Source-linked AI summary

Unified Human-Scene Interaction via Prompted Chain-of-Contacts

Zeqi Xiao, Tai Wang, Jingbo Wang, Jinkun Cao, Wenwei Zhang, Bo Dai, Dahua Lin, Jiangmiao Pang

arXiv:2309.07918v5cs.CV

TL;DR

UniHSI addresses limited versatile interaction control and user-friendly interfaces by turning language commands into Chain of Contacts plans for a unified controller. The paper reports effective versatile interaction control and generalization to real scanned scenarios.

  • Problem

    Despite progress in motion quality and physical plausibility, versatile interaction control and user-friendly interfaces remain underexplored for practical HSI.

    Source: §1 · p. 2
  • Method

    UniHSI represents interactions as ordered human-joint/object-part contacts and uses an LLM Planner to produce CoC plans for a Unified Controller to execute.

    Source: §1 · p. 2
  • Results

    UniHSI demonstrates effectiveness in versatile interaction control and generalizability to real scanned scenarios.

    Source: §1 · p. 2, §5 · p. 9
  • Takeaways & Limitations

    LLM-generated plans reduce interaction-annotation requirements and make versatile interaction training feasible.

    Source: §1 · p. 2

    The framework controls humanoids interacting with fixed objects, not moving or carried objects, and uses pre-generated plans rather than integrating the LLM into training.

    Source: A LIMITATIONS AND FUTURE WORK · p. 10

Abstract

from arXiv · show

Human-Scene Interaction (HSI) is a vital component of fields like embodied AI and virtual reality. Despite advancements in motion quality and physical plausibility, two pivotal factors, versatile interaction control and the development of a user-friendly interface, require further exploration before the practical application of HSI. This paper presents a unified HSI framework, UniHSI, which supports unified control of diverse interactions through language commands. This framework is built upon the definition of interaction as Chain of Contacts (CoC): steps of human joint-object part pairs, which is inspired by the strong correlation between interaction types and human-object contact regions. Based on the definition, UniHSI constitutes a Large Language Model (LLM) Planner to translate language prompts into task plans in the form of CoC, and a Unified Controller that turns CoC into uniform task execution. To facilitate training and evaluation, we collect a new dataset named ScenePlan that encompasses thousands of task plans generated by LLMs based on diverse scenarios. Comprehensive experiments demonstrate the effectiveness of our framework in versatile task execution and generalizability to real scanned scenes. The project page is at https://github.com/OpenRobotLab/UniHSI .

1 INTRODUCTION

UniHSI addresses gaps in versatile interaction control and accessible interfaces by representing interactions as ordered contact plans, then translating language commands into plans for a unified controller. The paper also introduces ScenePlan to support training and evaluation of diverse interactions.

1 INTRODUCTION

  • UniHSI targets versatile language-controlled interaction and an accessible interface, gaps that remain despite progress in motion quality and physical plausibility.It defines interactions as ordered human-joint/object-part contact pairs and uses an LLM Planner and Unified Controller to plan and execute them.Source: §1 · p. 2
  • LLM-generated interaction plans reduce annotation requirements, and ScenePlan contains thousands of plans based on PartNet and ScanNet scenarios.Experiments report effectiveness in versatile interaction control and generalization to real scanned scenarios.Source: §1 · p. 2

2 RELATED WORKS

  • Prior physics-based HSI methods are described as relying on task-specific policies, coarse action control, or annotated motion; UniHSI uses a shared representation and LLM planning.Language-based alternatives also face challenges grounding target objects and contact areas or require predefined tasks and separate low-level policies.Source: §2 · p. 3

3.1 CHAIN OF CONTACTS

  • Chain of Contacts (CoC) represents interactions as ordered steps containing human-joint/object-part contact pairs, including contact type and relative direction.Each pair specifies an object, object part, humanoid joint, contact state, and direction; a step may include several pairs.Source: §3.1 · pp. 3–4

3.2 LARGE LANGUAGE MODEL PLANNER

  • The LLM Planner combines language commands with scene, object-part, and joint information plus prompted instructions to generate CoC plans.Prompt changes can request different numbers or types of plans, including plans generated for the given scenes.Source: §3.2 · p. 4

3.3 UNIFIED CONTROLLER

  • The Unified Controller executes CoC as realistic, scene-coherent movements, while the TaskParser converts contact pairs into shared observations and objectives and fetches steps sequentially.It uses adaptive contact weights and an ego-centric heightmap for scene awareness; the controller builds on AMP's motion prior.Source: §3.3 · pp. 4–6

4 EXPERIMENTS

Experiments evaluate UniHSI on ScenePlan, including unseen scenarios and ScanNet scenes, and compare its controller, language planner, and task execution with baselines. Results cover full-plan performance, component ablations, and qualitative interaction behavior.

4.1 DATASETS AND METRICS

  • ScenePlan combines PartNet objects and ScanNet rooms into generated plans, with 1,040 PartNet and 100 ScanNet evaluation plans spanning varied interactions, horizons, and object counts.Training uses 40 PartNet objects, each with 5–20 plausible interaction steps; each scenario randomly includes 1–4 objects. Success Rate measures completion of every plan step within the time limit, alongside contact error and Success Steps.Source: §4.1 · p. 7

4.2 PERFORMANCE ON SCENEPLAN

  • ScenePlan performance declines as plans become more diverse and complex, although Success Steps rises; test scenarios are unseen, and ScanNet adds a modality gap.Plans are grouped as simple (up to 3 steps), medium (more than 3 steps with one object), and hard (multiple objects).Source: §4.2 · pp. 7–8

4.3.1 KEY COMPONENTS ABLATION

  • GPT-4 outperforms GPT-3.5 on planning, but both lag behind human performance and can omit transitions or generate out-of-distribution actions.The comparison uses 100 language-command sets, with 10 tests per plan; additional prompt rules and GPT-4 can mitigate, but not eliminate, errors.Source: §4.3.1 · p. 8
  • Adaptive Weights improve performance across task levels by downweighting unused or easily learned contact pairs and increasing weights for harder pairs.The weighting strategy becomes especially important as tasks grow more complex.Source: §4.3.1 · pp. 8–9
  • Removing the Ego-centric Heightmap degrades performance, especially on difficult tasks, and weakens navigation and generalization to scanned scenes.The heightmap supports perception of surroundings and helps prevent collisions in complex scenes with many objects.Source: §4.3.1 · p. 9

4.3.2 DESIGN COMPARISON WITH PREVIOUS METHODS

  • UniHSI outperforms or matches baseline implementations across metrics, with the clearest advantage on “Lie Down”; vanilla AMP combination drops across tasks.Figure 6(b) shows higher success rates and faster convergence than baseline implementations, while Figure 6(a) illustrates more natural and accurate “Sit” and “Lie Down” motions.Source: Table 3 · p. 8, Figure 6 · p. 8, §4.3.2 · p. 9
  • Baseline objectives combine walking toward an object and task performance simultaneously, whereas UniHSI’s language-planned decomposition produces more natural task progression.The comparison accounts for differences in training data and unavailable code by reporting prior results and implementing a baseline with design elements from Hassan et al. (2023).Source: §4.3.2 · p. 9

5 CONCLUSION

UniHSI unifies diverse human-scene interactions through language commands, representing interactions as Chains of Contacts and pairing an LLM Planner with a Unified Controller. Experiments demonstrate effectiveness and generalizability to real scanned scenes.

5 CONCLUSION

  • UniHSI represents interactions as sequences of human joint-object part contacts, translated from language commands by an LLM Planner and executed by a Unified Controller.The conclusion characterizes the system as supporting diverse interactions and language commands.Source: §5 · p. 9

A LIMITATIONS AND FUTURE WORK.

The framework is limited to humanoids interacting with fixed objects and uses pre-generated plans rather than integrating the LLM into training.

A LIMITATIONS AND FUTURE WORK

  • UniHSI controls interactions with fixed objects only; movable-object interaction and integrating the LLM into training remain future directions.The current design uses pre-generated plans.Source: A LIMITATIONS AND FUTURE WORK · p. 10

B IMPLEMENTATION DETAILS

The low-level controller uses policy and discriminator networks trained with PPO in IsaacGym.

B IMPLEMENTATION DETAILS

  • The policy uses CNN and MLP layers, the discriminator uses MLP layers, and PPO training uses Adam at a 2e-5 learning rate.Experiments run in IsaacGym with one Nvidia A100 GPU and 8,192 parallel environments.Source: B IMPLEMENTATION DETAILS · p. 10

C DETAILED PROMPTING EXAMPLE OF THE LLM PLANNER

The prompting example illustrates how UniHSI encodes interaction plans, including joint-to-joint interactions and contact-free walking. The paper also describes a future evaluation step for the full framework.

C DETAILED PROMPTING EXAMPLE OF THE LLM PLANNER

D DETAILS OF THE SCENEPLAN

ScenePlan organizes plans by step count and object count, while the appendix also reports further quantitative results and illustrates planning failures. Multi-agent interaction is currently limited to the commands level.

D DETAILS OF THE SCENEPLAN

  • Hard-level ScenePlan plans contain more than three steps and more than one object, with plans recording object information and contact-pair steps.Simple plans have up to three steps with one object; medium plans have more than three steps with one object.Source: D DETAILS OF THE SCENEPLAN · p. 11
  • ScenePlan's interaction-type lists are provided in Tables 11 and 12, and multi-agent interaction is currently limited to the commands level.Source: D DETAILS OF THE SCENEPLAN · p. 11, Figure 9 · p. 12

E MORE VISUALIZATIONS

F DEMONSTRATION OF FAILURE PLANNING

G USER STUDY ON MOTION REALITY.

The user study assesses perceived motion reality through naturalness and semantic-faithfulness ratings. The paper states that quantitative evaluation remains challenging and requires further exploration.

G USER STUDY ON MOTION REALITY.

arXiv:2309.07918v5 [cs.CV] 5 Nov 2024

Figure 1 illustrates a multi-object interaction scenario.

A LIMITATIONS AND FUTURE WORK.

The appendix limits current control to fixed objects and pre-generated plans, while documenting controller settings, prompting conventions, ScenePlan examples, and further visualizations.

A LIMITATIONS AND FUTURE WORK.

  • Current control is limited to fixed objects; movable-object interaction and integrating the LLM into training remain future directions.The current design uses pre-generated plans.Source: A LIMITATIONS AND FUTURE WORK · p. 22

B IMPLEMENTATION DETAILS

  • The controller uses policy and discriminator networks, with PPO for policy training and Adam at a 2e-5 learning rate.Experiments use IsaacGym, one Nvidia A100 GPU, and 8192 parallel environments.Source: B IMPLEMENTATION DETAILS · p. 22

C DETAILED PROMPTING EXAMPLE OF THE LLM PLANNER

D DETAILS OF THE SCENEPLAN

  • ScenePlan examples distinguish simple plans of up to three steps with one object, medium plans exceeding three steps with one object, and hard plans exceeding three steps with multiple objects.The appendix also lists interaction types in Tables 7 and 8.Source: D DETAILS OF THE SCENEPLAN · p. 23

E MORE VISUALIZATIONS

F DEMONSTRATION OF FAILURE PLANNING

The section presents examples of inaccurate LLM-generated plans, including spatial-relation errors and plans involving object manipulation.

F DEMONSTRATION OF FAILURE PLANNING

G USER STUDY ON MOTION REALITY.

The section describes a motion-reality user study and its rating scales, while noting that quantitative evaluation remains challenging.

G USER STUDY ON MOTION REALITY.

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