One of the long-term challenges of robotics is to enable humans to communicate with robots about the world. It is essential if they are to collaborate. Humans are visual animals, and we communicate primarily through language, so human-robot communication is inevitably at least partly a vision-and-language problem. This has motivated both Referring Expression datasets, and Vision and Language Navigation datasets. These partition the problem into that of identifying an object of interest, or navigating to another location. Many of the most appealing uses of robots, however, require communication about remote objects and thus do not reflect the dichotomy in the datasets. We thus propose the first Remote Embodied Referring Expression dataset of natural language references to remote objects in real images. Success requires navigating through a previously unseen environment to select an object identified through general natural language. This represents a complex challenge, but one that closely reflects one of the core visual problems in robotics. A Navigator-Pointer model which provides a strong baseline on the task is also proposed.
Embodied question answering (EQA) @cite_29 requires an agent to answer a question about an object or a room, such as What colour is the car?' and What room is the @math OBJ @math in?'. The subject of the question may be invisible from the initial location of the agent, so navigation may be required. The House3D EQA dataset @cite_29 is based on synthetic images and includes nine kinds of predefined question template. Gordon al @cite_6 introduce an interactive version of the EQA task, where the agent may need to interact with the environment objects to correctly answer questions. Our Remote Embodied Referring Expression task also falls within the area of embodied vision-and-language, but different from previous works that only output a simple answer or a series of actions, we ask the agent to put a bounding box around a target object. This is a more challenging but more realistic setting because if we want a robot to manipulate an object in an environment, we need its precise location and little more.
@cite_29 @cite_6
2950697717 2963088756 2783375473 2522258376
We present a new AI task -- Embodied Question Answering (EmbodiedQA) -- where an agent is spawned at a random location in a 3D environment and asked a natural language question ("What color is the car?"). In order to answer, the agent must first intelligently navigate to explore the environment, gather information through first-person (egocentric) vision, and then answer the question ("orange"). This challenging task requires a range of AI skills -- active perception, language understanding, goal-driven navigation, commonsense reasoning, and grounding of language into actions. In this work, we develop the environments, end-to-end-trained reinforcement learning agents, and evaluation protocols for EmbodiedQA. Towards bridging the gap between machine and human intelligence, it is of utmost importance to introduce environments that are visually realistic and rich in content. In such environments, one can evaluate and improve a crucial property of practical intelligent systems, namely generalization. In this work, we build House3D, a rich, extensible and efficient environment that contains 45,622 human-designed 3D scenes of houses, ranging from single-room studios to multi-storeyed houses, equipped with a diverse set of fully labeled 3D objects, textures and scene layouts, based on the SUNCG dataset (, 2017). With an emphasis on semantic-level generalization, we study the task of concept-driven navigation, RoomNav, using a subset of houses in House3D. In RoomNav, an agent navigates towards a target specified by a semantic concept. To succeed, the agent learns to comprehend the scene it lives in by developing perception, understand the concept by mapping it to the correct semantics, and navigate to the target by obeying the underlying physical rules. We train RL agents with both continuous and discrete action spaces and show their ability to generalize in new unseen environments. In particular, we observe that (1) training is substantially harder on large house sets but results in better generalization, (2) using semantic signals (e.g., segmentation mask) boosts the generalization performance, and (3) gated networks on semantic input signal lead to improved training performance and generalization. We hope House3D, including the analysis of the RoomNav task, serves as a building block towards designing practical intelligent systems and we wish it to be broadly adopted by the community. Towards bridging the gap between machine and human intelligence, it is of utmost importance to introduce environments that are visually realistic and rich in content. In such environments, one can evaluate and improve a crucial property of practical intelligent systems, namely . In this work, we build , a rich, extensible and efficient environment that contains 45,622 human-designed 3D scenes of houses, ranging from single-room studios to multi-storeyed houses, equipped with a diverse set of fully labeled 3D objects, textures and scene layouts, based on the SUNCG dataset (, 2017). With an emphasis on semantic-level generalization, we study the task of concept-driven navigation, , using a subset of houses in House3D. In RoomNav, an agent navigates towards a target specified by a semantic concept. To succeed, the agent learns to comprehend the scene it lives in by developing perception, understand the concept by mapping it to the correct semantics, and navigate to the target by obeying the underlying physical rules. We train RL agents with both continuous and discrete action spaces and show their ability to generalize in new unseen environments. In particular, we observe that (1) training is substantially harder on large house sets but results in better generalization, (2) using semantic signals (e.g., segmentation mask) boosts the generalization performance, and (3) gated networks on semantic input signal lead to improved training performance and generalization. We hope House3D, including the analysis of the RoomNav task, serves as a building block towards designing practical intelligent systems and we wish it to be broadly adopted by the community. This paper proposes to improve visual question answering (VQA) with structured representations of both scene contents and questions. A key challenge in VQA is to require joint reasoning over the visual and text domains. The predominant CNN LSTM-based approach to VQA is limited by monolithic vector representations that largely ignore structure in the scene and in the form of the question. CNN feature vectors cannot effectively capture situations as simple as multiple object instances, and LSTMs process questions as series of words, which does not reflect the true complexity of language structure. We instead propose to build graphs over the scene objects and over the question words, and we describe a deep neural network that exploits the structure in these representations. This shows significant benefit over the sequential processing of LSTMs. The overall efficacy of our approach is demonstrated by significant improvements over the state-of-the-art, from 71.2 to 74.4 in accuracy on the "abstract scenes" multiple-choice benchmark, and from 34.7 to 39.1 in accuracy over pairs of "balanced" scenes, i.e. images with fine-grained differences and opposite yes no answers to a same question.