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MolmoB0T: Large-Scale Simulation Enables Zero-Shot Manipulation
Authors:
Abhay Deshpande,
Maya Guru,
Rose Hendrix,
Snehal Jauhri,
Ainaz Eftekhar,
Rohun Tripathi,
Max Argus,
Jordi Salvador,
Haoquan Fang,
Matthew Wallingford,
Wilbert Pumacay,
Yejin Kim,
Quinn Pfeifer,
Ying-Chun Lee,
Piper Wolters,
Omar Rayyan,
Mingtong Zhang,
Jiafei Duan,
Karen Farley,
Winson Han,
Eli Vanderbilt,
Dieter Fox,
Ali Farhadi,
Georgia Chalvatzaki,
Dhruv Shah
, et al. (1 additional authors not shown)
Abstract:
A prevailing view in robot learning is that simulation alone is not enough; effective sim-to-real transfer is widely believed to require at least some real-world data collection or task-specific fine-tuning to bridge the gap between simulated and physical environments. We challenge that assumption. With sufficiently large-scale and diverse simulated synthetic training data, we show that zero-shot…
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A prevailing view in robot learning is that simulation alone is not enough; effective sim-to-real transfer is widely believed to require at least some real-world data collection or task-specific fine-tuning to bridge the gap between simulated and physical environments. We challenge that assumption. With sufficiently large-scale and diverse simulated synthetic training data, we show that zero-shot transfer to the real world is not only possible, but effective for both static and mobile manipulation. We introduce MolmoBot-Engine, a fully open-source pipeline for procedural data generation across robots, tasks, and diverse simulated environments in MolmoSpaces. With it, we release MolmoBot-Data, a dataset of 1.8 million expert trajectories for articulated object manipulation and pick-and-place tasks. We train three policy classes: MolmoBot, a Molmo2-based multi-frame vision-language model with a flow-matching action head; MolmoBot-Pi0, which replicates the $π_0$ architecture to enable direct comparison; and MolmoBot-SPOC, a lightweight policy suitable for edge deployment and amenable to RL fine-tuning. We evaluate on two robotic platforms: the Franka FR3 for tabletop manipulation tasks and the Rainbow Robotics RB-Y1 mobile manipulator for door opening, drawer manipulation, cabinet interaction, and mobile pick-and-place. Without any real-world fine-tuning, our policies achieve zero-shot transfer to unseen objects and environments. On tabletop pick-and-place, MolmoBot achieves a success rate of 79.2% in real world evaluations across 4 settings, outperforming $π_{0.5}$ at 39.2%. Our results demonstrate that procedural environment generation combined with diverse articulated assets can produce robust manipulation policies that generalize broadly to the real world. Technical website: https://allenai.github.io/MolmoBot
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Submitted 26 March, 2026; v1 submitted 17 March, 2026;
originally announced March 2026.
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MolmoSpaces: A Large-Scale Open Ecosystem for Robot Navigation and Manipulation
Authors:
Yejin Kim,
Wilbert Pumacay,
Omar Rayyan,
Max Argus,
Winson Han,
Eli VanderBilt,
Jordi Salvador,
Abhay Deshpande,
Rose Hendrix,
Snehal Jauhri,
Shuo Liu,
Nur Muhammad Mahi Shafiullah,
Maya Guru,
Ainaz Eftekhar,
Karen Farley,
Donovan Clay,
Jiafei Duan,
Arjun Guru,
Piper Wolters,
Alvaro Herrasti,
Ying-Chun Lee,
Georgia Chalvatzaki,
Yuchen Cui,
Ali Farhadi,
Dieter Fox
, et al. (1 additional authors not shown)
Abstract:
Deploying robots at scale demands robustness to the long tail of everyday situations. The countless variations in scene layout, object geometry, and task specifications that characterize real environments are vast and underrepresented in existing robot benchmarks. Measuring this level of generalization requires infrastructure at a scale and diversity that physical evaluation alone cannot provide.…
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Deploying robots at scale demands robustness to the long tail of everyday situations. The countless variations in scene layout, object geometry, and task specifications that characterize real environments are vast and underrepresented in existing robot benchmarks. Measuring this level of generalization requires infrastructure at a scale and diversity that physical evaluation alone cannot provide. We introduce MolmoSpaces, a fully open ecosystem to support large-scale benchmarking of robot policies. MolmoSpaces consists of over 230k diverse indoor environments, ranging from handcrafted household scenes to procedurally generated multiroom houses, populated with 130k richly annotated object assets, including 48k manipulable objects with 42M stable grasps. Crucially, these environments are simulator-agnostic, supporting popular options such as MuJoCo, Isaac, and ManiSkill. The ecosystem supports the full spectrum of embodied tasks: static and mobile manipulation, navigation, and multiroom long-horizon tasks requiring coordinated perception, planning, and interaction across entire indoor environments. We also design MolmoSpaces-Bench, a benchmark suite of 8 tasks in which robots interact with our diverse scenes and richly annotated objects. Our experiments show MolmoSpaces-Bench exhibits strong sim-to-real correlation (R = 0.96, \r{ho} = 0.98), confirm newer and stronger zero-shot policies outperform earlier versions in our benchmarks, and identify key sensitivities to prompt phrasing, initial joint positions, and camera occlusion. Through MolmoSpaces and its open-source assets and tooling, we provide a foundation for scalable data generation, policy training, and benchmark creation for robot learning research.
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Submitted 18 February, 2026; v1 submitted 11 February, 2026;
originally announced February 2026.
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MolmoAct: Action Reasoning Models that can Reason in Space
Authors:
Jason Lee,
Jiafei Duan,
Haoquan Fang,
Yuquan Deng,
Shuo Liu,
Boyang Li,
Bohan Fang,
Jieyu Zhang,
Yi Ru Wang,
Sangho Lee,
Winson Han,
Wilbert Pumacay,
Angelica Wu,
Rose Hendrix,
Karen Farley,
Eli VanderBilt,
Ali Farhadi,
Dieter Fox,
Ranjay Krishna
Abstract:
Reasoning is central to purposeful action, yet most robotic foundation models map perception and instructions directly to control, which limits adaptability, generalization, and semantic grounding. We introduce Action Reasoning Models (ARMs), a class of robotic foundation models that integrate perception, planning, and control through a structured three-stage pipeline. Our model, MolmoAct, encodes…
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Reasoning is central to purposeful action, yet most robotic foundation models map perception and instructions directly to control, which limits adaptability, generalization, and semantic grounding. We introduce Action Reasoning Models (ARMs), a class of robotic foundation models that integrate perception, planning, and control through a structured three-stage pipeline. Our model, MolmoAct, encodes observations and instructions into depth-aware perception tokens, generates mid-level spatial plans as editable trajectory traces, and predicts precise low-level actions, enabling explainable and steerable behavior. MolmoAct-7B-D achieves strong performance across simulation and real-world settings: 70.5% zero-shot accuracy on SimplerEnv Visual Matching tasks, surpassing closed-source Pi-0 and GR00T N1.5; 86.6% average success on LIBERO, including an additional 6.3% gain over ThinkAct on long-horizon tasks; and in real-world fine-tuning, an additional 10% (single-arm) and an additional 22.7% (bimanual) task progression over Pi-0-FAST. It also outperforms baselines by an additional 23.3% on out-of-distribution generalization and achieves top human-preference scores for open-ended instruction following and trajectory steering. Furthermore, we release, for the first time, the MolmoAct Dataset -- a mid-training robot dataset comprising over 10,000 high quality robot trajectories across diverse scenarios and tasks. Training with this dataset yields an average 5.5% improvement in general performance over the base model. We release all model weights, training code, our collected dataset, and our action reasoning dataset, establishing MolmoAct as both a state-of-the-art robotics foundation model and an open blueprint for building ARMs that transform perception into purposeful action through structured reasoning. Blogpost: https://allenai.org/blog/molmoact
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Submitted 18 September, 2025; v1 submitted 11 August, 2025;
originally announced August 2025.
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Molmo and PixMo: Open Weights and Open Data for State-of-the-Art Vision-Language Models
Authors:
Matt Deitke,
Christopher Clark,
Sangho Lee,
Rohun Tripathi,
Yue Yang,
Jae Sung Park,
Mohammadreza Salehi,
Niklas Muennighoff,
Kyle Lo,
Luca Soldaini,
Jiasen Lu,
Taira Anderson,
Erin Bransom,
Kiana Ehsani,
Huong Ngo,
YenSung Chen,
Ajay Patel,
Mark Yatskar,
Chris Callison-Burch,
Andrew Head,
Rose Hendrix,
Favyen Bastani,
Eli VanderBilt,
Nathan Lambert,
Yvonne Chou
, et al. (25 additional authors not shown)
Abstract:
Today's most advanced vision-language models (VLMs) remain proprietary. The strongest open-weight models rely heavily on synthetic data from proprietary VLMs to achieve good performance, effectively distilling these closed VLMs into open ones. As a result, the community has been missing foundational knowledge about how to build performant VLMs from scratch. We present Molmo, a new family of VLMs t…
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Today's most advanced vision-language models (VLMs) remain proprietary. The strongest open-weight models rely heavily on synthetic data from proprietary VLMs to achieve good performance, effectively distilling these closed VLMs into open ones. As a result, the community has been missing foundational knowledge about how to build performant VLMs from scratch. We present Molmo, a new family of VLMs that are state-of-the-art in their class of openness. Our key contribution is a collection of new datasets called PixMo, including a dataset of highly detailed image captions for pre-training, a free-form image Q&A dataset for fine-tuning, and an innovative 2D pointing dataset, all collected without the use of external VLMs. The success of our approach relies on careful modeling choices, a well-tuned training pipeline, and, most critically, the quality of our newly collected datasets. Our best-in-class 72B model not only outperforms others in the class of open weight and data models, but also outperforms larger proprietary models including Claude 3.5 Sonnet, and Gemini 1.5 Pro and Flash, second only to GPT-4o based on both academic benchmarks and on a large human evaluation. Our model weights, new datasets, and source code are available at https://molmo.allenai.org/blog.
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Submitted 5 December, 2024; v1 submitted 25 September, 2024;
originally announced September 2024.
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Holodeck: Language Guided Generation of 3D Embodied AI Environments
Authors:
Yue Yang,
Fan-Yun Sun,
Luca Weihs,
Eli VanderBilt,
Alvaro Herrasti,
Winson Han,
Jiajun Wu,
Nick Haber,
Ranjay Krishna,
Lingjie Liu,
Chris Callison-Burch,
Mark Yatskar,
Aniruddha Kembhavi,
Christopher Clark
Abstract:
3D simulated environments play a critical role in Embodied AI, but their creation requires expertise and extensive manual effort, restricting their diversity and scope. To mitigate this limitation, we present Holodeck, a system that generates 3D environments to match a user-supplied prompt fully automatedly. Holodeck can generate diverse scenes, e.g., arcades, spas, and museums, adjust the designs…
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3D simulated environments play a critical role in Embodied AI, but their creation requires expertise and extensive manual effort, restricting their diversity and scope. To mitigate this limitation, we present Holodeck, a system that generates 3D environments to match a user-supplied prompt fully automatedly. Holodeck can generate diverse scenes, e.g., arcades, spas, and museums, adjust the designs for styles, and can capture the semantics of complex queries such as "apartment for a researcher with a cat" and "office of a professor who is a fan of Star Wars". Holodeck leverages a large language model (i.e., GPT-4) for common sense knowledge about what the scene might look like and uses a large collection of 3D assets from Objaverse to populate the scene with diverse objects. To address the challenge of positioning objects correctly, we prompt GPT-4 to generate spatial relational constraints between objects and then optimize the layout to satisfy those constraints. Our large-scale human evaluation shows that annotators prefer Holodeck over manually designed procedural baselines in residential scenes and that Holodeck can produce high-quality outputs for diverse scene types. We also demonstrate an exciting application of Holodeck in Embodied AI, training agents to navigate in novel scenes like music rooms and daycares without human-constructed data, which is a significant step forward in developing general-purpose embodied agents.
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Submitted 22 April, 2024; v1 submitted 14 December, 2023;
originally announced December 2023.
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SPOC: Imitating Shortest Paths in Simulation Enables Effective Navigation and Manipulation in the Real World
Authors:
Kiana Ehsani,
Tanmay Gupta,
Rose Hendrix,
Jordi Salvador,
Luca Weihs,
Kuo-Hao Zeng,
Kunal Pratap Singh,
Yejin Kim,
Winson Han,
Alvaro Herrasti,
Ranjay Krishna,
Dustin Schwenk,
Eli VanderBilt,
Aniruddha Kembhavi
Abstract:
Reinforcement learning (RL) with dense rewards and imitation learning (IL) with human-generated trajectories are the most widely used approaches for training modern embodied agents. RL requires extensive reward shaping and auxiliary losses and is often too slow and ineffective for long-horizon tasks. While IL with human supervision is effective, collecting human trajectories at scale is extremely…
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Reinforcement learning (RL) with dense rewards and imitation learning (IL) with human-generated trajectories are the most widely used approaches for training modern embodied agents. RL requires extensive reward shaping and auxiliary losses and is often too slow and ineffective for long-horizon tasks. While IL with human supervision is effective, collecting human trajectories at scale is extremely expensive. In this work, we show that imitating shortest-path planners in simulation produces agents that, given a language instruction, can proficiently navigate, explore, and manipulate objects in both simulation and in the real world using only RGB sensors (no depth map or GPS coordinates). This surprising result is enabled by our end-to-end, transformer-based, SPOC architecture, powerful visual encoders paired with extensive image augmentation, and the dramatic scale and diversity of our training data: millions of frames of shortest-path-expert trajectories collected inside approximately 200,000 procedurally generated houses containing 40,000 unique 3D assets. Our models, data, training code, and newly proposed 10-task benchmarking suite CHORES are available in https://spoc-robot.github.io.
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Submitted 7 August, 2024; v1 submitted 5 December, 2023;
originally announced December 2023.
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OBJECT 3DIT: Language-guided 3D-aware Image Editing
Authors:
Oscar Michel,
Anand Bhattad,
Eli VanderBilt,
Ranjay Krishna,
Aniruddha Kembhavi,
Tanmay Gupta
Abstract:
Existing image editing tools, while powerful, typically disregard the underlying 3D geometry from which the image is projected. As a result, edits made using these tools may become detached from the geometry and lighting conditions that are at the foundation of the image formation process. In this work, we formulate the newt ask of language-guided 3D-aware editing, where objects in an image should…
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Existing image editing tools, while powerful, typically disregard the underlying 3D geometry from which the image is projected. As a result, edits made using these tools may become detached from the geometry and lighting conditions that are at the foundation of the image formation process. In this work, we formulate the newt ask of language-guided 3D-aware editing, where objects in an image should be edited according to a language instruction in context of the underlying 3D scene. To promote progress towards this goal, we release OBJECT: a dataset consisting of 400K editing examples created from procedurally generated 3D scenes. Each example consists of an input image, editing instruction in language, and the edited image. We also introduce 3DIT : single and multi-task models for four editing tasks. Our models show impressive abilities to understand the 3D composition of entire scenes, factoring in surrounding objects, surfaces, lighting conditions, shadows, and physically-plausible object configurations. Surprisingly, training on only synthetic scenes from OBJECT, editing capabilities of 3DIT generalize to real-world images.
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Submitted 20 July, 2023;
originally announced July 2023.
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Objaverse-XL: A Universe of 10M+ 3D Objects
Authors:
Matt Deitke,
Ruoshi Liu,
Matthew Wallingford,
Huong Ngo,
Oscar Michel,
Aditya Kusupati,
Alan Fan,
Christian Laforte,
Vikram Voleti,
Samir Yitzhak Gadre,
Eli VanderBilt,
Aniruddha Kembhavi,
Carl Vondrick,
Georgia Gkioxari,
Kiana Ehsani,
Ludwig Schmidt,
Ali Farhadi
Abstract:
Natural language processing and 2D vision models have attained remarkable proficiency on many tasks primarily by escalating the scale of training data. However, 3D vision tasks have not seen the same progress, in part due to the challenges of acquiring high-quality 3D data. In this work, we present Objaverse-XL, a dataset of over 10 million 3D objects. Our dataset comprises deduplicated 3D objects…
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Natural language processing and 2D vision models have attained remarkable proficiency on many tasks primarily by escalating the scale of training data. However, 3D vision tasks have not seen the same progress, in part due to the challenges of acquiring high-quality 3D data. In this work, we present Objaverse-XL, a dataset of over 10 million 3D objects. Our dataset comprises deduplicated 3D objects from a diverse set of sources, including manually designed objects, photogrammetry scans of landmarks and everyday items, and professional scans of historic and antique artifacts. Representing the largest scale and diversity in the realm of 3D datasets, Objaverse-XL enables significant new possibilities for 3D vision. Our experiments demonstrate the improvements enabled with the scale provided by Objaverse-XL. We show that by training Zero123 on novel view synthesis, utilizing over 100 million multi-view rendered images, we achieve strong zero-shot generalization abilities. We hope that releasing Objaverse-XL will enable further innovations in the field of 3D vision at scale.
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Submitted 11 July, 2023;
originally announced July 2023.
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Objaverse: A Universe of Annotated 3D Objects
Authors:
Matt Deitke,
Dustin Schwenk,
Jordi Salvador,
Luca Weihs,
Oscar Michel,
Eli VanderBilt,
Ludwig Schmidt,
Kiana Ehsani,
Aniruddha Kembhavi,
Ali Farhadi
Abstract:
Massive data corpora like WebText, Wikipedia, Conceptual Captions, WebImageText, and LAION have propelled recent dramatic progress in AI. Large neural models trained on such datasets produce impressive results and top many of today's benchmarks. A notable omission within this family of large-scale datasets is 3D data. Despite considerable interest and potential applications in 3D vision, datasets…
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Massive data corpora like WebText, Wikipedia, Conceptual Captions, WebImageText, and LAION have propelled recent dramatic progress in AI. Large neural models trained on such datasets produce impressive results and top many of today's benchmarks. A notable omission within this family of large-scale datasets is 3D data. Despite considerable interest and potential applications in 3D vision, datasets of high-fidelity 3D models continue to be mid-sized with limited diversity of object categories. Addressing this gap, we present Objaverse 1.0, a large dataset of objects with 800K+ (and growing) 3D models with descriptive captions, tags, and animations. Objaverse improves upon present day 3D repositories in terms of scale, number of categories, and in the visual diversity of instances within a category. We demonstrate the large potential of Objaverse via four diverse applications: training generative 3D models, improving tail category segmentation on the LVIS benchmark, training open-vocabulary object-navigation models for Embodied AI, and creating a new benchmark for robustness analysis of vision models. Objaverse can open new directions for research and enable new applications across the field of AI.
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Submitted 15 December, 2022;
originally announced December 2022.
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ProcTHOR: Large-Scale Embodied AI Using Procedural Generation
Authors:
Matt Deitke,
Eli VanderBilt,
Alvaro Herrasti,
Luca Weihs,
Jordi Salvador,
Kiana Ehsani,
Winson Han,
Eric Kolve,
Ali Farhadi,
Aniruddha Kembhavi,
Roozbeh Mottaghi
Abstract:
Massive datasets and high-capacity models have driven many recent advancements in computer vision and natural language understanding. This work presents a platform to enable similar success stories in Embodied AI. We propose ProcTHOR, a framework for procedural generation of Embodied AI environments. ProcTHOR enables us to sample arbitrarily large datasets of diverse, interactive, customizable, an…
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Massive datasets and high-capacity models have driven many recent advancements in computer vision and natural language understanding. This work presents a platform to enable similar success stories in Embodied AI. We propose ProcTHOR, a framework for procedural generation of Embodied AI environments. ProcTHOR enables us to sample arbitrarily large datasets of diverse, interactive, customizable, and performant virtual environments to train and evaluate embodied agents across navigation, interaction, and manipulation tasks. We demonstrate the power and potential of ProcTHOR via a sample of 10,000 generated houses and a simple neural model. Models trained using only RGB images on ProcTHOR, with no explicit mapping and no human task supervision produce state-of-the-art results across 6 embodied AI benchmarks for navigation, rearrangement, and arm manipulation, including the presently running Habitat 2022, AI2-THOR Rearrangement 2022, and RoboTHOR challenges. We also demonstrate strong 0-shot results on these benchmarks, via pre-training on ProcTHOR with no fine-tuning on the downstream benchmark, often beating previous state-of-the-art systems that access the downstream training data.
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Submitted 14 June, 2022;
originally announced June 2022.
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ManipulaTHOR: A Framework for Visual Object Manipulation
Authors:
Kiana Ehsani,
Winson Han,
Alvaro Herrasti,
Eli VanderBilt,
Luca Weihs,
Eric Kolve,
Aniruddha Kembhavi,
Roozbeh Mottaghi
Abstract:
The domain of Embodied AI has recently witnessed substantial progress, particularly in navigating agents within their environments. These early successes have laid the building blocks for the community to tackle tasks that require agents to actively interact with objects in their environment. Object manipulation is an established research domain within the robotics community and poses several chal…
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The domain of Embodied AI has recently witnessed substantial progress, particularly in navigating agents within their environments. These early successes have laid the building blocks for the community to tackle tasks that require agents to actively interact with objects in their environment. Object manipulation is an established research domain within the robotics community and poses several challenges including manipulator motion, grasping and long-horizon planning, particularly when dealing with oft-overlooked practical setups involving visually rich and complex scenes, manipulation using mobile agents (as opposed to tabletop manipulation), and generalization to unseen environments and objects. We propose a framework for object manipulation built upon the physics-enabled, visually rich AI2-THOR framework and present a new challenge to the Embodied AI community known as ArmPointNav. This task extends the popular point navigation task to object manipulation and offers new challenges including 3D obstacle avoidance, manipulating objects in the presence of occlusion, and multi-object manipulation that necessitates long term planning. Popular learning paradigms that are successful on PointNav challenges show promise, but leave a large room for improvement.
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Submitted 22 April, 2021;
originally announced April 2021.
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RoboTHOR: An Open Simulation-to-Real Embodied AI Platform
Authors:
Matt Deitke,
Winson Han,
Alvaro Herrasti,
Aniruddha Kembhavi,
Eric Kolve,
Roozbeh Mottaghi,
Jordi Salvador,
Dustin Schwenk,
Eli VanderBilt,
Matthew Wallingford,
Luca Weihs,
Mark Yatskar,
Ali Farhadi
Abstract:
Visual recognition ecosystems (e.g. ImageNet, Pascal, COCO) have undeniably played a prevailing role in the evolution of modern computer vision. We argue that interactive and embodied visual AI has reached a stage of development similar to visual recognition prior to the advent of these ecosystems. Recently, various synthetic environments have been introduced to facilitate research in embodied AI.…
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Visual recognition ecosystems (e.g. ImageNet, Pascal, COCO) have undeniably played a prevailing role in the evolution of modern computer vision. We argue that interactive and embodied visual AI has reached a stage of development similar to visual recognition prior to the advent of these ecosystems. Recently, various synthetic environments have been introduced to facilitate research in embodied AI. Notwithstanding this progress, the crucial question of how well models trained in simulation generalize to reality has remained largely unanswered. The creation of a comparable ecosystem for simulation-to-real embodied AI presents many challenges: (1) the inherently interactive nature of the problem, (2) the need for tight alignments between real and simulated worlds, (3) the difficulty of replicating physical conditions for repeatable experiments, (4) and the associated cost. In this paper, we introduce RoboTHOR to democratize research in interactive and embodied visual AI. RoboTHOR offers a framework of simulated environments paired with physical counterparts to systematically explore and overcome the challenges of simulation-to-real transfer, and a platform where researchers across the globe can remotely test their embodied models in the physical world. As a first benchmark, our experiments show there exists a significant gap between the performance of models trained in simulation when they are tested in both simulations and their carefully constructed physical analogs. We hope that RoboTHOR will spur the next stage of evolution in embodied computer vision. RoboTHOR can be accessed at the following link: https://ai2thor.allenai.org/robothor
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Submitted 14 April, 2020;
originally announced April 2020.
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AI2-THOR: An Interactive 3D Environment for Visual AI
Authors:
Eric Kolve,
Roozbeh Mottaghi,
Winson Han,
Eli VanderBilt,
Luca Weihs,
Alvaro Herrasti,
Matt Deitke,
Kiana Ehsani,
Daniel Gordon,
Yuke Zhu,
Aniruddha Kembhavi,
Abhinav Gupta,
Ali Farhadi
Abstract:
We introduce The House Of inteRactions (THOR), a framework for visual AI research, available at http://ai2thor.allenai.org. AI2-THOR consists of near photo-realistic 3D indoor scenes, where AI agents can navigate in the scenes and interact with objects to perform tasks. AI2-THOR enables research in many different domains including but not limited to deep reinforcement learning, imitation learning,…
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We introduce The House Of inteRactions (THOR), a framework for visual AI research, available at http://ai2thor.allenai.org. AI2-THOR consists of near photo-realistic 3D indoor scenes, where AI agents can navigate in the scenes and interact with objects to perform tasks. AI2-THOR enables research in many different domains including but not limited to deep reinforcement learning, imitation learning, learning by interaction, planning, visual question answering, unsupervised representation learning, object detection and segmentation, and learning models of cognition. The goal of AI2-THOR is to facilitate building visually intelligent models and push the research forward in this domain.
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Submitted 26 August, 2022; v1 submitted 14 December, 2017;
originally announced December 2017.