Holodeck can generate diverse types of 3D environments (arcade, spa, museum), customize for styles (victorian, bohemian), and understand fine-grained requirements ("has a cat", "fan of Star Wars").
3D simulated environments play a critical role in Embodied AI, but their creation requires expertise and extensive manual effort, restricting their diversity and scope. To mitigate this limitation, we present Holodeck, a system that generates 3D environments to match a user-supplied prompt fully automatedly. Holodeck can generate diverse scenes, e.g., arcades, spas, and museums, adjust the designs for styles, and can capture the semantics of complex queries such as "apartment for a researcher with a cat" and "office of a professor who is a fan of Star Wars". Holodeck leverages a large language model (GPT-4) for common sense knowledge about what the scene might look like and uses a large collection of 3D assets from Objaverse to populate the scene with diverse objects. To address the challenge of positioning objects correctly, we prompt GPT-4 to generate spatial relational constraints between objects and then optimize the layout to satisfy those constraints. Our large-scale human evaluation shows that annotators prefer Holodeck over manually designed procedural baselines in residential scenes and that Holodeck can produce high-quality outputs for diverse scene types. We also demonstrate an exciting application of Holodeck in Embodied AI, training agents to navigate in novel scenes like music rooms and daycares without human-constructed data, which is a significant step forward in developing general-purpose embodied agents.
Given any text input, Holodeck generates 3D interactive embodied environments by utilizing a series of specialized modules through multiple rounds of conversation with an LLM (GPT-4).
Holodeck can customize floor plans, materials, objects, etc. to match the user's input.
Our large-scale user studies involving 680 participants demonstrates that Holodeck significantly surpasses ProcTHOR in generating residential scenes and achieves high-quality outputs for various scene types.
Holodeck can aid embodied agents in adapting to new scene types and objects during object navigation tasks.
We introduce NoveltyTHOR, an artist-designed benchmark to evaluate embodied agents in diverse scenes.
Results. Agents fine-tuned on Holodeck showcase better zero-shot generalization on NoveltyTHOR.
@article{yang2023holodeck,
title={Holodeck: Language Guided Generation of 3D Embodied AI Environments},
author={Yue Yang and Fan-Yun Sun and Luca Weihs and Eli VanderBilt and Alvaro Herrasti and Winson Han and Jiajun Wu and Nick Haber and Ranjay Krishna and Lingjie Liu and Chris Callison-Burch and Mark Yatskar and Aniruddha Kembhavi and Christopher Clark},
journal={arXiv preprint arXiv:2312.09067},
year={2023}
}