Summary
This paper introduces a hierarchical embodied instruction following (EIF) framework for autonomous systems to complete complex tasks in unknown environments. It addresses the limitation of conventional methods that fail to generate feasible plans when deployed in environments with unknown objects. The proposed solution includes a high-level task planner and a low-level exploration controller, informed by multimodal large language models (LLMs). A semantic representation map with dynamic region attention aligns task planning and scene exploration with human instructions. The framework efficiently explores unknown environments to discover relevant objects and generate feasible task plans. The authors report a 45.09% success rate in executing 204 complex instructions in large house-level scenes, demonstrating the effectiveness of their approach over existing methods.
Strengths
1. The motivation of the paper is very good, taking into account situations in real environments where items may not be present at the time of planning.
2. The proposed framework is effective and also well-motivated. Combinations between high-level planners and low-level controllers are common, but the feature maps used in this work are interesting.
3. The paper is written in a fluid and well-organized manner.
Weaknesses
1. In the main experiment the authors only compared LLM-P and FILM, the lack of other baselines weakens the superiority of the proposed approach. Here are three different types of baselines:
(1) I would suggest adding some Object Navigation Method with LLM as Planner, such as MOPA[1], LGX[2].
(2) Another very similar work, Demand-driven Navigation [3] also uses human instructions as input, has similar tasks, e.g., "I am thirsty" with "I need to drink water" and similar task motivation. I would suggest for baseline comparison or discussion at related work.
(3) Multimodal LLM like GPT-4o, Gemini, LLaMA-3.2, Qwen2-VL can be directly used as baselines.
2. Need more details on task setting:
(1) What is the step limit for each task?
(2) How to determine task success and failure? If the agent completes the task with an undocumented solution (i.e., it was successful in the human viewpoint, but was not judged successful in simulator), how should the result be determined, or is there a high probability of this occurring?
(3) If the task is partially successful, e.g. I want drink a cup of water, find the cup, but not the water, how should it be determined? Or conversely, would it make a difference if the water source is found but not the cup?
3. How much time and computational resources are needed for inference per task execution and how does it compare to baselines? Since the method uses a multimodal LLM like LLAVA, the speed of inference and computational resources are very important if it is to run in a real environment.
4. I believe the superiority of the methodology could have been enhanced if the authors could supplement experiments in real environments.
5. Need more details on the action space:
(1) Does the agent need to have a knife in its hand to perform the Slice action? What happens if the agent does not have a knife in its hand but outputs a Slice? For other action, is there any precondition?
(2) Can an agent only PickUp one item in hand at a time? Will it fail if it first PickUp item A and then item B?
(3) How are Navigation low-level actions generated?
[1] MOPA: Modular Object Navigation with PointGoal Agents
[2] Can an Embodied Agent Find Your “Cat-shaped Mug”? LLM-Based Zero-Shot Object Navigation
[3] Find what you want: learning demand-conditioned object attribute space for demand-driven navigation