In this paper we compare learning-based methods and classical methods for navigation in virtual environments. We construct classical navigation agents and demonstrate that they outperform state-of-the-art learning-based agents on two standard benchmarks: MINOS and Stanford Large-Scale 3D Indoor Spaces. We perform detailed analysis to study the strengths and weaknesses of learned agents and classical agents, as well as how characteristics of the virtual environment impact navigation performance. Our results show that learned agents have inferior collision avoidance and memory management, but are superior in handling ambiguity and noise. These results can inform future design of navigation agents.
Error analysis has played an important role in computer vision research such as object detection @cite_41 and VQA @cite_14 . Although many learning-based methods have recently been proposed for navigation @cite_11 @cite_3 @cite_2 @cite_29 @cite_33 , there has been little work focused on error analysis of state-of-the-art methods. The closest to ours is the concurrent works by Mishkin al @cite_34 and Savva al @cite_13 , who bench-marked learned agents against classical ones in indoor simulators. Our work shares similarity in comparing learned and classical agents, but is different in that we propose new metrics to diagnose various aspects of navigation capability including collision, avoidance, memory management, and exploitation of available information.
@cite_14 @cite_33 @cite_41 @cite_29 @cite_3 @cite_2 @cite_34 @cite_13 @cite_11
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In visual question answering (VQA), an algorithm must answer text-based questions about images. While multiple datasets for VQA have been created since late 2014, they all have flaws in both their content and the way algorithms are evaluated on them. As a result, evaluation scores are inflated and predominantly determined by answering easier questions, making it difficult to compare different methods. In this paper, we analyze existing VQA algorithms using a new dataset called the Task Driven Image Understanding Challenge (TDIUC), which has over 1.6 million questions organized into 12 different categories. We also introduce questions that are meaningless for a given image to force a VQA system to reason about image content. We propose new evaluation schemes that compensate for over-represented question-types and make it easier to study the strengths and weaknesses of algorithms. We analyze the performance of both baseline and state-of-the-art VQA models, including multi-modal compact bilinear pooling (MCB), neural module networks, and recurrent answering units. Our experiments establish how attention helps certain categories more than others, determine which models work better than others, and explain how simple models (e.g. MLP) can surpass more complex models (MCB) by simply learning to answer large, easy question categories. This paper shows how to analyze the influences of object characteristics on detection performance and the frequency and impact of different types of false positives. In particular, we examine effects of occlusion, size, aspect ratio, visibility of parts, viewpoint, localization error, and confusion with semantically similar objects, other labeled objects, and background. We analyze two classes of detectors: the multiple kernel learning detector and different versions of the detector. Our study shows that sensitivity to size, localization error, and confusion with similar objects are the most impactful forms of error. Our analysis also reveals that many different kinds of improvement are necessary to achieve large gains, making more detailed analysis essential for the progress of recognition research. By making our software and annotations available, we make it effortless for future researchers to perform similar analysis. Navigation research is attracting renewed interest with the advent of learning-based methods. However, this new line of work is largely disconnected from well-established classic navigation approaches. In this paper, we take a step towards coordinating these two directions of research. We set up classic and learning-based navigation systems in common simulated environments and thoroughly evaluate them in indoor spaces of varying complexity, with access to different sensory modalities. Additionally, we measure human performance in the same environments. We find that a classic pipeline, when properly tuned, can perform very well in complex cluttered environments. On the other hand, learned systems can operate more robustly with a limited sensor suite. Overall, both approaches are still far from human-level performance. We present Habitat, a new platform for research in embodied artificial intelligence (AI). Habitat enables training embodied agents (virtual robots) in highly efficient photorealistic 3D simulation, before transferring the learned skills to reality. Specifically, Habitat consists of the following: 1. Habitat-Sim: a flexible, high-performance 3D simulator with configurable agents, multiple sensors, and generic 3D dataset handling (with built-in support for SUNCG, Matterport3D, Gibson datasets). Habitat-Sim is fast -- when rendering a scene from the Matterport3D dataset, Habitat-Sim achieves several thousand frames per second (fps) running single-threaded, and can reach over 10,000 fps multi-process on a single GPU, which is orders of magnitude faster than the closest simulator. 2. Habitat-API: a modular high-level library for end-to-end development of embodied AI algorithms -- defining embodied AI tasks (e.g. navigation, instruction following, question answering), configuring and training embodied agents (via imitation or reinforcement learning, or via classic SLAM), and benchmarking using standard metrics. These large-scale engineering contributions enable us to answer scientific questions requiring experiments that were till now impracticable or merely' impractical. Specifically, in the context of point-goal navigation (1) we revisit the comparison between learning and SLAM approaches from two recent works and find evidence for the opposite conclusion -- that learning outperforms SLAM, if scaled to total experience far surpassing that of previous investigations, and (2) we conduct the first cross-dataset generalization experiments train, test x Matterport3D, Gibson for multiple sensors blind, RGB, RGBD, D and find that only agents with depth (D) sensors generalize across datasets. We hope that our open-source platform and these findings will advance research in embodied AI. We present an approach to sensorimotor control in immersive environments. Our approach utilizes a high-dimensional sensory stream and a lower-dimensional measurement stream. The cotemporal structure of these streams provides a rich supervisory signal, which enables training a sensorimotor control model by interacting with the environment. The model is trained using supervised learning techniques, but without extraneous supervision. It learns to act based on raw sensory input from a complex three-dimensional environment. The presented formulation enables learning without a fixed goal at training time, and pursuing dynamically changing goals at test time. We conduct extensive experiments in three-dimensional simulations based on the classical first-person game Doom. The results demonstrate that the presented approach outperforms sophisticated prior formulations, particularly on challenging tasks. The results also show that trained models successfully generalize across environments and goals. A model trained using the presented approach won the Full Deathmatch track of the Visual Doom AI Competition, which was held in previously unseen environments.