This paper focuses on the problem of Embodied Task Planning, where an agent is required to execute a sequence of atomic actions within an interactive environment to complete a user-specified task. Though a variety of simulators and datasets have previously been built for this task, these efforts are largely isolated, with each using its own observation format, action type, and task domain. This fragmentation complicates comprehensive model evaluation and hinders the scalability of training data. As an effort towards generalizable embodied planning, we propose UniETP, a unified interface integrating four commonly-used simulators (AI2-THOR, VirtualHome, Habitat, BEHAVIOR). UniETP is characterized by both standardization and diversity. On one hand, it formalizes all the simulators into a consistent observation and action space, and builds an evaluation system to support complicated task goal. On the other hand, it enhances task diversity and complexity across dimensions like task logic, instance grounding, and instruction understanding, constructing a new dataset with varied levels of difficulty in an automatic manner. Extensive experiments on the proposed benchmark are conducted to evaluate the embodied planning capabilities of recent models and analyze the performance bottlenecks. Codes and data will be available at https://github.com/woyut/UniETP .
Matthew Vandergrift, Esraa Elelimy, Martha Whitecs.LG
One goal in reinforcement learning (RL) research is to understand general-purpose sequential decision-making, using benchmark simulators as a proxy for learning in deployment settings. When running experiments, however, the goal of achieving high performance in the simulator can mutate into focusing exclusively on solving the simulator. To achieve high scores, researchers may adopt solutions exclusively meant for solving simulators, rather than learning while the agent is deployed outside a simulator. Solving simulators is also worthy of investigation, but it is a fundamentally different RL research question. In this paper, we argue that RL researchers need to distinguish between two use cases of simulators: solving simulators and using simulators as a proxy for learning in deployment. We first discuss how these two use-cases are importantly different, in terms of constraints on how the agent can use the simulator, which algorithms are appropriate, and which evaluation metrics are appropriate. We then highlight several issues and misleading conclusions that can occur by not making the distinction between these two settings clear, supported with examples and simple experiments. This work is a call to the community to begin clearly distinguishing how they are using simulators in their work, hopefully sparking further discussion on which empirical practices work best in each setting.