# teach_taskdriven_embodied_agents_that_chat__c1780c96.pdf TEACh: Task-Driven Embodied Agents That Chat Aishwarya Padmakumar* 1, Jesse Thomason* 1 2, Ayush Shrivastava3, Patrick Lange1, Anjali Narayan-Chen1, Spandana Gella1, Robinson Piramuthu1, Gokhan Tur1, Dilek-Hakkani Tur1 1 Amazon Alexa AI 2 USC Viterbi Department of Computer Science, University of Southern California 3 Department of Electrical Engineering And Computer Science, University of Michigan padmakua@amazon.com, jessedt@amazon.com, ayshrv@umich.edu, patlange@amazon.com, naraanja@amazon.com, sgella@amazon.com, robinpir@amazon.com, gokhatur@amazon.com, hakkanit@amazon.com Robots operating in human spaces must be able to engage in natural language interaction, both understanding and executing instructions, and using conversation to resolve ambiguity and correct mistakes. To study this, we introduce TEACh, a dataset of over 3,000 human human, interactive dialogues to complete household tasks in simulation. A Commander with access to oracle information about a task communicates in natural language with a Follower. The Follower navigates through and interacts with the environment to complete tasks varying in complexity from MAKE COFFEE to PREPARE BREAKFAST, asking questions and getting additional information from the Commander. We propose three benchmarks using TEACh to study embodied intelligence challenges, and we evaluate initial models abilities in dialogue understanding, language grounding, and task execution. 1 Introduction Many benchmarks for translating visual observations and an initial language instruction to actions assume no further language communication (Anderson et al. 2018; Shridhar et al. 2020). However, obtaining clarification via simulated interactions (Chi et al. 2020; Nguyen and Daum e III 2019) or learning from human-human dialogue (Thomason et al. 2019; Suhr et al. 2019) can improve embodied navigation. We hypothesize that dialogue has even more to offer for object-centric, hierarchical tasks. We introduce Task-driven Embodied Agents that Chat (TEACh) to study how agents can learn to ground natural language (Harnad 1990; Bisk et al. 2020) to the visual world and actions, while considering long-term and intermediate goals, and using dialogue to communicate. TEACh contains over 3,000 human human sessions interleaving utterances and environment actions where a Commander with oracle task and world knowledge and a Follower with the ability to interact with the world communicate in written English to complete household chores (Figure 1). TEACh dialogues are unconstrained, not turn-based, yielding variation in instruction granularity, completeness, relevance, and overlap. Utterances include coreference with *Authors contributed equally Copyright 2022, Association for the Advancement of Artificial Intelligence (www.aaai.org). All rights reserved. Figure 1: The Commander has oracle task details (a), object locations (b), a map (c), and egocentric views from both agents. The Follower carries out the task and asks questions (d). The agents can only communicate via language. previously mentioned entities, past actions, and locations. Because TEACh sessions are human, rather than plannerbased (Ghallab et al. 1998), Follower trajectories include mistakes and corresponding, language-guided correction. We propose three benchmarks based on TEACh sessions to study the ability of learned models to achieve aspects of embodied intelligence: Execution from Dialog History (EDH), Trajectory from Dialog (Tf D) and Two-Agent Task Completion (TATC)1. We evaluate a baseline Follower agent for the EDH and Tf D benchmarks based on the Episodic 1https://github.com/alexa/teach The Thirty-Sixth AAAI Conference on Artificial Intelligence (AAAI-22) Dataset Object Language Demonstrations Interaction State Changes Conversational # Sessions Freeform R2R (Anderson et al. 2018) - - Planner CHAI (Misra et al. 2018) - - Human CVDN (Thomason et al. 2019) 2050 Human Cereal Bar (Suhr et al. 2019) 1202 Human MDC (Narayan-Chen et al. 2019) 509 Human ALFRED (Shridhar et al. 2020) - - Planner III (Abramson et al. 2020) - - Human TEACh 3215 Human Table 1: TEACh is the first dataset where human-human, conversational dialogues were used to perform tasks involving object interaction, such as picking up a knife, and state changes, such as slicing bread, in a visual simulation environment. TEACh task demonstrations are created by the human Follower, who engages in a free-form, rather than turn-taking, dialogue with the human Commander. Compared to past dialogue datasets for visual tasks, TEACh contains many more individual dialogues. Transformer (E.T.) model (Pashevich, Schmid, and Sun 2021) and demonstrate the difficulty of engineering rulebased solvers for end-to-end task completion. The main contributions of this work are: TEACh, a dataset of over 3000 human-human dialogs simulating the experience of a user interacting with their robot to complete tasks in their home, that interleaves dialogue messages with actions taken in the environment. An extensible task definition framework ( 3) that can be used to define and check completion status for a wide range of tasks in a simulated environment. Three benchmarks based on TEACh sessions and experiments demonstrating initial models for each. 2 Related Work Table 1 situates TEACh with respect to other datasets involving natural language instructions for visual task completion. Vision & Language Navigation (VLN) tasks agents with taking in language instructions and a visual observation to produce an action, such as turning or moving forward, to receive a new visual observation. VLN benchmarks have evolved from the use of symbolic environment representations (Mac Mahon, Stankiewicz, and Kuipers 2006; Chen and Mooney 2011; Mei, Bansal, and Walter 2016) to photorealistic indoor (Anderson et al. 2018) and outdoor environments (Chen et al. 2019), as well as the prediction of continuous control (Blukis et al. 2018). TEACh goes beyond navigation to object interactions for task completion, and beyond single instructions to dialogue. Vision & Language Task Completion involves actions beyond navigation. Models have evolved from individual rule-based or learned components for language understanding, perception and action execution (Matuszek et al. 2013; Kollar et al. 2013), to end-to-end models in fully observable blocks worlds (Bisk et al. 2018; Misra et al. 2018). More complex tasks involve partially observable worlds (Kim et al. 2020) and object state changes (Misra et al. 2018; Puig et al. 2018; Shridhar et al. 2020). Some works use a planner to generate ideal demonstrations that are then labeled, while others first gather instructions and gather human demonstrations (Misra et al. 2018; Shah et al. 2021; Abramson et al. 2020). In TEACh, human instructions and demonstrations are gathered simultaneously. Vision & Dialogue Navigation and Task Completion Agents that additionally engage in dialogue can be learned by combining individual rule-based or learned components (Tellex et al. 2016; Arumugam et al. 2018; Thomason et al. 2020). End-to-end VLN models can be improved by simulated clarification (Chi et al. 2020; Nguyen and Daum e III 2019) and incorporating human-human conversation history (Thomason et al. 2019; Zhu et al. 2020). Other works learn agent-agent policies for navigating and speaking (Roman et al. 2020; Shrivastava et al. 2021), and deploy individual agent policies for human-in-the-loop evaluation (Suhr et al. 2019). However, such models and underlying datasets are limited to navigation actions and turntaking conversation. In contrast, TEACh involves Follower navigation and object interaction, as well as freeform dialogue acts with the Commander. The Minecraft Dialogue Corpus (MDC) (Narayan-Chen, Jayannavar, and Hockenmaier 2019) gives full dialogues between two humans for assembly tasks. MDC is similar in spirit to TEACh; we introduce a larger action space and resulting object state changes, such as slicing and toasting bread, as well as collecting many more human-human dialogues. 3 The TEACh Dataset We collect 3,047 human human gameplay sessions for completing household tasks in the AI2-THOR simulator (Kolve et al. 2017). Each session includes an initial environment state, Commander actions to access oracle information, utterances between the Commander and Follower, movement actions, and object interactions taken by the Follower. Figure 2 gives an overview of the annotation interface. 3.1 Household Tasks We design a task definition language (TDL) to define household tasks in terms of object properties to satisfy, and implement a framework over AI2-THOR that evaluates these Figure 2: To collect TEACh, the Commander knows the task to be completed and can query the simulator for object locations. Searched items are highlighted in green for the Commander; highlights blink to enable seeing the underlying true scene colors. The Commander has a topdown map of the scene, with the current camera position shown in red, the Follower position shown in blue, and the object search camera position shown in yellow. The Follower moves around in the environment and interacts with objects, such as placing a fork (middle). Target objects for each interaction action are highlighted. criteria. For example, for a task to make coffee, we consider the environment to be in a successful state if there is a mug in the environment that is clean and filled with coffee. Parameterized tasks such as PUT ALL X ON Y enable task variation. Parameters can be object classes, such as putting all forks on a countertop, or predefined abstract hypernyms, for example putting all silverware forks, spoons, and knives on the counter. TEACh task definitions are also hierarchical. For example, PREPARE BREAKFAST contains the subtasks MAKE COFFEE and MAKE PLATE OF TOAST. We incorporate determiners such as a , all and numbers such as 2 to enable easy definition of a wide range of tasks, such as N SLICES OF X IN Y. The TEACh TDL includes template-based language prompts to describe tasks and subtasks to Commanders (Figure 3). 3.2 Gameplay Session Collection Annotators first completed a tutorial task demonstrating the interface to vet their understanding. For each session, two vetted crowdworkers were paired using a web interface and assigned to the Commander and Follower roles (Figure 2). The Commander is shown the task to be completed and the steps needed to achieve this given the current state of the environment, using template-based language prompts, none of which are accessible to the Follower. The Commander can additionally search for the location of objects, either by string name, such as sink , or by clicking a task-relevant object in the display (Figure 3). The Commander and Follower must use text chat to communicate the parameters of the task and clarify object locations. Only the Follower can interact with objects in the environment. We obtained initial states for each parameterized task by randomizing AI2-THOR environments and retaining those that satisfied preconditions such as task-relevant objects being present and reachable. For each session, we store the initial simulator state Si, the sequence of actions A = (a1, a2, . . .) taken, and the final simulator state Sf. TEACh Follower actions are Forward, Backward, Turn Left, Turn Right, Look Up, Look Down, Strafe Left, Strafe Right, Pickup, Place, Open, Close, Toggle On, Toggle Off, Slice, and Pour. Navigation actions move the agent in discrete steps. Object manipulation expects the agent to specify an object via a relative coordinate (x, y) on Follower egocentric frame. The TEACh wrapper on the AI2-THOR simulator examines the ground truth segmentation mask of the agent s egocentric image, selects an object in a 10x10 pixel patch around the coordinate if the desired action can be performed on it, and executes the action in AI2-THOR. The Commander can execute a Progress Check and Search Object actions, demonstrated in Figure 3. TEACh Commander actions also allow navigation, but the Commander is a disembodied camera. 3.3 TEACh Statistics TEACh is comprised of 3,047 successful gameplay sessions, each of which can be replayed using the AI2-THOR simulator for model training, feature extraction, or model evaluation. In total, 4,365 crowdsourced sessions were collected with a human-level success rate of 74.17% (3320 sessions) and total cost of $105k; more details in appendix. Some successful sessions were not included in the final split used in benchmarks due to replay issues. TEACh sessions span all 30 AI2-THOR kitchens, and include most of the 30 each AI2-THOR living rooms, bedrooms, and bathrooms. Successful TEACh sessions consist of over 45k utterances, with an average of 8.40 Commander and 5.25 Follower utterances per session. The average Commander utterance length is 5.70 tokens and the average Follower utterance length is 3.80 tokens. The TEACh data has a vocabulary size of 3,429 unique tokens.2 Table 2 summarizes such metrics across the 12 task types in TEACh. Simple tasks like MAKE COFFEE require fewer dialogue acts and Follower actions on average than complex, composite tasks like PREPARE BREAKFAST which subsume those simpler tasks. 2Using the spa Cy tokenizer: https://pypi.org/project/spacy/ Figure 3: An example task definition from the TEACh task definition language (left) and how it informs the initial simulator state and the Commander Progress Check action. The Commander can Search Object with a string query (right) or object instance (center) returned by the Progress Check task status, yielding a camera view, segmentation mask, and location. 4 TEACh Benchmarks We introduce three benchmarks based on TEACh sessions to train and evaluate the ability of embodied AI models to complete household tasks using natural language dialogue. Execution from Dialogue History and Trajectory from Dialogue require modeling the Follower. Two-Agent Task Completion, by contrast, requires modeling both the Commander and Follower agents to complete TEACh tasks end-to-end. For each benchmark, we define how we derive benchmark instances from TEACh gameplay sessions, and by what metrics we evaluate model performance. Each session has an initial state Si, the sequence of actions A = (a1, a2, . . .) taken by the Commander and Follower including dialogue and environment actions, and the final state Sf. We denote the subsequence of all dialogue actions as AD, and of all navigation and interaction as AI. Following ALFRED, we create validation and test splits in both seen and unseen environments (Table 3). Seen splits contain sessions based in AI2-THOR rooms that were seen the training, whereas unseen splits contain only sessions in rooms absent from the training set. 4.1 Execution from Dialogue History (EDH) We segment TEACh sessions into EDH instances. We construct EDH instances SE, AH, AI R, F E where SE is the initial state of the EDH instance, AH is an action history, and the agent is tasked with predicting a sequence of actions that changes the environment state to F E, using AI R reference interaction actions taken in the session as supervision. We constrain instances to have |AD H| > 0 and at least one object interaction in AI R. Each EDH instance is punctuated by a dialogue act starting a new instance or the session end. We append a Stop action to each AI R. An example is included in Figure 4. To evaluate inferred EDH action sequences, we compare the simulator state changes ˆE at the end of inference with F E using similar evaluation criteria generalized from the ALFRED benchmark. Success {0, 1}: 1 if all expected state changes F E are present in ˆE, else 0. We average over all trajectories. Goal-Condition Success (GC) (0, 1): The fraction of expected state changes in F E present in ˆE. We average over all trajectories.3 Trajectory Weighted Metrics: For a reference trajectory AI R and inferred action sequence ˆAI, we calculate trajectory length weighted metric for metric value m as TLW-m = m |AI R| max(|AI R|, | ˆAI|) . During inference, the learned Follower agent predicts actions until either it predicts the Stop action, hits a limit of 1000 steps, or hits a limit of 30 failed actions. 4.2 Trajectory from Dialogue (Tf D) A Follower agent model is tasked with inferring the whole sequence of Follower environmental actions taken during the session conditioned on the dialogue history. A Tf D instance is Si, AD H, AI R, Sf , where AD H is all dialogue actions taken by both agents, and AI R is all non-dialogue actions taken by the Follower. We append a Stop action to AI R. The agent does not observe dialogue actions in context, however, we use this task to test long horizon action 3We follow ALFRED in using a macro-, rather than microaverage for Goal-Conditioned Success Rate. Parameter Unique Total Utterances Follower All Variants Scenes Sessions per Session Actions/Session Actions/Session WATER PLANT 1 10 176 6.37 4.36 51.86 30.71 67.93 40.70 MAKE COFFEE 1 30 308 7.75 5.08 55.25 33.61 72.29 50.85 CLEAN ALL X 19 52 336 9.65 7.03 74.06 59.66 96.92 71.31 PUT ALL X ON Y 209 92 344 8.66 5.82 82.13 66.39 103.53 80.97 BOIL POTATO 1 26 202 10.65 7.61 104.66 79.50 130.13 94.80 MAKE PLATE OF TOAST 1 27 225 12.26 8.51 108.30 55.81 136.11 70.73 N SLICES OF X IN Y 16 29 304 13.50 10.86 113.62 94.25 146.23 113.96 PUT ALL X IN ONE Y 84 50 302 11.32 7.03 115.74 90.13 147.80 104.45 N COOKED X SLICES IN Y 10 30 240 14.94 9.43 155.18 75.17 189.26 87.90 PREPARE SANDWICH 5 28 241 18.03 9.96 195.93 83.96 241.61 100.86 PREPARE SALAD 9 30 323 20.47 10.80 206.29 111.47 253.94 130.09 PREPARE BREAKFAST 80 30 308 27.67 14.73 295.06 138.76 359.90 162.33 TEACh Overall 438 109 3320 13.67 10.81 131.80 109.68 164.65 130.89 Table 2: The 12 tasks represented in TEACh sessions vary in complexity. Tasks like PUT ALL X ON Y take object class parameters and can require more actions per session to finish. Composite tasks like PREPARE SALAD contain sub-tasks like N SLICES OF X IN Y. Per session data are averages with standard deviation across task types. Fold Split # Sessions # EDH Instances Train 1482 (49%) 5758 (49%) Val Seen 181 ( 6%) 654 ( 5%) Unseen 614 (20%) 2188 (19%) Test Seen 181 ( 6%) 696 ( 6%) Unseen 589 (19%) 2370 (20%) Table 3: Session and EDH instances in TEACh data splits. prediction with a block of instructions, analogous to ALFRED or Touch Down (Chen et al. 2019). We calculate success and goal-conditioned success by comparing ˆE against state changes between Si and Sf. 4.3 Two-Agent Task Completion (TATC) To explore modeling both a Commander and Follower agent, the TATC benchmark gives as input only environment observations to both agents. The Commander model must use the Progress Check action to receive task information, then synthesize that information piece by piece to the Follower agent via language generation. The Follower model can communicate back via language generation. The TATC benchmark represents studying the whole set of challenges the TEACh dataset provides. We calculate success and goal-conditioned success by comparing ˆE against state changes between SI and Sf. 5 Experiments and Results We implement initial baseline models and establish the richness of TEACh data and difficulty of resulting benchmarks. 5.1 Follower Models for EDH and Tf D We use a single model architecture to train and evaluate on the EDH and Tf D benchmark tasks. Model. We establish baseline performance for the EDH and Tf D tasks using the Episodic Transformer (E.T.) model (Pashevich, Schmid, and Sun 2021), designed for the ALFRED benchmark. The original E.T. model trains a transformer language encoder and uses a Res Net-50 backbone to encode visual observations. Two multimodal transformer layers are used to fuse information from the language, image, and action embeddings, followed by a fully connected layer to predict the next action and target object category for interaction actions. E.T. uses a Mask RCNN (He et al. 2017) model pretrained on ALFRED images to predict a segmentation of the egocentric image for interactive actions, matching the predicted mask to the predicted object category. We convert the centroid of this mask to a relative coordinate specified to the TEACh API wrapper for AI2-THOR. We modify E.T. by learning a new action prediction head to match TEACh Follower actions. Given an EDH or Tf D instance, we extract all dialogue utterances from the action history AD H and concatenate these with a separator between utterances to form the language input. The remaining actions AI H are fed in order as the past action input with associated image observations. Consequently, our adapted E.T. does not have temporal alignment between dialogue actions and environment actions. Following the mechanism used in the original E.T. paper, we provide image observations from both actions in the history AI H, and the reference actions AI R, and task the model to predict the entire sequence of actions. The model parameters are optimized using cross entropy loss between the predicted action sequence and the ground truth action sequence. For EDH, we ablate a history loss (H) as cross entropy over the entire action sequence actions in both AI H and AI R, to compare against loss only against actions in AI R. Note that in Tf D, |AI H| = 0. We additionally experiment with initializing the model using weights trained on the ALFRED dataset. Note that since the language vocabulary and action space change, Figure 4: Two EDH instances are constructed from this real example from the TEACh data. The first instance input contains only dialogue actions. After inference on the first instance, the agent is evaluated based on whether it moved the potato, pot, and the items cleared out of the sink to their target destinations. In this example, the pot cannot fit into the sink. The second instance input has both dialogue and environment actions, and is evaluated at inference by whether the pot lands on the stove filled with water, and whether the potato is inside the pot and boiled. some layers need to be retrained. For EDH, we experiment with initializing the model both with weights from the E.T. model trained only on base ALFRED annotations (A) and the model trained on ALFRED augmented with synthetic instructions (S) (from Pashevich, Schmid, and Sun (2021)). We also perform unimodal ablations of the E.T. model to determine whether the model is simply memorizing sequences from the training data (Thomason, Gordon, and Bisk 2018). At inference time, the agent uses dialogue history as language input, and the environment actions in AI H as past action input along with their associated visual observations. At each time step we execute the predicted action, with predicted object coordinate when applicable, in the simulator. The predicted action and resulting image observation are added to agent s input for the next timestep. The appendix details model hyperparameters. Results. Table 4 summarizes our adapted E.T. model performance on the EDH and Tf D benchmarks. We observe that all E.T. model conditions in EDH are significantly better than Random and Lang-Only condition on all splits on SR and GC, according to a paired two-sided Welch t-test with Bonferroni corrections. Compared to the Vision-Only baseline, the improvements of the E.T. models are statistically significant on unseen splits, but not on seen splits. Qualitatively, we observe that the Random baseline only succeeds on very short EDH instances that only include one object manipulation involving a large target object, for example placing an object on a countertop. The same is true of most of the successful trajectories of the Lang-Only baseline. The success rate of the Vision-Only baseline suggests that the E.T.-based models are not getting much purchase with language signal. Notably, E.T. performs well below its success rates on ALFRED, where it achieves 38.24% on the ALFRED test-seen split and 8.57% on the ALFRED test-unseen split. Addition- ally, although there appears to be a small benefit from initializing the E.T. model with pretrained weights from ALFRED, these differences are not statistically significant. TEACh language is more complex, involving multiple speakers, irrelevant phatic utterances, and dialogue anaphora. E.T. model performance on Tf D is poor but non-zero, unlike a Random baseline. We do not perform additional ablations for Tf D given the low initial performance. Notably, in addition to the complexity of language, Tf D instances have substantially longer average trajectory length ( 130) than those in ALFRED ( 50). 5.2 Rule-based Agents for TATC In benchmarks like ALFRED, a PDDL (Ghallab et al. 1998) planner can be used to determine what actions are necessary to solve relatively simple tasks. In VLN, simple search algorithms yield the shortest paths to goals. Consequently, some language-guided visual task models build a semantic representation of the environment, then learn a hierarchical policy to execute such planner-style goals (Blukis et al. 2021). Inspired by such planning-based solutions, we attempted to write a pair of rule-based Commander and Follower agents to tackle the TATC benchmark. In a loop, the rulebased Commander executes a Progress Check action, then forms a language utterance to the Follower consisting of navigation and object interaction actions needed to accomplish the next sub-goal in the response. Each sub-goal needs to be identified by the language template used to describe it, then a hand-crafted policy must be created for the rule-based Commander to reference. For example, for the PUT ALL X ON Y task, all sub-goals are of the form X needs to be on some Y for a particular instance of object X, and so a rule-based policy can be expressed as navigate to the X instance, pick up the X instance, navigate to Y, put X down on Y. Commander utterances are simplified to se- EDH Validation EDH Test Seen Unseen Seen Unseen Model SR [TLW] GC [TLW] SR [TLW] GC [TLW] SR [TLW] GC [TLW] SR [TLW] GC [TLW] Random 0.82 [0.62] 0.17 [0.2] 1.54 [0.55] 0.04 [-0.16] 0.6 [0.09] 0.25 [0.24] 1.9 [0.94] 0.17 [0.06] Lang 3.12 [0.27] 1.84 [1.25] 4.0 [1.19] 3.93 [4.34] 4.2 [1.0] 2.79 [2.71] 4.01 [0.63] 4.66 [4.06] Vision 8.88 [0.89] 8.79 [2.24] 5.68 [1.07] 4.99 [3.91] 3.45 [0.79] 2.45 [1.82] 6.44 [0.87] 6.95 [4.2] E.T. 9.05 [1.2] 9.05 [4.17] 13.49 [3.69] 12.97 [12.15] 12.16 [2.48] 10.96 [6.41] 9.62 [2.52] 10.49 [7.64] +H 12.5 [1.78] 16.96 [5.61] 12.19 [2.9] 12.36 [10.57] 15.62 [1.56] 17.57 [5.66] 6.66 [0.46] 8.19 [3.9] +A 8.88 [1.14] 9.1 [3.49] 14.01 [3.97] 13.35 [12.28] 10.06 [1.3] 9.21 [4.28] 8.82 [1.14] 9.68 [5.53] +S 7.73 [0.93] 7.77 [3.41] 13.22 [3.67] 13.01 [11.91] 9.76 [0.95] 8.62 [3.73] 8.82 [1.06] 9.62 [5.52] +H+A 9.38 [1.27] 9.93 [4.38] 13.45 [3.14] 13.42 [11.17] 10.36 [1.3] 8.45 [3.54] 8.16 [0.89] 7.7 [4.58] +H+S 11.18 [0.97] 10.55 [4.48] 13.26 [2.97] 12.93 [10.59] 10.96 [1.78] 11.02 [4.98] 6.66 [1.02] 7.8 [4.2] Tf D Validation Tf D Test Rand 0.00 [0.00] 0.00 [0.00] 0.00 [0.00] 0.00 [0.00] 0.00 [0.00] 0.00 [0.00] 0.00 [0.00] 0.00 [0.00] E.T. 1.02 [0.17] 1.42 [4.82] 0.48 [0.12] 0.35 [0.59] 0.51 [0.23] 1.60 [6.46] 0.17 [0.04] 0.67 [2.50] Table 4: E.T. outperforms random and unimodal baselines (bold). We ablate history loss (H), initializing with ALFRED (A), and initializing with ALFRED synthetic language (S). Metrics are success rate (SR) and goal condition success rate (GC). Trajectory length weighted metrics are included in [ brackets ]. All values are percentages. For all metrics, higher is better. Task Success Rule Agent Human (Shrtnd) Rate Actions/Session Actions/Session PLANT 26.70 230.26 54.65 67.93 40.70 COFFEE 54.55 120.24 66.55 72.29 50.85 CLEAN 52.98 182.38 79.84 96.92 71.31 ALL X Y 52.91 126.82 64.75 103.53 80.97 BOIL 0.00 - 130.13 94.80 TOAST 0.00 - 136.11 70.73 N SLICES 22.51 248.77 98.57 146.23 113.96 X ONE Y 50.98 150.09 97.12 147.80 104.45 COOKED 1.67 424.25 135.57 189.26 87.90 SNDWCH 0.00 - 241.61 100.86 SALAD 1.55 351.20 82.09 253.94 130.09 BFAST 0.00 - 359.90 162.33 Overall 24.40 161.54 92.00 164.65 130.89 Table 5: Rule-based agent policies were expansive enough to solve some simple tasks about half the time, while being unable to solve most compositional tasks at all. Note that TATC performance is not directly comparable to EDH or Tf D due to two-agent modeling in TATC. quences of action names with a one-to-one mapping to Follower actions to execute, with interaction actions including (x, y) screen click positions to select objects. The rule-based agents perform no learning. Table 5 summarizes the success rate of these rule-based agents across task types. Note that for the tasks BOIL POTATO, MAKE PLATE OF TOAST, MAKE SANDWICH, and BREAKFAST, sub-goal policies were not successfully developed. The rule-based agents represent about 150 hours of engineering work to hand-craft subgoal policies. While success rates could certainly be increased by increasing subgoal policy coverage and handling simulation corner cases, it is clear that, unlike ALFRED and navigation-only tasks, a planner-based solution is not reasonable for TEACh data and the TATC benchmark. The appendix contains detailed implementation information about the rule-based agents. 6 Conclusions and Future Work We introduce Task-driven Embodied Agents that Chat (TEACh), a dataset of over 3000 situated dialogues in which a human Commander and human Follower collaborate in natural language to complete household tasks in the AI2THOR simulation environment. TEACh contains dialogue phenomena related to grounding dialogue in objects and actions in the environment, varying levels of instruction granularity, and interleaving of utterances between speakers in the absence of enforced turn taking. We also introduce a task definition language that is extensible to new tasks and even other simulators. We propose three benchmarks based on TEACh. To study Follower models, we define the Execution from Dialogue History (EDH) and Trajectory from Dialogue (Tf D) benchmarks, and evaluate an adapted Episodic Transformer (Pashevich, Schmid, and Sun 2021) as an initial baseline. To study the potential of Commander and Follower models, we define the Two-Agent Task Completion benchmark, and explore the difficulty of defining rule-based agents from TEACh data. In future, we will apply other ALFRED modeling approaches (Blukis et al. 2021; Kim et al. 2021; Zhang and Chai 2021; Suglia et al. 2021) to the EDH and Tf D Follower model benchmarks. However, TEACh requires learning several different tasks, all of which are more complex than the simple tasks in ALFRED. Models enabling few shot generalization to new tasks will be critical for TEACh Follower agents. For Commander models, a starting point would be to train a Speaker model (Fried et al. 2018) on TEACh sessions. We are excited to explore human-in-the-loop evaluation of Commander and Follower models developed for TATC. Acknowledgements We would like to thank Ron Rezac, Shui Hu, Lucy Hu, Hangjie Shi for their assistance with the data and code release, and Sijia Liu for assistance with data cleaning. 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