Embodied AI-Driven Operation of Smart Cities: A Concise Review

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Embodied AI-Driven Operation of Smart Cities: A Concise Review

Farzan Shenavarmasouleh1 , Farid Ghareh Mohammadi1 ,


M. Hadi Amini2 , and Hamid R. Arabnia1

1:Department of Computer Science, Franklin College of arts and sciences,


University of Georgia, Athens, GA, USA
2: School of Computing & Information Sciences, College of Engineering & Computing,
arXiv:2108.09823v1 [cs.AI] 22 Aug 2021

Florida International University, Miami, FL, USA


Emails: fs04199@uga.edu, farid.ghm@uga.edu, amini@cs.fiu.edu, hra@uga.edu
August 24, 2021

Abstract
A smart city can be seen as a framework, comprised of Information and Communication Technologies
(ICT). An intelligent network of connected devices that collect data with their sensors and transmit them
using wireless and cloud technologies in order to communicate with other assets in the ecosystem plays a
pivotal role in this framework. Maximizing the quality of life of citizens, making better use of available
resources, cutting costs, and improving sustainability are the ultimate goals that a smart city is after. Hence,
data collected from these connected devices will continuously get thoroughly analyzed to gain better insights
into the services that are being offered across the city; with this goal in mind that they can be used to
make the whole system more efficient. Robots and physical machines are inseparable parts of a smart city.
Embodied AI is the field of study that takes a deeper look into these and explores how they can fit into
real-world environments. It focuses on learning through interaction with the surrounding environment,
as opposed to Internet AI which tries to learn from static datasets. Embodied AI aims to train an agent
that can See (Computer Vision), Talk (NLP), Navigate and Interact with its environment (Reinforcement
Learning), and Reason (General Intelligence), all at the same time. Autonomous driving cars and personal
companions are some of the examples that benefit from Embodied AI nowadays. In this paper, we attempt
to do a concise review of this field. We will go through its definitions, its characteristics, and its current
achievements along with different algorithms, approaches, and solutions that are being used in different
components of it (e.g. Vision, NLP, RL). We will then explore all the available simulators and 3D interactable
databases that will make the research in this area feasible. Finally, we will address its challenges and identify
its potentials for future research.
keywords: Embodied AI, Embodied Intelligence, Question Answering, Smart Cities, Simulation, Intelligence,
Multi-Agent Systems

1 Introduction
A smart city is an urban area that employs Information and Communication Technologies (ICT) [1] , an
intelligent network of connected devices and sensors that can work interdependently [2, 3] and a distributive
manner [4] to continuously monitor the environment, collect data, and share them among the other assets in
the ecosystem. A smart city uses all the available data to make real-time decisions about the many individual

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components of the city to ease up the livelihood of its citizens, and make the whole system more efficient,
more environmentally friendly, and more sustainable [5]. This serves as a catalyst for creating a city with
faster transportation, fewer accidents, enhanced manufacturing, more reliable medical services and utilities,
less pollution [6] and much more. The good news is any city, even with traditional infrastructures, can be
transformed into a Smart City by integrating IoT technologies [7].
An undeniable part of a smart city is its use of smart agents. These agents can vary a lot in sizes, shapes,
and functionalities. They can simply be light sensors that along with their controller act as the energy-saving
agents or could be more advanced machines, with complicated controllers and interconnected components that
are capable of tackling more advanced problems. The latter agents usually come with an embodiment with
numerous sensors and controllers built in them that enable them to perform high-level and human-level tasks
such as talking, walking, seeing, and complex reasoning along with the ability to interact with the environment.
Embodied Artificial Intelligence is the field of study that takes a deeper look into these agents and explores how
they can fit into the real-world and how they can eventually act as our future community workers, personal
assistants, robocops, and much more.
Imagine arriving home after a long working day and seeing your home robot waiting for you at the entrance
door. Although it is not the most romantic thing ever, you then walk up to it and ask it to make a cup of
coffee for you and also add two teaspoons of sugar if there is any in the cabinet. For this to become reality,
the robot has to have a vast range of skills. It should be able to understand your language and be able to
translate questions and instructions to the action. It should be able to see its surroundings and have the
ability to recognize objects and scenes. Last but not the least, it must know how to navigate in a big dynamic
environment, interact with the objects within it, and be capable of doing long-term planning and reasoning.
In the past few years, there has been significant progress in the fields of computer vision, natural language
processing, and reinforcement learning thanks to the advancements in deep learning models. Many things are
now possible because of these that seemed impossible a few years ago. However, most of the work has been done
in isolation from other lines of work. Meaning that the trained model can only take one type of data (eg. image,
text, video) as the input and perform a single task that it is asked for. Consequently, such a model act as a
single-sensory machine as opposed to a multi-sensory one. Also, for the most part, they all belong to Internet
AI rather than Embodied AI. The goal of Internet AI is learning patterns in text, images, and videos from the
datasets collected from the internet.
If we zoom out and look at the way models in Internet AI are being trained, we realize that generally
supervised classification is the way to go. For instance, we provide a certain number of dog and cat photos
along with the corresponding labels to a perception model and if the number is large enough, the model then
can successfully learn the differences that exist between these two animals and discriminate between them.
Learning via flashcards falls under the same umbrella for humans.
Extensive amount of time has been devoted in the past years to gather and build huge datasets for the
imaging and language communities. A few considerable markers of this can be IMAGENET [8], MS COCO [9],
Sun [10], Caltech-256 [11], Places [12] created for vision tasks; Squad [13], Glue [14], Swag [15] built for language
objectives; and also Visual Genome [16] and VQA [17] datasets created for joint purposes to name a few.
Apart from playing a pivotal role in the recent advances of the main fields, these datasets also proved to
be useful when used with transfer learning methods to help underlying disciplines such as biomedical imaging
[18, 19, 20]. However, the aforementioned datasets are prune to restrictions. Firstly, at times it can get extremely
costly, both in terms of time and money, to gather all the required data for the collection and label them.
Secondly, the collection has to be monitored constantly to assure that they follow certain rules to avoid creating
biases that could lead to erroneous results in future works [21] and also make sure that the collected data are all
normal and uniform in terms of attributes such as background, size, position of the objects, lighting conditions,
etc. while in contrast, we know that in real-world scenarios this cannot be the case and robots have to deal with
a mixture of unnormalized noisy irrelevant data plus the relevant well-curated ones. Additionally, the agent
would be able to interact with the objects in the wild (e.g. picking it up and looking at the object from another

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Figure 1: Embodied AI in Smart Cities

angle) and also use its other senses such as smell and hearing to collect information.
Us humans, we do learn from interactions and it’s a must for true intelligence in the real world. In fact, it’s
not only humans and all the other animals do the same. In, kitten carousel experiment [22], Held and Hein
exhibited this beautifully. They studied the visual development of two kittens in a carousel over time. One of
which had the ability to touch the ground and control its motions within the restrictions of the device while the
other was just a passive observer. At the end of the experiment, they found out that the visual development of
the former kitten was normal whereas for the latter one it was not, even though they both saw the same thing.
This proves that being able to physically experience the world and interact with it is a key element for learning
[23].
The goal of Embodied AI is to bring the ability to interact and being able to use multi senses simultaneously
into play to enable the robot to continuously learn in a lightly supervised or even unsupervised way in a rich
dynamic environment.

2 Rise of the Embodied AI


In the mid-1980s a major paradigm shift took place towards embodiment and computer science started to
become more practical than theoretical algorithms and approaches. Embedded systems started to appear in all
kinds of forms to aid humans in everyday life. Controllers for trains, airplanes, elevators, air conditioners, and
Softwares for translation and audio manipulation are some of the most important ones to name a few [24].
Embodied Artificial Intelligence is a broad term, and those successes were for sure great ones to start with;
yet, it could clearly be seen that it was a huge room for improvement. Theoretically, the ultimate goal of AI is
not only to master any given algorithm or task that is given to, but also gain the ability to multitask and get to
human-level intelligence, and that as mentioned requires meaningful interaction with the real world. There
are many specialized robots for a vast set of tasks out there, especially in large industries, which can do the
assigned task to them to perfection, let it be cutting different metals, painting, soldering circuits, and much
more, but until one single machine emerges to have the ability to do different tasks or at least a small subset of
them by itself and not just by following orders, it cannot be called intelligence.

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Humanoids are the main thing that comes to mind when we talk about robots with intelligence. Although it
is the ultimate goal, it is not the only form of intelligence on the earth. Other animals, such as insects have
their own kind of intelligence and due to being relatively simpler in comparison to humans, they are a very
good place, to begin with.
Rodney Brooks has a famous argument that says it took the evolution much longer to create insects from
scratch than getting to human-level intelligence from there. Consequently, he suggested that these simpler
biorobotics should be first dealt with in the road to make much more complex ones. Genghis, a six-legged
walking robot [25] is one of his contributions to this field.
This line of thought was a fundamental change and led researchers to have a change of direction in their work
and with that came attention to new domains and topics such as robotics, locomotion, artificial life, bio-inspired
systems, and much more. The classical approach did not care about tasks related to interaction with the real
world and consequently, locomotion and grasping were the ones to start the journey with.
Since not much computational power was available at the time of this shift, a big challenge for the researchers
was the trade-off between simplicity and the potential to operate in complex environments. An extensive amount
of work has been done in this area to explore or invent ways to exploit natural body dynamics, materials used
in the modules, and their morphologies to make the robots move and become able to grasp and manipulate
items without sophisticated processing units [26, 27, 28]. It goes without saying that the ones who could use
the physical properties of themselves and the environment to function were more energy-efficient, but they had
their own limitations. Not being able to generalize well to complex environments was a major drawback. But,
they were fast as the machines with huge processing units needed a reasonable amount of time to think and
plan their next action and often move their rigid and non-smooth actuators.
Nowadays, a big part of these issues are solved and we can see extremely fast and smooth natural moving
robots capable of doing different types of maneuvers [29], but yet it is foreseen that with the advances of artificial
muscles, joints, and tendons this progress can be further improved.

3 Breakdown of Embodied AI
In this section, we try to categorize a broad range of research that has been done under the field of Embodied AI.
Due to the huge diversity, each section will necessarily be abstract, selective, and reflect the authors’ personal
opinion.

3.1 Language Grounding


Machine and human communication has always been a topic of interest. As time goes on, more and more aspects
of our lives are controlled by AIs, and hence it is crucial to have ways to talk with them. This is a must for
giving new instructions to them or receiving an answer from them, and since we are talking about general day
to day machines, we desire this interface to be higher level than programming languages and closer to spoken
language. To achieve this, machines must be capable of relating language to actions and the world. Language
grounding is the field that tries to tackle this and map natural language instructions to robot behavior.
Hermann et al.’s work show that this can be achieved by rewarding an agent upon successful execution
of written instructions in a 3D environment with a combination of unsupervised learning and reinforcement
learning [30]. They also argue that their agent can generalize well after training and can interpret new unseen
instructions and operate in unfamiliar situations.

3.2 Language plus Vision


Now that we know that machines can understand languages and there exist sophisticated models just for this
purpose out there [31], it is time to bring another sense into play. One of the most popular ways to show the

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potential of joint training of vision and language is the image and video captioning [32, 33, 34, 35, 36].
More recently, a new line of work has been introduced to take advantage of this connection. Visual Question
Answering (VQA) [17] is the task of receiving an image along with a natural language question about that
image as an input and attempting to find the accurate natural language answer for it as the output. The
beauty of this task is that both the questions and the answers can be open-ended and also the questions can
target different aspects of the image such as the objects that are present in them, their relationship or relative
positions, colors, and background.
Following this research, Singh et al. [37] cleverly added an OCR module to the VQA model to enable the
agent to read the texts available in the image as well and answer questions asked from them or use the additional
context indirectly to answer the question better.
One may ask where does the new task stands relative to the previous one. Do agents who can answer
questions more intelligent than the ones who deal with captions or not? The answer is yes. In [17] the authors
show that VQA agents need a deeper and more detailed understanding of the image and reasoning than models
for captioning.

3.3 Embodied Visual Recognition


Passive or fixed agents may fail to recognize objects in scenes if they are partially or heavily occluded.
Embodiment comes to the rescue here and gifts the possibility of moving in the environment to actively control
the viewing position and angle to remove any ambiguity in object shapes and semantics.
Jayaraman et al. [38] started to learn representations that will exploit the link between how the agent moves
and how it will affect its visual surrounding. To do this they used raw unlabeled videos along with an external
GPS sensor that provided the agent’s coordinates and trained their model to learn a representation linking
these two. So, after this, the agent would have the ability to predict the outcome of its future actions and guess
how the scene would look like after moving forward or turning to a side.
This was powerful and in a sense, the agent developed imagination. But, there was an issue here. If we
pay attention we realize that the agent is still being fed pre-recorded video as the input and is learning similar
to the observer kitten in the kitten carousel experiment explained above. So, following this, the authors went
after this problem and proposed to train an agent that takes any given object from an arbitrary angle and then
predict or better to say imagine the other views by finding the representation in a self-supervised manner [39].
Up until this point, the agent does not use the sound of its surroundings while humans are all about
experiencing the world in a multi-sensory manner. We can see, hear, smell, touch all at the same time, and
extract and use the relevant information that could be beneficial to our task at hand. All that said, understanding
and learning the sound of objects present in a scene is not easy since all the sounds are overlapped and are
being received via a single channel sensor. This is often dealt with as an audio source separation problem and
lots of work has been done on it in the literature [40, 41, 42, 43, 44].
Now it was the reinforcement learning turn to make a difference. Policies have to be learned to aid agents
move around a scene and this is the task of active recognition [45, 46, 47, 48, 49]). The policy will be learned
at the same time it is learning other tasks and representation and it will tell the agent where and how to
strategically move to recognize things faster [50, 51].
Results show that policies indeed help the agent to achieve better visual recognition performance and the
agents can strategize their future moves and path for better results that are mostly different from shortest paths
[52].

3.4 Embodied Question Answering


Embodied Question Answering brings QA into the embodied world. The task starts by an agent being spawned
at a random location in a 3D environment and asked a question which its answer can be found somewhere in the

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environment. In order for the agent to answer it, it must first strategically navigate to explore the environment,
gathers necessary data via its vision, and then answer the question when the agent finds it [53, 54].
Following this, Das et al. [55] also presented a modular approach to further enhance this process by teaching
the agent to break the master policy into sub-goals that are also interpretable by humans and execute them to
answer the question. This proved to increase the success rate.

3.5 Interactive Question Answering


Interactive Question Answering (IQA) is closely related to the Embodied version of it. The only main issue is
that question is designed in a way that the agent must interact with the environment to find the answer. For
example, it has to open the refrigerator, or pick up something from the cabinet and then and plan for a series of
actions conditioned on the question [56].

3.6 Multi-Agent Systems


Multi-Agent Systems (MAS) is another interesting line of development. The default standpoint of AI has a
strong focus on individual agents. MAS research which has its origins in the field of biology tries to change this
and studies the emergence of behaviors in groups of agents or swarms instead [57, 58].
Every agent has a set of abilities and is good in them to an extent. The point of interest in MAS is how a
sophisticated global behavior can emerge from a population of agents working together. A real-life example of
such behavior can be found in insects like ants and bees [59, 60]. One of the interesting goals of this research is
to ultimately make agents that could self-repair [61, 62].
The emerging behavior of MAS can be tailored by researchers to let the group of agents tackle various tasks
such as rescue missions, traffic control, fun sports events, surveillance, and much more. Additionally, when fused
with other fields unexpected outcomes can occur. Take for instance “Talking Heads” experiment by Luc Steels
[63, 64] that showed a common vocabulary emerges through the interaction of agents with each other and their
environment via a language game.

4 Simulators
Now that we know about the fields and tasks that Embodied AI can shine in, the question is how our agents
should be trained. One may say it’s good to directly train in the physical world and expose them to its richness.
Although a valid solution, this choice comes with a few drawbacks. First, The training process in the real-world
is slow, and the process cannot be sped up or parallelized. Second, it is very hard to control the environment
and create custom scenarios. Third, it’s expensive, both in terms of power and time. Fourth, it’s not safe, and
improperly trained or not fully trained robots can hurt themselves, humans, animals, and other assets. Fifth, in
order for the agent to generalize the training, has to be done in plenty of different environments that is not
feasible in this case.
Our next choice is simulators, which can successfully deal with all the aforementioned problems pretty well.
In the shift from Internet AI to Embodied AI, simulators take the role that was previously played by traditional
datasets. Additionally, one more advantage of using simulators is that the physics in the environment can be
tweaked as well. For instance, some traditional approaches in this field [65] are sensitive to noise and for the
remedy, the noise in the sensors can be turned off for the purpose of this task.
As a result, agents nowadays are often developed and benchmarked in simulators [66, 67] and once a
promising model has been trained and tested, it can then be transferred to the physical world [68, 69].
House3D [70], AI2-THOR [71], Gibson [72], CHALET [73], MINOS [74] and Habitat [75] are some of the
popular simulators for the Embodied AI studies. These platforms vary with respect to the 3D environments they

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use, the tasks they can handle, and the evaluation protocols they provide. These simulators support different
sensors such as vision, depth, touch, and semantic segmentation.
In this paper we mainly focus on MINOS and Habitat since they provide more customization abilities
(number of sensors, their positions, and their parameters) and are implemented in a loosely coupled manner to
generalize well to new multi-sensory tasks and environments. As their API can be used to define any high-level
task and the material, object clutter variation, and much more can be programmatically configured for the
environment. They both support navigation with both continuous and discrete state spaces. Also, for the
purpose of their benchmarks, all the actuators are noiseless, but they both have the ability to enable noises if
desired [76].
In the last section, we saw numerous task definitions and how they each can be tackled by the agents. So,
before jumping into MINOS and Habitat simulators and reviewing them, let’s first get more familiarized with
the three main goal-directed navigation tasks, namely, PointGoal Navigation, ObjectGoal Navigation, and
RoomGoal Navigation.
In PointGoal Navigation, an agent is appeared at a random starting position and orientation in a 3D
environment and is asked to navigate to target coordinates which are given relative to the agent’s position. The
agent can access its position via an indoor GPS. There exists no ground-truth map and the agent must only use
its sensors to do the task. The scenarios start the same for ObjectGoal Navigation, and RoomGoal Navigation
as well, however, instead of coordinates, the agent is asked to find an object or go to a specific room.

4.1 MINOS
Minos simulator provides access to 45,000 three-dimensional models of furnished houses with more than 750K
rooms of different types available in the SUNCG [77] dataset and 90 multi-floor residences with approximately
2,000 annotated room regions that are in the Matterport3D [78] dataset by default. Environments in Mat-
terport3D are more realistic looking than the ones in SUNCG. MINOS simulator can approximately reach
hundreds of frames per second on a normal workstation.
In order to benchmark the system, the authors studied four navigation algorithms; three of which were
based on asynchronous advantage actor-critic (A3C) approach [79] and the remaining one was Direct Future
Prediction (DFP) [80].
The most basic one among the algorithms was Feedforward A3C. In this algorithm, a feedforward CNN
model is employed as the function approximator to learn the policy along with the total value function that is
the expected sum of rewards from the current timestamp until the end of the episode. The second one was
LSTM A3C that used an LSTM model with the Feedforward A3C act as a simple memory. Next was UNREAL,
an LSTM A3C model boosted with auxiliary tasks such as value function replay and reward prediction. Last
but not the least, the DFP algorithm was employed that can be considered as Monte Carlo RL [81] with a
decomposed reward.
The authors benchmarked these algorithms on PointGoal and RoomGoal tasks and found out that firstly,
the naive feedforward algorithm fails to learn any useful representation; secondly, in small environments, DFP
performs better while in big and more complex environments UNREAL beat the others.

4.2 Habitat
Habitat was designed and built in a way to provide the maximum customizability in terms of the datasets that
can be used and how the agents and the environment can be configured. That being said, Habitat works with
all the major 3D environment datasets without a problem. Moreover, it’s extremely fast in comparison to other
simulators. AI2-THOR and CHALET can get to an fps of roughly ten, MINOS and Gibson can get to around a
hundred, and House3D yields 300 fps in the best case, while Habitat is capable of getting up to 10,000 frames
per second. Habitat also provides a more realistic collision model in which if a collision happens, the agent can
be moved partially or not at all in the intended direction.

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To benchmark Habitat, the owners employed a few naive algorithm baselines, Proximal Policy Optimization
(PPO) [82] as the representer of learning algorithms versus ORB-SLAM2 [83, 84] as the chosen candidate for
non-learning agents and tested them on the PointGoal Navigation task on Gibson and Matterport3D. They
used Success weighted by Path Length (SPL) [85] as the metric for their performance. The PPO agent was
tested with different levels of sensors (e.g. No visual sensor, only depth, only RGB, and RGBD) to perform
an ablation study and find the proportion in which each sensor helps the progress. SLAM agents were given
RGBD sensors in all the episodes.
The authors found out that first, PPO agents with only RGB perform as bad as agents with no visual
sensors. Second, all agents perform better and generalize more on Gibson rather than Matterport3D since the
size of environments in the latter is bigger. Third, agents with only depth sensors generalize across datasets the
best and can achieve the highest SPL. But most importantly, they realized that unlike what has been mentioned
in the previous work, if the PPO agent learns long enough, it will eventually outperform the traditional SLAM
pipeline. This finding was only possible because the Habitat simulator was fast enough to train PPO agents for
75million time steps as opposed to only 5million time steps in the previous investigations.

5 Future of Embodied AI
5.1 Higher Intelligence
Consciousness has always been considered as the ultimate characteristic for true intelligence. Qualia [86, 87] is
the philosophical view of consciousness and it is related to the subjective sensory qualities like "the redness of
red" that humans have in their mind. If at some point machines can understand this concept and objectively
measure such things, then the ultimate goal can be marked as accomplished.
Robots still struggle at performing a wide spectrum of tasks effortlessly and smoothly, and this mainly due
to actuator technology as currently mostly electrical motors are used. Advances in artificial muscles and skin
sensors that could cover the entire embodiment of the agent would be essential to fully mitigate the human
experience in the real world and eventually unlock the desired cognition [88].

5.2 Evolution
One more key component for cognition is the ability to grow and evolve over time [89, 90, 91]. It’s easy to
evolve the agent’s controller via an evolutionary algorithm but it’s not enough. If we aim to have completely
different agents, we might as well give them the ability to evolve in terms of embodiment and the sensors as
well. This again requires the above mentioned artificial cell organism to encode different physical attributes in
them and flip them slightly over time. Of course, we are far from this to become reality, but it is always good
to know the furthermost step that has to be done one day.

6 Conclusion
Embodied AI is the field of study that takes us one step closer to the true intelligence. It is a shift from Internet
AI towards embodiment intelligence that tries to exploit the multi-sensory abilities of agents such as vision,
hearing, touch, and together with language understanding and reinforcement learning attempts to interact with
real-world in a more sensible way. In this paper, we tried to do a concise review of this field, and its current
advancements, subfields, and tools hoping that this would help and accelerate future researches in this area.

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