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      Gibson Env: Real-World Perception for Embodied Agents

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          Abstract

          Developing visual perception models for active agents and sensorimotor control are cumbersome to be done in the physical world, as existing algorithms are too slow to efficiently learn in real-time and robots are fragile and costly. This has given rise to learning-in-simulation which consequently casts a question on whether the results transfer to real-world. In this paper, we are concerned with the problem of developing real-world perception for active agents, propose Gibson Virtual Environment for this purpose, and showcase sample perceptual tasks learned therein. Gibson is based on virtualizing real spaces, rather than using artificially designed ones, and currently includes over 1400 floor spaces from 572 full buildings. The main characteristics of Gibson are: I. being from the real-world and reflecting its semantic complexity, II. having an internal synthesis mechanism, "Goggles", enabling deploying the trained models in real-world without needing further domain adaptation, III. embodiment of agents and making them subject to constraints of physics and space.

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          Most cited references37

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          Microsoft COCO: Common Objects in Context

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            Vision meets robotics: The KITTI dataset

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              Intelligence without representation

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                Author and article information

                Journal
                31 August 2018
                Article
                1808.10654
                b737273d-104b-474f-ab39-99f080f4db4a

                http://arxiv.org/licenses/nonexclusive-distrib/1.0/

                History
                Custom metadata
                CVPR 2018
                Access the code, dataset, and project website at http://gibsonenv.vision/ . CVPR 2018
                cs.AI cs.CV cs.GR cs.LG cs.RO

                Computer vision & Pattern recognition,Robotics,Artificial intelligence,Graphics & Multimedia design

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