Summary
This paper proposes a method to learn a policy from human videos utilizing advances in vision-language models. The authors first parse human videos into several keyframes, then detect and track hand-object interactions. From the segmented interactions, they learn low-level actions by following the 3D hand-object trajectories in each segment. Additionally, the authors propose an iterative comparison stage to adapt to new scenes or objects. The method achieves better performance compared to other visual imitation learning algorithms in both simulation and real-world evaluations.
Strengths
This paper proposes a novel usage of VLM for imitation learning. The perception module is well-designed, and the ability to learn skills from perceived trajectories is particularly interesting.
The paper presents comprehensive evaluations in both simulation and the real world. It also includes detailed ablation experiments on different design choices of the proposed system.
It demonstrates superior performance over previous methods, especially on unseen objects and tasks.
Weaknesses
While this paper is well-written and achieves good performance, I have a few concerns regarding some claims and evaluations of the proposed method.
First, the paper focuses on fine-grained action imitations. However, I’m not convinced that the skills demonstrated in the paper are fine-grained or distinct from previous work that uses VLM for planning. Specifically, the skills in this paper primarily involve grasping and moving along certain trajectories, without complex interactions (actions requiring precise manipulation such as insertion or grasping that utilizes the environment).
On the other hand, similar skills can also be learned using the 'VLM as Planner' framework. For example, the 'Code as Policy' approach can perform tasks such as writing with pens. This skill is quite similar to the 'Spread sauce' motion described. Therefore, the claim that 'Fine-grained motions' cannot be learned in the 'VLM as Planner' framework needs further explanation.
The proposed method seems to categorize motion skills as 'grasping' and 'manipulation'. If the point is that 'VLM as Planner' requires each skill to be defined manually while the proposed method can automate this process, it would be beneficial to clarify that the proposed method still defines motion skills, but in a broader or more generalizable manner.
I think the performance of the baseline imitation learning algorithms is surprisingly low. Given 100 demonstrations, R3M-DP and DP should be quite successful, at least in simpler tasks such as Reach Target. This assessment is based on the original paper where they achieve a high success rate in more difficult tasks, as well as my empirical experience. Could you clarify whether the evaluation protocol was changed to make the task much harder?
Questions
The proposed system is rather complicated. While I appreciate the authors' efforts in assembling such a complex system, it is honestly a bit difficult to understand. I have detailed a few technical questions below.
In the grounding module:
* How are the keyframes obtained?
* How does the language model identify the important object to detect (e.g., pie, plate, brush, and bowl)?
* How are candidate action primitives (such as grasping and manipulation) determined?
For skill learning:
* Can you provide some examples of the Multiple-choice QA?
* How are the keypoints obtained?
I appreciate the evaluation on unseen scenes and objects. However, how similar do the camera viewing angles need to be? I assume there must be some degree of robustness because the perception operates in 3D, but is there any evaluation of this aspect?
As mentioned in the previous section, the results for R3M-DP and DP are surprisingly low. Have you tested the implementation on other tasks (such as those reported in the original paper) to verify the correctness?
Limitations
The authors report limitations in the supplementary material. The limitations section is comprehensive, though I would suggest moving it to the main text.