mlsanityData to 14 Oct 2026

How to Train PointGoal Navigation Agents on a (Sample and Compute) Budget

arXiv 2012.06117 ↗First posted 11 Dec 2020cs.CV cs.AI cs.LGcited by 7

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Abstract (arXiv)

PointGoal navigation has seen significant recent interest and progress, spurred on by the Habitat platform and associated challenge. In this paper, we study PointGoal navigation under both a sample budget (75 million frames) and a compute budget (1 GPU for 1 day). We conduct an extensive set of experiments, cumulatively totaling over 50,000 GPU-hours, that let us identify and discuss a number of ostensibly minor but significant design choices -- the advantage estimation procedure (a key component in training), visual encoder architecture, and a seemingly minor hyper-parameter change. Overall, these design choices to lead considerable and consistent improvements over the baselines present in Savva et al. Under a sample budget, performance for RGB-D agents improves 8 SPL on Gibson (14% relative improvement) and 20 SPL on Matterport3D (38% relative improvement). Under a compute budget, performance for RGB-D agents improves by 19 SPL on Gibson (32% relative improvement) and 35 SPL on Matterport3D (220% relative improvement). We hope our findings and recommendations will make serve to make the community's experiments more efficient.

Key facts. Cited by 7 papers in the map (data through 14 Oct 2026). First posted on arXiv 11 Dec 2020.

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Citing papers per year: 2021: 5; 2022: 2.

7 papers.