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Creators/Authors contains: "Gupta, Arjun"

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  1. Objects undergo varying amounts of perspective distortion as they move across a camera's field of view. Models for predicting 3D from a single image often work with crops around the object of interest and ignore the location of the object in the camera's field of view. We note that ignoring this location information further exaggerates the inherent ambiguity in making 3D inferences from 2D images and can prevent models from even fitting to the training data. To mitigate this ambiguity, we propose Intrinsics-Aware Positional Encoding (KPE), which incorporates information about the location of crops in the image and camera intrinsics. Experiments on three popular 3D-from-a-single-image benchmarks: depth prediction on NYU, 3D object detection on KITTI & nuScenes, and predicting 3D shapes of articulated objects on ARCTIC, show the benefits of KPE. 
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    Free, publicly-accessible full text available October 4, 2025
  2. Mobile manipulation tasks such as opening a door, pulling open a drawer, or lifting a toilet lid require constrained motion of the end-effector under environmental and task constraints. This, coupled with partial information in novel environments, makes it challenging to employ classical motion planning approaches at test time. Our key insight is to cast it as a learning problem to leverage past experience of solving similar planning problems to directly predict motion plans for mobile manipulation tasks in novel situations at test time. To enable this, we develop a simulator, ArtObjSim, that simulates articulated objects placed in real scenes. We then introduce SeqIK+θ0, a fast and flexible representation for motion plans. Finally, we learn models that use SeqIK+θ0 to quickly predict motion plans for articulating novel objects at test time. Experimental evaluation shows improved speed and accuracy at generating motion plans than pure search-based methods and pure learning methods. 
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  3. Abstract: This paper tackles the problem of learning value functions from undirected state-only experience (state transitions without action labels i.e. (s,s’,r) tuples). We first theoretically characterize the applicability of Q-learning in this setting. We show that tabular Q-learning in discrete Markov decision processes (MDPs) learns the same value function under any arbitrary refinement of the action space. This theoretical result motivates the design of Latent Action Q-learning or LAQ, an offline RL method that can learn effective value functions from state-only experience. Latent Action Q-learning (LAQ) learns value functions using Q-learning on discrete latent actions obtained through a latent-variable future prediction model. We show that LAQ can recover value functions that have high correlation with value functions learned using ground truth actions. Value functions learned using LAQ lead to sample efficient acquisition of goal-directed behavior, can be used with domain-specific low-level controllers, and facilitate transfer across embodiments. Our experiments in 5 environments ranging from 2D grid world to 3D visual navigation in realistic environments demonstrate the benefits of LAQ over simpler alternatives, imitation learning oracles, and competing methods. 
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  4. Semantic cues and statistical regularities in real-world environment layouts can improve efficiency for navigation in novel environments. This paper learns and leverages such semantic cues for navigating to objects of interest in novel environments, by simply watching YouTube videos. This is challenging because YouTube videos do not come with labels for actions or goals, and may not even showcase optimal behavior. Our method tackles these challenges through the use of Q-learning on pseudo-labeled transition quadruples (image, action, next image, reward). We show that such off-policy Q-learning from passive data is able to learn meaningful semantic cues for navigation. These cues, when used in a hierarchical navigation policy, lead to improved efficiency at the ObjectGoal task in visually realistic simulations. We observe a relative improvement of 15-83% over end-to-end RL, behavior cloning, and classical methods, while using minimal direct interaction. 
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  5. Data poisoning and backdoor attacks manipulate training data in order to cause models to fail during inference. A recent survey of industry practitioners found that data poisoning is the number one concern among threats ranging from model stealing to adversarial attacks. However, it remains unclear exactly how dangerous poisoning methods are and which ones are more effective considering that these methods, even ones with identical objectives, have not been tested in consistent or realistic settings. We observe that data poisoning and backdoor attacks are highly sensitive to variations in the testing setup. Moreover, we find that existing methods may not generalize to realistic settings. While these existing works serve as valuable prototypes for data poisoning, we apply rigorous tests to determine the extent to which we should fear them. In order to promote fair comparison in future work, we develop standardized benchmarks for data poisoning and backdoor attacks. 
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  6. Free, publicly-accessible full text available December 10, 2025