# distilling_internetscale_visionlanguage_models_into_embodied_agents__1e875137.pdf Distilling Internet-Scale Vision-Language Models into Embodied Agents Theodore Sumers 1 * Kenneth Marino 2 Arun Ahuja 2 Rob Fergus 2 Ishita Dasgupta 2 Instruction-following agents must ground language into their observation and action spaces. Yet learning to ground language is challenging, typically requiring domain-specific engineering or large quantities of human interaction data. To address this challenge, we propose using pretrained vision-language models (VLMs) to supervise embodied agents. We combine ideas from model distillation and hindsight experience replay (HER), using a VLM to retroactively generate language describing the agent s behavior. Simple prompting allows us to control the supervision signal, teaching an agent to interact with novel objects based on their names (e.g., planes) or their features (e.g., colors) in a 3D rendered environment. Fewshot prompting lets us teach abstract category membership, including pre-existing categories (food vs toys) and ad-hoc ones (arbitrary preferences over objects). Our work outlines a new and effective way to use internet-scale VLMs, repurposing the generic language grounding acquired by such models to teach task-relevant groundings to embodied agents. 1. Introduction Embodied agents capable of understanding and fulfilling natural language instructions are a longstanding goal for artificial intelligence (Winograd, 1972). Such agents must ground language (Harnad, 1990; Mooney, 2008) by correctly associating words with corresponding referents in their environment. But grounding language is both philosophically (Quine, 1960) and practically challenging: methods to learn such groundings remain an active area of research (Tellex et al., 2020). *Work done while interning at Deep Mind. 1Department of Computer Science, Princeton University, Princeton, New Jersey 2Deep Mind, New York City, United States. Correspondence to: Theodore Sumers . Proceedings of the 40 th International Conference on Machine Learning, Honolulu, Hawaii, USA. PMLR 202, 2023. Copyright 2023 by the author(s). Figure 1. Overview of our approach. A: We use a generative VLM to re-label agent trajectories for hindsight experience replay. B: Varying the prompt allows us to relabel trajectories along multiple dimensions to teach the embodied agent different tasks. Embodied language grounding is particularly difficult because training data are scarce. Passive learning from internet data has driven a series of revolutions in natural language processing (Mikolov et al., 2013; Devlin et al., 2018; Brown et al., 2020), but embodied agents must map language into their own idiosyncratic observation and action spaces. Training data for embodied agents thus typically consist of trajectories paired with linguistic instructions (Tellex et al., 2011; Abramson et al., 2020, inter alia) or descriptions (Nguyen et al., 2021; Sharma et al., 2022; Zhong et al., 2022). Providing an agent with aligned behavior and language allows it to learn a mapping between the two. Unfortunately, such data are expensive (typically requiring human annotation), under-specified (a trajectory can correspond to several different instructions or descriptions), and agent-specific (trajectory representations are tightly coupled with the agent architecture). We propose using large-scale vision-language models (VLMs) to address some of these challenges. Unlike embodied agents, VLMs can be trained on massive internet data (Radford et al., 2021; Ramesh et al., 2022; Alayrac et al., 2022; Open AI, 2023; Liu et al., 2023). Here, we use the Flamingo VLM (Alayrac et al., 2022) to annotate trajectories, leveraging its internet-derived language grounding to generate training data for the embodied agent (Fig. 1). Our approach distills the VLM s domain-general language Distilling VLMs into Embodied Agents grounding into domain-specific embodied agents, thus ameliorating data cost and scarcity. We use prompting and few-shot learning to control which aspects of a trajectory to relabel, mitigating label under-specification and allowing new task definitions on the fly. Finally, unlike approaches which integrate encoders such as CLIP (Radford et al., 2021) directly into the embodied agent, our method operates purely as data augmentation. This allows us to remain agnostic to changes in the agent architecture and affords substantial interpretability, making interventions and diagnosis easier. After reviewing related work (Sec. 2), we make the following contributions: A novel method using a generative VLM to supervise training of language-conditioned agents (Sec. 3). Experiments using our method to flexibly teach new language groundings, including object names (Sec. 5.1), attributes (Sec. 5.2), category membership (Sec. 5.3) and even ad-hoc user preferences (Sec. 5.4). An analysis of this imperfect supervision signal, including transferable insight into how different types of noise affect downstream task performance (Sec. 5.5). Taken together, our work demonstrates that generic language grounding acquired from internet-scale pretraining can be controlled and distilled into embodied agents, allowing us to teach task-specific language groundings without the burden of extensive human supervision. 2. Related Work Our work studies language grounding within the classic instruction following setting, where an embodied agent is given a natural language instruction and must generate a trajectory satisfying it (Winograd, 1972).1 2.1. Learning from Human Interactions Typical approaches use a human-generated dataset of aligned language and trajectories to learn a mapping between them (Kollar et al., 2010; Tellex et al., 2011; Chen & Mooney, 2011; Artzi & Zettlemoyer, 2013; Mei et al., 2016; Anderson et al., 2018; Blukis et al., 2019; Lynch & Sermanet, 2020; Abramson et al., 2020; Shridhar et al., 2020; Fried et al., 2018, inter alia). Language-conditioned reinforcement learning (RL) learns this grounding from trial and error, either assuming an environment-generated reward signal (Misra et al., 2017; Chaplot et al., 2018; Yu et al., 2018), or learning a reward function from aligned languagetrajectory data (Bahdanau et al., 2018). While these works developed agents capable of fulfilling natural language instructions within circumscribed domains, 1Outside instruction following, a related body of work grounds descriptive language from documents (Branavan et al., 2012; Zhong et al., 2020; 2021) or interactions (Narasimhan et al., 2018; Sumers et al., 2021; Lin et al., 2022) to learn general policies. they are limited by training on static environments and scarce, expensive datasets. The resulting learned language groundings are often tightly coupled to the agent s observations and actions, making them inflexible to new objects or concepts. Researchers have explored numerous methods to mitigate this, including data augmentation (Blukis et al., 2020; Chen et al., 2022b), dual-coding memory (Hill et al., 2021), auxiliary language generation objectives (Yan et al., 2022; Bigazzi et al., 2021), or interactive supervision (Kulick et al., 2013; Mohan & Laird, 2014; She et al., 2014; Thomason et al., 2017; Co-Reyes et al., 2018; Chai et al., 2018; Nguyen et al., 2021). Recent approaches instead leverage internet-scale language models to achieve generalization. 2.2. Leveraging Pretrained Models Several lines of work use language-only knowledge from pretrained models. For example, word embeddings can be used to generalize representation of linguistic instructions (Chen et al., 2020; Li et al., 2019), while language models can be used to break complex instructions into simpler ones (Ahn et al., 2022; Huang et al., 2022a;b; Dasgupta et al., 2022; Singh et al., 2022). Because these approaches use pretrained weights over language only, they can help the agent generalize paraphrases or combinations of existing concepts, but cannot themselves provide groundings for novel visual concepts. Unlike these language-only models, vision-language models (VLMs) acquire multi-modal grounding from passive internet-scale learning. Contrastive VLMs (e.g. CLIP, Radford et al., 2021) can be used to drive exploration (Tam et al., 2022), construct a semantic representation from visual imagery (Chen et al., 2022a; Singh et al., 2022), or directly as the agent s vision and text encoders, thus inheriting this grounding (Majumdar et al., 2022; Shah et al., 2022; Shridhar et al., 2021; Bucker et al., 2022). However, such pretrained vision encoders are often trained for object recognition and may not encode task-relevant information (e.g., spatial positions, Shridhar et al., 2021). Further, since this information is encoded as hidden vectors, it is nontrivial to determine which representation will be optimal for a particular downstream task (Hsu et al., 2022) or avoid biases arising from their training data (Bommasani et al., 2021). Our approach using generative VLMs to produce linguistic annotations is inherently interpretable and allows us to use simple prompts to focus the VLM on task-relevant aspects of the visual scene. Finally, other approaches have trained new VLMs on internet-scale data to serve as general (Nair et al., 2022) or domain-specific (Fan et al., 2022; Guhur et al., 2021; Hao et al., 2020) visual representations. In contrast, our approach uses an off-the-shelf pretrained VLM to generate task-relevant annotations. Distilling VLMs into Embodied Agents 2.3. Hindsight Experience Replay Our approach builds on Hindsight Experience Replay (HER, Andrychowicz et al., 2017) in a language-conditioned setting (Chan et al., 2019). HER s key insight is that early in training, rewards are sparse because agents rarely (if ever) achieve the specified goal. HER densifies rewards by converting these failed trajectories into successful ones by retroactively relabeling them, assigning a goal achieved by the agent s behavior. The central challenge of applying HER to languageconditioned agents is implementing a relabeling function that maps from states to natural language instructions. First, the mapping is not 1:1, as multiple instructions may be compatible with the same state (for example, Lift a banana and Lift something yellow , Fig. 1). Second, the mapping is not known: there is no clear way of converting an agent s state to a linguistic instruction fulfilled by that state. Prior work has used a reward signal to train a domainspecific relabeling model (Cideron et al., 2020), a mix of imageand human-relabeling (Lynch & Sermanet, 2020), or thousands of human-relabeled trajectories to fine-tune a contrastive VLM which can then be used to select the best instruction from a candidate set (Xiao et al., 2022). We instead use a pretrained generative VLM as the relabeling function, omitting the need for environmental rewards or domain-specific human labelled data. Our approach also offers free-form language generation (rather than selecting from limited options) and on-the-fly task specifications via prompting (allowing us to relabel specific aspects of the trajectory, such that each can have multiple language labels depending on the task specification; Fig. 1B). This allows better use of trajectories. Our approach uses a pretrained generative VLM as the relabeling function for HER (Sec. 2.3). We first formally specify HER. HER assumes that goals g G correspond to predicates fg : S {0,1}, so that goals are completed by reaching a set of states. During training, an agent is provided with a goal g and executes a trajectory ξ = s0, ...s T . Because the goal is rarely accomplished, most trajectories receive no reward: s ξfg(s) = 0. HER solves this by relabeling the trajectory, assigning a new goal g which was accomplished by the last state in the sequence: fg (s T ) = 1.2 The relabeling function m takes a state as input and returns a goal fulfilled by that state m : S G s.t. s Sfm(s)(s) = 1. In our work, we use a VLM as the relabeling function. We 2Alternative HER formulations relabel randomly sampled states. In our setting, the last state is generally the most informative, but applications to other domains such as vision-language navigation may benefit from such strategies. relax the assumption that the environment is fully observable, and consider observation sequences o1, ..., o T (the agent s visual inputs) generated by an observation function O : S Ω. The VLM serves as a proxy relabeling function m, which now takes an observation and returns a goal (a natural language string) satisfied by the state underlying that observation: m : Ω G s.t. s Sf m(O(s))(s) = 1. Intuitively, this means that we retroactively generate language that describes the agent s actual behavior (Fig. 1A). This approach is conceptually straightforward and fully compatible with any procedure for training languageconditioned agents, as the original instructions can be directly replaced by the generated ones. Indeed, while HER was developed for reinforcement learning, we use the relabeled trajectories to train with imitation learning instead. Relative to prior work, our approach makes few assumptions and is highly data efficient. Unlike Cideron et al. (2020) we do not use a reward signal from the environment; and unlike Lynch & Sermanet (2020); Xiao et al. (2022) we do not crowdsource relabeling. However, in settings with a reward signal or preexisting datasets, it would be possible to incorporate such information into our method (e.g., using an annotated dataset to fine-tune the generative VLM). Finally, while we use a generative VLM, object classification or detection models (Minderer et al., 2022; Kuo et al., 2022; Kirillov et al., 2023) may be used instead. Such models have two important structural limitations: they require a priori specification of possible goals (unlike our zero-shot experiments in Sections 5.1-5.3) and cannot be used for adhoc categories (Section 5.4). Empirically, we found that the classification / detection paradigm was less effective than our generative approach: substituting the OWL-Vi T detection model (Minderer et al., 2022) as a relabeling function yielded substantially worse performance (Appendix B). 4. Experimental Setup In this section, we describe our experimental framework employing a VLM to relabel trajectories for HER. Following the classical HER formulation (Andrychowicz et al., 2017) we use a simple task structure which can be re-labeled on the basis of the final observation only. We return to extensions requiring multiple observations in the discussion. 4.1. The Playhouse Environment We use the Playhouse environment from Abramson et al. (2020), a Unity-based environment with a continuous action space. Each episode takes place in a procedurally-generated home with multiple rooms and a wide range of everyday domestic objects (Fig. 2A). This 3D environment is challenging for RL agents and the VLM, as the agent s egocentric perspective often yields unusual or close-up perspectives on objects (Figs. S3, S4, S5). Distilling VLMs into Embodied Agents Figure 2. Using a pretrained VLM to teach an agent novel object names (Sec. 5.1). A: Four of the ten objects. The agent has never seen these words before, and the VLM is not given any information about what might be present. B: We use an open-ended prompt to relabel trajectories, then use the VLM outputs (bold) to retrain the agent. C: Results from the original agent ( Original ), after retraining with VLM labels ( Zeroshot ), and an upper bound from retraining on ground truth labels from the environment ( Oracle ). Here and throughout, the red line shows baseline performance (lifting a random object) and error bars show 95% CIs. 4.2. The Lift Task To isolate the effects of relabeling we use the same task structure across our experiments. We chose the Lift task as it gives a direct measure of our method s effectiveness: we can evaluate the agent s language grounding on an objectby-object basis. At the start of each episode, agents are placed in a room with 5-10 objects and instructed to lift a target object. To demonstrate the flexibility of our method, we vary the task specification: using object names ( Lift a plane ; Sec 5.1), attributes ( Lift a red object ; Sec 5.2), categories ( Lift a toy ; Sec 5.3), or preferences ( Lift something John Doe likes ; Sec 5.4). Episodes end when the agent lifts an object, or after 120 seconds. 4.3. Flamingo VLM We use Flamingo (Alayrac et al., 2022), a state-of-the-art language-generative VLM. Flamingo accepts interleaved images and text as input, and produces text output. This allows us to experiment with both Zeroshot prompts (containing only the image to be relabeled and a text prompt) and Fewshot prompts (including up to 32 in-context imagetext examples). We use the 80B parameter model described by Alayrac et al. (2022) with greedy sampling. 4.4. HER Implementation We first need an agent that generates structured behaviors that can be interpretably relabelled. We use human-human data to learn a task-agnostic motor policy: e.g., an agent that knows how to lift something, but not what a plane is. We refer to this as the original agent, and train it via behavioral cloning (BC) on the human-human dataset described by Interactive Agents Team (2021); for details on the dataset, agent architecture, and BC implementation, please refer to that work. To ensure the original agent lacks task-relevant groundings, we filter out episodes with relevant utterances before performing BC. However, we note that the original agent could be generated in any way, such as with RL on a different set of tasks; our approach uses it as a starting point. To compare the effects of different relabeling functions, we use a batched HER approach (Fig. S1). For each experiment, we generate an initial set of approximately 10,000 trajectories with a generic Lift an object instruction (due to implementation details, the actual number varied from 10,000 to 11,500). Across all experiments, around 3% of these initial trajectories timed out as the agent did not lift an object. This was not enough to meaningfully affect results, so for simplicity we discarded them. This is equivalent to assuming the agent can detect a successful grasp, which is reasonable even in robotics (Pinto & Gupta, 2016). We then use the VLM to relabel the final image in each trajectory. This generates a new annotation describing the agent s actual behavior (Fig. 1A, 2B). We perform light post-processing on the VLM outputs: Flamingo sometimes generates multiple responses (always separated by a newline), so we truncate the response to the first newline and prepend Lift a . We then use these VLM-generated strings as the instruction in a second round of BC. Finally, performing BC on the full trajectories is computationally expensive. Preliminary analysis showed that using the full trajectories provides only minor performance gains compared to truncating them to the last 5 seconds; we therefore adopt this truncation throughout. Distilling VLMs into Embodied Agents Figure 3. Using a pretrained VLM to flexibly teach object attributes (name or color) from a single set of trajectories (Sec. 5.2). A: We randomize color mappings so each object can appear red, green, blue, pink, or yellow. B: We again use generic prompts, adding a second color-oriented prompt to obtain color labels. C: Results on the Name and Color tasks from the Original agent and after retraining with VLM labels ( Zeroshot ) or ground truth labels from the environment ( Oracle ). To demonstrate the flexibility of VLMs for relabeling, we vary the goal structure of the Lift task. Our first two experiments focus on visible object attributes, using simple Zeroshot prompts to teach object names (Sec. 5.1) and attributes (Sec. 5.2). Our third and fourth use Fewshot prompts to teach category membership (Sec. 5.3) and finally novel user preferences over objects (Sec. 5.4). We close with an analysis of label noise and task performance (Section 5.5). This highlights an advantage of our approach over contrastive VLMs (Radford et al., 2021): our method produces human-legible language annotations with corresponding confidence scores, allowing us to analyze and filter labels to improve downstream task performance. 5.1. Teaching Object Names Our first experiment uses relabeling to teach the agent to lift one of 10 objects: a table, a chair, a book, a basketball, a racket, a plane, a car, a banana, a carrot, and a pear (Fig. 2A). Setup. We begin by training an original agent, filtering out any episodes containing one of the 10 target words.3 We use this agent to generate 10,000 initial trajectories using the generic Lift a object instruction in a room with all 10 objects. We provide the VLM with the final image in each trajectory and use a simple QAstyle zero-shot prompt: [IMG 0] Q: What is this object? A: (Fig. 2B). We then re-train the agent on these new VLM labels. Results. We test our retrained agent by again placing 3Due to the tokenizer used in the agent, we filtered out all episodes containing the substring ball rather than basketball. it in a room with all 10 objects, but now instructing it to lift a specific one (e.g., Lift a car ) and generate 10,000 evaluation trajectories. We first test the Original agent to ensure it has no knowledge of the objects. We find that it achieves near-chance performance (7.1% task success), confirming that it does not possess task-relevant language groundings. We then test an Oracle agent retrained on ground-truth relabeling from the environment itself. This agent performs near ceiling (97.9% success), confirming there are enough trajectories to teach the task with perfect relabeling. Finally, we find that our VLM-based relabeling method using only a simple zero-shot prompt and no information about what objects might appear conveys a significant fraction of the task, resulting in 64.4% success (Fig. 2C). The VLM-retrained agent performs well above chance on all ten objects (Fig. S2). Intriguingly, we achieve this performance despite substantial noise in the relabeling. VLM-generated strings are relatively low accuracy (only 54.7% contain the canonical object name used in instructions), and frequently contain extraneous words (Fig. 2B, S3; Table S1). We conduct a deeper analysis of label noise and downstream task performance in Sec. 5.5. 5.2. Teaching Object Attributes Section 5.1 demonstrated that VLMs can teach basic object names. But how controllable is the VLM relabeling? Can we, for example, teach an agent to recognize an object s attributes rather than the objects themselves? We now show that the VLM can be used to relabel a single set of trajectories with their name or color respectively. Setup. We use a subset of five objects from Section 5.1 (plane, racket, chair, table, and basketball). Previously, these Distilling VLMs into Embodied Agents Figure 4. Using a pretrained VLM to teach category structure (Sec. 5.3). A: We use a set of 10 objects, 5 food and 5 toys. B: We experiment with both Zeroshot (ZS) and Fewshot (FS) prompting. We vary the number of fewshot examples from each category from one (FS-1 is given 3 examples each of carrots and robots) to all five (FS-5 is given 3 examples each of all 5 objects in each category). C: Results for the Original agent and after retraining with different relabelings. Performance increases substantially from Zeroshot to FS-2 then plateaus. This suggests that partial information about the category is sufficient for Flamingo to extrapolate to new food and toys. items colors were fixed across all episodes. We now render them in different colors (red, green, blue, pink, or yellow). This gives us a total of 25 object-color combinations (green chair, red chair, green plane, etc.; Fig. 3A). As before, we train an original agent filtering out episodes containing any of these object name or color terms. We create a level with all five objects, and randomly assign each color to a object in each episode. We use this task to generate a set of 10,000 trajectories with a generic Lift an object prompt. Now, however, we relabel each trajectory twice (Fig. 3B, S4). One relabeling uses the original prompt from Section 5.1: [IMG 0] Q: What is this object? A: . The second introduces a slight variation, adding the word color : [IMG 0] Q: What color is this object? A: . We follow the same procedure and retrain two separate agents: one using the labels generated by the original prompt, and one using the color variation. Results. We again test our agents by placing them in a room with all five objects and instructing them to lift one. However, we now test two forms of instructions: an object name task ( Lift a {plane, racket, chair, table, basketball} ) or an object color task ( Lift a {red, green, blue, pink, yellow} object ). We use the same comparisons, checking the original agent and an agent retrained on oracle color and object name labels. We again find that the original agent performs at chance (19.6% task success on names and 18.4% on colors) and the oracle-relabeled agent performs at ceiling (97.6% on names and 99.5% on color). Our VLM relabeling achieves 83.0% and 80.6% respectively (Fig. 3C). 5.3. Teaching Real-World Categories Sections 5.1 and 5.2 show the VLM can be used to re-label visual object attributes such as shape and color. But many important properties, such as category membership, are not readily visible. We next test whether our method can be used for tasks depending on such properties. Setup. We use a set of 10 items, five food (pear, banana, carrot, lemon, and grapes) and five toys (plane, train, car, robot, dice; Fig. 4A). We train an original agent, filtering out episodes with references to any of these, as well as food or toy. Again, we generate a set of initial trajectories using a Lift an object prompt in a room with all 10 objects. We again use a simple prompt to re-label the trajectories: [IMG 0] Q: Is this food or a toy? A: . However, initial results suggested that these categories caused an interaction effect with the 3D rendered graphics: Flamingo recognized that the food items were really toy food items and frequently labeled them as toys or both (Fig. 4B, Table S2). This domain shift issue could be obviated by using a different category structure (e.g. food vs furniture), but we instead experimented with few-shot prompting. We generated three example images of the agent lifting each of the ten items and ran a series of relabelings with incrementally more examples. Our Fewshot-1 prompt gives Flamingo three examples each of one food and one toy (carrots and robots) for a total of 6 in-context examples. Fewshot-2 added lemons and dice (a total of 12 examples); Fewshot-3 added planes and bananas (total of 18); Fewshot-4 added grapes and cars (total of 24), and finally Fewshot-5 added trains and pears for a total of 30. Fewshot-5 therefore saw three examples each of all 10 objects. Few-shot relabeling resulted in short VLM genera- Distilling VLMs into Embodied Agents Figure 5. Using a VLM to teach ad-hoc categories (Sec. 5.4). A: Aligned preferences follow existing category structure, while Arbitrary preferences cut across it. B: The VLM is able to teach tasks requiring new category structure from fewshot examples, but alignment with existing structure helps. tions with no extraneous words (Fig. 4B, S5, Table S3). As before, we re-train agents with each of the resulting label sets. We evaluate them by generating 10,000 rollouts each for Lift a food and Lift a toy instructions. Results. As expected, our original agent performs near chance (46.0% task success). Zeroshot relabeling lifts performance above chance to 60.8%. Adding in-context examples provides another substantial boost: Fewshot-1 lifts performance to 73.3%, and Fewshot-2 to 82.8% (Fig. 4C). Adding additional examples has only a marginal effect, with performance plateauing around 85%. Notably, even in the Fewshot-2 condition, Flamingo is readily able to generalize category structure to the remaining three items in each category. This suggests that the few-shot examples help Flamingo adapt to the 3D rendered visuals, while Flamingo inherits information about category membership from its pretraining experience. 5.4. Teaching Ad-hoc Categories Our first three experiments show that simple prompting and a handful of few-shot examples allow our VLM to recognize and teach canonical properties such as names, colors, and category membership. In general, however, we cannot expect tasks to conform to existing canonical categories. Evidence from psychology suggests that ad-hoc categories (Barsalou, 1983) play a crucial role in human cognition, allowing us to create new conceptual groupings on the fly. Such context-dependent categories are often based on usecases ( things to take on a camping trip ) or affordances ( things that can be used as firewood in an emergency ). Can our method be used to teach such flexible category structures? Our final experiment tests the VLM s ability to re-label based on new and arbitrary category structure: here, instantiated as a user s preferences over a set of objects. Such dynamic relabeling would allow individuals to provide personalized task specifications. For example, a user could provide a list of items to bring on a camping trip, or express preferences (or allergies) over food items. The agent could then re-label its previous experience with such items and re-train its policy to learn the new groundings, allowing it to map user-level requests into its action space. Setup. We aim to test Flamingo s ability to learn (and then teach) new categories via in-context examples. We re-use the 10 objects from Sec. 5.3 but re-formulate the task in terms of user preferences. We introduce two sets of preferences: Aligned preferences, which respect existing category structure (John Doe likes food and dislikes toys), and Arbitrary preferences, which cut across it (John Doe likes robots, planes, carrots, lemons, and bananas; and dislikes cars, dice, trains, grapes, and pears; Fig. 5A). We use the 10,000 rollouts generated in Section 5.3 but re-label them with new prompts: [IMG 0] Q: Would John Doe like this? A:. We include preambles John Doe likes food. for Aligned and John Doe likes robots, planes, carrots, lemons, and bananas. for Arbitrary . We use fewshot examples for all 10 items (equivalent to Fewshot-5 from Sec. 5.3) with yes or no responses according to the category structure being used. To produce task-appropriate labels, we transform Flamingo s response by mapping yes to an object John Doe likes and no to an object John Doe hates. We re-train agents using these labels, and again evaluate by averaging 10,000 rollouts on the two tasks: Lift something John Doe likes , and Lift something John Doe hates. Results. Our original agent performs near chance (50%) for both category structures (Fig. 5B). We find that Flamingo relabeling improves performance for both category structures, with Aligned (76.7%) outperforming Arbitrary (64.2%). These results demonstrate that Flamingo is aided by, but not solely dependent on, real-world category structure. It is helpful to compare these results with the Fewshot-5 results from Section 5.3. These experiments each use the same few-shot examples to relabel the same trajectories, but vary the nature of the category structure. Flamingo does very well with explicit real-world category structure ( Food Toy in Sec. 5.3; task performance 84.7%); next best with implicit real-world category structure ( Aligned in Sec. 5.4; 76.7%); and modestly with no real-world category structure ( Arbitrary in Sec. 5.4; 64.2%). Finally, we tested the VLM s ability to generalize categories to new instances by permuting the toys colors. We found that for both preference structures, the VLM successfully relabeled recolored objects with equivalent accuracy (Appendix C). Distilling VLMs into Embodied Agents Figure 6. Comparing Zeroshot (ZS) and Fewshot (FS) relabeling (Sec. 5.5). A: Zeroshot typically generates text that reflects the image contents, but is often not task-relevant. Fewshot prompting encourages the VLM to generate one of the 10 object labels. However, when the foreground is challenging it often labels background objects instead. B: Label quality and task performance. Zeroshot yields many irrelevant labels; Fewshot instead produces more Correct and Wrong labels. Agents trained on Fewshot labels perform worse. 5.5. Analyzing the Relabeling Function In this final section, we use the setup from Section 5.1 to conduct an analysis of Flamingo as a relabeling function. 5.5.1. ZEROSHOT VS FEWSHOT FLAMINGO We conduct a Fewshot relabeling version of Zeroshot experiments in Section 5.1, with 32 examples (3-4 examples each of the 10 items in the task) included in context. We find that Fewshot relabeling increases accuracy, but surprisingly decreases downstream task performance. Concretely, 77.2% of Fewshot labels contain the canonical object name (compared to 54.7% of Zeroshot ), yet the Fewshot -retrained agent achieves only 52.9% task success (compared to 64.4% for the Zeroshot agent; Fig. 6). A closer look at the labels reveals an important difference. Zeroshot labels that are not correct are often irrelevant (i.e. they do not contain any of the 10 task-relevant object names). In contrast, incorrect Fewshot labels are almost always wrong (i.e., they contain a different task-relevant object name). Few-shot prompting encourages Flamingo s generation towards task relevant labels, causing it to guess a label when uncertain (Fig. 6B, S3, S7). While Zeroshot Flamingo is noisier, these irrelevant labels have little effect on downstream performance. In contrast, Fewshot generates wrong task-relevant labels that actively interfere with grounding. Because many Zeroshot relabelings are irrelevant, Fewshot is higher accuracy ( # of correct labels # of trajectories ) but lower precision ( # of correct labels # of task-relevant labels). Therefore Zeroshot Flamingo produces more reliable data: more examples relabeled Lift a car will actually reflect the appropriate behavior. While initial results suggest that Fewshot is actually a worse relabeling function, we find that Fewshot provides an important benefit: it helps calibrate Flamingo s confidence in its relabeling (Fig. S6). We experiment with filtering out low-confidence labels by progressively dropping the lowest decile. We find that this filtering dramatically increases Fewshot precision, but only slightly increases Zeroshot precision (Fig. 7A). We filter out the least-confident 50% of the labels and retrain agents on the remaining trajectories. This substantially improves Fewshot performance (from 52.9% to 78.6%) while only marginally improving Zeroshot (64.4% to 66.1%; Fig. 7B). 5.5.2. LABEL PROPERTIES AND TASK PERFORMANCE These results suggest that relabeling precision may be more important than accuracy for HER. We quantify this by looking at task success resulting from different label sets. Formally, we are interested in whether label accuracy or label precision is a better predictor of downstream task performance. We have 10 tasks (each of the individual objects used in Section 5.1, i.e. Lift a car , Lift a plane ), and four sets of labels for each (Zeroshot, Zeroshot filtered, Fewshot, and Fewshot filtered). We use a mixed-effects linear regression to predict task success for each of these 40 data points, with fixed effects of label precision and recall, and random effects for each of the 10 tasks. We find that both accuracy and precision are significant, but the effect size of precision is nearly ten times that of accuracy (accuracy: β = .16, t(35.88) = 3.416, p < .01; precision: β = 1.44, t(35.76) = 11.5, p < 1e 10; see Table S4). Fig 7C plots regression lines for accuracy and precision respectively. This result yields the valuable general insight that relabeling precision is more important than relabeling accuracy for downstream task performance with HER. Distilling VLMs into Embodied Agents Figure 7. Analysis of label noise and downstream performance (Sec. 5.5). A: Filtering out low-confidence labels dramatically increases Fewshot label precision, but only marginally improves Zeroshot. B: Filtering out the least confident 50% of labels and re-training agents results in a substantial performance gain for Fewshot but not Zeroshot. C: Analysis of label characteristics against downstream task performance on a per-object basis suggests that relabeling precision is more important than accuracy. 6. Discussion In this work, we used a VLM pretrained on internet data to teach an embodied agent language groundings. We used prompting and fewshot learning to guide the VLM s text generation, focusing it on specific dimensions of the visual stream. This allows us to flexibly distill task-relevant subsets of the VLM s language grounding into the embodied agent. We note several limitations to our work. First, we focused on English instructions; future work could experiment with pretrained translation models to develop multilingual grounded agents. Second, we demonstrated our method within the classic HER formulation (Andrychowicz et al., 2017) and thus used a task structure that permits relabeling of the final observation only. We additionally used the dataset from Interactive Agents Team (2021) to learn a low-level motor policy before using our method to teach task semantics. Future work could extend our method beyond traditional HER, using a VLM to annotate observation pairs or full videos. Such extensions would facilitate teaching temporally-extended tasks, making our method suitable for training motor policies in addition to task semantics (e.g., teaching both how to lift an object and which object to lift). Finally, the Flamingo model (Alayrac et al., 2022) used in this work is not publicly available. However, the recently released GPT-4 (Open AI, 2023) and open-source Prismer models provide comparable capabilities (Liu et al., 2023). Object classification or detection models (Minderer et al., 2022) may also be used to replicate a subset of our method s functionality. Future work may experiment with other ways to leverage pretrained generative VLMs for embodied agents. Following our offline supervision approach, VLMs could provide a reward signal during training on the basis of vision and text alignment. Alternatively, VLMs could be used directly in the agent. While large model size4 might mitigate their use for low-level motor policies, they could be used to produce language observations for input to other models (Zeng et al., 2022; Huang et al., 2022b; Dasgupta et al., 2022). Our method may also be straightforwardly applied to visionlanguage navigation, another popular testbed for embodied agents (Anderson et al., 2018). Overall, the confluence of more naturalistic environments (Shridhar et al., 2020; Savva et al., 2019; Li et al., 2021) with strong and flexible pretrained VLMs (Alayrac et al., 2022; Liu et al., 2023; Open AI, 2023) makes these models an appealing source of domain-general language groundings. We hope that our method spurs further research leveraging their strengths for embodied agents. Acknowledgements We thank Christine Kaeser-Chen, Nathaniel Wong, Fede Carnevale, Alexandre Fr echette, Felix Hill, and the Deep Mind NYC team for their advice and assistance. Abramson, J., Ahuja, A., Barr, I., Brussee, A., Carnevale, F., Cassin, M., Chhaparia, R., Clark, S., Damoc, B., Dudzik, A., et al. Imitating interactive intelligence. ar Xiv preprint ar Xiv:2012.05672, 2020. Ahn, M., Brohan, A., Brown, N., Chebotar, Y., Cortes, O., David, B., Finn, C., Gopalakrishnan, K., Hausman, K., Herzog, A., et al. 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Zhong, V., Mu, J., Zettlemoyer, L., Grefenstette, E., and Rockt aschel, T. Improving policy learning via language dynamics distillation. In Advances in Neural Information Processing Systems, 2022. Distilling VLMs into Embodied Agents A. Appendix Figure S1. Schematic of our batched HER implementation (Section 4). We generate a batch of trajectories, relabel those trajectories with a VLM, and then re-train the agent with behavioral cloning. We then rollout the retrained agent on target tasks to evaluate performance. Figure S2. Original and retrained task success per object (Section 5.1). Distilling VLMs into Embodied Agents Zeroshot Caption Frequency a basketball 875 a banana 525 it is a basketball 480 a cube 364 a pear 319 a chair 317 it is a banana 303 it is a chair 242 a car 221 it is a cube that is a child of the camera 209 a plane 202 it is a cube that is a child of a camera 198 a box 193 it is a car 172 a table 171 a racket 154 its a basketball 152 it is a table 139 it is a pear 122 it is a basketball hoop 119 a carrot 108 it is a plane 91 it is a cube 88 a tennis racket 83 its a banana 81 Table S1. Top 25 Zeroshot captions (lowercased and punctuation-stripped). There were 11051 total relabeled trajectories (Section 5.1). Distilling VLMs into Embodied Agents Zeroshot Caption Frequency its a toy 7704 it is a toy 1022 its both 676 both 400 its a food toy 63 its a toy but its also food 30 its food 22 it is both 20 it is a toy but it is also food 9 its a toy but its also a food 8 its a food 7 its a toy but it can be used as a food 5 its a toy but it is also food 3 food 3 its a toy but its not a toy 2 its food but its also a toy 2 its a toy carrot 2 its food but its not edible 2 its a toy but its a toy that you can eat 2 its a toy but it can be used as food 2 its a food simulator 2 its a toy its a food toy 1 its a toy but it can be used as food if you wan... 1 its a toy that is also food 1 its a food that is also a toy 1 its a toy that looks like food 1 its a toy its a toy 1 it is a food 1 its food for your mind 1 its a toy but it can be used to feed your pet 1 its a toy but its not a toy you can play with 1 its a food but its not edible 1 it is a food toy 1 its a toy but it can be a food too 1 it is a toy but the food is coming soon 1 it is a toy it is not edible 1 its a toy but its not a ball 1 Table S2. All food or toy Zeroshot captions (lowercased and punctuation-stripped). There were 10002 total relabeled trajectories (Section 5.3). Fewshot-1 Caption Frequency toy 6186 food 3816 Table S3. All food or toy Fewshot-1 captions (lowercased and punctuation-stripped). There were 10002 total relabeled trajectories (Section 5.3). Distilling VLMs into Embodied Agents Effect Group Term Estimate Std. Error Statistic DOF P Value 1 fixed (Intercept) -0.70 0.11 -6.43 36.50 1.74e-07 *** 2 fixed Label Precision 1.44 0.13 11.50 35.76 1.43e-13 *** 3 fixed Label Accuracy 0.16 0.05 3.42 35.88 0.00159 ** 4 ran pars Task sd (Intercept) 0.05 5 ran pars Residual sd Observation 0.05 Table S4. Regressing task performance on label accuracy and precision shows that the effects of label precision far outweigh those of accuracy (Section 5.5). Distilling VLMs into Embodied Agents Figure S3. Additional Zeroshot (ZS, Section 5.1) and Fewshot (FS, Section 5.5) relabeling examples. Regular text is the prompt and bold text is the VLM generation. Correct relabelings are green, Wrong relabelings are red, and Irrelevant text is gray. Zeroshot relabeling generally results in reasonable text, but is distracted by unusual visual features (such as the cube that appears around objects, top left; or the yellow ray indicating the agent is grasping something; top right). Distilling VLMs into Embodied Agents Figure S4. Additional examples for Section 5.2. VLM relabelings using zeroshot names (top) and color (bottom) prompts. Regular text is part of the prompt and bold text is the VLM generation. Correct relabelings are green, Wrong relabelings are red, and Irrelevant text is gray. We conduct parallel VLM-based relabelings of the same initial trajectories in order to teach the agent to recognize objects or colors respectively. Figure S5. Additional examples for Section 5.3. The basic prompt template was the same for all; few-shot Flamingo provided in-context examples of food or toy items. Ironically, zero-shot Flamingo claimed that most food items were either toys or some variant of both , likely due to their 3D rendered appearances (Table S2). Providing in-context examples readily overcame this issue (Table S3). Distilling VLMs into Embodied Agents Figure S6. Stacked histograms showing label quality as a function of Flamingo s confidence. For both, wrong or irrelevant labels tend to be low confidence. However, Fewshot is better calibrated: virtually all correct labels are high-confidence. Figure S7. Unigram frequency (lowercased and stopword-filtered) for Zeroshot (Sec. 5.1) and Fewshot (Sec. 5.5) relabeling. There were 11051 relabeled trajectories. Distilling VLMs into Embodied Agents B. OWL-Vi T Comparisons We compared OWL-Vi T (Minderer et al., 2022) based relabeling to Flamingo in our Experiment 1 (Section 5.1). We provided OWL-Vi T with the list of 10 objects used in the experiment (plane, basketball, chair, table...) and took the highest-confidence detection. We found that OWL-Vi T performed poorly: on a subset of 300 trajectories, it predicted the held object only 7.2% of the time, compared to Flamingo s zero-shot 54.8% performance. OWL-Vi T only ever predicted a limited subset of objects and achieved extremely low precision on these (Table S5). Flamingo had higher accuracy than OWL-Vi T across 9/10 objects, often by wide margins (Table S6). OWL-Vi T Label Count Precision basketball 39 0.10 book 69 0.12 chair 44 0.07 table 140 0.04 Table S5. OWL-Vi T consistently predicted a small subset of the 10 object labels, achieving very low precision. Object Count OWL-Vi T Accuracy Flamingo Accuracy banana 34 0.00 0.76 basketball 47 0.09 1.00 book 27 0.30 0.11 car 23 0.00 0.65 carrot 28 0.00 0.14 chair 24 0.12 0.58 pear 14 0.00 0.64 plane 43 0.00 0.58 racket 34 0.00 0.24 table 18 0.33 0.50 Table S6. Flamingo achieved substantially higher accuracy than OWL-Vi T on 9/10 objects. Our OWL-Vi T implementation performed as expected on real-world images, so we hypotheize its poor performance here is due to domain shift from real-world to Unity-generated environments. Notably, Flamingo often produced captions which reflected this domain shift (e.g. a 3d model of a car , Fig. 2). It may thus be possible to improve OWL-Vi T s performance by changing the target labels to reflect the objects idiosyncratic visual appearances. However, this necessity reflects the brittleness of the object-detection approach, compared to zero-shot generative captioning. C. Testing Preference Generalization We investigated whether the system is able to generalize to other instances of preferred objects (Section 5.4). Specifically, we kept the few-shot prompt the same, but varied the color of the objects in the environment by permuting the toys colors. We then examined the VLM s ability to re-label them. We found that across all 5 toys, for both aligned and arbitrary preference structures, the VLM readily generalized to the new colors (Table S7). The VLM s accuracy is consistent across objects (Table S8). Preference Structure Coloring Accuracy Aligned Canonical 0.91 Aligned Recolored 0.92 Arbitrary Canonical 0.71 Arbitrary Recolored 0.70 Table S7. The VLM readily generalized to relabeling recolored objects with ad-hoc category structures. Distilling VLMs into Embodied Agents preferences unity object name color correct Aligned Car Canonical - aquamarine 0.91 Aligned Car Recolored - red 0.92 Aligned Dice Canonical - white 0.97 Aligned Dice Recolored - purple 0.98 Aligned Plane Canonical - orange 0.85 Aligned Plane Recolored - aquamarine 0.87 Aligned Robot Canonical - purple 0.96 Aligned Robot Recolored - orange 0.92 Aligned Train Canonical - none 0.87 Aligned Train Recolored - white 0.92 Arbitrary Car Canonical - aquamarine 0.46 Arbitrary Car Recolored - red 0.47 Arbitrary Dice Canonical - white 0.94 Arbitrary Dice Recolored - purple 0.96 Arbitrary Plane Canonical - orange 0.85 Arbitrary Plane Recolored - aquamarine 0.80 Arbitrary Robot Canonical - purple 0.70 Arbitrary Robot Recolored - orange 0.64 Arbitrary Train Canonical - none 0.59 Arbitrary Train Recolored - white 0.55 Table S8. The VLM readily generalized across all objects, achieving comparable accuracy on original and recolored versions.