parallel. We introduce a framework for p...
Semantic navigation is necessary to deploy mobile robots in uncontrolled environments such as homes or hospitals. Many learning-based approaches have been proposed in response to the lack of semantic understanding of the classical pipeline for spatial navigation, which builds a geometric map using depth sensors and plans to reach point goals. Broad...
We study the problem of synthesizing immersive 3D indoor scenes from one or a few images. Our aim is to generate high-resolution images and videos from novel viewpoints, including viewpoints that extrapolate far beyond the input images while maintaining 3D consistency. Existing approaches are highly complex, with many separately trained stages and...
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...
We contribute the Habitat Synthetic Scene Dataset, a dataset of 211 high-quality 3D scenes, and use it to test navigation agent generalization to realistic 3D environments. Our dataset represents real interiors and contains a diverse set of 18,656 models of real-world objects. We investigate the impact of synthetic 3D scene dataset scale and realis...
We present the task of "Social Rearrangement", consisting of cooperative everyday tasks like setting up the dinner table, tidying a house or unpacking groceries in a simulated multi-agent environment. In Social Rearrangement, two robots coordinate to complete a long-horizon task, using onboard sensing and egocentric observations, and no privileged...
We present IndoorSim-to-OutdoorReal (I2O), an end-to-end learned visual navigation approach, trained solely in simulated short-range indoor environments, and demonstrates zero-shot sim-to-real transfer to the outdoors for long-range navigation on the Spot robot. Our method uses zero real-world experience (indoor or outdoor), and requires the simula...
Images are a convenient way to specify which particular object instance an embodied agent should navigate to. Solving this task requires semantic visual reasoning and exploration of unknown environments. We present a system that can perform this task in both simulation and the real world. Our modular method solves sub-tasks of exploration, goal ins...
We present Adaptive Skill Coordination (ASC) - an approach for accomplishing long-horizon tasks (e.g., mobile pick-and-place, consisting of navigating to an object, picking it, navigating to another location, placing it, repeating). ASC consists of three components - (1) a library of basic visuomotor skills (navigation, pick, place), (2) a skill co...
We present the largest and most comprehensive empirical study of pre-trained visual representations (PVRs) or visual 'foundation models' for Embodied AI. First, we curate CortexBench, consisting of 17 different tasks spanning locomotion, navigation, dexterous, and mobile manipulation. Next, we systematically evaluate existing PVRs and find that non...
How well do reward functions learned with inverse reinforcement learning (IRL) generalize? We illustrate that state-of-the-art IRL algorithms, which maximize a maximum-entropy objective, learn rewards that overfit to the demonstrations. Such rewards struggle to provide meaningful rewards for states not covered by the demonstrations, a major detrime...
Animal navigation research posits that organisms build and maintain internal spatial representations, or maps, of their environment. We ask if machines -- specifically, artificial intelligence (AI) navigation agents -- also build implicit (or 'mental') maps. A positive answer to this question would (a) explain the surprising phenomenon in recent li...
We study ObjectGoal Navigation - where a virtual robot situated in a new environment is asked to navigate to an object. Prior work has shown that imitation learning (IL) on a dataset of human demonstrations achieves promising results. However, this has limitations $-$ 1) IL policies generalize poorly to new states, since the training mimics actions...
We present Adaptive Skill Coordination (ASC) – an approach for accomplishing long-horizon tasks like mobile pick-and-place (
i.e.
, navigating to an object, picking it, navigating to another location, and placing it). ASC consists of three components – (1) a library of basic visuomotor
skills
(navigation, pick, place), (2) a skill
coordination...
We propose an approach for semantic imitation, which uses demonstrations from a source domain, e.g. human videos, to accelerate reinforcement learning (RL) in a different target domain, e.g. a robotic manipulator in a simulated kitchen. Instead of imitating low-level actions like joint velocities, our approach imitates the sequence of demonstrated...
Semantic navigation is necessary to deploy mobile robots in uncontrolled environments like our homes, schools, and hospitals. Many learning-based approaches have been proposed in response to the lack of semantic understanding of the classical pipeline for spatial navigation, which builds a geometric map using depth sensors and plans to reach point...
We consider the problem of embodied visual navigation given an image-goal (ImageNav) where an agent is initialized in an unfamiliar environment and tasked with navigating to a location 'described' by an image. Unlike related navigation tasks, ImageNav does not have a standardized task definition which makes comparison across methods difficult. Furt...
We present Visual Navigation and Locomotion over obstacles (ViNL), which enables a quadrupedal robot to navigate unseen apartments while stepping over small obstacles that lie in its path (e.g., shoes, toys, cables), similar to how humans and pets lift their feet over objects as they walk. ViNL consists of: (1) a visual navigation policy that outpu...
We introduce Housekeep, a benchmark to evaluate commonsense reasoning in the home for embodied AI. In Housekeep, an embodied agent must tidy a house by rearranging misplaced objects without explicit instructions specifying which objects need to be rearranged. Instead, the agent must learn from and is evaluated against human preferences of which obj...
We present a retrospective on the state of Embodied AI research. Our analysis focuses on 13 challenges presented at the Embodied AI Workshop at CVPR. These challenges are grouped into three themes: (1) visual navigation, (2) rearrangement, and (3) embodied vision-and-language. We discuss the dominant datasets within each theme, evaluation metrics f...
We present the Habitat-Matterport 3D Semantics (HM3DSEM) dataset. HM3DSEM is the largest dataset of 3D real-world spaces with densely annotated semantics that is currently available to the academic community. It consists of 142,646 object instance annotations across 216 3D spaces and 3,100 rooms within those spaces. The scale, quality, and diversit...
We present Variable Experience Rollout (VER), a technique for efficiently scaling batched on-policy reinforcement learning in heterogenous environments (where different environments take vastly different times to generate rollouts) to many GPUs residing on, potentially, many machines. VER combines the strengths of and blurs the line between synchro...
If we want to train robots in simulation before deploying them in reality, it seems natural and almost self-evident to presume that reducing the sim2real gap involves creating simulators of increasing fidelity (since reality is what it is). We challenge this assumption and present a contrary hypothesis -- sim2real transfer of robots may be improved...
We present a scalable approach for learning open-world object-goal navigation (ObjectNav) -- the task of asking a virtual robot (agent) to find any instance of an object in an unexplored environment (e.g., "find a sink"). Our approach is entirely zero-shot -- i.e., it does not require ObjectNav rewards or demonstrations of any kind. Instead, we tra...
We introduce SoundSpaces 2.0, a platform for on-the-fly geometry-based audio rendering for 3D environments. Given a 3D mesh of a real-world environment, SoundSpaces can generate highly realistic acoustics for arbitrary sounds captured from arbitrary microphone locations. Together with existing 3D visual assets, it supports an array of audio-visual...
Can an autonomous agent navigate in a new environment without building an explicit map? For the task of PointGoal navigation ('Go to $\Delta x$, $\Delta y$') under idealized settings (no RGB-D and actuation noise, perfect GPS+Compass), the answer is a clear 'yes' - map-less neural models composed of task-agnostic components (CNNs and RNNs) trained...
We introduce Housekeep, a benchmark to evaluate commonsense reasoning in the home for embodied AI. In Housekeep, an embodied agent must tidy a house by rearranging misplaced objects without explicit instructions specifying which objects need to be rearranged. Instead, the agent must learn from and is evaluated against human preferences of which obj...
Egocentric augmented reality devices such as wearable glasses passively capture visual data as a human wearer tours a home environment. We envision a scenario wherein the human communicates with an AI agent powering such a device by asking questions (e.g., where did you last see my keys?). In order to succeed at this task, the egocentric AI assista...
How should we learn visual representations for embodied agents that must see and move? The status quo is tabula rasa in vivo, i.e. learning visual representations from scratch while also learning to move, potentially augmented with auxiliary tasks (e.g. predicting the action taken between two successive observations). In this paper, we show that an...
We present a large-scale study of imitating human demonstrations on tasks that require a virtual robot to search for objects in new environments -- (1) ObjectGoal Navigation (e.g. 'find & go to a chair') and (2) Pick&Place (e.g. 'find mug, pick mug, find counter, place mug on counter'). First, we develop a virtual teleoperation data-collection infr...
We study the problem of synthesizing immersive 3D indoor scenes from one or more images. Our aim is to generate high-resolution images and videos from novel viewpoints, including viewpoints that extrapolate far beyond the input images while maintaining 3D consistency. Existing approaches are highly complex, with many separately trained stages and c...
This letter is a retrospective analysis of our team's research for the Defense Advanced Research Projects Agency (DARPA) Explainable Artificial Intelligence (XAI) project. Our initial approach was to use salience maps, English sentences, and lists of feature names to explain the behavior of deep-learning-based discriminative systems, with particula...
Natural language instructions for visual navigation often use scene descriptions (e.g., "bedroom") and object references (e.g., "green chairs") to provide a breadcrumb trail to a goal location. This work presents a transformer-based vision-and-language navigation (VLN) agent that uses two different visual encoders -- a scene classification network...
We introduce Ego4D, a massive-scale egocentric video dataset and benchmark suite. It offers 3,025 hours of daily-life activity video spanning hundreds of scenarios (household, outdoor, workplace, leisure, etc.) captured by 855 unique camera wearers from 74 worldwide locations and 9 different countries. The approach to collection is designed to upho...
Little inquiry has explicitly addressed the role of action spaces in language-guided visual navigation -- either in terms of its effect on navigation success or the efficiency with which a robotic agent could execute the resulting trajectory. Building on the recently released VLN-CE setting for instruction following in continuous environments, we d...
This paper presents an approach for improving navigation in dynamic and interactive environments, which won the 1st place in the iGibson Interactive Navigation Challenge 2021. While the last few years have produced impressive progress on PointGoal Navigation in static environments, relatively little effort has been made on more realistic dynamic en...
We propose a novel architecture and training paradigm for training realistic PointGoal Navigation -- navigating to a target coordinate in an unseen environment under actuation and sensor noise without access to ground-truth localization. Specifically, we find that the primary challenge under this setting is learning localization -- when stripped of...
We present the Habitat-Matterport 3D (HM3D) dataset. HM3D is a large-scale dataset of 1,000 building-scale 3D reconstructions from a diverse set of real-world locations. Each scene in the dataset consists of a textured 3D mesh reconstruction of interiors such as multi-floor residences, stores, and other private indoor spaces. HM3D surpasses existin...
It is fundamental for personal robots to reliably navigate to a specified goal. To study this task, PointGoal navigation has been introduced in simulated Embodied AI environments. Recent advances solve this PointGoal navigation task with near-perfect accuracy (99.6% success) in photo-realistically simulated environments, assuming noiseless egocentr...
We introduce Habitat 2.0 (H2.0), a simulation platform for training virtual robots in interactive 3D environments and complex physics-enabled scenarios. We make comprehensive contributions to all levels of the embodied AI stack - data, simulation, and benchmark tasks. Specifically, we present: (i) ReplicaCAD: an artist-authored, annotated, reconfig...
Model-based Reinforcement Learning (MBRL) algorithms have been traditionally designed with the goal of learning accurate dynamics of the environment. This introduces a mismatch between the objectives of model-learning and the overall learning problem of finding an optimal policy. Value-aware model learning, an alternative model-learning paradigm to...
This letter provides a retrospective analysis of our team’s research performed under the DARPA Explainable Artificial Intelligence (XAI) project. We began by exploring salience maps, English sentences, and lists of feature names for explaining the behavior of deep-learning-based discriminative systems, especially visual question answering systems....
We study the task of semantic mapping – specifically, an embodied agent (a robot or an egocentric AI assistant) is given a tour of a new environment and asked to build an allocentric top-down semantic map (‘what is where?’) from egocentric observations of an RGB-D camera with known pose (via localization sensors). Importantly, our goal is to build...
ObjectGoal Navigation (ObjectNav) is an embodied task wherein agents are to navigate to an object instance in an unseen environment. Prior works have shown that end-to-end ObjectNav agents that use vanilla visual and recurrent modules, e.g. a CNN+RNN, perform poorly due to overfitting and sample inefficiency. This has motivated current state-of-the...
We present Success weighted by Completion Time (SCT), a new metric for evaluating navigation performance for mobile robots. Several related works on navigation have used Success weighted by Path Length (SPL) as the primary method of evaluating the path an agent makes to a goal location, but SPL is limited in its ability to properly evaluate agents...
We accelerate deep reinforcement learning-based training in visually complex 3D environments by two orders of magnitude over prior work, realizing end-to-end training speeds of over 19,000 frames of experience per second on a single GPU and up to 72,000 frames per second on a single eight-GPU machine. The key idea of our approach is to design a 3D...
Deep reinforcement learning models are notoriously data hungry, yet real-world data is expensive and time consuming to obtain. The solution that many have turned to is to use simulation for training before deploying the robot in a real environment. Simulation offers the ability to train large numbers of robots in parallel, and offers an abundance o...
In this work, we address the problem of image-goal navigation in the context of visually-realistic 3D environments. This task involves navigating to a location indicated by a target image in a previously unseen environment. Earlier attempts, including RL-based and SLAM-based approaches, have either shown poor generalization performance, or are heav...
PointGoal navigation has seen significant recent interest and progress, spurred on by the Habitat platform and associated challenge. In this paper, we study PointGoal navigation under both a sample budget (75 million frames) and a compute budget (1 GPU for 1 day). We conduct an extensive set of experiments, cumulatively totaling over 50,000 GPU-hou...
We introduce a learning-based approach for room navigation using semantic maps. Our proposed architecture learns to predict top-down belief maps of regions that lie beyond the agent’s field of view while modeling architectural and stylistic regularities in houses. First, we train a model to generate amodal semantic top-down maps indicating beliefs...
Prior work in visual dialog has focused on training deep neural models on VisDial in isolation. Instead, we present an approach to leverage pretraining on related vision-language datasets before transferring to visual dialog. We adapt the recently proposed ViLBERT model for multi-turn visually-grounded conversations. Our model is pretrained on the...
Navigation policies are commonly learned on idealized cylinder agents in simulation, without modelling complex dynamics, like contact dynamics, arising from the interaction between the robot and the environment. Such policies perform poorly when deployed on complex and dynamic robots, such as legged robots. In this work, we learn hierarchical navig...
Deep reinforcement learning models are notoriously data hungry, yet real-world data is expensive and time consuming to obtain. The solution that many have turned to is to use simulation for training before deploying the robot in a real environment. Simulation offers the ability to train large numbers of robots in parallel, and offers an abundance o...
We present Where Are You? (WAY), a dataset of ~6k dialogs in which two humans -- an Observer and a Locator -- complete a cooperative localization task. The Observer is spawned at random in a 3D environment and can navigate from first-person views while answering questions from the Locator. The Locator must localize the Observer in a detailed top-do...
We study the challenging problem of releasing a robot in a previously unseen environment, and having it follow unconstrained natural language navigation instructions. Recent work on the task of Vision-and-Language Navigation (VLN) has achieved significant progress in simulation. To assess the implications of this work for robotics, we transfer a VL...
Following a navigation instruction such as ‘Walk down the stairs and stop at the brown sofa’ requires embodied AI agents to ground referenced scene elements referenced (e.g. ‘stairs’) to visual content in the environment (pixels corresponding to ‘stairs’). We ask the following question – can we leverage abundant ‘disembodied’ web-scraped vision-and...
Textual cues are essential for everyday tasks like buying groceries and using public transport. To develop this assistive technology, we study the TextVQA task, i.e., reasoning about text in images to answer a question. Existing approaches are limited in their use of spatial relations and rely on fully-connected transformer-based architectures to i...
We describe a framework for research and evaluation in Embodied AI. Our proposal is based on a canonical task: Rearrangement. A standard task can focus the development of new techniques and serve as a source of trained models that can be transferred to other settings. In the rearrangement task, the goal is to bring a given physical environment into...
We develop a language-guided navigation task set in a continuous 3D environment where agents must execute low-level actions to follow natural language navigation directions. By being situated in continuous environments, this setting lifts a number of assumptions implicit in prior work that represents environments as a sparse graph of panoramas with...
Recent research in Visual Question Answering (VQA) has revealed state-of-the-art models to be inconsistent in their understanding of the world -- they answer seemingly difficult questions requiring reasoning correctly but get simpler associated sub-questions wrong. These sub-questions pertain to lower level visual concepts in the image that models...
Recent Visual Question Answering (VQA) models have shown impressive performance on the VQA benchmark but remain sensitive to small linguistic variations in input questions. Existing approaches address this by augmenting the dataset with question paraphrases from visual question generation models or adversarial perturbations. These approaches use th...
We study the task of semantic mapping - specifically, an embodied agent (a robot or an egocentric AI assistant) is given a tour of a new environment and asked to build an allocentric top-down semantic map ("what is where?") from egocentric observations of an RGB-D camera with known pose (via localization sensors). Towards this goal, we present Sema...
Recent work has presented embodied agents that can navigate to point-goal targets in novel indoor environments with near-perfect accuracy. However, these agents are equipped with idealized sensors for localization and take deterministic actions. This setting is practically sterile by comparison to the dirty reality of noisy sensors and actuations i...