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Nov 4

Learning Navigational Visual Representations with Semantic Map Supervision

Being able to perceive the semantics and the spatial structure of the environment is essential for visual navigation of a household robot. However, most existing works only employ visual backbones pre-trained either with independent images for classification or with self-supervised learning methods to adapt to the indoor navigation domain, neglecting the spatial relationships that are essential to the learning of navigation. Inspired by the behavior that humans naturally build semantically and spatially meaningful cognitive maps in their brains during navigation, in this paper, we propose a novel navigational-specific visual representation learning method by contrasting the agent's egocentric views and semantic maps (Ego^2-Map). We apply the visual transformer as the backbone encoder and train the model with data collected from the large-scale Habitat-Matterport3D environments. Ego^2-Map learning transfers the compact and rich information from a map, such as objects, structure and transition, to the agent's egocentric representations for navigation. Experiments show that agents using our learned representations on object-goal navigation outperform recent visual pre-training methods. Moreover, our representations significantly improve vision-and-language navigation in continuous environments for both high-level and low-level action spaces, achieving new state-of-the-art results of 47% SR and 41% SPL on the test server.

  • 7 authors
·
Jul 23, 2023

VLN-Game: Vision-Language Equilibrium Search for Zero-Shot Semantic Navigation

Following human instructions to explore and search for a specified target in an unfamiliar environment is a crucial skill for mobile service robots. Most of the previous works on object goal navigation have typically focused on a single input modality as the target, which may lead to limited consideration of language descriptions containing detailed attributes and spatial relationships. To address this limitation, we propose VLN-Game, a novel zero-shot framework for visual target navigation that can process object names and descriptive language targets effectively. To be more precise, our approach constructs a 3D object-centric spatial map by integrating pre-trained visual-language features with a 3D reconstruction of the physical environment. Then, the framework identifies the most promising areas to explore in search of potential target candidates. A game-theoretic vision language model is employed to determine which target best matches the given language description. Experiments conducted on the Habitat-Matterport 3D (HM3D) dataset demonstrate that the proposed framework achieves state-of-the-art performance in both object goal navigation and language-based navigation tasks. Moreover, we show that VLN-Game can be easily deployed on real-world robots. The success of VLN-Game highlights the promising potential of using game-theoretic methods with compact vision-language models to advance decision-making capabilities in robotic systems. The supplementary video and code can be accessed via the following link: https://sites.google.com/view/vln-game.

  • 6 authors
·
Nov 18, 2024

VLFM: Vision-Language Frontier Maps for Zero-Shot Semantic Navigation

Understanding how humans leverage semantic knowledge to navigate unfamiliar environments and decide where to explore next is pivotal for developing robots capable of human-like search behaviors. We introduce a zero-shot navigation approach, Vision-Language Frontier Maps (VLFM), which is inspired by human reasoning and designed to navigate towards unseen semantic objects in novel environments. VLFM builds occupancy maps from depth observations to identify frontiers, and leverages RGB observations and a pre-trained vision-language model to generate a language-grounded value map. VLFM then uses this map to identify the most promising frontier to explore for finding an instance of a given target object category. We evaluate VLFM in photo-realistic environments from the Gibson, Habitat-Matterport 3D (HM3D), and Matterport 3D (MP3D) datasets within the Habitat simulator. Remarkably, VLFM achieves state-of-the-art results on all three datasets as measured by success weighted by path length (SPL) for the Object Goal Navigation task. Furthermore, we show that VLFM's zero-shot nature enables it to be readily deployed on real-world robots such as the Boston Dynamics Spot mobile manipulation platform. We deploy VLFM on Spot and demonstrate its capability to efficiently navigate to target objects within an office building in the real world, without any prior knowledge of the environment. The accomplishments of VLFM underscore the promising potential of vision-language models in advancing the field of semantic navigation. Videos of real-world deployment can be viewed at naoki.io/vlfm.

  • 5 authors
·
Dec 5, 2023

Selective Visual Representations Improve Convergence and Generalization for Embodied AI

Embodied AI models often employ off the shelf vision backbones like CLIP to encode their visual observations. Although such general purpose representations encode rich syntactic and semantic information about the scene, much of this information is often irrelevant to the specific task at hand. This introduces noise within the learning process and distracts the agent's focus from task-relevant visual cues. Inspired by selective attention in humans-the process through which people filter their perception based on their experiences, knowledge, and the task at hand-we introduce a parameter-efficient approach to filter visual stimuli for embodied AI. Our approach induces a task-conditioned bottleneck using a small learnable codebook module. This codebook is trained jointly to optimize task reward and acts as a task-conditioned selective filter over the visual observation. Our experiments showcase state-of-the-art performance for object goal navigation and object displacement across 5 benchmarks, ProcTHOR, ArchitecTHOR, RoboTHOR, AI2-iTHOR, and ManipulaTHOR. The filtered representations produced by the codebook are also able generalize better and converge faster when adapted to other simulation environments such as Habitat. Our qualitative analyses show that agents explore their environments more effectively and their representations retain task-relevant information like target object recognition while ignoring superfluous information about other objects. Code and pretrained models are available at our project website: https://embodied-codebook.github.io.

  • 6 authors
·
Nov 7, 2023

Revisit Anything: Visual Place Recognition via Image Segment Retrieval

Accurately recognizing a revisited place is crucial for embodied agents to localize and navigate. This requires visual representations to be distinct, despite strong variations in camera viewpoint and scene appearance. Existing visual place recognition pipelines encode the "whole" image and search for matches. This poses a fundamental challenge in matching two images of the same place captured from different camera viewpoints: "the similarity of what overlaps can be dominated by the dissimilarity of what does not overlap". We address this by encoding and searching for "image segments" instead of the whole images. We propose to use open-set image segmentation to decompose an image into `meaningful' entities (i.e., things and stuff). This enables us to create a novel image representation as a collection of multiple overlapping subgraphs connecting a segment with its neighboring segments, dubbed SuperSegment. Furthermore, to efficiently encode these SuperSegments into compact vector representations, we propose a novel factorized representation of feature aggregation. We show that retrieving these partial representations leads to significantly higher recognition recall than the typical whole image based retrieval. Our segments-based approach, dubbed SegVLAD, sets a new state-of-the-art in place recognition on a diverse selection of benchmark datasets, while being applicable to both generic and task-specialized image encoders. Finally, we demonstrate the potential of our method to ``revisit anything'' by evaluating our method on an object instance retrieval task, which bridges the two disparate areas of research: visual place recognition and object-goal navigation, through their common aim of recognizing goal objects specific to a place. Source code: https://github.com/AnyLoc/Revisit-Anything.

  • 5 authors
·
Sep 26, 2024

Prioritized Semantic Learning for Zero-shot Instance Navigation

We study zero-shot instance navigation, in which the agent navigates to a specific object without using object annotations for training. Previous object navigation approaches apply the image-goal navigation (ImageNav) task (go to the location of an image) for pretraining, and transfer the agent to achieve object goals using a vision-language model. However, these approaches lead to issues of semantic neglect, where the model fails to learn meaningful semantic alignments. In this paper, we propose a Prioritized Semantic Learning (PSL) method to improve the semantic understanding ability of navigation agents. Specifically, a semantic-enhanced PSL agent is proposed and a prioritized semantic training strategy is introduced to select goal images that exhibit clear semantic supervision and relax the reward function from strict exact view matching. At inference time, a semantic expansion inference scheme is designed to preserve the same granularity level of the goal semantic as training. Furthermore, for the popular HM3D environment, we present an Instance Navigation (InstanceNav) task that requires going to a specific object instance with detailed descriptions, as opposed to the Object Navigation (ObjectNav) task where the goal is defined merely by the object category. Our PSL agent outperforms the previous state-of-the-art by 66% on zero-shot ObjectNav in terms of success rate and is also superior on the new InstanceNav task. Code will be released at https://github.com/XinyuSun/PSL-InstanceNav.

  • 5 authors
·
Mar 18, 2024

UniGoal: Towards Universal Zero-shot Goal-oriented Navigation

In this paper, we propose a general framework for universal zero-shot goal-oriented navigation. Existing zero-shot methods build inference framework upon large language models (LLM) for specific tasks, which differs a lot in overall pipeline and fails to generalize across different types of goal. Towards the aim of universal zero-shot navigation, we propose a uniform graph representation to unify different goals, including object category, instance image and text description. We also convert the observation of agent into an online maintained scene graph. With this consistent scene and goal representation, we preserve most structural information compared with pure text and are able to leverage LLM for explicit graph-based reasoning. Specifically, we conduct graph matching between the scene graph and goal graph at each time instant and propose different strategies to generate long-term goal of exploration according to different matching states. The agent first iteratively searches subgraph of goal when zero-matched. With partial matching, the agent then utilizes coordinate projection and anchor pair alignment to infer the goal location. Finally scene graph correction and goal verification are applied for perfect matching. We also present a blacklist mechanism to enable robust switch between stages. Extensive experiments on several benchmarks show that our UniGoal achieves state-of-the-art zero-shot performance on three studied navigation tasks with a single model, even outperforming task-specific zero-shot methods and supervised universal methods.

  • 6 authors
·
Mar 13 2

$NavA^3$: Understanding Any Instruction, Navigating Anywhere, Finding Anything

Embodied navigation is a fundamental capability of embodied intelligence, enabling robots to move and interact within physical environments. However, existing navigation tasks primarily focus on predefined object navigation or instruction following, which significantly differs from human needs in real-world scenarios involving complex, open-ended scenes. To bridge this gap, we introduce a challenging long-horizon navigation task that requires understanding high-level human instructions and performing spatial-aware object navigation in real-world environments. Existing embodied navigation methods struggle with such tasks due to their limitations in comprehending high-level human instructions and localizing objects with an open vocabulary. In this paper, we propose NavA^3, a hierarchical framework divided into two stages: global and local policies. In the global policy, we leverage the reasoning capabilities of Reasoning-VLM to parse high-level human instructions and integrate them with global 3D scene views. This allows us to reason and navigate to regions most likely to contain the goal object. In the local policy, we have collected a dataset of 1.0 million samples of spatial-aware object affordances to train the NaviAfford model (PointingVLM), which provides robust open-vocabulary object localization and spatial awareness for precise goal identification and navigation in complex environments. Extensive experiments demonstrate that NavA^3 achieves SOTA results in navigation performance and can successfully complete longhorizon navigation tasks across different robot embodiments in real-world settings, paving the way for universal embodied navigation. The dataset and code will be made available. Project website: https://NavigationA3.github.io/.

  • 9 authors
·
Aug 6

Meta-Explore: Exploratory Hierarchical Vision-and-Language Navigation Using Scene Object Spectrum Grounding

The main challenge in vision-and-language navigation (VLN) is how to understand natural-language instructions in an unseen environment. The main limitation of conventional VLN algorithms is that if an action is mistaken, the agent fails to follow the instructions or explores unnecessary regions, leading the agent to an irrecoverable path. To tackle this problem, we propose Meta-Explore, a hierarchical navigation method deploying an exploitation policy to correct misled recent actions. We show that an exploitation policy, which moves the agent toward a well-chosen local goal among unvisited but observable states, outperforms a method which moves the agent to a previously visited state. We also highlight the demand for imagining regretful explorations with semantically meaningful clues. The key to our approach is understanding the object placements around the agent in spectral-domain. Specifically, we present a novel visual representation, called scene object spectrum (SOS), which performs category-wise 2D Fourier transform of detected objects. Combining exploitation policy and SOS features, the agent can correct its path by choosing a promising local goal. We evaluate our method in three VLN benchmarks: R2R, SOON, and REVERIE. Meta-Explore outperforms other baselines and shows significant generalization performance. In addition, local goal search using the proposed spectral-domain SOS features significantly improves the success rate by 17.1% and SPL by 20.6% for the SOON benchmark.

  • 5 authors
·
Mar 7, 2023

$A^2$Nav: Action-Aware Zero-Shot Robot Navigation by Exploiting Vision-and-Language Ability of Foundation Models

We study the task of zero-shot vision-and-language navigation (ZS-VLN), a practical yet challenging problem in which an agent learns to navigate following a path described by language instructions without requiring any path-instruction annotation data. Normally, the instructions have complex grammatical structures and often contain various action descriptions (e.g., "proceed beyond", "depart from"). How to correctly understand and execute these action demands is a critical problem, and the absence of annotated data makes it even more challenging. Note that a well-educated human being can easily understand path instructions without the need for any special training. In this paper, we propose an action-aware zero-shot VLN method (A^2Nav) by exploiting the vision-and-language ability of foundation models. Specifically, the proposed method consists of an instruction parser and an action-aware navigation policy. The instruction parser utilizes the advanced reasoning ability of large language models (e.g., GPT-3) to decompose complex navigation instructions into a sequence of action-specific object navigation sub-tasks. Each sub-task requires the agent to localize the object and navigate to a specific goal position according to the associated action demand. To accomplish these sub-tasks, an action-aware navigation policy is learned from freely collected action-specific datasets that reveal distinct characteristics of each action demand. We use the learned navigation policy for executing sub-tasks sequentially to follow the navigation instruction. Extensive experiments show A^2Nav achieves promising ZS-VLN performance and even surpasses the supervised learning methods on R2R-Habitat and RxR-Habitat datasets.

  • 8 authors
·
Aug 15, 2023

EmbRACE-3K: Embodied Reasoning and Action in Complex Environments

Recent advanced vision-language models(VLMs) have demonstrated strong performance on passive, offline image and video understanding tasks. However, their effectiveness in embodied settings, which require online interaction and active scene understanding remains limited. In such scenarios, an agent perceives the environment from a first-person perspective, with each action dynamically shaping subsequent observations. Even state-of-the-art models such as GPT-4o, Claude 3.5 Sonnet, and Gemini 2.5 Pro struggle in open-environment interactions, exhibiting clear limitations in spatial reasoning and long-horizon planning. To address this gap, we introduce EmRACE-3K, a dataset of over 3,000 language-guided tasks situated in diverse, photorealistic environments constructed using Unreal Engine and the UnrealCV-Zoo framework. The tasks encompass a wide range of embodied challenges, including navigation, object manipulation, and multi-stage goal execution. Each task unfolds as a multi-step trajectory, pairing first-person visual observations with high-level instructions, grounded actions, and natural language rationales that express the agent's intent at every step. Using EmRACE-3K, we establish a benchmark to evaluate the embodied reasoning capabilities of VLMs across three key dimensions: Exploration, Dynamic Spatial-Semantic Reasoning, and Multi-stage Goal Execution. In zero-shot settings, all models achieve success rates below 20%, underscoring the challenge posed by our benchmark and the current limitations of VLMs in interactive environments. To demonstrate the utility of EmRACE-3K, we further fine-tune Qwen2.5-VL-7B using supervised learning followed by reinforcement learning. This approach yields substantial improvements across all three challenge categories, highlighting the dataset's effectiveness in enabling the development of embodied reasoning capabilities.

  • 9 authors
·
Jul 14 5

REGNav: Room Expert Guided Image-Goal Navigation

Image-goal navigation aims to steer an agent towards the goal location specified by an image. Most prior methods tackle this task by learning a navigation policy, which extracts visual features of goal and observation images, compares their similarity and predicts actions. However, if the agent is in a different room from the goal image, it's extremely challenging to identify their similarity and infer the likely goal location, which may result in the agent wandering around. Intuitively, when humans carry out this task, they may roughly compare the current observation with the goal image, having an approximate concept of whether they are in the same room before executing the actions. Inspired by this intuition, we try to imitate human behaviour and propose a Room Expert Guided Image-Goal Navigation model (REGNav) to equip the agent with the ability to analyze whether goal and observation images are taken in the same room. Specifically, we first pre-train a room expert with an unsupervised learning technique on the self-collected unlabelled room images. The expert can extract the hidden room style information of goal and observation images and predict their relationship about whether they belong to the same room. In addition, two different fusion approaches are explored to efficiently guide the agent navigation with the room relation knowledge. Extensive experiments show that our REGNav surpasses prior state-of-the-art works on three popular benchmarks.

  • 4 authors
·
Feb 15

OpenFMNav: Towards Open-Set Zero-Shot Object Navigation via Vision-Language Foundation Models

Object navigation (ObjectNav) requires an agent to navigate through unseen environments to find queried objects. Many previous methods attempted to solve this task by relying on supervised or reinforcement learning, where they are trained on limited household datasets with close-set objects. However, two key challenges are unsolved: understanding free-form natural language instructions that demand open-set objects, and generalizing to new environments in a zero-shot manner. Aiming to solve the two challenges, in this paper, we propose OpenFMNav, an Open-set Foundation Model based framework for zero-shot object Navigation. We first unleash the reasoning abilities of large language models (LLMs) to extract proposed objects from natural language instructions that meet the user's demand. We then leverage the generalizability of large vision language models (VLMs) to actively discover and detect candidate objects from the scene, building a Versatile Semantic Score Map (VSSM). Then, by conducting common sense reasoning on VSSM, our method can perform effective language-guided exploration and exploitation of the scene and finally reach the goal. By leveraging the reasoning and generalizing abilities of foundation models, our method can understand free-form human instructions and perform effective open-set zero-shot navigation in diverse environments. Extensive experiments on the HM3D ObjectNav benchmark show that our method surpasses all the strong baselines on all metrics, proving our method's effectiveness. Furthermore, we perform real robot demonstrations to validate our method's open-set-ness and generalizability to real-world environments.

  • 3 authors
·
Feb 16, 2024

IGL-Nav: Incremental 3D Gaussian Localization for Image-goal Navigation

Visual navigation with an image as goal is a fundamental and challenging problem. Conventional methods either rely on end-to-end RL learning or modular-based policy with topological graph or BEV map as memory, which cannot fully model the geometric relationship between the explored 3D environment and the goal image. In order to efficiently and accurately localize the goal image in 3D space, we build our navigation system upon the renderable 3D gaussian (3DGS) representation. However, due to the computational intensity of 3DGS optimization and the large search space of 6-DoF camera pose, directly leveraging 3DGS for image localization during agent exploration process is prohibitively inefficient. To this end, we propose IGL-Nav, an Incremental 3D Gaussian Localization framework for efficient and 3D-aware image-goal navigation. Specifically, we incrementally update the scene representation as new images arrive with feed-forward monocular prediction. Then we coarsely localize the goal by leveraging the geometric information for discrete space matching, which can be equivalent to efficient 3D convolution. When the agent is close to the goal, we finally solve the fine target pose with optimization via differentiable rendering. The proposed IGL-Nav outperforms existing state-of-the-art methods by a large margin across diverse experimental configurations. It can also handle the more challenging free-view image-goal setting and be deployed on real-world robotic platform using a cellphone to capture goal image at arbitrary pose. Project page: https://gwxuan.github.io/IGL-Nav/.

GoViG: Goal-Conditioned Visual Navigation Instruction Generation

We introduce Goal-Conditioned Visual Navigation Instruction Generation (GoViG), a new task that aims to autonomously generate precise and contextually coherent navigation instructions solely from egocentric visual observations of initial and goal states. Unlike conventional approaches that rely on structured inputs such as semantic annotations or environmental maps, GoViG exclusively leverages raw egocentric visual data, substantially improving its adaptability to unseen and unstructured environments. Our method addresses this task by decomposing it into two interconnected subtasks: (1) visual forecasting, which predicts intermediate visual states bridging the initial and goal views; and (2) instruction generation, which synthesizes linguistically coherent instructions grounded in both observed and anticipated visuals. These subtasks are integrated within an autoregressive multimodal large language model trained with tailored objectives to ensure spatial accuracy and linguistic clarity. Furthermore, we introduce two complementary multimodal reasoning strategies, one-pass and interleaved reasoning, to mimic incremental human cognitive processes during navigation. To evaluate our method, we propose the R2R-Goal dataset, combining diverse synthetic and real-world trajectories. Empirical results demonstrate significant improvements over state-of-the-art methods, achieving superior BLEU-4 and CIDEr scores along with robust cross-domain generalization.

  • 8 authors
·
Aug 13

ImagineNav: Prompting Vision-Language Models as Embodied Navigator through Scene Imagination

Visual navigation is an essential skill for home-assistance robots, providing the object-searching ability to accomplish long-horizon daily tasks. Many recent approaches use Large Language Models (LLMs) for commonsense inference to improve exploration efficiency. However, the planning process of LLMs is limited within texts and it is difficult to represent the spatial occupancy and geometry layout only by texts. Both are important for making rational navigation decisions. In this work, we seek to unleash the spatial perception and planning ability of Vision-Language Models (VLMs), and explore whether the VLM, with only on-board camera captured RGB/RGB-D stream inputs, can efficiently finish the visual navigation tasks in a mapless manner. We achieve this by developing the imagination-powered navigation framework ImagineNav, which imagines the future observation images at valuable robot views and translates the complex navigation planning process into a rather simple best-view image selection problem for VLM. To generate appropriate candidate robot views for imagination, we introduce the Where2Imagine module, which is distilled to align with human navigation habits. Finally, to reach the VLM preferred views, an off-the-shelf point-goal navigation policy is utilized. Empirical experiments on the challenging open-vocabulary object navigation benchmarks demonstrates the superiority of our proposed system.

  • 4 authors
·
Oct 13, 2024

ObjectReact: Learning Object-Relative Control for Visual Navigation

Visual navigation using only a single camera and a topological map has recently become an appealing alternative to methods that require additional sensors and 3D maps. This is typically achieved through an "image-relative" approach to estimating control from a given pair of current observation and subgoal image. However, image-level representations of the world have limitations because images are strictly tied to the agent's pose and embodiment. In contrast, objects, being a property of the map, offer an embodiment- and trajectory-invariant world representation. In this work, we present a new paradigm of learning "object-relative" control that exhibits several desirable characteristics: a) new routes can be traversed without strictly requiring to imitate prior experience, b) the control prediction problem can be decoupled from solving the image matching problem, and c) high invariance can be achieved in cross-embodiment deployment for variations across both training-testing and mapping-execution settings. We propose a topometric map representation in the form of a "relative" 3D scene graph, which is used to obtain more informative object-level global path planning costs. We train a local controller, dubbed "ObjectReact", conditioned directly on a high-level "WayObject Costmap" representation that eliminates the need for an explicit RGB input. We demonstrate the advantages of learning object-relative control over its image-relative counterpart across sensor height variations and multiple navigation tasks that challenge the underlying spatial understanding capability, e.g., navigating a map trajectory in the reverse direction. We further show that our sim-only policy is able to generalize well to real-world indoor environments. Code and supplementary material are accessible via project page: https://object-react.github.io/

  • 8 authors
·
Sep 11 1

Mobility VLA: Multimodal Instruction Navigation with Long-Context VLMs and Topological Graphs

An elusive goal in navigation research is to build an intelligent agent that can understand multimodal instructions including natural language and image, and perform useful navigation. To achieve this, we study a widely useful category of navigation tasks we call Multimodal Instruction Navigation with demonstration Tours (MINT), in which the environment prior is provided through a previously recorded demonstration video. Recent advances in Vision Language Models (VLMs) have shown a promising path in achieving this goal as it demonstrates capabilities in perceiving and reasoning about multimodal inputs. However, VLMs are typically trained to predict textual output and it is an open research question about how to best utilize them in navigation. To solve MINT, we present Mobility VLA, a hierarchical Vision-Language-Action (VLA) navigation policy that combines the environment understanding and common sense reasoning power of long-context VLMs and a robust low-level navigation policy based on topological graphs. The high-level policy consists of a long-context VLM that takes the demonstration tour video and the multimodal user instruction as input to find the goal frame in the tour video. Next, a low-level policy uses the goal frame and an offline constructed topological graph to generate robot actions at every timestep. We evaluated Mobility VLA in a 836m^2 real world environment and show that Mobility VLA has a high end-to-end success rates on previously unsolved multimodal instructions such as "Where should I return this?" while holding a plastic bin.

  • 22 authors
·
Jul 10, 2024 2

Learning Goal-Oriented Language-Guided Navigation with Self-Improving Demonstrations at Scale

Goal-oriented language-guided navigation requires robust exploration capabilities for agents to navigate to specified goals in unknown environments without step-by-step instructions. Existing methods tend to exclusively utilize shortest-path trajectories, lacking effective exploration priors for training navigation agents. To address the above challenges, we present SID, a goal-oriented language-guided navigation learning approach with Self-Improving Demonstrations. Specifically, SID learns an initial agent on the shortest-path data sampled from environments and then leverages this agent to generate novel exploration trajectories. The novel rollouts provide demonstrations with stronger exploration strategies to train a better agent, which in turn produces higher-quality agent demonstrations for the next round of training. We show that this iterative self-improving pipeline readily scales to new environments, and the resulting demonstrations can be transferred across a variety of language-guided navigation tasks, elevating the performance ceiling in diverse goal-oriented navigation tasks. Extensive experiments demonstrate that SID significantly boosts the exploration capabilities and generalization of navigation agents. The resulting agent achieves new state-of-the-art performance on goal-oriented language-guided navigation tasks, including REVERIE, SOON, notably achieving a 50.9% success rate on the unseen validation splits of SOON, surpassing the prior leading approaches by a margin of 13.9%.

OpenGVLab OpenGVLab
·
Sep 29 1

PIG-Nav: Key Insights for Pretrained Image Goal Navigation Models

Recent studies have explored pretrained (foundation) models for vision-based robotic navigation, aiming to achieve generalizable navigation and positive transfer across diverse environments while enhancing zero-shot performance in unseen settings. In this work, we introduce PIG-Nav (Pretrained Image-Goal Navigation), a new approach that further investigates pretraining strategies for vision-based navigation models and contributes in two key areas. Model-wise, we identify two critical design choices that consistently improve the performance of pretrained navigation models: (1) integrating an early-fusion network structure to combine visual observations and goal images via appropriately pretrained Vision Transformer (ViT) image encoder, and (2) introducing suitable auxiliary tasks to enhance global navigation representation learning, thus further improving navigation performance. Dataset-wise, we propose a novel data preprocessing pipeline for efficiently labeling large-scale game video datasets for navigation model training. We demonstrate that augmenting existing open navigation datasets with diverse gameplay videos improves model performance. Our model achieves an average improvement of 22.6% in zero-shot settings and a 37.5% improvement in fine-tuning settings over existing visual navigation foundation models in two complex simulated environments and one real-world environment. These results advance the state-of-the-art in pretrained image-goal navigation models. Notably, our model maintains competitive performance while requiring significantly less fine-tuning data, highlighting its potential for real-world deployment with minimal labeled supervision.

  • 17 authors
·
Jul 23

Embodied Navigation Foundation Model

Navigation is a fundamental capability in embodied AI, representing the intelligence required to perceive and interact within physical environments following language instructions. Despite significant progress in large Vision-Language Models (VLMs), which exhibit remarkable zero-shot performance on general vision-language tasks, their generalization ability in embodied navigation remains largely confined to narrow task settings and embodiment-specific architectures. In this work, we introduce a cross-embodiment and cross-task Navigation Foundation Model (NavFoM), trained on eight million navigation samples that encompass quadrupeds, drones, wheeled robots, and vehicles, and spanning diverse tasks such as vision-and-language navigation, object searching, target tracking, and autonomous driving. NavFoM employs a unified architecture that processes multimodal navigation inputs from varying camera configurations and navigation horizons. To accommodate diverse camera setups and temporal horizons, NavFoM incorporates identifier tokens that embed camera view information of embodiments and the temporal context of tasks. Furthermore, to meet the demands of real-world deployment, NavFoM controls all observation tokens using a dynamically adjusted sampling strategy under a limited token length budget. Extensive evaluations on public benchmarks demonstrate that our model achieves state-of-the-art or highly competitive performance across multiple navigation tasks and embodiments without requiring task-specific fine-tuning. Additional real-world experiments further confirm the strong generalization capability and practical applicability of our approach.

  • 17 authors
·
Sep 15

ViNT: A Foundation Model for Visual Navigation

General-purpose pre-trained models ("foundation models") have enabled practitioners to produce generalizable solutions for individual machine learning problems with datasets that are significantly smaller than those required for learning from scratch. Such models are typically trained on large and diverse datasets with weak supervision, consuming much more training data than is available for any individual downstream application. In this paper, we describe the Visual Navigation Transformer (ViNT), a foundation model that aims to bring the success of general-purpose pre-trained models to vision-based robotic navigation. ViNT is trained with a general goal-reaching objective that can be used with any navigation dataset, and employs a flexible Transformer-based architecture to learn navigational affordances and enable efficient adaptation to a variety of downstream navigational tasks. ViNT is trained on a number of existing navigation datasets, comprising hundreds of hours of robotic navigation from a variety of different robotic platforms, and exhibits positive transfer, outperforming specialist models trained on singular datasets. ViNT can be augmented with diffusion-based subgoal proposals to explore novel environments, and can solve kilometer-scale navigation problems when equipped with long-range heuristics. ViNT can also be adapted to novel task specifications with a technique inspired by prompt-tuning, where the goal encoder is replaced by an encoding of another task modality (e.g., GPS waypoints or routing commands) embedded into the same space of goal tokens. This flexibility and ability to accommodate a variety of downstream problem domains establishes ViNT as an effective foundation model for mobile robotics. For videos, code, and model checkpoints, see our project page at https://visualnav-transformer.github.io.

  • 7 authors
·
Jun 26, 2023

GoalFlow: Goal-Driven Flow Matching for Multimodal Trajectories Generation in End-to-End Autonomous Driving

We propose GoalFlow, an end-to-end autonomous driving method for generating high-quality multimodal trajectories. In autonomous driving scenarios, there is rarely a single suitable trajectory. Recent methods have increasingly focused on modeling multimodal trajectory distributions. However, they suffer from trajectory selection complexity and reduced trajectory quality due to high trajectory divergence and inconsistencies between guidance and scene information. To address these issues, we introduce GoalFlow, a novel method that effectively constrains the generative process to produce high-quality, multimodal trajectories. To resolve the trajectory divergence problem inherent in diffusion-based methods, GoalFlow constrains the generated trajectories by introducing a goal point. GoalFlow establishes a novel scoring mechanism that selects the most appropriate goal point from the candidate points based on scene information. Furthermore, GoalFlow employs an efficient generative method, Flow Matching, to generate multimodal trajectories, and incorporates a refined scoring mechanism to select the optimal trajectory from the candidates. Our experimental results, validated on the NavsimDauner2024_navsim, demonstrate that GoalFlow achieves state-of-the-art performance, delivering robust multimodal trajectories for autonomous driving. GoalFlow achieved PDMS of 90.3, significantly surpassing other methods. Compared with other diffusion-policy-based methods, our approach requires only a single denoising step to obtain excellent performance. The code is available at https://github.com/YvanYin/GoalFlow.

  • 8 authors
·
Mar 7 2

Embodied Instruction Following in Unknown Environments

Enabling embodied agents to complete complex human instructions from natural language is crucial to autonomous systems in household services. Conventional methods can only accomplish human instructions in the known environment where all interactive objects are provided to the embodied agent, and directly deploying the existing approaches for the unknown environment usually generates infeasible plans that manipulate non-existing objects. On the contrary, we propose an embodied instruction following (EIF) method for complex tasks in the unknown environment, where the agent efficiently explores the unknown environment to generate feasible plans with existing objects to accomplish abstract instructions. Specifically, we build a hierarchical embodied instruction following framework including the high-level task planner and the low-level exploration controller with multimodal large language models. We then construct a semantic representation map of the scene with dynamic region attention to demonstrate the known visual clues, where the goal of task planning and scene exploration is aligned for human instruction. For the task planner, we generate the feasible step-by-step plans for human goal accomplishment according to the task completion process and the known visual clues. For the exploration controller, the optimal navigation or object interaction policy is predicted based on the generated step-wise plans and the known visual clues. The experimental results demonstrate that our method can achieve 45.09% success rate in 204 complex human instructions such as making breakfast and tidying rooms in large house-level scenes. Code and supplementary are available at https://gary3410.github.io/eif_unknown.

  • 8 authors
·
Jun 17, 2024

CANVAS: Commonsense-Aware Navigation System for Intuitive Human-Robot Interaction

Real-life robot navigation involves more than just reaching a destination; it requires optimizing movements while addressing scenario-specific goals. An intuitive way for humans to express these goals is through abstract cues like verbal commands or rough sketches. Such human guidance may lack details or be noisy. Nonetheless, we expect robots to navigate as intended. For robots to interpret and execute these abstract instructions in line with human expectations, they must share a common understanding of basic navigation concepts with humans. To this end, we introduce CANVAS, a novel framework that combines visual and linguistic instructions for commonsense-aware navigation. Its success is driven by imitation learning, enabling the robot to learn from human navigation behavior. We present COMMAND, a comprehensive dataset with human-annotated navigation results, spanning over 48 hours and 219 km, designed to train commonsense-aware navigation systems in simulated environments. Our experiments show that CANVAS outperforms the strong rule-based system ROS NavStack across all environments, demonstrating superior performance with noisy instructions. Notably, in the orchard environment, where ROS NavStack records a 0% total success rate, CANVAS achieves a total success rate of 67%. CANVAS also closely aligns with human demonstrations and commonsense constraints, even in unseen environments. Furthermore, real-world deployment of CANVAS showcases impressive Sim2Real transfer with a total success rate of 69%, highlighting the potential of learning from human demonstrations in simulated environments for real-world applications.

  • 12 authors
·
Oct 2, 2024 2

CogDDN: A Cognitive Demand-Driven Navigation with Decision Optimization and Dual-Process Thinking

Mobile robots are increasingly required to navigate and interact within unknown and unstructured environments to meet human demands. Demand-driven navigation (DDN) enables robots to identify and locate objects based on implicit human intent, even when object locations are unknown. However, traditional data-driven DDN methods rely on pre-collected data for model training and decision-making, limiting their generalization capability in unseen scenarios. In this paper, we propose CogDDN, a VLM-based framework that emulates the human cognitive and learning mechanisms by integrating fast and slow thinking systems and selectively identifying key objects essential to fulfilling user demands. CogDDN identifies appropriate target objects by semantically aligning detected objects with the given instructions. Furthermore, it incorporates a dual-process decision-making module, comprising a Heuristic Process for rapid, efficient decisions and an Analytic Process that analyzes past errors, accumulates them in a knowledge base, and continuously improves performance. Chain of Thought (CoT) reasoning strengthens the decision-making process. Extensive closed-loop evaluations on the AI2Thor simulator with the ProcThor dataset show that CogDDN outperforms single-view camera-only methods by 15%, demonstrating significant improvements in navigation accuracy and adaptability. The project page is available at https://yuehaohuang.github.io/CogDDN/.

  • 10 authors
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Jul 15

Imaginative World Modeling with Scene Graphs for Embodied Agent Navigation

Semantic navigation requires an agent to navigate toward a specified target in an unseen environment. Employing an imaginative navigation strategy that predicts future scenes before taking action, can empower the agent to find target faster. Inspired by this idea, we propose SGImagineNav, a novel imaginative navigation framework that leverages symbolic world modeling to proactively build a global environmental representation. SGImagineNav maintains an evolving hierarchical scene graphs and uses large language models to predict and explore unseen parts of the environment. While existing methods solely relying on past observations, this imaginative scene graph provides richer semantic context, enabling the agent to proactively estimate target locations. Building upon this, SGImagineNav adopts an adaptive navigation strategy that exploits semantic shortcuts when promising and explores unknown areas otherwise to gather additional context. This strategy continuously expands the known environment and accumulates valuable semantic contexts, ultimately guiding the agent toward the target. SGImagineNav is evaluated in both real-world scenarios and simulation benchmarks. SGImagineNav consistently outperforms previous methods, improving success rate to 65.4 and 66.8 on HM3D and HSSD, and demonstrating cross-floor and cross-room navigation in real-world environments, underscoring its effectiveness and generalizability.

  • 8 authors
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Aug 9

SCENIC: Scene-aware Semantic Navigation with Instruction-guided Control

Synthesizing natural human motion that adapts to complex environments while allowing creative control remains a fundamental challenge in motion synthesis. Existing models often fall short, either by assuming flat terrain or lacking the ability to control motion semantics through text. To address these limitations, we introduce SCENIC, a diffusion model designed to generate human motion that adapts to dynamic terrains within virtual scenes while enabling semantic control through natural language. The key technical challenge lies in simultaneously reasoning about complex scene geometry while maintaining text control. This requires understanding both high-level navigation goals and fine-grained environmental constraints. The model must ensure physical plausibility and precise navigation across varied terrain, while also preserving user-specified text control, such as ``carefully stepping over obstacles" or ``walking upstairs like a zombie." Our solution introduces a hierarchical scene reasoning approach. At its core is a novel scene-dependent, goal-centric canonicalization that handles high-level goal constraint, and is complemented by an ego-centric distance field that captures local geometric details. This dual representation enables our model to generate physically plausible motion across diverse 3D scenes. By implementing frame-wise text alignment, our system achieves seamless transitions between different motion styles while maintaining scene constraints. Experiments demonstrate our novel diffusion model generates arbitrarily long human motions that both adapt to complex scenes with varying terrain surfaces and respond to textual prompts. Additionally, we show SCENIC can generalize to four real-scene datasets. Our code, dataset, and models will be released at https://virtualhumans.mpi-inf.mpg.de/scenic/.

  • 6 authors
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Dec 20, 2024

Manipulate-to-Navigate: Reinforcement Learning with Visual Affordances and Manipulability Priors

Mobile manipulation in dynamic environments is challenging due to movable obstacles blocking the robot's path. Traditional methods, which treat navigation and manipulation as separate tasks, often fail in such 'manipulate-to-navigate' scenarios, as obstacles must be removed before navigation. In these cases, active interaction with the environment is required to clear obstacles while ensuring sufficient space for movement. To address the manipulate-to-navigate problem, we propose a reinforcement learning-based approach for learning manipulation actions that facilitate subsequent navigation. Our method combines manipulability priors to focus the robot on high manipulability body positions with affordance maps for selecting high-quality manipulation actions. By focusing on feasible and meaningful actions, our approach reduces unnecessary exploration and allows the robot to learn manipulation strategies more effectively. We present two new manipulate-to-navigate simulation tasks called Reach and Door with the Boston Dynamics Spot robot. The first task tests whether the robot can select a good hand position in the target area such that the robot base can move effectively forward while keeping the end effector position fixed. The second task requires the robot to move a door aside in order to clear the navigation path. Both of these tasks need first manipulation and then navigating the base forward. Results show that our method allows a robot to effectively interact with and traverse dynamic environments. Finally, we transfer the learned policy to a real Boston Dynamics Spot robot, which successfully performs the Reach task.

  • 2 authors
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Aug 18

Visual Language Maps for Robot Navigation

Grounding language to the visual observations of a navigating agent can be performed using off-the-shelf visual-language models pretrained on Internet-scale data (e.g., image captions). While this is useful for matching images to natural language descriptions of object goals, it remains disjoint from the process of mapping the environment, so that it lacks the spatial precision of classic geometric maps. To address this problem, we propose VLMaps, a spatial map representation that directly fuses pretrained visual-language features with a 3D reconstruction of the physical world. VLMaps can be autonomously built from video feed on robots using standard exploration approaches and enables natural language indexing of the map without additional labeled data. Specifically, when combined with large language models (LLMs), VLMaps can be used to (i) translate natural language commands into a sequence of open-vocabulary navigation goals (which, beyond prior work, can be spatial by construction, e.g., "in between the sofa and TV" or "three meters to the right of the chair") directly localized in the map, and (ii) can be shared among multiple robots with different embodiments to generate new obstacle maps on-the-fly (by using a list of obstacle categories). Extensive experiments carried out in simulated and real world environments show that VLMaps enable navigation according to more complex language instructions than existing methods. Videos are available at https://vlmaps.github.io.

  • 4 authors
·
Oct 11, 2022

GOAT: GO to Any Thing

In deployment scenarios such as homes and warehouses, mobile robots are expected to autonomously navigate for extended periods, seamlessly executing tasks articulated in terms that are intuitively understandable by human operators. We present GO To Any Thing (GOAT), a universal navigation system capable of tackling these requirements with three key features: a) Multimodal: it can tackle goals specified via category labels, target images, and language descriptions, b) Lifelong: it benefits from its past experience in the same environment, and c) Platform Agnostic: it can be quickly deployed on robots with different embodiments. GOAT is made possible through a modular system design and a continually augmented instance-aware semantic memory that keeps track of the appearance of objects from different viewpoints in addition to category-level semantics. This enables GOAT to distinguish between different instances of the same category to enable navigation to targets specified by images and language descriptions. In experimental comparisons spanning over 90 hours in 9 different homes consisting of 675 goals selected across 200+ different object instances, we find GOAT achieves an overall success rate of 83%, surpassing previous methods and ablations by 32% (absolute improvement). GOAT improves with experience in the environment, from a 60% success rate at the first goal to a 90% success after exploration. In addition, we demonstrate that GOAT can readily be applied to downstream tasks such as pick and place and social navigation.

  • 13 authors
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Nov 10, 2023 2

MoMa-Kitchen: A 100K+ Benchmark for Affordance-Grounded Last-Mile Navigation in Mobile Manipulation

In mobile manipulation, navigation and manipulation are often treated as separate problems, resulting in a significant gap between merely approaching an object and engaging with it effectively. Many navigation approaches primarily define success by proximity to the target, often overlooking the necessity for optimal positioning that facilitates subsequent manipulation. To address this, we introduce MoMa-Kitchen, a benchmark dataset comprising over 100k samples that provide training data for models to learn optimal final navigation positions for seamless transition to manipulation. Our dataset includes affordance-grounded floor labels collected from diverse kitchen environments, in which robotic mobile manipulators of different models attempt to grasp target objects amidst clutter. Using a fully automated pipeline, we simulate diverse real-world scenarios and generate affordance labels for optimal manipulation positions. Visual data are collected from RGB-D inputs captured by a first-person view camera mounted on the robotic arm, ensuring consistency in viewpoint during data collection. We also develop a lightweight baseline model, NavAff, for navigation affordance grounding that demonstrates promising performance on the MoMa-Kitchen benchmark. Our approach enables models to learn affordance-based final positioning that accommodates different arm types and platform heights, thereby paving the way for more robust and generalizable integration of navigation and manipulation in embodied AI. Project page: https://momakitchen.github.io/{https://momakitchen.github.io/}.

  • 9 authors
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Mar 14

OVRL-V2: A simple state-of-art baseline for ImageNav and ObjectNav

We present a single neural network architecture composed of task-agnostic components (ViTs, convolutions, and LSTMs) that achieves state-of-art results on both the ImageNav ("go to location in <this picture>") and ObjectNav ("find a chair") tasks without any task-specific modules like object detection, segmentation, mapping, or planning modules. Such general-purpose methods offer advantages of simplicity in design, positive scaling with available compute, and versatile applicability to multiple tasks. Our work builds upon the recent success of self-supervised learning (SSL) for pre-training vision transformers (ViT). However, while the training recipes for convolutional networks are mature and robust, the recipes for ViTs are contingent and brittle, and in the case of ViTs for visual navigation, yet to be fully discovered. Specifically, we find that vanilla ViTs do not outperform ResNets on visual navigation. We propose the use of a compression layer operating over ViT patch representations to preserve spatial information along with policy training improvements. These improvements allow us to demonstrate positive scaling laws for the first time in visual navigation tasks. Consequently, our model advances state-of-the-art performance on ImageNav from 54.2% to 82.0% success and performs competitively against concurrent state-of-art on ObjectNav with success rate of 64.0% vs. 65.0%. Overall, this work does not present a fundamentally new approach, but rather recommendations for training a general-purpose architecture that achieves state-of-art performance today and could serve as a strong baseline for future methods.

  • 8 authors
·
Mar 14, 2023

RoboHop: Segment-based Topological Map Representation for Open-World Visual Navigation

Mapping is crucial for spatial reasoning, planning and robot navigation. Existing approaches range from metric, which require precise geometry-based optimization, to purely topological, where image-as-node based graphs lack explicit object-level reasoning and interconnectivity. In this paper, we propose a novel topological representation of an environment based on "image segments", which are semantically meaningful and open-vocabulary queryable, conferring several advantages over previous works based on pixel-level features. Unlike 3D scene graphs, we create a purely topological graph with segments as nodes, where edges are formed by a) associating segment-level descriptors between pairs of consecutive images and b) connecting neighboring segments within an image using their pixel centroids. This unveils a "continuous sense of a place", defined by inter-image persistence of segments along with their intra-image neighbours. It further enables us to represent and update segment-level descriptors through neighborhood aggregation using graph convolution layers, which improves robot localization based on segment-level retrieval. Using real-world data, we show how our proposed map representation can be used to i) generate navigation plans in the form of "hops over segments" and ii) search for target objects using natural language queries describing spatial relations of objects. Furthermore, we quantitatively analyze data association at the segment level, which underpins inter-image connectivity during mapping and segment-level localization when revisiting the same place. Finally, we show preliminary trials on segment-level `hopping' based zero-shot real-world navigation. Project page with supplementary details: oravus.github.io/RoboHop/

  • 7 authors
·
May 9, 2024

Affordances-Oriented Planning using Foundation Models for Continuous Vision-Language Navigation

LLM-based agents have demonstrated impressive zero-shot performance in vision-language navigation (VLN) task. However, existing LLM-based methods often focus only on solving high-level task planning by selecting nodes in predefined navigation graphs for movements, overlooking low-level control in navigation scenarios. To bridge this gap, we propose AO-Planner, a novel Affordances-Oriented Planner for continuous VLN task. Our AO-Planner integrates various foundation models to achieve affordances-oriented low-level motion planning and high-level decision-making, both performed in a zero-shot setting. Specifically, we employ a Visual Affordances Prompting (VAP) approach, where the visible ground is segmented by SAM to provide navigational affordances, based on which the LLM selects potential candidate waypoints and plans low-level paths towards selected waypoints. We further propose a high-level PathAgent which marks planned paths into the image input and reasons the most probable path by comprehending all environmental information. Finally, we convert the selected path into 3D coordinates using camera intrinsic parameters and depth information, avoiding challenging 3D predictions for LLMs. Experiments on the challenging R2R-CE and RxR-CE datasets show that AO-Planner achieves state-of-the-art zero-shot performance (8.8% improvement on SPL). Our method can also serve as a data annotator to obtain pseudo-labels, distilling its waypoint prediction ability into a learning-based predictor. This new predictor does not require any waypoint data from the simulator and achieves 47% SR competing with supervised methods. We establish an effective connection between LLM and 3D world, presenting novel prospects for employing foundation models in low-level motion control.

  • 6 authors
·
Jul 8, 2024

NavGPT: Explicit Reasoning in Vision-and-Language Navigation with Large Language Models

Trained with an unprecedented scale of data, large language models (LLMs) like ChatGPT and GPT-4 exhibit the emergence of significant reasoning abilities from model scaling. Such a trend underscored the potential of training LLMs with unlimited language data, advancing the development of a universal embodied agent. In this work, we introduce the NavGPT, a purely LLM-based instruction-following navigation agent, to reveal the reasoning capability of GPT models in complex embodied scenes by performing zero-shot sequential action prediction for vision-and-language navigation (VLN). At each step, NavGPT takes the textual descriptions of visual observations, navigation history, and future explorable directions as inputs to reason the agent's current status, and makes the decision to approach the target. Through comprehensive experiments, we demonstrate NavGPT can explicitly perform high-level planning for navigation, including decomposing instruction into sub-goal, integrating commonsense knowledge relevant to navigation task resolution, identifying landmarks from observed scenes, tracking navigation progress, and adapting to exceptions with plan adjustment. Furthermore, we show that LLMs is capable of generating high-quality navigational instructions from observations and actions along a path, as well as drawing accurate top-down metric trajectory given the agent's navigation history. Despite the performance of using NavGPT to zero-shot R2R tasks still falling short of trained models, we suggest adapting multi-modality inputs for LLMs to use as visual navigation agents and applying the explicit reasoning of LLMs to benefit learning-based models.

  • 3 authors
·
May 26, 2023

Move to Understand a 3D Scene: Bridging Visual Grounding and Exploration for Efficient and Versatile Embodied Navigation

Embodied scene understanding requires not only comprehending visual-spatial information that has been observed but also determining where to explore next in the 3D physical world. Existing 3D Vision-Language (3D-VL) models primarily focus on grounding objects in static observations from 3D reconstruction, such as meshes and point clouds, but lack the ability to actively perceive and explore their environment. To address this limitation, we introduce \textbf{M}ove \textbf{t}o \textbf{U}nderstand (\model), a unified framework that integrates active perception with \textbf{3D} vision-language learning, enabling embodied agents to effectively explore and understand their environment. This is achieved by three key innovations: 1) Online query-based representation learning, enabling direct spatial memory construction from RGB-D frames, eliminating the need for explicit 3D reconstruction. 2) A unified objective for grounding and exploring, which represents unexplored locations as frontier queries and jointly optimizes object grounding and frontier selection. 3) End-to-end trajectory learning that combines Vision-Language-Exploration pre-training over a million diverse trajectories collected from both simulated and real-world RGB-D sequences. Extensive evaluations across various embodied navigation and question-answering benchmarks show that MTU3D outperforms state-of-the-art reinforcement learning and modular navigation approaches by 14\%, 23\%, 9\%, and 2\% in success rate on HM3D-OVON, GOAT-Bench, SG3D, and A-EQA, respectively. \model's versatility enables navigation using diverse input modalities, including categories, language descriptions, and reference images. These findings highlight the importance of bridging visual grounding and exploration for embodied intelligence.

  • 12 authors
·
Jul 5

TopoNav: Topological Navigation for Efficient Exploration in Sparse Reward Environments

Autonomous robots exploring unknown areas face a significant challenge -- navigating effectively without prior maps and with limited external feedback. This challenge intensifies in sparse reward environments, where traditional exploration techniques often fail. In this paper, we introduce TopoNav, a novel framework that empowers robots to overcome these constraints and achieve efficient, adaptable, and goal-oriented exploration. TopoNav's fundamental building blocks are active topological mapping, intrinsic reward mechanisms, and hierarchical objective prioritization. Throughout its exploration, TopoNav constructs a dynamic topological map that captures key locations and pathways. It utilizes intrinsic rewards to guide the robot towards designated sub-goals within this map, fostering structured exploration even in sparse reward settings. To ensure efficient navigation, TopoNav employs the Hierarchical Objective-Driven Active Topologies framework, enabling the robot to prioritize immediate tasks like obstacle avoidance while maintaining focus on the overall goal. We demonstrate TopoNav's effectiveness in simulated environments that replicate real-world conditions. Our results reveal significant improvements in exploration efficiency, navigational accuracy, and adaptability to unforeseen obstacles, showcasing its potential to revolutionize autonomous exploration in a wide range of applications, including search and rescue, environmental monitoring, and planetary exploration.

  • 6 authors
·
Feb 6, 2024

Perceive, Reflect, and Plan: Designing LLM Agent for Goal-Directed City Navigation without Instructions

This paper considers a scenario in city navigation: an AI agent is provided with language descriptions of the goal location with respect to some well-known landmarks; By only observing the scene around, including recognizing landmarks and road network connections, the agent has to make decisions to navigate to the goal location without instructions. This problem is very challenging, because it requires agent to establish self-position and acquire spatial representation of complex urban environment, where landmarks are often invisible. In the absence of navigation instructions, such abilities are vital for the agent to make high-quality decisions in long-range city navigation. With the emergent reasoning ability of large language models (LLMs), a tempting baseline is to prompt LLMs to "react" on each observation and make decisions accordingly. However, this baseline has very poor performance that the agent often repeatedly visits same locations and make short-sighted, inconsistent decisions. To address these issues, this paper introduces a novel agentic workflow featured by its abilities to perceive, reflect and plan. Specifically, we find LLaVA-7B can be fine-tuned to perceive the direction and distance of landmarks with sufficient accuracy for city navigation. Moreover, reflection is achieved through a memory mechanism, where past experiences are stored and can be retrieved with current perception for effective decision argumentation. Planning uses reflection results to produce long-term plans, which can avoid short-sighted decisions in long-range navigation. We show the designed workflow significantly improves navigation ability of the LLM agent compared with the state-of-the-art baselines.

  • 7 authors
·
Aug 7, 2024

GraspXL: Generating Grasping Motions for Diverse Objects at Scale

Human hands possess the dexterity to interact with diverse objects such as grasping specific parts of the objects and/or approaching them from desired directions. More importantly, humans can grasp objects of any shape without object-specific skills. Recent works synthesize grasping motions following single objectives such as a desired approach heading direction or a grasping area. Moreover, they usually rely on expensive 3D hand-object data during training and inference, which limits their capability to synthesize grasping motions for unseen objects at scale. In this paper, we unify the generation of hand-object grasping motions across multiple motion objectives, diverse object shapes and dexterous hand morphologies in a policy learning framework GraspXL. The objectives are composed of the graspable area, heading direction during approach, wrist rotation, and hand position. Without requiring any 3D hand-object interaction data, our policy trained with 58 objects can robustly synthesize diverse grasping motions for more than 500k unseen objects with a success rate of 82.2%. At the same time, the policy adheres to objectives, which enables the generation of diverse grasps per object. Moreover, we show that our framework can be deployed to different dexterous hands and work with reconstructed or generated objects. We quantitatively and qualitatively evaluate our method to show the efficacy of our approach. Our model, code, and the large-scale generated motions are available at https://eth-ait.github.io/graspxl/.

  • 5 authors
·
Mar 28, 2024 1

Synthesizing Diverse Human Motions in 3D Indoor Scenes

We present a novel method for populating 3D indoor scenes with virtual humans that can navigate in the environment and interact with objects in a realistic manner. Existing approaches rely on training sequences that contain captured human motions and the 3D scenes they interact with. However, such interaction data are costly, difficult to capture, and can hardly cover all plausible human-scene interactions in complex environments. To address these challenges, we propose a reinforcement learning-based approach that enables virtual humans to navigate in 3D scenes and interact with objects realistically and autonomously, driven by learned motion control policies. The motion control policies employ latent motion action spaces, which correspond to realistic motion primitives and are learned from large-scale motion capture data using a powerful generative motion model. For navigation in a 3D environment, we propose a scene-aware policy with novel state and reward designs for collision avoidance. Combined with navigation mesh-based path-finding algorithms to generate intermediate waypoints, our approach enables the synthesis of diverse human motions navigating in 3D indoor scenes and avoiding obstacles. To generate fine-grained human-object interactions, we carefully curate interaction goal guidance using a marker-based body representation and leverage features based on the signed distance field (SDF) to encode human-scene proximity relations. Our method can synthesize realistic and diverse human-object interactions (e.g.,~sitting on a chair and then getting up) even for out-of-distribution test scenarios with different object shapes, orientations, starting body positions, and poses. Experimental results demonstrate that our approach outperforms state-of-the-art methods in terms of both motion naturalness and diversity. Code and video results are available at: https://zkf1997.github.io/DIMOS.

  • 5 authors
·
May 21, 2023

Navigation with Large Language Models: Semantic Guesswork as a Heuristic for Planning

Navigation in unfamiliar environments presents a major challenge for robots: while mapping and planning techniques can be used to build up a representation of the world, quickly discovering a path to a desired goal in unfamiliar settings with such methods often requires lengthy mapping and exploration. Humans can rapidly navigate new environments, particularly indoor environments that are laid out logically, by leveraging semantics -- e.g., a kitchen often adjoins a living room, an exit sign indicates the way out, and so forth. Language models can provide robots with such knowledge, but directly using language models to instruct a robot how to reach some destination can also be impractical: while language models might produce a narrative about how to reach some goal, because they are not grounded in real-world observations, this narrative might be arbitrarily wrong. Therefore, in this paper we study how the ``semantic guesswork'' produced by language models can be utilized as a guiding heuristic for planning algorithms. Our method, Language Frontier Guide (LFG), uses the language model to bias exploration of novel real-world environments by incorporating the semantic knowledge stored in language models as a search heuristic for planning with either topological or metric maps. We evaluate LFG in challenging real-world environments and simulated benchmarks, outperforming uninformed exploration and other ways of using language models.

  • 6 authors
·
Oct 16, 2023 1

Bench-NPIN: Benchmarking Non-prehensile Interactive Navigation

Mobile robots are increasingly deployed in unstructured environments where obstacles and objects are movable. Navigation in such environments is known as interactive navigation, where task completion requires not only avoiding obstacles but also strategic interactions with movable objects. Non-prehensile interactive navigation focuses on non-grasping interaction strategies, such as pushing, rather than relying on prehensile manipulation. Despite a growing body of research in this field, most solutions are evaluated using case-specific setups, limiting reproducibility and cross-comparison. In this paper, we present Bench-NPIN, the first comprehensive benchmark for non-prehensile interactive navigation. Bench-NPIN includes multiple components: 1) a comprehensive range of simulated environments for non-prehensile interactive navigation tasks, including navigating a maze with movable obstacles, autonomous ship navigation in icy waters, box delivery, and area clearing, each with varying levels of complexity; 2) a set of evaluation metrics that capture unique aspects of interactive navigation, such as efficiency, interaction effort, and partial task completion; and 3) demonstrations using Bench-NPIN to evaluate example implementations of established baselines across environments. Bench-NPIN is an open-source Python library with a modular design. The code, documentation, and trained models can be found at https://github.com/IvanIZ/BenchNPIN.

  • 5 authors
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May 17

Simple but Effective: CLIP Embeddings for Embodied AI

Contrastive language image pretraining (CLIP) encoders have been shown to be beneficial for a range of visual tasks from classification and detection to captioning and image manipulation. We investigate the effectiveness of CLIP visual backbones for Embodied AI tasks. We build incredibly simple baselines, named EmbCLIP, with no task specific architectures, inductive biases (such as the use of semantic maps), auxiliary tasks during training, or depth maps -- yet we find that our improved baselines perform very well across a range of tasks and simulators. EmbCLIP tops the RoboTHOR ObjectNav leaderboard by a huge margin of 20 pts (Success Rate). It tops the iTHOR 1-Phase Rearrangement leaderboard, beating the next best submission, which employs Active Neural Mapping, and more than doubling the % Fixed Strict metric (0.08 to 0.17). It also beats the winners of the 2021 Habitat ObjectNav Challenge, which employ auxiliary tasks, depth maps, and human demonstrations, and those of the 2019 Habitat PointNav Challenge. We evaluate the ability of CLIP's visual representations at capturing semantic information about input observations -- primitives that are useful for navigation-heavy embodied tasks -- and find that CLIP's representations encode these primitives more effectively than ImageNet-pretrained backbones. Finally, we extend one of our baselines, producing an agent capable of zero-shot object navigation that can navigate to objects that were not used as targets during training. Our code and models are available at https://github.com/allenai/embodied-clip

  • 4 authors
·
Nov 18, 2021

ActiveVLN: Towards Active Exploration via Multi-Turn RL in Vision-and-Language Navigation

The Vision-and-Language Navigation (VLN) task requires an agent to follow natural language instructions and navigate through complex environments. Existing MLLM-based VLN methods primarily rely on imitation learning (IL) and often use DAgger for post-training to mitigate covariate shift. While effective, these approaches incur substantial data collection and training costs. Reinforcement learning (RL) offers a promising alternative. However, prior VLN RL methods lack dynamic interaction with the environment and depend on expert trajectories for reward shaping, rather than engaging in open-ended active exploration. This restricts the agent's ability to discover diverse and plausible navigation routes. To address these limitations, we propose ActiveVLN, a VLN framework that explicitly enables active exploration through multi-turn RL. In the first stage, a small fraction of expert trajectories is used for IL to bootstrap the agent. In the second stage, the agent iteratively predicts and executes actions, automatically collects diverse trajectories, and optimizes multiple rollouts via the GRPO objective. To further improve RL efficiency, we introduce a dynamic early-stopping strategy to prune long-tail or likely failed trajectories, along with additional engineering optimizations. Experiments show that ActiveVLN achieves the largest performance gains over IL baselines compared to both DAgger-based and prior RL-based post-training methods, while reaching competitive performance with state-of-the-art approaches despite using a smaller model. Code and data will be released soon.

  • 7 authors
·
Sep 15

Aux-Think: Exploring Reasoning Strategies for Data-Efficient Vision-Language Navigation

Vision-Language Navigation (VLN) is a critical task for developing embodied agents that can follow natural language instructions to navigate in complex real-world environments. Recent advances in VLN by large pretrained models have significantly improved generalization and instruction grounding compared to traditional approaches. However, the role of reasoning strategies in navigation-an action-centric, long-horizon task-remains underexplored, despite Chain-of-Thought (CoT) reasoning's demonstrated success in static tasks like visual question answering. To address this gap, we conduct the first systematic evaluation of reasoning strategies for VLN, including No-Think (direct action prediction), Pre-Think (reason before action), and Post-Think (reason after action). Surprisingly, our findings reveal the Inference-time Reasoning Collapse issue, where inference-time reasoning degrades navigation accuracy, highlighting the challenges of integrating reasoning into VLN. Based on this insight, we propose Aux-Think, a framework that trains models to internalize structured reasoning patterns through CoT supervision, while inferring action directly without reasoning in online prediction. To support this framework, we release R2R-CoT-320k, the first Chain-of-Thought annotated dataset for VLN. Extensive experiments show that Aux-Think reduces training effort greatly and achieves the best performance under the same data scale.

  • 10 authors
·
May 17

MapNav: A Novel Memory Representation via Annotated Semantic Maps for VLM-based Vision-and-Language Navigation

Vision-and-language navigation (VLN) is a key task in Embodied AI, requiring agents to navigate diverse and unseen environments while following natural language instructions. Traditional approaches rely heavily on historical observations as spatio-temporal contexts for decision making, leading to significant storage and computational overhead. In this paper, we introduce MapNav, a novel end-to-end VLN model that leverages Annotated Semantic Map (ASM) to replace historical frames. Specifically, our approach constructs a top-down semantic map at the start of each episode and update it at each timestep, allowing for precise object mapping and structured navigation information. Then, we enhance this map with explicit textual labels for key regions, transforming abstract semantics into clear navigation cues and generate our ASM. MapNav agent using the constructed ASM as input, and use the powerful end-to-end capabilities of VLM to empower VLN. Extensive experiments demonstrate that MapNav achieves state-of-the-art (SOTA) performance in both simulated and real-world environments, validating the effectiveness of our method. Moreover, we will release our ASM generation source code and dataset to ensure reproducibility, contributing valuable resources to the field. We believe that our proposed MapNav can be used as a new memory representation method in VLN, paving the way for future research in this field.

  • 10 authors
·
Feb 19

Zero-Shot Vision-and-Language Navigation with Collision Mitigation in Continuous Environment

We propose the zero-shot Vision-and-Language Navigation with Collision Mitigation (VLN-CM), which takes these considerations. VLN-CM is composed of four modules and predicts the direction and distance of the next movement at each step. We utilize large foundation models for each modules. To select the direction, we use the Attention Spot Predictor (ASP), View Selector (VS), and Progress Monitor (PM). The ASP employs a Large Language Model (e.g. ChatGPT) to split navigation instructions into attention spots, which are objects or scenes at the location to move to (e.g. a yellow door). The VS selects from panorama images provided at 30-degree intervals the one that includes the attention spot, using CLIP similarity. We then choose the angle of the selected image as the direction to move in. The PM uses a rule-based approach to decide which attention spot to focus on next, among multiple spots derived from the instructions. If the similarity between the current attention spot and the visual observations decreases consecutively at each step, the PM determines that the agent has passed the current spot and moves on to the next one. For selecting the distance to move, we employed the Open Map Predictor (OMP). The OMP uses panorama depth information to predict an occupancy mask. We then selected a collision-free distance in the predicted direction based on the occupancy mask. We evaluated our method using the validation data of VLN-CE. Our approach showed better performance than several baseline methods, and the OPM was effective in mitigating collisions for the agent.

  • 4 authors
·
Oct 7, 2024

A review of path following control strategies for autonomous robotic vehicles: theory, simulations, and experiments

This article presents an in-depth review of the topic of path following for autonomous robotic vehicles, with a specific focus on vehicle motion in two dimensional space (2D). From a control system standpoint, path following can be formulated as the problem of stabilizing a path following error system that describes the dynamics of position and possibly orientation errors of a vehicle with respect to a path, with the errors defined in an appropriate reference frame. In spite of the large variety of path following methods described in the literature we show that, in principle, most of them can be categorized in two groups: stabilization of the path following error system expressed either in the vehicle's body frame or in a frame attached to a "reference point" moving along the path, such as a Frenet-Serret (F-S) frame or a Parallel Transport (P-T) frame. With this observation, we provide a unified formulation that is simple but general enough to cover many methods available in the literature. We then discuss the advantages and disadvantages of each method, comparing them from the design and implementation standpoint. We further show experimental results of the path following methods obtained from field trials testing with under-actuated and fully-actuated autonomous marine vehicles. In addition, we introduce open-source Matlab and Gazebo/ROS simulation toolboxes that are helpful in testing path following methods prior to their integration in the combined guidance, navigation, and control systems of autonomous vehicles.

  • 9 authors
·
Apr 14, 2022

LoHoVLA: A Unified Vision-Language-Action Model for Long-Horizon Embodied Tasks

Real-world embodied agents face long-horizon tasks, characterized by high-level goals demanding multi-step solutions beyond single actions. Successfully navigating these requires both high-level task planning (i.e., decomposing goals into sub-tasks) and low-level motion control (i.e., generating precise robot actions). While existing vision language action (VLA) models and hierarchical architectures offer potential in embodied tasks, the former often falter in planning, and the latter can suffer from coordination issues, both hampering performance. We introduce a new unified VLA framework for long-horizon tasks, dubbed LoHoVLA, to overcome these limitations. LoHoVLA leverages a large pretrained vision language model (VLM) as the backbone to jointly generate language and action tokens for sub-task generation and robot action prediction, respectively. This shared representation promotes better generalization across tasks. Additionally, LoHoVLA embraces a hierarchical closed-loop control mechanism to mitigate errors originating from both high-level planning and low-level control. To train LoHoVLA, we introduce LoHoSet, a dataset built on the Ravens simulator, containing 20 long-horizon tasks, each with 1,000 expert demonstrations composed of visual observations, linguistic goals, sub-tasks, and robot actions. Experimental results show that LoHoVLA significantly surpasses both hierarchical and standard VLA approaches on long-horizon embodied tasks in the Ravens simulator. These findings underscore the promise of unified architectures for advancing generalizable embodied intelligence.

  • 5 authors
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May 31 3

MapGPT: Map-Guided Prompting for Unified Vision-and-Language Navigation

Embodied agents equipped with GPT as their brain have exhibited extraordinary thinking and decision-making abilities across various tasks. However, existing zero-shot agents for vision-and-language navigation (VLN) only prompt the GPT to handle excessive environmental information and select potential locations within localized environments, without constructing an effective ''global-view'' (e.g., a commonly-used map) for the agent to understand the overall environment. In this work, we present a novel map-guided GPT-based path-planning agent, dubbed MapGPT, for the zero-shot VLN task. Specifically, we convert a topological map constructed online into prompts to encourage map-guided global exploration, and require the agent to explicitly output and update multi-step path planning to avoid getting stuck in local exploration. Extensive experiments demonstrate that our MapGPT is effective, achieving impressive performance on both the R2R and REVERIE datasets (38.8% and 28.4% success rate, respectively) and showcasing the newly emerged global thinking and path planning capabilities of the GPT model. Unlike previous VLN agents, which require separate parameters fine-tuning or specific prompt design to accommodate various instruction styles across different datasets, our MapGPT is more unified as it can adapt to different instruction styles seamlessly, which is the first of its kind in this field.

  • 6 authors
·
Jan 14, 2024

Dexterous Legged Locomotion in Confined 3D Spaces with Reinforcement Learning

Recent advances of locomotion controllers utilizing deep reinforcement learning (RL) have yielded impressive results in terms of achieving rapid and robust locomotion across challenging terrain, such as rugged rocks, non-rigid ground, and slippery surfaces. However, while these controllers primarily address challenges underneath the robot, relatively little research has investigated legged mobility through confined 3D spaces, such as narrow tunnels or irregular voids, which impose all-around constraints. The cyclic gait patterns resulted from existing RL-based methods to learn parameterized locomotion skills characterized by motion parameters, such as velocity and body height, may not be adequate to navigate robots through challenging confined 3D spaces, requiring both agile 3D obstacle avoidance and robust legged locomotion. Instead, we propose to learn locomotion skills end-to-end from goal-oriented navigation in confined 3D spaces. To address the inefficiency of tracking distant navigation goals, we introduce a hierarchical locomotion controller that combines a classical planner tasked with planning waypoints to reach a faraway global goal location, and an RL-based policy trained to follow these waypoints by generating low-level motion commands. This approach allows the policy to explore its own locomotion skills within the entire solution space and facilitates smooth transitions between local goals, enabling long-term navigation towards distant goals. In simulation, our hierarchical approach succeeds at navigating through demanding confined 3D environments, outperforming both pure end-to-end learning approaches and parameterized locomotion skills. We further demonstrate the successful real-world deployment of our simulation-trained controller on a real robot.

  • 4 authors
·
Mar 6, 2024

Towards Learning a Generalist Model for Embodied Navigation

Building a generalist agent that can interact with the world is the intriguing target of AI systems, thus spurring the research for embodied navigation, where an agent is required to navigate according to instructions or respond to queries. Despite the major progress attained, previous works primarily focus on task-specific agents and lack generalizability to unseen scenarios. Recently, LLMs have presented remarkable capabilities across various fields, and provided a promising opportunity for embodied navigation. Drawing on this, we propose the first generalist model for embodied navigation, NaviLLM. It adapts LLMs to embodied navigation by introducing schema-based instruction. The schema-based instruction flexibly casts various tasks into generation problems, thereby unifying a wide range of tasks. This approach allows us to integrate diverse data sources from various datasets into the training, equipping NaviLLM with a wide range of capabilities required by embodied navigation. We conduct extensive experiments to evaluate the performance and generalizability of our model. The experimental results demonstrate that our unified model achieves state-of-the-art performance on CVDN, SOON, and ScanQA. Specifically, it surpasses the previous stats-of-the-art method by a significant margin of 29% in goal progress on CVDN. Moreover, our model also demonstrates strong generalizability and presents impressive results on unseen tasks, e.g., embodied question answering and 3D captioning.

  • 5 authors
·
Dec 4, 2023

Select2Plan: Training-Free ICL-Based Planning through VQA and Memory Retrieval

This study explores the potential of off-the-shelf Vision-Language Models (VLMs) for high-level robot planning in the context of autonomous navigation. Indeed, while most of existing learning-based approaches for path planning require extensive task-specific training/fine-tuning, we demonstrate how such training can be avoided for most practical cases. To do this, we introduce Select2Plan (S2P), a novel training-free framework for high-level robot planning which completely eliminates the need for fine-tuning or specialised training. By leveraging structured Visual Question-Answering (VQA) and In-Context Learning (ICL), our approach drastically reduces the need for data collection, requiring a fraction of the task-specific data typically used by trained models, or even relying only on online data. Our method facilitates the effective use of a generally trained VLM in a flexible and cost-efficient way, and does not require additional sensing except for a simple monocular camera. We demonstrate its adaptability across various scene types, context sources, and sensing setups. We evaluate our approach in two distinct scenarios: traditional First-Person View (FPV) and infrastructure-driven Third-Person View (TPV) navigation, demonstrating the flexibility and simplicity of our method. Our technique significantly enhances the navigational capabilities of a baseline VLM of approximately 50% in TPV scenario, and is comparable to trained models in the FPV one, with as few as 20 demonstrations.

  • 6 authors
·
Nov 6, 2024

Nav-R1: Reasoning and Navigation in Embodied Scenes

Embodied navigation requires agents to integrate perception, reasoning, and action for robust interaction in complex 3D environments. Existing approaches often suffer from incoherent and unstable reasoning traces that hinder generalization across diverse environments, and difficulty balancing long-horizon semantic reasoning with low-latency control for real-time navigation. To address these challenges, we propose Nav-R1, an embodied foundation model that unifies reasoning in embodied environments. We first construct Nav-CoT-110K, a large-scale dataset of step-by-step Chains-of-Thought (CoT) for embodied tasks, which enables cold-start initialization with structured reasoning. Building on this foundation, we design a GRPO-based reinforcement learning framework with three complementary rewards: format, understanding, and navigation, to improve structural adherence, semantic grounding, and path fidelity. Furthermore, we introduce a Fast-in-Slow reasoning paradigm, decoupling deliberate semantic reasoning from low-latency reactive control for efficient yet coherent navigation. Extensive evaluations on embodied AI benchmarks demonstrate that Nav-R1 consistently outperforms strong baselines, with over 8% average improvement in reasoning and navigation performance. Real-world deployment on a mobile robot further validates its robustness under limited onboard resources. Code: https://github.com/AIGeeksGroup/Nav-R1. Website: https://aigeeksgroup.github.io/Nav-R1.

  • 4 authors
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Sep 13 2