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与环境聊天:使用大型语言模型进行交互式多模态感知

出版商:IEEE

抽象的:

在复杂的世界中对机器人行为进行编程面临多个层面的挑战,从灵巧的低级技能到高级规划和推理。最近预先训练的大型语言模型 (LLM) 在少样本机器人规划中表现出了卓越的推理能力。然而,将 LLM 建立在多模态感官输入和连续动作输出的基础上,同时使机器人能够与其环境交互并在其策略展开时获取新信息,这仍然具有挑战性。我们开发了一个具有部分可观察状态的机器人交互场景,这需要机器人决定一系列认知动作,以便在多个模态中采样感官信息,然后才能正确执行任务。因此,提出了一个以 LLM 为骨干的交互式感知框架,该框架的能力可用于指导认知动作并推理由此产生的多模态感觉(视觉、声音、触觉、本体感觉),以及根据交互获取的信息规划整个任务的执行。我们的研究表明,LLM 可以提供高级规划和推理技能,并在多模态环境中控制交互式机器人行为,而具有环境状态背景的多模态模块有助于巩固 LLM 并扩展其处理能力。该项目网站位于 https://matcha-model.github.io/。
会议日期: 2023年10月1日至5日
添加至 IEEE Xplore的日期: 2023 年 12 月 13 日
国际书号信息:

ISSN信息:

出版商:IEEE
会议地点:美国密歇根州底特律

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第一部分

介绍

人类如何感知周围环境以发现潜在的特性?

假设你面前有一个形状奇特、材质未知的不常见物体,如果可能的话,你可以用被动和主动两种方式探索其属性,例如观察几何形状、触摸甚至敲击表面,以便从反馈中推断出其确切的功能。在这种情况下,除非发生违反直觉的事情,否则不会进行不必要的探索,而这些探索在其他场景(如嗅觉)中可能是必不可少的。我们人类在日常生活中自然地通过常识和既定知识进行这种多模态观察和检查随着时间的推移,我们会随着经验的积累而对其进行调整[4]

现在,配备多个传感器和大型语言模型 (LLM) 的机器人也能做到这一点。环境可能充满丰富的内容,机器人可能会被各种各样的感官刺激所淹没。智能机器人应该 1) 明智地选择要关注的刺激,避免急切地陷入细节,2) 根据特定任务的上下文对由此产生的感觉做出相应的反应。

图 1:机器人在人类的指令下,反复与环境“对话”,以获取完成任务所需的足够信息。LLM 生成动作命令,以交互方式感知环境,环境则通过多模态感知模块提供多模态反馈 (MF)。
图 1:

根据人类的指令,机器人会反复与环境“对话”,以获取完成任务所需的足够信息。LLM 会生成动作命令,以交互方式感知环境,作为响应,环境会通过多模态感知模块提供多模态反馈 (MF)。

A. 交互式多模态感知

和人类一样,机器人可以以被动或交互的方式感知环境[12]被动感知是指视觉或听觉监控等方式,它允许机器人快速获取信息而无需干预周围环境。然而,被动方式有其局限性,其中最突出的是在面对认知不确定性 [6]时无能为力,认知不确定性是由于缺乏知识而导致的。

认知不确定性不可避免地来自各种来源,例如来自人类指令的歧义、低分辨率感知(例如卷积的图像尺寸减小)或模态不足。其中许多只能通过交互式感知来减少,其中机器人主动询问环境以提高准确性甚至发现潜在信息。例如,当被要求提供螺丝而不是具有相似颜色和形状但由铝制成的螺丝时,助手机器人可能需要使用被动视觉来定位可能的候选者,并进一步以交互方式使用称重或磁性模块进行确认。

Despite the promising advantages, interactive perception is less common than the passive manner because it entails increased complexity [14]. Efforts are needed to design a mediating system to handle various sensory data and to adapt to changes in the conditions of both the robot and the environment, such as a new robotic modular being available or the involvement of novel objects.

B. Chatting With the Environment

LLMs have been showing incredible potential in areas besides robotics [1], [7], [15], [16]. Human knowledge that resides in LLMs can help a robot abstract and select only suitable features, e.g. relevant to the region of interest or informative modalities, to simplify the learning process. Moreover, in terms of generalizability, the knowledge of LLMs allows a behavioral agent to adapt efficiently to novel concepts and environmental structures. For instance, when being asked to use one adjective for each to describe how a sponge and a brick feel, ChatGPT1 will respond with “soft” and “hard” respectively. This is helpful for a robot with a haptics sensing module to distinguish between these two novel, never-seen objects.

LLMs are usually generative models that predict tokens to come, but with certain designs, e.g. conversational prompts, LLMs are capable of generating chat-fashion texts. This allows their integration with a robot to not only plan with respect to a robot's built-in ability [27], [1] but also respond according to environmental feedback.

However, they cannot directly process application-specified raw multimodal data. We resort to modular perceptions for each modality that are separately trained before being plugged into the LLM backbone. Each module semantically translates the resulting multimodal sensations into natural language that can be understood by LLMs and processed in a unified manner.

Our contributions are threefold. Firstly, we establish a manipulation scenario with multimodal sensory data and language descriptions. Secondly, we propose Matcha2 (Multimodal environment chatting agent), where an LLM is prompted to work in a chatting fashion, thus having continuous access to environmental feedback for contextual reasoning and planning. Finally, we show that LLMs can be utilized to perform interactive multimodal perception and behavior explanation. Accordingly, an interactive robot can make reasonable and robust decisions by resorting to LLMs to examine objects and clarify their properties that are essential to completing the task (see Fig. 1).

SECTION II.

Related Work

Multimodal Learning and Robotic Information Gathering

Research in multimodality in robotics nowadays attracts growing attention [2] because of its success in, for example, audio-visual learning [28], [26], [30] and language-visual learning [20], [21]. It is beneficial and sometimes essential for a robot to learn from multimodality because one modality could carry some distinct information, e.g. tones in speech, that cannot be deduced from another. [13].

Capable robots require managing one or several sensors to maximize the information needed for disambiguation [4] regarding a specific goal. This problem is known as active information acquisition [3], [24] or, particularly in robotics, robotic information gathering [19], where robots have to properly select perceiving actions to reduce ambiguity or uncertainty. Besides handcrafted rules, some information advantage measures, e.g. entropy or information gain, are usually employed to maximize [3]. However, the combination of multimodal data is usually challenging. There are studies on fusing multimodal data according to their uncertainties, but this may face numerical instability and is difficult to transfer from one application to another [25]. Instead of directly fusing the multisensory data in a numerical space, we propose to use multimodal modules to translate them into natural language expressions that an LLM can easily digest.

Large Language Models in Robotic Planning

Very recent works use LLMs to decompose high-level instructions into actionable low-level commands for zero-shot planning. They use LLMs as a planner to autoregressively select actions that are appropriate with respect to the instruction according to application-based prompts [27], the semantic similarity between mapped pairs [10], or the contextual language score grounded on realistic robot affordances [1]. Other approaches ground LLM knowledge in human interaction [7] or many other various fields where domain knowledge is distinct and modular frameworks can be composed via language as the intermediate representation [18], [16], [27].

However, these works design a robot to form a planning strategy with built-in knowledge, rather than interact with the surroundings and make decisions based on actively collected information from the environment. There is no feedback loop for their LLMs to perceive the environmental cues, such that only “blind” decisions are made in the robotic unrolling process. In contrast, our interactive architecture allows LLMs to access the environment state from multiple modalities for adaptive planning.

SECTION III.

Methodology

A. Architecture

We propose Matcha (multimodal environment chatting agent) which is able to interactively perceive (“chat” with) the environment through multimodal perception when the information from passive visual perception is insufficient for completing an instructed task. The epistemic actions are executed autoregressively until the agent is confident enough about the information sufficiency in that situation.

Fig. 2 provides an overview of the architecture of Matcha. It is a modular framework of three parts: an LLM backbone, multimodal perception modules and a low-level command execution policy. They connect to each other with language as the intermediate representation for information exchange.

To be specific, given a high-level instruction, especially the one that Matcha cannot directly perform with the command policy alone, the LLM backbone will reason the situations and select the most contextually admissible perceiving command to gather information. After the execution of the policy module, the resulting environmental response is processed by a correspondingly evoked multimodal perception module into semantic descriptions, e.g. “clinking sound” by an auditory module after the “knock on” action. Finally, the executed command itself as well as the environmental state description are fed back to the LLM for future planning.

The LLM is used in a few-shot manner without any need for fine-tuning, being independent of other components. Policy and perception modules can be separately designed and plugged into the framework whenever needed. Intrinsically linked by natural language, this framework is flexible and can scale and adapt easily to possible robotic upgrades or diverse robotic scenarios.

图 2:Matcha 概述。该框架包含 LLM、多模态感知模块和语言条件策略。这些组件以自然语言作为中间表示相互通信。提示的组成涉及三种类型的语言信息:I 是来自用户的语言指令,C 是 LLM 生成的语言命令,F 是来自多模态感知的语义反馈。虚线表示可能引发的路径。
Fig. 2:

Overview of Matcha. The framework contains an LLM, multimodal perception modules, and a language-conditioned policy. These components communicate with each other with natural language as the intermediate representation. Three types of language information are involved in composing the prompt: I is a language instruction from the user, C is a language command produced by the LLM, and F is semantic feedback from multimodal perceptions. Dotted lines indicate possibly evoking paths.

B. Multimodal Perception and Execution Policy

We select a commonly feasible suit of modalities and a language-conditioned policy as an example implementation of our framework. Other varieties for specific scenarios can also be easily integrated due to the flexibility of modularity of the framework. Detailed experimental implementations will be introduced in Sec IV.

1) Vision

Usually, a monitoring camera is the cheapest option for a robot to passively perceive such rich information. We employ pre-trained ViLD [9], an open-vocabulary visual detection model, as the vision perception module to detect objects with their categories and positions in the scene. Then, the results will be delivered to a policy module for identification and execution. Meanwhile, a prompt template “The scene contains [OBJI, OBJ2, …]” is applied to construct a scene description, which enables the LLM to have an initial impression of the environment. Typically, pre-trained vision models are not designed to discern attributes that extend beyond those easily extractable from topology or textures, such as material composition. The use of low-resolution images for expedited processing exacerbates the loss of information concerning such attributes. In our experimental approach, we prioritize demonstrating the integration of diverse modalities instead of extensively fine-tuning ViLD to encompass all aspects.

2) Impact Sound

Impact sound commonly occurs from time to time, and can be useful for robotic multimodal learning [28]. Though it can be passively collected with a microphone attached to the robotic end-effector, without intentional intervention by the robot, a “knock on” action in our case, a microphone may only be able to collect background noise. This auditory perception module classifies the consequent impact sound into a description and then wraps it in a natural language form. Actually, a clip of audio may contain sufficient information for some of the usage, e.g. to distinguish metal from glass [8]. However, it may not be the case for other scenarios, for example, to select the only targeted one among a set of similar “dull” sounds that could indicate either plastic, wood or hard paper. Therefore, we showcase both of the designs, i.e. one with a specific material classification (e.g. “glass”) and another with solely low-level and non-distinct descriptions (e.g. “tinkling”). The modular output is also wrapped with templates to a full sentence such as “It sounds tinkling”, to guarantee processing consistency with LLMs.

3) Weight

Weight measurements are usually obtained via the torque exerted on the robotic arm subsequent to the execution of an “weighing” action. The weight information is directly translated into natural language like “It is lightweight” or “It weighs 30g”. Note that with implicit clarification of the scenario and the type of objects that a robot is manipulating, LLMs can interpret numerical values into contextual meanings.

4) Haptics

Haptic perception is extremely important for humans to interact with their surroundings. It also provides a potential for robots when acquiring information related to physical properties, including hardness, texture, and so on. However, a high-resolution tactile sensor is costly and not worthwhile for many applications. Therefore, in our case, we only use highly abstract descriptions for the force-torque feedback subsequent to a “touching” action on an object, e.g. “It feels soft” or “It feels hard and smooth”.

5) Execution Policy

The execution policy is conditioned on the generated command by an LLM and the visual information provided by the vision perception module. Once an actionable command together with an identified target is suggested by the LLM, the policy module locates the targeted object and executes a certain action. Meanwhile, the environmental feedback will be concurrently collected for multimodal perception modules for further post-processing as demonstrated above.

C. Prompt Engineering

An issue of grounding LLMs on robotic scenarios is that some of the suggestions generated by LLMs are not executable for a specific robot [1], [10], which stems from the fact that LLMs are pre-trained with extremely large open-domain corpora, while the robot is constrained by its physical capability and application scenarios, e.g. a tabletop robot is not able to perform “walk” action.

In this work, the LLM is applied for few-shot planning [16], [27], in which all the executable commands are defined together with several task examples as the initial “chat” history. See Tab. I for the leading prompt which enables the LLM to ground on the specific scenario and follow the contextual patterns for commanding the execution policy.

Table I: The snippet of the 5-shot prompt setting. The other four exemplars are omitted here due to the content limit.
表一:5 发提示设置的片段。由于内容限制,此处省略其他四个示例。

We found that only language models that are large enough can follow the patterns in the prompt strictly, i.e. only generate commands that have been defined in strictly case-sensitive letters and with the same amount of allowed parameters for each, while small ones can hardly obey this constraint and generate unexpected commands, which brings extra demands for tuning. As the action planning is performed by LLMs constrained by a given prompt, the proposed framework demonstrates high flexibility and generalizability upon the possible incorporation of novel actions or perception modules into the system.

SECTION IV.

Experiments

A. Experimental Setup

We evaluate the proposed framework in an object-picking task: a robot is instructed to pick up an object that is referred to by a latent property - material - which is, however, not visually distinguishable under our settings. Tasks are intentionally designed such that information from a single modality could be insufficient to determine object properties, while other perception sources can provide compensations to reduce or eliminate this ambiguity. For example, glass and metal surfaces could exhibit similar hard and smooth properties upon contact, in which case differences in impact sound can aid in further differentiation. Tab. II lists variational multimodal descriptions of the materials. These properties are wrapped as natural language sentences before being fed back to the LLM.

Experiments are done in CoppeliaSim3 simulations with the NICOL robot [11], where several blocks in various colors, materials, weights, and surface textures are randomly selected and placed on the table next to a brown container (see Fig. 1). The ViLD [9] model is meant to be easily generalized to describe complex scenes despite the simplicity of the object setting here. After detection, the objects are represented universally by their name, which serves as a parameter for the action function to identify. Objects with the same color will be distinguished as “on the left/right” given the simplicity of avoiding more than two duplicated colors for the same shape. The desktop robot is equipped with two Open-Manipulator-Pro arms 4, but only its right arm is activated to operate. It is capable of executing actions in [“knock on”, “touch”, “weigh”, “pick up”], with a parameter to indicate the targeted object. The first three actions correspond to the interactive perception of impact sound, haptics, and weight respectively, and the last action finalizes the task by picking and transporting an object into the box. Each instruction is guaranteed to be achievable with the capability of the robot.

Due to the lack of support for physics-driven sound and deformable object simulation in Coppeliasim, we have implemented reasonable alternatives. For the haptics of objects, we simplify haptic perception by assigning variational descriptions regarding its material, e.g. fibrous objects are usually perceived as “soft” and a plastic object can be either “soft” or “hard”. Note that advanced implementations can also be achieved using a neural network as is used in the sound perception module when haptics data for deformable objects is available. For the impact sound, we split the YCB-impact-sound dataset [8] into training and testing sets and augment them with tricks such as shifting, random cropping, and adding noise. The training set is used to train our auditory classification neural networks, while the audios in the testing part are randomly loaded as an alternative to run-time impact sound simulation for the materials mentioned,

Sound can be informative, though not perfect, for determining materials [8]. Besides showing the mediating ability of multiple modalities by the LLM, we further investigate its reasoning ability by employing indistinct descriptions instead of exact material labels.

  • Distinct description: the sound module describes sound feedback by the corresponding material name and its certainty from the classification model, e.g. “It is probably glass” or “It could be plastic with a 47% chance, or ceramic with a 35% chance”. The distinct description setting is more task-oriented, and it examines the robot's ability to mediate multiple sensory data for disambiguation.

  • Indistinct description: we listed some commonly used indistinct sound descriptions in human communications in Tab. II, e.g. using “dull” to describe the sound from a plastic block and “tinkling” to describe the sound for both ceramic and glass objects. This setting is more task-agnostic and thus has the potential for generalization. Moreover, it compels the LLM to infer “professional” material terminology from ambiguous yet multimodal descriptions.

The online OpenAI text-davinci-003 API5 is applied as the LLM backend because it demonstrates robust instruction-following ability and outstanding reasoning performance. 6 We also evaluate with a weaker but far less expensive LLM text-ada-001, a GPT-3 model which is usually fast and capable of simple tasks, under the same setting as comparison.

Table II: Property descriptions of different materials.
表 II:不同材料的特性描述。

B. Results

We test the proposed framework Matcha in 50 randomly generated scenarios for each setting and report the success rate.

We report that the impact sound classification model pretrained with the selected materials achieves an accuracy of 93.33%. When using distinct descriptions, suppose we are making hard-coded rules to utilize the sound module to identify the targeted material, the robot can randomly knock on an object among three, and classify the material until the one that is classified as the target. In theory, the success rate computes as 13p+23p2|p=93.33%=89.18%, where p is the modular accuracy. Usually, other modalities, in this case, are not as distinct as sound, and it could be non-ideal for humans to craft such fusion rules for a possible slight improvement. Therefore, the theoretical success rate with only the sound module will be used as our baseline for analysis. Note that this is a reasonable rule that humans will follow, thus it can also be regarded as the upper bound for Matcha if it worked with only impact sound.

Unsurprisingly, Matcha achieves a relatively higher success rate of 90.57% compared to the ideal theory baseline, as it utilizes compensatory information from other modalities in addition to sound. When using the indistinct description of impact sound, Matcha is still able to achieve a success rate of 56.67%, which is larger than a chance success rate of 33.33% achieved by randomly picking one from the three. This result is remarkable as it performs few-shot deduction with only indistinct adjectives available. By analyzing the failure cases, we found that the similar descriptions of glass and ceramic in terms of impact sound, haptics, and weight make it challenging to distinguish one material from the other. This is not an issue with distinct descriptions, where the sound classification network directly predicts the material, preventing a significant loss of information in the translation from sensory data to language. While the system displays remarkable reasoning ability, the results still highlight the significance of a well-designed modular description that is not overly abstract in facilitating interactive perceptions.

We observe that only strong LLMs (GPT-3 text-davinci-003 in our experiments) can perform the task following the primary prompt as we defined, while weak ones possibly generate commands that are not executable and show degraded performance (see Tab. III). For example, GPT-3 text-ada-0015, a smaller model in the GPT-3 model series, may generate commands like “robot.knock.on(metal block)” or “robot. weight (yellow block, blue block)”, which is not feasible for the policy of the robot.

Table III: Effect of different LLMs on success rate.
表 III:不同 LLM 对成功率的影响。

C. Case Studies

We provide case studies to showcase the interactive perception ability of Matcha in multimodal environments. Following the convention of this paper, texts containing information from humans, LLMs, and the environment are indicated in red, green, and blue, respectively. Fig. 3 gives a completion that the agent can deduce the latent material property from multimodal yet indistinct descriptions. During the planning process, the agent decidedly terminates exploration of the “red block” and instead engages in interacting with the “green block” exhaustively for a comprehensive examination. Common sense and, moreover, established knowledge in the LLM enables Matcha to efficiently interact with the environment. Matcha's proficient behaviors provide evidence of effective reasoning, as it aligns with the subsequent explanation provided by the LLM, namely, that fiber can often be considered “flexible” rather than “cold and smooth”. The example depicted in Fig. 4 presents a fascinating observation: the impact sound of the “orange block” suggests it is more likely to be plastic than metal, but Matcha accurately distinguishes it from plastics after engaging in the interactive perception of weight and haptics. This showcases the potential of multimodal perception to improve classification accuracy. Fig. 5 provides a failure case with indistinct descriptions where the robot picks up a ceramic block when asked to pick up the one made of glass. The underlying cause of this failure is the sensing similarity between glass and ceramic, which creates difficulty in resolving epistemic uncertainty.

图 3:机器人通过模糊的撞击声描述推断出“纤维”材料的成功示例。
Fig. 3:

A successful example in which the robot deduces “fiber” material with indistinct descriptions of impact sound.

D. Discussion

Weak LLMs, e.g. ones without fine-tuning on instruction alignment [17], may not have sufficient capability for precise planning, and thus may require carefully engineered prompts or other grounding techniques. On the other hand, strong LLMs exhibit impressive in-context learning abilities. These observations highlight the potential of leveraging knowledge within strong LLMs, as it enables the successful execution of tasks that were previously deemed infeasible. LLMs can derive significant advantages from utilizing common knowledge, being robust to various instructions regardless of their changes in synonym, linguistic structure or even semantic meanings out of the scope that the robot is initially designed within, e.g. an instruction variation from “the metal block” to “a block that may be suitable for cracking a nut”, in which the robot has to establish a meaningful connection between the object's multimodal perceptions and the required utility.

图 4:- 一个成功的例子,对撞击声有清晰的描述。此示例表明,通过利用多模态感知,LLM 可以纠正仅依赖声音模块时可能出现的错误分类。
Fig. 4:

A successful example with a distinct description of impact sound. This example shows that by leveraging multimodal perception, LLM rectifies the misclassification that may occur when relying solely on sound modules.

图 5:- 在使用模糊的撞击声描述的设置中,代理无法区分玻璃和陶瓷的示例。
Fig. 5:

An example in which the agent fails to distinguish glass and ceramic in the setup of using indistinct descriptions of impact sound.

Nevertheless, the reasoning trace may not always align with human expectations. There are cases that LLMs may prematurely draw conclusions due to their limited logical reasoning ability, particularly when faced with a task that requires reasoning from a long list of facts.

SECTION V.

Generalization, Limitation and Future Work

The Matcha framework exhibits a high degree of generalizability thanks to the commonsense knowledge inside LLMs. Without LLMs, a control algorithm, e.g. one trained with reinforcement learning [14], [22], may require massive datasets/interactions to learn the common sense [22] of collaborating different modalities, yet being less efficient and generalizable.

However, interpreting the real world with language can be limited to the complexity of the task and the environment dynamics. For example, advanced reasoning techniques such as decomposing may be required to deal with a complicated task, where the task is decomposed into several sub-tasks to tackle separately. This automatic operation highlights the flexibility of LLMs but also poses challenges to the static language expression of a complex world - The vision-to-language module should be called multiple times with flexible queries. This brings the requirement of vision-enabled LLMs [29], [5], built on which the reasoning can be malleable. But multimodal LLMs are yet less controllable and accurate in terms of describing the scene compared with a templated module.

Despite current limitations, multimodal LLMs gain increasing attention due to their great potential and flexibility. Future work will explore the multimodal models [23], [5] to leverage unified features.

SECTION VI.

Conclusions

LLM 在语言生成和类人推理方面表现出了令人印象深刻的能力。它们与其他领域的融合和增强潜力引起了不同研究领域的越来越多的关注。在这项工作中,我们展示了使用 LLM 实现交互式多模态感知的优势。我们提出了Matcha,一个使用 LLM 增强的多模态交互式代理,并在发现对象潜在属性的任务上对其进行了评估。实验结果表明,我们的代理可以利用 LLM 中的常识知识合理地执行交互式多模态感知,并且由于其模块化和灵活性而具有可推广性。

虽然强大的 LLM 在需要一般知识的任务上表现良好,但鉴于此类模型需要大量的计算和内存资源,在本地训练和维护 LLM 目前成本高昂。未来的工作将涉及将 LLM 中的领域特定知识提炼为更易于管理的本地模型,这可以提供更大的灵活性和控制力,同时为机器人应用保持高水平的性能。此外,有必要对即时工程和多模态 LLM 进行进一步研究,以增强现实世界中复杂动态的能力。

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