BEHAVIOR: Benchmark for Everyday Household Activities in Virtual, Interactive, and Ecological Environments
Not on the map. Why?
Cited by 22 in LLM agents and tool use, but placed by its own abstract, which didn’t fit.
Abstract (arXiv)
We introduce BEHAVIOR, a benchmark for embodied AI with 100 activities in simulation, spanning a range of everyday household chores such as cleaning, maintenance, and food preparation. These activities are designed to be realistic, diverse, and complex, aiming to reproduce the challenges that agents must face in the real world. Building such a benchmark poses three fundamental difficulties for each activity: definition (it can differ by time, place, or person), instantiation in a simulator, and evaluation. BEHAVIOR addresses these with three innovations. First, we propose an object-centric, predicate logic-based description language for expressing an activity's initial and goal conditions, enabling generation of diverse instances for any activity. Second, we identify the simulator-agnostic features required by an underlying environment to support BEHAVIOR, and demonstrate its realization in one such simulator. Third, we introduce a set of metrics to measure task progress and efficiency, absolute and relative to human demonstrators. We include 500 human demonstrations in virtual reality (VR) to serve as the human ground truth. Our experiments demonstrate that even state of the art embodied AI solutions struggle with the level of realism, diversity, and complexity imposed by the activities in our benchmark. We make BEHAVIOR publicly available at behavior.stanford.edu to facilitate and calibrate the development of new embodied AI solutions.
Key facts. Cited by 161 papers in the map (data through 7 Oct 2026). Builds on 54 of its 98 references that are in the map. First posted on arXiv 6 Aug 2021.
Builds on
54 of 98 references.
References · 54
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- 2019Learning agile and dynamic motor skills for legged robotscited by 402
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- 2016Target-driven Visual Navigation in Indoor Scenes using Deep Reinforcement Learningcited by 351
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- 2021Visual Room Rearrangementcited by 101
- 2018Visual Representations for Semantic Target Driven Navigationcited by 89
- 2019Interactive Gibson Benchmark (iGibson 0.5): A Benchmark for Interactive Navigation in Cluttered Environmentscited by 89
- 2016Interactive Perception: Leveraging Action in Perception and Perception in Actioncited by 77
- 2019Learning to Manipulate Deformable Objects without Demonstrationscited by 76
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- 2019IKEA Furniture Assembly Environment for Long-Horizon Complex Manipulation Taskscited by 68
- 2019From Language to Goals: Inverse Reinforcement Learning for Vision-Based Instruction Followingcited by 67
- 2021The ThreeDWorld Transport Challenge: A Visually Guided Task-and-Motion Planning Benchmark for Physically Realistic Embodied AIcited by 64
- 2018Neural Modular Control for Embodied Question Answeringcited by 56
- 2019Variable Impedance Control in End-Effector Space: An Action Space for Reinforcement Learning in Contact-Rich Taskscited by 56
- 2019COBRA: Data-Efficient Model-Based RL through Unsupervised Object Discovery and Curiosity-Driven Explorationcited by 55
- 2019Deep Visual MPC-Policy Learning for Navigationcited by 54
- 2019HRL4IN: Hierarchical Reinforcement Learning for Interactive Navigation with Mobile Manipulatorscited by 52
- 2019Combining Optimal Control and Learning for Visual Navigation in Novel Environmentscited by 50
50 most cited of 54 All 54 (JSON)
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