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Gibson Env: Real-World Perception for Embodied Agents

CVPR 2018 · Multi-agent systems and games › Human-AI and goal-conditioned · approach: Embodied agent learning · 743 citations (OpenAlex)

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Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use real scanned spaces rather than synthetic scene databasesGibson environment · Real-world depth estimationReal-world transfer error: 2.89† -> 0.92§Helped
Add Goggles to map real images toward the rendered-image domainGibson view synthesis · Depth estimation, f(Is) to u(It)Depth estimation error: 1.560 -> 0.915Helped
Add Goggles to map real images toward the rendered-image domainGibson view synthesis · Scene classification, f(Is) to u(It)Class accuracy: 0.266 -> 0.291Helped
Jointly train forward rendering f and inverse mapping Goggles uGibson view synthesis · Appearance similarity between renderings and real imagesSSIM: 0.480 -> 0.816Helped
Jointly train forward rendering f and inverse mapping Goggles uGibson view synthesis · Appearance similarity between renderings and real imagesL1: 0.10 -> 0.051Helped
Give the agent visual depth input instead of non-visual sensors onlyHusky local planning and obstacle avoidance · Local planning and obstacle avoidanceRewardHelped
Give the agent visual input instead of non-visual state onlyDistant visual navigation agent · Distant visual navigationTask successHelped
Give the agent visual inputAnt stair-climbing agent · Stair climb with shifted initial and target locationsPerformance: 70%Helped

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